Professional Documents
Culture Documents
v.0.5.1.a
Written By:
GM Bertus
Testers:
Anon No. 81739729, Anon No. 82064129
1
Index Libri
Forewords and Introduction Page 3 to 4
Feats Page 24 to 27
Skills Page 28 to 30
Sexual Actions, List of Sexual Actions, Sexual Actions During Combat, Multi Action Page 59 to 60
Effects of Arousal, Climax, Massage, Bondage, Pregnancy and the Deletionem Page 61
Equipment Page 64
Illumination and Darkness, Meditation, Resting and Taking a Break, Encumbrance Rules Page 69 to 70
Rules for Playing Solo, Monster and NpC Attitude, Monster and NpC Reactions Page 76 to 81
2
Forewords
This is a Fantasy Pen and Paper Role Playing Game which also
contains mature elements of erotic type and its obviously not suitable
for minors and horny teens. So since you are reading this, you can’t
blame me for anything bad that could happen.
Sexuality and Imagination:
Narrative or Action: As already stated, this game is also about sex and sexual fantasies.
This game can be played in both ways, despite it has many rules for Regarding what kind of content you could find in here, the real answer
combat or overall stats. The point of Narrative is tell a story so it is “depends on you and the GM”.
mostly requires the role playing aspect and maybe some rolls from
time to time. Still, having a full Character Sheet created by following Another important thing to remember is that this document may
the Character Creation Rules can exactly give you and the GM an contain sensible topics, but by being a game of fiction nothing in here
overall understanding of the Character’s Strengths and Weaknesses is supposed to be considered what the Creator actually thinks or will
which will be then used as guideline for the Narrative play. endorse in real life. There are many different type of sexual fantasies
some weird and some extreme. What is written here is just a guideline
Example: which the Players and GM can just decide to use or ignore without
An orc Character with a Body value of 3 or higher will be usually able to problems, after all the game is made for the players to be enjoyed and
subdue other creatures with a lower value or size with ease, while an Halfling
not forced on.
with a 1 will be often be overpowered by many others.
3
Introduction
The Labyrinthus is a strange place that some people could call “Plane of Existence”, “Pocket Dimension” or “Sub-world”: it’s a
place linked to many other places and none at the same time and is more easy to get inside of it than escape from. According to
rumors and theories it was created by powerful wizards and sorcerers as a private place to experiment everything without the
boundaries of morality and social implications, where everything was allowed and not judged. Other theorize that such dimension
where just discovered by accident, and existed since the dawn of ancient civilizations and where the collective psyche related to
primordial emotions such as anger, fear and lust merged with each other, resulting in the formations of such strange places. In
the end, nobody knows the truth, since most of the time these type of pocket dimension simply collapse and implode or randomly
collide and merge with other similar locations, creating a chaotic yet striving place to explore.
Some of such dimensions are ruled by a single figure, which could be an old and powerful wizard or a creature with a vast arcane
presence but with a mind too alien to be truly comprehended, while many others are simply a conglomerate of those dimensions
left without any form of rule which still managed to flourish due to its inhabitants.
Exploring a Labyrinthus its not an easy task and many which find a way in or awake without any memory of how they actually
ended up there, often vanish without trace or simply lose all their determination to flee and become part of the Labyrinthus itself
or worse.
Those who instead manage to escape, are always changed somehow, because the Labyrinthus takes a toll on your body, mind
and soul, but also is able to show your true nature and is not always what you’d think of.
4
Core Mechanics
Dice Used: Difficulty Checks Table
Dice used in this game are the d6 and d3.
To use a d3 just roll a d6: The task is Easy or doesn’t involves an
+0 Easy
excessive risk
• 1-2= 1
• 3-4= 2 The Common type of Task that can be
+1/+2 Average
performed or found
• 5-6= 3
A more difficult type of Task, which could
+3/+4 Hard
Bonuses and Bonus to Dice Roll: involve some risk
When an effect grants a “Bonus” the total is added to the final result
+5/+6 Challenging A very difficult task to achieve
which can exceed the maximum number on the dice used (the d6).
Example:
A Player must roll 1d6+2. The dice is rolled and the result is a 5. In this case, The Defender Always Wins
since the roll adds 2 to the result of the roll, the final result is a 7. If during a Check or Counter Check both obtain a same result (after
modifiers have been applied), the side which is considered
Same rule applies to Penalties, which will lower the final result “Defending” wins the roll.
instead.
Example:
If the Bonus or Penalty is added to the “Dice Roll” the result can’t A Character is Hiding from a monster after a long chase. Since the Monster is
actively trying to find the Character, the Player will perform a Hide Check to set
exceed the maximum or minimum number available to the dice,
the difficulty, then the GM will roll a Spot Check for the Monster. Both the
regardless of the roll.
Player and the GM obtain a 5 but since the Character is considered
“Defending” from the Monster, he will win the Tie and remain unseen.
Example:
A Player rolls 1d6 while receiving a +2 to the Dice Roll, and rolls a 5.
Since the maximum number of the dice used is 6, the final result will ignore the Re-rolls:
additional bonus to the roll. If the result was 4, the whole bonus would have A Creature can obtain different methods for being able to re-roll a dice
been applied. of a specific task. Still only one re-roll is allowed per Check,
regardless of how many Feats, Spells and traits the Character have.
Once a dice has been re-rolled, you must accept the second result.
Difficulty Checks and Counter Checks
A Difficulty Check, or just “Check”, its what is used to determinate if a
Character is able to succeed or fail to a specific Task, which can be
the use of a skill, an attack or a spell cast. The Difficulty is set by [Optional Rule] A result of 1 is always a Failure
rolling a d6 which often obtains a specific modifier and the total result If you roll a 1 on a dice during any Check, it’s considered failed
is what sets the final value which the Player must overcome to despite it’s modifiers.
succeed, with a dice roll and any related bonus or penalty as If the 1 is rolled by the GM during a Skill Check and the Player
described above. Unless the action description already indicates the manages to still beat the result, the GM can decide to give a small
Difficulty of the Check, its up to the GM to assign what he thinks its extra reward, depending on the situation, even if it’s not obliged to o
appropriate. Notice that the GM must declare the Difficulty BEFORE so.
rolling the dice and its the GM who must roll first, to set the total
difficulty and then the Player Rolls. Example:
The Player is trying to Climb over a strange plant which constantly moves and
Example: the GM declares it’s a quite difficult task, setting the modifier to +4. The Player
The Character wants to jump over a Pit. Since the GM thinks that its a rather rolls and manages to obtain an 8, while the GM rolls a 1. Since the player still
easy task, he declares that the difficulty is only 1d6+1. The GM rolls first, to set managed to beat the roll, the GM tells him that not only he manages to climb
the total difficulty for the player to beat, and obtains a total of 4 (3+1). The the plant but the character avoids to damaging its clothes from doing so.
Player then rolls 1d6 plus the relative modifier and obtains a total of 6 (4+2),
which is enough to allow the Character to safely jump over. If both the GM and the Player roll a 1, something will go extremely
wrong.
Counter Checks are often referred for those situations where two
creatures use the same value, usually a Characteristic to decide who
wins a specific situation.
Example:
A Character challenges another Character to arm-wrestling to decide who will
get the loot just found. In this case the Players agree to settle with a Body
Counter Check. They will both roll a d6 and add the Body value of their
Characters to the result
5
Chapter 1: Character Creation
Race
Select one of the following races or simply roll a d6 if you want to
generate it randomly.
Each Race has its own modifiers and could also obtain a Racial Feat,
which doesn’t counts towards the number of feats a Character must
obtain for obtaining a Rank Advancement
Character’s Size:
All races except Goblins, Halflings and Kobolds are considered to be
Medium Size.
A Small Creature has an amount of HP equal to 8 plus its Body value.
The Creature obtains an Extra +1 to Hide and a +1 when trying to
Dodge Ranged Attacks. A Small Creature has a movement speed of 5
Squares.
6
Core Races
Dwarf: Goblin:
The Dwarven Race is notorious for its metal-crafting skills, stonework and Found almost everywhere and with a surprisingly high birth rate (to
mining expertise but also for being stubborn and grumpy towards members of compensate the also extremely high mortality), the Goblins are mischievous
the other races, especially elves. Shorter than a human but larger, the Dwarves creatures but also inventive and capable to adapt to any new location they find
usually prefer to mind their own business in their strongholds inside the themselves in. While many of them usually end up being part of a larger tribe,
mountains or hills, but they also like to trade for goods with Humans, Jötunn many others also end up working for Orcs, Evil Overlords or even by humans
Blood and Halflings especially if there is gold to earn. They trade with Elves with a weird fascinations for those little greenskins. In appearance, goblins
too, but they always find an excuse to increase their prices. Dwarves are have various different shapes where some are ugly and others are somewhat
usually suspicious around Goblins and Orcs, but also towards Cambions and pleasant to have around, or at least for humans, even if to some cultures being
Nephilim. passionate about female (or male) goblins is frown upon but is also used by
goblins to obtain better deals or to have access to various locations. Usually
Dwarf Characters increase their total Stamina by 3 and are goblins follow the same rule for orcs about “might makes right” but more often
the rule is “Smart Lives Longer”. Being often at the bottom of the “Food Chain”
considered to have a Body value higher by 1 when they have to
goblins have learned to use anything they could find, even something
determine carried weight. The Character’s Movement Speed is considered useless or broken by others.
reduced to 5 Squares.
Goblin Characters increase their Stamina by 2 and starts with 10
Racial Feat: Dwarven Knowledge Character Points instead of 8. Goblins are Small Creatures.
The Character can spend 1d3+1 Stamina Points to be able to roll an
additional dice and discard the one with the lowest result, for the Racial Feat: Scavenger
following:
Goblin Characters can spend 1d3+1 Stamina to being able to roll an
additional dice and discard the one with the lowest result to
• Bargain Checks. determinate how many resources are being recovered with a
• Search Checks Successful Scavenge Check. When performing a Craft Check to
• Sense Motive Checks Create a Rudimentary Weapon or an Armor, Goblin Characters
consider a result of 1 or 2 points below the target result for a lower
quality (IE: Fragile, Unbalanced, etc) instead of only 1.
Elf:
Although they consider themselves the eldest of the races, there is no actual
proof of such statement made by the elves, since many scholars have theories Halfling:
that the eldest race where the Nereidian or even the Jötunn Blood. Elves are
One of the most friendly races to be found, the Halflings always seek to have a
usually tall and slim, with a natural inclination towards magic and spellcasting,
good time with all the people they met, by being polite, cheerful or singing
even if their agility is usually good enough to make them good fighters even if
songs and cooking. Although to some they could appear as annoying,
not as strong as other races, such as Dwarves, Humans and Orcs. Due to their
especially to Cambion, Elves and Dwarves, they usually end up being
long lifespan, the elves have usually a lot of time to learn many tings, which
accepted one way or another. There is a notorious competition between
often gives them an excuse to act as superior to “lower races” even if its
Halflings and Goblins due to both races being small and often living among
possible to find more humble elves. Similar to the Nereidian, the elves often
taller races such as Humans or Orcs, which will grant them protection from
enjoy good art and music and will try a more diplomatic approach first for many
predators and danger but also shelter and a better way to find food. The Elves
situations, except for those who lived a life of constant fighting against
usually try to have as little to do with Halflings as they can, due to their
invaders, which in the end makes them extremely vindictive.
“excessive curiosity” which often clashes with the elven culture.
7
Human:
Humans are literally everywhere. They are here, there and I guess a human is
reading these words wrote by another human. So there is no need for an
actual explanation except that for some reason, Humans really love to try to
Shag everything they could think of. Not even Goblins are so horny.
Orc:
Big, mean and green are the most humble words used to describe orcs. The
orcs are a peculiar race that really enjoy fighting with virtually everything, even
themselves. The call for blood or just violence is quite strong for orcs which
often simply try to attack something which seems worthy to fight and if the
opponent manages to wipe them out, it will inevitably end up attracting more
orcs, seeking for a good fight. On the other hand orcs can also become
extremely bored if a fight drags for too long or the opponents are too weak.
Yes, its fun to cut a farmer in two, but after some time it loses its charm.
Because of this, Orcs which are not part of a Clan or warband end up working
for those who promise good enemies to fight, such as obscure humans who
live in dark castles, screw-loose wizards or similar gibberish words that those
pesky gits love to use a lot. Orcish culture is pretty simple, revolving around the
concept of “Might Makes Right” so most of the time corruption with gold or
bribery have no meaning to them.
8
Uncommon Races
Asparas: Half-Breed:
The Asparas where probably members of an ancient civilization of humans Half-elves and Half-orcs are what are commonly described as Half-breeds. Not
which were enslaved millennia ago by a race of evil beings known as entirely part of one race or another, they often end up being ostracized due to
“Rakshasa”. Forced to serve their masters both as workforce but also as their mixed nature, although it really depends on where do they live even if
entertainers and concubines, through time many new children where born from Half-elves are usually more accepted than Half-orcs. Both of these type of half-
the union of masters and slaves. While they often maintained a human shape, breeds are usually part human, but is not so uncommon that orcs and elves
the new born often presented a more golden skin or even cat eyes and the can produce a breed with each other although the offspring of such union is
ability to recall arcane energies to create small illusions. Due to these events often too weak to reach maturity or even the pregnancy could have some
the Rakshasa decided to breed these new slaves, which where considered difficulties, causing the death of both the child and the mother, mostly within
more resilient than regular humans, although it was just a myth invented by female elves.
Rakshasa Salve Merchants to increase the price and prestige of their stocks.
Asparas are usually good-looking, athletic and unusually slender even for Half-breed Characters can decide to increase their MP or Stamina by
human or elven standards, along with the same details described above. While
2.
many still serve under their cruel masters, more and more manage to rebel and
flee while others are simply able to escape thanks to external help or by fleeing Notice that Half-elves and half Orcs are different form each other, but
through unusual places, one of them is, in fact, the Labyrinthus. have been included in a single race entry for convenience.
Asparas Characters increase their MP by 2 and Stamina by 3 but Racial Feat: Mixed Heritage
have their Will capped at 3. Asparas Characters are forced to assign 1 Half-breed Characters counts as being of the race of both their
Rank at one Perform Skill of their Choice (usually Dance). parents although only partially. Any Spell Effect, Feat or Trait which
affects one of their parent’s race will also partially work on them but
Racial Feat: Lesser Illusions with halved results. For example a Feat which grant to deal +4
Asparas have a Spell-like ability to create minor illusions, such as damage to elves, will only deal +2 Damage on half-elves. The same
creating small images in the palm of their hands, floating symbols or effect counts when taking into consideration Interests, Intrigues and
even tiny versions of themselves. This Feat count also as an Dislikes, for example a Half-orc which tries to seduce an NpC with
Apprentice Spell with the [Illusion] and [Oniric] description which costs Orcs as intrigue, it will obtain a +2 instead of a +4 to the roll.
3 MP. Half-breeds must select one Skill, during Character Creation. They
The Illusions can’t be moved more than 1 square from the Asparas can spend 1d3+1 Stamina Points to being able to roll an additional
and only small images can be generated, up to 30 cm of length Dice and discard the one with the lowest result, when performing a
(roughly 0.9 feet). By spending 4 MP an Asparas can create two small Skill Check for such Skill.
images which could interact with each other, or produce a couple of
illusory arms which glows with a blue light. All the illusions can be
easily identified as such by many creatures, although animals and Janni
similar monsters could be easily fooled by them. This spell requires According to the folklore, the Janni are the sons and daughters of genies who
two actions and lasts for as long as the Asparas keeps concentrating. had an intercourse with humans (or elves), and have access to powerful magic
When creating the Illusory Arms, the spell lasts for 10 minutes and the and can even grant small wishes to those they really love. The truth is that the
Caster can move them as he pleases, but they can’t interact with Janni are simply “lower” genies with few magical tricks and a cheeky attitude,
anything. even if most of them are benevolent others enjoy to perform tricks and pranks
to anyone they met, which is usually why they always find themselves into
This Feat follows the regular Spellcasting rules but doesn’t make the
trouble or even chased by angry mobs. Typical of arid climates and desert
Character Able to Cast Spells.
zones, all the Janni dislike cold climates and gloomy locations. A Janni looks
like a Human or an Elf, while some are somewhat similar to Orcs, with a
tanned/olive skin while others have a more exotic color, such as light red, light
Dream Child: blue or even purple.
The Dream Child are the result of mating with a Fey Creature: they look more
or less similar to the non-Fey parent but still there is something unusual in Janni Characters increase their MP by 2, increase their movement by
them, for example they could look normal, except for a small detail such as 1 but their Endurance value is capped at 3.
white or silver eyes or hair. Regardless of their appearance, their Fey blood is
enough to make them act odd or mysteriously to the eyes of others, like Racial Feat: Magical Gift
constantly daydreaming or being distracted by unseen images and/or sounds,
A Janni starts with one additional Apprentice Spell of the Player’s
which is the true reason why they are called Dream Child. A Dream Child can
be exceptionally emphatic toward certain emotions from both humanoids
Choice and its considered being Able to Cast such spell even if it
and/or animals even if it would be never be really capable to explain by words doesn’t posses an adequate spellcasting Feat. The Spell can also be
what it feels and has a sort of vague perception of magic. from a different type of magic the character could later obtain and it
doesn’t prevent the Character to acquire the Act of Faith Feat.
Dream Child Characters starts with 9 Character Points instead of 8
and are forced to always assign 1 Skill Rank at Sense Motive.
9
Kikimora
The Kikimora are a bizarre and shy folk which usually live in northern regions.
Often called “Bird-people” or “Weirdlings” due to their bizarre aspect, more
similar to a humanoid bird, even if some also present long ears, horns and
instead of a beak a sort of elongated muzzle. The Kikimora don’t like to talk
much and are notorious for being hard-working with a thing for creating nests
for themselves and keeping the places they live in surprisingly tidy and clean,
although they often tend to hoard items and objects they don’t even need or
use, just for their shape or appearance. Kikimora are mostly females, even if
males exists they are just rare. A Kikimora has long and slender arms and legs
and a more delicate build, similar to one of a bird. Most of them have beaks or
more humanoid faces with exaggerated hooked noses. Some even have small
horns or antlers and long ears similar to those of a donkey.
Kobold
According to various folklore around the world, Kobolds are related to dragons,
somewhat, and are their loyal servants and minions and that’s why they look
like dragons or lizards. The truth is that Kobolds have nothing to do with
dragons but are actually a type of Fey which where used as servant by dragon
thousands of years ago. It is unclear why Kobolds have such shape but to
some it was because Dragons are vain creatures and decided to have servants
similar to them, while for others the Kobold simply changed their shape to
appease those who they where considering as gods. Not even Kobolds know
the truth behind this mystery but its clear that at least they aren’t really reptiles
but mammals, due to the presence of breasts on females and the fact that they
don’t lay eggs, even if the rest of the body looks different. A Kobold skin is
often surprisingly soft and similar to those of other common races, except for
the colors, usually red, and the presence of bone plaques on shoulders, the
back and their claws. Kobolds have a lizard-like tail and a lizard-like head (or
dragon like, depending on the point of view of the observer) but have usually
gentle traits except for those more feral and primitive. A Curious sub-species of
Kobolds are the Jungle Kobolds, which to some scholars with a knowledge of
prehistoric creatures will look more like dinosaurs. Jungle Kobolds are aware of
their different appearance and are extremely aggressive towards non Jungle
Kobolds, for various reasons.
10
Rare Races:
Cambion Characters increase their total Corruption Limit by 10 and Racial Feat: Blood of the Giants
start with 9 Character Points instead of 8. A Jötunn Blood can spend 1d3+2 Stamina to obtain a +1 to any HtH
maneuver when used against Large or smaller Creatures or spend
Racial Feat: Darkness Within 1d3+3 to win a tie when trying to Pin Down or Hold other medium-
When losing determination, the Character rolls an additional dice and sized or smaller Creatures (can also be used to instead avoid such
discards the one with the lowest result. If the Determination lost maneuvers).
should be from a fixed value (IE: 3), the total amount is reduced by 1,
to a minimum of 1. When increasing Corruption, the Character rolls
one additional dice and discards the one with the lowest result. If the Nature-bound:
Corruption gained should be from a fixed value (IE: 3), the total Nature-bound are the progeny of those races which had a strong attunement
amount is increased by 1. A Cambion doesn’t suffer any penalty when with the environment they lived, usually druids or shamans of some sort. A
performing Fear or Terror Checks while within a zone of Dim Light or Nature-bound looks like a typical member of his original race, but obtains
Darkness. certain small differences, mostly in his behavior or how he reacts to his
surrounding. Nature-bound are attached to a specific environment where they
are born, being more capable to navigate such places with ease than others of
their kin. Some also develop a slightly different skin and hair color during their
Chimeran teen age or around adulthood, for example those attuned with a forest become
A Chimeran is a creature which suffered strange mutations due to prolonged more greenish, those attuned with the taiga will become more azure or white.
contact with arcane wastes, a Curse or by some cruel experiment of a crazy
wizard or sorcerer. Chimerans are strangely more common in the Labyrinthus When creating a Nature-bound Character, select one of the Core
than other places, due to its saturation with arcane energies but also due to the
Races or Kobold to use as base template for the Racial Modifiers
presence of unscrupulous spellcaster. Chimerans are often completely different
from each other even if could occur that a particularly inspired spellcaster is
although they will obtain a different Racial Feat. Nature-bound
capable to replicate the same mutations on different subjects. Goblins, Halflings and Kobolds are still considered Small Creatures.
When Creating a Nature-bound, you must select (or randomly roll) its
To Create a Chimeran simply generate a Character using one the environmental attunement.
other Races and then replacing their Racial Feat with the one Below.
When selecting the Character’s Appearance, you must also roll for the Racial Feat: Attunement (x)
Chimeran Mutations. A Chimeran Mind and Will values are capped at The Attunement allows the Character to spend 1d3+1 Stamina to
3, or 2 if it has 4 or 5 mutations or 1 if it has 6 Mutations. being able to roll an additional dice and discard the one with the
lowest result when performing Survival Checks in those zones related
Racial Trait: Magical Resistance to its attunement. When Taking a Break inside a zone which the
When affected by a Spell or a Spell-like effect, a Chimeran can Spend Character is attuned with, the Amount of Stamina recovered is
1d3+2 Stamina to being able to roll an additional dice and discards increased by 4 while MP recovered through meditation, still in the
the one with the lowest result, as long as the spell allows the victim to attuned zone, are increased by 5.
try to resist it somehow. If the Spell deals damage the Chimeran can
decide instead, when hit, to spend 1d3+3 Stamina to reduce the D6 Attunement A Attunement B
Damage taken by 1, to a minimum of 1. Notice that this reduction is 1 Desert Underground
only applied after any other form of Damage Reduction has been
2 Jungle Swamp
already applied.
3 Forest Plains
4 Mountain Hills
5 Shore Barren Lands
6 Taiga/Tundra Volcanic
11
Nephilim:
The Nephilim are those often considered of divine or angelic origin of a certain
degree or just as embodiment of positive traits, but the truth is that a Nephilim
could be the embodiment of something superior yet vague. According to the
folklore the Nephilim are creatures of good, but many of them are more keen to
embrace those aspects which aren’t necessarily considered good, such as a
strict sense of justice or a warlike nature aimed to reunite those which are now
against each other. Nephilim are usually of human origin, while the other races
struggle to generate to have one once two or three centuries. Nephilim looks
like a regular member of their specie, but their traits are already clear when
they are born. A common trait of a Nephilim is white or silver hair and golden or
copper eyes, where even the skin tone seems more tanned than usual but still
with shades of gold, silver of copper. Another common trait is that Nephilim are
usually hairless, have a more delicate or defined body shape and they do not
present the typical small impurities or flaws a body could have (IE: Freckles,
Bad teeth and so on).
Nereidian
The Nereidian where once a proud race (some say they where elves but others
say humans) which where one of the first civilizations to rise above anyone
else. They where explorers, philosophers and even conquerors, and their
ancient ruins can be found almost everywhere. Yet something happened to
them, as to all the ancient civilizations, and according to the Folklore, they
where swallowed by the sea, but the Gods where merciful with them and
blessed the most worthy with the ability to live underwater, where they wage an
endless war against the forces of the deep, unseen and unknown to many,
except for those lucky enough to stumble upon them from time to time. A
Nereidian is a slim humanoid which has fish-like traits, they have no nose, but
have gills and small fins which allow them to swim better and faster than non-
fish creatures. While most of them are bald, some will still grow a sort strange
type of hair which mostly resembles seaweed rather than actual hair.
Nereidians which live inside large lakes or swamps have often a more frog-like
appearance rather than fish-like. Even if Nereidians are capable to learn how
to talk (with their stuttering and raspy voices), their common form of
communication is a sort of singing which mostly use vowels and is actually
hard to learn by non Nereidian Creatures. Similar to the Beastfolk they prefer
to learn Sign Language.
