Lewd Attack Alpha 0.40

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Lewd Attack

A sexual rpg intended for solo-play

Version 0.40

What is Lewd Attack?


Lewd Attack is a roleplaying game intended for solo-play that combines sexual themes with
fantasy adventures. Player-Characters are female adventurers seeking glory and fame while
struggling with their own desires in a standardish fantasy world. “Lewd Attack”, because the
characters have, among other options, the ability to use their womanly charms against the
enemy. Want to play a strong knight that smashes evil and later lets off some steam with a
bunch of men in the tavern? A seductive thief that uses her enemies lust against them? Or a
pious priestess desperately protecting her innocence? Or will you fall to depravity, getting
lost in a spiral of more and more dangerous sex?

It’s intended for solo-play, meaning you play the character as well be the game master.
Adventures and scenarios are rolled randomly on a table of scenarios, but it’s also possible
for you to make your own choices. It’s a big sandbox with no set goal, aside from where the
journey takes you and your character.

Theoretically it could be played with a group and a GM, but that would probably need some
number adjustments. You can also play it without the scenarios and adventures, although
some mechanics directly relate to them.

This game is still an alpha and needs lots of work. The scenarios and adventures are being
written as well and will take quite some time before they are ever done.

Sexual Content
If you have a problem with rape and monster sex, then move on. The sexual content in this
game is not restricted to that, but they are a big part of it.

Aside from that, this game features lots of casual sex, group sex, intercourse not only with
men and women, but also with various creatures, consensual or not. If you look for anything
more special or specific, you will be disappointed. Or you include them yourself somehow. I
made this game first and foremost for myself and included sexual content that made sense
to be there or interest me.

How to play
Lewd Attack uses a dice pool system. Tests ask for specific skills to be rolled and each skill
is tied to two stats. Each point in each stat allows you to roll one dice. For instance the
Climbing Skill is tied to Agility and Endurance. A character with 3 Agility and 3 Endurance
would be allowed to roll 6 dice. The proficiency of the character determines how many of
these dice are allowed to count as success. An untrained character gains successes if you
roll a 5 or 6, a trained character on 4, 5 and 6. The amount of successes you need to
succeed depends on the difficulty. In combat, both sides roll dice to attack and defend and
compare who got the most successes.

Most skills require a d6, you also often roll a d4 and occasionally a d8, d10 or d20. The
game is intended to be played without maps, also technically you can play it with a grit.

Character Creation
Your characters abilities, prowess in combat and sexual skill depends on your characters
experience, but primarily on her stats. Stats are presented like this:

Physical: Strength Body Agility Endurance Dexterity

2 (5) 2 (5) 2 (5) 2 (5) 2 (5)

Mental: Perception Willpower Intelligence Charisma

2 (5) 2 (5) 2 (5) 2 (5)

The number under the Stat is the starting number in that Stat. The number in the brackets is
the maximum number for character creation. You cannot exceed that number during
character creation, but it’s possible to increase them afterwards. Above is the distribution of
Stats for humans. Other races start with less points in some Stat, but more in others with
higher upper limits.

First, you choose a race. Aside from the starting Stat distribution, each race comes with
additional Character Traits. Some of the races start with Physical or Mental Traits that
provide some bonus. The increase in the associated Trait is already factored in.

Humans
Humans are the most commonly found people, mostly defined by their variety and their lack
of obvious strengths and weaknesses. Compared to many other races, they grow up quickly
and develop sexual interest at an early age.

Physical: Strength Body Agility Endurance Dexterity

2 (5) 2 (5) 2 (5) 2 (5) 2 (5)

Mental: Perception Willpower Intelligence Charisma

2 (5) 2 (5) 2 (5) 2 (5)

Starting Traits: You start with one additional Physical or Mental Trait.

Character Traits:

Strong-Minded: Whenever you lose more than 3 Sanity, lose 1 less. Whenever you lose at
least 10 Sanity, lose 2 less.
Faithful: Whenever you pray at a shrine, you can reroll two failed dice.

Lusty: + 1 Lust per day.

Language: Common

You can also choose three additional Character Traits.

Dwarves
Dwarves are stocky, plump people of smaller size. They are as resilient as they are
stubborn. They know how to work and fight hard, greatly enjoy a good meal and some good
ale.

Physical: Strength Body Agility Endurance Dexterity

2 (5) 3 (7) 1 (4) 2 (5) 2 (5)

Mental: Perception Willpower Intelligence Charisma

2 (5) 3 (7) 2 (5) 1 (4)

Starting Traits: Thick, Headstrong I

Character Traits:

Hearty: Eating medium or high quality food increases your Lust by 1d4. Drinking alcohol also
increases it by 1d4.

Healthy: You gain two additional dice for Regeneration.

Though II: + 15 HP

Small Folk: Cannot take the Tall Trait.

Language: Common, Dwarfish

You can chose two additional Character Traits.

High Elves
High Elves are graceful, lithe and sophisticated people with inherent magical abilities. Their
priced beauty can often be to their detriment, unless they know to capitalize on it.

Physical: Strength Body Agility Endurance Dexterity

2 (5) 1 (4) 3 (7) 1 (4) 2 (5)

Mental: Perception Willpower Intelligence Charisma

2 (5) 2 (5) 3 (7) 2 (5)

Starting Traits: Slender, Smart I

Character Traits:
Allure: Every third attack is a Grope attack, if the enemy is able to.

Magical Affinity: You start with one (additional) Minor or Greater Spell.

Pretty Face II: + 1 Lust during Seduction in combat, one additional dice when out of combat.
Causes + 1 Lust to enemies when they see your face for the first time. You can take this
Trait several times and increase the Lust by 1.

Language: Common, Elfish

You can chose two additional Character Traits.

Wild Elves
Just like their more civilized cousins, the Wild Elves are graceful and agile, with sharper
senses and a keen eye. They lack a bit in intellect, but make up for it through their greater
vitality.

Physical: Strength Body Agility Endurance Dexterity

2 (5) 1 (4) 3 (7) 2 (5) 2 (5)

Mental: Perception Willpower Intelligence Charisma

3 (7) 2 (5) 2 (5) 1 (4)

Starting Traits: Slender, Sharp Senses I

Character Traits:

Allure: Every third attack is a Grope attack, if the enemy is able to.

Eternal Vitality: Each time you spend Stamina, spend 1 Stamina less. Should you by default
spend more than 10 Stamina with one action, spend 2 less.

Pretty Face II: + 1 Lust during Seduction in combat, one additional dice when out of combat.
Causes + 1 Lust to enemies when they see your face for the first time. You can take this
Trait several times and increase the Lust by 1.

Language: Common, Elfish

You can chose two additional Character Traits.

Amazons
Amazons are a race of strong female humans, seeking the thrill of a good fight and potential
strong mates. Their barbarian upbringing does not necessarily grant them high intellect.

Physical: Strength Body Agility Endurance Dexterity

3 (7) 2 (5) 2 (5) 3 (7) 2 (5)

Mental: Perception Willpower Intelligence Charisma

2 (5) 1 (4) 1 (4) 2 (5)


Starting Traits: Tall I, Fit I

Character Traits:

Fascinated by Strength: You gain 1d4 Lust each time you meet an enemy with the Trait
Champion, and creatures of the size large Huge and taller.

Hard Hitting: Every melee attack does an additional + 1 Damage.

Language: Common

You also gain three additional Character Traits of your choice.

Halflings
Halflings are small, adroit and pretty cute. Their reduced size allows them to go on
unnoticed, doing all kinds of mischievous things, but they lack some strength.

Physical: Strength Body Agility Endurance Dexterity

1 (4) 1 (4) 2 (5) 2 (5) 3 (7)

Mental: Perception Willpower Intelligence Charisma

3 (7) 2 (5) 2 (5) 2 (5)

Starting Traits: Small I, Sharp Senses I

Character Traits:

Fun-Size: Double the bonus while penetration. For instance: Regular Dick: 2d6 + 3 would be
2d6 + 6

Subtle: You gain an additional Dice when Sneaking and an additional dice for Perception.

Small Folk: Cannot take the Tall Trait.

Language: Common

You also gain three additional Character Traits of your choice.

Gnomes
Another kind of small folk. What Gnomes lack in stature they make up for with their
intelligence, strong personalities and bustling energy.

Physical: Strength Body Agility Endurance Dexterity

1 (4) 2 (5) 2 (5) 1 (4) 2 (5)

Mental: Perception Willpower Intelligence Charisma

2 (5) 2 (5) 3 (7) 3 (7)

Starting Traits: Smart I, Expressive I


Character Traits:

Fun-Size: Double the bonus while penetration. For instance: Regular Dick: 2d6 + 3 would be
2d6 + 6

Thrifty Casting: You spend 1 less MP whenever you cast an Arcane Spell or Miracle that
costs less than 10 MP, and 2 less MP whenever you cast an Arcane Spell or Miracle that
costs 10 or more MP.

Diligent: Required Learning Successes are reduced by 1. While doing Servicing and
Teaching Jobs as well as Studying, you roll an additional dice.

Small Folk: Cannot take the Tall Trait.

Language: Common, Dwarfish

You also gain two additional Character Traits of your choice.

Beastgirl
Beastgirls are humanoids with feline traits, like cattails or cat-like ears. They have great
agility and endurance. Their animal-like nature makes them go into heat every other day.

Physical: Strength Body Agility Endurance Dexterity

2 (5) 2 (5) 3 (7) 3 (7) 2 (5)

Mental: Perception Willpower Intelligence Charisma

2 (5) 1 (4) 2 (5) 1 (4)

Starting Traits: Agile I, Athletic I

Character Traits:

Heat: Every three days, gain + 10 Lust. This number increases when your Lust threshold
increases as well.

Claws: Your Fists do additional 5 Damage.

Instincts: You gain an additional Dice when Hunting and for Reaction Tests when it comes to
ambushes.

Language: Common

You also gain three additional Character Traits of your choice.

Adding Traits
First you can add 8 Physical and Mental Traits. It can be either of those, it’s your choice.
Each Trait increase one Stat at least once, sometimes two times, or they give a different
bonus. Some of them give your character a Sex-Bonus, like + 1 Butt-Bonus, which affects
Sex-Skills and Seduction. Many of the Traits require you to have taken a different one of the
same group. If you have taken Busty I, then you can take Busty II. Bonuses and maluses
stack. As a side note: Just because your character doesn’t have Busty I or other traits like
this, must not mean she is a complete flatty. It just isn’t enough to justify mechanical
benefits.

Physical Traits:

Athletic I: + 1 Endurance

Athletic II: + 2 Endurance

Fit I: + 1 Endurance

Fit II: + 1 Endurance, you gain the Greater Endurance Ability

Booty I: + 1 Body, + 1 Butt-Bonus

Booty II: + 1 Body, + 1 Butt-Bonus

Booty III: + 1 Body, + 1 Butt-Bonus

Busty I: + 1 Body, + 1 Tit-Bonus

Busty II: + 1 Body, + 1 Tit-Bonus

Busty III: + 1 Body, + 1 Tit-Bonus

Agile I: + 1 Agility, + 1 Thighs-Bonus

Agile II: + 1 Agility, + 1 Thighs-Bonus

Agile III: + 1 Agility, + 1 Thighs-Bonus

Small: + 1 Dexterity, cannot take Tall


Tiny: + 1 Dexterity, you gain the Small Target Ability

Nimble I:+ 1 Agility, + 1 Foot-Bonus

Nimble II: + 1 Agility, + 1 Foot-Bonus

Nimble III: + 1 Agility, + 1 Foot-Bonus

Dexterous I: + 1 Dexterity, + 1 Hand-Bonus

Dexterous II: + 1 Dexterity, + 1 Hand-Bonus

Dexterous III: + 1 Dexterity, + 1 Hand-Bonus

Slender: + 1 Agility, cannot take Thick

Lithe: + 1 Agility, you gain the Quick Strike Ability

Thick: + 1 Body, + 1 Butt-, Tit- and Thigh-Bonus, cannot take Slender and Fit I, every time
you spend Endurance, spend 1 Stamina more

Plump: + 1 Body, + 1 Butt-, Tit- and Thigh-Bonus, cannot take Slender and Fit I, every time
you spend Endurance, spend 1 Stamina more, you gain the Greater Body Ability

Strong I: + 1 Strength

Strong II: + 2 Strength

Tall: + 1 Strength, cannot take Small

Huge: + 1 Strength, you gain the Extra Reach Ability


Mental Traits:

Sharp Senses I: +1 Perception

Sharp Senses II: + 2 Perception

Sharp Senses III: + 2 Perception

Smart I: +1 Int

Smart II: + 2 Int

Smart III: + 2 Int

Headstrong I: + 1 Willpower

Headstrong II: + 2 Willpower

Headstrong II: + 2 Willpower

Expressive I: + 1 Charisma

Expressive II: + 2 Charisma

Expressive III: + 2 Charisma

Character Traits
Character Traits are additional Traits that affect various things, your characters mindset,
behavior, how trained you are in some Skills, your background and some sex stuff. Check
under your race how many additional Character Traits you can get during character creation.

Note: Not all of these are equal, some may seem more powerful than others and some might
even be more of a detriment in certain situations. This game isn’t exactly about being the
strongest, but having different experiences with different kinds of characters.
Alchemist Apprentice: You start with Alchemist (Beginner) and an Alchemist Book
(Advanced)

Ancient Heirloom: You start with one Holy Amulet or Ring of Magic of your choice.

Blessed Child: You start with a Blessing of your choice (or you roll on the Major Blessing
Table).

Bookworm: You start with two Books of your choice. You regain also 1 Sanity whenever you
engage in Studying any books.

Corrupted: You already start with a Minor or Major Corruption of your choice, or roll. Note
that this clashes with being blessed and playing certain classes that rely on Miracles.

Criminal: You already have a history with crime and start with 5 Criminal.

Experienced: You are already well-versed in the art of sex. Take two additional Sex Skills,
become Trained in them.

Flexible: You need at least 4 points in Agility for this Trait. Being flexible offers new
possibilities for sex. You gain an additional + 1 of Pleasure for consensual sex.

Free Skills: Take two Regular Skills of your choice that you aren't Trained in. Gain the
Trained status.

Linguist: You start with an additional Language of your choice.

Magicians Student: You start with a scroll of an Arcane Spell of your choice.

Magic Storage: You start with 10 additional Magic. You can take this Trait several times and
increase the MP gained by 5.

Martial Training: Gain the Trained Status in a Combat Skill that you aren’t already trained in.

Noble: You are of noble birth. You start with additional 500 Gold and 1 Fame.

Pretty Face: + 1 Lust during Seduction in combat, one additional dice when out of combat.
Causes + 1 Lust to enemies when they see your face for the first time. You can take this
Trait several times and increase the Lust by 1.

Prude: Whenever you get groped, take – 1 Lust. Optional rule: Lose this Trait after a Mind
Break.

Tough: Start with 10 extra HP. You can take this Trait several times and increase the HP
gained by 5.

Virgin: Start with one less Fetish. As long as you remain a virgin, any Lust Damage caused
by external factors, such as enemies, is halved, rounded down. Penetrating sex cause you
to lose this Trait. Should your first time be rape, lose additional 10 Sanity. You don’t start
Trained in any Sex Skills.

Well-Equipped: Instead of a normal weapon, you may start with one with an additional
Quality, or instead of a Revealing armor with one that is Covered.

Fetishes
Roll two times with a 2d10 on this table, three if your character is a human. Those are your
starting desires and sexual interests. You can take a fetish several times.

You gain these Lust whenever you are exposed to the object of your Fetish. Should this
happen more than once a day, decrease the Lust by – 1 each time.

2 Beasts: Get 1d4 Lust when seeing enemies of the type Beast, also another Satisfaction
dice during intercourse.

3 Beastmen: Get 1d4 Lust when seeing enemies of the type Beastmen, also another
Satisfaction dice during intercourse.

4 Greenskins: Get 1d4 Lust when seeing enemies of the type Greenskin (Goblins and Orcs),
also another Satisfaction dice during intercourse.

5 Gangbang: Get 1d4 Lust whenever the possibility of a gangbang comes up, also another
Satisfaction dice during intercourse.

6 Rape: Get 1d4 Lust when you are about to get raped or see rape, also another
Satisfaction dice while getting raped. You also don’t lose any Sanity if your Satisfaction
during rape is greater than your Lust. You still lose Sanity when getting Mind Broken,
though.

7 Masochist: This character likes getting hurt during sex. Sex with creatures that have the
Cruel Trait gives you an additional Satisfaction dice.

8 Dominant: You enjoy being the dominant one. Gain another Satisfaction dice while having
your way with your target or during dominant sex. You also gain an additional 1d4 Lust
whenever you defeat an enemy with the Trait Champion.

9 Tentacles: Get 1d4 Lust when seeing enemies of the type Tentacles, also another
Satisfaction dice during intercourse.

10 Slimes: Get 1d4 Lust when seeing enemies of the type Slimes, also another Satisfaction
dice during intercourse.

11 Captivity: This character gets horny when put into chains, wears a collar or is in any other
situation where she is held captive or enslaved. During that, add another 1d4 Lust.

12 Bi-Sexual: This character gains 1d4 Lust whenever seeing attractive females. Sex with
girls gives another Satisfaction Dice.

13 Demons: Get 1d4 Lust when seeing enemies of the type Demons, also another
Satisfaction dice during intercourse.

14 Voyeurism: Get 1d4 Lust when you see other people having any kind of sex, and an
additional Dice should you pleasure yourself while watching. You can add another dice if
another fetish applies as well, like seeing some monster that you lust after.

15 Dragons: Get 1d4 Lust when seeing enemies of the type Dragon, also another
Satisfaction dice during intercourse

16 Love-Making: You like consensual sex while holding hands, with the lights off. You
degenerate. Gain an additional Dice for Consensual Sex.
17 Prostitution: You get off while prostituting yourself. Gain an additional Dice while having
sex for money, or another 1d4 Lust while servicing someone for money.

