Lewd Attack Alpha 0.65

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Lewd Attack

A sexual rpg intended for solo-play


Version 0.65
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 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. Please keep in mind that most of this is written in
a relatively horny state. The game is pretty crunchy, requires you to keep track of a lot of things,
and makes you roll very often. It simulates things like lust, pleasure, attraction, sexual skills, but
also regular adventuring skills, combat abilities, learning spells or simply doing normal jobs or
drinking in a tavern.

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 Running 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 skills 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 Magic
2 (5) 2 (5) 2 (5) 2 (5) 2 (5)
The number under the Stat is the starting number in that Stat. The number in the bracket is the
maximum number you can get during character creation (you can still increase these stats
afterwards without a maximum). First, you choose a race with their own starting Stat distribution.
Aside from the starting Stat distribution, each race comes with additional Physical, Mental and
Character Traits which grants various bonuses and weaknesses, sexual or non-sexual.

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 Magic
2 (5) 2 (5) 2 (5) 2 (5) 2 (5)
Starting Traits: None, but you may choose two additional Mental or Physical Traits. So you may
take 10 instead of 8 Traits during character creation. Those still don't increase your maximum in
that Stat.
Strong-Minded: Whenever you lose more than 3 Sanity, lose 1 less. Whenever you lose at least 10
Sanity, lose 2 less.
Faithful: Human prayers are said to be more powerful. Any failed attempt at rolling during any
praying action during scenarios, shrines and temples, that rolls an 1 can be rerolled once.
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. Females tend to
stocky and plump, their complexion ranging from pale to a slight tan.
Physical: Strength Body Agility Endurance Dexterity
2 (5) 3 (7) 1 (4) 2 (5) 2 (5)
Mental: Perception Willpower Intelligence Charisma Magic
2 (5) 3 (7) 2 (5) 1 (4) 2 (5)
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 and gives you 1 additional Sanity. Both adds additional 5 HP and Stamina as
well (even each time when drinking).
Subsurface People: You gain two additional dice for the Blacksmithing Skill and for Perception
while in caves or any other underground structure. You are also automatically Trained in
Blacksmithing.
Resilient: Gain an additional 1 Damage Reduction against each Success from elemental attacks, like
fire, lightning, ice and wind etc. This also includes Arcane Spells that damage without an element.
Tough 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 and a great
intellect. Their priced beauty can often be to their detriment, unless they know to capitalize on it.
They tend to be on the paler side with fair hair.
Physical: Strength Body Agility Endurance Dexterity
2 (5) 1 (4) 3 (7) 1 (4) 2 (5)
Mental: Perception Willpower Intelligence Charisma Magic
2 (5) 2 (5) 3 (7) 2 (5) 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.
Fey Sight: High Elves are especially capable of recognizing magical effects. You are Trained in
Magical Perception by default and can reroll failed dice that land on a 1 once per test.
Pretty Face II: + 2 Lust during Seduction in combat, one additional dice when out of combat.
Causes + 2 Lust to enemies when they see your face for the first time.
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 of discipline, but make up for it through their greater vitality. Their skin
tone is on the darker side, accentuated by blonde to black hair.
Physical: Strength Body Agility Endurance Dexterity
2 (5) 1 (4) 3 (7) 2 (5) 2 (5)
Mental: Perception Willpower Intelligence Charisma Magic
3 (7) 1 (4) 2 (5) 2 (5) 2 (5)
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. You always spend at least 1 Stamina.
Commune with Animals: The Wild Elves know the tongue of Beasts. They are able to communicate
with any creature categorized as Beast, and can use Bluff, Intimidation, Persuasion and Seduction
against them. You can roll against their Mental Strength to see if it succeeds, counting who has the
most Successes.
Pretty Face II: + 2 Lust during Seduction in combat, one additional dice when out of combat.
Causes + 2 Lust to enemies when they see your face for the first time.
Language: Common, Elfish
You can chose two additional Character Traits.

Amazons
Amazons are a race of strong and exotic female humans, seeking the thrill of a good fight and
potential powerful 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) 1 (4)
Mental: Perception Willpower Intelligence Charisma Magic
2 (5) 2 (5) 1 (4) 2 (5) 2 (5)
Starting Traits: Tall I, Athletic 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 Huge and taller.
Hard Hitting: Every melee attack does an additional + 1 Damage. Two-handed weapons cause + 2
Damage per Success.
Warrior-borne: You already start with an additional Combat Ability of your choice.
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. Halflings often appear homely and
cute, to the point that others can't really take them serious.
Physical: Strength Body Agility Endurance Dexterity
1 (4) 2 (5) 2 (5) 1 (4) 3 (7)
Mental: Perception Willpower Intelligence Charisma Magic
3 (7) 2 (5) 2 (5) 2 (5) 2 (5)
Starting Traits: Small, Sharp Senses I
Character Traits:
Fun-Size: Double the bonus while penetration once per sex. For instance: Regular Dick: 2d6 + 3
would be 2d6 + 6
Cheerful: You regain + 2 Sanity per day, and + 1 Sanity whenever you regain Sanity through the
events of a Scenario. Furthermore, you gain an additional dice for Singing and Playing Music.
Hard to hit: Enemies of the size Large and more roll with one less die for attacking in melee.
Subtle: You gain an additional dice for Investigation. Also, you are automatically Trained in
Sneaking and can reroll any dice that rolled an 1 once per test.
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. Gnomes may be mistaken for halflings, though they tend to
have sharper features.
Physical: Strength Body Agility Endurance Dexterity
1 (4) 1 (4) 2 (5) 2 (5) 2 (5)
Mental: Perception Willpower Intelligence Charisma Magic
2 (5) 2 (5) 3 (7) 3 (7) 2 (5)
Starting Traits: Smart I, Expressive I
Character Traits:
Fun-Size: Double the bonus while penetration once per sex. For instance: Regular Dick: 2d6 + 3
would be 2d6 + 6
Hard to hit: Enemies of the size Large and more roll with one less die for attacking in melee.
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 for Spells are reduced by 1. While doing Servicing and
Teaching Jobs as well as Studying, you roll an additional dice.
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 Magic
2 (5) 1 (4) 2 (5) 1 (4) 2 (5)
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. During Heat, if you still hadn't had any sex, roll + 2 for attacking, but – 1 dice for any
defensive action instead of the usual maluses.
Claws: Your Fists do additional + 3 Damage per Success.
Instincts: You can reroll Dice that roll on an 1 when Hunting and for Reaction Tests when it comes
to ambushes. You also start with the Ability “Lightning Reflexes”.
Pack Leader: You can intimidate Beasts. You still need 1 Success for small creatures, 2 Successes
for normal-sized creatures, 3 Success for huge creatures etc, and each additional creature increases
the Difficulty by one. Intimidated beasts may follow you around, fight for you or obey you sexually
for the rest of the day or until you reach any kind of village or other settlement, but the amount is
limited by your Willpower. Small creatures require 1 Willpower, normal-sized creatures 2
Willpower etc.
Language: Common
You also gain three additional Character Traits of your choice.
Classes
Classes define what Skills you start trained in, 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, Athleticism, Running, 2 Regular Skills
of your choice
Combat Skills: Crossbows, Bows, Swords, Axes and Maces, Daggers, Blocking, Spears, Halberds,
Dodge; Brawling, Parrying
Soldiers wear Heavy Armor
Abilities:
Power Through: Heal 10 HP and 10 Stamina 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.
Armorer: Heavy Armor HP increases by 20% (rounded up).
Weaponmaster: For every Combat Ability your character has learned, add + 1 damage with
weapons per Success.
You also start with one Combat Ability of your choice.
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, Athleticism, Running, Mental Strength, 2 Regular
Skills of your choice
Combat Skills: Swords, Axes and Maces, Daggers, Blocking, Spears, Halberds, Dodge, Crossbows,
Brawling, Parrying
Dragon Knights wear Heavy Armor
Abilities:
Monster Killer: You gain + 2 damage per Success on each melee attack for enemies of the size
Huge. Increase this bonus by + 1 for every subsequent size (Enormous: + 3, Gigantic +4).
Elemental Resistance: The Dragon Knight gains + 3 Damage Reduction against elements like Fire,
Ice, Thunder etc.
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 1d4+2. If his maximum is
reached, you need to tame it again. Otherwise it will leave or attack.
Dragon's are egoistical creatures. The Dragon Knight might be able to only tame one creature. The
size of the dragon that can be tamed is based on the Willpower: a character with only 1 Willpower
can tame a small-sized dragon, a a character with 2 Willpower a normal-sized dragon etc.
Dragon Training: The Dragon Knight can also train her tamed dragons. It takes time and effort to do
so. Once per day, the Dragon Knight can attempt to use her Teaching skill to add an additional dice
for a skill of your choice, such as his attacks, dodging, mental strength etc, for her tamed dragon.
She needs more Successes than half the number of dice the beast already has in that skill (rounded
down). There is a maximum of additional dice added for each skill based on the Rangers
Intelligence.
The training does not pass over to new beasts. If the dragon dies or the Dragon Knight gets a new
creature, she needs to start training it again.
Monsterslayer: For each enemy labeled as Legendary Beast the Dragon Knight has slain, she gains
an additional dice for attacking with weapons.
You also start with one Combat Ability of your choice.
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: Athleticism, Hunting, Intimidation, Running, Resistance, Reaction, 2 Regular Skills of your
choice
Combat Skills: Bows, Swords, Axes and Maces, Daggers, Blocking, Spears, Dodge; Brawling,
Grappling, Parrying, Throwing
Barbarians wear Light Armor
Abilities:
Berserk: For 5 Sanity and Stamina, you go berserk. During that, you defend yourself with – 2 Dice,
but you can attack two times per round, deal additional + 2 damage per Success and don't suffer any
damage to your Sanity and don't gain any Lust during this state. This lasts three rounds.
Relentless: Gain + 1 Armor, even while wearing no armor.
Butt-Naked: While fighting Naked, the Barbarian gains + 2 dice to attack and + 1 to defend herself.
That also applies if her armor is destroyed.
Barbarian Champion: For every enemy the Barbarian killed that is labeled as Champion or
Legendary Beast, add + 1 damage for any weapons per Success.
You also start with one Combat Ability of your choice.
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, Athleticism, Hunting, Running, Reaction, 2 Regular Skills of your
choice
Combat Skills: Crossbows, Bows, Swords, Axes, Daggers, Blocking, Spears, Dodge, Brawling,
Parrying, Throwing
Rangers wear 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 1d4+2. If his maximum is reached, you
need to tame it again. Otherwise it will leave or attack.
The amount of beasts the ranger can tame is capped at her Willpower. Small and normal-sized
beasts take up one point of Willpower. Huge beasts take 2 points, Enormous 3 points and so on.
Beast Training: The Ranger can also train her tamed beasts. It takes time and effort to do so. Once
per day, the Ranger can attempt to use her Teaching skill to add an additional dice for a skill of your
choice, such as his attacks, dodging, mental strength etc, for her tamed beast. She needs more
Successes than half the number of dice the beast already has in that skill (rounded down). There is a
maximum of additional dice added for each skill based on the Rangers Intelligence.
The training does not pass over to new beasts. If the beast dies or the Ranger gets a new creature,
she needs to start training it again.
Master Explorer: You gain + 0.5 extra Exploration, meaning after gaining 2 Exploration, you get an
additional + 1.
Hunters Eye: For 3 Sanity you can focus your attacks on one enemy. You gain + 2 dice for attacking
that foe for the rest of combat.
Nature-Girl: Gain an additional dice for Sneaking, Climbing, Running and Investigation in the wild
and in the open (forests, plains, mountains, any kind of natural environment, but not caves or ruins).
Way of the Hunter: For each enemy labeled as Champion or Legendary Beast that your character
has slain, gain an additional dice for attacking any enemy of the same type.
You also start with one Combat Ability of your choice.
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
Thieves wear Light Armor
Ambusher: When doing a Sneak Attack, add an additional dice for attacking. You can also attack up
to two targets instead of just one.
Luck of Thieves: You find 10% (rounded up) more gold after combat or in treasure.
Jailbreaker: Gain an additional dice for any attempts at escaping any type of imprisonment, aside
from combat.
Treasure Hunter: The Thief is especially good at finding what she seeks the most. If you ever find a
Treasure of Lewdity during an event and don't like what you rolled up, you may roll again and
chose one of the two.
Stalker: The malus for being in complete darkness is reduced by 1. Meaning, instead of – 3 Dice,
it’s only – 2. Also, gain an additional dice for Sneaking, Running and Investigation in closed
environments (ruins, caves).
Flee!: For spending 3 Stamina, you can reduce the Difficulty for Running out of combat by 1. You
can do this several times before rolling, for as much Stamina you have.
Crime-Lord: Each Criminal on your character (not in the region, but the characters inherent
Criminal) increases the damage she does by + 1 per Success. Also, if her Criminal in the region is at
least 5, then she gains an additional dice for any social interaction with regular folks, criminals,
bandits and the authorities.
Starting Gear: Padded Jacket, a one-handed weapon of your choice and a short bow, crossbow or
throwing knives. 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, Magic Perception, Persuasion, Bluffing, Studying, Teaching, Mental Strength,
2 Regular Skills of your choice
Combat Skills: Daggers, Staves, Dodge, Parrying
Mages wear Robes and other Cloth Armor
Spellcasting: Start as Trained in Spellcasting and take three Minor or Greater Spells of your choice
as learned.
Spell Burst: Spell Burst: You can spend 3 Stamina per round to add an additional Dice while casting
Arcane Spells. You can add a second Dice for 6 Stamina and new Dice with each additional 3
Stamina with a maximum of Dice depending on your characters Intelligence.
Mind Strain: Roll a d10. You lose that amount of Sanity, but gain double the MP of what you rolled.
Should your Sanity drop to 0 from this ability, roll on the Minor Corruption table.
Knowledge is Power: For every Knowledge your character has (including Languages, Alchemy,
abilities gained from books), her Arcane Spells do 1 additional damage per Success. Learning
Arcane Spells does not count towards this.
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, Magic Perception, Persuasion, Intimidation, Studying, Teaching, Mental
Strength, 2 Regular Skills of your choice
Combat Skills: Staves, Maces, Blocking, Dodge, Parrying
Priests wear Robes and other Cloth Armor
Miracles: Start as Trained in Miracles and take three Major Blessings of your choice.
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.
Holy Caster: For every 2 Major Blessings, increase the damage and healing of your Miracles by 1
per Success.
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, unless you want to continue to
play this character, then take another Oath. You also gain – 1 Lust, any time your Lust would
increase.
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. Each time you have
donated 1000 Gold, you roll on the Mayor Blessing Table.
Oath of Pilgrimage: You pledge yourself to visit as many different shrines and temples as possible.
Each region, village and city you visit the first time, you gain + 2 additional Successes for praying
at any shrine, but only for the first time. You may also roll twice on the Table and pick the one you
like.
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. Each time you orgasm,
roll on the Blessing Table.
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, Reaction,
Dancing, Singing, Playing Music, Service, Investigation, Magic Perception, Studying, 2 Regular
Skills of your choice
Combat Skills: Daggers, Swords, Staves, Dodge, Brawling, Parrying, Throwing, Crossbows, Bows,
Arcane Spellcasting
Bards wear Light Armor
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.
Magic Art: Each level of Advance in Dancing, Playing Music and Singing increases your dice for
Arcane Spells. Being Trained in these skills does not count.
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 and
actions (so no beasts, tentacles or other monsters that below human levels of intelligencet).
Starting Gear: Padded Jacket, a one-handed weapon of your choice and a short bow, crossbow or
throwing knives. 100 Gold.