12
Body Appearance
Body Appearance is quite important since is often taken into consideration when performing Seduction Checks since some NpCs, Monsters and
even the Characters could be more interested in certain appearance combinations rather than others. During Character creation you can
determine randomly the overall Body Appearance of your Character or just pick the result you want.
2 B
3 C
4 D
5 E
6 F
13
Chimeran Mutations:
Chimerans are usually generated with 1 to 4 mutations from the following tables. You can pick those you prefer or simply roll.
When selecting mutations for multiple parts, such as Arms, Eyes or Legs, you can decide to apply the mutation only to one of them and even
apply one mutation to one and a different one to another (re-rolling the same result). If you can’t decide, roll a d6: if odd Left if even Right.
14
Character’s Interests, Intrigues and Dislikes Character’s Flaws
Interests and Intrigues are used to indicate which specific traits, A Character’s Flaw is a behavior which often causes discomfort to the
situations or type of creatures the Character finds more attractive and Character itself or to others, or is just a quirk which could influence
exciting, to a sexual point of view, while Dislikes are the actual more or less its decisions and how it could react to certain situations,
opposite. During Character Creation a players selects up to 3 for example a Character could have anger issues, could have an
Interests and two Dislikes for it’s Character, or simply rolls for the obsession for gold or could be afraid of spiders. This section is left
following Table. Notice that the Table only presents few examples, but vague to allow the GM and Player to better discuss how the Flaw
you can decide to add more, as long as the GM agrees. If you Roll the affects the player, and Characters with similar flaws could react in a
same Result you already obtained, re-roll on the same Table. completely different way one from another. Notice that in some
occasion a Flaw could be the same of a Character’s Interest, Intrigue
D6 Table A Table B or Dislike which often results in interesting outcomes.
The following table contains some examples of Flaws, which can be
1 Greed Pain directly selected or randomly generated with a roll of a dice.
2 Dominance / Submission Depravity
3 Beauty Voyeurism D6 Table A Table B
4 Opposite Sex / Same Sex Large Hips / Firm Buttocks 1 Liar Phobia
Rakkah showing her Interest into Orcs and Intrigue towards Muscles
15
Characteristics Note: When compiling the Character Sheet you have to write down
Every character is created with a certain value assigned to five the Arousal and Corruption limit, but you technically start at 0.
different Characteristics: Body, Agility, Endurance, Mind and Will.
Body is used to indicate the overall strength of a character and covers Gauge stats are calculated as follows:
most of the athletics actions and the extra melee damage it inflicts. HP = 10+(Endurance value)+(Racial Bonus)+(Origin Bonus)
Agility indicates body movement and grace, but also quickness, MP = (Mind+Will)x4+(Racial Bonus)+(Origin Bonus)
initiative and dodging. Endurance measures how resilient the Stamina = (Body+Endurance)x4+(Racial Bonus)
character is, granting additional HP and a higher Stamina and for how
Arousal = 50+Will
long it can perform a sexual intercourse. Mind indicates the
Character’s acumen, which allows it to elaborate knowledge, solve
Determination= (Willx3)+30
puzzles and riddles, learn from mistakes but also allows Craft better Corruption = Starts at 0, Cap at 50+Will.
equipment or to gather more rare resources. Will is mostly intended to
represent determination, resistance against certain effects such as Secondary Stats:
Seduction, Fear and Morale but is also essential for magic users since Secondary Stats describe some extra details for the character such as
casting powerful spells require a strong Will. During Character how good at fighting it could be or how fast to act.
Creation a player has 10 Points to distribute to the Character’s Secondary Stats are: Dodge, Hand to Hand, Initiative, Magic, Melee,
Characteristics with a minimum of 1 to a max of 3, unless specified Parry, Speed Movement and Ranged.
otherwise. A value of 1 represents some sort of weakness or lower Melee represents how good the Character is at fighting in close
development, for example a Character with a Body value at 1 could be combat while Ranged is used for Ranged and Throwing Weapons.
intended to be a delicate person, which is not used to work at all or Magic is used if the Spell cast require the Character to hit a target.
perhaps is sickly or just malnourished. A value at 2 is usually average, Dodge and Parry are used to avoid or block incoming attacks while
not too good nor bad. Values from 3 to 4 represent something more Initiative is used to determine if the Character acts before or after its
used to perform certain actions, for example a Mind at 3 or 4 opponents in combat. Hand to Hand (HtH) is divided in Strength,
represents a very smart person, used to think fast and capable to Dexterity and Magic and simply represents the Character’s ability to
adapt quickly to any situation. A value at 5 is usually the limit for the resist or overpower others during Hand to Hand maneuvers, such as
species and represents the peak a Character can obtain, while some Pinning Down, Grappling or using Spells which can Push Back an
creatures can also reach a value of 6. Some Monsters or opponent.
exceptionally strong creatures could even have higher values, but
usually that’s just to represent their danger or power over common
Initiative is equal to the Character’s Agility Value.
creatures.
HtH (Strength) is equal to the Character’s Body value
HtH (Dexterity) is equal to the Character’s Agility value
Gauge Stats HtH (Magic) is equal to the Character’s Will value, but its only
Gauge stats are mostly a secondary type of stats which will increase applied if a Character is Able to Cast Spells.
or be reduced depending on the Character’s Actions.
Hit Points (HP), Magic Points (MP), Stamina, Determination, Arousal A Medium-sized Creature has a Speed value of 6 Squares.
and Corruption are considered Gauge Stats since they will be A Small-sized Creature has a Speed value of 5 Squares.
constantly modified. HP represent and abstract form to represent the Dodge, Magic, Melee, Parry and Ranged values are obtained
Character’s Health and how many “Damage” it can bear before being through the Character’s Origins.
Downed or slain which depends on how the GM handles injuries and
death (Monsters usually are slain). MP are used mostly by Magic
Users to Cast Spells, but can also be consumed in different
occasions, such as using an Enchanted Scroll, activating a Magical
Device or by suffering the effects of a trap or creature. Stamina
indicates the Character’s physical energy, which allows to perform
certain actions that could cause fatigue to the point it will need to rest
and/or be unable to resist being overpowered by others. If stamina
reaches 0, the Character will become Exhausted, while if for some
reason it should go even below, it will automatically faint.
Determination is a value which deteriorates the more the Character
is forced to do things against its will or to being powerless against
certain events. If the value reaches 0, something in the Character’s
mind simply breaks and will become more of a husk rather than a
person, passively accepting what happens to it and no longer fighting
against aggressors. Arousal indicates the sexual excitement slowly
(or quickly) building up. The higher the value the less the Character
will be able to resist certain sexual effects and be more passive to
being used to satisfy others or be more eager to satisfy such urge with
others, which mostly depends by the Character’s behavior and
mindset. If Arousal reaches and/or surpasses the indicated limit, the
Character will climax and probably faint. Lastly, Corruption is a sort of
taint of mind and body which could affect a Character. Doing
something considered “perverse” by the Character or suffering certain
effects or conditions could increase the Character Corruption which
will then cause something weird to happen.
16
Origins
Origins more or less represents what the Character did in his life, such as a job or for what it was trained. You can select one or just roll a d6.
Notice that these are just examples, and you can create your own as Scoundrel Origin:
long as you follow the Origin Types and the GM allows you to do so.
Character’s HP are increased by 1.
4 Points can be distributed towards the following Secondary Stats:
Dodge, Magic, Melee, Parry and Ranged.
Only 1 point can be assigned to Magic.
Starting Gear: A Lock-pick
17
Civilian Origin Descriptions: Combatant Origin Descriptions:
19
Religious Origin Descriptions: Scoundrel Origins Descriptions:
Cultist Charlatan
Members of Secret Cults could be found anywhere, from abandoned Crypts, Charlatans often have a sharp mind and even a more sharp tongue. Used to
forgotten Ruins to even inside a striving society, concealed by a facade of good spread lies and invent plausible stories for their own advantage, they often
intentions. While a Cult is often just a type of religion considered illegal for one manage to pretend to be something completely different than they actually are,
reason to another, and not necessarily evil, most of them are or they could just such as pretending to be Doctors, Scholars or even Mages, if their interlocutors
be shunned by the other members of the society and kept secret to avoid are foolish enough to believe them. Confidence is key to success, and
scandals and civil unrest. Charlatans have plenty of it.
The Character obtains a +1 to five of the following Skills: Bluff, The Character obtains a +1 to five of the following Skills: Bluff,
Brewing, Knowledge (Myths and Legends), Knowledge (Occultism), Knowledge (Astrology), Knowledge (Folklore), Library Use, Perform
Knowledge (Religion), Library Use, Perform (Singing), Sneak, Spot (Rabble Rouse), Persuade, Sneak
Druid Dungeoneer
The Druid is a figure of ancient civilization, which usually served both as Those which specialize in the exploration of ancient ruins and forgotten
religious leader, lore keepers, adjudicators and so on, while others where mere dungeons are often called Dungeoneer. A Dungeoneer excels into finding
simple folk which had a strong spiritual connection with nature and dedicated secret passages, reading old maps, disabling ancient traps and opening locks
its entire life to protect the places they live in, to the point to even create of buried treasures, but they always require someone strong enough to protect
peculiar bonds with the creatures which lived in the same area. them from other types of danger that can be commonly encountered while
The Character obtains a +1 to five of the following Skills: Brewing, exploring.
Climb, Hide, Knowledge (Astrology), Knowledge (Herbalism), The Character obtains a +1 to five of the following Skills: Climb,
Knowledge (Religion), Perform (Speechcraft), Search, Survival Handle Devices, Jump, Knowledge (Dungeoneering), Knowledge
(History), Library Use, Lock-Picking, Search, Spot, Swim
Friar / Nun
Friars and Nuns are a type of religious figure which often work in contact with Grave Robber
simple communities, by vow to their order or by altruism other decide to As the name suggest, Grave Robbers are often mere criminals which have no
become a Friar or Nun as atonement for things they’ve done in the past. problems to despoil ancient tombs and crypts to steal everything valuable they
Usually as poor as the people they help, they often live through charity or from could find, but some are a sort of explorers which specialize into researching
the donations of those nobles which more or less sincerely want to help the ancient artifacts form forgotten places.
less fortunate. The Character obtains a +1 to five of the following Skills: Bluff, Climb,
The Character obtains a +1 to five of the following Skills: First Aid, Jump, Knowledge (Folklore), Knowledge (Street-wise), Lock-picking,
Knowledge (History), Knowledge (Religion), Library Use, Perform Repair, Scavenge, Search, Sneak, Spot
(Hymn), Perform (Preach), Persuade
Hunter
Mystic Hunting for food is one of the oldest activities made by most of the sentient
A Mystic is one which through spiritualism and religion tries to directly commute races in ancient times, and is still performed today since it can ensure food and
with its god for knowledge or for spiritual ascension. A Mystic usually lives some materials used to craft useful items, such as leather, bones and tendons.
alone in remote places, or is part of a small community found in isolated The Character obtains a +1 to five of the following Skills: Brewing,
locations and is often consulted for guidance or to resolve simple squabbles Cooking, Craft, Handle Devices, Hide, Knowledge (Monsters and
and arguments. Creatures), Scavenge, Sneak, Spot, Survival
The Character obtains a +1 to five of the following Skills: First Aid,
Knowledge (Arcane), Knowledge (Astrology), Knowledge (Folklore),
Street Urchin
Knowledge (Myths and Legends), Listen, Perform (Speechcraft),
In the largest cities and metropolis, poverty and decadence are a sad reality
Sense Motive
where many children are forced to live. Those left unchecked or left orphans
for a way or another, usually learn that life is hard and nobody should be
Priest trusted except for themselves. Living by the day as a new challenge to not
A Priest is a civilized religious figure which often performs sacred ceremonies starve or getting caught by the authorities, these kids grow up learning how to
and festivities or preaches the truth of his god (or gods) to others. steal from houses, rob unaware citizens and overall to make simple jobs which
Villages and Small Towns usually have only one or two priests, while larger grant them just enough sustenance to live. Once adulthood is reached, some
cities can have more larger convents and abbeys where many priests and/or become members of various street gangs or bands of thieves, while those
priestess live and learn. more unfortunate often find themselves trapped in bad situations and
The Character obtains a +1 to five of the following Skills: disappear forever.
Concentration, First Aid, Knowledge (History), Knowledge (Religion), The Character obtains a +1 to five of the following Skills: Bluff, Climb,
Library Use, Perform (Ceremony), Perform (Preach), Persuade Intimidate, Jump, Knowledge (Street-wise), Scavenge, Search, Sense
Motive, Spot
Zealot
Those which follow a Religion with more fervor and determination are often Thief
called Zealots. While some Zealots are simply those who take the doctrines Expert of accessing private properties undetected or just being skillful robbers
quite seriously others are even capable to take arms against those who actions and smugglers, thieves are one of the many flaws that a crowded civilized
go directly against the dogma of their religion. Fanatics, Witch Hunters, society can generate. While some simply want to amass a fortune so they can
Inquisitors, Templar and Paladins are all a type of Zealot. live a better life, others are already wealthy members of the society, but
The Character obtains a +1 to five of the following Skills: practice such questionable activities out of boredom or just for the thrill of doing
something illegal without being caught.
Concentration, Intimidate, Knowledge (Folklore), Knowledge
(Religion), Listen, Perform (Hymn), Sense Motive, Spot The Character obtains a +1 to five of the following Skills: Bargain,
Bluff, Climb, Hide, Jump, Knowledge (Street-wise), Listen, Lock-
picking, Search, Sense Motive, Sneak, Spot
20
Obtaining Traits During Adventures
Character’s Rank:
It could occur that a Character will obtain one or more additional Traits
The Character’s Rank is used to determinate the overall experience of
during its adventures in the Labyrinthus. These Traits works as usual
a Character, to allow a better balance of the game.
but they won’t grant any additional Character Points. The same Traits
Character Rank is used also to allow the acquisition of better Feats can also be removed through different events, such as a Curse Lifted,
and to cast powerful spells. a Miraculous Cure and so on.
All Character starts at the Lost Soul Rank, and they will eventually
become Wanderer and then Survivor.
The names are used to represents the overall acquaintance with the
Labyrinthus and how Characters usually start as completely strangers
to end up being able to survive all its oddities.
21
Traits: Female Penis (x) (Variable cost)
Requires: Female
All muscles but no Brain (-1) The Character while still being a Female also possess a penis like a
Requires: Mind 2, Can’t be obtained by Asparas, Elves, Half-elves, male, which can use to receive and give pleasure as well. Testicles
Halflings and Goblins. are up to the Player or GM Discretion. Use the Male Penis Length and
Girth Tables to randomly generate the new one or pick the results you
The Character can increase it’s Body value by 1 but it reduces its
prefer.
Mind value to 1. This can lead to have a Body value at 4 during
Character Creation.
• Curse (+2):
The Character was cursed to grow a Penis in specific
Anal Enthusiast (+1)
situations. Its up to the Players decide with the GM
Arousal gain is increased by 1d3+1, during the first four Combat
consensus. When the event occurs, the Character increases
Rounds that anal penetration occurs. Notice that it could be when
its arousal by 1d6+1 and it increases by 1d3 for every 5
Given, when Received or Both.
minute passed. If Horny, the Character must perform a Will
Check Against 1d6+4, every 10 minutes, or try to mate with
Assertive (+2)
the first creature available, even allied Characters. If the
Restriction: Will capped at 1 Character Climaxes, the Penis disappears for at least 6
Character total Determination is reduced to 25+Will hours. This Curse can be Lifted. Can’t impregnate.
• Mutation (+0):
Cherry Lips (-2) The Character is born with an extremely rare mutation that
Requires: Female Character, Regular or Defined Mouth gives her both a vagina and a penis, which is often called
When the character uses its Mouth to give pleasure to others (or is Hermaphroditism. Roll a d6: if Even it can impregnate, if Odd
used), add 1d3 to the result of the first three combat rounds. it can’t (or pick one).
• Spell Gone Wrong (+0):
Creature Lover (x) (+1) A spell gone wrong caused the Character to grow a sterile
When selecting this Trait, you must specify the type of creature within penis made of arcane energies. It normally reacts to arousal
the bracket. The Character obtains an additional Intrigue related to and when the Character ejaculates he loses 2d3+2 MP. If the
such Creature Type and will lose 1d3 Determination if manages to Character ejaculates inside a vagina or through oral action
resists being Seduced by them. This Trait can be selected more than with swallow, the receiving Creature recovers the same
once, but with different Creatures. value. The Character Points granted are increased to +1 for
Available Creature types: Animals, Arcane, Avian, Beast, Beastfolk, Characters considered Able to Cast Spells.
Demons, Dragons, Eldritch, Fey, Infernal, Merfolk, Plants, Reptile,
Slimes, Tentacle Creatures
Fragile (+2)
Daredevil (+2) Restriction: Can’t acquire Toughness
Requires: Will 2 or higher Reduces the Character’s total HP by 3
Restriction: Mind is Capped at 2. Can’t Acquire Little Lamb
The Character has a very loose sense of self preservation and often Hand Expertise (-2)
throws itself is unnecessarily dangerous situations. The Character is Requires: Mind 2
usually forced to take the more risky route as long as it offers a When the character uses its Hands to give pleasure to others (or are
challenge to its skills and abilities, while it will be bored to take the used), add 1d3+1 to the result of the first three combat rounds.
safe path unless reasonable. This trait needs to be further discussed
with the GM to better finalize its details and when it can be imposed or Left-handed (+0)
suggested as long as it doesn’t disrupt the game session. The Character considers his Left hand as Main hand
22
Naughty (+2)
Every time the character should increase it’s Corruption, add an
additional dice and discard the one with the lowest result.
If the Corruption is only increased by a fixed value (IE: +3) add 1d3
Points to such event.
Shortsighted (+1)
The Character has difficulties to clearly see things unless they are
relatively close to it, inflicting a -3 to any Skill Check which requires
sight of any sort, a -1 to Melee and all the Creatures more than 2
Squares away are considered to have a Concealment of 3+. Wearing
Glasses will remove such penalties (yes in medieval times there
where a sort of rudimentary glasses).
Shortstack (+0)
Requires: Dwarf, Goblin, Halfling, Kobold. Breast Size Voluptuous or
D (or Higher), Thicc Legs, Wide Hips
The Character is considered a Shortstack. This feat doesn’t Count
towards the limit of Traits a Character can have.
Weak (+1)
Restriction: Body 2 or less. Can’t acquire Brawler. Can’t be obtained
by Jötunn Blood and Orcs.
The Character reduces its HtH (Strength) modifier by 1.
23
Feats List:
Feats have a Cost which must be spent by using Character Points, while in some cases they could require the Character to possess certain
other Feats, Skill Ranks or to have a certain Characteristic value. A Character can only acquire a Feat from it’s Same Character’s Rank or lower
(for example a Wanderer can still acquire Lost Soul Feats).
25
Storm Caller (2)
Requires: Able to Cast Spells, Will 3 or higher
When the Character casts spells with the [Electrical] Descriptor, he
can spend 1d3 additional Stamina to increase the damage dealt by 3.
Once this Feat is obtained, the Character can’t acquire similar feats
such as Caustic Mage, Cryomancer and Pyromancer.
Survivalist (2)
The Character obtains a +1 to three of the following Skills: Cook,
Climb, Craft, Hide, Listen, Sneak, Spot or Survival
Its not possible to select a Skill which is already receiving a +1 from a
different Feat.
Tamer (2)
Requires: Will 2 or higher
The Character can use Persuade on Animals and similar non-sentient
Creatures with a Mind value of 1 to change their Attitude. Has no
effect on Constructs, Elementals, Plants and Undeads.
Thievery (2)
The Character obtains a +1 to three of the following Skills: Handle
Devices, Hide, Lock-picking, Search or Sneak
Its not possible to select a Skill which is already receiving a +1 from a
different Feat.
Toughness (2)
The Character increases his HP and Stamina Points by 2.
Tracker (2)
Requires: Mind 2 or higher
The Character rolls and additional dice and discards the one with the
lowest result, when trying to follow tracks of creatures.
Witchcraft (2)
Requires: Will 2 or higher, Magic User Origin (Any)
The Character can Learn and Cast Witchcraft Spells. The Character is
unable to obtain other Feats which grant the use of different type of
Magic, such as Arcane or Primal Magic. The Character is now
considered Able to Cast Spells.
26
Wanderer Feats List: Survivor Feats List:
27
Skills and Skill Ranks:
Skills represent the overall ability of a Character to perform certain
actions. During Character Creation a Character obtains a number of
Skill Ranks depending on its Career plus its Mind Value.
You can assign only a single Skill Rank to a Skill until all the Skill
Ranks have been distributed.
• Civilian: 10 + Mind
• Combatant: 9 + Mind
• Magic User: 14 + Mind
• Noble: 11 + Mind
• Religious: 10 + Mind
• Scoundrel: 13 + Mind
• Characteristic at 1-2: +0
• Characteristic at 3-4: +1
• Characteristic at 5-6: +2
After the Modifiers of a Characteristic are applied, the total is the final
modifier used by a Skill during a Skill Check.
Example:
A Character is trying to Climb an irregular wall made of bricks, so the Player
will roll a d6 plus the total Climb Modifier the Character has (lets say +3), while
the GM Rolls a d6 with a +2 Modifier. If the Character is instead trying to Sneak
past a group of creatures, the Player will Roll a d6 plus the Sneak Modifier
while the GM will roll a d6 and add the Creature’s Listen modifier.
28
List of Skills:
29
Search (Mind)
Search allows the Character to look for useful items or to find
something which could be missing or misplaced.
It’s not used to find Hidden Creatures, but can be used to find Hidden
Passages and Hidden Treasures.
Sneak (Agility)
Countered by: Listen
Allows to move quietly without emitting sounds or at least reduce them
to the minimum.
Spot (Mind)
Counters: Hide The Half-elf Merrwyn Fallweather is exceptionally good at Cooking,
Allows to notice details out of place or to detect Hidden Creatures. which allows her to easily befriend even grumpy Orcs
Survival (Mind)
This Skill is used when the Character tries to navigate the wilderness
and similar dangerous environments away from civilization and grants
a generic knowledge of what’s edible and what not and how to survive
even without equipment or to craft extremely rudimentary tool items.
The Skill allows to follow tracks and to have a generic knowledge to
how to catch small game and perform rudimentary fishing.
30
Final Details: Starting Gear:
When all the above has been decided, only the final details are left. All Characters start with only their Origins Gear and 1d3 items
This section is a simple part where the player can add non- obtained from their Career. A Player can decide to randomly generate
fundamental details or extra details which could or couldn’t be all the pieces or simply pick them. Notice that the following tables are
important rule-wise. just an example, and a GM can decide to grant different items or none
At the current state of the Rule Set some additional details are left at all.
behind, such as height and weight of a character and even carried
capacity. As rule of thumb, the higher the Body value, the heavier the D6 Civilized Combatant
character should be, adjusted by race since Dwarves are heavier and
Small Creatures are instead lighter. Skin complexion, Hair and Eye 1 A Simple Vest A Buckler
colors are also left vague even if a GM can allow such detail to also 2 A Belt and a Rope (Short) A Dagger
be used as Interest during seduction.
Is also suggested to talk with the GM if there are more detail to point Leather Gloves and
3 A Torch
out and such. a Small Weapon
4 A Bag or Shoulder Bag A Gladiatorial Light Armor
Background and Character’s Goal:
A Belt and
The following Tables are a simple way to let a Player to have a quick 5 A Dagger*
a One-handed Weapon*
knowledge of how the Character managed to reach such strange
places and what is going to do after it realize its current situation. 6 Leather Boots and Gloves A Light Armor (Damaged)
4 It was cast here by someone 3 Magic User Vest (Torn) A Belt and a Stiletto
It was supposed to be a test of skill, but probably that wasn't what i A Belt, Leather Boots
5 4 A Backpack and a Bedroll*
had in mind and a Pair of Gloves
I knew about this place and i actively managed to arrive here 5 A Belt and a Scroll Case* 1d3 Silver Rings
6 somehow
A Battle Axe or Long Sword
/ i volunteered to reach this place 6 A Dagger
or War Hammer*
D6 Religious Scoundrel
D6 Final Goal (Optional)
Book of Prayers
1 Maybe if I'll behave they will let me go 1 A Cowl
and Religious Trinkets
2 I want to go home/escape
Leather Gloves A Backpack, a Belt
3 Revenge against those which caused/created this 2
and Shoulder Bag and a Pouch*
4 To Adventure!
A Pouch containing
3 2 Trowing Daggers
5 I will enjoy my stay 3d3+3 Copper Coins
6 All will be mine 4 A Censer and some Incense* 2d3 Lock-picks
5 A Religious Vest (Torn) A Dagger
6 Walking Staff* A Belt and a Rope (Short)
If the Character doesn’t obtain any type of vest, it can still obtain
Prisoner’s Clothes (Torn)
Table results which end with a * can be obtained only once, so if you
obtain them more than once, simply re-roll until you obtain something
available.
