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3. Introduction
4. Basic Mechanics
5. Characters
6. Damage
7. Magic
8. Class and Race
Beyond Level 1
9. Equipment
10. Magic and Spellcasting
11. Spell Lists
12. Invocation
13. Summoning
14. Encounters
15. Creatures
16. Reference
17. Trait Trees
19. Spell Trees
20. Equipment
21. Character Sheet

XRPG written with love by CalliopeX

All Art Product and property of Calm
Thanks so much to the lovely people of the Kuroinu
discord for helping me make this best version of XRPG
yet a reality! I love you. - CalliopeX
The XRPG, an adult role-playing game designed to be played easily over a long period of time via any Instant messaging program. Any
number of players can take part, but it is important to balance the number of players with the number of people willing to run and design encounters
for them. There is no hard number to the number of players that can play but it is recommended to have at least one extra encounter for every
player. Unlike traditional tabletop RPGs, there is no respect to a party system. It’s envisioned as the tale of a single adventurer who has for one
reason or another delved into this land of monsters, though you may depending on the circumstance group up to take a particularly difficult quest.
All you need to play is the following:
The GM, or Game Master. The Gm is the
person responsible for designing and dictating the
setting. They oversee the overarching plot if there is one
and the layout of the world. GMs usually also participate
to run encounters for Players the same as an Encounter
Player would. It is the GM’s responsibility to keep tabs
on if people are cheating or abusing the system and to
help new players understand both the world and the rules
governing gameplay.
The Players. No Rpg is complete without
participants. Players run their own characters, role-
playing and putting them through dangerous or erotic
situations. Whether that is entering a dungeon,
exploring a swamp or seeking the aid of a wise old
hermit. Players maintain their own character sheet and
govern the actions only of their own single character.
Within the XRPG system there is no reason why a
player cannot participate as two separate character, even
to run a party solo is acceptable but not the original
intent for the game. Much of this book is written to
detail to the Players how to create these characters. It is
important when considering your character to try and
keep an open mind to the kinds of things the game will
throw at them, being promiscuously natured, trying and
accepting new things is a necessary trait to the gameplay
and people who are strictly straight or turned off by
monstrous encounters will find their characters either
put through things extremely adverse to their tastes or
will have to opt out and straight up die.
The Encounters. Expecting one Gm to run every
scenario for more than perhaps two players would be a An adventurer aid’s a lost succubus by allowing her to use him to replenish her mana.
large undertaking and cost a lot of time. The Encounters XRPG allows for many kinds of lewd and perverted scenarios while trying to present a
are people who design and orchestrate the encounters while unique and fun ruleset for rpg veterans.
obeying the rules and laws set by the GM. Encounters describe settings and play the part of every non-character being in the encounter and so will
need to be quick fingered and open minded to the kinds of things they are expected to portray. It is important to mention that the purpose of the
Encounters is not to kill or force the players to lose against unwinnable scenarios but merely to facilitate fun and interesting locations and creatures.
It is also generally a polite gesture to try and accommodate the player to their own preferences kink wise, though it is far from a sin to try and push
the envelope a bit.
The Game itself consists of a series of encounters contrasted with off-time from adventuring. For example: our player is a slutty elf
named Awyn. She departs from her home camp to travel through the woods for a while. She may or may not find a creature on her way through
the woods or a creature may find her. Depending on the circumstances of that encounter at the decision of either the encounter or the GM to
outline the setting. The two combatants then have a series of moves and rolls to make to decide who the victor is of the carnal predicament. If
Awyn is defeated the creature then proceeds to ravage her for a time until she passes out and wakes up back at camp or still stranded in the
jungle. Alternatively, if Awyn is the victor, she gets the choice to either fuck the creature; upon which causing it to orgasm will reward her with
XP and a return of one HP (detailed later). Or she may slay the thing or cast it aside, being rewarded with the same XP but lacking any kind of
recoup sex would generate. Then she may carry on or return to camp to further recoup lost energy. It is important to add that an encounter
won’t always be won by “defeating” the creature’s roll. Sometimes it is presented in a manner of “surviving” whereas even if Awyn defeats the roll
of a Minotaur, she is not in control of the situation and is merely able to survive the beast’s throbbing cock.