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, Running, Mental Strength, 2 Regular
Skills of your choice
Combat Skills: Swords, Axes and Maces, Daggers, Blocking, Spears, Halberds, Dodge, Brawling,
Parrying
Paladins wear Heavy Armor
Miracles: Start as Trained in Miracles and take two Major Blessings of your choice.
Penance: Each 5 damage you are taking during combat decreases your Lust by 1.
Fervor: You gain an additional dice for attacking undead and demon enemies.
Holy Fighter: For every 2 Major Blessings, increase the damage of your attacks (not Miracles) by 1
per Success.
You also start with one Combat Ability of your choice.
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, unless you want to continue to
play this character, then take another Oath. You also gain – 1 Lust, any time your Lust would
increase.
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 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 Major 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 Major Blessing Table.
Starting Gear: Iron Breastplate, either a one-handed weapon of your choice + shield or a two-
handed weapon of your choice. 100 Gold.

Assassin
Hired killers and fighters that prefer to strike fast and from the shadows are often called Assassins,
lightly armored, they like to sneak around, but don't shun fighting, as their precise strikes can
weaken any enemy. But sometimes they wait for an opportunity, when their targets are defenseless

Skills: Investigation, Sneaking, Persuasion, Bluffing, Seduction, Reaction, 2 Regular Skills of your
choice
Combat Skills: Crossbows, Bows, Swords, Daggers, Dodge, Brawling, Parrying, Throwing
Assassins wear 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.
Crippling Strikes: After successfully hitting an enemy at least ones, that enemy attacks and defends
itself with – 1 dice in the same and following round. This can stack if the same enemy is hit by the
Assassin again in the round afterwards. An enemy gets rid of 1 Crippling Strike per round if it isn't
hit by the Assassin.
Assessment: During combat and by spending 5 Sanity, instead of an attack the Assassin can use her
Investigation Skill on one enemy. Each Success reduces the Damage Reduction when the Assassin
attacks by – 1. If she has more Successes than the enemy has Damage Reduction, then the
remaining Success add another + 1 damage per Success.
The Art of Death: Each Assassins has her own ways of killing their targets outside of combat. For
killing unassuming targets outside of combat scenarios, the Assassin possess a special skill that is
rolled using the two highest stats from the following: Strength, Dexterity, Agility, Perception,
Intelligence, Charisma. The base damage is 5 + one of the highest stats of each of these.
Contract Work: As a Crime Activity, the Assassin can kill people for money without any Criminal,
and earn 100 Gold extra.
Master Assassin: Any time the Assassin kills an enemy tagged as Champion or Champion of Chaos,
she gains an additional dice for attacking against enemies of the same type. Also, every time the
bonus damage for Assassination increases by + 1.
Starting Gear: Padded Jacket, a one-handed weapon of your choice and a short bow, crossbow or
throwing knives. 100 Gold.

Druid
Spellcaster with a special connection to the wild and the spirits of nature are called Druids. These
often unorthodox spellcasters roam the woods and mountains of the world in order to enhance their
spiritual knowledge. It's rumored that they do strange things with the creatures they find...
Skills: Investigation, Magic Perception, Persuasion, Athleticism, Hunting, Dancing or Playing
Music or Singing, Mental Strength, 2 Regular Skills of your choice
Combat Skills: Daggers, Staves, Spears, Dodge, Parrying
Druids wear Robes (mage or priest robes) and other Cloth Armor
Spellcasting: Start as Trained in Spellcasting and take three Minor or Greater Spells of your choice
as learned.
Spiritual Companion: Through having sex with a creature (any intercourse counts), the Druid
establishes a special connection to the spiritual aspect. The Druid can henceforth summon the
creature for half its HP in MP (rounded down). The creature is of magical essence and takes only
half the damage through purely physical attacks. The summon lasts the entire fight. Only creatures
of non-human intelligence (anything that can't harass) can be a Spiritual Companion, and it can't be
a Legendary Beast.
The Druid can decide if she wants to keep this companion when she has sex with a different
creature. She can also seduce these types of creatures similarly to how the Ranger or Dragon Knight
does it.
Druidcraft Spellcasting: The Arcane Spells of the Druid count as holy, just like a Miracle. The
Arcane Spells damage is increased by the Corruption of any enemy. With a Corruption of 3, Arcane
Spells cause 3 extra damage, not per Success, but as bonus damage after all Successes have been
rolled.
The Great Ritual: Connecting with the creatures of the wild enhances the Druids spellcraft. For each
type of creature they had sex with, they gain an additional dice for spellcasting. Only creatures of
non-human intelligence (anything that can't harass) count towards this.
Vital Magic: The Druid is able to convert her Stamina into MP any time during, before or after
combat. 2 Stamina for 1 MP.
Wild Girl: The Druid gains an additional dice for Investigation, Athleticism, Running, Sneaking,
Spellcasting and for Sex Skills when she is in the wild (forests, mountains, caves, but not ruins or
any other artificial environment).
Starting Gear: Staff, spears or dagger, mage robes (Covered, Revealing or Exposed). 100 Gold.
Adding Physical and Mental 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.
Non-human races start with an additional Trait. Those are already included in the base Stats of the
race. The Athletic I Trait of the Amazon already pushes her Endurance to 3. You can then add
Athletic II to gain 5 and then Athletic III to gain 7 as a maximum during character creation.
Following is a brief explanation of what these Stats do. All of them are important for various Skills
(which are always Stat + Stat), others give a certain bonus.

Strength (Str)
Your physical might, especially in the arms and in general in the upper body. Important for many
skills with melee weapons and melee combat, bows and many physical Skills.
Bonus: Each point in Strength increase the damage done by melee weapons by 1.