31
Chapter 2: Combat
Combat Step-by-Step:
1) Initiative and Initiative Order Ranged Attacks, Ranged Line and Line of Sight
All participants roll a d6 plus their Initiative Modifier. When performing a Ranged Attack the first thing to consider is to have
The Turn order will be from the highest to the lowest until all the a clear Line of Sight on the Target. If you can’t see the target you can’t
participants have acted. If two or more creatures have rolled the same use any ranged attack against it. By Line of Sight is intended as the
result, those with a higher Agility value will act first. If there is still a tie, ability for the Attacker to see the Target. If the Target is partially
roll off to see who goes first. covered by items, objects or other Creatures will receive the benefits
of Cover. If the Attacker knows the Target is somewhere but it can’t
2) Determine Surprise: precisely determine it’s exact location, usually the target then receives
the benefit from Concealment.
If a Creature is unaware of the presence of others, is considered
taken by surprise and is unable to act during the First Combat Round, The Ranged line is an imaginary line which the projectile will probably
suffering a -2 to Dodge and Parry. travel along, hitting the first thing which finds on its path.
A Ranged Line is usually equally long as the Ranged Weapon Range
and if the projectile doesn’t hit anything it will continue until the gravity
Ambushes, Random Encounters and Surprise:
takes its toll or if it hits the ground earlier depending on its angle.
It could happen that the Character encounters hostile Creatures
When a Creature manages to dodge a ranged attack, the same
randomly or that two groups of Creatures which are clearly hostile
attacks proceeds in a straight line and if there one or more creatures
towards each other will met their rivals without a warning.
behind, all could be a potential target. If the ranged attack hits
In this occasion all the participants who were unaware of their
something, it will immediately stops, unless the hit its strong enough to
opponents must perform an Initiative Check at 1d6+2. Those who fail
break through.
the Check are considered Surprised until the end of the Combat
Round. Ambushes work the same way, with the exception that only
Example:
those being ambushed need to perform an Initiative Check.
A Character throws a javelin against a group of Creatures. Even if the first
creature manages to quickly dodge the Javelin, the one right behind it it’s less
3) Performing Actions: fortunate and it’s struck by the weapon.
All Creatures can perform 2 Actions per Turn, such as performing an
Attack, Casting a Spell, Moving to up their movement Speed and so When resolving a Ranged Attack against a Creature behind the initial
on. When all the Actions are used, the Creature’s Turn ends. Target, such creature suffers a -2 to Dodge unless it’s aware of the
incoming Attack.
Movement Speed and Running
A Character can move up to his total movement speed during his turn Throwing Fragile Items:
by spending one action, or start running by spending two actions. Certain items that can be thrown are destroyed on impact, such as
During the first turn Running is counted to just move twice but then the Fire Bombs, Acid Vials and so on. While a Thrown Item is technically
Character is considered running and will consume two actions to considered a Ranged Attack, when the Character misses, the item
move up to three times its speed value. usually gets destroyed. Arrows and Quarrels are also lost on impact
and the only items that can be recovered are Throwing Weapons.
Free Actions Certain items, when destroyed, could leave a substance on the
A Free Action is something quick enough to be performed without ground, where they landed.
consume an actual Action. Opening a hand to let an item fall on the
ground, emit a brief shout or warning or quickly checking the
surrounding are considered a Free Action. Even so is usually only 4) Turn Ends:
possible to perform a single Free Action per Turn. When the Turn Ends, check if there are active effects that will expire
or if Creatures should suffer some extra damage or effects. When all
Attacking, Dodging or Parrying is resolved, a new Combat Round begins.
A Creature can perform a Melee or Ranged Attack with its weapon as
long as its wielding them. When performing an Attack, a Creature
must roll 1d6 plus its total Melee Modifier, while the Opponent can
decide to Dodge or Parry as long as is aware of the incoming attack.
If the Attacker obtains a higher result it will successfully hit the
opponent, while if the Defender obtains a result equal or higher than
the Attacker’s it will successfully Dodge or Parry the Attack.
An Attack which successfully hits the opponent, will Deal Damage as
explained in the appropriate section.
32
Cover and Concealment: Dealing Damage:
Cover is obtained from staying behind objects and other creatures If the Attack successfully hits the opponent, Roll the Weapon’s
large enough. When being the target of an incoming Attack while Damage and reduce its total HP by the indicated value.
under the benefit of a Cover, resolve the Attack sequence as usual but If the Opponent posses a Damage Reduction (DR) all the suffered
if the target behind Cover is hit, roll a d6 and compare the result with Damage will be reduced by such value (min 0).
the value granted by the cover (IE: 4+) if the result is equal or higher,
the Attack hits the Cover instead. Example:
A Character hits a Monster with a club, dealing 7 Damage. Since the Monster
Example: has a DR of 2, the final damage dealt will be 5 (7-2=5)
A Human Grave Robber uses her Throwing Dagger against a Goblin standing
behind a Chair, obtaining a Cover of 5+, due to the object being between him Damage Resistance
and the woman. The Character rolls a Ranged Attack and obtains a total of 6, Damage Resistance (DRe) is similar to Damage Reduction, with the
while the Goblin only obtains a 4. Since is supposed to be hit, the Goblin the
exception that is considered after any Damage Reduction has been
Rolls for its Cover of 5+ and obtains a 5, which mans the Dagger struck the
Chair instead.
resolved, works only against a specified type of damage. Damage
Resistance can’t be ignored by feats, effects and spells which ignore a
regular DR.
Is possible for an Attack which deals enough damage to actually being
able to destroy the Cover. In this case, the Attack will proceed against
Example:
the target but if the source should roll a dice of damage, roll an
A Character has a DR of 2 and a DRe of 1 against Slashing Damage. Let say
additional dice and discard the one with the highest result. If the
the Character is hit by a sword which deals 5 total Slashing Damage. In this
source of damage has a fixed amount, it suffers a penalty of -3 case the Slashing Damage is first reduced by 2 from the DR and then by 1
Damage (min 1). from the DRe.
Even if the slashing damage would have ignored the Character’s DR, it will be
Example: then still reduced by 1 thanks to its DRe.
A Jötunn Blood throws a Javelin against an Orc Creature Huntress which is
standing behind a Table that grants her a cover of 4+. Direct Damage
After the Attack is resolve, the Cover manages to protect the Huntress, but the Direct Damage is a sub-type of Damage which ignores regular
Javelin deals enough damage to destroy it, probably piercing through it. In this
Damage Reduction, such as damage dealt by breathing hazardous
case, the Attack is considered to have successfully hit the Huntress, regardless
of the Cover, but when the Javelin Damage is rolled (1d6+Body) the Jötunn
gasses or ingesting poisonous food. Direct Damage is still reduced by
Blood rolls 2d6 and discards the one with the higher result. Damage Resistance as usual.
Concealment works similar to Cover with the difference that is granted Defeated:
by Darkness, Fog or similar events which hinder the sight, but is When a Character is reduced to ¼ or less of its total HP (Rounded
ignored by those effects or attacks which are not based on sight or by Down) its considered defeated and will drop down to its knees or to
those creatures which are able to detect their targets in a different the ground, unable to fight back anymore but still conscious. Other
way. creatures usually ignore this status except for NpCs, depending on
what the GM or the Solo Player decides.
Standing Behind an obstacle which covers half of the Creature’s Body Being Defeated causes the loss of 2d3 Determination.
grants a Cover of 4+
Standing Behind an obstacle which covers less than half of the Fainted or Slain
Creature’s Body grants a Cover of 5+ A Creature which is reduced to 0 HP usually faints or is considered
Standing inside a zone of Dim Light or similar low visibility grants a Slain, to simplify things. Characters and NpCs usually are considered
Concealment of 6+ to Faint unless the situation specifies otherwise, such as suffering too
Standing inside a zone of Darkness grants a Concealment of 4+ much fall damage or similar situations, or by the GM or Solo player’s
against Melee Attacks or 3+ against Ranged Attacks Choice.
Recovering HP:
A Character naturally recovers 1 HP every 3 Days or 2 HP if its
receiving specific healing treatments regularly.
33
Hand to Hand Maneuvers Lift and Carry
Hand to Hand Maneuvers are aimed to hinder or block an opponent Works the same way of Grab and Hold with the following differences:
somehow. HtH Maneuvers usually require one or two actions and Lifting is only possible after the Attacker had successfully Held the
consume a certain amount of Stamina. All Hand to Hand Maneuvers Defender in its previous Combat Round, which then it can try to lift by
can be performed only as long long as the Attacker can reach the spending two actions. If the Attacker is at least one Size Larger than
opponent with its arms and/or body/tentacles. All HtH Maneuvers the Defender, it can spend 1d3 additional Stamina to instead being
require 1 Action and consume 2 Stamina when performed, unless able to lift the Defender in the same Round it grabs it, but only if the
specified otherwise. Attacker has a Body value of 3 or higher. An Attacker gains a +1 per
A Creature can help an Attacker Holding the Defender or help the size difference from the Defender. Wearing Medium Armors grants a
Defender trying to Break Free, spending the same amount of Actions. +1 to the Defender while Heavy Armors grant a +2. Skimpy and
The Helper grants a +1 to consecutive rolls but it also spends the Gladiatorial Armors count as one type lighter than they are (IE: a
same amount of Stamina of the one its helping. This can be Skimpy Medium Armor counts as Light). The Creature can Carry the
accumulated up to 3 times. Held Creature, but its movement speed is halved (rounded up). When
Carrying a Creature, the Body value difference is important: for each
Grab and Hold: point in size difference, a Creature can increase or reduce its
This is used to catch a Creature and keep it in the same spot where it movement speed accordingly. Larger Creatures obtains a +2 to the
is or at least slow it down. The Attacker uses and Action to perform a comparison. Through this calculation a Creature can only recover all
HtH (Strength) against the Defender, which can use both Strength or of its movement Speed, but not exceeding it.
Dexterity to avoid being grabbed. If the Attacker succeeds, the
Defender can only move away by an amount of squares equal to the Example:
A Human Grave Robber is carried by an Ogre. The Human has a Body of 2
body difference of both, if positive, spending 1 Stamina for doing so or
while the Ogre of 4 and it has a Larger size. While Carrying the human, the
2 if wearing Heavy Armors except for Skimpy and Gladiatorial. If the
Ogre’s Movement is halved to 4 from 7 (since its rounded up) but since the
Attacker or the Defender has a larger size than its opponent, it obtains difference is 4 (4 from Body +2 from large and -2 of the woman’s Body Value =
a +2 to the comparison. Creatures which are two size or larger than 4), he adds such value to its movement to a total of 6 Squares per Round.
the Attacker, can’t be held at all, unless using ropes and with the help
of more creatures. While Carrying the Defender, the Attacker suffers a -1 to Dodge per
Size Difference (min -1). The Defender grants a cover of 5+ or 6+ if
Example: there is a difference of two sizes, but if the cover is Hit, the Defender
A Goblin Skirmisher manages to hold an Orc Huntress. The Goblin has a Body
will be automatically hit instead.
of 2 while the Orc of 3 and is one size larger, obtaining a +2.
In this case, the Orc Huntress can still move 3 Squares while being held (1 for
the size difference and +2 for Medium Size vs Small). Lift and Throw
Works the same way of Lift and Carry, with the following additions: its
The Defender can use an Action to try to break free, by trying to use possible to throw a Creature with a Body Check against the Creature’s
Strength or Dexterity, and if it succeeds, it breaks free from the Body Check. Larger Creatures obtains a +2 for each size of
attacker. While Held or Holding, a Creature can’t Attack or Parry difference. The Creature can be thrown up to 2 Squares plus 2
unless it has one Arm/Tail/Tentacle free (or similar). Creatures without Squares per Size difference if the throwing creature is Large or bigger
arms used to grab opponents, such as most of the animals, will while a Small Creature trying to Throw another Small Creature can
probably use their mouth/beak to hold the opponent, in which case only throw it at only 1 Square of distance. Wearing Heavy Armors
they can’t use it to attack. While Held or Holding, a Creature suffers a reduces the distance a Creature is thrown by 1 (min 0). If the Thrown
-2 to Dodge unless its not resisting, in which case can be Creature hits an object it will suffer 1d3 Damage per object size. Other
automatically hit by attacks from 3 Squares. A Creature Held or Creatures count as objects. Throwing a Creature requires 2 Actions
Holding will grant a Cover to the other against Attacks coming from and consumes 3 Stamina. Its possible to Spend instead 4 Stamina to
the same direction the Creature is held. Usually if the Creatures are being able to perform a Knock Down while using a Creature thrown at
both of the same size and are placed one in front of the other, they others except if the Creatures the Defender is thrown at are larger.
grant a Cover of 4+ (6+ if smaller). Hitting the Cover means hitting the
creature held. If the Creature is held through different meanings or is
not in front of the holder, the Cover is not granted.
Knock Down:
This classic maneuver is used to make someone stumble to the
ground. Both the Attacker and Defender can use Strength or Dexterity
and if the Attacker wins, the Defender is considered Knocked Down.
A Knocked Down Creature is considered laying on the ground,
suffering a -1 to Dodge Melee Attacks or a +1 to Dodge Ranged
Attacks, and can only move by 1 Square per round unless it gets up,
which require One Action. A Knocked Down Creature suffers a -1 to
resist being Hold and Pinned Down. Its not possible to “Knock Down”
creatures with a non specified shape, such as some Slimes, or
creatures which are already at ground level or crawling, such as a
Snake. A Levitating Creature can’t be Knocked Down, while a Flying
Creature will start to fall until its Turn. Trying to Knock Down a
Creature, and trying to resist it, consumes 1d3+1 Stamina.
This Action can’t receive Help from Others.
34
Pin Down:
Pinning Down has a similar concept as Grab and Hold but when
Pinning Down, the Attacker spends 2 Actions and consumes 2
Stamina, but it can spend 4 instead to obtain a +1 to the Roll while the
defender Spends 3 Stamina points +1 for each size of difference if the
Attacker is Larger. Wearing Medium Armors increases the Stamina
Cost by 1 while Heavy by 2. For each size difference between
Attacker and Defender the one with the highest obtains a +1 to
perform a pin down or resisting being pinned down respectively. Its
not possible to Pin Down Creatures of two size larger.
Example:
A Tentacle Shambler is trying to pin down a Goblin Witch. Since the
Shambler is 2 sizes larger than the goblin, it also obtains a +2 to the
roll.
Dragging works more or less similar, but the defender can use
Dexterity when trying to break free and the Attacker doesn’t obtains a
bonus for wearing Heavier armaments. Instead, its the defender which
obtains a +1 while forcing the Attacker to spend more Stamina.
35
Fear and Terror: Flee or Surrender:
When a Creature is in the presence of another Creature that causes Not all Creatures want to fight to the death and many of them prefers
Fear, it must pass a Will Check with difficulty at 1d6+3 or become to simply run away from danger or simply surrender to others. Both
Frightened. While Frightened, roll a d6: the Creatures and NPCs fought by the Characters or even the
Character themselves could decide to run away or to surrender to
• 1-2: The Creature will probably Run or Move away from the their aggressors, with different outcomes, such as being held captive,
source which causes fear. being forced to mate or dragged somewhere.
• 3-4: The Creature will do nothing, since it’s too scared to act. A Character which actively decides to surrender must perform a Will
Dodging and Parrying receive a -1 Penalty. Check at 1d6+3. If the Check is failed the Character loses 2d3
• 5-6: The Creature suffers a -1 if trying to Attack the Creature Determination, while a success reduces the amount to 1.
and an additional -1 to any additional Fear Check Running away from an encounter reduces Determination by 1.
The GM could also increase the Arousal by 2d3 for Creatures with
When a Creature is in the presence of another Creature that causes “Submission” or similar concepts as Interests and Intrigues, but in the
Terror, it must pass a Will Check with difficulty at 1d6+4 or become end depends from the situation itself.
Terrorized. While Terrorized, roll a d6:
Example:
• 1-3: The Creature will Run away from the source which A Female Halfling is ambushed by a group of goblin slavers, but she is a
simple peasant and can’t do much against them, so she prefers to simply
causes Terror as fast as it can.
surrender to avoid harm. Since the Halfling has also an Intrigue in Submission,
• 4-5: The Creature will do nothing, probably cowering and the GM decides to also increase her arousal by 2d3 since she secretly enjoy
screaming, and is unable to even try to defend itself. such event
• 6: The Creature suffers a -2 if trying to Attack the Creature
and an additional -2 to any additional Terror Check. Dodging It’s also possible to try to Seduce or trick an opponent when
and Parrying receive a -1 Penalty. surrendering to it, but the GM could add penalties to the roll,
depending on the overall behavior of the aggressor and the intentions
The Range of those effects are based on the Creature's Size and has of the seducer.
no effect on creatures with a Mind value at 0.
A Creature who causes Fear or Terror is always Immune to the same Example:
effect from similar Creatures and from smaller Creatures. A Character being captured offers its body in exchange for freedom or for an
Using sources that can deal Fire Damage against Animals and Beasts opportunity to run away when its aggressors are distracted by the offer.
will cause Fear to them while a larger source will cause Terror instead.
Fright and Terror will remain active until the character manages to
move away from the source or such source is defeated. Still the
Status Effect will remain for 2d3 additional Combat rounds without the
penalties except those to Fear and Terror Checks.
36
Status Effects:
Aroused: Paralyzed:
The Creature suffers a -1 to the first Skill Check based on Mind it has The Creature is unable to move and act and in some occasions it
to perform after becoming Aroused. Every time an Interest or Intrigue can’t even talk or yell. A Paralyzed Creature is automatically hit from
should increase the Creature’s arousal, the value is increased by 1. Creatures within 3 Squares. The Creature will also fall down unless
Other Creatures obtain a +1 to Seduction Checks against Aroused paralyzed with a stable pose. Flying creatures will automatically start
Creatures. to fall, Swimming Creatures will start to sink and probably drown if
they can’t breath underwater. Some types of paralysis will completely
Blinded: block the body while other type will simply stop the movement from
The Creature is unable to see anything and will always fail any Search the Creatures, but the body can be moved around easily.
and Spot Check performed. Any other Skill Check which requires the
use of the sight will be resolved by rolling an additional dice and Petrified:
discarding the one with the lowest result. While Blinded, other The Creature is turned into stone. Some type of petrifications will
Creatures obtains a Concealment of 3+ against the Creature which is magically conserve the Creature indefinitely, while others will cause a
also considered to no longer have a line of sight. slow death. While turned into stone, the creature is often immune to
regular damage but it can still be crushed by large items and
Cursed: creatures or shatter if falls from a certain height.
The Creature is under the effect of a Curse.
Poisoned:
Distracted: A poisoned Creature is currently suffering from a form of poison,
The Creature has been distracted by a Seduction Move during which usually has specific effects. Unless specified otherwise, a
Combat. The Creature suffers a -1 to Dodge and Parry for 1d3 Poisoned Creature can’t regain HP naturally or through First Aid
Combat Rounds or until it gets hit, whichever if happen first. Checks.
Lured:
Slow:
The Creature has been Lured by a Seduction Check During Combat
The Creature halve its movement speed and can only perform a
and it will move at half speed towards the Seducer. If the Creature is
Single Action per Turn.
Horny it will move at full speed instead. A Lured Creature always try
to move around obstacles or avoid hostile creatures.
Speed:
The Creature increases its movement value by half of its original value
and can perform an additional action per turn.
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Stunned:
The Creature can’t perform attacks or cast spells and suffers a -2 to
Parry and Dodge. A Stunned Creature can only move up to 1 Square
and can’t perform Skill Checks.
Terrorized:
The Creature recently failed a Terror Check and its under its effects.
The First time a Creature fails a Terror Check it reduces its arousal by
2d6+3.
Tired:
A Tired Creature always rolls and additional Dice and discards the one
with the highest result when trying to perform and resist any HtH
maneuver. The Character can only recover up to half its stamina while
tired. To remove this condition is required that the character manages
to rest for at least 6 hours or 4 if sleeping. Resting or Sleeping in an
uncomfortable place doesn’t remove the status.
A Tired Creature often barely participates during a sexual interactions
and leaves the partner doing the rest.
38
Chapter 3: Items and Equipment
Equipment Slots: Coin Value
The term “Equipment Slots” is used to indicate the type of items a Although in the Labyrinthus, money often loses its purpose, in some
Character can wear or “equip” on itself. Usually only one type of item occasions it can be used by those creature still attached to its value.
can be equipped at time, with few exceptions. Notice that decorative The type of coins found in the Labyrinthus are made of Copper, Silver
trinkets, earrings, piercings and rings do not count towards the limit of or Gold. A Gold Coin (GCo) is worth of 10 Silver Coins (SCo) and a
items a Character can wear. They only count towards the limit if they Silver Coin is worth 10 Copper Coins (CCo). Notice that some
are Enchanted or if they have magical properties. creatures could simply ignore the value of silver and or copper and
prefer to use only gold.
Slots:
Back, Chest (Over), Chest (Under), Cloak, Feet, Hands, Headgear,
Neck, Primary Hand, Ring 1, Ring 2, Secondary Hand
Weapon’s Damage
Unarmed Attacks deal 1+Body Damage
Small Weapons deal 1d3+Body Damage
One Handed Weapons deal 1d6+Body Damage
Pole-arms deal 2d3+Body Damage
Two Handed Weapons deal 2d6+Body Damage
Melee Weapons
39
Exotic Weapons
Note: Is intended to consider the following as “Exotic Weapons” if compared to the most “classical” fantasy weapons. Characters can still obtain
an Exotic Weapon during Character Creation as long as it makes sense or if the GM allows it. For example a Nereidian could start with a
Caestus or a Trident, while a Jungle Kobold with a Macuahuitl.
A Whip deal Slashing Damage or Shredding Damage against Clothes.
Ranged Weapons
Throwing Weapons
40
Armors and Clothing
Shields
A Shield can be used to try to Parry incoming attacks, especially those which usually can’t be Parried by just using weapons.
Shields also grant a Cover value against ranged attacks, but have no effect against Ranged Attacks incoming from excessively larger sources
(IE: A giant boulder, a Dragon’s Breath Attack ans so on). Bucklers allow the Character to Re-roll a result of 1 when trying to Parry Attacks from
One Handed weapons or smaller.
Gladiatorial Armors
Gladiatorial Armors are mostly created not to really protect the wearer but to show off his shapes or just to give an interesting look. Every time a
Creature wearing one of such armors is hit by an attack, roll a d6: if you obtain an equal or higher result the Armor will grant its Damage
Reduction, if not the Attack deals full damage. Notice that the Tough Skin Feat still has effect even if the roll is failed, since it protects all the
Creature’s Body. It’s not possible to wear more tan a Skimpy or Gladiatorial Armor but the Tough Skin Feat still counts towards the Creature’s
total DR. Medium and heavy Gladiatorial Armors only inflict a -1 penalty to Climb, Jump and Swim.
41
Alchemical Items
Alchemical items can be thrown at a distance of 1+Body Squares. Oily Vial:
On Impact Deals 1 Bludgeoning Damage, then the vial shatters,
Cost Weight splashing its content on anything within its point of impact. A Creature
splashed with the oily substance obtains a +1 to Resist being Held
Caustic Vial 10 GCo 0,3 kg / 0.6 lb and Pinned down, but will increase the damage suffered by Fire
Fire Bomb 10 GCo 0,3 kg / 0.6 lb Sources by 2, for 2d3 Combat Rounds.
Healing Tools
Healer’s Bag 5 GCo 0, 5 kg / 1 lb (Empty) Contains up to 10 Bandages and 2 Healing Balms or 4 Lesser Healing Balms
Healing Balm (Lesser) 6 SCo 0,3 kg / 0.6 lb Grants a +1 to a Single First Aid Check per dose. Contains 4 Doses.
Grants a +1 to a Single First Aid Check per dose. Heals 1 additional HP regardless of
Healing Balm 5 GCo 0,5 kg / 1 lb
the Successful use of the Skill. Contains 6 Doses.