Advantage and Disadvantage. When the rulebook calls for either advantage or disadvantage what it is asking for is to make two rolls of
whatever dice you happen to be using, including bonus die, and use either the better or worse of the two rolls. Better if it is under the affect of
advantage, worse if under disadvantage.
Bonus. When the rulebook calls for a bonus what it is asking for is to roll whatever die is dictated for the roll again and add it to your
standard roll. For example, dual weapons come with a bonus to athletics rolls, so instead of rolling 1d4 at level 4 you would be rolling 2d4.
(more on this detailed later)
Dice Shorthand. When reading numbers that represent dice rolls there are two parts to the shorthand. The first number represents how
many dice should be rolled and the second number represents how many sides there should be on that die. For example, 1d4 means you should
roll one four-sided die where 3d20 means you should roll three, twenty-sided dice.

Attributes are the numbers that determine what a character is good or bad at. They are also the first things to consider when creating a
character. All characters have a balanced sum of the five attributes to their level, when first creating a character you select a balance which decides
on how many points of each attribute you will gain per level. This is called your attribute scaling. For players your attribute scaling cannot be
higher than 1.25 per level or lower than 0.75, you can however select any decimal
between the two. Attribute scaling for all five attributes additionally must sum up to a
total of 5, the same as the number of attributes to pick from.
Athleticism – Your direct physical ability, agility strength and defence.
Athleticism governs your ability to lift heavy objects and survive or defend from physical
Charisma – Interpersonal skills. Charisma governs your ability to flirt and
haggle, and your ability to charm creatures with either your words or body.
Endurance – Length of energy. Separate from athleticism but a similar vein
Endurance governs how long your body can expend energy before weakening to fatigue.
Endurance governs your amount of Stamina.
Sorcery – Magical energy and Ability. Sorcery is both your modifier for
spellcasting and arcane arts and the depth of your Mana pool. Any person who empties
their soul of mana is also subject to extreme fatigue and weakness.
Willpower – Ability to resist magic and charismatic temptations.
Willpower governs your mental fortitude against many kinds of manipulation and is A Mighty Barbarian like this woman would prioritize
also the source of Resolve, a resource spent when defending against psychic attacks. Athleticism and Endurance, focusing on raw physical
strength to overcome opponents. Yet she would be weak to
RESOURCES any monster with an ability to affect her mind.
Stamina – Governed by the Endurance attribute, stamina functions to a
limit on the physical actions a character can undertake before they become completely fatigued. Stamina’s value is 10x the characters Endurance
after modifiers.
Mana – Governed by the Sorcery attribute Mana is the amount of magical energy a body has to offer before the character is completely
exhausted. Mana’s value is 10x the Sorcery attribute after modifiers.
Resolve – Governed by the Willpower attribute Resolve is the amount of energy the mind has remaining before it becomes suggestible.
It is used to cast certain magics and its value is 10x the Willpower attribute after modifiers.