Body
How “meaty” you are, how sturdy and how much body fat you have. On females, that often means
bigger breasts and asses. This Stat also plays a big role determining your HP and is used for some
melee Skills and physical Skills.

Agility (Agi)
Agility is your characters leg strength, movability, maneuverability and mobility. It's important for
moving fast and is therefore tied to many physical Skills as well as some Combat Skills.

Endurance (End)
Your characters physical and sometimes mental perseverance and in general stamina. This stat is
also important for Stamina Points, points you can spend to gain an additional dice for any skills tied
at least with one of the following Stats: Strength, Body, Agility, Endurance and Dexterity. That costs
you 5 Stamina Points. Also various Combat Abilities and better performance during sex also cost
Stamina Points.

Dexterity (Dex)
Dexterity is your hand-eye coordination, your adroitness and your skill with your hands and fingers.
It's often applied to the use of various tools, instruments and some weapons, but also important for
seduction and some Sex-Skills.
Perception (Per)
Perception is your characters awareness and sharpness of the senses. It's important for range
combat, but also some skills that make use of the characters senses.
Bonus: Each point in Perception increases the damage done by range weapons by +1.

Willpower (Will)
Willpower is your mental fortitude, your concentration and force of will. It's an important Stat for
casting Miracles, but also for withstanding physical and mental debilitations.

Intelligence (Int)
Intelligence is not only an important Stat for Arcane Spellcasting, but also for various Skills that
involve your characters brightness, sharp mind and ability to learn.

Charisma (Cha)
Charisma is your characters personality, aura and ability to handle and influence social situations. It
should not be confused with attractiveness, although it can help with seducing other people. Mostly,
this stat is used for social skills.
Bonus: Your Charisma determines how many Companions you can take with you.

Magic
This Stat governs your characters magical prowess and skill with the arcane and divine. It's an
important Stat both for Arance Spellcasting and casting Miracles.
Bonus: Your characters Magic is also added as bonus damage for any Arcane Spells and Miracles,
as well as bonus healing for healing spells.

Adding Traits
Now pic 8 Physical or Mental Traits and increase your stats up to your maximum depending on the
race. The Traits are grouped together, meaning that you need the first one to get the second one, and
the second to get the third one. Some Traits don't allow you to take others. For instance, you can't be
Small and Tall at the same time.
Physical Traits:
Athletic I: + 1 Endurance
Athletic II: + 2 Endurance
Athletic III: + 2 Endurance

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


Fit II: + 1 Endurance, gain the Sexdurance 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, you gain the Small Target Ability
Tiny: + 2 Dexterity

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 and + 1 Masturbation-Bonus


Dexterous II: + 1 Dexterity, + 1 Hand-Bonus and + 1 Masturbation-Bonus
Dexterous III: + 1 Dexterity, + 1 Hand-Bonus and + 1 Masturbation-Bonus

Slender: + 1 Agility, you gain the Quick Strike Ability, cannot take Thick
Lithe: + 2 Agility

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

Strong I: + 1 Strength
Strong II: + 2 Strength
Strong III: + 2 Strength

Tall: + 1 Strength, you gain the Extra Reach Ability, cannot take Small
Huge: + 1 Strength, gain the Greater Strength 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 III: + 2 Willpower

Expressive I: + 1 Charisma
Expressive II: + 2 Charisma
Expressive III: + 2 Charisma

Magical I: + 1 Magic
Magical II: + 2 Magic
Magical III: + 2 Magic
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.
Arcane Bloodline: By picking this Character Trait, you gain the Magical I Trait as if your character
started with it. You raise your Magic to 3 and your maximum increases to 7.
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 in the region.
Experienced: You are already well-versed in the art of sex. Take two additional Sex Skills, become
Trained in them. Also, take one Sex Ability.
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 and an additional dice for
Dancing.
Freak: What may disgust others doesn't affect you, in fact, it makes it even better. Whenever during
a scenario or based on a creatures Traits it's noted that sexual contact may make you lose Sanity due
to unsightliness, stench or other unattractive features, then you don't lose any Sanity at all. Instead,
you gain an additional Pleasure Dice.
Free Skills: Take two Regular Skills of your choice that you aren't Trained in. Gain the Trained
status. Also take one Regular Skill Ability.
Linguist: You start with an additional Language of your choice.
Magicians Student: You start with a scroll of an Arcane Spell of your choice. If you aren't already
Trained in Arcane Spellcasting, you are now with this Trait.
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 two Combat Skills that you aren’t already trained in. Pick
another Combat Ability.
Mercantile Background: You start with 300 Gold and gain an extra dice for Haggle tests.
Noble: You are of noble birth. You start with additional 500 Gold and 1 Fame.
Perverted: Your starting Fetishes count as if you have taken them two times. If you rolled a Fetish
two times, it counts as taken three times.
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.
Sex-Slave: You spend your life before as a sexual pet. Your Lust threshold is increased to 0/12/24
and you also start with three additional Sex Skills. You are also dangerously easily to mindbreak.
Any Pleasure that goes over your Lust and reduces your Sanity instead is doubled.
Stretchy: Reduce the Dick-Bonus for Huge Dicks and larger by half (rounded up). So a Huge Dick
4d6 + 10 becomes 4d6 + 5.
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 caused by external
factors, such as enemies, is halved, rounded down. Penetrating sex causes 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 d20 on this table. 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.
Optional: You roll randomly because in the game you will have very little say in the matter of what
deviant behavior you may pick up. Although, if you have a certain type of character in mind, you
can also pick one or two.
1 Beasts: Get 1d4 Lust when seeing enemies of the type Beast, also another Pleasure dice during
intercourse.
2 Beastmen: Get 1d4 Lust when seeing enemies of the type Beastmen, also another Pleasure dice
during intercourse.
3 Greenskins: Get 1d4 Lust when seeing enemies of the type Greenskin (Goblins and Orcs), also
another Pleasure dice during intercourse.
4 Gangbang: Get 1d4 Lust whenever the possibility of a gangbang comes up, also another Pleasure
dice during intercourse.
5 Rape: Get 1d4 Lust when you are about to get raped or see rape, also another Pleasure dice while
getting raped. You also don’t lose any Sanity if your Pleasure during rape is greater than your Lust.
You still lose Sanity when getting Mind Broken, though.
6 Masochist: This character likes getting hurt during sex. Sex with creatures that have the Cruel
Trait gives you an additional Pleasure dice.
7 Dominant: You enjoy being the dominant one. Gain another Pleasure 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.
8 Tentacles: Get 1d4 Lust when seeing enemies of the type Tentacles, also another Pleasure dice
during intercourse.
9 Slimes: Get 1d4 Lust when seeing enemies of the type Slimes, also another Pleasure dice during
intercourse.
10 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.
11 Bi-Sexual: This character gains 1d4 Lust whenever seeing attractive females. Sex with girls
gives another Pleasure Dice.
12 Demons: Get 1d4 Lust when seeing enemies of the type Demons, also another Pleasure dice
during intercourse.
13 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.
14 Dragons: Get 1d4 Lust when seeing enemies of the type Dragon, also another Pleasure dice
during intercourse
15 Love-Making: You like consensual sex while holding hands, with the lights off. You degenerate.
Gain an additional Dice for Consensual Sex with one partner.
16 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.
17 Exhibitionism: You get off doing sexual stuff in public, either by hiding from everyone’s eyes or
having sex while being watched. 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
Pleasure Dice during intercourse and while other people are watching, for instance in public. Also
applies to Masturbation.
18 Submissive: You gain 1d4 Lust whenever you are defeated in combat, before any of the sex can
happen.
19 Huge Dick: This character is fascinated by larger than normal dicks. You gain 1d4 Lust
whenever you see a creature that is equipped with a dick larger than Regular size, and gain another
Pleasure dice during intercourse with these creatures.
20 Exotic: Get 1d4 Lust when seeing enemies of the type Exotic, also another Pleasure 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 Pleasure gained. For
example, with the Beast Fetish taken twice, you gain 2d4 Lust and two additional Pleasure dice.
Also, your character starts being Trained in three Sex Skills of your choice (unless you start as a
virgin).
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. If you move from one village to another, then roll a 1d4. Decrease that
Fame, Reputation etc. by that amount in that new place. 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) per day.

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 + End + Will
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: Will + 2x Int + End + 2x Magic
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 End + 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: End + Per + 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. Then, you 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
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.

Athleticism
Strength + Endurance
This Skill refers to feats of strength and physical performance over long time or in short bursts, for
instance climbing, swimming or weightlifting.

Blacksmithing
Strength + Intelligence
This Skill is used to repair broken heavy armor. Every attempt (doesn't matter if successful or not)
consumes one Blacksmithing Tool. You need to roll the same amount of Successes that the armor
has in Damage Reduction to restore that level of Coverage. So, if an armor has a Damage Reduction
of 2, then you need 2 Successes to restore it.

Bluffing
Intelligence + Charisma
Bluffing is all about making shit up, inventing lies, swindling or hiding your intentions.
The difficulty will depend on the scenario.
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.

Gambling
Dexterity + Charisma
Gambling is your ability to play games like cards, dice or cheat at games. Some games rely entirely
on random chance, while others may take advantage of your Gambling Skill. Or you use this Skill
to cheat. 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
Endurance + Perception
Hunting can be done any time in the wild. 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 and to search for clues such as
tracks.

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, and 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.

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.

Magic Perception
Perception + Magic
Being able to see through illusions, discover hidden doors and magically obscured creatures, or
follow to traces of magic effects - that is what Magic perception allows one to do. Mostly it's
creature, spell and scenario effects that ask for a Magic Perception test.

Mental Strength
Endurance + Willpower
This Skill is used to avoid the effects of mind-affecting magic and other influences that attack the
mind and sanity of your character.
Optional: Can be rolled to prevent Mind Break when you are the active participant in sex
(masturbation or sex). Each Success allows you to remove one Pleasure Dice.

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.

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.

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.

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 pay 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 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 for group sex.
Easy: free servicing (handjob, blowjob etc.)
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 Pleasure 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 Pleasure. If you want to seduce multiple people, then use additional Successes to add
another person per Success.
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 no limits if you are Naked. Face-bonus applies
always, unless the face is covered. These bonuses are added as a flat bonus, not per Success.
Seducing enemies during combat may make them attempt to grope and sexually harass you instead
of attacking.

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.

Sewing
Dexterity + Intelligence
Sewing is used to repair damaged light armor and clothes. Every attempt (doesn't matter if
successful or not) consumes one Sewing Kit. You need to roll the same amount of Successes that
the armor or clothes have in Damage Reduction to restore that level of Coverage. So, if the gear has
a Damage Reduction of 2, then you need 2 Successes to restore it.

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).

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.