Healing Draught 10 GCo 0,4 kg / 0.8 lb Immediately heals 1d3 HP and restores 1d3+2 Stamina
Healing Potion (Lesser) 15 GCo 0,3 kg / 0.6 lb Immediately Heals 1d3+3 HP and Restores 1 Stamina
Healing Potion 25 GCo 0,4 kg / 0.8 lb Immediately Heals 1d6+3 HP and Restores 1 Stamina
Potions
Brawler’s Potion 15 GCo 0,4 kg / 0.8 lb Grants a +2 to Damage dealt with Unarmed Attacks for 2d3+3 Combat Rounds
Fire Resistance 30 GCo 0,4 kg / 0.8 lb Grants Resistance to Fire (4) Feat for 1d3+1 Combat Rounds
Frost Resistance 30 GCo 0,4 kg / 0.8 lb Grants Resistance to Cold (4) Feat for 1d3+1 Combat Rounds
Nocturnal 35 GCo 0,3 kg / 0.6 lb Grants the Darkvision Feat for 10 Minutes
Potion of Agility 20 GCo 0,2 kg / 0.4 lb The drinker obtains a +1 to any Skill Check based on Agility for 2d3+3 Rounds
Potion of Clarity 25 GCo 0,4 kg / 0.8 lb The drinker immediately restores 2d3+2 MP
The drinker loses 2d3+2 Stamina Points but increases his movement speed by 2 Squares for 1
Potion of Swiftness 25 GCo 0,3 kg / 0.6 lb
Minute
Thunder Resistance 30 GCo 0,4 kg / 0.8 lb Grants Resistance to Electrical (4) Feat for 1d3+1 Combat Rounds
42
Utility Items
Bandoleer* 1 SCo 0,1 kg / 0.2 lb The Character can hold up to 3 Potions or similar small items (IE: Throwing Daggers)
Bedroll 2 SCo 2 kg / 4 lb A generic Bedroll
Cartographer’s Tools 35 GCo 1 kg / 2 lb Contains various items and objects for Cartography, such as parchments and measuring tools
Crafting Tools (x) 20 GCo 1,5 kg / 3 lb
Repairing Tools (X) 10 GCo 2 kg / 4 lb Grants a +1 when trying to Repair the specified type of item
Improved Same effect as Repairing Tools, and can be used to Re-Roll a result of 1 when trying to perform a
20 GCo 4 kg / 8 lb
Repairing Tools Repair Check.
Rope 5 SCo 0,5 kg / 1 lb Required for Climbing certain surfaces or to tie up other Creatures. 8 Squares Long
Rope (Short) 3 SCo 0,2 kg / 0.4 lb Required for Climbing certain surfaces or to tie up other Creatures. 4 Squares Long
Rope (Thin) 2 SCo 0,1 kg / 0.2 lb This type of rope is mostly used to tie up Creatures but with a different purpose in mind
Scribe Tools 15 GCo 2 kg / 4 lb Tools used by Scribes, Notaries, etc. Contains Ink, Quills and a wooden tablet to write on
Sewing Kit 3 SCo 0,2 kg / 0.4 lb Grants a +1 when trying to repair Torn Clothes. Contains Needle and Thread
Small Pot 6 SCo 0,5 kg / 1 lb Can be used for Cooking or Brewing
Shovel 2 SCo 2 kg / 4 lb Allows to dig
Thieve’s Tools 25 GCo 1,5 kg / 3 lb
Throwing Weapons Case 35 GCo 0,2 kg / 0.4 lb The Character can hold up to 4 Javelins inside
Torch ** 1 SCo 0,5 kg / 1 lb Illuminates an area of 4 Squares, where only the first Square counts as regular light.
*The first time, in a Combat Round, that a Character wants to grab an item from a Bandoleer he is wearing, it will only spend a Free Action
instead of One Action.
** A Torch can be used as One-Handed Weapon which deals half damage as Fire Damage if lit, but it will automatically Break if used with
certain powerful attacks. Can cause Fear to Small or Medium-sized Animals and Beasts, or to those Weak to Fire.
43
Repairing Items
Its often possible for Characters to find damaged items, and even Item Maintenance
starting with them. The Repair Skill allows a Character to try fixing the Its possible to Maintain an item with a Repair Check when Taking a
item as long as it has the correct materials and/or the adequate Tools, Break. This will prevent to recover any Stamina unless repairing
such as a Repair Kit for Armors or a Sewing Kit for Clothing. Repairing simple items or clothes, in which case the Stamina recovered will be
an item requires a certain amount of time depending on the item’s only halved.
complexity and is usually possible to only try to repair the item once, If the Repair Check is successful, the item recovers 1d3+Mind
unless finding better tools or some sort of working station with better Integrity Points, where a failure only grants 1 Point.
equipment such as a Forge or a tanner or are repaired through magic. If during a Maintenance Check you roll a 1, the item can no longer be
maintained or repaired.
An Armor with less than half of its Integrity Points (rounded up) is
considered Damaged
Clothes and Vests with less than half of their Integrity Points (rounded
up) are considered Torn
A Damaged Armor reduces its DR by 1 and is considered Revealing.
A Damaged Shield reduces its Parry by 1
A Damaged Weapon reduces the Damage dealt by 1 (min 1)
A Broken Armor no longer grants any form of DR and it usually falls off
if it was worn. If kept on somehow, its considered Revealing.
A Broken Shield can no longer be used until repaired
A Broken Weapon can no longer be used, except for One-handed
Swords (or similar items) and Pole-arms.
A Broken One-handed Blade is considered a Small Weapon
(Damaged) while a Pole-arm is considered a One-handed Weapon
(Damaged)
44
Crafting Weapons and Armors
The Labyrinthus is often a place where things are abandoned or left in a terrible state. The amount of junk, rubble and destroyed items is surprisingly high, often
caused by the constant changes the Labyrinthus itself goes though time, except for those stable enough to not suffer such events. While is still possible to find
useful items not too damaged by time or other events, many have learned how to scavenge resources and craft anything useful from them.
The resulting Armor will be considered a Light Meshed Armor of the Crafted Item Quality:
same material, although its possible to add more pieces to improve
the Armor type to Medium and then Heavy. Fragile:
The item has half its Integrity Points if its an Armor or it will break with
a result of 1 on a Hit Roll, if its a Weapon.
Crafting Rudimentary Weapons:
Similar to Crafting Armors, to craft a weapon is necessary the Sturdy:
possession of a certain amount of resources and a Craft (Weapon) If the item is an Armor its crafted with 1d3+2 additional Integrity
Check at 1d6+2 if using mostly Wood or 1d6+3 if using mostly metal. Points. If its a Weapon, the first time an event should automatically
Trying to Craft a Two Handed weapon increases the Difficulty Check destroy it, it will be ignored unless specified otherwise.
by 1.Crafting a Rudimentary Weapon Requires 30 minutes per Can’t be applied on Gladiatorial and Skimpy Items.
Category, while an Armor requires 1 Hour instead. Improving a
Weapon and an Armor requires 1 Hour. Unbalanced:
Unbalanced is applied to weapons and it will inflict a -1 penalty to Hit
and Parry.
Craft Check:
When the required materials have been gathered, the character can Unwieldy
perform a Craft Check for the intended item. The result will also Unwieldy is applied to Armors and inflicts a -1 to Skill Checks based
determine the overall quality of the item while a failure means the on Agility and Body. Can’t be applied on Gladiatorial and Skimpy
character failed to craft the item and it will lose 1d3 Determination. Items.
If you obtain a 1 when crafting an item you will also waste 1d3
resources required.
Example:
A Dwarven Clan member is trying to Craft a Rudimentary Medium Weapon
after being able to gather the required resources. The GM rolls a 1d6+2 to set
the difficulty, obtaining a 5. The Player then rolls the Craft check and obtains a
6, which is enough to obtain a weapon of generic quality
45
Resources required:
Rudimentary Clothes 3 Pieces of Leather or Pieces of Cloth, 4 Straps of Leather and/or Cloth
Meshed Leather Armor 4 Pieces of Leather, 5 Straps of Leather and/or Cloth, 3 Scraps of Metal
Meshed Leather Armor (Small) 3 Pieces of Leather, 4 Straps of Leather and/or Cloth, 2 Scraps of Metal
Meshed Metal Armor 5 Slabs of Metal, 6 Straps of Leather, 4 Scraps of Metal
Meshed Metal Armor (Small) 4 Slabs of Metal, 5 Straps of Leather, 4 Scraps of Metal
Improving Armor Type (Leather) 2 Piece of Leather, 2 Straps of Leather, 2 Scraps of Metal
Improving Armor Type (Metal) 3 Slabs of Metal, 3 Straps of Leather, 3 Scraps of Metal
Junk Shield (Small) 3 Pieces of Wood (Small) or Slabs of Metal (Small), 4 Straps of Leather, 5 Nails
Junk Shield (Medium) 3 Pieces of Wood or Slabs of Metal, 5 Straps of Leather, 6 Nails
Small Rudimentary Weapon 1 Wooden Stick (Small), 4 Straps of Leather and/or Cloth, 1 Top Piece (Small)
Medium Rudimentary Weapon 1 Wooden Stick, 5 Straps of Leather and/or Cloth, 1 Top Piece
Rudimentary Pole-arm 1 Wooden Stick (Long), 5 Straps of Leather and/or Cloth, 1 Top Piece
Rudimentary Two-handed Weapon 1 Wooden Stick (long), 6 Straps of Leather and/or Cloth, 1 Top Piece (Large)
Improving Weapon 2 Straps of Leather, 3 Scraps of Metal or Nails
Item Quality
Failed by 1 Roll a d6: if Even is Fragile, if Odd is Unbalanced/Unwieldy
Success equal to the Difficulty Generic Quality
Success higher than Difficulty by 1 Generic Quality
Success higher by 2 or more Sturdy
46
Brewing Potions and Alchemical Items
Similar to Crafting Items, Brewing Potions requires the use of specific Brewing Potions:
ingredients, mostly herbs, plants and roots and an access to an
Alchemical Laboratory, although is still possible to sort of brew potions Requirements
by using more rudimentary tools such as a simple mortar and pestle
and a pot or a small cauldron. Unless Specified otherwise, to brew a Bark Skin 3 Bitter Roots, 3 Orange Herbs
Potion or an Alchemical item is required a Brewing Check at 1d6+4. Blur 4 Purple Herbs, 6 Blue Herb/Plant
Brawler’s Potion 2 Bitter Roots, 4 Red Herbs
Harvesting Ingredients:
Catalyst Alcohol, 4 Doses of Arcane Crystal Powder
When a Character manages to find the required resources it can try to
harvest them with a Harvest Skill Check which, unless specified Cooling Vial 1 Bitter Root, 6 Azure Plants
otherwise, is resolved at 1d6+4. Desire Resistance 1 Catalyst, 3 Purple Plants, 3 Pink Herbs
If the Check is successful the Harvest will result in the gathering of a
Desire Unleashed 2 Peppers, 8 Pink plants
certain number of resources, usually specified in the herb or plant
description Healing Potion (Lesser) 6 Healing Herbs
Healing Potion 10 Healing Herbs
Required Tools:
Holstaur Cum or Milk, Honey, Mint Leaf, 8
As already stated, its necessary that the character at least has a Holstaur’s Brew
Pink Plants
Mortar and Pestle and a Small Pot. Water and a fireplace must be
provided too. Without such tools its not possible to Brew anything at Fire Resistance 1 Catalyst, 7 Red Plants
all. Frost Resistance 1 Catalyst, 7 Azure Plants
Lusting Vial Saffron, 3 Red Herbs, 7 Pink Plants
Herbs, Mushrooms, Plants and Roots:
Herbs and Plants are usually identified by names, but to simplify Nocturnal 3 Azure Plants, 4 Blue Plants, 1 Purple Herb
things, they will be divided by colors. Potion of Agility 3 Bitter Roots, 4 Green Herbs, 1 Yellow Plant
Its possible to also use Mushrooms, but their potency is lower, so to Potion of Clarity 6 Bitter Roots, 4 Purple Plants
even out its required to use two mushrooms of the same color, for
every herb or plant required. Potion of Swiftness 2 Bitter Roots, 5 Yellow Plants, 1 Red Herb
Thunder Resistance 1 Catalyst, 7 Yellow Plants
Take your Time:
Brewing a Potion usually requires at least 1d3+1 Hours.
The time can be slightly reduced by using an alchemical laboratory. Creating Alchemical Items
47
Chapter 4: Magic
Spellcasting Rules:
Casting a Spell requires the use of Magic Points (MP) which will be Spell Scrolls and Enchanted Scrolls
subtracted from the Character’s total, to a minimum of 1. A Spell Scroll is a Scroll with the detailed description of a Spell which
If the Spell Caster doesn’t have enough MP, the spell will simply fail can be copied on a Character’s Spell Book, but the process will
and the MP spent will be lost. consume the Scroll. An Enchanted Scroll, instead, is a Scroll with a
Casting a Spell usually requires only a Single Action, while others Spell imbued and partially cast. The user of an Enchanted Spell Scroll
could require two or more. only requires to Spend half of the MP cost to being able to
During Character Creation a Character with the related feat (Arcane successfully use it. Feats which reduce the cost of certain spells have
Magic, primal Magic or Witchcraft), will obtain 3 Apprentice Spells and no effect on Enchanted Scrolls. Characters considered Able to Cast
4 Lost Souls Spells of its choice. Spells can use an Enchanted Scroll at any time, but those not able
must first perform a Will Check at 1d6+3 or the Scroll will simply not
Maintaining the Concentration work without being consumed although the MP will be spent still.
When a Spell Caster maintaining a Spell active is hit by a Creature, or When an Enchanted Scroll is used and its spell is cast, the Scroll will
when it tries to Cast a Spell and is hit by an Attack of Opportunity, it be consumed.
must perform a Concentration Check at 1d6 plus the Body value of
the Attacker. If the Character fail, the Spell is interrupted and the MP
spent are wasted.
Spell Descriptors
Spell descriptors are a way to categorize spells, which is useful since
some Categories could have a different effect on some Creatures, be
more or less effective in certain situations or have a Cost Reduction
through Feats.
Example of Spell Descriptors: [Blood Magic], [Cold], [Fire], [Forge],
[Light], [Mind], [Nightmare]
Countering a Spell
It Possible to Counter a Spell as Long as the Spell Caster Knows the
Same Spell or a Spell which is specified to be used to Counter a
different spell, such as Scorch and Frostbite. When Trying to Counter
a Spell, both Caster must roll a d6 and add it Will value. If the one
trying to dispel obtains a Higher result, it successfully do so, while on
the other hand it fails to Dispel it. Notice that even the Caster trying to
perform a Counter-spell must spend the MP from the spell its using or
the Counter-spell will have no effect. To being able to Counter a Spell,
the Caster must be able to see and hear its opponent and have a
clear line of sight and ranged line.
48
Acts of Faith:
Acts of Faith work in the same way of regular spell as explained Dies Irae (x): 6 MP
above. A Character with the Act of Faith Feat can select up to 2 When selecting this feat it must specified if its Holy or Unholy.
different Acts of Faith of his choice and can cast them, as spells, as When using this feat, the Character must select a source of damage
long as it has some MP left. Characters with the Act of Faith Feat are between Electrical and Fire. The Character can perform a Magical
considered Able to Cast Spells but can’t learn new spells nor new Acts Attack against a Creature within 6 Squares in his line of sight which
of Faith. will deal 2d3+Will damage to it. If the Character spends 4 additional
MP, the Damage type can be changed to the same specified between
the brackets.
Blessing: 7 MP
The Character can Bless a target Creature within 2 Squares, even Prayer: 5 MP
itself, after a short prayer. The Blessing will last for 2d3+Will Combat -WiP-
Rounds but while under such effect its not possible to receive a new
Blessing from a different Act of Faith unless the other Caster manages
to succeed in a Counter Will Check against who Blessed the Creature Smite (x): 7 MP
first. Blessings obtained this way still counts towards the limit of When selecting this feat it must specified if its Holy or Unholy.
blessings a Creature can receive. The available Blessing from this Act By Spending one action, the Character can imbue its weapon with
of Faith are: Attraction, Clear Mind, Courage, Guidance, Heart and Holy or Unholy energies. If the Next Attack hits the Target, it will deal
Hope 1d3 additional damage of the same source.
Bliss: 5 MP
The Character can touch a Creature and both will roll a Counter Will
Check. If the Character wins, the Target immediately increases its
arousal by 2d3+Will points. If the Character rolls a 1, it will increase its
arousal by 1d3 instead. The Character can’t use this effect on itself.
Has no effect on Creatures without an Arousal value.
• Control:
The Character can select up to 2 Creatures within 6 Squares
in its line of sight and then both will perform a Counter Will
Check. If the Character wins, the Creature will obey simple
orders, such as “Attack”, “Follow Me”, “Guard”, “Protect Me”
or “Wait Here”. If the Target Creature has a Mind value at 0, it
obtains a +1 to the Roll. The Creature(s) will remain under
the Character’s Control for 1 Day.
• Turn:
The Character selects up to 1d3+Will Creatures within 6
Squares in its line of sight and he then performs a Will
Check, obtaining a +1 if the Character is using a Holy
Symbol made of Silver. The Target Creatures them are
forced to make a Counter Will Check where a failure will
force them to move away from the Character and never get
more close than 6 Squares from it for 2d3 Hours. If the
Character spends 18 MP instead, each result of a 1 on the
Will Check will instead destroy the Undead. If the undeads
are inside a Consecrated Area, they will suffer a -2 to their
Dice Roll for the Will Check.
49
Magic Items:
Amulet of Health:
While worn, the Character increases its total HP by 2
Enchanted Armor:
The Armor increases its RD by 1
Enchanted Shield:
This Shield grants a Cover of 5+ against Ranged Attacks
Dull Ring:
While the rings is worn, the Character reduces its total Determination
by 5, but every time the Character should lose Determination, it rolls
an additional dice and discards the one with the highest result. If the
Value is a fixed number, such as 3, the total is reduced by 1 to a
minimum of 1. Counts as a Major Ring.
Ring of Focus:
While worn, the Character obtains a +1 to Resist Seduction Checks.
Twisted Ring:
• Blue:
A Blue Twisted Ring allows the Character to spend 1d3+3
Stamina Points to being able to re-roll a dice when
performing a Will Check, unless the Character is already
using a Feat or similar effects which allows to roll two dices.
If the Character rolls a 1, while re-rolling through the Ring, he
loses 1 Determination.
• Orange:
An Orange Twisted Ring allows the Character to spend
1d3+3 Stamina Points to being able to re-roll a dice when
performing a Skill Check, unless the Character is already
using a Feat or similar effects which allows to roll two dices.
If the Character rolls a 1, while re-rolling through the Ring, he
loses 1 Determination.
Weapons:
Enchanted Weapon:
An enchanted weapon grants a +1 to Melee or Ranged Attacks, and
Deal +1 Damage. The item can also hit Ethereal Creatures.
50
Arcane Spells List:
51
Frostbite: 6 MP [Cold]
The Spell Caster is able to perform a Magical Attack against a
Creature within 6 Squares. The Spell Deals 2d3+Will Cold Damage
Can be used to Counter the Scorch Spell.
Jolt: 6 MP [Electrical]
The Spell Caster is able to perform a Magical Attack against a
Creature within 6 Squares. The Spell Deals 2d3+Will Electrical
Damage
Can be used to Counter the Acid Gush Spell.
Scorch: 6 MP [Fire]
The Spell Caster is able to perform a Magical Attack against a
Creature within 6 Squares. The Spell Deals 2d3+Will Fire Damage
Can be used to Counter the Frostbite Spell.
52
Primal Spells List:
Jolt: 6 MP [Electrical]
The Spell Caster is able to perform a Magical Attack against a
Creature within 6 Squares. The Spell Deals 2d3+Will Electrical
Damage
Can be used to Counter the Acid Gush Spell.
53
Roar: 8MP [Fear, Mind, Primal]
The Caster selects a Creature in his line of sight within 8 Squares and
it performs a Counter Will Check. If the Caster wins, the Creature is
Frightened for 2d3 Combat Rounds. Its possible to spend 5 additional
MP to being able to select an additional Creature, up to 2 additional
Targets.
Scorch: 6 MP [Fire]
The Spell Caster is able to perform a Magical Attack against a
Creature within 6 Squares. The Spell Deals 2d3+Will Fire Damage
Can be used to Counter the Frostbite Spell.
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Witchcraft Spells List:
Amplify Voice: 3 MP [Arcane, Sound, Transmutation] Arcane Bolt (Lesser): 7 MP [Arcane, Force]
The Spell Caster’s voice can be clearly heard by anyone within 15 The Spell Caster is able to perform a Magical Attack against a
Squares if it uses a regular tone or within 30 Squares if yelling. Creature within 10 Squares. The Spell Deals 2d3+Will Arcane
Damage
Dazzle: 4 MP [Affliction, Light]
The Spell Caster emits a sudden flash of light which will Dazzle all Burden: 8 MP [Affliction, Curse, Obscure]
creatures within 1 Square facing it. The Spell Caster selects a target in his line of sight within 7 Squares.
A Dazzled Creature suffers a -1 to a single Attack made, within its next Both the Caster and the Target Creature must perform a Counter Will
Turn. Has no effect on eyeless or blind creatures. Check. If the Caster wins the Roll, the Target suffers a -1 to its Attack
Rolls for 1d3+2 Combat Rounds.
Detect the Arcane: 1 MP [Arcane, Divination]
Allows to detect sources of magic within 6 Squares or to briefly Decelerate: 8 MP [Affliction, Cold, Curse]
analyze a magical source. A Knowledge (Arcane) for a Better analysis The Spell Caster selects a target in his line of sight within 7 Squares.
and for each Combat Round spent studying the source, is also Both the Caster and the Target Creature must perform a Counter Will
required a Concentration Check or the Spell will end. By spending Check. If the Caster wins the Roll, the Target halves its movement
twice the Spell cost, there is no need to roll for concentration, unless value for 1d3+1 Combat Rounds
the Caster is hit by an Attack. While Analyzing the source, the Caster
can only walk slowly and talk through brief sentence or the Enchanted Protection (Lesser): 7 MP [Abjuration, Enhancement,
Concentration will automatically end. Force]
The Caster obtains a DR of 2 for 1 Hour. Its possible to spend 4
Ephemeral Manipulation: 2 MP [Arcane, Force] additional MP to increase the duration to 2 hours.
Allows to interact with certain spells, enchantments and runes found in
the Labyrinthus to a certain degree, such as interacting with a rune Ethereal Hand: 9 MP [Arcane, Force, Transmutation]
which allows to open a door magically closed. The Spell Caster grows a copy of one of his arms and hand (left or
right is up to its decision), which is then located under the original
Floating Light: 3 MP [Fire, Light] copy or on the Spell Caster’s Back. The Arm and hand work the same
The Spell Caster creates a small sphere of light which illuminates an way of a regular arm and can hold small items but its too weak to
area of 3 Squares with Dim Light, while the first Square is considered grant other benefits even if it can be used during an intercourse to
as regular light. The Spell Lasts for 1d3+1 Hours and will slowly follow grant pleasure. If the Ethereal Arm is damaged or directly cut off
the Spell Caster. somehow, the spell will ends but the Caster will still lose 1d3 HP from
the sudden shock. The Spell lasts 2d6+5 minutes.
Lesser Repair: 5 MP [Forge]
The Caster is able to roll an additional Dice and discard the one with Fatigue: 8 MP [Affliction, Curse, Obscure]
the Lowest Result when performing Repair Checks for Clothes and The Spell Caster selects a target in his line of sight within 7 Squares.
small items, but has no effect on weapons. Both the Caster and the Target Creature must perform a Counter Will
Check. If the Caster wins the Roll, the Target suffers a -1 to its HtH
Mage Rune: 3 MP [Arcane, Oniric] Rolls for 1d3+2 Combat Rounds.
The Spell Caster generates a small bright rune on a surface which will
last for 2d3 Hours. The rune can also be a simple symbol like an Frostbite: 6 MP [Cold]
arrow, a skull or something similar. By spending double the spell’s The Spell Caster is able to perform a Magical Attack against a
Cost, it’s possible to make the rune only be visible through the use of Creature within 6 Squares. The Spell Deals 2d3+Will Cold Damage
Detect the Arcane spell. Can be used to Counter the Scorch Spell.
55
Grease: 7 MP [Earth, Oniric, Transmutation]
The Caster selects a point on its line of sight within 6 Squares which
will be covered by a strange non-flammable oily substance which
covers an area of 2 Squares. Any Creature moving through such area
must perform an Agility Check against the Caster’s Will, or be knocked
down. If the Creature is moving at half of its speed, it can roll two dice
and discard the lowest result, while if its running it will automatically be
Knocked Down. A Caster can Spend 4 additional MP to increase the
area to 3 Squares. The effect will last for 2d3+3 Rounds.
Jolt: 6 MP [Electrical]
The Spell Caster is able to perform a Magical Attack against a
Creature within 6 Squares. The Spell Deals 2d3+Will Electrical
Damage
Can be used to Counter the Acid Gush Spell.
Scorch: 6 MP [Fire]
The Spell Caster is able to perform a Magical Attack against a
Creature within 6 Squares. The Spell Deals 2d3+Will Fire Damage
Can be used to Counter the Frostbite Spell.
56
Chapter 5: Lupercalia
Clothes On Seduction Check
As a rule of thumb, depending of what the creature is wearing or its A Seduction Check is performed when a Creature tries to Seduce
status, certain actions can be performed while others could be another, and is obtained thought using one or two actions to expose
prevented or hindered. All sexual penetration require access to the something from the Seducer, such as showing tits, or presenting or
interested zone, such as the Vagina and/or Anus but also the Penis. alluding to something the Target might find interesting.