Equip Load governs the amount of equipment any character is allowed to carry with them at any given time without expending stamina
to maintain. It is determined by the player’s athletic growth and is unchanging irresponsible of level, though it can be increased by purchasing
bags and other objects that assist the character with transport of goods. Equip load’s value is 10x the athletics growth of a character + 3.5
rounded down. This means the minimum base load is 11 while the maximum is 16.
Elasticity is a stat that determines how easily a character can handle being penetrated without suffering damage. For every point tighter, a
character is than the value of the object penetrating them they lose -1 on a roll of 1d4. A roll of 1 or less results in the character taking one
damage, a roll of -4 or less results in the character taking two. Elasticity is dependant on a player’s charisma growth, the value is 5* charisma
growth -4. A minimum score is -0.25 and the maximum natural score is 2.25.
Aside from running low on resources there are other ways to lose
A sample Combat
an encounter. All creatures and players have hitpoints or hearts. All players
begin with 3 hearts and only gain more under special circumstances.
Whenever there is a contest or under most circumstances of a failed test
the loser will lose a hitpoint due to damage. When hitpoints are reduced Let us suppose that a heroic adventurer named Layla has been
to zero or below the combatant is rendered unable to fight back and is at cornered by a mighty Troll. Layla is no slouch in combat and is
the victor’s mercy. Reducing a hitpoint is called Damage. Damage is a equipped very well compared to the trolls meager outfitting.
statistic governed by the comparison of two values, Attack and Defence. Layla has an Iron shortsword+2 and Leather+2 Armour. The Troll
If Attack and defence are equal, then only one hitpoint is dealt. However, is barely wearing any armour and has a big club clutched in its
for every point that Attack exceeds Defence another damage is dealt. grasp. We’ll say the club is also +2.
Damage cannot be reduced in the opposite manner unless under special
circumstances. Suffering an attack and defending it will always reduce your Layla dashes towards the thing and slashes at it, this triggers a
relative resources by the amount of their modifier to it. Physical attacks contest while the Troll tries to knock her away first. Layla has the
will be reduced based on the attackers Athleticism, Magic attacks will disadvantage here as her athleticism is much lower due to her size
reduce based on Sorcery and Mental attacks based on Willpower. and she loses the first contest.
Be cause of her armour at +2 a hit that would have otherwise
TRAITS finished her off in a single smack simply removes one of her
Traits or perks are upgrades determined by progression down a hitpoints and she tries again. This time she gets lucky and dodges
series of branching trees detailed later in the book. Right off the bat you through the Troll’s swipe and hacks at its knees.
are granted one trait for your race and one trait for your class or
background. Otherwise these things have no effect but aesthetics, work Because the troll is only wearing rags It has nothing to mitigate the
with your GM to determine what traits would make the most sense to the damage and loses all 3 hitpoints in one swipe. (Standard of 1 +2)
character you have chosen to create. Traits selected as a product of and collapses to the ground defeated. Layla earns gold and
character creation can come from anywhere inside of a tree but otherwise experience
they must be purchased in order. Having started a tree does not mean you
need to finish it and you can have as many trees ongoing as you like.
Magic is the lifeblood of high fantasy. In XRPG every character has some affinity to arcane energy and their own pool we call Mana.
From hurling mighty fireballs to tricking the minds of the foolish Magic is a solution to nearly any problem, spending a sufficient amount of
mana can move mountains and shape worlds. Mana determines the amount of arcane energy any creature has; a drained reservoir of Mana usually
results in the creature fainting till the levels return naturally. All creatures regain mana slowly naturally, pulling a little of the arcane power from
the earth every day but to be a true magical caster you must find a way to rapidly replenish mana or you will be caught without energy to combat
with. Several of the perk trees have traits that permit this, or you can purchase potions of raw arcane energy, or mana potions for short.

Every character begins the game with a single school of magic and a single spell, unless their background or class allows them to select
another. You can learn new spells via training with a senior wizard or by reading from a spell-granting item. It costs one perk point to learn each
spell so long as it is within a school of magic you have mastered. If the spell is outside of your magic school, it will cost three times as much to
learn. Casting any kind of spell will draw mana from your body, there are three kinds of different spells each with slightly different rules for how
much it will cost to cast them.


Alteration: The school of Alteration specialized in physical transformations, changing your body and the world around you. From
repairing your very flesh to freezing the floor under an opponent’s feet this school has the widest variety of actions possible.
Enchanting: The school of Enchanting is specialized in both illusion and charm. Editing the perception of those standing nearby and
flickering in and out of reality. Charming opponents to do your bidding and binding them to your control.
Invocation: The school of Invocation focuses on raw elemental control. Using the powers of the elements to destroy opponents, with
some mana tricks worked into it Invocation is a school of destruction, pure, straightforward, simple.
Purification: Purification is the odd one out of all five schools, based on faith and belief in the gods Purification focuses on empowering
your own physical abilities with tricks of utility to remove any kind of evil from the land.
Summoning: The School of Summoning is plainly concerned with the creation or relocation of other entities or objects to assist or fight
in your place. From demons to golems to nature spirits and sprites, even magical weapons are available to those with the talent.
Contrary to the precedent set by most tabletop
Roleplaying games in XRPG selecting your class and race
is much more important to your characters background
and personal appearance than it is to the actual stats.
Class and race still affect characters but nearly as
significantly as they would in most other rpg games. Both
your Class and Race selections have nothing to do with
stats and manifest themselves by allowing you to gain
two free Traits at level 1 from any depth of any tree so
long as they are acceptable to the GM running the
campaign. Work together with your GM to decide what
perks will be available for what race or class description.