Teaching
Intelligence + Charisma
“Teaching” can be any work where you share your knowledge for money, be it history, law, arts,
natural science or magic. By default, you earn 25 Gold per every Success. You can also get another
5 Gold per Knowledge that your character possess-
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
Intelligence + Magic
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) in the same round you grapple them.
If you decide to throw the enemy, then roll your Grappling Skill again and cause 6 damage per
Success. He can do that any round. Armor does not apply. Enemies take the same damage if they
are hit, which counts as a melee or short ranged attack with this Skill. Enemies can attempt to block
or dodge that attack.

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 + Magic
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. For instance, 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
Combat Skill of the weapon to see if you can score a hit like you would normally do when
attacking, however the enemy can’t defend against that. Furthermore, attacking this way costs you 1
Stamina per each attempt. You can also decide to not retaliate and spend Stamina, and instead
simply use Parrying to negate attacks.
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
Dexterity + 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. Throwing weapons can hit enemies in melee
range (without any malus) and short range.
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 Pleasure to
your sex partners and enemies, while anything with “penetrative sex” causes Pleasure both ways.
Pleasure 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 and based on the number of Successes (although reduced by
armor, if there is any), you additionally roll the Pleasure for each Success depending on the Sex-
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. But more about that later.
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 another 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.

Lust
Lust makes you and enemies hornier. It increases through witnessing sexual actions, getting into
sexy situations or through Seduction. Seducing enemies increases their Lust. If your characters Lust
is past the first 10, then you are Horny and roll with – 1, past the 20 you are Extremely Horny and
roll with – 2 dice. If the enemy is past his maximum Lust as noted in his description, then he will
either rape or engage in sexual acts.

Pleasure
Pleasure is caused by sexual acts, be it your own Sex Skills or what enemies and other creatures
may do to you. It's subtracted from your Lust. Rolling over a creatures Lust means you made it cum
and succeed in whatever the situation demanded. Pleasure through penetrative sex is subtracted
from your characters Lust as well. If the Please is 10 and greater, then you orgasm. If it's greater
than your current Lust (for instance 13), then you not only orgasm, but also gain a bonus of 3
additional dice for the next day that you can use however you want. Past your 20 and you are closer
to a mindbreak, every Pleasure over that threshold is subtracted from your Sanity.
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: 1d8
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. You can add the bonus of your Fetishes
if applicable for rolling the Skill, for instance Voyeurism if you masturbate while watching other
people, and also your Hand-Bonus from the Dexterous Trait.

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, in more casual situations 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 assumed to be included
in this roll.
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. Add the Dick-Bonus of the male as a flat bonus for Pleasure.

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. You can only advance a Skill once per scenario and only
once Skill. On your character sheet, add a chart like this under your Skill:
_ _ _ _ _/_ _ _ _ _ _ _ _ _ _/_ _ _ _ _ _ _ _ _ _ _ _ _ _ _/ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _/_ etc.
The Advances needed are 5/10/15/20/30/40 etc. Each time you reach another advance to another
level of that Skill, you start from the beginning with the Advances. So after getting the 5 Advances
to become “Trained”, you start from 0 and need 10 Advances to gain the next bonus. 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 a 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 relevant for 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:
Ability: There are a number of Abilities related to Sex-Skills or sexual acts in general.
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 Skills that you can earn instead of a Bonus or Stat-
Increase. Or they are based on Physical or Mental Traits.

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.

Busty Barmaid
Skill: Service
Spending all this time working at taverns and other minor jobs has taught you how to use your
assets to gain some additional money. Each time you work using your Service skills, you may add
your Tit-, Butt- and Thigh-Bonus as well as your number in Pretty Face and your Charisma to each
Success in gold.

Composing Yourself
Skill: Mental Strength
You are able to maintain your mental health by your willpower alone. Once per day, outside of
combat, you can roll Mental Strength and reduce your Lust or increase your Sanity by your amount
of Successes.

Curious Mind
Skill: Teaching
Spending a lot of time around books and sharing your knowledge have made you more receptive of
new skills. You gain an additional Success when you train any skills or spells.

Cowardice
Skill: Sneaking
You rather avoid combat than seek it out. When you attempt to sneak away from enemy encounters
instead of sneaking up to them, you can count rolled 1's as Successes.

Durability
Skill: Resistance
You are naturally durable and heal wounds quickly if you can take a minor rest. After each won
fight, immediately heal 2 HP and 2 Stamina. This Ability can be taken multiple times.

Enthrall
Skill: Seduction
While using Seduction during combat, you may focus on seducing only one enemy (that your
character can seduce) and if you manage to max out his lust, he will fight for you instead. Should he
survive, he will still expect to be sexually rewarded.

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.

Foresight
Skill: Magic Perception
You got the power to get a glimpse of the future. Once per day, during Exploration, you may roll
your Magic Perception skill and count the Successes. For each Success, you may roll on the
Scenario Tables and see what events are in store for you. You can also roll the amount of enemies
and other events happening there. You may take these results and adventure on this path, taking the
results as rolled before, exactly like they happen in your vision. Or you may ignore this path and
proceed without these results, or leave the path midway. If you chose this path, the events will not
change.

Great Hunter
Skill: Hunting
You are able to discern strengths and weaknesses from the tracks of an enemy. Whenever you use
Hunting to hunt an enemy, or if you find tracks that inform you of nearby creatures, then gain an
additional die for defending against that enemy, be it a singular creature or a group. Not the general
type, but against that one foe or group of enemies in particular.

Lightning Reflexes
Skill: Reaction
Once per attack, you can spend 3 Stamina to negate a Success from an enemy attack (not spells, but
groping and rape attempts can be negated).

Popular Teacher
Skill: Teaching
Your Reputation made you quite the popular teacher around the boys. While doing work as a
teacher, you can add an additional dice for every 3 Reputation you have in that settlement.

Negotiator
Skill: Handling
You are well versed in the art of negotiating deals. Whenever you earn yourself Gold from
succeeding with a mission, roll the reward two times and take the highest.
Night Vision
Skill: Investigation
Reduces the malus for Perception in the dark by 2. So it’s now – 1 instead of – 3.

Reinforced Cloth
Skill: Sewing
Practicing Sewing allows you to increase the resistivity of cloth and light armor. By spending 1
Sewing Kit, you increase the Rape Protection for every layer by 1, until the armor gets destroyed
completely. Once per armor.

Sexdurance
Acquired from: Fit II-Trait
Decrease the Stamina needed for performing Sex-Skills by 2.

Sharpening
Skill: Blacksmithing
You know how to treat your blade and keep it sharp. By spending a Blacksmithing Tool, you can
increase the damage of a melee weapon or throwing weapon by + 1. This is lasts until the end of the
next adventure and can only be applied once per weapon.

Sticky Fingers
Skill: Stealing
You know how to get a bit of extra money from your clients. After prostitution, you may gain 3d8
more Gold.

Strider
Skill: Running
You know how to keep a good pace. While exploring, you may go through one Scenario less, if you
want to, to get to your target quicker.

Strong Back
Skill: Labor
Working hard gave you strong back muscles, which helps you with wearing heavy armor. Wearing
heavy armor does not impose any additional Stamina being spend from wearing said heavy armor.

Untiring
Skill: Athleticism
Training your body and working hard have made able to climb, run and swim for hours without
tiring. During tests that require Athleticism, you don't need to spend or lose any Stamina based on
the Scenarios description (still do through character abilities).
White Lie
Skill: Bluffing
Your skill at manipulation allows you to pretend to be more famous than you actually are. Once
when you enter a settlement, you can roll your Bluffing skill and take the Successes to increase a
Renown of your choice. This effect lasts for 1d4 days + your Charisma. Once it ended, you lose that
amount of fake Renown from your baseline for that settlement.
Sex Abilities
These are the Abilities based on the Sex Skills. You can gain them instead of receiving the usual
bonuses.

Badonk
Acquired from: Assjob-Skill
Applies to: Any sex
Stamina Cost: -
You know how to use your behind in intercourse to the best of your advantage. You may add your
Butt-Bonus as bonus Satisfaction during sex, as a flat bonus, not per Success.

Blowjob-Expert
Acquired from: Blowjob-Skill
Applies to: Any Blowjob
Stamina Cost: -
You became more consistent with your Blowjobs. After rolling the Sex Skill and counting the
Successes, you may take one Success and instead of rolling the Pleasure Dice, you determine that it
causes 8 Pleasure, then roll the rest. You can take this Sex Ability several times and that way
increase the amount of Pleasure Dice you can use this way, though each time the Pleasure is – 1 less
(so 8, 7, 6, 5 etc.).

Foreplay-Expert
Acquired from: Blowjob-, Buttjob-, Footjob-, Handjob-, Thighjob- or Titjob-Skill
Applies to: Regular Sex, either using the Sex-Skill or in general consensual sex
Stamina Cost: 3
Your capabilities at servicing Sex Skills enhances the Pleasure you cause doing regular sex. Before
regular sex (regardless of if you are the active or receiving participant), you may roll Blowjob,
Buttjob, Footjob, Handjob, Thighjob or Titjob and count the Successes. Each Success may add 1
Pleasure to the sex roll afterwards. Other Sex Abilities do not apply to them, or any bonus that
increase the Pleasure, because you just count the Successes. Though you may still increase the
number of dice rolled from other sources. This applies in both directions, meaning even if the male
is the active one, as your character made him even hornier and wilder in bed. You may roll an
additional dice during foreplay if the Sex-Skill applies to a fetish of the other participant.

Perflat
Acquired from: Titjob-Skill
Applies to: Titjob-Skill
Stamina Cost: -
You mastered the art of titjobs despite barely having any tits in the first place. If your character has
no Tit-Bonus and a Body of 2 or 1, then you can add your Charisma as a Bonus instead of the Tit-
Bonus when it comes to Pleasure.
Power-Grip
Acquired from: Handjob-Skill
Applies to: Handjob-Skill
Stamina Cost: 3
You know how to put even more strength into a handjob. As a result, you can add half of your
Strength (rounded up) as Pleasure. Not per Success, but as a flat bonus after the roll.

Self-Discipline
Acquired from: Regular Sex, Dominant Sex or Masturbation
Applies to: Any kind of sex where your character is the active participant or masturbation
Stamina Cost: -
You are able to control and restrain yourself, getting lost in lust less easily. Whenever you are the
active participant during sex or masturbating, you can remove up to 2 Pleasure Dice to achieve the
best possible satisfaction without needing to roll Mental Strength (or afterwards).

Stomp
Acquired from: Dominant Sex or Footjob
Applies to: Any kind of Footjob or Dominant Sex
Stamina Cost: -
Some are into this. Using your dominant side, you can replace one of the dice for Footjob with your
Strength. Using your Footjob-Skill this way counts as Dominant Sex.
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 each Success, you can reduce the
Damage Reduction of your foe by 1. 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 and Halberds Combat Skills
Requirements: Using any axe or halberd
Stamina Cost: -
You put everything into this attack, potentially adding more damage to your attacks. Any Success
that rolls a 6 while attacking with an axe or a halberd does 3 additional damage.