Trying such actions with clothes on is often called “Grinding” or
“Humping”. Removing clothes and even armor could require a lot of Example:
time, so usually only certain pieces are removed or moved away. A Goblin Witch is trying to Seduce a couple of Goblin Skirmisher. She then
Pulling down pants and similar light clothes, unbutton a wench’s shirt spends two actions unbuttoning her corset and lowering her skirt just enough
or raising a vest’s gown can simply require one action or a free action, to expose her large breasts towards the goblins.
while trying to completely undress can even require a minute,
especially if armors are taken into consideration. Its also possible to Depending on the Target, not all actions are granted or implied to be
rip or cut clothes with something sharp or by brute strength. understood, so different actions must be performed.
Torn Clothes and Damaged armor could already expose certain body
parts or require a minimal effort to reach them, like a torn shirt can be Example:
easily removed. Skimpy Armors and dresses are designed with the If the Witch was about to try to Seduce a Yrgl Hound, flashing her breasts
towards the eldritch creature will have no effect, because by being an animal it
purpose of being also easily removed or pulled apart by a free action.
doesn’t understand such gesture, but also because Yrgl Hounds have no eyes
Its up to the Player or the GM decide how time it requires the whole and their Blind Perception isn’t that precise.
process, as long as the complexity of the dress and armor is kept in She instead decides to get on all fours, raising her skirt. Since this movement
mind. can be perceived and understood by the Creature, she then proceeds to roll a
Armors are specially useful against such events unless damaged. Seduction Check.
57
Seduction during Combat Invite:
Seduction can be used during combat to temporarily distract an The Seducer makes it clear that it want to have a sexual intercourse
opponent or to lure it towards the Seducer. Scared or Terrorized with its target. By using Two Actions and spending 2 Stamina the
Creatures will ignore any Seduction Check unless they managed to Seducer can perform a Seduction Check to try to Invite an already
move away from the source which scared them. Failing Fear and Distracted Horny Creature, while inviting an Aroused one costs 4
Terror checks while a Seduction move is effecting a Creature will Stamina instead. The Invited Creature will try to move at full speed
immediately stop such effect. A Creature which also loses towards the Seducer and trying to take the shortest path to him or her,
consciousness will also stop being affected by Seduction Moves. while still trying to avoid enemies which are too powerful or which
Wearing non Gladiatorial or Skimpy Armors (but also clothes and cause Fear or Terror. If the invited Creature is immune to such effects
robes) usually prevents some types of Seduction, since the Armor it will be able to move close regardless. Stupid Creatures (usually
covers mostly all the body or at least the torso and arms, still animals and similar beasts) will simply try to push away any eventual
opponents can be seduced by other details as long as they can clearly opponent on their path while those more cunning will try to avoid
see the source of their Interest and Intrigue. For example, those unnecessary fighting unless they are sure of the outcome in their
intrigued by Vaginal Penetration could be turned off by someone favor. The Lured Creature will defend itself and will actively try to
covering such parts, especially with armors, but can still be interested shove away those creatures which try to block him or her. Allied
in females if they can clearly see the seducer being a female. Creatures can still try to stop the Invited creature. This effect lasts for
2d3 Combat Rounds. If the Lured Creature reaches the Seducer it will
Notice that unlike regular Seduction, the following moves usually only
immediately start to perform Sexual Actions on him or her, but if the
require one or two successes to be performed.
Seducer tries to resist, they will force their way buy Holding and/or
Its important for the Target of the seduction to have a clear Line of
Pinning the Seducer down.
Sight on the Seducer. If the Seducer is behind another Creature of the
same size or an obstacle which covers half or more of its body, the
Seducer suffers a -2 to the Seduction Check.
Seduction Outside Combat
List of Seduction Moves and effects: Seduction performed outside combat is mostly used to obtain an
advantage when trying to change a Creature’s Attitude or to let it know
Distraction: that the Character could be interested into having a sexual intercourse
The Seducer can use One Action and spend 2 Stamina to try to with him or her. To Seduce a Creature its necessary to perform a
perform a Seduction Check to Distract a target within 4 Squares. If the number of Seduction Checks equal to the Target’s Will value, since its
target fails to resist, it will suffer a -1 to Dodge and Parry for 1d3 easier to seduce those with a weak willpower rather than those with a
Combat Rounds or until it gets hit. For every time the Target was strong determination. Suspicious Creatures require one additional
successfully Distracted by the same Seducer, it will obtain a +1 to Seduction Check since they probably don’t really trust the Seducer.
resist. Performing a Seduction Check requires Two Actions and consumes 1
Stamina. When all the required Seduction Checks have been made,
Lure: the Seducer will obtain a +1 to Skill Checks used to change the
Target’s Attitude for 2d3 Combat Rounds. The Seducer can start
The Seducer can Spend One Action to perform a Seduction Check to
performing sexual actions on the target or let the target do so.
Lure an already Distracted Creature within 4 Squares, by spending 2
Stamina. A Lured creature will move towards the Seducer during its If the Target is Attacked by the Seducer it will immediately become
turn, moving at half its speed, without doing anything else except for Aggressive or Hostile if it was already Aggressive.
parrying and dodging. If the Creature is Horny it will instead move at Its not possible to try to seduce a Frightened or Terrorized Creature.
its full speed. A Lured Creature will try to move around eventual
enemies without engaging them if ignored. This Effect Lasts for 1d3+1
Combat Rounds. If the Lured Creature doesn’t manage to reach the
Seducer before the Combat Rounds have passed, it will obtain a +1 to
resist any further Lure attempt unless if Horny, in which case it will What Position?
suffer a -1 instead. Allied creatures can still try to attempt to stop the A simple Table to randomly Pick a Sex position. You can even roll to
Lured Creature to get close, usually by Holding, Pinning it Down or decide which table: Even is A, Odd is B
trying to convince it somehow.
d6 Table A Table B
1 Mating Press Spooning
2 Cowgirl Standing
3 Missionary Lotus
4 Doggy Style Piledriver
5 Standing Reverse Cowgirl
6 Sideways Amazon
58
Sexual Actions Slow Down, Tiger
These type of actions are aimed to satisfy sexual desire or to give As long as at least some Stamina has been consumed when the
pleasure to one or both participants. All type of Penetration Actions, Sexual interaction started, the Creatures can decide to do nothing for
Stimulation (and Masturbation) or anything that is supposed to interact their turn, to rest a little. Doing so allows to recover 1 stamina
with genitals or erogenous zone is considered a Sexual Action. Sexual although a Creature can’t recover more stamina than it expended.
Actions count as regular actions which can performed during or Bear in mind that stopping for too long could cause to lose the
outside combat and they will consume a certain amount of stamina to “momentum”.
one or both partners. Sexual Penetrations usually occurs through the
use of a penis, a tentacle or toy of some sort. Each Action takes in Level of Excitement:
consideration the Giver and Receiver separately, especially in regards If Sexual Actions occur when one of the participants is not Aroused or
of Arousal increase. Horny, complications could occur. Aroused is the minimal condition
required for a Penis Erection and Vaginal Lubrication to even begin.
Intensity of the Action: Trying perform a Penetration with no Aroused state will result into
Depending on how intense an action is performed, arousal could be nothing or, even worse, discomfort for the non-aroused one, which
increased or reduced, for example stroking gently could increase the could even feel pain.
arousal by few Points of Arousal, while a skillful focus will greatly
increase the arousal of the receiver. To simplify things, intensity is
divided into three types: Soft, Regular and Focused (S/R/F for short).
Soft and Regular require only one Action while Focused requires Two.
Action Arousal Increase S/R/F (per Round) Stamina Consumed S/R/F (per Round)
Anal Penetration 1d3/1d3+1/1d3+2 to both 0/1/2 by the giver. 0/1/1 by the receiver
Fingering 1/2/3 to the Receiver 0/1/1 by the Giver
Fondling 1/2/3 to the Receiver 0/1/1 by the Giver
Groping 1/2/3 to the Receiver 0/1/1 by the Giver
Kissing 1/2/3 to both 0/0/1 by both
Licking 1/2/3 to the Receiver 0/1/1 to the Giver 0/0/1 by the Giver
Nibbling 1/2/3 to the Receiver 0/1/1 to the Giver 0/0/1 by the Giver
Oral Pleasure 1d3/1d3+1/1d3+2 to the Receiver 0/1d3/1d3+1 to the Giver 0/1/2 to the Receiver 1/2/2 by the Giver
Rubbing 1/1d3/1d3+1 to both 0/1/1 by the Giver
Slapping 1/1d3/1d3+1 to the Receiver 1/1/1 by the Giver
Stroking 1/1d3/1d3+1 to the Receiver 1/1/2 by the Giver
Vaginal Penetration 1d3/1d3+1/1d3+2 to both 0/1/2 by the giver. 0/1/1 by the receiver
59
Sexual Actions During Combat Tentacles and Double Penises
Sexual Actions can be performed during Combat but if the Attacker is It could occur that some Creatures are capable of performing Multi
trying to do something to the Defender, its important to keep track of Actions even by themselves, for example creatures with a double
eventual HtH Maneuvers since they also consume Stamina as well, penis can perform a Vaginal and Anal action at the same time, similar
but they also prevent the character to do certain actions. to Creatures with Tentacles.
When Multi Action occurs through such examples, if the Creature is
Example: only performing two actions on the Defender, it only consumes the
A Lost Soul Bandit had managed to grab and Hold a Human Grave Robber. highest stamina of the action performed, increased by 2.
The Bandit is actively holding the Grave Robber with one of its Actions, so it
only has one available. Since the Grave Robber’s Clothes are torn, he decides Example:
to rip her shirt with a Free Action, because its a rather simple thing to do due to A Snake-like Creature is using its two penises to perform a Vaginal and Anal
its state and since he has a Free Hand to use. Due to the Grave Robber’s action on an Orc Creature Huntress at the same time.
Chest being exposed, he starts to fondle her breasts at Regular peace. The In this case, since both actions consume the same amount of stamina, only
Bandit is, for now, only consuming 2 Stamina due to its Fondling and the Action one will be picked and the stamina consumed increased by 2.
to keep the Hold on the Woman.
If for some reason, the Anal Action would had a lower value of Stamina
Consumed, only the Vaginal one would have been used, and then increased
by 2.
Multi Action
Double Penetration and Spitroast are an example of actions usually If the Creature is capable to perform more than two actions at time,
performed by two creatures on a third, unless a single creature is the Stamina Consumption will increase by 1 for each additional action
capable to do so somehow, such has by having two penises or by performed.
having tentacles, and are considered Multi Actions.
Example:
Example: A Tentacle Lurker has Pinned a Goblin Witch and due to its multiple tentacles,
In the Previous Combat Round, a second Bandit had reached the first one and it decides to perform a Focused Vaginal Penetration, Anal Penetration, Breast
used one action to pull down the Grave Robber’s tight pants, from behind, just Action and Oral Action at the same time.
enough to expose her butt since removing them completely would have The Lurker will then spend the amount Stamina from the Focused Vaginal
required more actions which he doesn’t seem to care. During the new turn, the Penetration (4), adding 2 for the Second Action (Anal) and then 1 for the Breast
first bandit will use one Action to keep its hold on the Grave Robber and the Action and 1 for the oral action, for a total of 8 Stamina Points per Combat
other to force her into sucking his dick. The grave Robber fails again to break Round.
free and can’t do much. When its the second Bandit’s Turn, he uses two
actions to spread the woman’s legs a little and perform a focused Vaginal
Penetration, due its eagerness to take care of his erection cause by its Horny
Status. Since the Grave Robber failed to break free from the Two Bandits, she
is now considered receiving a Multi Action.
When considered receiving a Multi Action, all Traits and Feats which
grant an Arousal Increase will work as usual for the Giver, while for the
Receiver, only the one which grants the highest value will be taken in
consideration.
Example:
Let’s pretend that the Grave Robber has a Trait which increases Arousal by
Oral Action by 1d3 and for Vaginal penetration by 2d3. Since she’s receiving
both, only the Vaginal One will be taken into consideration since it grants a
higher value (2d3 vs 1d3)
If a trait, Feat or Spell allows to roll an additional Dice and discard one
with the lowest or highest result, only one of such effects will be taken
into consideration. If two Effects do an opposite Effect, they will
counter each other.
Example:
Having a trait which forces to roll an additional Dice during Vaginal Penetration,
but also being under the effect of one which forces to roll an additional dice but
discard the highest, both will simply nullify each other.
60
Effects of Arousal Massage
The more the Arousal a Creature builds up, the lesser resistance to Massages are often used to help a creature relax or to ease some
sexual stimulation and seduction it will become to the point that it tension in specific body parts. Some cultures often practice massage
could even be unable to act at all. and even use special oils to ease the process. Massages are often
Every Character has a Gauge Statistic for Arousal, which will slowly used as a form of foreplay or just as a tease. Taking a Break after
build up for each consecutive stimulation or cool down by certain successfully receiving a massage allows a Creature to recover 3
events, such as being scared, recovering the focus or being additional Stamina and even 2d3 extra MP, while a more erotic
submerged into actual cool water. massage allows to increase the arousal of the receiver by 2d3+2.
The Following Table describes the effects of the total arousal on a Notice that since the massage is usually performed with hands any
character, but you must also take in consideration the Will Modifier Trait, Feat or similar effect which obtains benefits from the use of
which increases the overall levels. The Table also shows the levels for hands is also taken into consideration. Unless specified Otherwise,
those which have the “Flesh is Weak” Trait. the difficulty Check for a generic massage is 1d6+1, when using
Perform (Massage)
Example:
A Creature with a Will of 3 is considered Aroused if it’s Arousal level is within Bondage
19 and 33 points.
A Creature with the Flesh is Weak Trait will instead be considered aroused if Bondage is curious art used by some to spice things up, with willingly
the level is within 14 and 23 points. partners. The common forms usually involve tying up arms and/or legs
while some more elaborated versions have the whole body tied up in
a precise way. Perform (Bondage) has its own skill use and is
important to remember that technically it causes the target to being
Regular Flesh is Weak Arousal Level
considered restrained, as explained at the end of Chapter 2: Combat.
0-15(+Will) 0-10(+Will) Still Fine Creatures with at least an Interest into Bondage (or being tied up),
increase their arousal by 1d3 when such event occurs, while others
16-30(+Will) 11-20(+Will) Aroused could find it uncomfortable or weird, in which case the arousal could
31-50(+Will) 21-30(+Will) Horny be lost.
The Aroused and Horny Status Effects are described at the end of
Chapter 2: Combat.
Climax:
Climaxing reduces the overall Arousal level to 0, even if it’s up to the
GM to decide. Climaxing also consumes 2d3 Stamina and can cause
the Creature to become Weary or Tired (still up to the GM to decide).
A Creature usually can decide to climax when its arousal level is at
half-way through its Horny level value.
A Creature which maxes out its Arousal can decide to Climax or
resists for a number of rounds equal to its Endurance+Will. After that,
a Creature can try to resist the Climax by performing an Endurance or
Will Check at 1d6+0, but the difficulty will increase by 1 for each
consecutive Combat Round passed resisting such urge.
In some situations, reaching unwanted Climax could cause the loss of
1d3+1 Determination.
A Character which has an intercourse with something it Dislikes, will
also lose 1d3 Determination if the partner or the character itself
manage to Climax, which is increased to 1d3+3 if they Climax within
few Combat Rounds. This event can only happen twice every four
hours.
61
Pregnancy and the Deletionem Effects of Corruption
Despite the frequency which creatures mate and have sex in the Corruption is a subtle presence which slowly changes the Character’s
Labyrinthus, Pregnancy is often rare depending on the presence of appearance and behavior. The Labyrinthus is a place where many actions
the “Deletionem” a sort of invisible enchanted energy field which could be seen as “just for the sake of it” but instead they will slowly take their
causes the creature within it to become sterile as long as they are toll soon or later. While some who live in the Labyrinthus manage to keep their
inside its effects. Still, there are some creatures which are able to Corruption at bay or even avoid its effects for most of their time, those more
active will often end up deeply changed and even scarred by such experience.
bypass such restriction, mostly Slimes and Tentacle Creatures due to
Others will instead accept or adapt to the new opportunities presented while
their peculiar nature or through the presence of specific places of others will probably not even notice a real difference.
powers, usually altars, where such field is suppressed. This fact is
often unknown even to those who obtained the control of the section
Every 6+Will Corruption Points, roll a d6: if the result is Even the
by killing or usurping the previous owner although its effects are still
Character obtains a Quirk, if Odd a Lesser Mutation. Both are
noticeable but hard to explain without a specific knowledge that is
permanents unless the description says otherwise or the Character is
often forgotten through time. Despite being a field created by arcane
cured or it manages to get rid of them. If you obtain the same Mutation
energies, is not possible to perceive it since it covers everything and
or Quirk twice (or a Trait the Character already has), Re-roll unless it
because its such an ancient type of magic that only through powerful
say otherwise. Obtaining a Quirk or Mutation by reaching a certain
spells of divination can be detected correctly, but again, the lack of
Corruption threshold, but then being able to remove an amount of
knowledge often causes the field to be ignored or seen as “unknown”.
Corruption which lowers the total under such value and then reaching
When playing the game its often considered that the Deletionem is it again, it will still cause the appearance of a new Quirk or Mutation.
active, which prevents the characters to become pregnant except in
specific occasions (as explained above).
Example 2:
A Human Grave Robber is ambushed by a Tentacle Lurker which manages to
Pin her Down. The Grave robber fails to break free and the Creature is able to
perform a double penetration on her until she climaxes and faints. This causes
her corruption to be increased enough to obtain a new Interest. Since she
obtained the corruption after having sex with the Tentacle Lurker, the new
interest could be Tentacles or Tentacle Creatures.
The same thing could also be applied for Disgusts: if the character
obtains a Disgust through corruption, it will then be the same
event/creature/item to be considered Disgusting to the Character from
now on.
62
Lesser Mutation
2 The Character is weakened and permanently reduces its total HP by 1. Can be obtained multiple times up to 3 HP left
The Character’s Teeth (except its molars) become slightly more sharp.
3 If the Character gives or receives pleasure with its mouth (or its forced to), it can deal 1 point of Piercing Damage to the partner,
but it will never try to bite off
4 The Character becomes Sterile. Re-roll if you are not using Pregnancy rules.
Character skin color changes. Roll a d6: 1-2 Purple 3-4 Blue 5-6 Green
5 The color is more lighter nearby erogenous zones and darker on the back. If the resulting color is the same as it already was, re-
roll the color
Roll a d6: if Odd the Character’s eyes turn completely black, if Even they turn completely white. If they where already of the
6
resulted color, then the opposite effect will apply.
The Character starts to grow a thin fur-less tail within 2d3 days.
7
The Character will get used to the tail and how to move it within few Days and it’s considered an erogenous body part.
8 The Character grows a pair of small horns on his head. Re-roll if the Character already has Horns.
9 The Character’s Hair are replaced by semi-tentacle hair. Roll a d6: if Odd they are short if Even they are long
If the Character is Female, she obtains the Female Penis (Mutation) trait. If the Character already has one or is a male you can
10
re-roll or grow a second one of the same size (but it’s sterile).
The Character obtains an unusual Musk which wile is barely perceived by many creatures, it’s extremely arousing to others, which
means any seduction attempt will result in an Invitation and the Creature will try to mate with the character if of the opposite sex
11
(or the same, as you prefer)
Roll a d6: 1-2: Animals and Beasts 3-4: Tentacle Creatures 5-6 Insects and Plants
When the Character’s corruption reaches a value of 35+Will, the Character can increase the Partner’s Corruption by 1d3+1 every
12
time it ejaculates (if it has a penis) and/or during climax obtained through received vaginal/anal penetration
Quirk
2 The Character obtains The Flesh is Weak trait
When a Creature tries to Pin Down the Character, for the purpose of mating, the Character rolls an additional Dice and discards
3
the one with the Highest result if tries to resist.
New Trait: Masochistic: Every time the Character suffers damage, it increases its Arousal by 1d3+1.
4
Re-roll if the Character is already Sadistic
5 The Character obtains 1d3 additional Interests and 1 Dislike. Can be obtained multiple times
Select a Character’s Dislike: every time someone tries to seduce it by using such source, the Character increases its arousal by
6
2d3 for the First time its used
7 The Character obtains 1 additional Intrigue. Can be obtained multiple times
8 One of the Character’s Interest becomes an Intrigue. Can be obtained multiple times
Roll as if the Character is supposed to obtain a new Interest: every time someone tries to seduce it by using such source, the
9
Character increases its arousal by 2d3 for the First Time its used
New Trait: Sadistic: Every time the Character deals at least 5 points of damage it increases its Arousal by 1d3+1
10
Re-roll if the Character is already Masochistic
11 1d3 of the Character’s Interests become Intrigues. Can be obtained multiple times
12 Roll twice on this table again
63
Equipment
64
Eromancy and Eromantic Spells
Although the therm “Eromancy” hasn’t yet being officially recognized by the major schools or magic and is often kept secret or hidden from
unwanted attentions, the use of magic and spells related to the sexual sphere of wizards and witches is as old as the study of magic itself.
When the first magic users learned how to manipulate the arcane weave and cast spells, it didn’t took too long for some of them to start
creating spells for a more carnal purpose. Mostly used for ceremonies or just for private use, they often ended up being ostracized by those
concerned of its use and abuse but also by those who considered themselves righteous and “pure”. Eromancy is mostly seen as a sort of lesser
type of magic, even lower than Witchcraft, or something blasphemous and unclean since it often causes the creations of strange creatures,
debauchery and is also associated with the dangers of the Nether.
Eromantic Spells follow the same rules as regular Spells, and can be learned by anyone which is considered Able to Cast Spells.
65
Apprentice Spells Lost Soul Spells:
66
Mirror Sensation: 8 MP [Illusion, Mind, Oniric] Wanderer Spells:
The Caster must select a Creature within 4 Squares in his Line of
Sight and both must perform a Counter Will Check. If the Caster wins, Burning Desire: 14 MP [Fire, Hex, Mind]
the Target Creature will start to feel any Sexual Action performed on
The Caster selects a Creature within 6 Squares and both must
the Caster, which will cause an additional Arousal increase, but only
perform a Counter Will Check. If the Caster wins the target will
as long as the Sexual Actions are performed on compatible body
immediately feel a warm sensation through its body and for 2d3+3
parts. For example a Creature without a Vagina will be unable to feel a
Combat rounds the target is forced to perform a Will Check at 1d6+3.
Vaginal Penetration. The Spell lasts for 3d3+2 Combat Rounds and
If the Target fails the Check it will increase its arousal by 2d3, while a
the Target Creature can chose to automatically fail the Will Check. By
success will deal 2 Direct Fire Damage to the target, increased at 3 if
Spending 4 additional MP, the Caster can instead choose two different
the Target is Aroused or 4 if Horny. By Spending 6 additional MP the
Creatures within the Spell’s Range and both are forced to perform the
Caster can select an additional target within range. A Target can
Counter Will Check as usual. If a Creature under the effect of this
decide to automatically fail the Will Check but doing so will still deal 1
spell moves away from the other, for more than 10 Squares, the spell
direct Fire Damage
will end. Moving behind solid obstacles, such as walls, counts as the
double the squares. If the Target Creature enters Combat, the spell
Eldritch Embrace: 14 MP [Conjuration, Eldritch, Force]
ends, while it has no effect if Combat already started.
The Caster conjures up to 3 tentacles made of arcane energies which
will emerge from the ground of an empty space within 6 Squares on
Phallus Magicis: 7 MP [Conjuration, Force]
the Caster’s Line of Sight. Each Tentacle is considered a Medium-
Upgrades from: Phallus Magicis (Lesser)
sized Creature which will occupy its own square of space. Each
Similar to its lesser version, this spell allows to actually decide shape, Tentacle is considered to have a Body Value of 3, which grants a +3 to
length and girth of the conjured phallus and it can even be given to perform HtH maneuvers based on Strength, a +1 to their Initiative, a
others to use for the entire duration of the spell although only one DR of 1 and 10 HP. Although they are separated they count as a
phallus can be conjured at time. If the caster spends twice the spell’s single creature with the Tentacles Feat and will act in the same turn
cost, it can instead grow an enchanted penis from its crotch as it order of their initiative, but are unable to move. If the surface they
would be and use it as a regular one, although the arousal gained by emerged from is destroyed, they will immediately disappear. The
interactions with the enchanted penis is reduced by 1 (min 1) for the Tentacles will try to Grab and Hold the closest Creature to them, or the
user. The enchanted penis can have different colors or have the same one with the Highest Arousal if there are more than one. If the
skin-tone of the caster’s allowing it to perfectly blend with its body. A Tentacles are bale to Grab and Hold their targets, the third will start
Phallus or an Enchanted Penis can only have a length of up to 40 cm performing sexual actions on the victim, usually rubbing or fondling to
(1.3 Feet) due to the simplicity of the spell itself. The spell lasts for 1 then perform Vaginal Penetration if available. If the Target has a penis
Hour. they will proceed to stroke it instead. If the Creature Climaxes, the
tentacles will let it go and then vanish unless the Caster spends 8
Wrapping Lips: 7 MP [Arcane, Force] additional MP, but such things can only be done once, and then the
The spell works the same way of the Lesser version with the following spell will end. The Spell lasts for at least 5 minutes if the Tentacles fail
differences: Spell Range is increased to 4 Squares, intensity of the to force a Climax on any Creature.
action can be also Regular or Focused and the Spell Duration is By spending double its Spell cost, the Tentacles will instead last for 1
2d3+3 Combat Rounds. Hour regardless of how many times they force a Creature to Climax,
and will drain 2d3 MP for each successful Climax they cause, to a
minimum of 1.