At every subsequent level beyond the first your
character gains in might and ability. The game begins at
level 1 and ends at level 111. Your attributes increase by
your attribute growth every level, you can easily calculate
this by multiplying the two together. Additionally, every
few levels something called your Level Die increases in
accordance of the variation of Minimum and maximum
stats. The Level die determines the standard die for rolls
at each level, Every attack made with the exception of
spells where you can choose the strength of the attack is
made with this die.

Levels 1-9 10-19 20-40 41-60 61-99 100-111 Things gained every level:
Die D4 D10 D20 D30 D50 D100 1 Trait/Spell point
Add Trait growth value to all 5 traits
Sense of self worth
You Also gain one point to be used on either the purchase of a
new Trait or Spell every level. These, unlike for class and race must be spent on spells or traits in order of the tree. You must
purchase a preceding trait or spell prior to one later on. You may however jump back and forth across as many trait trees as you
like. Trait trees are found in the Lookup section later in this book.
Characters typically wear equipment that helps them in combat. There are three main types of equipment, Armour,
weapons, and accessories. Armour is a covering of the body that adds to the defense stat and protects the wearer from damage.
Weapons are tools used to inflict damage on the opponent and accessories can be anything from jewelry with magic properties to
a shield that assists in defence. Be aware that many hostile creatures you will meet on your journey can also be equipped with
natural or crafted gear in likeness of your own.

All Equipment is made from some kind of material, the material it is created from dictates the abilities and limits of any
set of armour or weapon. Tribal tech weapons like wooden spears and hide armour like loincloths, drapes etc, can only be used at
a very rudimentary level and cannot be upgraded very far. However, an armour created with a mythic material like Mithrill can be
so fine-tuned and worked on that it ascends past the level of any ordinary armour. Most Armours and weapons in an average
game will rest below mythic gear and more in the sensible metals and compositions like bronze and Iron. Within a similar group
of materials each has a difference balance of weight and durability, heavier equipment always lasts longer than lighter ones in
combat but are more difficult to travel with. Certain Materials can only be used to create armour while others are only useful un

Archetypes describe the design of each armour set or weapon, any archetype can be made of any material. The
Archetype of each piece determines the pieces strengths and weaknesses. For example, Plate armour is famous for its ability to
ignore and shrug off more damage than any other set, but it heavily limits the strength you can swing with and the amount of
energy you have left to spare. The Archetypes of armours and weapons are detailed separate from each other and provide
different kinds of trade-offs. All Equipment that maintains a bonus in one stat will have a malus in another to balance out,
Bonuses are ten percent (10%) of the selected attribute and maluses are the same number added via the bonus removed from
the other attribute. In the case of multiple maluses and no attribute bonus the median valued attribute of the maluses is reduced
by 10% and that same number is removed from the other malus attributes.

Accessories are small trinkets, jewelry or magical items cast onto your equipment that can deliver a wide wide variety of
benefits to the wearer. So many variations on trinkets exist that we aren’t even going to try and cover them in this book, use your
imagination GMs and it will come to you!

Two Elf girls

test out a
variety of
accessories on
eachother to
determine each
one’s diverse


Spells listed as attacks are spells that add no modifiers and have few miscellaneous effects. They are simple contest rolls
following the characteristics of the spell itself. Unless otherwise noted all attack spells effects are to deal one damage to the
target. The total mana cost of an attack type spell is the target’s Arcane score plus the average roll of the die chosen. Note the
name of the spell is determines by the size of the die rolled.

Die 1d4 1d8 1d12 1d20 1d30 1d60

Name Bolt Blast Wave Surge Storm Tempest


Spells listed as bonuses are spells that add a bonus die (same as the current level die) onto an ordinary roll. The specifics
and limitations of each bonus spell are listed in its description in their entirety. The total mana cost of a Bonus spell is equal to the
average roll of the level die multiplied by 2 plus the floor of the roll. The name of the spell is determined by the level die rolled as
a result of the spell.