Combo Attacks
Acquired from: Brawling
Requirements: Attacking using Brawling.
Stamina Cost: -
Your training in unarmed combat allows you to strike swiftly. You can “dual-wield” your fists
without a malus on the second fist. Meaning, if you treat your fists as two-weapon-fighting, there is
no malus for the second weapon.

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.

Defensive Stance
Acquired from: Staff, Spear and Halberd Combat Skills
Requirements: Using any two-handed Staffs, (one-handed and two-handed) Spears and Halberds
Stamina Cost: -
You are able to make use of the extra reach of your polearms, increasing your ability to defend
yourself. When using these weapons, the malus for defending against multiple enemies in melee
starts with the third attack, not the second.

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.

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 Body, you gain 2 more HP.

Greater Endurance
Acquired from: Fit I-Trait
Requirements:
Stamina Cost: -
For every point in Endurance, you gain 2 more Stamina.

Greater Strength
Acquired from: Huge-Trait
Requirements:
Stamina Cost: -
Your huge size makes it easier to bully smaller foes. When you try to Grapple enemies of the size
normal and smaller, you can reroll dice that rolled an 1 once per test. You also gain an additional
dice for Intimidation against people of normal size or smaller.

Ground Pound
Acquired from: Swords, Axes or Hammers Combat Skills
Requirements: Needs to be a two-handed sword, axe or hammer
Stamina Cost: 7
You smash the ground with your heavy weapon, sending enemies flying. You hit any enemy in
melee that can’t defend themselves using either blocking or dodging. Whoever can’t defend
themselves are thrown back into Short Range, meaning they begin their next melee attack with – 2
Dice, and take half the usual damage each Success would normally cause (rounded up). This counts
as an AoE attack.

Lewd Attacks
Acquired from: Brawling
Applies to: Unarmed combat
Stamina Cost: -
You are capable of using your other assets in combat. When attacking without weapons, you make
add your Tit- or Butt-Bonus to your fists (which cause + 2 damage) instead of Strength per Success.

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.
Powerbomb
Acquired from: Grappling Combat Skill
Requirements: -
Stamina Cost: 5
Instead of throwing your foe at an enemy, you can instead powerbomb the grappled enemy,
performing a special move. You still roll your Grappling Skill and cause 6 damage per Success that
cannot be mitigated by armor. Also, add your Strength and Body as a bonus damage (not per
Success).

Powerthrow
Acquired from: Grappling Combat Skill
Requirements: -
Stamina Cost: -
You turn your throw from grappling into an AoE attack. Your throws deal damage to any enemy in
the area where the foe is thrown (melee range or short range). Enemies can block or dodge this
attack.

Precise Strikes
Acquired from: Dagger and Throwing Knives Combat Skills
Requirements: Any Daggers or Throwing Knives
Stamina Cost: -
You are able to strike precise with small blades. Beginning at Dexterity 3, you can reduce the
enemy's Damage Reduction by 1 as a bonus to reduce the enemies armor. For instance, if an enemy
has 4 Damage Reduction and you have a Dexterity of 5, then his Damage Reduction is only 1.

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, as long as you
use a weapon that requires only 2 or 1 Strength to use. 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.

Shield Bash
Acquired from: Blocking Combat Skill
Requirements: Using a shield
Stamina Cost: 2
You not only know how to defend yourself using a shield, but also use it offensively. Similarly with
Parrying, you can use not used Successes while defending yourself in melee using a shield to attack
the enemy during his turn. You roll your Blocking Skill for that and each attempt costs 2 Stamina.
The base damage is the Strength Requirement of the shield + your Strength.

Shield Master
Acquired from: Blocking Combat Skill
Requirements: Using a shield
Stamina Cost: -
You mastered the art of defending yourself using any shield. You negate an additional Success from
any ranged attack. You also negate one enemy Success in melee per attack as well.

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: Small-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: 6
For the next attack, every 2 Successes stun the enemy for 1 round instead of doing damage. This is
accumulative. Stunned enemies cannot attack and defend themselves with a malus of – 2 dice.

Swift Shot
Acquired from: Bows, Crossbows, Throwing
Requirements: Any throwing weapons, crossbows and bows
Stamina Cost: 1
You know how to quickly fire your projectiles. After a successful dodge you can attempt to fire at
an enemy for each additional Success that doesn't negate the attack. Each attempt requires 1
Stamina and needs to be rolled again to see if it hits, but the enemy can't defend against this.

Violent Hack
Acquired from: Axes and Halberds Combat Skills
Requirements: Using any axes and halberds
Stamina Costs: 6
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. Performing such an attack leaves
you wide open, which is why you roll with – 1 dice afterwards to defend yourself.
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.

Spell Targets
Most Spells target only one enemy, ally, our yourself. Each Success is applied to this one target. If
you for instance throw a Flame Toss at one enemy, then each Success that the enemy can't defend
against (dodging or blocking) does damage just as noted under the spell.
“AoE” is different. It 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. Each enemy available has to
defend himself individually against all the Success you rolled. So, if you roll 6 Successes with
Burning Field, and one enemy rolls 4 Successes in defending himself, then he takes damage two
times. The next enemy that rolls only 2 Successes takes damage four times.

Spell Damage
The bonus damage for Arcane Spells is derived from the characters Magic Stat. With 2 Magic, you
do 2 bonus damage, with 5 Magic you do +5 bonus damage. The bonus is applied to every Success
that the enemy can't defend against.

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 2
+ Magic damage. It attacks one target.

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: 18
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 5 + Magic fire damage. Each Success also adds 1 Burning on the
enemy, causing 1 damage per Success that can not be mitigated by armor. Instead, enemies can
spend their action using their Dodging Skill, each Success removing 1 Burning. If they dodge as
part of their defensive action, then they can also remove burning this way.

Chain Lighting
MP Cost: 14
Gold Cost: 350
Learning Successes: 6
You send for lightning, striking multiple foes, even if they are not standing next to each other. You
can hit as many enemies as you have Successes. Each Success hits one enemy causing 4 + Magic
damage per Success, which are reduced by the enemies Dodge Successes. If you have leftover
Successes, then the lightning jumps to the next enemy, causing damage per Success reduced by
their Dodge. This can continue until the caster is out of Successes.
Enemies can dodge, but not block. They need to roll more Dodge Successes than you have rolled by
casting the spell. If successfully dodged, then the spell stops.

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 4 + Magic 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. This spell targets only one enemy.

Flame Toss
MP Cost: 6
Gold Cost: 200
Learning Successes: 5
You throw fireballs at one target at melee or short Range, causing 4 + Magic Damage for each
Success. Each Success also adds 1 Burning on the enemy, causing 1 damage per Success that can
not be mitigated by armor. Instead, enemies can spend their action using their Dodging Skill, each
Success removing 1 Burning. If they dodge as part of their defensive action, then they can also
remove burning this way.

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 5 + Magic damage. In melee range, this spell suffers a malus of – 2 dice.

Freeze
MP Cost: 13
Gold Cost: 275
Learning Successes: 5
You send forth a chilling wind, causing minimal ice damage, but also slowing the enemy down.
This AoE spell cannot be blocked, only dodged. A Success causes 3+ Magic damage 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 away from your enemies.
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. The number of Successes
determine how many rounds the illusion will stay up. The enemy must also roll over that number to
discover that it's an illusion, using their Magic Perception skill.

Magic Hand
MP Cost: 7
Gold Cost: 250
Learning Success: 5
A very handy spell used by wizards to help them in their work, still can be easily misappropriated
by female adventurers. Magic Hand can be cast before sexual acts to be used for one Handjob
without spending Stamina. You still use your own Sex Skill for this job. During combat, it can be
used to confuse enemies, making one enemy roll with – 1 dice for attacking and defending for 1
round per 2 Successes. It can also give you one additional dice for Stealing or Gambling (the letter
in case you want to cheat). You need at least two Successes to cast this spell.

Shock
MP Cost: 8
Gold Cost: 275
Learning Success: 5
The enemy is hit with electric shocks. You can target one enemy. Each Success stuns him for one
round. Stunned enemies cannot attack and defend themselves with – 2 dice. This spell can only be
dodged.

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 5 +Magic 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. Should this spell be used by the enemy, then
can characters negate Successes using their Mental Strength Skill.

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 for the
rest of combat.

Dark Blast
MP: 14
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 7 + Magic 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. The target rolls its Mental Strength against it,
negating Successes. Each of the casters Success causes 2 + Magic damage.
If the target has the Masochism Fetish, then each Success also adds another 1 Lust.

Raise Undead
MP: 12
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: 15
Gold Cost: 350
Learning Success: 6
You summon a demon of your choice, either a Succubus, Incubus 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. The demon remains for
the rest of the day, approximately 24 hours. Most people will react hostile against it, unless they
have some Corruption on their own.

Summon Tentacles
MP: 16
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 6 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 (unless the female is
unwilling). The tentacles cause 5d6 + 10 Pleasure.
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). How exactly the
Corruption applies depends on the Miracle.
You also do damage similarly like with Arcane Spellcasting. Magic is the Stat for bonus damage
that is applied to each Success that the enemy can't defend against.

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

Minor Blessing Table


Roll a d20
1 – 4: Blessing of Fertility: Penetrative sex adds another 1d6 Pleasure. This Blessing lasts for the
whole day.
5 – 8: Heal: You heal immediately 10 HP and 10 Stamina.
9 – 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 replenish 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 replenish 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, or gain a permanent bonus of + 5 HP, + 5 MP or + 5 Sanity if
you already got this Blessing.
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. If you already have this, gain a permanent bonus of + 5 HP, + 5 MP or + 5 Sanity.
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, or gain a permanent bonus of + 5 HP, + 5 MP or + 5
Sanity if you already got this Blessing.
4: Antidote Spell: You gain the Antidote Miracle. If you already have this, roll again or gain + 1
Damage with Miracles against corrupted creatures, or gain a permanent bonus of + 5 HP, + 5 MP or
+ 5 Sanity if you already got this Blessing.
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, or gain a permanent bonus of + 5 HP, + 5 MP or
+ 5 Sanity if you already got this Blessing.
6 – 8: Destroy Evil: You gain + 1 Damage with Miracles against corrupted creatures. This can stack.
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, or gain a permanent bonus of + 5 HP, + 5 MP
or + 5 Sanity if you already got this Blessing.
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, or gain a
permanent bonus of + 5 HP, + 5 MP or + 5 Sanity if you already got this Blessing.
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. Or gain a permanent bonus of + 5 HP, + 5 MP or + 5 Sanity if you already got this Blessing.
15: Protection Miracle: You gain the Protection Miracle. If you already have this, roll again or gain
+ 1 Damage with Miracles against corrupted creatures. Or gain a permanent bonus of + 5 HP, + 5
MP or + 5 Sanity if you already got this Blessing.
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. Or gain a permanent bonus of + 5 HP, + 5 MP or
+ 5 Sanity if you already got this Blessing.
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. Or gain a permanent bonus of + 5 HP, +
5 MP or + 5 Sanity if you already got this Blessing.
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. Or gain a permanent bonus of + 5
HP, + 5 MP or + 5 Sanity if you already got this Blessing.
20: Zeal: You gain additional +10 Stamina. This can stack.