67
Chapter 6: Exploration
Time Flow Swimming
The passing of time is usually important while keeping track of certain A Character can move through a Square of Water, but his movement
spells/effects duration, but if playing alone is usually more abstract. If will be reduced to 1 per Combat Round, ignoring all the movement
playing with a GM he could decide how much time passes between bonuses or Armors he is wearing. A single Square of Water (or similar
certain actions or how long it takes for the Characters to travel from a liquids) is considered to cover just half the body of a Medium-sized
city to another. Usually a Combat Round lasts for more or less 6 Creature. A single Square of Water is considered as Deep Water, for
Seconds. Small Creatures. In some occasions, even a single Square of Water
Outside combat a medium-sized creature covers 9 m or 30 ft within could count as Deep Water instead, or if the Character is moving in a
every 6 seconds, if it's supposed to just walk. zone filled with water like a lake, a deep pond etc. While in Deep
Water, it's only possible to Swim with a Swim Check. If the Character
Fails the Swim Check for the first time, he does not move. If he fails
Squares and Movement
for a second time in a row, he starts to Drown as long as its unable to
Squares are referred as measurement unit, since usually Tabletop
stand or attach to a solid surface or something able to float. For each
RPG Games are played using a Battle Grid, which allows a better
consecutive Combat Round he Fails to pass a Body Check, the
visualization of the overall battle and to determine where all the
Drowning inflicts 1d3 Direct Damage to it. If the Character is Downed,
participants are, but in this case is mostly to used as a common
the next round he will simply Drown. If the Character is saved while
measurement for both Imperial and Metric Systems since a square is
Drowning somehow, he restores all the Health loss during Drowning
1,5 per 1,5 m or 5 per 5 ft.
by 1d3 per each consecutive Combat Round. Unless specified
otherwise, Swimming Slowly consumes only 1 Stamina point while
Jumping, Climbing and Falling Down trying to swim more faster can consume 1d3 or 1d6 Stamina points.
Jumping, Climbing, or Jumping Down (which all require their specific
Skill Check) are considered Actions, and they can be performed Following Tracks and Trails
during a Movement Action as long as the Character moves within his
Following Tracks and Trails is made by a combination of Search and
Movement value, except for Climbing (both up or down). Jumping can
Survival Checks.
be performed to cover 1 Square, or 2 while suffering a -1 to the Roll if
stationary.
Climbing allows for climbing for the entire Movement value, or for the Hunger, Thirst and Survival Checks
double while suffering a -1 to the Roll. A GM can decide how prominent hunger and thirst are or if they are
Jumping over 2 Squares or Climbing for the double Movement Value simply handled by a Survival Check.
requires 2 Actions. By default the Characters can try to look for food sources with a
Wearing Heavy Armors inflicts a -1 while trying to Jump or Climb. Survival Check but it’s important to declare who does what.
Unless specified otherwise, Climbing costs 2 Stamina Points every 3 Thirsty Creatures are more keen to drink from bottles and fountains
squares climbed while Jumping costs 2. without thinking, while hungry creatures will try to fill their bellies at the
first occasion. This is often mostly relevant when playing solo, since it
If the Character, while moving, fails the Skill Check required for such could lead to unpredictable events.
actions, it will immediately stop and End its turn.
Example:
A Character is moving on a platform while a couple of Creatures are in the
water nearby and decides to attack them.
Since the Character is 3 Squares away from them, it moves to the edge of the
platform within 2 squares, Jumps Down (1 Square), and then moves to the last
square to reach them. Notice that if the Character fails the Jump Check while
Jumping Down, he would have ended his Turn, and would not able to do
anything else.
68
Illumination and Darkness Meditation, Resting and Taking a Break.
The Labyrinthus is often a dark place, due to the fact that is mostly These actions allows the Character to rest for some time, doing
composed by tunnels and rooms whee the sunlight is never seen at nothing and probably eating something.
all.
Th lack of light favors those creatures which can see through Taking a break usually requires one hour of doing nothing except for
darkness, allowing them to lurk close to an unaware prey. doing simple tasks such as stirring a pot, combing your hair and so
on. A Character taking a Break will recover 2d3+2 Stamina Points, 2d3
Darkness: MP and 1 HP. Having a snack while taking a break allow to re-roll a
Darkness completely prevents a creature to see in any direction, result of 1 on one of the dice used, while having a complete meal will
causing an automatic fail to any Search and Spot Check or similar grant 4 additional Stamina Points recovered. Taking a Break only has
actions which require the use of the sight, such as jumping while other effect Twice per Day.
may be hindered by the situation. For example a Creature trying to
climb a wall while inside a zone of darkness is unable to see where Meditation is mostly done by Magic Users, since it allows them to
the next foothold is, it can still try to find one by moving the hands and recover 2d3+2 MP, but they can’t do anything except meditating for
trying to use its experience to evaluate the position. An action or skill one hour. A Meditating character can be briefly distracted by simple
hindered by Darkness forces the Creature to roll an additional dice questions and drinking from time to time, but nothing more. Meditation
and discard the one with the highest result. It also prevents the use of lasts for one hour.
any Feat or similar effect which allow to roll a dice and discard those
with the lowest result. Resting is the actual act of finding a good spot to sleep. 8 hours of
A Creature standing in a zone of darkness is forced to roll an sleep will restore all the Stamina and MP spent and even 1 HP if the
additional dice and discard the one with the highest result, when place was comfortable enough. Uncomfortable places to sleep will
performing Fear and Terror Checks. A Creature standing inside a zone reduce the amount of Stamina and MP recovered to one half
of Darkness obtains a Cover of 4+ against Melee Attacks and 3+
against Ranged Attacks except against creatures with Darkvision or Resting for just one or two hours, will restore 3d3+2 Stamina or 3d3+4
those who can perceive without sight. Notice that Darkness also if the place was comfortable.
prevents the ability to perform Seduction Checks. Notice that
darkness also prevents a Creature to being selected as a target A Character which is Taking a Break or Meditating can lower its
unless the opponent is aware of its presence somehow, for example arousal by 2d6+1. If the Character is Aroused it requires a Will Check
the creature is making noise or just ran into darkness while the at 1d6+2 while if Horny at 1d6+3.
opponent was watching.
Darkvision:
Darkvision allows a Creature to consider a zone of Darkness as if it
was of Dim Light and being able to use Feats which allow to roll an
additional dice and discard the one with the lowest result when
performing Skill Check based on sight. Unless otherwise specified, a
Small and Medium-sized creature have a Darkvision range of 8
Squares. The transition from Regular Light to Darkness causes the
creature to only be able to consider Dim light only the first 2 Squares
for 1d3 Combat Rounds, then the eyes will be adapted to the new
absence of light. Darkvision prevents to see colors and small forms,
which could prevent a creature to being able to read small writings. A
Creature using Darkvision which is exposed to a sudden source of
light will be Blinded for 2d3 Combat Rounds.
Dim Light:
Dim Light allows a creature to see with some difficulties. Performing
any Skill and Seduction Check based on sight forces the Creature to
roll an additional dice and discard the one with the highest result,
preventing also the use o any Feat which allows to roll an additional
dice and discard the one with the highest result. Bonuses granted by
Spells can still be used. A Creature within a zone of Dim Light suffers
a -1 t any Fear and Terror Check performed. A Creature standing
inside a zone of Dim Light obtains a Cover of 6+ against ranged
Attacks except against creatures with Low-light Vision or those who
can perceive without sight.
Low-light Vision:
A Creature with Low-light vision doesn’t suffer any penalty for being
inside a zone of Dim Light and is able to ignore any concealment
granted from it when performing attacks against other creatures within
zones of Dim Light.
69
[Optional Rule] Weight and Encumbrance
To determine the weight which can be carried by a Creature, you must use his Body value and the Table below.
Small Creatures are capable to carry less weight, while Large creatures will double the Medium-size Table while Huge creatures ill multiply it
four times. If you are using this optional rule, add the following Feat from those available for Lost Souls
Medium Creature
Body Light Encumbrance Medium Encumbrance Heavy Encumbrance Strong Back Light Encumbrance Medium Encumbrance Heavy Encumbrance
1 Up to 13 kg (26 lb) 13,5 – 26,5 kg (27 – 53 lb) 27 – 40 kg (54 – 80 lb) 1 Up to 15 kg (30 lb) 15,5 – 30 kg (31 – 60 lb) 30,5 – 45 kg (61 – 90 lb)
2 Up to 19 kg (38 lb) 19,5 – 38 kg (39 – 76 lb) 38,5 – 57,5 kg (77 – 115 lb) 2 Up to 21,5 kg (43 lb) 22 – 43 kg (44 – 86 lb) 43,5 – 65 kg (87 – 130 lb)
3 Up to 29 kg (58 lb) 29,5 – 58 kg (59 – 116 lb) 58,5 – 87,5 kg (117 – 175 lb) 3 Up to 33 kg (66 lb) 33,5 – 66,5 kg (67 – 133 lb) 67 – 100 kg (134 – 200 lb)
4 Up to 43 kg (86 lb) 43,5 – 86,5 kg (87 – 173 lb) 87 – 130 kg (174 – 260 lb) 4 Up to 50 kg (100 lb) 50,5 – 100 kg (101 – 200 lb) 100,5 – 150 kg (201 – 300 lb)
5 Up to 66,5 kg (133 lb) 67 – 133 kg (134 – 266 lb) 133,5 – 200 kg (267 – 400 lb) 5 Up to 76,5 kg (153 lb) 77 – 153 kg (174 – 346 lb) 153,5 – 230 kg (347 – 520 lb)
6 Up to 86,5 kg (173 lb) 87 – 173 kg (174 – 346 lb) 173,5 – 260 kg (347 – 520 lb) 6 Up to 100 kg (200 lb) 100,5 – 200 kg (201 – 400 lb) 200,5 – 300 kg (401 – 600 lb)
Small Creature
Body Light Encumbrance Medium Encumbrance Heavy Encumbrance Strong Back Light Encumbrance Medium Encumbrance Heavy Encumbrance
1 Up to 10 kg (20 lb) 10,5 – 20 kg (21 – 40 lb) 20,5 – 30 kg (41 – 60 lb) 1 Up to 11,5 kg (23 lb) 12 – 23 kg (24 – 46 lb) 23,5 – 35 kg (47 – 70 lb)
2 Up to 13 kg (26 lb) 13,5 – 26,5 kg (27 – 53 lb) 27 – 40 kg (54 – 80 lb) 2 Up to 15 kg (30 lb) 15,5 – 30 kg (31 – 60 lb) 30,5 – 45 kg (61 – 90 lb)
3 Up to 19 kg (38 lb) 19,5 – 38 kg (39 – 76 lb) 38,5 – 57,5 kg (77 – 115 lb) 3 Up to 21,5 kg (43 lb) 22 – 43 kg (44 – 86 lb) 43,5 – 65 kg (87 – 130 lb)
4 Up to 29 kg (58 lb) 29,5 – 58 kg (59 – 116 lb) 58,5 – 87,5 kg (117 – 175 lb) 4 Up to 33 kg (66 lb) 33,5 – 66,5 kg (67 – 133 lb) 67 – 100 kg (134 – 200 lb)
5 Up to 43 kg (86 lb) 43,5 – 86,5 kg (87 – 173 lb) 87 – 130 kg (174 – 260 lb) 5 Up to 50 kg (100 lb) 50,5 – 100 kg (101 – 200 lb) 100,5 – 150 kg (201 – 300 lb)
6 Up to 66,5 kg (133 lb) 67 – 133 kg (134 – 266 lb) 133,5 – 200 kg (267 – 400 lb) 6 Up to 76,5 kg (153 lb) 77 – 153 kg (174 – 346 lb) 153,5 – 230 kg (347 – 520 lb)
70
Blessings and Curses:
Generic Blessings:
Blessing and Curses are considered Spell-like effects which can’t be
dispelled except by a Shrine or by specific Spells such as “Remove
Curse”. Unless specified otherwise, Blessings and Curses are Arcane Precision:
permanent until removed, while other could instead have a limited When performing a Magical Attack, the Character can spend 2d3 MP
duration. A Character can only have two Blessing and three Curses to being able to Roll an additional dice and discard the one with the
Active at the same time, although Lesser Blessings and Curses count lowest result.
as half such value, so a Character can have up to four Lesser
Blessing or One Blessing and Two Lesser. When the Character can’t Archer:
receive another Blessing (or Curse) the new one will randomly
When performing a Ranged Attack, the Character can spend 2d3 MP
substitute one of the other actives unless the description specifies
to being able to Roll an additional dice and discard the one with the
otherwise. Its not possible to receive the same Blessing or Curse
lowest result.
twice unless specified otherwise, and the new one will simply replace
the old, which could technically allow a Creature to renew a
Attraction:
Blessing/Curse which was about to expire. Some Blessings and
The Character can spend 2d3 MP to obtain a +2 when performing a
Curses require (or force) the Character to spend its own resources.
Seduction Check
Clear Mind:
Random Blessing Table
The Character can spend 2d3 MP to obtain a +2 when trying to resist
Roll a d6: if Even use the Table A, if Odd the Table B
a Seduction Check
Courage:
Table A Table B When performing a Fear or Terror Check, the Character can spend
1 Wizardry Clear Mind 2d3 MP to being able to Roll an additional dice and discard the one
with the lowest result.
2 Arcane Precision Heart
3 Archer Guidance Guidance:
4 Striker Courage When Performing a Skill Check, the Character can spend 2d3 MP to
being able to Roll an additional dice and discard the one with the
5 Marathoner Hope lowest result.
6 Resistance Attraction
Heart:
When the Character recovers Stamina after Taking a Break, if its
resting within a Fireplace or a Camp Fire, it can spend 2d3 MP to
Random Curses Table
being able to Roll an additional dice and discard the one with the
Roll a d6: if Even use the Table A, if Odd the Table B
lowest result.
Hope:
Table A Table B When losing Determination, the Character can spend 2d3+1 MP to
1 Arcane Burden Eagerness being able to Roll an additional dice and discard the one with the
highest result. If the loss is a fixed value (IE: 3) the value is reduced
2 Disruption Weakness by 1, with a minimum of 1.
3 Myopia Clumsiness
Marathoner:
4 Distraction Cowardice
The Character increases its total Stamina by 5.
5 Burden Doom
6 Sickness Self-consciousness Resistance:
The Character’s HP are increased by 1
Striker:
When performing a Melee Attack, the Character can spend 2d3 MP to
being able to Roll an additional dice and discard the one with the
lowest result.
Wizardry:
The Character increases its total MP by 5.
71
Generic Curses: Sin:
Every time the Creature becomes Horny, it increases its Corruption by
Apprentice: 2. If the Character is Religious its increased by 3 Instead.
Every time the Creature Casts a Spell, it increases its Arousal by 1d3
per Spell Rank (Apprentice increases only by 1). Casting Spells while Slob:
Aroused or Horny it increases the Concentration difficulty required to The Creature reduces its total Stamina by 5.
maintain the spell by 1
Weakness:
Arcane Burden: When trying to resist being Held or Pinned Down, the Creature rolls
The Creature increases the cost of all the Spell Cast by 2. an additional dice and discards the one with the highest result.
Burden:
The Creature movement speed is reduced by 1 Square.
Clumsiness:
When Performing a Skill Check, the Creature will spend 1d3 MP to
being able to Roll an additional dice and discard the one with the
highest result.
Cowardice:
When performing a Fear or Terror Check, the Creature will spend 1d3
MP to being able to Roll an additional dice and discard the one with
the highest result.
Disruption:
When performing a Magical Attack, the Creature will spend 1d3 MP to
being able to Roll an additional dice and discard the one with the
highest result.
Distraction:
When performing a Melee Attack, the Creature will spend 1d3 MP to
being able to Roll an additional dice and discard the one with the
highest result.
Doom:
When losing Determination, the Character rolls an additional dice and
discard the one with the lowest result. If the loss is a fixed value (IE: 3)
the value is increased by 1.
Eagerness:
The Creature suffers a -2 when trying to resist a Seduction Check
Fatigue:
When the Creature recovers Stamina after Taking a Break, it Rolls an
additional dice and discard the one with the highest result.
Fragility:
When the Creature suffers damage from any physical sources, such
as Bludgeoning, Crushing, Impaling, Shredding, Slashing and
Piercing, the total is increased by 1.
Myopia:
When performing a Ranged Attack, the Creature will spend 1d3 MP to
being able to Roll an additional dice and discard the one with the
highest result.
Self-consciousness:
The Creature suffers a -2 when performing a Seduction Check
Sickness:
The Creature’s HP are decreased by 2
72
Traps and Artificial Hazards
Traps are a typical hazard of dungeons everywhere and are usually located to prevent intruders to proceed or at least hinder them before they
face better guardians. Still, there are other Artificial hazards which can be found by unaware explorers or created from apparently harmless
items and objects.
Enchanted Traps:
Enchanted Traps are created by other Magic users, usually Wizards,
as a different approach of protection, usually to fend off non Magic
Users and to test the mettle of those who have studied the art of
Spellcasting. Enchanted traps can only be noticed through the use of
Detect the Arcane or a Spot Check followed by a Knowledge
(Arcane/Occultism/Witchcraft) Check as long as the Creature has at
least 1 Skill Rank at it. Unless specified otherwise, an Enchanted Trap
can be disarmed or at least temporarily deactivated with another
Knowledge Check (Arcane or Occultism or Witchcraft) at 1d6+3.
Rolling a 1 while trying to disarm the trap will instead trigger it.
Traps Table
73
Mechanical Traps Descriptions: Hidden Needle:
Commonly located inside chests or similar containers, the Needle
Alarm: shoot by this type of trap is often imbued with a poison, to quickly
This Trap doesn’t deal damage, but instead it produces a loud sound dispose of any intruder. Still, in the Labyrinthus a common type of
which can be easily heard by other creatures. When an Alarm is Needle often uses a paralyzing or soporific venom, to allow eventual
triggered, The Creatures nearby or in a close room will be alerted. guardians to collect those caught by it. To resist such effects is usually
required a Body Check at 1d6+2, or +3 if Standard and +4 if
Burst of Darts: Dangerous. The time a creature remains paralyzed or asleep may
This trap covers up to 4 rows of squares in front of the trap. vary, usually at least 5 to 10 minutes if not more. The Damage of the
needle can only be reduced by actual armors, scales or similar natural
At each row will be shot a Dart with a Ranged line of 5 Squares, which
protections. Gladiatorial, Skimpy and Exposed armor are can’t protect
means that this trap could hit multiple creatures. Roll a different
from a needle, and even the Tough Skin feat can’t block the damage.
ranged attack for each row separately.
If the Needle fails to deal damage, the venom has no effect on the
target.
Cage:
When the trap is triggered, a Cage will immediately fall on the
Hide the Treasure:
Creature who caused the trap to be activated. The Creature can
perform an Initiative Check at 1d6+2 to being able to try to dodge the When the trap is triggered it will cause the closest Treasure Chest or
falling Cage, with an Agility Check at 1d6+3. If the Checks are failed, similar item containing “treasure” to fall inside a compartment which
the creature will be trapped inside the cage. makes it impossible to be recovered at all. If there are no Treasure
Chests nearby and you have randomly generated this trap, then re-roll
The Cage is made of iron but can be opened with a successful Lock-
the trap.
picking Check at 1d6+4 or with a specific key.
If the Character fails to free itself, he will be probably captured by the
inhabitants of the Labyrinthus within 1d3 Days. Pheromones:
If there are Creature patrolling the area, they will find the trapped A cloud of pheromones falls from the ceiling within an area of 3
Character within 1d3 Hours instead. Squares from the point where the trap was triggered. All Creatures
inside the area of effect must perform a Body Check at 1d6+3 or
increase their arousal by 2d6+4. If the Check is passe, the amount of
Electrocution:
arousal is lowered at 2d3+2. Has no effect on Constructs, Elementals
When the trap is triggered, it will emit a jolt of electricity against the
and Undeads.
closest within 4 Squares, which counts as a Magical Attack with a +3
to its Attack Roll. If the Attack hits a Target, it will then proceed to
Pit:
target another creature within 3 Squares from the first one struck, but
reducing its damage dealt by 2. A standard and Dangerous Trap will This type of trap causes the victim to fall inside a pit of a certain
then allow to jump against a third target within 2 Squares, with a height, commonly one or two squares. In other occasions the pit will
reduction of its base damage of 4. Notice that the trap can hit a lead to a lower room where the victim is trapped or where other
creature twice, if there are not enough creatures for the electricity to creatures are waiting to collect. This trap doesn’t have a Hit roll, but
jump on. instead it requires an Initiative Check at 1d6+4 to to allow the victim to
being able to try to grab one edge to avoid a fall, as long as it can be
reached. If the edge is too far away, the victim will simply fall.
Flame Burst:
Although many think a Flame Burst trap is usually made with a
Quarrel:
flammable liquid, its often simply composed by a source of fire which
gets sprayed by a burst of gas which will cause a sudden burst of The purpose of this trap is to simply cause harm to the victim.
flames. A Standard Burst of Flames trap has a Range of 5, while a
Dangerous of 6. Soporific Gas:
A Cloud of gas emerges from the ground, covering an area of 3
Goo Splat: squares around the point where the trap was triggered. All Creatures
Another harmless trap is the Goo Splat. The substance used is often a inside must pass a Body Check at 1d6+3 or fall asleep for 1d3+1
strange aphrodisiac. When a Character is hit by this type of trap it Hours. Has no effect on Constructs, Eldritch, Elementals, Slimes,
must pass a Will Check at 1d6+3 or immediately increase its arousal Plants and Undeads. A Creature which suffer damage while asleep
by 2d3+4. If the Creature is wearing revealing equipment, the difficulty will immediately wake up.
of the Check is increased by 1. If the Creature fails the Check with a
result of 1, it also increases its Corruption by 1.
74
Enchanted Traps Descriptions
Curse: Sin:
The Trap will cast a Curse on its victim which will last until removed. The Creature which triggered the trap must perform a Will Check at
1d6+4 or immediately increase its Corruption by 2d3+1.
1 Weakness
Summoning:
2 Eagerness The Trap will summon one or more creatures in a free space within 4
3 Clumsiness Squares. The Creatures are often hostile or aggressive.
A common Rudimentary Trap often summons 2d3 Wiggle Worms, a
4 Distraction Standard will summon a Tentacle Lurker while a dangerous one will
5 Cowardice summon a Shambling Tentacle. The summons will last for 2d3
Minutes or until slain.
6 Fatigue
Vulnerability:
The Creature which triggers the trap must perform a Will Check at
Decelerate: 1d6+3 or be under the effect of the Curse of Vulnerability.
The trap will cast the Decelerate Spell on the Closest creature to its When the Curse is obtained roll a d6: the Creature obtains the
triggering point, with a difficulty Check at 1d6+3. The effect lasts for Weakness to the result at (1).
2d6+2 Hours. If the Creature is already Weak to such damage, it will be increased
by 1. The Curse lasts for 1d3 Days.
Hollow:
A trap of Hollow will target the closest Creatures within 3 Squares,
1 Crushing
which are forced to perform a Will Check at 1d6+3.
If the Creature fails, it will lose 2d3+2 Determination and reduce its 2 Piercing
total by half of such amount. If the Check is successful, the creature
3 Slashing
will only lose 1 Determination.
4 Bludgeoning
Eldritch Embrace 5 Shredding
This trap will cast the Eldritch Embrace Spell centered on the creature
which triggered it. The Dangerous version is considered to being cast 6 Impaling
at double its cost.
Exhaustion:
The closest two creatures within 6 Squares from the triggering point
are forced to perform a Will Check at 1d6+3. If the Check is failed,
they are Cursed and will reduce their total Stamina by 5.
Force Dart
Similar to the Quarrel Trap, the purpose is just to cause harm.
Glittering Dust:
The trap will cast the Glittering Dust Spell but covering an area of 6
Squares instead of 3. The effect lasts for 2d6+3 Hours
Lullaby
This trap will produce a soothing melody which can be heard within 8
Squares. Those who hear the song are forced to perform a Will Check
at 1d6+2 (+3 if Standard and +4 if Dangerous) for each round they
listen to it. A Creature which fails the first Will Check wills tart to feel
sleepy, halving its movement speed and suffering a -1 to any Skill
Check, but also when Attacking, Dodging and Parrying.