18 Exhibitionism: You get off doing sexual stuff in public, either by hiding from everyone’s
eyes. You gain 1d4 Lust when wearing Exposed clothes or armor, or starting the day in
those, or when getting stripped naked and while being seen. You also get another
Satisfaction Dice during intercourse and while other people are watching, for instance in
public.

19 Submissive: You gain 1d4 Lust whenever you are defeated in combat, before any of the
sex can happen.

20 Exotic: Get 1d4 Lust when seeing enemies of the type Exotic, also another Satisfaction
dice during intercourse. (There are currently no enemies of this type)

Should you get a Fetish more than once, then increase the amount of Lust or Satisfaction
gained. For example, with the Beast Fetish taken twice, you gain 2d4 Lust and two additional
Satisfaction dice.

Also, your character starts being Trained in two Sex Skills of your choice (unless you start as
a virgin).

Classes
Classes define what Skills you start trained in with, your starting equipment and they give
you special abilities that only those classes can get. Any character can be any class, but
don’t expect them to be all equally effective.

Each class can only wear one type of armor. Should you wear a different type, you will lose
all abilities of your class. However you can still wear normal clothes and drop the armor, for
instance while working or just spending your time outside of adventures.

Soldier
Soldiers are professional warriors and mercenaries, priced for their grit, survivability and
proficiency in various weapons.

Skills: Blacksmithing, Intimidation, Gambling, Resistance, Climbing, Running, Regeneration,


2 Regular Skills of your choice

Combat Skills: Crossbows, Bows, Swords, Axes and Maces, Daggers, Blocking, Spears,
Halberds, Dodge; Brawling, Parrying

Can wear Heavy Armor

Abilities:

Power Through: Heal 10 HP for 5 Sanity. Only once per fight and if you are under half of
your HP.
Brace: For 5 Stamina gain an + 1 Armor for one round. Can be used during the enemy’s
attack.

Starting Gear: Iron Breastplate, either a one-handed weapon of your choice + shield or a
two-handed weapon of your choice. 100 Gold.

Dragon Knight
Dragon Knights are elite warriors specializing in killing big monsters and allying themselves
with massive beasts as well, the fabled dragons. Some female Dragon Knights have
developed a particular way of taming those monsters…

Skills: Blacksmithing, Intimidation, Resistance, Climbing, Running, Regeneration, 2 Regular


Skills of your choice

Combat Skills: Swords, Axes and Maces, Daggers, Blocking, Spears, Halberds, Dodge,
Brawling, Parrying

Can wear Heavy Armor

Abilities:

Monster Killer: You gain + 2 Damage on each attack for enemies of the size Huge. Double
this bonus for every subsequent size.

Taming (Dragons): You can use Seduction on Dragons. All relevant bonuses apply, as well
as sex mechanics. Once the Dragon is tamed, you can recruit it as a partner and let it fight
on your side. Each day, a normal-sized Dragon requires one Ration to eat, and double the
amount with each increase in size. Also, every day the Lust of the beast will increase by 1d6.
If his maximum is reached, you need to tame it again. Otherwise it will leave or attack.

Starting Gear: Iron Breastplate, either a one-handed weapon of your choice + shield or a
two-handed weapon of your choice. 100 Gold.

Barbarian
From the frozen north or steaming jungles of the south hail the mighty barbarians, fighters
that resolve conflicts with brute force and by going berserk.

Skills: Climbing, Hunting, Tracking, Intimidation, Running, Resistance, Reaction,


Regeneration, 2 Regular Skills of your choice

Combat Skills: Bows, Swords, Axes and Maces, Daggers, Blocking, Spears, Dodge;
Brawling, Grappling, Parrying, Throwing

Light Armor

Abilities:

Berserk: For 5 Sanity and Endurance, you go berserk. During that, you defend yourself with
– 2 Dice, but you can attack two times per round and don't suffer Lewd Damage. This lasts
three rounds.

Relentless: Gain + 1 Armor, even while wearing no armor.


Starting Gear: Padded Jacket, either a one-handed weapon of your choice + shield or a two-
handed weapon of your choice. 100 Gold.

Ranger
Rangers are woodsmen, hunters and guides that help people get through the wild areas of
the world. They are also able to tame the beasts of the woods by bonding in a special way.

Skills: Investigation, Sneaking, Climbing, Hunting, Running, Tracking, Regeneration, 2


Regular Skills of your choice

Combat Skills: Crossbows, Bows, Swords, Axes, Daggers, Blocking, Spears, Dodge,
Brawling, Parrying, Throwing

Light Armor

Abilities:

Taming (Beasts): You can use Seduction on Beasts. All relevant bonuses apply, as well as
sex mechanics. Once the beast is tamed, you can recruit it as a partner and let it fight on
your side. Each day, a normal-sized beast requires one Ration to eat, and double the
amount with each increase in size. Also, every day the Lust of the beast will increase by 1d6.
If his maximum is reached, you need to tame it again. Otherwise it will leave or attack.

Master Explorer: You gain + 0.5 extra Exploration, meaning after gaining 2 Exploration, you
get an additional + 1.

Starting Gear: Padded Jacket, a one-handed weapon of your choice and a short bow or
crossbow. 100 Gold.

Thief
If the house is suddenly missing some of its valuables, if the purse is missing or a knife
emerging from the darkness, it’s probably a Thief. Thieves like to resolve conflicts
sneakingly, without being seen, striking from the shadows.

Skills: Investigation, Sneaking, Stealing, Lockpicking, Persuasion, Bluffing, Gambling,


Seduction, Reaction, 2 Regular Skills of your choice

Combat Skills: Crossbows, Bows, Daggers, Dodge, Brawling, Parrying, Throwing

Light Armor

Strike from the Shadows: During a Sneak Attack, you can apply your Successes to multiple
enemies. After you killed one enemy, you can use the remaining Successes and apply them
to your next target until you are out of Successes. You also gain + 2 dices for your attack
from the Shadows.

Luck of Thieves: You find 10% (rounded up) more gold after combat or in treasure.

Stalker: The malus for being in complete darkness is reduced by 1. Meaning, instead of – 3
Dice, it’s only – 2.

Starting Gear: Padded Jacket, a one-handed weapon of your choice and a short bow or
crossbow. 100 Gold.
Mage
Studied wizards are fearsome spellcasters, being able to burn entire regiments to the
ground. Their power comes with a cost, however, as any Mage is in danger to fall to the
forces of Chaos.

Skills: Investigation, Persuasion, Bluffing, Studying, Teaching, 2 Regular Skills of your


choice

Combat Skills: Daggers, Staves, Dodge, Parrying

Spellcasting: Start as Trained in Spellcasting and take three Minor or Greater Spells of your
choice as learned.

Spell Burst: You can spend 5 Stamina per round to add an additional Dice while casting
Spells.

Mind Strain: Roll a d10. You gain double the Magic of what you rolled, but lose that amount
of Sanity. Should your Sanity drop to 0, roll on the Minor Corruption table.

Mages need to wear their mage robes in order to access their full repository of powers.

Starting Gear: Staff or dagger, mage robes (Covered, Revealing or Exposed). 100 Gold.

Priest
Women of the clergy travel the world to do good and fight the forces of Chaos. Their purity
and righteousness makes them prime target of those that serve the dark gods. Priests take
Oaths that they have to fulfill to gain Blessings from the gods.

Skills: Investigation, Persuasion, Intimidation, Studying, Teaching, 2 Regular Skills of your


choice

Miracles: Start as Trained in Miracles and take three Major Blessings of your choice.

Combat Skills: Staves, Maces, Blocking, Dodge, Parrying

Meditating: During rests or in your free time, you can meditate and get rid of some of your
Lust. For 1 Sanity, you can decrease your Lust by 2. You can spend as much Sanity as you
want, until it reaches 0.

Oaths:

Priests get their powers bestowed by the gods for taking oaths and fulfilling them. Should
you achieve your goals, you roll on the Minor Blessing Table. Some of these Blessings are
only temporary, but others may lead to permanent powers and new Miracles. Choose one
Oath.

Oath of Purity: If you have the Virgin Trait, you can get two additional Blessings at the start
of the game. Should you lose your Virginity, you will lose those Blessings. You also gain – 1
Lust, any time your Lust would increase. Cannot take Oath of Pleasure or Oath of Charity.

Oath of Charity: You pledge yourself to impecuniousness. You are allowed to have a
maximum of 100 Gold on yourself. More, and you have to either spend it (on anything but
luxuries) or you have to donate it to the local village, city, temple or simply dispense it to the
people. The first time you have donated 1000 Gold, you roll on the Minor Blessing Table.

Oath of Protection: You have sworn to protect and save the innocent and weak wherever
you go. Whenever a person is attacked or held captive, you have to save them. The exact
number of people you save does not matter, if you save an entire village against an attack
by bandits, you gain the same favor as when you would have saved a single girl in the
woods that was chased by a pack of goblins. Should you save someone, you roll on the
Minor Blessing Table.

Oath of Righteousness: You have sworn yourself to destroy the enemies of good, the
corrupted and devilish forces of Chaos. You gain a Blessing after defeating an enemy that
has the Trait: Champion of Chaos. Afterwards, you roll on the Minor Blessing Table.

Oath of Conquest: You have sworn yourself to destroy strong enemies that threaten the
weak and good. You gain a Blessing after defeating 2 enemies that have the Trait:
Champion. Afterwards, you roll on the Minor Blessing Table.

(Oath of Pleasure: You have pledge yourself to causing as much pleasure and joy as
possible wherever you go, mainly through the means of sex. You cannot refuse any
advances, with the exception of rape, against which you are still allowed to defend yourself.
You must also orgasm, as described in the chapter about Lust. Roll a d20 + 10. That is the
number of people you have to pleasure until you get the next Blessing.) (This Oath is
considered “experimental” at this point)

Imminent Corruption: During a Mind Break, roll a d6. If you roll 1 – 3, then roll on the Minor
Corruption table. With 4 – 6, you roll on the usual table depending on the cause of the Mind
Break.

Priests need to wear their Priestly Garments in order to access their full repository of
powers.

Starting Gear: Mace or staff, shield, priestly garments (Covered, Revealing or Exposed). 100
Gold.

Bard
They live to travel, to sing, dance and play music in different towns and villages, to hear the
cheering and the applause of the people and to simply have a good time. Bards are artists,
musicians and storytellers that embark on a journey and taking up the way of the adventurer,
using their skill with the blade, a bit of magic and their silver tongues to succeed.

Skills: Sneaking, Stealing, Persuasion, Bluffing, Intimidation, Gambling, Seduction, Dancing,


Singing, Playing Music, 2 Regular Skills of your choice

Combat Skills: Daggers, Swords, Staves, Dodge, Brawling, Parrying, Throwing, Crossbows,
Bows

Spellcasting: Start as Trained in Spellcasting and take two Minor or Greater Spells of your
choice as learned.

Magic Whispers: Outside of combat, Bards can spend 3 MP to add another dice to their
Persuasion, Bluffing, Intimidation and Seduction tests. Only 1 dice max.
Performance: Whenever you perform Dancing, Singing or Playing Music in front of a crowd,
you can regain 1 Sanity for each Success.

Distraction: Instead of the usual methods of defending yourself, you can use your
Persuasion, Intimidation, Bluffing or Seduction Skill to negate enemy attacks. If you have
more Successes than needed to negate attacks, then you can impose some other effects.
Each additional Persuasion Success decrease the enemies defensive action by – 1 dice,
Intimidation reduces his attack by – 1 dice, Bluffing however increases your dice for
attacking by + 1 and Seduction increases his Lust by 1. Only works in melee and short range
and with enemies that can understand your words.

Starting Gear: Padded Jacket, a one-handed weapon of your choice and a short bow or
crossbow. 100 Gold.

Bards wear light armor.

Paladin
Paladins are holy warriors, fighting in the name of the forces of order against evil creatures
like demons and undead. They are versed in combat as well as being blessed by various
miracles.

Skills: Blacksmithing, Intimidation, Resistance, Persuasion, Climbing, Running,


Regeneration, 2 Regular Skills of your choice

Combat Skills: Swords, Axes and Maces, Daggers, Blocking, Spears, Halberds, Dodge,
Brawling, Parrying

Miracles: Start as Trained in Miracles and take two Major Blessings of your choice.

Can wear Heavy Armor

Penance: At the start of each day, you can castigate yourself to decrease your Lust. 2 HP
decrease 1 Lust.

Fervor: You gain an additional dice for attacking undead and demon enemies.

Oaths:

Paladins get their powers bestowed by the gods for taking oaths and fulfilling them. Should
you achieve your goals, you roll on the Minor Blessing Table. Some of these Blessings are
only temporary, but others may lead to permanent powers and new Miracles. Choose one
Oath.

Oath of Purity: If you have the Virgin Trait, you can get two additional Blessings at the start
of the game. Should you lose your Virginity, you will lose those Blessings. You also gain – 1
Lust, any time your Lust would increase. Cannot take Oath of Pleasure or Oath of Charity.

Oath of Charity: You pledge yourself to impecuniousness. You are allowed to have a
maximum of 100 Gold on yourself. More, and you have to either spend it (on anything but
luxuries) or you have to donate it to the local village, city, temple or simply dispense it to the
people. The first time you have donated 1000 Gold, you roll on the Minor Blessing Table.

Oath of Protection: You have sworn to protect and save the innocent and weak wherever
you go. Whenever a person is attacked or held captive, you have to save them. The exact
number of people you save does not matter, if you save an entire village against an attack
by bandits, you gain the same favor as when you would have saved a single girl in the
woods that was chased by a pack of goblins. Should you save someone, you roll on the
Minor Blessing Table.

Oath of Righteousness: You have sworn yourself to destroy the enemies of good, the
corrupted and devilish forces of Chaos. You gain a Blessing after defeating an enemy that
has the Trait: Champion of Chaos. Afterwards, you roll on the Minor Blessing Table.

Oath of Conquest: You have sworn yourself to destroy strong enemies that threaten the
weak and good. You gain a Blessing after defeating 2 enemies that have the Trait:
Champion. Afterwards, you roll on the Minor Blessing Table.

(Oath of Pleasure: You have pledge yourself to causing as much pleasure and joy as
possible wherever you go, mainly through the means of sex. You cannot refuse any
advances, with the exception of rape, against which you are still allowed to defend yourself.
You must also orgasm, as described in the chapter about Lust. Roll a d20 + 10. That is the
number of people you have to pleasure until you get the next Blessing.) (This Oath is
considered “experimental” at this point)

Imminent Corruption: During a Mind Break, roll a d6. If you roll 1 – 3, then roll on the Minor
Corruption table. With 4 – 6, you roll on the usual table depending on the cause of the Mind
Break.

Starting Gear: Iron Breastplate, either a one-handed weapon of your choice + shield or a
two-handed weapon of your choice. 100 Gold.

Renown: Fame, Reputation, Vigilance,


Criminal and Corruption
Characters amass another kind of resource that can be summarized as how much you are
known for and for what things. At first, what people know about you is limited to the area of a
village or city and their surroundings. But if your Fame, Reputation etc. reaches 10 in any
region, than your character gains 1 permanent point in that particular kind of Renown. It
becomes the base number for any subsequent region you visit. Your Renown grants you
access to more dangerous missions, additional resources or can be a detriment.

Fame
“Fame” is the Renown that tells you how much you are known for your heroic deeds and
accomplishing missions. Each time you fulfill a mission from the guild, you gain 1 Fame in
that region (village or city). More Fame means more difficult, but also more lucrative
missions.

Reputation
Reputation applies to your sexual conduct. People speak with each other, and sleeping
around will give you a certain Reputation. Or on other words: How much people consider
you a huge slut. Some sexual adventures in a given region will give you a Reputation, which
will affect how some people will react to you.
Vigilance
Vigilance concerns the authorities of any given region. Whenever you commit a crime
(stealing, killing) and get caught, you raise your Vigilance. Each day in that region you roll a
d10. If the result is that number in Vigilance or under it, then you have an encounter with the
local forces. You can reduce that number by surrendering and going to jail. Each point of
Vigilance is one day you sit in jail, losing one Advance in any Skill (of your choice).

Criminal
Criminal is your Renown in the underworld. Each time you commit a crime and get away with
it, you raise your Criminal. With increased Criminal, you gain access to crime related
missions and to the black market.

Corruption
Corruption is gained by willingly or not willingly being tainted by the dark powers, for instance
by learning Dark Magic. Having Corruption makes you unable to gain any Blessings and
may cause regional religious authorities to see you as a threat. Unless other kinds of
Renown, Corruption does not increase in any region, it only affects your character.

HP, MP, Endurance and Sanity


HP are your Hit Points, the amount of damage you can take during combat. If you hit 0 HP,
you get knocked out and you will be your enemies plaything. In some cases it means death.

Your characters HP are: 2x Body + Agi + Str + Endurance + Willpower

MP means Magic Points. You need to spend those to cast Spells and Miracles. Should your
character not be able to do both, then you can ignore it.

Your characters MP are: 2x Will + 2x Int + Endurance + Cha

Stamina is your characters overall fitness and perseverance. Stamina can be spend to give
yourself an additional dice during any Test outside of combat (excluding sex). You can do
that only once. For Regular Skills that are based at least on one Physical Trait, it’s 5
Stamina. For Sex Skills, it depends on the Skills. During combat, you can use Stamina to
activate special techniques. The amount of Stamina being used depends on the ability.
Whenever your Stamina reaches 0, you become Exhausted and suffer – 2 Dice for every
Test, including combat.

Your characters Stamina is: Str + 3x Endurance + Agi + Willpower

Sanity is your characters mental health. Should it drop to 0 during sex, you suffer a Mind
Break and roll on the appropriate Mind Break table to see how it infects your characters
desires. Should it drop to zero outside of sex or remain at zero afterwards, then you are just
mentally exhausted and lose 5 HP every day and cannot regain MP or Stamina. You can
also use Sanity to get another Dice while using Regular Skills that have at least one Mental
Trait. It costs you 5 Sanity.