Die 1d4 1d10 1d20 1d30 1d50 1d100

Name Petty Minor Lesser Greater Grand Legendary


Spells listed as Miscellaneous are spells with effects that don’t fall under the other two categories. The complete details
of each spell are listed in their entry. The mana costs of a miscellaneous spell are, unless otherwise specified, four times the level
of the target. The names for Miscellaneous spells are the same as for bonus spells.

Strengthen Body > Bonus Mend > Miscellaneous
Adds a magic die to defensive rolls against a physical attack, or Return stamina to yourself equal to your roll x 15 “Channel
bonus to a physical feat. “Magically charge your body with extra magical energy to quickly reshape your body to its normal state and
energy to weather an assault or complete a feat of athletics.” repair some damage.”
Augment Mind > Bonus Morph > Attack
Adds a magic die to defensive rolls against a psychic attack. Give target one body-based perk for 6 hours. “Channel magic into
“Fortify your mind with a magic influx to defend from probing editing a physical characteristic on the target’s body.”
attacks against it.”
Poison Splash > Attack
Fatigue > Attack Deals stamina damage equal to 7.5 X roll. Continues to deal
Deals stamina damage equal to 10 x roll “Drain your opponent of damage after caster is incapacitated. “Douse your opponent in a
stamina, rendering them exhausted to any follow-up.” toxin that either causes physical damage or drains the energy from
their veins. This effect stays in effect without concentration.”
Ice Path > Miscellaneous
Lower the target’s athletic score by its leveldie while within the Wild Shape > Miscellaneous
area. “Coat the floor with ice causing your opponent to slip and Shapeshift into the body and stats of one animal that you have
slide while it magically remains normal terrain for you.” previously encountered. “Reform your body temporarily into that
of a beast, drawing the details from memory requires meeting the
animal at least three times.”


Blink > Miscellaneous Barrier > Bonus

Evade one attack with a short teleport. Adds a magical die to physical and sorcery defence.
“Step into an alternate dimension for fifteen seconds and “Create a magical barrier to protect against physical and magical
instantaneously re-appear within a short distance of where you attacks.”
stepped out from.” Illusion > Bonus
Charm > Bonus Adds a magical die to deceit rolls based on location or appearance
Adds a magic die onto a single flirt or allure type roll. or to defence against physical attacks.
“Magically enhance your appeal and affect the target’s mind to find “Create an Illusory image either around you or someplace nearby
you even more irresistible than usual.” and try to fool your enemies or confuse them.”

Dispel > Miscellaneous Illusory Assault > Bonus

Removes a magical buff or de-buff, must be cast with equal level of Adds a magical die to physical Attack.
the spell targeted. “Create a field of magic energy that counteracts “Create a set of tangible illusions and attack your opponent from
and nullifies a previously planted spell and dissolves it.” all angles. Forcing them to guess which one is actually you.”

Dominate > Attack Afterimage > Miscellaneous

Instant charm incapacitation, spell modifier must double out Negates the damage of one attack
opponent’s willpower. “Enter your targets mind and warp it. ruin “Create an afterimage once attacked and step out of the way so that
them to anyone else and render them nothing but a puppet to you. the attack passes harmlessly through your illusion.”
An advanced spell to pull off properly.”
Banish > Miscellaneous Air Missile > Attack
Instantly destroy a summoned entity: must double out its Sorcery, Magic Missile vs Stamina.
must be cast at the same level as the summoned entity. “Blast the target with a continual gust of wind, they must persevere
“Overload the spirit with a charge of pure elemental energy and or be knocked flat and winded from the force.”
force them back into their original plane or form.”

Clarity > Miscellaneous Earth Missile > Attack

Regain mana equal to your roll X 15. “Blast the target with an enchanted boulder, smashing into them to
“Use a jolt of magic energy to break into the astral plane and cause physical damage.”
channel back a sum of energy greater than what you spent.”
Fire Missile > Attack
Meteor Strike > Attack
Magic missile vs Sorcery
Instant Magic or Physical attack success, must double out with
“Blast the target with a mote of flame and force a barrier to defend
Sorcery Attack Roll “Bring down a magical meteor to strike the foe
against the heat and fire.”
and impact the very earth on which they stand.”