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 3 + Magic HP.

Holy Blade
MP Cost: 5
You bless your melee weapon to do holy damage. You deal 1 damage per Success for three rounds.
The enemy’s Corruption is then added as bonus damage after each Successes damage is applied.

Holy Bolt Spell


MP Cost: 7
A simple attack miracle, using holy powers. Each Success deals 2 + Magic damage, plus additional
damage based on the enemy's Corruption per Success.
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 Spell
MP: 13 + 3 MP per additional enemy
You bath the area in holy light, potentially damaging any corrupted enemy in the general area. This
spell works differently than other spells. It only effects creatures that have Corruption. A Success is
a die that rolls the same value as the enemy's Corruption or under it, causing 3 + Magic damage per
Success. The basic MP cost is 13 for one target, each additional target increases the MP cost by 3.

Sacred Flames
MP: 12
You engulf an area in holy flames, damaging any enemy. Each Success does 5 + Magic holy
damage. Undead take double damage per Success.

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: 12
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. Each Success builds up a barrier
of 6 + the caster Magic HP. Characters can attack through it, but enemies must destroy the barrier
before they can attack the caster first. Creatures with Corruption roll with – 1 per Corruption for
attacking it.
Basic Combat
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 react
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, throwing knives, fists (or general unarmed combat) 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 melee weapon with two hands allows you to add half your Strength
as an additional 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 with that weapon.
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. Engaging fighters that use ranged weapons in Melee forces them to hit with – 2 dice.
Short Range: In Short Range, there is a bit of distance between the ranger attacker and their melee
targets. Any enemy with a ranged attack starts in Short Range by default. Attacking them in melee
imposes a malus of – 1 for rolling the attack, as your character needs some time to get up to them.
Enemies that attack from Short Range tend to defend themselves using Dodging. If they manage to
dodge every attack and also roll 2 additional Successes with Dodging that don't negate an attack,
then they managed to keep their distance and begin the next round from Short Range again. If not,
then your character successfully managed to get close to them, if they managed to dodge every
attack, and you start the next round without any malus. The same goes for characters that want to
use ranged attacks. Enemies attack with the same malus in melee, but your character needs 2
additional Successes for Dodging to keep their distance.
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.
Some enemies tend to hide behind other foes. For instance, spellcasters want to stay behind the non-
spellcasters to be safe against melee attacks. Such behavior is noted in the description of the enemy.
In that case, every enemy imposes a malus of – 1 for melee attacking against that spellcasting foe.
The same goes for ranged attacks when enemies use shields. Then they are able to protect the
spellcaster against ranged attacks.

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.
Sneak Attacks can also be attempted directly after sex (though not rape or any other situation where
your character is not in control). If you can't grab your weapons right after sex, then you use your
Brawling for a Sneak Attack.

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 started attacking. 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.

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.

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.

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
cycle through them. They may not cast spells that cause afflictions while you are already suffering
those afflictions.

Lust, Harassment, Rape and Defeat during Combat


Enemies can not only attack your character, they also can do all kinds of dirty stuff. By default, as
soon as an enemy of humanoid intelligence (technically any enemy that has a Grope attack) gains
any Lust in a round, he will use his Grope attack, potentially leading to gaining more Lust (and
increase the characters Lust) and maybe to them gaining enough Lust to attempt rape.

Enemy Lust
Enemies can gain Lust through:
- Seeing your character (unless she is fully covered by her armor), depending her outfit:
Covered: No Lust gained
Revealing: 1d4 Lust + any Tit-, Butt-, or Tight-Bonus (with a maximum of +1)
Exposed: 1d4 Lust + 2 + any Tit-, Butt-, or Tight-Bonus (with a maximum of +2)
Naked: 1d4 Lust + 4 + any Tit-, Butt-, or Tight-Bonus (with a maximum of +3)
- Getting her armor destroyed
Whenever parts of your armor get destroyed and you drop down a rating of Coverage, then add the
additional bonuses. For instance if you drop down from Revealing to Exposed, then add the +2 and
the additional bonuses from tits, butt and thigh, if they apply.
- Seduction: For each Success during Seduction, the enemy gains 1 Lust + any Tit-, Butt-, or Tight-
Bonus (with a maximum depending on the armor).
- Groping: When enemies gain Lust, they may start to sexually harass your character. This counts
like an attack. If they have any Successes (that you don't manage to defend against), then each
Success increases their Lust by 1. This also applies to your character.
Enemy Behavior when Lust increases
Increasing the Lust of enemies may lead to different behavior depending on their Lust. Some
enemies have Traits that determine how they react under certain situations or with different levels of
Lust. By default, their behavior is like
- Any time they gain Lust:
The enemy attempts to Grope the next possible round. Successes also increase your Lust.
- Above 50% of their maximum Lust:
The enemy rolls anything with – 1 dice, except Groping and Rape Attempts.
- At 100% of their Lust
The enemy will only attempt to rape as long as their Lust is at this level. They roll anything else
(largely defending themselves) with – 2 dice.
Usually, all enemies gain Lust equally. Even if one enemy manages to Grope, all others also gain
that Lust.

Different levels of Lust


Should for some reason enemies gain different levels of Lust (or may you want play with it in a way
that some enemies only gain Lust if they are the ones successfully harassing), then the Lust only
affects them individually. However, if one starts doing sex-related things, then all the others may
still want to join in on the action. If one wants to rape, then it's only him attempting rape. The
exception may be enemies with the Disciplined trait.

Grope
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, then they gain 1 Lust for each Success. Each Success increases the Lust for everyone,
including those that didn't manage to land a hit. This also increases your characters 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.

Rape Attempts
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 the enemy with the largest pool or Rape Attempt and add an
additional dice for every other enemy that tries to rape the character. So, with an enemy that has 6
Rape Attempts and 3 additional enemies, it would be 9 dice. Some enemies may add more dice.
Furthermore, each round each enemy adds 1 additional dice. Again, with certain enemies they might
add more dice per round.
You can negate the Successes with your usual defensive options as well as with the Rape Protection
of the armor negating even more Successes. Roll the defensive maneuvers first. The armors Rape
Protection is removed from the armor if they negate any Successes. But the enemy only needs one
Success to pin your character down and start the dicking.
Enemies with maximum Lust roll anything besides Rape Attempts with – 2 dice, for instance
defending against your attacks.

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 after they gained Lust, 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.

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 or to increase so
that they waste their time trying to harass or roll worse. If you increase their Lust to its maximum in
the same round as when you seduced them, meaning as when they would use their harassment
immediately afterwards, then you avoid further fighting or potential rape. Instead you have to
pleasure them, all of them, causing enough Pleasure 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, or the enemy just wanders off, satisfied and not interested in further conflict.
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.

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 Pleasure 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. That is noted in the Scenario. In many
cases, they will just leave you there, dirty and shamed. After the combat, you regenerate 10 HP, 10
Stamina, 10 MP and 2 Sanity.
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.

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.

Defeating enemies
Defeating enemies is simple, you damage them until they have 0 HP. In that case, they count as
killed. If you want to defeat them without killing, then you need to intimidate them into submission
or grapple them.
Defeating them grants you, outside of allowing you to increase your skills that you used during the
fight, gives you the loot (mostly money) as noted under their description. You also replenish 1
Sanity after each win.
Mounts and Riding
Characters can buy horses in villages and cities, as well as get other more exotic mounts in other
regions. Also, tamed beasts and dragons may also be mounted. The Bestiary contains all necessary
dice for tests and other mechanics. Several tests related to mounts are based on the mounts own skill
and dice, but may add some dice from the character.
Attacks: Instead of your character attacking, she can use the mount to kick, bite, claw etc. at
enemies. In that case, she can add her own Willpower to the mounts attacks. Some mounts can
perform an extra attack (it's noted in their abilities) in melee, but without your additional dice, if
you attempt to attack from horseback yourself.
While attacking yourself, you roll with a malus of – 1 with you attack with one-handed staffs,
daggers and your fists due to the small range of these weapons.
Dodge and defending: You can attempt to use your shield or parry while mounted to protect
yourself and the horse, by every attempt of dodging is based on the mount + your Willpower.
Mental Strength: Some mounts may be scared by larger enemies. It's noted in their abilities. To see
if they get scared and run away (with yourself on the mount, unless you get off), you roll their
Mental Strength + your Willpower.
Traveling: Mounts allow one to travel faster, but it depends on the terrain as noted in their abilities.
Usually, on the roads you are allow to skip two Scenarios. You may still roll them, but you can
ignore them, unless it's something like weather. Horses don't like going into caves, ruins and any
other enclosed areas.
Enemy Attacks: Human and humanoid enemies may focus on the rider instead of the horse, while
beasts may switch between them (first attack rider, second one horse).
Certain attacks may throw you out of your mount: any kind of rape attempt that has to be negated
by your armor (or successful rape attempts in general), suffering at least 3 Successes from an enemy
attack, taking more than 16 damage per attack (after damage reduction from armor), being hit by an
AoE attack.
Unusual mounts: Your character may get some other creature that is not noted as a purchasable
animal, for instance from the taming abilities. Any of the rules mentioned above apply. Since these
creatures tend to be wild and dangerous monsters, they always have that extra attack. Halflings and
Gnomes may be able to mount creatures of normal-size, as well as any other race noted as small-
folk. Any other race may only mount creatures of the size huge and larger.
Lust, Pleasure, Sex and Mind Break
Lust and Pleasure 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 but 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 Extremely Horny 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.

Gaining Lust
- Every day, your Lust increases by 1d4
- Getting groped or in other ways sexually assaulted, if the enemy is successful, increases the Lust
per each enemy Success that your character can't defend against by 1
- Encountering an enemy that your character has as a Fetish increases your Lust by 1d4. Should you
encounter the same type of enemy again the same day, then reduce the Lust by – 1 each time until it
drops to 0. If you have the Fetish more than once, then the Lust increases (2d4, 3d4 etc.).
- Being witness to sexual acts increase the Lust by 1d4. Often the scenarios themselves state if this
involves any Fetishes or if the character needs to engage in some way with the event to gain Lust.
- Performing sexual acts without penetrative sex involved also increases the Lust by 1d4 for the first
time during that scenario and an additional 1 Lust for every following sexual act.
- Various magical effects from certain creatures, places or items may increase Lust. Often a Mental
Strength test is involved.