Your characters Sanity is: Endurance + Perception + 2x Will + Int + Cha

You also start with a Lust of 0/10/20. More about that later.
Furthermore, you gain Lust by 1d4 + 0 per day.

And with that, you are pretty much done with your character! Although you may want to roll a
d20. That will be your starting Lust.

Skills, Combat and Advancing


Most Skills require you to roll the amount of dice you have in two Stats. For instance, hitting
with a sword is Strength + Agility. With a Strength of 3 and Agility of 4, this would be 7 dice
you would roll and count the Successes. When a roll counts as a Success, depends on how
trained you are in that Skill.

Level of training: Untrained Trained Expert

Successes: 5–6 4–6 3–6

Then how many Successes you need in order to succeed depends on the Difficulty of the
situation. The Difficulty is noted in the scenario. A lot of Tests will ask for a Standard
Difficulty.

Difficulty Successes

Easy: 1

Standard 2

Hard 3

Very Hard 4

Regular Skills
Regular Skills cover most of the various kinds of things you can do during and outside of
adventures, including ways to make money, survive in the wild, investigate places or pick
locks.

Blacksmithing
Strength + Intelligence

This Skill is used to repair broken heavy armor. It takes two Successes and one
Blacksmithing Tools to restore one level of Coverage.

Bluffing
Intelligence + Charisma

Bluffing is all about making shit up, inventing lies, swindling or hiding your intentions.

The difficulty will depend on the scenario.

Climbing
Strength + Endurance

This Skill may be used to climb on higher elevation, getting the high ground for ranged
attacks, or finding better entries into buildings. The amount of successes needed depend on
the circumstances.

Dancing
Agility + Charisma

If you ever want to entertain a crowd of people or earn some coin as a dancer, this is the
Skill. When it comes to working, each Success earns you 25 Gold. Though it counts as
working, you’ll lose one Advance in another Skill. It can also be used to lighten the mood.

Gambling
Dexterity + Charisma

Gambling is your ability to play games like cards or involving dice. Gambling against other
opponents works similarly to fighting: Whoever has the most Successes wins. For each
Success you earn yourself some money depending on the game and overall scenario, but
should you fail, you’ll lose some. This skill may also be used whenever you attempt to cheat
a game.

Haggle
Intelligence + Charisma

This Skill is used to bargain better prices. Whenever you buy something in a shop and it
costs at least 100 Gold, you can attempt to lower the price by 10 percent. It usually takes
you 2 Successes. Should you fail, you’ll have to pay 10 percent higher.

Hunting
Agility + Endurance

Hunting can be done any time. Successful hunts result in Rations for eating or potentially
other items that you can sell. The difficulty depends on the area you want to hunt in. This
skill is about chasing after your prey after you’ve found it.

Intimidation
Strength + Charisma

Intimidation can be used to force your way through the threat of violence. In combat, this skill
can be used instead of an attack to frighten the enemy so that they roll – 2 dice for three
rounds. Should you have damaged all enemies up to less than 25% of their HP, you can
attempt make them back down, in some situations this allows you to gain information about
your mission or you can do anything you want with them. The Successes depend on the
Size of the enemy. Small Size: 1 Success, Normal Size: 2 etc. Each creature present also
increases the difficulty by 1. You can only frighten and threaten creatures of humanoid
intelligence.

Investigation
Perception + Intelligence

This Skill is used to find things hidden in plain sight, like traps or secret doors.

The difficulty will depend on the scenario.

Labor
Strength + Endurance

“Labor” applies to any kind of hard work, be it pushing crates or cutting down trees. Each
success grants you 25 Gold, but it will exhaust you for most of the rest of day, just like any
other form of work. Like any other work you lose one other Advance in another Skill.

Lockpicking
Dex + Intelligence

Used to open up locks on doors and chests. The higher the value, the higher the Difficulty.
Normal doors require a Standard Difficulty Test.

Persuasion
Willpower + Charisma

Persuasion is the Skill of influencing others by the power of speech, arguing, reasoning and
convincing others from your point of view.

The difficulty will depend on the situation and the scenario.

Playing Music
Dexterity + Charisma

Playing Music can be used to lighten the mood in certain situations or to earn you some
coin. You make 25 Gold with every Success, but it counts as working, which means you lose
an Advance in a different Skill.

Seduction
Dex + Charisma

Seducing others, inviting them to sex, selling yourself for prostitution, even during combat.
For outside of combat: You can attempt to seduce any time, although place and time will
change the difficulty and the possible scenes you end up in. Barely anyone would say no to
a handjob, blowjob or some quick sex in the alley, so the Difficulty is Easy. Prostituting
yourself increases the Difficulty from Easy to Standard, as they now have to play money for
something they might get for free somewhere else. How much you can earn depends on the
place and your skill (check the “Prostitution” section of the area). Seducing Guards and other
people on the job has the Very Hard Difficulty. Seducing someone in order to spend the
night in his (or her) bed is also Hard. By the way, yes, most women don’t swing that way, so
seducing them is also either Hard. Or you roll a dice of your choice to determine if the
person is interested in girls. The Difficulty also increases with each person that you want to
seduce.

Standard: “Free sex”.

Hard: Prostitution, spending the night.

Very Hard: Guards, girls, two or more guys.

Most places, villages and cities have moderate, modest Standards. Those difficulties apply
to Modest Standards. Higher or lower Standards might increase or decrease the difficulty.
Again, lots of circumstances can change this, for instance throwing a party in a tavern can
lower everyone’s standards. That’s also noted in the scenario. You can increase the amount
of dice you can roll with every 2 in either tit-, butt-, and thigh-bonuses, or any combination of
these. For instance having a + 1 tit-bonus and + 1 butt-bonus would grant you 1 additional
dice for Seduction outside of combat. You need to wear Revealing clothes or armor if you
want to use 1 extra dice. More than 2 dice requires wearing Exposed clothes or armor. The
Pretty Face Trait can add an additional dice for Seduction.

If you aim to seduce someone for your own pleasure (no prostitution, guardsman or other
specific targets), and roll more Successes then you need, then you can add additional
Success as a bonus to your Satisfaction for the sex afterwards, as you manage to seduce
yourself a fine specimen or that suits your taste. With a Standard Difficulty Test (2
Successes) and for instance 4 Successes overall, you could add + 2 Satisfaction. If you
want to seduce multiple people, roll a 1d4+1 for the amount of guys. Each additional
Success allows you to subtract one person.

During combat, each successful roll increases the enemy’s Lust by 1. You can apply any
thigh-, tit-, butt-bonus of maximum + 1 per Trait, if you wear Revealing clothes or armor,
maximum + 2 as long as you wear Exposed clothes or armor and + 3 if you are Naked.
Face-bonus applies always, unless the face is covered. These bonuses are added as a flat
bonus, not per Success.

Tracking
Endurance + Perception

Tracking is used to not only spot the tracks of various creatures, but also to follow them
through the wild. It’s mostly used whenever you have a target, but don’t know exactly where
it could be hiding. It can also be used to hunt, finding your prey.

Reaction
Agility + Intelligence

This Skill is used to avoid traps and other sudden dangers.


Resistance
Body + Willpower

Whenever you may are inflicted by intoxications and poisons, you can roll this Skill to
withstand its effects. The amount of Successes needed depend on the toxin outside of
combat. During combat, every hit by a poisoned weapon can poison you, so you roll your
Resistance and each Success nullifies one poison.

Regeneration
Body + Endurance

Regeneration is the Skill you use to regenerate HP on a daily basis or in certain situations.
The base HP recovered is the amount of points you have in this Skill. So for instance, with a
Regeneration of 9 (5 Body + 4 Endurance), you recover 9 HP. Each additional Success
increases the amount of HP recovered by 2.
You only advance this skill when your HP has reached 0.

Running
Agility + Endurance

Whenever you have to catch up with anyone, be it a fleeing foe or a flying beast, you have to
run. You also use this Skill to flee. The Difficulty depends on the creature.

Additional enemies increase the Difficulty of running away, as they surround you and have
an easier time intercepting you. The third enemy increases the Difficulty by 1 level, every
second enemy afterwards also increases the Difficulty.

Service
Endurance + Dexterity

“Service” applies to work like doing chores as a housemaid or working as a wench or


servant. Every Success gains you 25 Gold, but like any other work you lose one other
Advance in another Skill.

Sewing
Dex + Intelligence

Sewing is used to repair damaged light armor and clothes. It takes two Successes and one
Sewing Kit in order to restore one level of Coverage.

Singing
Intelligence + Charisma

This is the Skill for entertaining a group of people with the power of your voice. It can be
used to lighten the mood or earn you some money (25 Gold for each Success), but as it’s
considered working, it costs you another Advance in a different Skill.
Sneaking
Agility + Intelligence

Sneaking is an important Skill for thieves and anyone that likes to avoid dangers or strike
from the shadows. Sneaking in Darkness is the Standard Difficulty, broad daylight being
Hard. But like with anything else, the difficulty can depend a lot on the circumstances given
in the scenario.

Should you spot enemies before they spot you, you can attempt a Sneak Attack. Enemies
can’t defend against that, but afterwards your position will be compromised and normal
fighting begins. You cannot cast spells from the shadows, the act of channeling magic
automatically starts the fight like normal. You can only apply your Successes against one
enemy from a Sneak Attack.

Stealing
Dex + Perception

Whenever you want to pick some pocket, you use this Skill. Normally the Difficulty is
Standard, but more alert people require a Hard Test, for instance the guard that carries the
key to the promising door you want access to. Stealing is something you can technically do
during any social situation, even when the scenario itself doesn’t explicitly state it, tough it
should be against the appropriate difficulty.

Studying
Intelligence + Endurance

“Studying” allows your character to memorize and internalize the contents of a book or other
writings. That knowledge can then be applied to your character, often resulting in a bonus or
being able to interact with the world in a different way. Each book requires a certain amount
of Successes until it’s fully understood. Studying can be done once a day or as an activity
that is similar to Training, meaning you spend the whole day Studying, but lose a Skill
Advance somewhere else.

Teaching
Intelligence + Endurance

“Teaching” can be any work where you share your knowledge for money, be it history, law,
arts, natural science or magic. You earn 25 Gold per every Success, although you still lose
another Advance in a different Skill of your choice, like any other work.

Combat Skills
Skill Tests in combat are opposed tests. Meaning, you roll for instance your attack against
the enemies defense. For each attack roll that the enemy can’t defend against, you do
damage based on your weapon and an appropriate stat. You cause damage + bonus from
Stats for each Success. The same in reverse: When it’s the enemy’s turn to attack, you roll
one of possible three defense options, if you roll better, you get no damage. There are some
more rules about combat, those will be explained later.
For any Combat Skills, the same goes:

Level of training: Untrained Trained Expert

Successes: 6–5 6–4 6–3

Arcane Spells
Willpower + Intelligence

This Skill is used to cast spells, even outside of combat should the situation arise. Attacking
with spells work like any other attack, each Success that the enemy can’t defend against
does damage or a different effect. When not attack, it’s still the amount of Successes that
count. The effects are noted under the Spell. You need the necessary amount of MP to cast
spells.

Axes
Strength + Endurance

This is the Skill for attacking with one-handed and two-handed axes. Each Success that the
enemy can’t defend against does the weapons damage plus your characters Strength as a
bonus.

Blocking
Agility + Body

When you equip a shield, you can use it to block enemy attacks and also benefit from the
extra armor of the shield. You also benefit from the additional armor when you don’t manage
to block and subtract the damage reduction from each successful enemy attack, like with
any armor. If you block against ranged attacks, then you gain an additional dice. You can
also defend yourself against AoE-attacks.

Bows
Strength + Perception

This is the Skill for attacking with small bows or longbows. Each Success that the enemy
can’t defend against does the weapons damage plus your characters Perception as a bonus.
Both are ranged weapons. Small bows hit with – 2 Dice at long range, while the longbows
don’t have this malus.

Brawling
Strength + Agility

Whenever you fight using your fists and kicks, this is the Skill. You add your Strength as a
bonus damage for each Successful hit on top of a base damage of + 2.

Crossbows
Dexterity + Perception
This is the Skill for attacking with crossbows or heavy crossbows. Each Success that the
enemy can’t defend against does the weapons damage plus your characters Perception as a
bonus. Both are ranged weapons. Crossbows hit with – 2 Dice at long range, while the
heavy crossbows don’t have this malus.

Daggers
Dexterity + Agility

This is the Skill for attacking with one-handed daggers. Each Success that the enemy can’t
defend against does the weapons damage plus your characters Strength as a bonus.

Dodging
Agility + Perception

Dodging is one of your possible defensive options. Pretty much any character can dodge in
order to avoid damage and it’s the default option for enemies, unless they carry a shield or
it’s noted in their character sheet that they parry. Dodging can be used to avoid melee
attacks, ranged attacks and AoE-attacks without penalties.

Grappling
Strength + Body

With this Skill, you can wrestle enemies, pin them down and fixate them, either to throw
them, do damage per round or rape them. The amount of Successes you need depends on
the enemy’s Size: Small: 1 Success, Normal: 2 Successes, Huge: 3 Successes etc. If
enemy’s around, they can free their comrade out of the Grapple by damaging you. Each
round you hold a with a Grapple, he can try to free him using his Brawling Skill. If he fails, he
takes 10 damage (no damage reduction from armor).

If you decide to throw the enemy, then you cause damage based on the size: Small: 1d6,
Normal: 2d6, Huge: 3d6 etc. Armor does not apply. Enemies take the same damage if they
are hit, which counts as a short ranged attack with this Skill.

Halberds
Body + Agility

This is the Skill for attacking with two-handed halberds. Each Success that the enemy can’t
defend against does the weapons damage plus your characters Strength as a bonus.

Maces
Strength + Body

This is the Skill for attacking with one-handed and two-handed maces and hammers. Each
Success that the enemy can’t defend against does the weapons damage plus your
characters Strength as a bonus.

Miracles
Willpower + Charisma
This Skill is used to cast Miracles. You need the necessary amount of MP to cast Miracles. If
it’s a Miracles that attacks the enemy, then it works like any other attack: Each Success that
the enemy can’t defend himself against does damage or some other effect. You can also
cast outside of combat, where either every Success counts or you need a certain amount to
cause the effect. What exactly the Miracle does is noted in its description.

Parrying
Strength + Dexterity

With Parrying, you defend yourself using your weapon. Whenever you have more
Successes while defending yourself against enemy melee attacks, you can use those
Successes to strike against the enemy during his turn. Like with 5 Successes while
defending with Parrying and the enemy attacks with 3 Successes, you can strike him two
times immediately. You still need to roll with the weapon to see if you can score a Success,
however the enemy can’t defend against that. Parrying can not be used to defend against
AoE-attacks. While defending against ranged attacks you roll – 2 Dice. Using a one-handed
weapon against an enemy that is of the Size Huge also rolls – 2. Every size larger you roll
an additional – 2 while parrying. With two-handed weapons the penalty is – 1, it decreases
the same way. Using a two-handed weapon while defending against attacks of enemies that
are of the Size Small or less, rolls + 1 Dice to defend yourself.

When Advancing the Parrying Skill, you gain additional + 2 damage for attacks after
parrying.

Spears
Agility + Endurance

This is the Skill for attacking with one-handed and two-handed spears. Each Success that
the enemy can’t defend against does the weapons damage plus your characters Strength as
a bonus.

Staffs
Body + Dexterity

This is the Skill for attacking with one-handed staffs, a weapon usually used by wizards to
cast Spells. Each Success that the enemy can’t defend against does the weapons damage
plus your characters Strength as a bonus.

Swords
Strength + Agility

This is the Skill for attacking with one-handed and two-handed swords. Each Success that
the enemy can’t defend against does the weapons damage plus your characters Strength as
a bonus.

Throwing
Agility + Perception
This skill is used for throwing knives and any other situation that requires you to accurately
throw or toss something. As with any other Combat Skill for attacking, each Success
damages the enemy based on the weapons damage + your Perception, because it’s a
ranged skill.

Sex Skills
Sex Skills cover how good you are about pleasuring others using various techniques and
parts of your bodies. Skills that are categorized as “serving” or “non-penetrative sex” only
cause Satisfaction to your sex partners and enemies, while anything with “penetrative sex”
causes Satisfaction both ways.

Satisfaction is similar to damage of weapons and attacks. Just like an attack you roll the dice
you have of your Sex Skill, with Successes depending on how good you are in this Skill.
Unlike attacks, where the damage you deal is static (although reduced by armor, if there is
any), you roll Satisfaction for each Successes. What dice you roll depends on the Skill.
There are also the Sex-Bonuses involved depending on your Physical Traits or other Traits,
and with penetrative sex you add the Dick-Bonus of the male participant. These bonuses are
not added per Success, but as a flat bonus at the end of the roll.

Sex Skills also have Endurance involved, but only if you either want to add another dice to
your Test, which you can only once per Test, or if you use that Sex Skill on more than one
person. The first Sex Skill does not cost any Endurance, the second, third and so on does.
There is also some common sense involved with how many people you can sexually interact
using all your different parts and techniques.

Again, also with Sex Skills:

Level of training: Untrained Trained Expert

Successes: 6–5 6–4 6–3

Blowjob
Dexterity + Charisma

Pleasure: 1d10

Endurance Cost: 5

Servicing using your mouth and tongue.

Buttjob
Body + Endurance

Pleasure: 1d6 (+ Butt-Bonus)

Endurance Cost: 4

Rubbing someones member between your butt cheeks. This is the Skill for that.

Footjob
Agility + Dexterity

Pleasure: 1d6 (+ Feet-Bonus)

Endurance Cost: 4

Using your feet to make someone cum. You can pleasure two targets without spending
Stamina.