Maelstrom > Attack Water Missile > Attack

Instant Will or Stamina Success, must double out with Sorcery Magic Missile vs Will
Attack Roll “Cast a magical Storm or Cyclone to travel in front of “Surround the target with water and suffocate them, those with no
you and toss the opponent or shred their belongings.” resolve will fall to their knees airless.”

Enrapture > Attack Mana Burn > Attack
Prevents creature from taking specific actions against you. Cast Reduce the target’s mana by 10 X roll, cast with will.
with Will. “Reach in and force a block in the target’s mind leaving “Tap into your opponent’s reservoir of mana and burn it away to
them incapable of conducting normal actions.” weaken the power of wizards.”
Focus > Miscellaneous Smite > Bonus
Regens roll X 5 Resolve Adds a magical die for physical attacks, cast with willpower.
“Meditate briefly and return your resolve, refreshed for the next “Your strength of conviction fuels your body and with a surge of
test.” holy energy cast your enemy down.”
Fortitude > Bonus Terrify > Attack
Adds a magical die to defend against psychic attacks. cast with will Reduces target’s resolve by 10 X roll.
“Focus on your strength of will and weather the storm of mental “Overwhelm your opponent with your determination, make them
punishment.” unsure of themselves by sheer force of will.”
Lightning Bolt > Attack Ward > Bonus
Magic missile cast with will vs sorcery. Adds a magical die to physical defence. Cast with Will.
“Hurl a bolt of lightning and fry your opponent with radiant “Create a holy barrier to protect against outside aggressions from
energy.” beasts and the unclean.”

Aether Step > Miscellaneous Create Elemental or Golem > Miscellaneous

Temporarily shift planes and gain the Ethereal trait. Creates a golem or elemental from a nearby element, enthralled by
“Step out of the boundaries of the mortal plane and become you. “Use a natural formation around you to magically build a
intangible to physical attacks and the similar for a time” magical construct to do your bidding.”
Arcane Circle > Miscellaneous
Summon a being from another plane, Demons and similar. Rules Portal > Miscellaneous
dictated by creature summoned. “Using a magical circle specifically Creates a portal that allows an ally to step through and come to
inscribed on the ground; call forth a powerful demonic creature your aid. “Rip a tear in the air in front of you to any location you
and negotiate with it by the rules incorporated in the individual’s wish and call an ally through to help you fight.”
arcane bonds.”
Sorcerous Shield > Bonus
Call Guardian > Miscellaneous
Summons an arcane shield that adds a magic die to physical and
Summons a being from the terrestrial world. rules dictated by
arcane defence. “Create a shield of pure sorcerous energy called
creature. “Using a nature altar call forth an arcane being or beast
forth from another dimension to wield.”
from the world around you and negotiate it using common sense
and logic.” Sorcerous Weapon > Bonus
Conjure > Miscellaneous Summons an arcane Weapon that Adds a magic die to physical and
Creates a being from materials around, undead are the normal arcane Attack. “Create a weapon of pure sorcerous energy called
choice. Spirits second. The summoned entity is automatically forth from another dimension to wield”
enthralled by you. “Use nearby remains and other items to create a
follower to do your bidding.”