Pleasure
Pleasure your character receives through sex reduces her Lust. Depending on the current level of
Lust and the amount Pleasure, that can cause some beneficial or less beneficial side effects. If you
reach 10 Pleasure (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 Pleasure Damage over 10
Lust, you would heal 4 Sanity. Unless you are raped, then subtract that from your Sanity.
Pleasure received during one scenario adds up, like fucking with several people, while each of them
waits for the other one to finish.
If you are fully satisfied, meaning your Pleasure is greater than your Lust, then you reach a state of
satisfaction, and you gain an additional dice for any test of the rest of the day (or the following day,
if the sex happened at night), except any roll related to sex or seducing someone.
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 Pleasure 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 Pleasure reach the next level, above 20, then you step into Mind Break territory. When
you will be satisfied, but also all surplus Pleasure 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 only reduces the Lust. No maluses.
Lust: 10 – 20: Horny, roll with – 1 dice.
Lust: 20 and more: Extremely horny, roll with – 2 dice.
Pleasure: 0 – 10: Reduce the Pleasure from your Lust. If the Pleasure is less than your current Lust,
you are Frustrated and roll with – 1 dice for the next three Tests.
Pleasure: 10 – 20: You orgasm, reduce the Pleasure from your Lust. If the Pleasure 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). You are also satisfied, if your satisfaction was
higher than your current Lust, meaning you roll an additional dice for the next day (or the present
day, when the sex happened at the beginning of the day), except any roll related to sex or seducing
someone.
Pleasure: 20 and more: You are close to Mind Breaking. Reduce the Pleasure 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 (meaning, for the first
time your Lust threshold would be 11/22 now).

Mind Break
A Mind Break refers to sexual situations, in which the Pleasure 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 Pleasure 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.

Optional Rule: Mind Breaking yourself


Technically it's possible to mind break yourself by Sex Skills like Masturbation, Sex (Consensual)
or Sex (Dominant). If you are really great at these skills, you can potentially cause more Pleasure
than your current Lust to even go into Mind Break territory. To prevent that, you can roll your
Mental Strength skill. Each Success allows you to remove one Pleasure Dice (after you rolled the
Sex Skill).

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.
Characters can get rid of Corruption by praying at Shrines, using the Miracles Skill. Each Success
gets rid of one Corruption and the associated ability or bonus.

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 Pleasure, the sexual act
makes you even hornier. Whenever you service someone, roll a 1d4 Lust for the first time during
the scenario and an additional 1 Lust for every following sexual act.

Sex
“Sex” refers to consensual, penetrative sex where both parties gain Pleasure. In case of Seduction,
it’s your Sex Skill (plus the dick bonus) that decides over how much Pleasure 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 Pleasure based on each dick size:
Tiny Dick: 1d6 + 2 + Skill = Pleasure
Small Dick: 2d6 + 3 + Skill = Pleasure
Regular Dick: 3d6 + 5 + Skill = Pleasure
Huge Dick: 4d6 + 10 + Skill = Pleasure
Enormous Dick: 5d6 + 15 + Skill = Pleasure
Impossible Dick: 6d6 + 20 + Skill = Pleasure
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 (from their dick) and the third number
is optional.

Optional Rule: Sice-Difference


The size of creatures is already taking into account with their dick-size, larger members causing
more base Pleasure and roll more dice, as seen above. However, by default there are no difference
for when it comes to pleasuring these creatures by your human-size characters. As an optional rule,
if you think it makes more sense or like the extra danger it adds, you can subtract a dice for rolling
your servicing Sex Skill (Blowjob, Titjob, Thighjob, Buttjob, Handjob and Footjob) for each size
difference between your character and the creature you are pleasuring. For fairness-sake, you can
ignore this when playing a small-folk race like halfling and gnomes when it comes to human-size
creatures.

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 Pleasure, as your characters body does react either way.
Orgasm during rape, when the Pleasure is bigger than your current Lust, means you lose the
difference in Sanity, as the Pleasure 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
know exactly 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 Pleasure, 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.
Mind Break Tables
Resisting Mental Breakdowns: You can use your Mental Strength Skill to resist Mind Breaks. The
regular Difficulty is Standard (2 Successes). Each Fetish of your character involved increases the
Difficulty by 1. Each time you get mind broken again during your adventure or in captivity, it
increases the Difficulty by 1 as well. This resets to Standard when you get back to the village and
can relax.
Corruption can also be withstood by using Mental Strength. The regular Difficulty for that is Hard
(3 Successes). Each Fetish that may apply to that situation that makes you roll on the Corruption
Table adds another Difficulty level. Should this happen more than once during certain scenarios,
like being captured by a cult, then the Difficulty also increased by 1 until you are freed some way.

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 - 11: Horny: Each time you gain Lust, gain + 1 additional Lust. This can stack with additional
Horny.
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 - 7: Horny: Each time you gain Lust, gain + 1 additional Lust. This can stack with additional
Horny.
8 - 13: Free Space: Either Rape, Consensual Sex, Captivity, Masochist, Huge Dick, or Gangbang
depending on the situation. You gain that Fetish, double the number and Dice if you already got
this.
14 - 20: Greenskins: You gain the Greenskin Fetish. Double the number and Dice if you already got
this.

Beast Mind Break Table


1 - 7: Horny: Each time you gain Lust, gain + 1 additional Lust. This can stack with additional
Horny.
8 - 13: 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.
14 - 20 Beasts: You gain the Beasts Fetish. Double the number and Dice if you already got this.

Beastmen Mind Break Table


1 - 7: Horny: Each time you gain Lust, gain + 1 additional Lust. This can stack with additional
Horny.
8 - 13: 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.
14 - 20 Beastmen: You gain the Beastmen Fetish. Double the number and Dice if you already got
this.

Tentacles Mind Break Table


1 - 7: Horny: Each time you gain Lust, gain + 1 additional Lust. This can stack with additional
Horny.
8 - 13: 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.
14 - 20: Tentacles: You gain the Tentacles Fetish. Double the number and Dice if you already got
this.

Slimes Mind Break Table


1 - 7: Horny: Each time you gain Lust, gain + 1 additional Lust. This can stack with additional
Horny.
8 - 13: 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.
14 - 20: Slimes: You gain the Slimes Fetish. Double the number and Dice if you already got this.

Dark Elves Mind Break Table


1 - 7: Horny: Each time you gain Lust, gain + 1 additional Lust. This can stack with additional
Horny.
8 - 13: 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.
14 - 20: Minor Corruption: Roll on the Minor Corruption Table.
Demons Mind Break Table
1 - 7: Horny: Each time you gain Lust, gain + 1 additional Lust. This can stack with additional
Horny.
8 - 13: Minor Corruption: Roll on the Minor Corruption Table.
14 - 20: Demons: You gain the Demons Fetish. Double the number and Dice if you already got this.

Dragons Mind Break Table


1 - 7: Horny: Each time you gain Lust, gain + 1 additional Lust. This can stack with additional
Horny.
8 - 13: Free Space: Either Rape, Consensual Sex, Captivity, Masochist, Huge Dick, or Gangbang
depending on the situation. You gain that Fetish, double the number and Dice if you already got
this.
14 - 20: Dragon: You gain the Dragon Fetish. Double the number and Dice if you already got this.

Minor Corruption Table


1 - 5: Salacious: Increase your daily Lust by an additional 1d4. You can take this several times. Can
be removed by praying (4 Successes).
6 - 9: Erotic Dreams: You are haunted by dreams of erotic nature. Start the day with an additional
1d4 Lust. Also, you may gain a new Fetish from that dream, but can roll to resist it like normally. If
you fail, then roll on the Fetish Table in the Character Creation Section. Should you succeed to
withstand, but witness a situation that applies to that Fetish or a creature of that type on the
following day, then you have to roll again with the Difficulty increased by one level, each time it
happens for that day, and also gain an additional 1d4 Lust each time. The curse is removed when
you gain that Fetish or pray it away (4 Successes)
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 Pleasure than current Lust during
Horny state). Then it vanishes. Gaining more Pleasure than your maximum Lust doesn't decrease
your Sanity, but instead adds to your Lust after it's reduced to zero. Can also be removed by praying
on an altar (4 Successes).
15 - 17: Pleasure Gain: You are cursed with additional Please. Gain 1d6 Pleasure for each sexual
act, including non-penetrative acts. Can be removed by praying (4 Successes).
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 (5 Successes).

Major Corruption Table


1: Blasphemous Strike: You can add your corruption to your attack damage, whenever you fight
Priests or other holy men. If you already got this, roll again.
2 - 3: Succubus Skill: Chose one of your Sex Skills and give it a bonus of + 1. You can roll this
multiple times.
4 - 5: Eye of the Succubus: By spending 5 Sanity, you can fill an enemy's Lust immediately. If you
already got this, roll again.
6 - 7: Spell Power: Your Spells do + 1 additional Damage per Dice. You can roll this multiple times
and increase the number.
8 - 9: Magic Leech: Each time you kill an enemy, regenerate 5 Magic. 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: Horns: You grow visible horns. This can be fun to use whenever you are giving a blowjob (+ 1
bonus for the Blowjob-Skill) and make you more intimidating (an additional dice for Intimidation).
They are also very conspicuous and can get in the way. You cannot wear helmets that fully cover
your face and you permanently gain a Vigilance of + 2. If you already got this, roll again.
13: Tail: You got a demonic looking tail. This is mostly useful for sex. You can use this tail do give
a Handjob without spending any Endurance, once per sexual encounter. If you already got this, roll
again.
14: Fiend: Demonic corruption grants you even more strength. Gain + 1 Damage with melee attacks
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 Pleasure, 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. If you already got this, roll again.
17 - 18: Semen Absorption: By making someone cum, you can absorb their Pleasure and use it to
replenish your Magic or Endurance. 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 damage him by spending 10 MP. You then cause damage based on your Magic +
double the Pleasure he receives from the sexual act to reduce his HP (any damage reduction is
ignored). If you already got this Trait, roll again.
20: Succubus: You heal yourself receiving and causing Pleasure. Your HP, MP, Endurance and
Sanity are still based on your stats (and whatever else bonus you got), but resting and food doesn't
heal yourself anymore (spells and potions as well as scenario effects still do). You basically
replenish yourself by having sex and absorbing semen. The Pleasure you gain is added to your HP,
MP and Endurance. Sanity is still regained normally (also from food or relaxing). 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. You also become Exhausted if you haven't properly slept for a day or haven't eaten.
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.