If a Creature fails the Check twice in a row it will immediately fall
asleep for 2d3 Hours.
Phase Swap
The victim is forced to perform a Will Check at 1d6+3 (+4 if standard)
or being teleported elsewhere within 20 Squares. A Dangerous Trap
usually doesn’t allow any Will Check at all.
75
Harvesting and Scavenging
The Harvest and Scavenge Skill Check allow a Character to gather Medium Pile of Junk (2d6)
resources which can be used to Craft items, Brew Potions and So on.
When successfully performing the indicated Skill Check the player Resources gathered
then rolls on a specific Table which allows to determinate how many
resources it had found. Notice that in some occasions a Character 2 Wooden Stick (Long)
could be able to find resources with a Search Check but usually the 3 1d3 Pieces of Wood
resources obtained are less or not those required by the Character.
4 Top Piece
The following Tables can be used to randomly generate resources
obtained through Harvest and Scavenge. 5 3d3 Nails
Unless Specified Otherwise, a result of a 1 when performing a Search
6 2d3 Cloth Straps, 2d3 Nails
or Scavenge Check to recover resources will deal 1d3 Damage to the
character. Wearing Strengthened Leather Gloves will reduce the 7 2d3 Metal Scraps
damage by 1 (min 0). 8 2d3 Leather Pieces
A Character without a Rank at Scavenge can instead try to perform a 9 2d3 Leather Straps, 2d3 Metal Scraps
Search Check, but it can only roll on tables of one category lower. 10 1d3 Pieces of Wood (Small)
For example, Searching through a Small pile, will result into nothing,
11 1d3 Slabs of Metal
wile a Medium one counts as a Small Pile and a Large as a Medium
12 Wooden Stick
76
Rules for Playing Solo
Even if usually a Role-play Game is supposed to be played with a If a Room has multiple options available, the first thing to consider is
group of friends, there are still many ways to play a Solo RPG. to try to narrow down the possibilities by reading the description and
Unless you are using a more complex system which allows you to comparing with the Character Sheet about what rolls can be
play regular RPG alone, with the use of extra supplements, this page performed.
will give some simplified rules for playing solo.
Example:
Getting Started Meep finds a large room with three pedestals in the center. The Left Pedestal
is empty, the Central one has a small figurine carved in wood while the Right
You Create your Character as usual, by following the same rules
one has a Chalice made of Glass. The room also presents some bones
presented in this document. After that, you could try to randomly
scattered nearby the empty pedestal, and some runes written on the wall in
generate the entire dungeon through tables or by using online front of her. All the specific points of interest have various Skill Checks related
supplements, since there are many Dungeon Generators to be found to them, but the Runes on the Wall require a Knowledge (Arcane) Check,
on the net, or just pick a Dungeon made by someone else, preferably which Meep doesn’t have any Skill Ranks assigned. So the runes are
made for Labyrinthus. automatically ignored by the Character. Since the other options are still viable,
the player rolls to decide if the Kobold should inquire for each of them,
GM’s Roll obtaining a Yes for the Wooden Figurine, the Empty pedestal and the Bones
and obtaining a No for the Chalice. Since all the first questions have been
The rules often specify a Roll which should be made by the GM. In answered, Meep will then proceed to inquire only about the Scattered Bones,
Solo Play a GM roll is when a Creature Should React or the roll the Empty Pedestal and the Wooden Figurine. When everything is resolved,
required to determinate the difficulty of a Check. Always keep in mind she will simply move on.
which rolls are those for the Character and those for the GM.
Notice that you can also roll for what the Monsters and NpCs would
do, so by using the example above, should the Rat Chase Meep
(Even) or let her go away (Odd).
Example:
After having escaped the Giant Rat, Meep enters a room with some mushroom
growing on the walls. The room description declares that a Hungry Character
will try to eat the Mushrooms and since Meep started her adventure as Hungry,
she will automatically eat them.
77
Monster and NpC Attitude
The following Tables can be used to randomly determinate Attitudes of Changing an NpC or Monster Attitude:
Monsters and NpCs, for both Solo Play or with a GM to make things Its possible to try to change an NpC or Monster Attitude through the
faster unless they have been already decided. use of the social Skills such as Bluff, Intimidate and Persuade. NpCs
The Attitude requires to be rolled only once since the Character’s and Monsters which are considered “Sentient” creatures (IE: Nagas,
actions will be those who could change a Creature’s Attitude, such as Fey Creatures, etc) require a number of successes equal to their Mind
trying to calm down an angry Monster or befriend a Neutral NpC. value. This represents the fact that while those with a simple mind are
easily convinced by others, those more smarter require some work to
be convinced. Notice that if a Character is trying to convince a group
of NpCs with different Mind values, its possible to simplify the target of
NpCs Attitude Monster Attitude
the persuasion as the one considered “in Charge”.
1 Friendly Hungry
2 Aggressive Neutral Example:
A Human Grave Robber is trying to avoid a direct confrontation with a group of
3 Neutral Aroused Aggressive Goblins, so she tries to use Bluff to Change their Attitude to
Neutral. Since all the Goblins within the group have a Mind value of 1, she only
4 Hostile Hostile needs one success to change their attitude. If the group of goblins had a
5 Distracted / Unaware Aggressive “Leader” with a Mind value of 2, she will then require 2 successes instead.
Intimidation can have different outcomes, especially if the target Creature manages to resist the Skill Check, becoming Hostile
78
Attitude Description
Friendly:
Friendly NpCs usually mean no harm toward the Character, but they
could still be keen to try to trick him or her into something or stealing
from its pockets while distracted. Some Friendly NpCs could instead
allow the Character a safe passage for this time or grant shelter for
free or with the adequate payment. A Character obtains a +1 to
Bargain, Bluff and Persuade toward Friendly NpCs. Acting hostile or
rolling a 1 with a social interaction will cause the Creatures to become
Neutral. If both the Player and the GM roll a 1, they will become
Aggressive instead.
Hostile:
The Creature is simply hostile towards the player and will immediately
attack without holding back. A Hostile Creature obtains a +1 to its
Sense Motive and requires one additional Success to change its
Attitude to Aggressive. Not all Hostile Creatures will fight to the death,
unless they don’t have a way to escape, nor is granted that they will
Chase the Character if it decides to flee.
Hungry:
The Creature is Hungry and is mostly interested into finding
something to eat. Carnivore Creatures will try to kill the Character and
even try to chase it down. Notice that if a Chase results into finding
other Creatures the Monster could eat, and such creatures are slain,
the Monster will probably eat them instead. A Hungry Creature could
be distracted with compatible food rations, allowing the Character to
safely move away. When a Hungry Creature is satiated, roll again for
the new attitude, ignoring any further Hungry Reaction.
79
Monster and NpC Reactions
Reactions are used mostly through Solo Play, and will represents how an NpC or Monster reacts to the Character’s Arrival
Notice that by Monster is intended those creatures which act on pure instinct rather than a sentient thought, so for example a Lamia could still
be considered an “NpC” rather than a Monster, due to her ability to think and talk with other sentient creatures.
NpC Attitude can be influenced by the Character’s choices, leading to unexpected help or different solutions to problems
80
Reaction Descriptions:
These reactions can be used to randomly determinate a Reaction when the Character approaches or is found somehow. Can also be used as
reaction for a Neutral Creature.
Attack: Invite:
The Creature will simply Attack the Character but is not granted that it A Friendly Creature invites the Character to join whatever activity is
will also chase it or that it will fight to the death. doing or to just stay with him for some time, while if the Creature is
Horny, it will instead try to lure the Character into mating or into finding
Capture: a more private place to have sex.
The Creature will try to subdue the Character somehow to being able
to keep it as a prisoner to to drag it away for a different purpose. It Follows:
A Captured Character is often dragged into a prison, a lair or a hideout The Creature decides to follow the Character for some time.
of some sort. NpCs capturers will probably confiscate the Character’s Depending on the type of attitude, the Creature could just simply
Equipment or at least its Weapons and Armors, while monsters will follow the Character because its friendly, or follow it to see what he or
probably ignore such things unless they understand the purpose of she does and if Horny, it follows the Character in hope to convincing it
equipment. A Character captured by a monster usually drops any item to mate soon or later, maybe even waiting for a more appropriate
held, usually its weapon and shield. moment to make its move.
If there are no locations where the Character could be dragged into,
the Creature could decide to move to a different room or simply stay Listens:
there. The Creature will pay attention to the Character’s requests where
possible or at least it will stop by to listen on what the Character has to
Chase: say, but it won’t do anything else unless convinced to do so.
Similar to Attack, but the Creature will always try to chase down any
fleeing Character. If the Chase leads to a different encounter, the Moves Away:
Creature could react differently depending on the new encounter itself, The Creature tries to move away from the Character and it will
such as trying to avoid the new encounter or mindlessly keeping up become Aggressive or even Hostile if prevented to do so. Following
the chase. For example a group of Goblins chasing the Character, will the Creature could also make it become Aggressive or Hostile.
probably renounce if they stumble across a group of Orcs.
Opportunity:
Chatter: The NpCs could see an opportunity with the Character’s Arrival.
The Creature will stop by and talk with the Character of generic Maybe they will try to sell something, ask for help or will try to trick it
arguments or just for the sake of it. This can also be used by the somehow.
Character to ask questions about the surroundings, to know the NpC Thieves will probably try to rob the Character while slaves could try to
more and so on. Capture him or her.
Eager: Playful:
The Creature is eager to mate and it will skip any seduction and it will The Creature acts playfully towards the Character just for the sake of
simply force its way with the character, usually trying to stimulate a it.
sexual response and then proceeding to mate. If the Character tries to
resist or becomes hostile, the Creature will become Aggressive and it Runs Away:
will try to pin down the Character, while if too frustrated it will just The Creature decides to flee from the Character and it could even try
become hostile instead. to push away the Character if it tries to stop it.
The Creature could become Aggressive or Scared if the Character
Flirt: tries to follow.
The Creature lets the Character know that its interested into having
sex with him or her. This is accomplished by allusions, body language Scared / Yelp:
or similar signals that can be interpreted as “flirtatious”. If the The Creature is afraid of the Character and it will try to run away, to
Character is interested, the Creature then obtains a +1 to the next surrender or try to find a way out of the situation, often offering
time it tries to Seduce the Character. something to the Character to be left alone while in other occasions
they will try to call for help if they know someone could hear them.
Inquire:
The Creature tries to inquire about the Character. If its able to talk it Stops:
will pose some questions which could let it decide what to do next, The Creature stops whatever is doing. If friendly its usually intended
while a beast will probably sniff at it or poke it around for a bit, while that the Creature is simply looking at the Character or waiting for
deciding what to do. A Character which reacts violently will cause the something, such as a greeting or a request. If intimidated, the
monster to become Hostile while a Peaceful resolution could end up Creature will just do nothing to avoid to worsen the situation.
with the Monster ignoring the Character or allowing a safe passage. If
the Monster has a Horny Aptitude it will try to seduce or mate with the
Character.
81
Territorial:
The Monster is extremely territorial of the place its found in or where it
lives. If the monster is able to talk, it will probably warn the Character
first or ask what his or her intention are, or it will simply tell them to
leave. If not, it will be probably become Aggressive and then Hostile
unless the Character manages to let it know it means no harm. A
Territorial Monster will never Chase a fleeing Character outside his
territory and will defend the location with its life. A Territorial Monster
which mates with the Character will probably end up seeing at its own
property, preventing the Character to leave.
Tries to Scare:
The Creature tries to Scare off the Character, by appearing menacing
or through verbal shouting. If the action has no effect, the Creature
could become Hostile or try to Run Away.
Warning:
This reaction can be divided in two different types of Warnings: the
most common is that the NpCs and the Monster will initially warn the
Character to not come close or they will attack, or that it can’t pass
through this zone. A Character which reacts violently will cause the
NpCs and Monsters to attack. The other situation is that the NpCs will
warn the Character about a Danger ahead, and they will try to
convince him or her to proceed no further. Notice that the NpCs could
be trying to trick the Character into proceeding on its way, since it
could be the right path or because they want him or her to go into a
different zone, which could be harmful or hindering instead. Another
option is that they are probably trying to sell something to the
Character which is completely useless.
If the Character ignores the Warning or keeps returning in the same
location over and over, the Creatures could become hostile
immediately.
82
Dungeon Generation
Generating Dungeons can be performed in various ways: you can find Standard Generation Tables:
a pre-generated dungeon to use as layout and then roll for each When Tables present a variant A and B, you can pick one by yourself
individual room, randomly generate one and then filling the rooms or Roll a d6: If the result is Even use Table A if Odd use B.
afterwards or generate a dungeon procedurally, which means the
Dungeon layout is generated depending on your exploration. For pre-
Room Size Small Rooms
generated dungeons you can create one as you please, by drawing it
or by using online tools, or you can easily find one of the many pre- 1 Large 2x2
generated dungeons available and use them as base for your game,
2 Small 3x4x3 (L Shape)
rolling for room contents or trying to adapt on what its actually shown.
3 Medium 3x4
Example:
4 Small 3x3
A Player has found a nice dungeon somewhere with a classic design. By
observing the rooms he notices that one room seems to have a table and 5 Medium 2x5
some chairs, another room looks like there is a sort of altar and some
shattered statues and the last one is decorated to look like a library. The other 6 Large 2x4x4 (T Shape)
rooms are more or less empty. This means that those rooms which can be
easily recognized don’t need to be randomly generated, since they clearly are
a Living Quarters, an Ancient Altar and a Library. The player still decides to roll
Medium Rooms Large Rooms
for the content of two additional rooms and then starts to play. 1 5x7 9x9
2 6x5 5x10x10 (L Shape)
Notice that you can generate everything earlier or still have some
randomness while playing. 3 3x7x7 (T Shape) 7x7
4 6x6 8x8
Example:
By using the previous example, the player decides to only pre-generate what’s 5 4x7x4 (L Shape) 7x9
inside the Living Quarters room, and rolls for a bunch of Bandits. He then
decides to generate what’s inside a large empty room, obtaining a Warehouse 6 4x7 5x9x7 (T Shape)
as result. When the player the starts to play he will then explore and roll for a
new room before entering every time, just to make exploration more
Corridor Length A Corridor Length B
meaningful.
1 2x4x4 (T Shape) 1x7
Starting Point and Exit 2 1x3 2x6x6 (+ Shape)
The Starting point is where the Character begins the exploration, while
3 1x4x4 (T Shape) 1x3x3 (L Shape)
the Exit is intended as the point where the Character can leave, which
usually means the Character survived and will obtain some 4 2x8 1x8
experience.
5 1x6x6 (+ Shape) 2x5x5 (L Shape)
Starting Room Counts as Room 0 and has its own table.
If you are using a pre-generated dungeon usually these locations are 6 2x5 2x7
already decided by the layout, but if you are generating your own
procedurally, as a rule of thumb an exit should appear at least after 8 Additional Doors Locked?
or 10 rooms have been explored. If you still want to have some
randomness to it, each time you enter a new room, roll a d6: with a 1 None Locked
result of 1 or 2 the room contains an exit. Once the Exit is found you 2 None Jammed
don’t need to roll again.
3 1 Just Closed
[Optional Rule] The Beginning of the End 4 1 Just Closed
An optional rule is that the Exit is the same way the Character
5 2 Just Closed
entered, but is now blocked somehow and the Character needs to
explore this level of the Labyrinthus to find a specific key or a way to 6 3 Just Closed
open the door.
Trapped? Difficulty Check
Starting Room
1 Yes 1d6+1
1 Flesh-like Room
2 No 1d6+2
2 Altar
3 Yes 1d6+3
3 Prison
4 No 1d6+2
4 Cave
5 Yes 1d6+1
5 Arcane Circle
6 No 1d6+3
6 Bedroom
83
Trap Type Trap Table Mechanical Trap A Mechanical Trap B Enchanted Trap A Enchanted Trap B
1 Enchanted A Flame Burst Hide the Treasure Phase Swap Vulnerability
2 Mechanical B Goo Splat Cage Lullaby Sin
3 Enchanted A Hidden Needle Pheromones Summoning Glittering Dust
4 Mechanical B Burst of Darts Quarrel Force Dart Hollow
5 Enchanted A Pit Soporific Gas Eldritch Embrace Decelerate
6 Mechanical B Alarm Electrocution Curse Exhaustion
84
Curios, Hazards and other Rooms:
This section describes locations and hazards which can be found while wandering inside the Labyrinthus. Size and placements of everything is
often left to the GM discretion since some Environmental Hazards will mostly occupy a specific point or zone, some locations could be closed or
freely explored, while in other occasions large rooms could contain different Hazards of the same type. Other descriptions are left vague to give
a GM or a Solo Player enough material to decide what’s actually going on, and can even used by those creating dungeons for others to play
with. Notice that when there is a table with multiple column, each column must be rolled separately
85
Ancient Altar
Ancient altars are often used by cultists to perform ceremonies of all sorts or as a gathering point where the faithful to gather around.
Death:
A Consecrated altar of Death will strengthen any Undead creature
within, granting 2 additional HP and a +1 to resist against Turn
Undeads. While inside the Consecrated area is possible to control an
additional Undead Creature with the Control Undeads Act of Faith.
A Desecrated altar of Death grants a +1 to Turn Undeads and reduces
the amount of Controlled Undeads by 1. Failing a Fear or Terror
Check while inside the area also causes the loss of 1d3+1
Determination.
Fear:
A Consecrated Altar of Fear forces a -1 Penalty to Fear and Terror
Checks to those who don’t consider themselves as faithful to such
type of concept. Those which follow a Religion of Fear will simply
receive no penalty at all. A Desecrated altar of Fear forces to perform
a Fear and Terror Check by rolling an additional Dice and Discarding
the one with the highest result.
Life:
A Consecrated altar of Life allows to roll an additional dice when
recovering Health from Potions, Healing Herbs and Balms and to
discard the one with the lowest Result. It also grants a +1 to any First
Aid Check performed while inside the area, aimed to stabilize a dying
creature or to treat serious wounds. A Desecrated Altar of Life causes
all the HP recovered while inside the area to become temporary, and
vanish within 2d3 Combat Rounds when leaving the zone. This effect
can cause a Creature to faint or being slain.
86
Bone Yard
This strange location presents various skeletal remains and bones scattered all around on the dry ground.
A Boneyard is often a large room or cave which contains the skeletal The Tar:
remains of different creatures, which can be animals or monsters or of The tar can not be traversed in any way, since it will engulf everything
undefined origins. Some Bone Yards even presents pools of tar from mercilessly and prevents movement of any sort. The Tar is flammable
which the bones could emerge as a dire memento of their death, while and can be used to ignite new and older torches. A torch imbued with
others often presents ground holes or smaller caves from where some tar will increase its dim light emitted by 1 additional square.
certain type of creatures could emerge. A Creature which falls inside the Tar is considered slain.
Setting the tar of fire is dangerous since it causes a lot of smog and
Piles of Bones: the heat can damage creatures nearby. A pit of tar set on fire deals 1
A Character can decide to perform a Search check to find some Direct Fire Damage to Creatures within 1 Square due to the excessive
resources from the piles of bones, while a Scavenger Check allows to heat, and the Smoke produced will quickly fill the entire room unless
roll an additional dice and discard one of the results. there is some sort of ventilation. If the room is filled by smoke, all the
A Large pile of Bones allows to Search Twice. creatures inside are forced to perform a Body Check at 1d6+3 each
combat round or suffer 1 Direct Poison Damage. The smoke also
reduces visibility to only 3 squares, granting Concealment at 5+
1 Heavy Bone (Counts as Bludgeoning Top Piece)
against ranged and melee attacks. Creatures who do not require
2 1d3 Scales/Shells (Counts as Leather Pieces) breathing, such as Constructs, Elementals and Undeads, are immune
3 Sharp Horn (Counts as Piercing Top Piece) to the damage from the smoke.
Bridge
The Room presents a deep chasm or a moat that is crossed by a Chasm:
bridge which grants a safe passage towards the room. The chasm is so deep is not possible to see where it ends. A Creature
When this room is generated, roll a d6: with a result of 1 or 2, the which climbs down the Chasm (Difficulty at 1d6+3) or falls inside the
room also presents The Toll event. chasm will end up in a subterranean river and will be flushed away.
87
Cauldron
An apparently normal cauldron is shimmering over a fireplace, without anyone around to stir its content. A strange smell can be perceived from a certain distance
from the cauldron but only by approaching it the smell becomes stronger.
This encounter often involves a Cauldron placed somewhere, usually A Character with 1 Rank at Cook can understand that there is
in a fireplace which reminds of those seen in taverns or other buildings something wrong within the Cauldron, after the first time it tasted the
made of stone, and it could be decorated by strange drawings or be Brew or Stew, with a Cook Check at 1d6+2. If the Character succeeds
plain as a regular one. The content of the Cauldron may vary and is up he can decide to stop eating unless the result forces the character to
to the Characters decide to taste its mysterious brew or leave it as is. do so. In such case, the Character must perform a Will Check at
A Character can eat from the Cauldron a couple of time without any 1d6+2 increased to 1d6+4 if the Character is Hungry.
penalty, except for those inflicted by the results, then it wills tart to lose
1d3 Determination for every consecutive time they want or are forced Characters with Gluttony as Flaw or Intrigue will automatically try to
to eat. To randomly determinate if the Cauldron contains a Brew or a eat from the Brew or Stew at least twice, losing 2 Determination each
Stew, roll a d6: if Even is a Brew, if Odd a Stew. time.
A Character with the Cultist, Warlock or Witch Origin is able to identify Starving or Hungry Characters will automatically try to eat from a Stew,
the contents of a Cauldron with a Knowledge (Occultism) check at while if thirsty will drink from a Brew, and are able to resist only with a
1d6+1, obtaining a +1 to the Roll for the effects. Will Check against 1d6+3, where a failure also causes the loss of 1
An Halfling can understand that there is something wrong, after the Determination.
first time it tasted the Brew or Stew, with a Cook Check at 1d6+2.
Brew
The Cauldron contained a Brew Slime, which will emerge after being disturbed. The Cauldron is then considered Empty.
1
Roll a d6: If Even roll on the Neutral Monster Reaction Table, if Odd on the Horny Monster Reaction Table
2 The Brew Tastes bad and causes some stomach pain to the Character, which loses 1d3 HP
3 Meh... not too shabby
4 The brew tastes funny. Roll a d6: if Even the Character recovers 2d3+2 MP, if Odd it loses the same amount
5 The brew is quite refreshing, allowing the Character to recover 2d3+3 Stamina
6 The brew has a strong taste and fills the Character with warmth, increasing its Arousal by 2d6+2
Stew
The Stew has a weird taste.
1
Roll a d6: If Even the Character loses 1d3+1 Determination, if Odd, it obtains 1d3+1 Corruption
The Brew doesn’t tastes that bad, but at a closer look, the Character seems to notice eyes and entrails floating inside the stew.
2 The Character must perform a Fear Check and loses 1d3 Determination, where a failure also increases the Character’s
Corruption by 1d3
3 If you could add some salt it would actually taste good
The Stew tastes nice and the Character wants to eat more and it loses 1 Determination.
4
A Character can Resist to eat again with a Will Check at 1d6+4 but a failure causes another loss of 1 Determination.
The Stew is way too spicy!
5
Roll a d6: if Even the Character obtains Resistance to Fire (1) for 1 Hour, if Odd it obtains Weakness to Fire (1) instead.
6 The Brew testes really good, even too much perhaps. The Character recovers 1d3 HP lost and loses 2d3 Determination
88
Elemental Chanter
Elemental Chanters are exceptionally rare individuals which have a strong connection with an element to the point that they are capable to cause it to perform
specific actions by chanting, such as raising and lowering the ground, causing a snowstorm or generating whirlwinds of fire. This ability is extremely hard to
master and Elemental Chanters often dedicate their entire lives to improve their abilities by even adjusting their tone by such lower variations that an untrained
hear might not be able to catch. Hearing an Elemental Chanter for the first time is quite an unusual experience due to the might of their voices but also the
strange intonations they are capable to perform, to the point that the stronger they chant the more vibrant their voice becomes. Nature Bounds are the mostly
common race for Elemental Chanters but even other races have a certain presence depending on the element, such as Dwarven Earth Chanters and Orcish Fire
Chanters.
Elemental Chanters are usually found inside a Labyrinthus with a Frost Chanter:
strong presence of elemental energies even if they are often unseen Frost Chanters can use their chants to generate freezing winds or
since they could be located in zones where they can perform their even cause snowstorms which will blow through the tunnels, catching
chants without being interrupted while others will instead perform in any unaware victim in a deadly and cold embrace. They are also used
specific points to keep a specific area under control. Elemental to keep Slimes at bay due to their aversion to cold environments.