While journeying across a world like this it is impossible not to come into contact with a wide variety of creatures and people. Thieves,
monsters, militias all included. The world is full of a massive range of possibilities, and many diverse kinds of life. Encounters are what happens
when a character is put into any kind of scenario where they must roll or use skills to overcome an obstacle, usually as an outcome of meeting a
creature of some sort. These situations are always run by an Encounter-Player or the GM and are the bread and butter of XRPG. All encounters
rest on a competition versus another being or against nature itself to see if the character or the opponent comes out on top. Some encounters will
take all the resources a player has available to come out on top. Encounters and rolls are divided into three main types.
Attrition: This is when the player is pitted against an opponent that seeks to wear them down, like a group of weaker/smaller creatures
or a writhing mass of tentacles. Attrition is a race against time, depending on the type of encounter it can primarily consume either Stamina,
Mana or Resolve. If the player is not able to incapacitate their opponent before drained of any of the three resources, then they are defeated.
Likewise incapacitating the opponent will result in the characters success. Examples of a stamina attrition combat is a mass of tentacles with the
character bound by and resisting them. Something such as an elemental requires a magic barrier to not injure the one they are fucking would be
mana attrition and the Ilithids are best know for inflicting Resolve attrition through their mind-flay ability
Contest: This is when the stat of a creature
is in direct competition with that of the players. The
two have a roll-off and the higher result of the Level
Die + Relevant characteristic is declared the winner,
in the case of the numbers being equal the higher
decimal value is taken into account. Typically, there
are four main contests that occur, Sorcery vs Sorcery
when two Magic-users engage in a magic duel.
Athletics vs Athletics when there is a combat of
physical ability or someone is just trying to survive
the ordeal another is putting them through. I.e,
fighting another human being vs being impaled by a
minotaur. Charisma vs Charisma where a character is
attempting to trick/wile/flirt your way through
someone’s guard to bed them and Charisma vs
Willpower when someone is trying to entice or invite
another to fuck them through an erotic display or
other means that ought to be resisted. Depending on
the kind of attack attempted the result can be to
reduce the opponent’s resources towards zero or to
deal enough damage in head on combat to defeat
Test: This is generally for magic or
alchemical concoctions. The most common is
Willpower vs spell DC (Difficulty Check, an
arbitrary number given to mark the effectiveness of a
spell). The person targeted must use willpower, or
sometimes Sorcery to deflect or ignore the effects a
spell or potion may have on them. Typically failing
A group of adventurers engaged in a particularly cordial encounter.
one of these isn’t an instant loss of an encounter but
it can result in one.
Any number of creatures can be encountered in a fantasy world with any number of special abilities that make them each a unique
challenge to overcome. From vampiric traits to a strong natural musk any adventurer caught unprepared could easily fall victim to these tricks.
Some creatures have their own feats like characters do that are unobtainable to most players while others have the ability to inflict debilitating
status effects, also included under status effects are the penalties to losing a combat.

Poison: Damages stamina over time, rate of decay depends on the creature inflicting it.
Charmed: Caught in the charms of another creature, must defeat their will in order to break free and regain control
Pregnant: No effect for 20 Days, on day 21 lose 25% of maximum stamina for 10 more days.
Injured: After losing one encounter – 10% less resources of all kinds.
Wounded: After losing a second encounter – 30% less resources of all kinds.
Addicted: -1 to Will rolls versus the particular addiction, stacks infinitely. Every successive failure when encountering same addiction adds
-1 cumulatively. If the roll to overcome addiction becomes impossible, Bad end.
Pinned: 2x Multiple to resource costs while trapped by opponent.
Aroused: Overtaken by lust, 2x Multiple to all resolve costs.
Addicting: Causes Addiction rolls.
Allure: Bonus to charm attacks.
Amorphous: Invincible to physical attacks,
Arcane Ebb: Minus to spells cast against.
Arcane Flow: Bonus to spells cast.
Bestial: Immune to logic and charisma attacks.
Cummoner: Regenerates mana upon orgasm.
Elemental form: Magic is required to make contact with.
Escape Artist: Bonus to athletics while fleeing
Ethereal: Immune to physical attacks but weak to magic
and will.
Flame: Halves stamina and Endurance
Knotted: drains stamina even after KO’d-mid sex.
Magic form: Requires a sorcery roll to make contact with.
Magic Immune: Impervious to the effects of spells and potions.
Mind Flay: Percent increase in resolve damage dealt.
Musk: Requires a willpower check to approach without
being Charmed
Natural Siphon: Percent increase to mana drain.
Vampirism: Drain’s willpower into own stamina pool, capped
to 150%
Writhing: Percent increase in stamina
Regeneration: Regains full stamina upon being knocked out.
Zenkai: Gain a level upon defeat.
Game: Subject to the effects of the Hunting trait tree.