Handjob
Dexterity + Endurance

Pleasure: 1d6 (+ Hand-Bonus)

Endurance Cost: 3

Servicing using your hands, benefits from Dexterous. You can pleasure two targets without
spending Stamina.

Masturbation/Lesbian Sex
Dexterity + Intelligence

Pleasure: 1d6

Endurance Cost: 4

This Skill can be used to either Pleasure yourself or another girl, in which case the Pleasure
can be reciprocal. Each time you masturbate, decrease the Pleasure by – 1 you would
receive the next time, as pleasuring yourself continues to be less fulfilling. The decrease
however resets whenever you masturbate in a situation that involves one of your fetishes.
For instance, you can add the bonus of your Fetishes if applicable, for instance Voyeurism if
you masturbate while watching other people.

Sex (Consensual)
Agility + Endurance

Pleasure: 1d6 (+ Dick-Bonus)

Endurance Cost: 5

This is the general Sex Skill for penetrative sex, where you take the initiative. The pleasure
is reciprocal, although in more casual situation it can be assumed that the male participants
cums from the act. This Skill is for when you are the one fucking the guy, taking the initiative.
Otherwise during consensual sex you just roll his Sex Skill and receive the Pleasure while
it’s assumed that he cums from it. Always add the Dick-Bonus of the guy you are fucking.
Foreplay is, in general with any Sex Skill, assumed to be included.

Sex (Dominant)
Strength + Endurance
Pleasure: 1d6 (+ Dick-Bonus)

Endurance Cost: 5

This Sex Skill is similar to the Consensual Sex Skill, however you are even more dominant.
For unwilling participants, it might be rape, even though the Pleasure is still reciprocal. With
enemies, this Sex (Dominant) can be initiated after successfully Intimidating them, Grappling
them, Stunning them or otherwise tie them down. Outside of combat, you would still first
Intimidate the guy into Dominant Sex.

Thighjob
Agility + Body

Pleasure: 1d6 (+ Thigh-Bonus)

Endurance Cost: 4

Rubbing a penis between your legs and thighs until he cums.

Titjob
Body + Charisma

Pleasure: 1d6 (+ Tit-Bonus)

Endurance Cost: 4

Servicing men using your breasts.

Advancing Skills
Leveling up your character, making her stronger, more skilled and more versatile, is done via
advancing your Skills. You advance your Skill, regardless of it being a Regular Skill, a
Combat Skill or a Sex Skill, by simply doing it. On your character sheet, add a chart like this
under your Skill:

_ _ _ _ _/_ _ _ _ _ _ _ _ _ _/_ _ _ _ _ _ _ _ _ _ _ _ _ _ _/ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
_/_ etc.

The Advances needed are 5/10/15/20/30/40 etc. The bonuses you are get per Skill Level
are:

5: Become “Trained”

10: First Bonus/Stat Increase/ Ability

15: Second Bonus/Stat Increase/ Ability

20: Become an “Expert”

30/40/etc.: Third/fourth/etc. Bonus/Stat Increase/ Ability


“Untrained”, “Trained” and “Expert” have already been explained. If you are Untrained in a
Skill, then every attempt counts. As soon as you become Trained in a Skill, only every
Success in a scenario counts. Not all Successes rolled, but in general succeeding the Test.

There are some restrictions when it comes to Advancing. You can maximum increase one
Skill in any scenario, be it a regular test, sex or a fight. For instance in a fight, one Combat
Skill with which you have attacked the enemy or one that you used for defending. If you have
for instance seduced the enemy and used a Sex Skill to resolve that scenario, then it could
be only Seduction or the Sex Skill you used. If you only run away, then it could be only the
Running Skill.

Advancing Regular Skills


Aside from “Trained” and “Expert”, what you can gain by advancing Regular Skills is:

Stat increase: Increase one of the two, with this Skill associated Stat (Strength, Body etc.).
Increase any other Skill that benefits from this.

Ability: Some Regular Skills allow you to obtain special Abilities. More about this in the next
chapter.

Bonus: Either 10 HP, 10 MP, 5 Stamina or 5 Sanity.

Advancing Combat Skills


Aside from “Trained” and “Expert”, what you can gain by advancing Combat Skills is:

Ability: Combat Skills allow you to master certain techniques. Some require specific
weapons to be used. More about this in the next chapter.

Bonus: + 2 Damage with any weapon, spell or miracle of that Skill. Or either 10 HP, 10 MP,
5 Stamina or 5 Sanity.

Advancing Sex Skills


Aside from “Trained” and “Expert”, what you can gain by advancing Sex Skills is:

Bonus: + 1 Pleasure for the related Sex Skills. Unlike the bonus damage for weapons and
spells, this applies to the overall act, not to every dice.

Regular Skill Abilities


These are the Abilities based on the Regular Skill that you can earn instead of a Bonus or
Stat-Increase.

Assassin
Skill: Sneaking

You gain an additional Dice during Sneak Attacks. You can take this Ability several times,
increasing the amount of Dice to roll.
Beguile
Skill: Seduction

During combat, if you roll at least 3 Successes with your Seduction Skill to daze an enemy,
making him unable to attack you in his next turn. Does not work when his Lust is already
maxed.

Entice
Skill: Seduction

Outside of combat, whenever you use your Seduction Skill, you can use leftover Successes
as a bonus for the following Sex Skill Test. If for instance the Difficulty is Standard (requiring
2 Successes) and you rolled 4 Successes, than you gain a bonus of + 2.

Greater Regeneration
Skill: Regeneration

You increase the amount of additional HP recovered by 3. This Ability can be taken multiple
times.

Skinning
Skill: Hunting

Allows you to skin any animal and beast and gain their fur to sell it. Standard sized enemies
give you 1 pelt, Huge gives you 2 etc., which can be sold for 25 Gold.

Night Vision
Skill: Perception

Reduces the malus for Perception in the dark by 2. So it’s now – 1 instead of – 3.

Combat Abilities
Here we got the Abilities based on your Combat Abilities, attacking with weapons, defensive
moves, spells and miracles. Some require specific weapons to be used. Note that active
Abilities cost Endurance.

Armor Sunder
Acquired from: Any melee Combat Skill

Requirements: Using a melee weapon

Stamina Cost: 7

You shatter your enemies armor with powerful strikes. For one attack turn, you ignore your
targets armor completely. You spend the Endurance before you attack.
Beat Blade
Acquired from: Any melee Combat Skill

Requirements: Using a melee weapon

Stamina Cost: -

With 4 Successes during an attack that the enemy can’t negate, you can instead of causing
damage decide to disarm your enemy, if he attacks with melee weapons. The weapon will
be flung away in a random direction. You can decide after the attack if you want to do
damage or disarm him.

Bleed Strike
Acquired from: Swords and daggers Combat Skills

Requirements: Using a sword or a dagger

Stamina Cost: 4

You inflict wounds that make the enemy suffer heavy bleeding. For each Success, you
cause 1d4 damage per round for three rounds for enemies of Normal Size and less. Huge
enemies suffer 1d6 damage per dice, Enormous 1d8 and Monstrous 1d10.

Brutal Strike
Acquired from: Axes Combat Skill

Requirements: Using any axe

Stamina Cost: 5

You put everything into this attack, sacrificing accuracy for damage. You double your
strength bonus damage when attacking with an axe, but you roll – 1 dice.

Dash Attack
Acquired from: Dodge Combat Skill

Requirements: Attacking in melee

Stamina Cost: 5

You dash quickly into action, covering a wide area in a short burst. You don’t suffer any
malus from attacking enemies that are in short range.

Disarm-Parry
Acquired from: Parrying Combat Skill

Requirements: Parrying in melee

Stamina Cost: -
With 2 Successes during a parry that don’t negate an attack, you can instead of causing
damage decide to disarm your enemy, if he attacks with melee weapons. The weapon will
be flung away in a random direction. Increase the Successes needed for Huge enemies by
1, Enormous by 2 and Gigantic by 3.

Extra Reach
Acquired from: Huge-Trait

Requirements: Any melee weapon and Brawling

Stamina Cost: -

Your tall stature gives you more reach when it comes to melee combat. Any enemy that
attempts to defend itself via Dodge rolls with – 1 dice.

Finesse Style
Acquired from: Parrying

Requirements: Only one one-handed weapon

Stamina Cost: -

As long as you only use one one-handed weapon, you gain an additional dice for any
Parrying Test. You can take this ability multiple times.

Flurry Attacks
Acquired from: Swords, Axes or Hammers Combat Skills

Requirements: One-handed weapons

Stamina Cost: 3

You attack so fast, your enemy will hardly see it coming. For each successful attack, you can
use 3 Endurance to also damage a nearby enemy with the same weapon. He can’t defend
himself, but armor still applies.

Greater Body
Acquired from: Plump-Trait

Requirements:

Stamina Cost: -

For every point in Endurance, you gain 2 more Endurance.

Greater Endurance
Acquired from: Fit II-Trait

Requirements:
Stamina Cost: -

For every point in Endurance, you gain 2 more Stamina.

Ground Pound
Acquired from: Swords, Axes or Hammers Combat Skills

Requirements: Needs to be a two-handed sword, axe or hammer

Stamina Cost: 5

You smash the ground with your heavy weapon, sending enemies flying. You hit any enemy
in melee that can’t defend themselves. Whoever can’t defend themselves are thrown back
into Short Range, meaning they begin their next attack with – 2 Dice. This counts as an AoE
attack.

Long Range Strikes


Acquired from: Spears, Halberds Combat Skills

Requirements: Spear or halberd

Stamina Cost: -

You take advantage of the superior reach of your weapon. You can attack from Short Range
like you are using a ranged weapon, as long as you use spears or halberds.

Marksman
Acquired from: Bows and Crossbows Combat Skills

Requirements: Any bows and crossbows

Stamina Cost: -

You shoot with great accuracy. You gain an additional dice for attacking at Long Range.

Positioning
Acquired from: Dodging Combat Skill

Requirements: Using Dodging as a defensive option

Stamina Cost: -

You are better at positioning yourself after a successful dodge. If you managed to dodge
every attack of the enemy and also stay in Melee Range, then you can get another dice for
your attack in the next turn. Can be taken multiple times to increase the amount of dice
gained.

Quick Strike
Acquired from: Lithe-Trait
Requirements: Attacking in melee

Stamina Cost: -

You always strike first, even against enemies with the Quick-Trait or when surprised. The
only time when you aren’t allowed to act first is when you are surprised AND attacked by an
enemy with Quick.

Rain of Arrows
Acquired from: Bows Combat Skill

Requirements: Short and longbow

Stamina Cost: 10

Letting as many arrows lose as possible, you attack all enemies within short and melee
range with your bow. All other rules for defending and ranges apply.

Reach Advantage
Acquired from: Spears, Staff and Halberds Combat Skill

Requirements: Any Spear, Staff (two-handed) or Halberd

Stamina Cost: -

You are apt at using your long-ranged weapons. While using Spears, two-handed Staffs and
Halberds, you may attack from Short Range without the maluses for attacking, as long as
you manage to keep your distance via Dodging. Attacks from successful parries roll with – 2
dice. So if the enemy managed to Parry and could normally riposte with 2 Successes, he
would get 0.

Short Ranged Fighting


Acquired from: Bows and Crossbows Combat Skills

Requirements: Short bow or crossbow (not heavy crossbow)

Stamina Cost: -

You are apt at fighting with lighter ranged weapons in melee. You do not suffer any malus
while using short bows and crossbows at melee range.

Small Target
Acquired from: Tiny-Trait

Requirements:

Stamina Cost: -
This person is especially small and therefore more difficult to hit if she dodges enemy
attacks. Enemies trying to hit this enemy with ranged attacks roll – 2 dice if the character is
dodging, and in melee they hit with – 1 dice if they are huge, - 2 dice if they are larger.

Stun Strike
Acquired from: Hammers Combat Skill

Requirements: Any hammers and maces

Stamina Cost: 4

For the next attack, every successful hit stuns the enemy for 1 round instead of doing
damage. This is accumulative.

Violent Hack
Acquired from: Axes and Halberds Combat Skills

Requirements: Using any axes and halberds

Stamina Costs: 7

The put extra power into your attacks, cleaving deep into enemy flesh. For the next two
rounds, each attack deals 10 extra base damage, meaning not per Success, but as a flat
bonus.

Wide Swing
Acquired from: Any melee weapon Combat Skills

Requirements: Using any two-handed swords, hammers and axes

Stamina Cost: 5

You swing your big weapon into a wide arc. You are able to attack any enemy that is
engaged with you in melee. They still have to defend themselves individually.

Arcane Spells
Arcane Spellcasting is the Combat Skill for using Spells of any kind, although some may be
cast outside of combat. The effectiveness depends on the amount of Successes you roll.
The enemy can still defend himself if it’s an attack. Spells require MP to cast, even if you
should fail the roll with no Successes.

Range of Spells
Most Spells have a Range of either Melee or Short Range. You can hit enemies in these
Ranges without any maluses. Some Spells can hurt enemies in Long Range. If so, it’s stated
in their description.

AoE
“AoE” stands for Area of Attack, as many of you will probably know. Spells like this hit all
enemies in a certain range, like Melee Range or Short Range, unless they are Scattered.
They work different from normal spells in that they only apply damage to an enemy once.
The enemy can still attempt to dodge or block the attack. As long as you have at least one
Success over him, he will take damage. The amount of Successes also dictates how many
enemies you can attack with that spell.

Learning Spells
Learning Spells require a certain amounts of Successes with the Arcane Spells Skill.
Learning takes quite some time, up to an entire day, until you have perfected the Spell that
you can cast it any time. In order to learn a spell, you either need to find a teacher and pay
the Gold cost of the spell, or find some arcane scriptures and scrolls that contains the spell.
You pay a teacher for each attempt, even if you fail, but the teaching reduces the Learning
Successes by – 1. Then you need to roll on your Arcane Spell Skill and roll the necessary
amount of Successes noted under the spell.

Minor Spells
Minor Spells are available at Character Creation. They cost relatively little and every teacher
in the arts of the arcane can teach them.

Clean
MP Cost: 2

Gold Cost: 100

Learning Successes: 4

You conjure water, washing away any kind of filth, bodily fluids and other smut. Requires
only 1 Success.

Light
MP Cost: 2

Gold Cost: 125

Learning Successes: 4

You create a light that follows you around and dispels any maluses that comes with
darkness. It also makes it impossible for you to sneak. You only need 1 Success.

Magical Dart
MP Cost: 3

Gold Cost: 150

Learning Successes: 4
This is a beginner friendly attack spell. Each Success sends out a small, magical dart that
hits with 6 damage.

Greater Spells
Greater Spells require a greater understanding of the arcane and offer a greater power to
defeat any enemy. Not every teacher is able to teach every spell, which means you have to
roll on the Greater Spells Table. Finding that right Spell can be quite a journey, although with
a bit of luck you might find an arcane script with a Greater Spell.

Burning Field
MP Cost: 10

Gold Cost: 300

Learning Successes: 6

You cause widespread fire damage around you, in Melee Range or Short Range. This is an
AoE attack. Each Success causes 12 fire damage.

Chain Lighting
MP Cost: 12

Gold Cost: 350

Learning Successes: 6

You send a lightning forth, striking multiple foes, even if they are not standing next to each
other. You can hit several enemies, even if they are Scattered. Each Success hits one
enemy and then jumps to the next, causing 10 Damage.

Electric Strike
MP Cost: 7

Gold Cost: 250

Learning Success: 5

You cause electric shocks to strike one foe at melee, short Range or long Range. Each
Success causes 8 damage and 3 additional damage if the enemy wears armor that gives 3
or more Damage Reduction, which is not reduced by said armor. Beasts and other monsters
whose natural hide and scales protects them don’t take extra damage.

Flame Toss
MP Cost: 6

Gold Cost: 200


Learning Successes: 5

You throw fireballs at your target at melee or short Range, causing 14 Damage for each
Success.

Fire Arrow
MP Cost: 7

Gold Cost: 250

Learning Successes: 5

This spell casts forth a burning arrow that even hits his mark at long range. Each successful
hit causes 10damage. In melee range, this spell suffers a malus of – 2 dice.

Freeze
MP Cost: 8

Gold Cost: 275

Learning Successes: 5

You send forth a chilling wind, causing minimal ice damaging, but also slowing the enemy
down. This AoE spell cannot be blocked, only blocked. A Success causes 7damage and
also reduces any attack, defensive and movement action by – 1. Huge enemies negate 1
Success because of their size, and each subsequently taller enemy negates an additional
Success. This spell also decreases the Difficulty for Running.

Illusion
MP Cost: 10

Gold Cost: 300

Learning Success: 6

You creature an illusion of yourself. That illusion can perform any task you can do as well,
although it is still just an illusion without a solid body. As soon as someone else touches it,
he will immediately recognize the fake. The illusion can still act as a decoy, speak like you or
do anything else that doesn’t require a direct interaction with the physical world.

Shock
MP Cost: 8

Gold Cost: 275

Learning Success: 5

The enemy is hit with electric shocks. You can target one enemy. Each 2 Successes stun
him for one round.
Wind Push
MP Cost: 10

Gold Cost: 300

Learning Success: 6

You create a strong gust of wind, that pushes enemies around. You need one Success for
small creatures, two for creatures of standard size, three for huge etc. This spell does 10
damage (not per Success), you can push the enemies into short range or melee range, your
choice. You can also force flying enemies to fall down, suffering 20 damage if they are high
in the sky (outside of short range).

Dark Magic
Dark Magic can only be learned through finding scrolls or through teachers that are outside
of the regular, legal circles of magic. Maybe you find one of these scrolls on the black
market. Each spell your learn of the Dark Magic Sphere increases your Corruption by 1
point. Some spells of this magic sphere may have additional requirements.

Charm
MP: 8

Gold Cost: 250

Learning Success: 5

You bewitch one enemy, causing 3 Lust per Success.

Curse
MP: 6

Gold Cost: 200

Learning Success: 5

A curse strikes the enemy, causing him to fail more often. He rolls anything with – 2 dice.