Stunned
Those that are stunned cannot attack that turn, however they can defend themselves with a malus of
– 2 dice. Should your character get stunned, a Resistance or Mental Strength Test can be used to
withstand the effect starting with a Standard Test. Should Stunned hit her several times per round,
then it increases Difficulty with each Success.
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. If you do anything in a village, you may roll on the random
Table at least once. If you check in at a tavern, you might want to roll on the random table at least
once.

Going on Adventures
Going on adventures either means exploring the surrounding area, traveling to a new village or city,
or doing missions. You can simply leave for the wild and explore the surroundings. For that, roll on
the Random Encounter Tables until you decide to get back. For how to get back, look up on the
mechanics in the Scenarios of that particular area. Traveling is mentioned there as well. You may
also use your Hunting Skill or explore to find ingredients for alchemy.
Doing missions means that you roll on the Missions Table to see what's available (depending on
your Fame) and then do the mission as explained in its description. You still need to get to the
target, meaning you roll on the appropriate tables. If you are successful, then you get a reward.

Working, Training and Studying


Spending your time not adventuring means that your skills might deteriorate, even though you do
something useful with your time. You can spend a day training a specific skill, work to do earn
some money or spend the time gaining some knowledge.
Working: You can use your Labor, Service or Teaching Skills to earn some coin. The amount of
money earned depends on your Successes. There are also Random Tables for these activities.
Working means you spend the entire day.
Studying: You use your Studying Skill to gain a Knowledge, like a language or some ability. Every
Success lets you advance in that knowledge. More about books and knowledge in the gear section.
Training: You spend your day training a specific skill. Those can be Regular or Combat Skills. Even
Sex Skills, if you get a sex-partner. Roll the Skill as usual, count the Successes and add them as
Advances. Training also costs some extra money, be it for material, teachers, test subjects. If you
train while being Untrained, then it costs 100 Gold for the day, if Trained 200 Gold and afterwards
it doubles with every level of Advancement in that skill.
Learning a Spell: You can spend your whole day trying to learn a spell as explained before.
Basically, you roll your Arcane Spellcasting Skill and need the amount of Successes noted in the
Spell. Paying a mage to train you reduces the amount of rolls to – 1.

Sex and Prostitution


Sex: Sex can be done at the beginning, the end of the day or in between, if you have the time for
that. Just having some sex doesn't require the whole day and therefore can be done before or after
an adventure, doing work, studying etc.
Prostitution: Prostitution as an activity can be done like ordinary sex, just one round at the start or
the end of the day. The only difference being that you demand money for it. However, you can also
attempt to spend your whole day prostituting your character. You may roll your Seduction and count
the Successes. Those are the potential sexual partners you may find for that day. You still need to
roll to seduce them just like it's explained in the Seduction section.

Relaxing
Relaxing means that you do not do anything particular the whole day, basically relaxing and
enjoying your time. By doing this, you regain 7 additional Sanity. You may roll on the appropriate
village or tavern tables several times, at least three times, depending on where you spend most of
your day.

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. The following section gives a general outline and may be different in certain
regions and circumstances depending on the Scenarios.
Sleeping: Just sleeping in the wilds, in captivity, in someone’s else bed (for instance after
Seduction) or other poor conditions regenerates 10 HP, 10 Stamina, 10 MP and 2 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 5 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, 5 MP, 5 Stamina and 1 Sanity. 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, 10 Stamina and 10 MP, as well as 3 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 5 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: Dex + Per
Damage: 2 + Per
Despite being ranged weapons, they do not suffer any maluses in melee range. Also, they can be
dual-wielded (Two-Weapons Style) even with just one set of Throwing Knives, as long as you don't
have any other weapon equipped at that moment.
Costs: 75

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: 2
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: Str + Per
Damage: 3 + Per
Costs: 100

Longbow
Strength Requirement: 3
Hitting: Str + Per
Damage: 4 + Per
Allows long range attacks
Costs: 200

Crossbow
Strength Requirement: 2
Hitting: Dex + Per
Damage: 3 + Per
Costs: 150
Can be used one-handed.
Heavy Crossbow
Strength Requirement: 3
Hitting: Dex + Per
Damage: 4 + Per
Allows long range attacks
Costs: 200

Shield
Strength Requirement: 2
Defense and Hitting: Agi + Body
Damage: 1 + Str
Damage Reduction: 1
Negates 1 ranged attack Success
Costs: 100

Tower Shield
Strength Requirement: 4
Defense and Hitting: Agi + Body
Damage: 2 + Str
Damage Reduction: 2
Negates 2 ranged attack Successes
Costs: 200
+ 1 Dice for Blocking.
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 + additional Lust
based on your bonuses with a maximum of + 1 per bonus. 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 1d4+2 Lust + bonuses. The bonuses from your bust, butt and thighs can go up to + 2
maximum per Trait. Exposed armor also increases your Reputation by + 2 as long as you wear it.
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 an additional+ 2 bonuses of Lust. Should you enter the fight in this state of apparel,
then he gains 1d4 +4 Lust + bonuses. There is no maximum if you are naked. Also, while being
naked and doing things in a village, you have a Reputation of 10.

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. However, each Success
negated by the armors Rape Protection then is lost, as the enemies rip and tear through it. When the
Rape Protection of the current layer drops to 0, then it destroys that layer, including the Armor HP,
and needs to be repaired.

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: 12/12/12/-
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. Also every time you spend Endurance for tests or attacks,
you spend additional + 1 Stamina.
Also, you roll – 1 die for Athleticism, Running and Sneaking while wearing this, as long as it's still
Covered.

Iron Breastplate
Default Coverage: Revealing
Armor HP: 14/14/-
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.

Iron Bikini Armor


Default Coverage: Exposed
Armor HP: 16/-
Damage Reduction: 2/0
Rape Protection: 3/0
Max Bonuses: 2
Cost: 150 Gold
It’s cheap and doesn’t really hinder any movement. You gain + 1 dice for Dodging. On the flipside,
the enemy immediately gains 1d4 + 2 Lust + bonuses if he sees you in this attire and there is no
additional layer beneath that outside of your underwear. Also, increase your Reputation by + 2 as
long as you wear it.

Steel Plate Armor


Default Coverage: Covered
Armor HP: 14/14/14/-
Damage Reduction: 3/3/3/0
Rape Protection: 6/5/4/0
Max Bonuses: -
Cost: 1000 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. Also every time you spend Endurance for tests or attacks,
you spend additional + 1 Stamina.
Also, you roll – 1 die for Athleticism, Running and Sneaking while wearing this, as long as it's still
Covered.

Steel Breastplate
Default Coverage: Revealing
Armor HP: 16/16/-
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. It still shows enough of your characters body to induce Lust in your
enemy, causing 1d4 Lust + bonuses at the Revealing state.

Steel Bikini Armor


Default Coverage: Exposed
Armor HP: 20/-
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. You gain + 1
dice for Dodging. On the flipside, the enemy immediately gains 1d4 + 2 Lust + bonuses if he sees
you in this attire and there is no additional layer beneath that outside of your underwear. Also,
increase your Reputation by + 2 as long as you wear it.

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 Strips
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. You gain + 1
dice for Dodging. Wearing barely more than your underwear would cover, enemies gain 1d4 + 2 +
bonuses upon seeing you. Also, increase your Reputation by + 2 as long as you wear it.

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 Strips
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. You gain + 1 dice
for Dodging. Wearing barely more than your underwear would cover, enemies gain 1d4 + 2 Lust +
bonuses upon seeing you. Also, increase your Reputation by + 2 as long as you wear it.

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
10 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 1d4 + 2 Lust + bonuses. It still offers 10 MP for casters.
You gain + 1 dice for Dodging. Also, increase your Reputation by + 2 as long as you wear it.

Clothes (Covered)
Default Coverage: Covered
Armor HP: 1/1/1/-
Damage Reduction: 0/0/0/0
Rape Protection: 1/0/0/0
Max Bonuses: 0
Cost: 30 gold
Normal clothes, can be worn by all classes. Does not count as magic/priestly garments. Cannot be
higher Quality but can be made Exquisite.

Clothes (Revealing)
Default Coverage: Revealing
Armor HP: 1/1/-
Damage Reduction: 0/0/0
Rape Protection: 1/0/0
Max Bonuses: 1
Cost: 20 gold
Normal clothes, can be worn by all classes. Does not count as magic/priestly garments. Cannot be
higher Quality but can be made Exquisite.

Clothes (Exposed)
Default Coverage: Exposed
Armor HP: 1/-
Damage Reduction: 0/0
Rape Protection: 0/0
Max Bonuses: 2
Cost: 10 gold
Normal clothes, can be worn by all classes. Does not count as magic/priestly garments. Cannot be
higher Quality but can be made Exquisite.

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.

Cleaning Kit
A simple kit consisting of some water and other utensils to wash yourself. Can be used to remove
Bukkake'd or Slimed. Can be bought in any shop and costs 20 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 the related 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 the related 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 + 1 per Success.
Costs: 300 Gold

Ring of Greater Spellpower


Increases the damage done by Arcane Spells by + 2 per Success.
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, Flasks and Bombs
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. Flasks and bombs are
weaponized alchemy, damaging substances put into a small bottle to be thrown at the enemy. They
use the Throwing Skill for anyone wanting to use them against their enemies. Potions and Flasks
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.).

Flask of Burning
Can be thrown at one enemy to set it on fire. Each Success causes 6 fire damage and 2 fire damage
per round for each Success from the Throwing Skill. You get 10 Flasks of Burning. Costs 80 Gold.
Alchemy: Beginner, 2 Firebark + 30 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 Pleasure gained by 1 Pleasure 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.).
Fire-Bomb
A dangerous bomb with the potential to blow up even the one using it! It does AoE damage, 5 Fire
Damage for each Success against all enemies using the Throwing Skill. For each 1 rolled, the user
also takes 2 Fire Damage. You get 10 Fire-Bombs. Costs 100 Gold.
Alchemy: Advanced, 3 Firebark + 50 Gold for other materials (water, vial etc.).

Smoke-Bomb
A small bomb emitting a thick fog that makes it easier to run away. After throwing a Smoke-Bomb,
your Running attempts are two Difficulties easier. You get 10 Smoke-Bombs. Costs 100 Gold.
Alchemy: Advanced, 2 Firebark + 1 Darkbark-Moss, 50 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
Pleasure. 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 Magical Power


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 her permanent + 1 Magic. This potion does not have a price, since it's rarely sold anywhere.
Alchemy: Master, Dragon Heart + 100 Gold for other materials (water, vial etc.).

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