When in combat with a monster there is always a chance of being defeated. Defeat occurs when the player’s character is reduced to zero
hearts, mana, resolve, or stamina. Defeat does not mean death but an inability or unwillingness to continue fighting. The first time a character is
defeated they are subject to the Injured status effect, the second time they are subject to the wounded status effect. Inability to return to a safe
place and have these effects cured will result in a bad end on the third loss, though this is at the GMs discretion. Usually after suffering a loss
characters have a number of their items missing or broken and are in a general state of disarray.
1 83 D4 30 1712 D20 59 35303 D30 88 728077 D50
2 92 D4 31 1900 D20 60 39186 D50 89 808165 D50
3 102 D4 32 2109 D20 61 43497 D50 90 897064 D50
4 114 D4 33 2341 D20 62 48281 D50 91 995741 D50
5 126 D4 34 2599 D20 63 53592 D50 92 1105272 D50
6 140 D4 35 2884 D20 64 59488 D50 93 1226852 D50
7 155 D4 36 3202 D20 65 66031 D50 94 1361806 D50
8 172 D4 37 3554 D20 66 73295 D50 95 1511604 D50
9 191 D4 38 3945 D20 67 81357 D50 96 1677881 D50
10 212 D10 39 4379 D20 68 90306 D50 97 1862448 D50
11 236 D10 40 4860 D20 69 100240 D50 98 2067317 D50
12 262 D10 41 5395 D30 70 111266 D50 99 2294722 D50
13 290 D10 42 5989 D30 71 123506 D50 100 2547141 D100
14 322 D10 43 6647 D30 72 137091 D50 101 2827327 D100
15 358 D10 44 7378 D30 73 152171 D50 102 3138335 D100
16 397 D10 45 8190 D30 74 168910 D50 103 3483549 D100
17 441 D10 46 9091 D30 75 187490 D50 104 3866739 D100
18 489 D10 47 10091 D30 76 209114 D50 105 4292081 D100
19 543 D10 48 11201 D30 77 231007 D50 106 4764210 D100
20 603 D20 49 12443 D30 78 256417 D50 107 5288273 D100
21 669 D20 50 13801 D30 79 284623 D50 108 5869983 D100
22 743 D20 51 15319 D30 80 315932 D50 109 6515681 D100
23 824 D20 52 17004 D30 81 350684 D50 110 7232406 D100
24 915 D20 53 18874 D30 82 389260 D50 111 MAX D100
25 1016 D20 54 20951 D30 83 432078 D50 TOTAL 81,008,764
26 1128 D20 55 93255 D30 84 479607 D50
27 1252 D20 56 25813 D30 85 532364 D50
28 1389 D20 57 28653 D30 86 590924 D50
29 1542 D20 58 31804 D30 87 655925 D50





Beast Tamer











COPPER BOTH 6 1.4 30
IRON BOTH 6 1.5 35
BRONZE BOTH 9 1.4 30
STEEL BOTH 9 1.5 35

Armours - Archetype Bonuses (+10%) Maluses (-same val.) Weight Multiplier
Mundane - - 5.0
Martial Athletics Sorcery 5.0
Wanderer Endurance Willpower 4.5
Risqué Charisma Athletics 4.5
Arcane Sorcery Charisma 5.0
Stoic Willpower Endurance 5.5
Plate +1 Defence Athletics, Charisma, Sorcery 5.5
Barbarian +1 Attack, Endurance -1 Defence 4.5
Rogue Sneaking Bonus Athletics (-5%) 4.5
Monk Athletics, Willpower Sorcery, Endurance 5.0
Eldritch Athletics, Sorcery Willpower, Endurance 5.5
Druidic Endurance, Sorcery Athletics, Willpower 5.0
Valkyrie Charisma, Athletics Willpower, Sorcery 5.5
Mesmer Charisma, Sorcery Athletics. Willpower 5.0

Weapons - Archetype Bonuses (+10%) Maluses (-same val.) Weight Multiplier

Great Athletics Endurance 2.5
Medium - - 2.0
Small Endurance Athletics 1.5
Ranged Ranged Attacks Athletics 1.5
Dual Bonus Die Athletics 2.5
Magical Sorcery Athletics 2.0
Holy Ignores Ethereal and Elemental Athletics 2.0
Traits, Bonus vs Demons
Name: _____________________________
Level: _____ Character: ___________
XP: ______

Growth: Actual
Elasticity ____________
END: Equip Load: ____/____
CHA: Attack: ___________
WIL: Defence: __________
Stamina Mana Resolve
Armour Type: _____________________
Durability: _____/_____
Weapon Type: _____________________
Durability: _____/_____
Spells: Traits:

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