Dark Blast
MP: 8

Gold Cost: 250

Learning Success: 5

You send out an explosion of dark energy that not only damages your enemies, but also
yourself. For each enemy hit, you suffer 1 HP damage. Each enemy is hit by 12 damage per
Success. This is an AoE attack.
Pain
MP: 7

Gold Cost: 225

Learning Success: 5

This spell creates immense pain and suffering, damaging the body of your victim from within.
Armor and other Damage Reduction does not apply and the enemy can’t defend against this
spell. Each Success causes 7 damage.

Raise Undead
MP: 10

Gold Cost: 300

Learning Success: 6

Choose one creature near you that died not long ago. You can raise it as an undead that
follows you around and obeys every command. It loses half of its HP, can’t cast spells or use
other abilities. Also all of its dice for attacking, defending and other actions are reduced by –
2. A small creature requires 2 Successes to be raised, a creature of normal size 3 etc. The
spell lasts a day, afterwards you can extend the effect by spending 10 MP again, no roll
needed.

Normal people will not react friendly to an undead, mind you.

Summon Demon
MP: 12

Gold Cost: 350

Learning Success: 6

You summon a demon of your choice, either a Succubus or a Minor Demon. This is not only
a spell, but also a ritual that requires you to draw specific signs and symbols of the dark
gods, although they can be hidden, for instance under a blanket or a bed. Over this ritual
ground, you or someone else must orgasm, and you or someone else must shed blood akin
to 25 HP. Afterwards, you summon the demon, who stays on your side doing whatever you
want.

Summon Tentacles
MP: 10

Gold Cost: 300

Learning Success: 6

You summon dark tentacles from another dimension. They protrude from the ground, walls
or ceiling and cover the entire area (about Short Range). The first enemy will be hit with 8
attacks, which are assumed to hit, unless he can defend himself. Each subsequent enemy
gets hit with 1 less attack. The attacks deal 8 damage each.

The tentacles will also act like any other tentacle creature when it comes to females,
although they obey the casters will, so any sexual interaction doesn’t count as rape. The
tentacles cause 5d6 + 10 Satisfaction.

Blessings
Blessings are Miracles that are cast like Arcane Spells but instead with the Miracles Skill,
and specific abilities. Only pious characters can benefit from Blessings, as long as you don’t
have any Corruption.

Holy Damage
Miracles that hurt the enemy do Holy Damage. Holy Damage is increased by the enemies
Corruption. That applies only to certain enemies (mostly demons and undead). The
Corruption of the enemy is added as additional damage at the end of the attack (so not per
Success, but as a flat bonus).

Getting Blessings
Some characters can start with a Blessing by taking an Oath. But even characters that don’t
swear an Oath can receive Blessings or learn Miracles by praying at shrines and altars that
you can randomly find while exploring. When you pray, you roll on your Miracles Skill. The
outcome depends on your Successes. You only have one try and can not use Sanity to add
more dice. With the right amount of Successes, you are allowed to roll on the Blessing
Tables.

2, 3 and 4 Successes: Minor Blessing Table

5 and more Successes: Blessing Table

6 and more Successes: Major Blessing Table

Minor Blessing Table


Roll a d20

1 – 5: Nothing happens.

6 – 9: Heal: You heal immediately 10 HP and 10 Stamina.

10 – 12: Luck: You gain three extra dice for the day (or the next day, should you pray late at
night). You can use one dice per test for free.

13 – 15: Pure Thoughts: Reduce your Lust by 10.

16 – 18: Clear Mind: You gain 10 MP and 5 Sanity.

19 – 20: Invigorated: You gain + 1 Damage for any attack or spell for that day(or the next
day, should you pray late at night).
Blessing Table
Roll a d20

1 – 5: Heal: You heal immediately 10 HP and 10 Stamina.

6 – 11: Luck: You gain three extra dice for the day (or the next day, should you pray late at
night). You can use one dice per test for free.

12 – 14: Pure Thoughts: Reduce your Lust by 10.

15 – 17: Clear Mind: You gain 10 MP and 5 Sanity.

18 – 19: Invigorated: You gain + 1 Damage for any attack or spell for that day(or the next
day, should you pray late at night).

20: Major Blessing: Roll on the Major Blessing Table.

Major Blessing Table


Roll a d20

1: Heal Spell: You gain the Heal Spell. If you already have this, roll again or gain + 1
Damage with Miracles against corrupted creatures, 5 HP, 5 MP or 5 Sanity.

2. Purify Evil: You gain the ability to destroy evil beings – through sex. Making any creature
cum that is aligned with Chaos (mostly demons) kills them while you suck out all evil out of
them. Any method counts.

3: Holy Bolt Spell: You gain the Holy Bolt. If you already have this, roll again or gain + 1
Damage with Miracles against corrupted creatures, 5 HP, 5 MP or 5 Sanity.

4: Antidote Spell: You gain the Antidote Miracle. If you already have this, roll again or gain +
1 Damage with Miracles against corrupted creatures, 5 HP, 5 MP or 5 Sanity.

5: Wall of Faith: You gain the Wall of Faith Miracles. If you already have this, roll again or
gain + 1 Damage with Miracles against corrupted creatures, 5 HP, 5 MP or 5 Sanity.

6 – 8: Destroy Evil: You gain + 1 Damage with Miracles against corrupted creatures.

9: Sacred Flames: You gain the Sacred Flame Miracle. If you already have this, roll again or
gain + 1 Damage with Miracles against corrupted creatures, 5 HP, 5 MP or 5 Sanity.

10 – 11: Protection against Lewdness: Any time you would suffer Lust, gain – 1. This can
stack.

12 – 13: Sacred Seal: You protect yourself against getting penetrated. Should any kind of
creature attempt to penetrate your characters inner sanctuary, the creature will faint, and the
seal will be destroyed. You need to regenerate the Seal by spending 10 MP during
downtime. If you already have this, roll again or gain + 1 Damage with Miracles against
corrupted creatures, 5 HP, 5 MP or 5 Sanity.

14: Holy Aura: You gain a supernatural radiance, that gives you another dice when using
Persuasion and Intimidation Skills. You can also increase its effect in combat by spending 3
Sanity, blinding any enemy with your divine aura, causing them to roll with – 1 dice for
defending and attacking that round.

15: Protection Miracle: You gain the Protection Miracle. If you already have this, roll again or
gain + 1 Damage with Miracles against corrupted creatures, 5 HP, 5 MP or 5 Sanity.

16: Holy Blade: You gain the Holy Blade Miracle. If you already have this, roll again or gain +
1 Damage with Miracles against corrupted creatures, 5 HP, 5 MP or 5 Sanity.

17: Purification Bolt: You gain the Purification Bolt Miracle. If you already have this, roll again
or gain + 1 Damage with Miracles against corrupted creatures, 5 HP, 5 MP or 5 Sanity.

18: Magic Resistance: You gain + 1 Armor against any Spell (not Miracles). You can take
this Blessing multiple times, the bonus stacks.

19: Tranquility of Mind: You gain the Tranquility of Mind Spell. If you already have this, roll
again or gain + 1 Damage with Miracles against corrupted creatures, 5 HP, 5 MP or 5
Sanity.

20: Willpower: You gain additional 10 Sanity.

Antidote Spell
MP Cost: 2

This simple miracle heals any kind of poison and venom. Most poisons are purified from the
body by only one Success, although some stronger ones might take two Successes. If so,
then it’s noted in the description of the poison.

Heal Spell
MP Cost: 5

The standard healing spell. Each Success heals 5 HP.

Holy Blade
MP Cost: 5

You bless your melee weapon to do holy damage. The enemy’s Corruption is then added as
damage.

Holy Bolt Spell


MP Cost: 7

A simple attack miracle, using holy powers. Each Success deals 9 damage, plus additional
damage if the enemy has any Corruption.

Protection Miracle
MP Cost: 10
You cast yourself in protective divine aura. Each Success nullifies one attack by the enemies
until the end of combat, regardless of the damage they do.

Purification Bolt
MP: 7

You send a holy bolt out that is especially painful to corrupted creatures. Each Success does
3 damage plus double its Corruption.

Sacred Flames
MP: 12

You engulf an area in holy flames, damaging any enemy. Each Success does 12 holy
damage. Undead take double damage.

Tranquility of Mind
MP: 8

You calm everyone's senses, reducing the overall Lust of your opponents. Decrease your
enemies' Lust by 5. Should they already attempt to rape you, then they stop and go back to
attacking normally.

Wall of Faith
MP: 10

This miracle creates a magical, protective wall that shields you against any ranged and AoE
attacks. It can be cast instead of a defensive action during the enemy’s turn.

Combat, Sex with Enemies and Rape


This chapter deals with some general combat. The way how combat is rolled is already
explained in the chapter about Combat Skills, but to make it brief: One side rolls to hit with
their Combat Skill (weapons, magic, unarmed via brawling), the other side rolls with a
defensive move (dodging, blocking with shields, parrying with weapons). If the attacker has
more Successes than the defender, then he causes damage with each Success, each also
reduced by the enemy’s armor.

Who goes first


The one that attacks first depends on the situation. In most cases when you willingly enter
combat, then is the first turn yours. Some enemies are however so quick, that they strike
first, however you can still defend yourself. It’s different in a surprise situation. Should you
fail to appreciate or reaction to an ambush, then the enemy gets a free attack that you can’t
defend against. Afterwards, it’s your first attack.

If you fight against multiple different enemy types, then first begin their turn with the
strongest enemy, and afterwards vary their turn order.
Weapon Styles
Depending on how you equip yourself, you fight in different weapon styles, enjoying different
advantages.

Two weapons: You can use two one-handed weapons at a time. The second weapon
attacks with – 3 dice, daggers and one-handed staffs with – 2 dice. The enemy has to roll
against the second attack as well with no maluses.

Two-handed weapons: Using a weapon with two hands allows you to add half your Strength
as a bonus damage, rounded down.

Single weapon: If you use a single one-handed weapon without a shield, you gain another
dice for Parrying and attacking.

Weapon plus shield: This weapon style has no additional bonuses or maluses, aside from
those that you gain from using the shield itself.

Range
Since this game is designed to be played without maps, fighters will be put into three zones:
Melee, Short Range and Long Range.

Melee: Whenever at least two combatants fight each other with melee weapons, they are
engaged in Melee. Ranged fighters hit with – 2 dice, as their targets are more difficult to hit
while it fights against their allies. Engaging fighters that use ranged weapons in Melee forces
them to hit with – 2 dice.

Short Ranged: Short Ranged favors ranged attacks, but they are still susceptible to melee
attacks. Ranged enemies naturally start at this Range, where they suffer no maluses.
Attackers that want to engage them in melee hit with – 2 dice, should his target still attempt
to move away and defend himself by using Dodging. Characters can attempt to move into
Short Range when they are attacked in Melee by using their Dodge. At least 2 Successes
that don’t negate an attack are enough to move away.

Long Range: Melee fighters cannot hit enemies in Long Range, as they have to spend an
entire round to close the gap. Only weapons that have the Long Range Ability can attack in
this Range. Some flying enemies might also enter this Zone when they attempt to fly away.

Formation
Most enemies will stand relatively close to each other. Meaning they can be hit by AoE
attacks. If you engage one of them in melee, then you will engage other enemies of the
same type also in melee. Ranged enemies will all try to keep their distance and be at short
range, but they still stand relatively close to each other. Some attacks may cause disarray.

Sometimes the enemy manages to surround you. Then, AoE attacks may not hit and being
engaged in melee with an enemy mustn’t mean you can take on another foe in the same
range.

Sneak Attack
Should the enemies not know about your presence and you manage to succeed with your
Sneaking Test, then you are allowed to a free Sneak Attack. Afterwards, your cover is blown
and you start combat normally. Aside from the Thief, you can only attack and kill one enemy
with a Sneak Attack. The Thief can hit multiple enemies like described in “Striking after
defeating an enemy”.

Sneak Attacks can also be attempted directly after sex (though not rape or any other
situation where your character is not in control). Usually that means that you don't have your
weapons at hand and Sneak Attack using your Brawling Skill.

Striking after defeating an enemy


It may be called an attack, but your rolls to damage your opponents can be interpreted as
several attacks, strikes, feints and other movements. This allows you to strike an additional
foe after you defeated the one you aimed your attack at. For instance, you rolled 3
Successes (after applying the enemies defensive rolls), but you would only need 1 Success
to kill him, then you can use the 2 remaining Successes and apply them to another enemy in
range. He however can defend himself normally.

Outnumbered
Fighting against several enemies at the same time is dangerous. For each second, third etc.
attack you defend yourself, you roll – 1 dice of your defensive move. The same goes for the
enemy, should he ever be outnumbered.

Harassment
Lots of enemies, mostly humanoids (humans, greenskins, beastmen, dark elves, demons)
can, instead of attacking you, sexually harass your female heroine: groping tits and asses,
trying to touch more intimate places of your body. This is rolled just like an attack, meaning
you can defend against it. Enemy Behavior and Seduction can entice the enemy to harass
you instead of attacking. If they succeed, they roll a 1d4 for each Success and gain those in
Lust. This also increases your Lust accordingly. Normally, enemies only start their
Harassment when their Lust is more than 0. If their Lust reaches their maximum, they
attempt to rape the character.

Enemy Reaction
It will not escape the enemy that your character is a desirable girl. Unless you wear armor
with the Coverage Rating: Covered, that fully conceals your body and betrays your female
features. Such armor costs the most and can be damaged, at which point it gains the
Coverage Rating Revealing. Should that happen or you enter the fight with armor or clothes
that is already Revealing, you cause 1d4 Lust + any tit-, butt-, thigh- or face bonus at the
start of the fight. With Exposed clothes or armor, you cause 2d4 Lust + any bonus. Being
naked or the armor is so damaged that it counts as naked, causes 3d4 Lust.

Maximum Lust
Should the enemy’s Lust reach its maximum as noted in their stats, they will attempt to rape
your character. All at once. You take all of the remaining enemy’s Rape Attempt dice and roll
them at once, in one single roll, and count the Successes. You can negate the Successes
with your usual defensive options as well as with the Rape Protection of the armor negating
even more Successes. But the enemy only needs one Success to pin your character down
and start the dicking.
Enemy Attacks and Defense
If the enemy has several attacks at his disposal, then he will always attempt to take the most
effective attack, if possible. Humanoid enemies using weapons will always attempt to use
said weapons. When it comes to defensive actions, they will also use the most effective one,
if possible. Enemies with shields will always attempt to use shields, unless it gets broken or
would be otherwise ineffective. Naturally, all enemies have Brawling and Dodging as means
of attacking and defending, should you deprive them of any other means.

Enemy Behavior
Usually, what enemies will do is attacking you. But some enemies have more options.
Enemy Behavior gives guides on how the enemy should behave in certain situations.
Specific behavior is noted in the entry of that enemy type, but some behavior is universal.
This especially important about how the enemy reacts to sexual stimuli.

Normal enemy behavior of humanoids


If nothing else is noted, the enemy will focus on attacking you. Should you be defeated, then
the enemy will either rape you on the spot and then leave. Or they will afterwards capture
you and take you to their cave or fortress, should they have one (this is often part of a
mission). Humanoids only attempt sexual Harassment when they gain Lust in that round
before or the same round, when are provoked in the same round after a successful
Seduction or when they first see you in Revealing or Exposed Clothes. That means also that
if they successfully sexually harass your character and gain Lust, they will attempt it again
afterwards.

Horny enemies
Some enemies are especially horny. Every second round, they will attempt Harassment, if
possible.

Disciplined
Disciplined enemies are more difficult to seduce. They only start Harassment after their Lust
is over 50% of their maximum.

Maximum Lust
If the Lust of the enemy reaches its maximum, then they will attempt to rape your character.
All of them, at the same time. Their dice for rape attempts are all rolled at the same time, as
one single attack. You can defend against it like any other attack and your armor also
provides protection against rapes. Should they however succeed with just one single roll,
they will have their way with you.

Beast Behavior
Beasts and other, non-humanoid monsters will either only rape after your defeat, or attempt
to sexually assault your character without any attacks (especially slimes and tentacle
monsters). They don’t harass and can’t be seduced into lewd behavior (unless you play
certain classes). This is noted in their description. If you want adventures to be more
dangerous, you can let end defeat from beasts end in death as an optional rule.
Undead Behavior
“Undead” refers to any zombies, skeletons, ghosts and basically any creature that is
supposed to be dead, but haunting the world of the living. Reproductive instincts and organs
are not intact anymore, so they don’t harass, don’t rape and can’t be seduced. Getting
defeated by them likely means death.

Seducing Enemies
The goal of seducing enemies during combat is to fill their Lust to their maximum. If that
happens in the same round as when you seduced them, meaning also if they use their
harassment immediately afterwards, then you avoid further fighting or potential rape. Instead
you have to please them, all of them, causing enough Satisfaction with whatever Sex Skills
you can manage. Note that using one Sex Skill more than once costs the Endurance
associated with the Skill.

You succeed and satisfy everyone: The enemy is exhausted, satisfied, not interested
anymore, and you will likely be able to snug away while grabbing whatever stuff you took off
while being engaged with them. This also allows you to Sneak Attack the enemy afterwards.

You don’t succeed: Kinda frustrated, enraged, but still horny, the enemy will just take you by
force and rape you, like he would after they defeated you.

Optional Rule: Pleasing Creatures of larger size


If you decide to seduce enemies, or be in any kind of situation where you have to or want to
sexually pleasure a creature of larger size than Normal, then you may add a malus of – 1
dice for creatures of the size Huge, and an additional – 1 dice for each size larger. That's
because it becomes increasingly difficult to handle these kinds of large members. This malus
applies to the Sex Skill rolling for Successes, not the Satisfaction you roll afterwards.

Defeat and Rape


Should you be defeated during the fight, or the enemy’s Lust overtook them and they
managed to pin you down, you’ll be raped and maybe enjoy it. Enemies cause Satisfaction
based on their dick size, for getting ravished by several enemies see the Gang Bang section
in the next pages. Afterwards, the enemies might take you to their lair, if they have any. In
many cases, they will just leave you there, dirty and shamed. After the combat, you
regenerate your Skill in Regeneration, no additional Dice rolled.

Should you be defeated during the fight, or the enemy’s Lust overtook them and they
managed to pin you down, you’ll be raped and maybe enjoy it. Enemies cause Satisfaction
based on their dick size, for getting ravished by several enemies see the Gang Bang section
in the next pages. Afterwards, the enemies might take you to their lair, if they have any. In
many cases, they will just leave you there, dirty and shamed. After the combat, you
regenerate your Skill in Regeneration, no additional Dice rolled.

Losing all HP outside of combat simply means that you are knocked out and regenerate HP
the next day.

As an optional rule: Intelligent enemies like Bandits, Goblins, Orcs, basically anyone being
shown using weapons, may take your weapons and armor away. Bandits will also take all
your Gold and other valuables. This is an optional rule for those that like the game to be a bit
more punishing.
As an optional rule: Intelligent enemies like Bandits, Goblins, Orcs, basically anyone being
shown using weapons, may take your weapons and armor away. Bandits will also take all
your Gold and other valuables. This is an optional rule for those that like the game to be a bit
more punishing.

Giving Up
Another option is to simply give up during combat, if you want avoid further losing your HP or
any other resources, or for whatever other reason. Giving up however means that the enemy
will treat you like it defeated you, which may mean rape or death. Afterwards (if you are not
dead), you regenerate your Skill in Regeneration, no additional Dice rolled.

Enemy Order of Attacks


You will very often be faced with several enemies at the same time. You may start with the
strongest enemy, the one that is the largest or has the most attacks. Spellcasters may cast
before other enemies attack. Only certain enemies that are marked as “Boss”, “Lord” or have
a Champion trait attack before them.

One Spellcasting: Enemy spellcasters may start with the first spell noted in their repertoire
and then revolve around them. They may not cast spells that cause afflictions while you are
already suffering those afflictions.

Lust, Satisfaction, Sex and Mind Break


Lust and Satisfaction has three levels, by default 0/10/20. As your character has more and
more sexual encounters, these will increase, making it harder for her to be satisfied by also
not falling into Lust immediately. The final number is always double your Lust.

Lust
From 0 to 10 is fine, your character is not particularly bothered. From 10 to 20, your
character is horny, which reduces her effectiveness in all Skill Checks (– 1 dice). Except
Seduction and Rape attempts, those gain another dice. Sex-Skills are not affected. Should
the Lust go beyond 20, then you enter a state of extreme horniness and really need some
dicking. You immediately lose 3 Sanity, roll with – 2 dice, except again Seduction and Rape.
Sex Skills are not affected. Any day you spend in this state costs you another 3 Sanity.

Every day, your Lust increases by 1d4. Some traits, scenarios, the things your character
sees and type of monsters according to her fetishes that she encounters, might also
increase her Lust.

Satisfaction
Having sex reduces your Lust, but for that it's necessary to reach the first level of Horniness.
The act of sex must be satisfying enough to really satisfy you. If you reach 10 Satisfaction
(the value of your Lust), then you orgasm and can reduce that satisfaction from your overall
horniness. You can also regain some Sanity, it's the difference between the Lust you receive
during intercourse and your minimum Lust, meaning with 14 Satisfaction Damage over 10
Lust, you would heal 4 Sanity. Unless you are raped, then subtract that from your Sanity.
Satisfaction received can add up if you continue to have sex over a certain amount of time,
like fucking with several people, while each of them waits for the other one to finish.

If you are fully satisfied, meaning your Satisfaction is greater than your Lust, then you reach
a state of Satisfaction, and you gain an additional free dice for three Tests for that day (or
the following day, if the sex happened at night).

Having sex when your Lust is not above your Lust threshold (that 10 or greater) doesn't do
anything but decrease your currently accumulated Lust. If you don’t orgasm, you are
Frustrated and have one less dice for the next three Tests.

If you are horny (Lust above 10), but the Satisfaction during sex does not get beyond 10 (or
whatever your threshold is), then subtract that number, but you are not fully satisfied and
don't heal any Sanity or get any other bonus.

Should the Satisfaction reach the next level, above 20, then you step into Mind Break
territory. When you will be satisfied, but also all surplus Satisfaction will reduce your Sanity
and Endurance. Furthermore, you increase your overall Lust by 1 (meaning, it would be
0/11/22, the next time 0/12/24 etc,).

As an overview:

Lust: 0 – 10: Not horny, sex does only reduce the Lust. No maluses.

Lust: 10 – 20: Horny, roll with – 1 dice.

Lust: 20 and more: Extremely horny, roll with – 2 dice.

Satisfaction: 0 – 10: Reduce the Satisfaction from your Lust. If the Satisfaction is less than
your current Lust, you are Frustrated and roll with – 1 dice for the next three Tests.

Satisfaction: 10 – 20: You orgasm, reduce the Satisfaction from your Lust. If the Satisfaction
is greater than your current Lust, heal the difference in Sanity. Unless you are raped, then
lose the difference in Sanity (unless, again, you have the Rape Fetish). With consensual
sex, you are also Satisfied, meaning you roll + 1 dice for the next three Tests.

Satisfaction: 20 and more: You are close to Mind Breaking. Reduce the Satisfaction that
goes over your maximum from your Sanity. No other bonuses or maluses occur, but you got
rid of all of your Lust. Also, increase your overall thresholds for Lust by 1 and Mind Break by
2.

Mind Break
A Mind Break refers to sexual situations, in which the Satisfaction goes beyond double your
Lust (so with 0/10/20 it’s the 20). In this case the stimulation proves to be too much and any
Satisfaction that goes beyond that threshold reduces your Sanity. When your Sanity reaches
0 while getting dicked, you suffer a Mind Break. The consequences can be your character
becoming more lustful, gaining a new fetish, being hot for that creature type.

What Mind Break you suffer depends on the type of the creatures that fucks you senseless
or the situation. There is a generic Mind Break Table for any situation that doesn’t fall under
being fucked by specific creatures, basically for sex with normal humans. Otherwise, roll on
the creatures respective Mind Break Table. There is one for every type of creature and some
more.
Mind Break Tables are found at the end of this chapter.

Corruption and Succubus Transformation


Some actions and creatures can cause you to develop dark powers. Your character then
becomes corrupted, which makes her a dirty beast in the eyes of the religious authorities,
unless she wants to repent and get rid of her Corruption, which also means getting rid of the
power. Some adventurers may get corrupted by learning dark magic, others are just the
unfortunate victims of the lust of sinister creatures, like dark elves and demons, or they end
up in weird sex rituals. Getting Mind Broken by those might to lead to rolling on a Minor or
Major Corruption Table. Each time you gain any permanent abilities or affliction through this,
you also gain 1 Corruption.

Servicing
“Servicing” refers to sexual acts that don’t involves penetrative sex, like blowjobs, titjobs,
buttjobs, thighjobs, footjobs and handjobs. The goal is simply to make the person or monster
cum, either to avoid having to kill enemies, to prostitute yourself, or whatever else reason.
For that, you roll your Sex Skill (if you seduced the person or enemy, it’s your choice, but
sometimes a certain skill may be demanded) and attempt to get over his Lust. That doesn’t
give you any Satisfaction, the sexual act makes you even hornier. Whenever you service
someone, roll a 1d4 for Lust.

Sex
“Sex” refers to consensual, penetrative sex where both parties gain Satisfaction. In case of
Seduction, it’s your Sex Skill (plus the dick bonus) that decides over how much Satisfaction
both parties gain. In a normal sex situation, you can also decide to simply get fucked and roll
his Sex Skill plus dick-bonus plus optional bonus. That optional bonus may apply to special
characters, boss type enemies or you may give it to NPCs after a very well-done Seduction
Test as a reward.

These are the Satisfaction based on each dick size:

Small Dick: 2d6 + 3 + Skill = Satisfaction

Regular Dick: 3d6 + 5 + Skill = Satisfaction

Huge Dick: 4d6 + 10 + Skill = Satisfaction

Enormous Dick: 5d6 + 15 + Skill = Satisfaction

Impossible Dick: 6d6 + 20 + Skill = Satisfaction

These dice are noted for each creature as well in the creature section. The first dice are
what you roll during intercourse, the second number is the base bonus and the third number
is optional. For instance some individuals might be extra skilled in sex, be it because of their
physique or experience. Some enemies, mostly bosses, come with an extra bonus, but you
might give the sex partner this bonus as a reward for a well-done Seduction Test or if it fits
certain NPCs.

Rape
Rape is when you lose control and the enemy is having their way with you. It’s always
considered penetrative sex and you still receive Satisfaction, as your characters body does
react either way. Orgasm during rape, when the Satisfaction is bigger than your current Lust,
means you lose the difference in Sanity, as the Satisfaction despite being raped fucks with
your brain. Unless you have the Rape Fetish, then you don't lose any Sanity (though you still
do if you are mindbroken).

Captivity
Some enemies may decide to take them with you after they defeated you, taking you
captive. There may arise various opportunities to break free. But every day you are held
captive, you lose 1 Advance of a Skill of your choice. Next to all the other humiliating things
they might do to you.

Gang Bang
Whenever you have sex with more than two people, it's a gang bang. More people and you
may have more dicks at hand than your character might be able to handle. Many of them will
use your body in any way they see fit, you give them handjobs or blowjobs and all that, and
they might very little or not at all penetrate you. In general, gang bangs are messy and
therefore we make it ourselves easy: First, you double the Base Bonus (for instance, 3d6 + 5
will be 3d6 + 10) for a second sex partner. Afterwards, you add additional 1d6’s for each
other participant. If you happen to now exactly know how many participate, roll a dice (1d4 +
4, d6 + 6, d8 + 8, d10 + 10, d20 + 20 or 3d6 etc.) depending on the overall estimated size of
the group and take that number.

If you happen to have sex with multiple different creatures, then take the biggest and
strongest one as base Satisfaction, as those tend to be the most dominant and will assert
themselves against the smaller, weaker creatures.

Pregnancy
Yes, sex makes babies. In a world with many different races, these things can get
complicated, at times even dangerous. The duration of the pregnancy with most humanoid
creatures (humans, elves, dwarves, halflings, amazons etc.) will depend on the mothers
race, as given below:

Humans: 9 months

Dwarves: 10 months

Elves: 12 months

Gnomes: 10 months

Amazons: 9 months

Halflings: 8 months

Beastgirl: 7 months

However other races are more invasive and breed differently. Their children will be born
depending on the fathers race, regardless of which race the mother is, as given below:
Greenskins: 1 month

Beasts: several months, usually from 5 to 7

Slimes: 1 week

Tentacles: 1 week

Dragons: 15 months

Being a mother might throw a wrench in many adventurers career. The last stages of
pregnancy and giving birth cause your character to be out of commission for days or weeks,
and you will lose 10 Advances in any Skill of your choice. For convenients sake, you can
assume that most normal people will use contraceptions. However, many enemies and
creatures will not care about that, even the opposite, they will want to impregnate you.
Should you ever be rescued or managed to flee after sex with monsters or getting raped,
you can head to the local temple. It’s their duty to perform rituals that abort the dark spawn
growing inside of poor victims.

Regular Mind Break Table


This Table is for any unspecific situation where you are getting Mind Broken by having
regular sex with regular, normal humans. Whenever there is no other Mind Break Table
specified, you will probably roll on this one.

1 - 6: Horny: Increase your daily Lust by 1.

7 - 11: Resist: You resist any temptation. Gain 3 maximum Sanity and regenerate 10 Sanity
after the act.

12: Exhibitionism: Gain the Exhibitionism Fetish. Double the number and Dice if you already
got this.

13: Gang bang: Gain the Gang bang Fetish. Double the number and Dice if you already got
this.

14: Voyeurism: Gain the Voyeurism Fetish. Double the number and Dice if you already got
this.

15: Rape: Gain the Rape Fetish. Double the number and Dice if you already got this.

16: Dominant: Gain the Dominant Fetish. Double the number and Dice if you already got
this.

17: Captivity: Gain the Captivity Fetish. Double the number and Dice if you already got this.

18: Bi-Sexual: Gain the Bi-Sexual Fetish. Double the number and Dice if you already got
this.

19: Love-Making: Gain the Love-Making Fetish. Double the number and Dice if you already
got this.

20: Prostitution: Gain the Prostitution Fetish. Double the number and Dice if you already got
this.
Greenskin Mind Break Table
1 - 5: Horny: Increase your daily Lust by 1.

6 - 9: Resist: You resist any temptation. Gain 3 maximum Sanity and regenerate 10 Sanity
after the act.

10 - 14: Free Space: Either Rape, Consensual Sex, Captivity, Masochist, or Gangbang
depending on the situation. You gain that Fetish, double the number and Dice if you already
got this.

15 - 20: Greenskins: You gain the Greenskin Fetish. Double the number and Dice if you
already got this.

Beast Mind Break Table


1 - 5: Horny: Increase your daily Lust by 1.

6 - 9: Resist: You resist any temptation. Gain 3 maximum Sanity and regenerate 10 Sanity
after the act.

10 - 14: Free Space: Either Rape, Consensual Sex, Masochist or Gangbang depending on
the situation. You gain that Fetish, double the number and Dice if you already got this.

15 - 20 Beasts: You gain the Beasts Fetish. Double the number and Dice if you already got
this.

Beastmen Mind Break Table


1 - 5: Horny: Increase your daily Lust by 1.

6 - 9: Resist: You resist any temptation. Gain 3 maximum Sanity and regenerate 10 Sanity
after the act.

10 - 14: Free Space: Either Rape, Consensual Sex, Masochist or Gangbang depending on
the situation. You gain that Fetish, double the number and Dice if you already got this.

15 - 20 Beastmen: You gain the Beastmen Fetish. Double the number and Dice if you
already got this.

Tentacles Mind Break Table


1 - 5: Horny: Increase your daily Lust by 1.

6 - 9: Resist: You resist any temptation. Gain 3 maximum Sanity and regenerate 10 Sanity
after the act.

10 - 14: Free Space: Either Rape or Consensual Sex depending on the situation. You gain
that Fetish, double the number and Dice if you already got this.

15 - 20: Tentacles: You gain the Tentacles Fetish. Double the number and Dice if you
already got this.

Slimes Mind Break Table


1 - 5: Horny: Increase your daily Lust by 1.

6 - 9: Resist: You resist any temptation. Gain 3 maximum Sanity and regenerate 10 Sanity
after the act.

10 - 14: Free Space: Either Rape or Consensual Sex depending on the situation. You gain
that Fetish, double the number and Dice if you already got this.

15 - 20: Slimes: You gain the Slimes Fetish. Double the number and Dice if you already got
this.

Dark Elves Mind Break Table


1 - 5: Horny: Increase your daily Lust by 1.

6 - 9: Resist: You resist any temptation. Gain 3 maximum Sanity and regenerate 10 Sanity
after the act.

10 - 13: Free Space: Either Rape, Captivity, Masochist or Gangbang depending on the
situation. You gain that Fetish, double the number and Dice if you already got this.

14 - 20: Minor Corruption: Roll on the Minor Corruption Table.

Demons Mind Break Table


1 - 5: Horny: Increase your daily Lust by 1.

6 - 9: Resist: You resist any temptation. Gain 3 maximum Sanity and regenerate 10 Sanity
after the act.

10 - 14: Major Corruption: Roll on the Major Corruption Table.

15 - 20: Demons: You gain the Demons Fetish. Double the number and Dice if you already
got this.

Dragons Mind Break Table


1 - 5: Horny: Increase your daily Lust by 1.

6 - 9: Resist: You resist any temptation. Gain 3 maximum Sanity and regenerate 10 Sanity
after the act.

10 - 14: Free Space: Either Rape, Gangbang or Consensual Sex depending on the situation.
You gain that Fetish, double the number and Dice if you already got this.

15 - 20: Dragon: You gain the Tentacles and Slimes Fetish. Double the number and Dice if
you already got this.

Minor Corruption Table


1 - 6: Salacious: Increase your daily Lust by an additional d4. You can take this several
times. Can be removed by praying.
7 - 9: Resist: You resist any temptation. Gain 3 maximum Sanity and regenerate 10 Sanity
after the act.

10 - 14: Nymphomaniac Seal: You have the Seal of the Nymphomaniac. You gain 5
additional Lust every day, until you have sex that completely satisfies you (more Satisfaction
than current Lust). Then it vanishes. Can also be removed by praying on an altar.

15 - 17: Fetish Gain: Roll on the Fetish Table and gain that Fetish.

18 - 20: Succubus Seal: You have the Seal of the Succubus on you. Every day, you gain an
additional 1d6 Lust. Also, every time you Mind Break, roll on the Major Corruption Table.
Can only be removed by praying.

Minor Corruption Table (Priest)


1 - 10: Salacious: Increase your daily Lust by an additional d4. You can take this several
times. Can be removed at a church.

11 - 18: Resist: You resist any temptation. Gain 3 maximum Sanity and regenerate 10 Sanity
after the act.

19 - 20: Lose Faith: In some extreme circumstances, you might give into lust entirely and
lose your faith as well as your holy powers. In this case, you roll on the Major Corruption
Table for each Blessing you received in your Priest career.

Major Corruption Table


1: Blasphemous Strike: You can add your corruption to your attack damage, whenever you
fight Priests or other holy men.

2 - 3: Succubus Skill: Chose one of your Sex Skills and give it a bonus of + 2.

4 - 5: Eye of the Succubus: By spending 5 Sanity, you can fill an enemy's Lust immediately.

6 - 7: Spell Power: Your Spells do + 3 additional Damage per Dice. You can roll this multiple
times and increase the number.

8 - 9: Mana Leech: Each time you kill an enemy, regenerate 5 Mana. You can roll this
multiple times and increase the number.

10 - 11: Health Drain: Each time you damage the enemy with a melee attack, gain 1 HP.
You can roll this multiple times and increase the number.

12 - 13: Bloodlust: You can absorb the health of any enemy or person after you killed it. You
also gain that amount of Lust.

14: Fiend: Demonic corruption grants you even more strength. Gain + 3 Damage and + 1
Armor. You can roll this multiple times.

15: Demon: Demonic powers grant you access to any spell of your choice. You can roll this
multiple times.

17: Sexual Control: If you manage to satisfy an enemy or a normal person by causing double
his Lust in Satisfaction, he becomes your mindless slave for the day. You can use him or her
for sex, to attack the enemy or take damage on your behalf.
17 - 18: Semen Absorption: By making someone cum, you can absorb their Satisfaction and
use it to replenish your Mana or Stamina. If you already got this Trait, roll again.

19: Orgasm-Kill: By satisfying an enemy or person, or that person or enemy satisfying


himself by using you, you can kill him by spending 10 Mana. If you already got this Trait, roll
again.

20: Succubus: Your HP, MP, Stamina and Sanity are based on your Satisfaction. You
basically replenish yourself by having sex and absorbing semen. The Satisfaction you gain
are added to your HP, MP, Stamina and Sanity. Additionally, you lose – 10 of these every
day. Should your HP reach zero, you die. Other rules, for instance for Mind Break and Lust,
apply. If you already have Succubus, replace that with another Major Corruption.

Afflictions
Afflictions are various statuses and effects that can befall your adventurer over time and
cause harm in different ways. The effects are also noted with the enemies that cause them
as well in the scenarios they might occur in.

Bleeding
Some enemy attacks can cause you to lose HP over the course of several turns. Armor, as
long as it has the Coverage Rating: Covered, protects against this. Otherwise, you lose a set
amount of HP in the following rounds, as stated in the description of the enemy attack.
Healing from spells and potions or Bandages can stop Bleeding.

Bukkake’d
Especially when many dicks are involved, things can get literally pretty messy. Getting
cummed on by multiple people can lead you to be Bukkake’d. The mess, the stench, the
overall stickiness makes you roll any Test involving Agility, every attack and defensive action
with – 1 dice. If you get Bukkake’d, depends on the number of dicks involved and their size.

Small: 4

Normal: 3

Huge: 2

Enormous and Impossible: 1

Bukkake’d can be removed by washing yourself with an appropriate amount of water, for
instance a pond or the spell Clean.

Burning
Some fire attacks may set you on fire, causing additional damage over a set amount of
rounds depending on the amount of Burning you got. A flush of water, for instance from the
Clean spell, can pull it out. Otherwise you would need to roll over the ground using your
Dodge Skill. Each Success extinguishes one Burning.

Darkness
Whenever it’s deep in the night or your character explores caves, ruins or any other place
without much light, you are suffering from Darkness. It reduces your Perception by – 3 and
with thus any Skill that makes use of Perception.

It's optional if you want this rule also to affect ranged combat.

Exhausted
Whenever your Stamina reaches 0, you become weary and fatigued. You roll every test with
– 2 dice.

Poison
Some attack may inflict a dangerous poison on you. The Antidote Miracle or antidote potions
can heal you from it. The effect of the poison depends on the enemy attack and is noted in
its description.

Slimed
You gain 1 Slimed with each Slime you are in combat with at the end of each round. This
stacks. Each Slimed reduces any attack, defensive and movement roll by – 1 dice. You get
rid of 1 Slimed reach around outside of melee combat or you can attempt to wash it away
completely.

Activities, Downtime, Food, Health and


Exploration
This chapter briefly covers the things you can do in this that aren’t fighting and sex –
although those still plays an important role. Basically, this chapter is about what are you
going to do, in general? Lots of it is covered by the actual scenarios, but here are some
general notes.

Where am I and what do I do?


The game starts in a village in the Inner Kingdoms by default, although you don’t need to. It’s
supposed to be a starting area to get into the game. The world is divided in several areas
with different environments, enemy types and difficulties.

Time
Anytime you do something, encounter a scenario, time flows. Usually, one scenario, event or
activity accounts for roughly 1 hour, unless stated otherwise. This also includes the time
between things happening. This rule exists to simply limit the amount of things your
character can do each day until being exhausted and give a more or less realistic time frame
in which things can happen. This might also be important to keep track of night time and
darkness.

Activities
There are many ways to spend your time, most importantly adventuring and doing quests.
You can also work, explore the surroundings or just waste your time doing whatever
(including sex). There are random Tables for these activities.

Doing nothing: This means you are just lazying around and not rolling a single dice on any
Test. In this case, you recover 2 Sanity, but you lose one Advance in some Skill.
Alternatively, you can roll on the Random Event Table of the region you are in.

Exploring: You can simply leave for the wild and explore the surroundings. Roll on the
Random Encounter Tables.

Doing Missions: Missions are obtained by the Guild. You can roll three times on the Guild
Table (Village or City, also check your Fame).

Working: You can use your Labor, Service or Teaching Skills to earn some coin. The amount
of money earned depends on your Successes. But you will also lose one Advance in a Skill.
There are also Random Tables for these activities. Working means you spend the entire
day.

Hunting: You can hunt in the surrounding areas for food and materials. First you need to
succeed a Standard Difficulty Tracking Test, then a Standard Difficulty Hunting Test. There
are also Random Tables for this activity.

Eating and Partying: You can spend your time in a tavern, eating good meals, drinking
alcohol and attempting to have a good time. Depending on the outcome, you might
regenerate a number of Sanity, end up shacking some guy or getting shitfaced drunk. There
are also Tables for that.

Prostitution: There are two ways to prostitute yourself: Seducing random people or working
one day in a brothel. The same rules apply to prostituting yourself in a brothel as doing other
working activities, meaning you still lose one Advance in a Skill. This work is a bit more
demanding and you have less influence in what Sex Skills you will use, but can earn you
much more money. There are Random Tables for this as well.

Sleeping, Lodging and Food


Every day, you will regenerate some HP, Endurance, MP and Sanity based on the food you
eat and where and how you sleep. Some regeneration is guaranteed, but you will probably
need to pay for some good room and a good meal to fully replenish your resources.
Concerning food: For simplicity’s sake it’s assumed that eating once a day is enough and
contains several meals. You can only eat once each day.

Sleeping: Just sleeping in the wilds, in captivity, in someone’s else bed (for instance after
Seduction) or other poor conditions heals half your Regeneration Skill (rounded up), 10
Stamina, 10 MP and 0 Sanity. Sleeping avoids being Exhausted the next day.

Lodging: By staying at a tavern, you can spend a night in your own bed, including a good
meal. You heal additional 20 HP, 20 Stamina, 20 MP and 1 Sanity. Taking a room costs 50
Gold (and also entails a Good Meal).

Rations: “Rations” is the all-encompassing term for food of poor quality and meat you can
hunt. You can also buy it from merchants. Eating a Ration heals 5 HP and 5 MP. A Ration
costs 15 Gold.
Good Meal: A “Good Meal” is something you can only find in taverns and other
establishments. They heal additional 10 HP and 10 MP, as well as 1 Sanity. A Good Meal
costs 25 Gold.

Drinking: Usually, an ale might be part of a Good Meal or a Ration. Drinking however is
about getting actually drunk. At a tavern, you can pay 5 Gold for an ale and heal 1 Sanity.
The first time that day, roll your Resistance Skill. If don’t have at least 1 Success, you’ll get
drunk, for which a Random Table will be prepared. Every subsequent Drinking, you roll with
– 1 dice.

Partying: On some occasions things might get a bit wilder in the tavern. Parties are special
scenarios with their one Random Tables. At the end, you might regenerate 3 Sanity, though
this depends on how the night goes.

Exploration
While exploring ruins, caves, specific forests and in general specific places, you gain
Exploration Points for each time you roll one its respective Random Table and resolve the
scenario. Those places have a maximum of Exploration Points. At the end, you will have a
reward (with their own Random Tables), nothing, or here is where your target waits for you,
for instance when it’s your mission to kill a certain orc boss.

When you have fully explored a place, you can leave whenever you want to return to specific
rooms, when there is still something you want to do. The amount of Exploration Points
depend on the size of the place:

Small: 4

Standard: 6

Big: 8

Massive: 10

Once you have explored a place or simply want to get back after wandering around, you can
leave. If it’s something like a cave, a ruins or any specific place, you can simply leave the
place, as it’s assumed that you have fully explored it and any kind of danger is already
eliminated. The exception is enemies that you circumvent somehow, for instance by
sneaking. If you wander the countryside with no specific goal, then it takes you half the
scenarios that you already spend to go back, rounded down, as you take the most direct way
back, but can still end up getting involved in random events.

Equipment, Armor and Items


This chapter deals with anything you can use or equip yourself before and during your
adventures. In general, this game does not deal with carrying capacity for simplicity’s sake.
Although weapons and armor have some strength requirements.

Weapons
Weapons are everything that you can use to hurt enemies via physical means, including
your own fists. The way weapons work is already explained in the Combat Skill section, but
briefly: You take the two Stats related to that weapons skill and do damage according the
amount of Successes that the enemy can’t defend against. What counts as Success
depends on how well you are trained in that Combat Skill (Untrained: 5 – 6, Trained: 4 – 6,
Expert: 3 – 6).

Fists
Hitting: Str + Agi

Damage: 2 + Str

Dagger
Strength Requirement: 1

Hitting: Agi + Dex

Damage: 3 + Str

Costs: 50

Staff (one-handed)
Strength Requirement: 1

Hitting: Body + Dex

Damage: 3 + Str

Costs: 140

A staff is the tool of Mages and other spellcasters, assisting their spellcasting abilities. For
that, they grant its wielder + 10 MP.

Staff (two-handed)
Strength Requirement: 2

Hitting: Body + Dex

Damage: 4 + Str

Costs: 180

A staff is the tool of Mages and other spellcasters, assisting their spellcasting abilities. For
that, they grant its wielder + 20 MP.

Throwing Knives
Strength Requirement: 1

Hitting: Agility + Perception

Damage: 2 + Perception
Costs: 100

Sword
Strength Requirement: 2

Hitting: Agi + Str

Damage: 4 + Str

Costs: 100

Mace
Strength Requirement: 2

Hitting: Str + Body

Damage: 4 + Str

Costs: 100

Axe
Strength Requirement: 2

Hitting: Str + End

Damage: 4 + Str

Costs: 100

Spear (one-handed)
Strength Requirement: 2

Hitting: Agi + End

Damage: 4 + Str

Costs: 100

Two-Handed Axe
Strength Requirement: 3

Hitting: Str + End

Damage: 5 + Str

Costs: 150

Two-Handed Sword
Strength Requirement: 3

Hitting: Str + Agi

Damage: 5 + Str

Costs: 150

Two-Handed Hammer
Strength Requirement: 3

Hitting: Str + Body

Damage: 5 + Str

Costs: 150

Spear (two-handed)
Strength Requirement: 3

Hitting: Agi + End

Damage: 5 + Str

Costs: 150

Halberd (two-handed)
Strength Requirement: 3

Hitting: Agi + Body

Damage: 5 + Str

Costs: 150

Small Bow
Strength Requirement: 2

Hitting: Agi + Perception

Damage: 3 + Perception

Costs: 100

Longbow
Strength Requirement: 3

Hitting: Str + Perception


Damage: 4 + Perception

Allows long range attacks

Costs: 200

Crossbow
Strength Requirement: 2

Hitting: Dex + Perception

Damage: 3 + Perception

Costs: 100

Heavy Crossbow
Strength Requirement: 3

Hitting: Dex + Perception

Damage: 4 + Perception

Allows long range attacks

Costs: 200

Shield
Strength Requirement: 2

Defense: Agi + Body

Damage Reduction: 1

+ 1 Dice against ranged attacks

Costs: 100

Tower Shield
Strength Requirement: 4

Defense: Agi + Body

Damage Reduction: 2

+ 2 Dice against ranged attacks

Costs: 200

Reduces your attack while wearing this shield by – 1 dice.


Additional Qualities
There are some additional traits and qualities that blacksmiths can add to your weapons to
make them more deadly or add other effects to them. The cost for that depends on the base
price of the weapon and is noted in percentages. That extra gold is then added to the overall
worth of the weapon.

Quality
This weapon is of excellent quality and does more damage. For 50% of the base price, it
adds another + 2 damage per Success. This bonus can stack, but the previous price
increase is added into the base price, making each additional quality more pricey.

Fire Damage
With the right ingredients, materials and a bit of magical help, a blacksmith can permanently
enchant a weapon (including ranged weapons) to cause fire damage. For 100% of the base
price, 1 point of fire damage is added to the weapons damage per Success, making it
especially deadly against certain foes. This can stack, with the previous increase in price as
base damage.

Holy Damage
Extra holy damage is another enchantment, this time blessings and holy symbols, to make
the weapon act like it has a permanent holy spell on it. It causes Holy Damage, like Miracles,
and there adds extra damage against creatures with Corruption. It costs 100% of the base
price. This can stack, with the previous increase in price as base damage.

Greater Channeling
This only applies to Staves. For 50% of the staff’s base price, it adds another + 1 damage for
each Success when channeling Arcane Spells as well as Miracles that cause damage. This
quality can stack.

Armor and clothes


Armor has the primary function to protect its wearer. Even clothes offer some basic
protection. They not only offer some damage reduction, reducing the received damage per
enemy Success, they also add additional HP on top of your own health, and they protect
against rape attempts. Too bad that it’s the first thing you’ll likely lose in any fight.

Coverage
“Coverage” describes how much the armor or clothes cover of your body, which determines
the damage reduction, if enemies can sexually harass you or how much you show of
yourself. When the enemy damages the armor (most of the time before he hits your own
HP), he reduces the Coverage, stripping you bare and making you an easier target. In
general, the Coverage consists of maximal four layers, although different armors and
clothings can provide varying degrees of Coverage. Armor with four layers may display their
damage reduction like this: 4/3/2/0. If one layers HP is reduced to 0, then all bonuses are
reduced to the next layer. The four layers are:
Covered: The armor or clothing completely cover your body, hiding away any womanly
charms and protecting you against sexual harassment. You are not able to seduce enemies
in this layer, but the enemy is also not gaining any Lust by seeing you in this armor or
clothing.

Revealing: This layer reveals good enough of your body to get all these horny guys going.
Whenever you enter a fight with Revealing armor or clothes, they gain 1d4 Lust + bonuses
(or if the Covered layer gets destroyed and the gear reduced to Revealing). You can add up
to + 1 tit-, butt- and thigh-bonus on this level of Coverage if you seduce enemies or when
they see you in this gear. For instance, if your Sex-Bonuses are + 2 Butt-Bonus and + 1 Tit-
Bonus, then the overall Lust is + 2 (1 + 1), instead of 3 (2 + 1). Enemies can grope and
harass you.

Exposed: This layer barely covers more than regular underwear, yet some may go into battle
wearing nothing but a metal bikini. If you enter a fight in clothing or armor like this, the
enemy gains 2d4 Lust + bonuses. The bonuses from your bust, butt and thighs can go up to
+ 2 maximum per Trait.

Naked: You either forgot your stuff at home or your armor and clothings got so destroyed
that you basically wear only tatters. When your armor and clothes gets destroyed from
Exposed to Naked, the enemy gains 1d4 + bonuses of Lust. Should you enter the fight in
this state of apparel, then he gains 3d4 Lust + bonuses. There is no maximum to the
bonuses.

Armor HP
Armor HP is the additional HP that you gain through wearing armor or clothes. Direct hits
first reduce these HP before they reduce your characters own health. The armor is stated
like 10/10/10, meaning in this case you would have three layers of 10 HP until it gets
destroyed. Each time, you also reduce any other bonus related to that layer, but you may
also gain other bonuses.

Damage Reduction
The Damage Reduction noted in each armor (or from other sources) reduces the damage
incoming from each Success during an attack that you are not able to defend against. The
Damage Reduction however cannot be entirely nullified. You will always at least take 1
Damage, even if your armors Damage Reduction is greater than the damage itself.

Rape Protection
Armor and clothes make it more difficult for enemies to get to the dirty business. “Rape
Protection” on any armor states how many Success will be negated by the armor. If an
armor for instance has a Rape Protection of 3 and the enemy rolls 3 Successes, then he is
at 0. Should the enemy manage to roll more than your Rape Protection negates (of course
after you also attempted to negate any Successes with your defensive options), then the
armor counts as having lost all of its HP, as he’s ripping it apart. It isn’t destroyed
completely, but you need to repair it with the appropriate skill and tools.

Heavy Armor
Heavy armor provides the best protection. The thick layers of metal however come with
some detriments, as certain armors reduce the mobility of the wearer. In order to repair this
armor, the character can use her Blacksmithing Skill and Blacksmithing Tools. Each
Success only repairs one Layer of armor.

Iron Plate Armor


Default Coverage: Covered

Armor HP: 10/10/10/-

Damage Reduction: 2/2/2/0

Rape Protection: 5/4/3/0

Max Bonuses: -

Cost: 500 Gold

Plate Armor is the finest and most protective of all kinds of armor, at a heavy price. In
pristine condition, it pretty much cover the entire body. At Covered, the character does not
cause any Lust in enemies and cannot be sexually harassed. She also suffers – 1 dice for
any Regular Skill related to Agility or Dexterity. Combat Skills and Sexual Skills are Exempt
from this. Also every time you spend Endurance for tests or attacks, you spend additional +
2 Stamina.

Iron Breastplate
Default Coverage: Revealing

Armor HP: 12/12/-

Damage Reduction: 2/2/0

Rape Protection: 4/3/0

Max Bonuses: 1

Cost: 250 Gold

Breastplates also consists of bracers and greaves, covering a moderate amount of the body
and offering great protection. It still shows enough of your characters body to induce Lust in
your enemy, causing 1d4 Lust + bonuses at the Revealing state. The amount of armor still
reduces any Regular Test that uses Agility or Dexterity by – 1 dice, as long as the armor is
still Revealing, and you lose 1 additional Stamina whenever you spend any Stamina for tests
and attacks.

Iron Bikini Armor


Default Coverage: Exposed

Armor HP: 15/-

Damage Reduction: 2/0

Rape Protection: 3/0


Max Bonuses: 2

Cost: 150 Gold

It’s cheap and doesn’t really hinder any movement. On the flipside, the enemy immediately
gains 2d4 Lust + bonuses if he sees you in this attire and there is no additional layer
beneath that outside of your underwear.

Steal Plate Armor


Default Coverage: Covered

Armor HP: 12/12/12/-

Damage Reduction: 3/3/3/0

Rape Protection: 6/5/4/0

Max Bonuses: -

Cost: 1000 Gold

Steal Plate Armor is the more advanced and more expansive version of the Iron Plate
Armor. At Covered, the character does not cause any Lust in enemies and cannot be
sexually harassed. She also suffers – 1 dice for any Regular Skill related to Agility or
Dexterity. Combat Skills and Sexual Skills are Exempt from this. Also every time you spend
Endurance for tests or attacks, you spend additional + 2 Stamina.

Steal Breastplate
Default Coverage: Revealing

Armor HP: 14/14/-

Damage Reduction: 3/3/0

Rape Protection: 5/4/0

Max Bonuses: 1

Cost: 500 Gold

Breastplates also consists of bracers and greaves, covering a moderate amount of the body
and offering great protection, especially if it’s made out of steal. It still shows enough of your
characters body to induce Lust in your enemy, causing 1d4 Lust + bonuses at the Revealing
state. The amount of armor still reduces any Regular Test that uses Agility or Dexterity by –
1 dice, as long as the armor is still Revealing, and you lose 1 additional Stamina whenever
you spend any Stamina for tests and attacks.

Steal Bikini Armor


Default Coverage: Exposed

Armor HP: 18/-


Damage Reduction: 3/0

Rape Protection: 4/0

Max Bonuses: 2

Cost: 250 Gold

It’s more durable than the iron counterpart and doesn’t really hinder any movement. On the
flipside, the enemy immediately gains 2d4 Lust + bonuses if he sees you in this attire and
there is no additional layer beneath that outside of your underwear.

Light Armor
Light armor consists of hardened leather, hides and other fabrics. The protective capabilities
can’t compete with heavy armor of the same level of Coverage, but for that it doesn’t impose
any disadvantages on the characters mobility. The Sewing Skill is used to repair this armor,
or you bring it to a blacksmith.

Padded Suit
Default Coverage: Covered

Armor HP: 8/8/8/-

Damage Reduction: 1/1/1/0

Rape Protection: 4/3/2/0

Max Bonuses: -

Cost: 400 Gold

This suits consists of some solid fabric, covering the entire body, yet still allowing you to
move around freely. Therefore, it costs a lot more than other light armor. Also, any time you
spend some Endurance, you spend + 1 Stamina more.

Padded Jacket
Default Coverage: Revealing

Armor HP: 10/10/-

Damage Reduction: 1/1/0

Rape Protection: 3/2/0

Max Bonuses: 1

Cost: 200 Gold

The padded jacket also consists of protective greaves and bracers with enough gaps for
allowing full mobility without disadvantages. However, this also allows the enemy to get a
good luck at your figure, causing 1d4 Lust + bonuses.
Cloth Stripes
Default Coverage: Exposed

Armor HP: 12/-

Damage Reduction: 1/0

Rape Protection: 1/0

Max Bonuses: 2

Cost: 100 Gold

This barely counts as armor anymore, offering limited protection for a cheap price. Wearing
barely more than your underwear would cover, enemies gain 2d4 Lust + bonuses upon
seeing you.

Leather Suit
Default Coverage: Covered

Armor HP: 10/10/10/-

Damage Reduction: 2/2/2/0

Rape Protection: 5/4/3/0

Max Bonuses: -

Cost: 800 Gold

This suits consists of some solid fabric and leather, covering the entire body, yet still allowing
you to move around freely. Therefore, it costs a lot more than other light armor. Also, any
time you spend some Endurance, you spend + 1 Stamina more.

Leather Jacket
Default Coverage: Revealing

Armor HP: 13/13/-

Damage Reduction: 2/2/0

Rape Protection: 4/3/0

Max Bonuses: 1

Cost: 400 Gold

The leather jacket also consists of protective greaves and bracers with enough gaps for
allowing full mobility without disadvantages. However, this also allows the enemy to get a
good luck at your figure, causing 1d4 Lust + bonuses.
Leather Stripes
Default Coverage: Exposed

Armor HP: 15/-

Damage Reduction: 2/0

Rape Protection: 2/0

Max Bonuses: 2

Cost: 200 Gold

This barely counts as armor anymore, offering some protection for a cheap price. Wearing
barely more than your underwear would cover, enemies gain 2d4 Lust + bonuses upon
seeing you.

Robes
Priests and Mages prefer to wear robes to any kind of armor. The protection may be
minimal, though they can offer additional MP or other effects. Clothes can be repaired via
the Sewing Skill or by a tailor that you can find in every settlement.

Robe (Priestly Garb and Mage Robe)


Default Coverage: Covered

Armor HP: 7/7/7/-

Damage Reduction: 0/0/0/0

Rape Protection: 3/2/1/0

Max Bonuses. 0

Cost: 200 Gold

This robe covers the entire body, not exactly flattering the characters curves, but causing no
Lust to the enemy in the default state. However, the special fabric adds 10 MP to the caster.

Dress (Priest or Mage)


Default Coverage: Revealing

Armor HP: 8/8/-

Damage Reduction: 0/0/0

Rape Protection: 2/1/0

Max Bonuses. 1

Cost: 150 Gold


Dresses, even the priestly or wizardly kind, show more skin than the robes while offering the
same amount of MP.

Skirt (Priest or Mage)


Default Coverage: Exposed

Armor HP: 10/-

Damage Reduction: 0/0

Rape Protection: 1/0

Max Bonuses. 2

Cost: 100 Gold

This leaves barely anything to the imagination, being barely more than some sleeves or
bodice. Enemies seeing this garb immediately gain 2d4 Lust + bonuses. It still offers 10 MP
for casters.

Additional Qualities
Additional qualities to armor and clothes are added the same way like with the weapons:
each quality costs a percentage based on the base price, added to the overall value of the
gear. Blacksmiths and tailors can add these qualities.

Quality
This armor is of excellent quality with increased protection. For 50% of the base price, it
adds another + 1 Damage Reduction. This bonus can stack, but the previous price increase
is added into the base price, making each additional quality more pricey. Only for light and
heavy armor.

Exquisite
This armor or clothing is made to look especially stylish, pleasing and impressive. For 50%
of the base price, you can add another dice for Persuasion and Intimidation rolls outside of
combat.

Other gear
Hood/Mask
Light Armor

Cost: 50 G

Light armor usually doesn't come with a head gear, as most wearing it want to be able to
hear and see without hindrance. However, if you don't want your face to be seeing while
during crime, a hood or mask is able to conceal yourself. You gain – 1 Vigilance while doing
crime, but also suffer – 1 Perception and can not use any bonuses that concern your face.
Can be bought from any blacksmith.

Full Helmet
Heavy Armor

Costs: 100 G

Usually heavy armor comes with all kinds of helmets, but for the sake of the wearers ability
to see and perceive her surroundings, they tend to be open. A Full Helmet covers the entire
face, at the cost of – 1 Perception. For that, the enemy is not able to see her face and she
does not benefit from any bonuses regarding her face. Can be bought from any blacksmith.

Cloak
Costs: 80

This outer garment can be worn over the armor to provide protection against rain and the
cold. You suffer 2 Endurance less during bad weather. Can be bought from any tailor.

Items
Torch
Torches impart some light and reduce the malus from Darkness by 2. Meaning the malus is
only – 1 for each Skill that makes use of Perception. The Torch is consumed after you
explored the place. It's impossible to sneak while using a Torch. Can be bought in any shop
and cost 20 Gold.

Lockpicks
Lockpicks are the tools one uses to unlock doors and chests. You can use one lockpick as
many times as you want, but if you fail your Lockpicking test with not even one single
Success, then you break it. Costs 30 Gold.

Sewing Kit
Sewing Kits are used to repair light armor and clothes. Each Sewing Kit restores one piece
of Coverage and with that the HP that the armor grants. Can be bought in any shop and cost
30 Gold.

Blacksmithing Tools
Blacksmithing Tools are used to repair heavy armor. Each Tool restores one piece of
Coverage and with that the HP that the armor grants. Can be bought in any shop and cost
50 Gold.

Books and Knowledge


Books are useful and valuable items that contain vast amounts of knowledge. Via your
characters Studying Skill, you can attempt to memorize that knowledge by spending time
reading them and rolling a couple of Successes.

Aside from books that apply to combat, you can use the knowledge and bonuses of a book if
you already have half of the Successes, and the book at hand. For instance, if you come
across an inscription of a language that you are currently learning, but haven’t mastered yet,
you can use the book to support your attempt at deciphering it.

A book can only be mastered once. Afterwards, you can simply sell it or hand it over to
someone else.

Languages
Languages are the tongues your character can speak, read, write and understand. Should
you come across messages and inscriptions that you don’t understand, then you are
potentially deprived of valuable information.

Writing
Some cultures may use the Common language, but have a different system of writing. You
don’t need to learn their writing to understand their language, but to be able to read it.

Dictionary (Ancient)
Allows you to read and understand the ancients writing system and their language, the
tongue of the from ancient times. Costs 150 Gold, requires 40 Successes to master.

Dictionary (Demonic)
Allows you to read the Demonic writing system. Costs 150 Gold, requires 40 Successes to
master. Books like this are considered illegal and can only be bought at the blackmarket.

Dictionary (Dwarfish)
Allows you to understand and read the Dwarfish language. Costs 150 Gold, requires 30
Successes to master.

Dictionary (Elfish)
Allows you to understand and read the Elfish language. Costs 150 Gold, requires 30
Successes to master.

Dictionary (Greenskin)
Allows you to read the Greenskin writing system. Costs 150 Gold, requires 10 Successes to
master.

Fencing Manual (Beginner)


Allows you to gain an Ability that is usually tied to advancing in one of many Combat Skills.
Costs 125 Gold, requires 20 Successes to master.
Fencing Manual (Advanced)
Allows you to gain an Ability that is usually tied to advancing in one of many Combat Skills.
Costs 150 Gold, requires 20 Successes to master and having read the Beginner Manual
before.

Fencing Manual (Master)


Allows you to gain an Ability that is usually tied to advancing in one of many Combat Skills.
Costs 200 Gold, requires 20 Successes to master and having read the Beginner and
Advanced Manual before.

Magic Handbook (Beginner)


Mastering the teachings in this book increases the damage done by Arcane Spells by 2.
Costs 200 Gold, requires 30 Successes to master.

Magic Handbook (Advanced)


Mastering the teachings in this book increases the damage done by Arcane Spells by 2.
Costs 250 Gold, requires 30 Successes to master and having read the Beginner Handbook
before.

Magic Handbook (Master)


Mastering the teachings in this book increases the damage done by Arcane Spells by 2.
Costs 300 Gold, requires 30 Successes to master and having read the Beginner and
Advanced Handbook before.

Prayer Book (Beginner)


A book filled with religious texts, chants and prayers. Mastering it allows you to roll on the
Minor Blessing Table for free once a day. Costs 200 Gold, requires 20 Successes.

Prayer Book (Advanced)


A book filled with religious texts, chants and prayers. Mastering it allows you to roll on the
Major Blessing Table for free once. Costs 250 Gold, requires 30 Successes and having
mastered the Beginner Prayer Book.

Prayer Book (Mastered)


A book filled with religious texts, chants and prayers. Mastering it allows you to roll on the
Major Blessing Table for free once. Costs 300 Gold, requires 30 Successes and having
mastered the Beginner and Advanced Prayer Book.

Sex-Guide (Beginner)
This books contain all kinds of tips and techniques regarding the more enjoyable kind of past
time. After mastering, you gain a bonus of + 1 to two Sex Skills of your choice. Costs 200
Gold, can only be bought at the black market. 20 Successes to master.
Sex-Guide (Advanced)
This books contain all kinds of tips and techniques regarding the more enjoyable kind of past
time. After mastering, you gain a bonus of + 1 to two Sex Skills of your choice. Costs 225
Gold, can only be bought at the black market. 20 Successes to master, requires having read
the Beginner Guide.

Sex-Guide (Mastered)
This books contain all kinds of tips and techniques regarding the more enjoyable kind of past
time. After mastering, you gain a bonus of + 1 to two Sex Skills of your choice. Costs 250
Gold, can only be bought at the black market. 20 Successes to master, requires having read
the Beginner and Advanced Guide.

Alchemist Book (Beginner)


This book contains the knowledge to prepare and create simple potions and makes you a
Beginner Alchemist. It costs 200 Gold and requires 20 Successes to master, but only having
mastered half of it is enough to brew simple potions.

Alchemist Book (Advanced)


This book contains the knowledge to prepare and create advanced potions and makes you
am Advanced Alchemist. It costs 250 Gold and requires 25 Successes to master, but only
having mastered half of it is enough to brew simple potions.

Alchemist Book (Master)


This book contains the knowledge to prepare and create rare potions and makes you am
Advanced Alchemist. It costs 300 Gold and requires 30 Successes to master, but only
having mastered half of it is enough to brew simple potions.

Rings of Magic and Holy Amulets


The valuable Rings of Magic empower the wearer with bonus. They cost a hefty amount of
gold and can only be bought from an Alchemist. A character can only wear two rings, one for
each hand. Holy Amulets on the other hand are granted by the church. Only those that are
not corrupted can wear them. You can only wear one Amulet. Both of these things may not
be available at all times.

Ring of Spellpower
Increases the damage done by Arcane Spells by + 2.

Costs: 300 Gold

Ring of Greater Spellpower


Increases the damage done by Arcane Spells by + 5.

Costs: 500 Gold


Ring of Magic
Increases the wearers MP by 10 MP.

Costs: 200 Gold

Ring of Greater Magic


Increases the wearers MP by 20 MP.

Costs: 300 Gold

Ring of Health
The wearer gains additional 10 HP while wearing.

Costs: 200 Gold

Ring of Greater Health


The wearer gains additional 20 HP while wearing.

Costs: 300 Gold

Holy Amulet of Protection


Negates one enemy attack per combat encounter for free.

Costs: 300 Gold

Holy Amulet against Evil


Enemies with the Corruption Trait do 1 less damage with their spells and attacks per
Success.

Costs: 400 Gold

Greater Holy Amulet against Evil


Enemies with the Corruption Trait do 2 less damage with their spells and attacks per
Success.

Costs: 600 Gold

Holy Amulet of Regeneration


While wearing this Amulet, the wearer heals an additional 10 HP and Endurance each day.

Costs: 400 Gold

Potions
Potions are creations of alchemists, magically liquids that heal, replenish MP and more.
They are pricey, can only be bought at an Alchemist and can only be used once. Potions can
also be created using your characters knowledge about Alchemy, the appropriate books and
the necessary ingredients. Note: Ingredients can only be gathered from enemies and while
exploring if you have the associated knowledge in Alchemy. Meaning, if you have Beginner
level Alchemy and can brew potions of the Beginner level, you can also harvest those
ingredients that you need to brew them. Cum can also be an ingredient. You can collect that
after having any kind of sex with the creature, assuming that you have afterwards time to do
so.

Antidote
An Antidote cures any kind of poison immediately. Costs 40 Gold.

Alchemy: Beginner, 2 Feldkap-Mushroom + 10 Gold for other materials (water, vial etc.).

Potion of Healing
Drinking this potions heals 10 HP + d10 HP. Costs 80 Gold.

Alchemy: Beginner, 2 Heartstring-Herb + 10 Gold for other materials (water, vial etc.).

Potion of Magic
Drinking this potions heals 10 Mp + d10 MP. Costs 100 Gold.

Alchemy: Beginner, 2 Slimeblood + 10 Gold for other materials (water, vial etc.).

Stamina Potion
Drinking this potions heals 10 Stamina + d10 Stamina. Costs 60 Gold.

Alchemy: Beginner, 2 Darkbark-Moss + 10 Gold for other materials (water, vial etc.).

Aphrodisiac
Causes 1d4 + 3 Lust for the one drinking it. Also increase the Satisfaction gained by 1
Satisfaction dice. Can only be bought at the black market. Can only be bought at the Black
Market. 80 Gold.

Alchemy: Advanced, 2 Tentacle Secretion + 20 Gold for other materials (water, vial etc.).

Potency Drug
When given to a man, it increases his prowess in sex. Add the bonus of his Dick Size to the
overall Satisfaction. For instance Dick: 3d6 + 5 becomes 3d5 + 5 + 5. Can only be bought at
the Black Market. 70 Gold.

Alchemy: Advanced, Greenskin Cum + 2 Feldkap-Mushroom, 20 Gold for other materials


(water, vial etc.).

Poison
Imbues the blade or the missile of your ranged weapon with a deadly poison, but only once
per combat. Each Success adds a 1d4 of damage at the end of the enemy’s turn, then the
effect vanishes until you hit him the next time. Can only be bought at the Black Market. 80
Gold.

Alchemy: Advanced, 4 Redstring-Herb + 20 Gold for other materials (water, vial).

Potion of Might
Only a handful of alchemists can consider themselves fortunate enough to brew this
powerful potion, since it needs a rare ingredient: The heart of a dragon. Drinking it
empowers the adventurer, giving him + 3 dice for any test for 3 rounds during combat, and
for the current scenario. This potion costs 160 gold, though it's rare to be found anywhere.

Alchemy: Master, Dragon Heart + 40 Gold for other materials (water, vial etc.).

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