Chanters are often so entranced by their duties that they ignore any Certain Frost Chanters are instead capable to raise and lower walls of
superfluous question and simply leave if attacked. Some will instead ice and are mostly found in icy caverns.
react against intruders in different ways, such as by trying to prevent
the intruders to move further or reach specific points or by directly Water Chanter:
using their chants to cause harm. Some Chanters have a specific Water Chanters have often smooth voices and sing sad melodies, but
daily schedule where they start chanting to obtain a specific result and their ability to raise and lower the lever of the water or even divide a
then chant again later, which will reverse such effect. Others will start body of water to allow the passage in between is often considered
chanting after a donation, a specific request or as a reward. extremely dangerous but such experience usually requires a lot of
energy, patience and experience. Water Chanters are able to create
Earth Chanter: mulligans, burst of water or to briefly invert the direction of a stream.
Earth Chanters are often males and they chant with a surprisingly
deep voice. Earth Chanters can cause the ground to raise or lower in
specific points, or even to form stalactites on the ceiling which will
then fall down, crushing everyone caught in the fall. They are often
used to open and close passages to specific areas or to open pits to
trap eventual trespasser.
Fire Chanter:
The Fire Chanters are the most passionate and are those who usually
could stop and talk with other sentient creatures or simply do
whatever they want when they want. Fire Chanters can raise the
intensity of a fire and are often located within forges to improve the
production but can also be used to improve the brightness of fire
camps and torches although this causes them to burn more faster and
consume more resources.
Flooded Room
The Room is completely flooded, with the exception of a sort of pier
made of junk which allows a more or less safe passage through the
room. When entering the room for the first time, roll a d6 to see what Waters and Creatures
type of waters are flooding the room and if there could be monsters.
The water is 1d3 Squares deep, and swimming through the waters 1 Murky Waters
requires a Swim Check at 1d6+2 and consumes 1d3 Stamina every 2 2 Slimy Fluids (Tentacle Lurker)
Squares of movement.
3 Sewer Waters
The room is illuminated with dim light by luminous mushrooms on the
walls and/or the ceiling. Its possible to try to harvest the mushrooms 4 Slimy Fluids (2 Brew Slimes)
with a Harvest Check at 1d6+3. The mushrooms count as Green
5 Clean Waters
Mushrooms.
A Character which tries to swim through Sewer Waters must also 6 Murky Waters (Deep One)
perform an Endurance Check at 1d6+3 or become Sick, suffering a -1
to any Agility, Body and Endurance Check and Skill Check related to
such characteristics for 2d3 Days.
For every two squares of Slimy Fluids traversed, the Character must
roll a Will Check at 1d6+2, where a failure increases the Character’s
Arousal by 2d3. If the Check is failed with a 1, the Character also
increases its corruption by 1d3+1
Murky Waters completely hides any creature submerged.
89
Forgotten Fountain
A Fountain is lying in ruins in this location. Although you can notice the effects of time, you can still clearly see it was a work of beauty.
Forgotten fountains have different forms and shapes: some are large Once the Fountain’s effects have been identified or selected through
and are located inside a large room, while others are small enough to the roll, drinking from the fountain will always produce the same result,
be located on a wall. Some of them can still dispense water or other unless specified otherwise.
mysterious liquids, usually requiring a specific password to activate
the Fountain effects. The password could be located on the fountain All fountains have often a limited reserve of uses they can be
itself through an incision or a plaque, or it must be found elsewhere. activated, usually 1d3+2.
A Creature can pronounce he password to activate the fountain, but Its possible to use empty bottles or similar containers to store the
only with a Knowledge Check based on (Arcane), (Occultism) or water of the fountain, but the liquid will turn into regular water after
(Witchcraft) at 1d6+3, its possible to identify its effects. If a Character 1d3 days.
uses the Detect the Arcane, it lowers the difficulty at 1d6+1.
Fountain Effects
1 Refreshing Water, which can relieve from thirst if drank twice
2 The water tastes weird. The Character increases its Corruption by 1d3
3 Roll a d6: if Even the Character recovers 2d3+2 MP, if Odd he loses the same amount
4 Roll a d6: if Even the Character increases its Arousal by 2d3+1 while Odd will instead reduce it
The water has a dull taste and will cause a loss of 1d3+1 Determination. The Character is then its forced to make a Will Check at
5
1d6+3. If the Check is failed, the Character Drinks again. A Creature will only drink twice, regardless of the failures.
6 Roll a d6: if Even the Character recovers 1d3+1 HP, if Odd he loses the same amount
90
Graveyard
-WiP-
91
Guard Post
A Guard post is a location where some creatures have been assigned as defensive measurement against intruders or to keep an area under control.
Guard Posts often consists in just a single room where NpCs often
stand guard that usually has access to other rooms, or even to one of Guards
the main corridors, allowing the guards to quickly intervene if there is
danger of they hear noise and have to investigate. Guards could also 1 2 Orc Skirmishers
warn the Character if he tries to move within the place they are 2 Lost Soul Bandit and Guard Dog
guarding or ignore him if he simply passes by and then moves on,
without provoking them. 3 1d3+1 Goblin Skirmishers
4 2 Cultist Guardians
Patrols and Prison Cells:
5 2 Duergar Skirmishers
Guards often do patrols within a specific area under their control,
which could mean that they can be encountered outside their original 6 2 Reanimated Skeletons
room as random encounter or can reach other rooms if the Character
performs action which take a long time to be completed or if falls
unconscious somehow. Guard Posts could also have a small prison
cell or two, where they could lock captured prisoners.
92
Inner Temple
-WiP-
93
Hidden Garden
Is not completely unusual to find small gardens or greenhouses in the Labyrinthus, since the creators of such places often require a place where to grow useful
ingredients for their experiments, while others are simply pieces of forests or caves with an abundance of vegetation and/or mushrooms.
Meadow:
Meadows are usually quiet places good for resting, but they can also
host one of more creatures which could live in there, such as Dryads
or similar Fey creatures. Others are instead strange places where the
vegetation looks odd and corrupted or in most rare cases its infested
by a flesh-like substance which covers almost everything.
Mushroom Cave:
As the name suggest, a Mushroom Cave is almost filled by
mushrooms, some of which may be edible or useful for Alchemy.
Roll a d6:
94
Junkyard
This room is a complete mess: piles of junk and useless stuff are
scattered everywhere. A Character can try to perform a Search Action
or a Scavenge Action as explained at page 75. Large Pile of Junk (3d6)
If the Character rolls a 1 on the Scavenge or Search Check, it will
disturb 1d3 Giant Rats, which will appear around him with an 3 A Scroll Case and 2d3 Parchments
Aggressive Attitude. 4 1d3 Wooden Stick (Long)
5 1d3 Pieces of Wood
Small Room Medium Room Large Room 6 2d3+1 Nails, 2d3+1 Scraps of Metal
2 3 Small Piles 2 Small, 1 Medium 1 Large, 4 Small 8 2d3 Cloth Straps, 2d3 Nails
3 Medium Pile 4 Small Piles 8 Small Piles 9 1d3+1 Leather Pieces and 1d3+1 Slabs of Metal
4 2 Small Piles 2 Medium Piles 1 Large, 1 Medium 2 Small 10 3d3 Leather Straps, 3d3 Metal Scraps
6 2 Small Piles 4 Small Piles 1 Large, 2 Medium 12 A Shoulder Bag and 1d3 Cloth pieces
13 1d3 Wooden Sticks
14 2d3 Pieces of Wood (Small)
Small Pile of Junk
15 3d3 Metal Scraps
1 1d3 Metal Scraps
16 2d3 Slabs of Metal
2 Top piece (Small)
17 1d3 Wooden Sticks (Small) 2d3 Leather Straps
3 1d3 Leather Straps, 1d3 Metal Scraps
18 Roll Twice on this table, Re-roll any further 18
4 1d3 Cloth Straps, 1d3 Nails
5 1 Piece of Wood (Small)
6 1 Leather Piece
Top Piece Type
1 Sharp (Small)
Medium Pile of Junk (2d6) 2 Squared
2 Wooden Stick (Long) 3 Blade (Small)
3 1d3 Pieces of Wood 4 Sharp
4 Top Piece 5 Blade
5 3d3 Nails 6 Squared (Small)
6 2d3 Cloth Straps, 2d3 Nails
7 2d3 Metal Scraps
8 2d3 Leather Pieces
9 2d3 Leather Straps, 2d3 Metal Scraps
10 1d3 Pieces of Wood (Small)
11 1d3 Slabs of Metal
12 Wooden Stick
95
Laboratory
A laboratory is often equipped with strange machinery and bizarre
instruments which can be used for various purposes, usually alchemy
or other strange activities.
96
Library
Libraries are often located inside rooms of different sizes, from small Finding Spell Scrolls:
to large. A Character can spend time to find something useful from a To find a Spell Scroll is required a Library Use Check at 1d6+3 while
library, such as books, scrolls or generic knowledge of any sort. spending 2d3+3 Stamina. If the Character rolls a 1 when trying to find
a Spell Scroll, he inadvertently finds a Cursed Scroll which forces him
Searching the Library to perform a Will Check at 1d6+3. If the Character fails, he will suffer a
A Character can spend some time and Stamina to being able to find random Generic Curse from Table B. A Small library only contains one
something useful, although only a limited number of Checks can be type of Spell Scrolls, a Medium contains two types and a Large
performed depending on the Library Size. A Small Library allows to contains three types of Spell Scrolls.
perform only a single Check, a Medium allows tow Checks while a To randomly determinate the type of scrolls, roll a d6:
Large allows three Checks. Its possible to try to find only one type of
thing or to split the researches into different categories. • 1: Eromancy
• 2-3: Witchcraft
Finding Books: • 4-5: Arcane
A Library Use Check at 1d6+3 allows to find books which could be • 6: Primal
useful to the Character, by spending 2d3 Stamina. If the Character
succeeds roll on the following table. It’s possible to search for a Book
per Library size but its only possible to find a single copy of the same
Arcane Eromancy
book. If you obtain the same result, re-roll unless its a Book of
Knowledge or Advanced Knowledge since its possible to find two of 1 Grease Intense Overload
different types of Knowledge. 2 Arcane Push Phallus Magicis
3 Dazzle Conjure Wiggle Worm
Book Found Type of Knowledge
4 Arcane Bolt Lover’s Hand
1 Unnamed Book Alchemy
5 Accelerate Ephemeral Caress
2 Book of Forbidden Knowledge Myths and Legends
6 Glittering Dust Mirror Sensation
3 Unsettling Book Herbalism
4 Book of Knowledge Arcane
Primal Witchcraft
5 Adventure Tales Monsters and Creatures
1 Grease Hex
6 Book of Advanced Knowledge Religion
2 Roar Burden
Advanced Knowledge: 3 Ethereal Hand Arcane Bolt
If the Character has at least one rank in the same type of Knowledge from the
4 Beast Claws Fatigue
book, not obtained by another book, he can roll an additional dice and discard
the lowest result. The book can only be used in such way for a number of times 5 Dazzle Decelerate
equal to the Character’s Mind value+2, after that, the character has learned
enough. 6 Haze Hold Door
Adventure Tales:
The book can be read while taking a break. The first time the book is read Finding Enchanted Scrolls:
without any interruption, the Character recovers 1d3 Determination. Is possible to spend 2d3+1 Stamina to being able to perform a Library
Use Check at 1d6+3 to find an Enchanted Spell Scroll or with a
Book of Knowledge:
Search Check at 1d6+4. If the Character rolls a 1 when trying to find
Its possible to consult the book when performing the related Knowledge Check.
Doing so allows the Character to be considered to have 1 Skill Rank to the
an Enchanted Scroll, he inadvertently finds a Hexed Scroll which
selected type of Knowledge, but the difficulty Check is increased by 1. If the forces him to perform a Will Check at 1d6+3. If the Character fails, he
Character already has 1 Rank at the Skill, he doesn’t obtain any benefit. will lose 2d3 Determination. To determinate the type of Scroll, use the
tables above.
Forbidden Knowledge:
Its possible to use the book when performing Skill Checks based on
Knowledge (Occultism). If the Character has no ranks its considered to have 1
Rank, while if the Character has 1 Rank it obtains a +1.
Every time the Character successfully uses the book, he increases his
Corruption by 1d3. The book can only be used in such way for a number of
times equal to the Character’s Mind value+3, after that, the character has
learned enough.
97
Living Quarters
Living Quarters found in the Labyrinthus often consists in a couple of rooms, linked with each other, where sentient creatures often live and take shelter in. The
most generic composition is one living room with a table and some chairs and with a door which leads to a room where the creatures sleep and another door
which leads to a simple kitchen, used to store and cook food, usually by the inhabitants. In some occasions is possible to find the living room abandoned or empty
because its residents are patrolling the surrounding area of the Labyrinthus, allowing an undisturbed exploration.
98
Mushrooms
Fungal Formations grows on the walls and/or the floor of this location. At a closer inspection these mushrooms could be edible or poisonous, or even have
unforeseen effects to the reckless explorer.
Mushrooms are often an unknown Hazard: sometimes their effects can be beneficial or not as bad as someone could have thought.
A Character can try to identify the Mushrooms with an appropriate Skill Check at 1d6+3, as indicated in the table below above.
A Hungry Character could consider to try to eat some of the mushrooms while a starving Character will simply eat them without thinking unless
it performs a Will Check at 1d6+4.
Effects:
Delirious: Tasty:
The character must perform a Will Check against 1d6+4 or start The mushroom tastes good. Up to 5 Tasty Mushrooms can be used to
laughing for no reason, while in other occasions it could start to see create a Small Food Ration. Count as Red, Orange or Yellow
weird thing happening such as walls moving and bending or having Mushrooms.
difficulties into focusing on anything at all. The Character will always
roll an additional dice, and discard the higher one, when performing Wyrd:
Skill Checks, Characteristic Checks and Combat Attacks of any sort. Wyrd Mushrooms are the most rare type of Mushroom to be normally
The effect will last a number of minutes equal to 1d3 Hours. The found, even in the Labyrinthus. Eating a Wyrd Mushroom allows to
Character will also lose 1d3 Determination. Counts as Purple recover 2d3 MP but also reduces the Character Determination by 1d3.
Mushrooms Counts as Azure or Blue Mushrooms
Dull:
The mushroom has a dull taste, but the Character must perform a Will
Check Against 1d6+3 or eat another, until there are no more
mushrooms, its full or manages to pass the Check. For each Dull
mushroom eaten, the Character loses 2 points of determination.
Count as White Mushrooms.
Oddly-shaped:
These strange mushrooms are oddly shaped. You could even say that
they look like a penis while others looks like a woman’s breasts or
ass. When eating these mushrooms the Character increases its
corruption by 1 to a maximum of 3 per Mushroom Patch, or 5 if it has
the Gluttony Flaw. If a Character eats 5 or more of these mushrooms,
it will increase her Breast size by one (if female) or his penis girth (if it
has one). This event also increases the Character’s arousal by 2d3
and reduces its determination by 1d3+1. The effect will last 1 Hour or
until the character manages to Climax, which one is happen first.
Counts as Pink Mushrooms
Poisonous:
Poisonous mushrooms are quite common in any respectable
dungeon, and the worst part is that they often seem edible, for those
with no knowledge about mushrooms. Eating a Poisonous Mushroom
inflicts 1d3+3 Direct Damage per Mushroom. A Creature which dies by
eating Poisonous mushrooms, will eventually grow new ones from its
corpse, even if buried.
99
Narrow Passage
The Character reaches a narrow passage, which could simply be a natural formation inside a cave or a corridor where one of walls or the
ceiling collapsed, making the passage more difficult to perform. In other occasions, instead, the passage could be a smaller tunnel created by
Goblins or Kobolds, forcing the Character to crouch or proceed on all fours or it could be mostly blocked by thick vegetation. A Narrow Passage
is often a useful way to skip more dangerous zones or to reach a location from an unexpected position, giving a higher ground or an ambush
opportunity. In other occasions it simply allows to reach a hidden location or a Secret Treasure.
Rock Formation:
Close Walls: Has the same effect of the Close Walls with the difference that the
This passage consists in a couple of walls close to each other. A passage is often irregular and could be even longer, requiring more
Medium-sized creature could try to squeeze through it with some time.
difficulties, while a Small creature is able to pass without any problem,
even if it still takes some time. While moving through the passage, a
creature can’t dodge and is also unable to perform any other action
than moving.
Collapsed Passage:
A Collapsed passage is often found when moving through a corridor,
meaning that one of the walls or the ceiling have collapsed, leaving
mostly rubble but a Character cans till try to find a way through with a
Spot Check at 1d6+3. Moving through a Collapsed passage is no
easy task and requires a Body or Agility Check at 1d6+3, where a
failure means the Character has managed to hurt himself, suffering
1d3 Damage. Depending on how long the collapsed passage is, it
could take two or three rolls to completely move through. Tiny and
Small Creatures could be hiding inside the passage, so is often
suggested to check before trying to pass to avoid unwanted
encounters.
Flesh-like Tunnel:
This passage looks more like a warren dug by an animal, with the only
alarming detail that the inside is covered by a sort of flesh-like
membrane, which often grows even outside the entrance with root-like
protuberances. The temperature inside the tunnel is always hot and
humid or mildly hot and slightly humid. The shape of the tunnel may
vary, from a small hole to a sort of fissure. While many of these
tunnels don’t present any other noticeable detail, some are infested
with tentacles, hiding in narrow passages or with fleshy tendrils which
will try to grab anything it moves through but not strong enough to
hold it more than few seconds, while leaving a sort of warm goo on
the body. If an exposed body part enters in contact with the goo it will
the Creature’s Arousal by 1d3 and it will reduce its Determination by 1,
for each Combat Round passed. The goo will still ave effect within 1d3
rounds of the Creature managing to leave the tunnel unless it
manages to wash it away quickly. In other occasions the tunnel may
be filled by pheromones, which will increase the arousal of any
creature which moves through by 1d3+2 for each Combat Round
spent inside. Tentacle Creatures are immune to such effects.
100
Prison
A Prison consists in one or more cells where sentient creatures are
usually held for various reasons, usually because they where Abandoned Prison Cells
dangerous, or because they tried to steal from others. Depending on
the Room Size, there could be one or more cells with inmates. 1 Empty
Prison Cells are often locked with a Key, but a non imprisoned 2 1d3 Giant Rats
Character can try to open it still, with a Lock-picking Check at 1d6+4.
3 Empty
Depending on the room size, there could be a certain amount of Cells,
where possible. When randomly generating a Dungeon add a number 4 Reanimated Skeleton
of Cells that seems fit from 1 to 6, depending on the room size and
5 Empty
space available.
Roll a d6 to determinate if the Prison is holding Prisoners: if Even 6 Tentacle Lurker
there is one Prisoners, if Odd there are none and is considered
Abandoned.
You can roll if one of the Abandoned Cells has something. Jailer Prisoner
A Cell containing a Prisoner is always Locked.
If the Cell is empty, roll a d6: with a 5+ the Cell is also Locked. 1 Cambion Jailer Noble
To determinate if there is one or more Jailers, roll a d6: if Even there is 2 Orc Jailer Madman
one or more Jailers, if Odd there are none.
3 Servus Malus Jailer Peasant
If the Jail has no Prisoners, there will be no Jailers.
If the Character is Defeated by the Jailer(s) it will lose 2d3 4 Human Jailer Criminal
Determination and will probably end up robbed and imprisoned.
5 Infernal Jailer Religious
If there is also a Guard Post, the Character could be brought here by
the Guards 6 Duergar Jailer Ex-Jailer
If a jailer is present, there will be also a simple torch hanging nearby
its station, while the cells could be left in the dark or illuminated by dim
light.
Prisoner Type:
The prisoner found can be randomly generated the same way of a
Character, which means you randomly select its race, and origin type
with the only exception being the Madman and the Ex-Jailer.
While the Madman has its own stats, the Ex-jailer has the same stats
of the current one, but it was imprisoned for various reasons.
101
Shrine
Shrines are strange places dedicated to an Aspect, a Deity or similar mysterious powers. Those who stumble upon such places of power should thread carefully
since doing something offensive to the Shrine or refusing it’s offering could cause a lot of troubles, while the rewards could be helpful or harmful somehow.
Table A Table B
1 Shrine of Lust Shrine of the Deep
2 Shrine of the Martyr Shrine of Beasts
3 Arcane Shrine Bloody Shrine
4 Shrine of the Hollow Shrine of the Pact
5 Fey Shrine Shrine of Rage
6 Shrine of Strength Shrine of Shub-n’arig
Shrine of Beasts
Knowledge to Identify: Monsters and Creatures, Occultism
A Shrine of Beasts is often made of old bones, pelts and skulls of
various animals of any form and shape. A Character which manages
to seduce and mate with three different medium-sized Animals or
Beasts, and Climax while in proximity of the altar, will lose 1d3+1
Determination, increase its corruption by 1d3+2 and receive a
Blessing which will grant the Tamer Feat for 1d3 Days. If the
Character already has such Feat it will obtain the Creature Lover
(Animals) or (Beats) Trait. If the Character already has both, it will be
able to cast the Beast Claws Spell as an Innate Spellcasting Ability
with the Cost reduced to 5 MP. If the Character already knows the
spell it will reduce its cost by 3. Small Creatures count as half a
Medium one, while a Large counts as two.
102
Shrine of Lust Shrine of the Hollow
Knowledge to Identify: Arcane, Myths and Legends, Occultism, Knowledge to Identify: Occultism
Religion A Shrine of the Hollow is often a bizarre statue which remembers a
-WiP- sort of twisted stalagmite with a hole in the center of it. Any Creature
which moves close to the Shrine of the Hollow will immediately lose
Shrine of Rage 2d3+2 MP. A Character which is reduced to 0 MP will also lose 2d6+1
Knowledge to Identify: Arcane, Myths and Legends, Occultism Determination. Arcane Creatures, Constructs, Elementals, Tentacle
-WiP- Creatures and Undeads reduced to 0 MP are considered
Destroyed/Slain. Creature within 6 Squares from the Shrine will
increase the cost of any Spell or Spell-like ability by 2 MP.
A Creature can spend 2d6+4 MP and lose 2d3 Determination to
Shrine of Shub-n’arig activate the shrine for 2d3+3 Hours. While active, any Arcane
Knowledge to Identify: Myths and Legends, Occultism, Religion Creature, Elemental, Slime and Tentacle Creature which moves within
-WiP- 6 Squares of an Active Shrine of Hollow is forced to perform a Will
Check at 1d6+4 or being forced to move away until the effect lasts.
Shrine of Strength Notice that if the Creature has a Will value at 0 it will automatically fail
Knowledge to Identify: Arcane, Myths and Legends the Check instead of an Automatic Success.
A Shrine of Strength is often surrounded with marble statues which
represent athletic figures and/or vases and jars painted with the Shrine of the Martyr
depiction of people performing various forms of hand to hand combat, Knowledge to Identify: Religion
such as grappling, pinning or simply brawling. A Shrine of the Martyr usually grants benefits in exchange of a
The Shrine itself represents a hand made of stone or iron which holds sacrifice performed by the user, which often consist in a permanent
a golden Laurel Wreath. A Character can pray to the Shrine for a reduction of HP or MP, but the reward could be the complete heal of
Challenge of Might, which require a Body Check at 1d6+1. If the any injuries suffered, removal of diseases and similar illness or the
Check is failed the prayer is left unanswered, but those with a Body removal of curses and hexes.
value of 3 or higher, or those with an athletic or muscular frame will
also lose 1d3 Determination. If the prayer is successful, a Challenger
Shrine of the Pact
of Strength will emerge and after an entire Combat Round of doing
Knowledge to Identify: Arcane, Myths and Legends, Occultism,
nothing, it will simply move towards the Challenger and will try to pin it
Religion
down. The one which manages to Pin Down its opponent for 3
Similar to the Shrine of the Martyr, Shrines of the Pact will ask the
Consecutive Combat Rounds will be declared the winner of the
user something in exchange soon or later or just brand it with strange
Challenge. If the Character wins, it recovers 3d3 Determination and
curses and hexes.
receives the Blessing of Strength. While if he fails, it will suffer the
Curse of Weakness and lose 3d3 Determination. Jötunn Blood will
lose 4d3 instead.
The Blessing of Strength grants a +2 when trying to resist any HtH
Maneuver and allows the Creature to spend 1d3+3 Stamina to being
able to roll an additional dice and discard the one with the lowest
result when performing HtH maneuvers in general.
In some occasions the Challenger of Strength could also allow an
intercourse with the winner or force itself on the loser, even if it’s up to
the GM to decide. The Challenger of Strength doesn’t have a real
gender, but the Character can decide that it can be male, female or
similar. If the Challenge is interrupted by those who didn’t challenged
the Shrine, the Curse will be automatically applied to all of them and
the Challenger of Strength will immediately disappear. An interrupted
Challenge will cause the Shrine to simply ignore new prayers for 1d3
Days. The Shrine can be challenged by different Characters but only
once per 1d3 Days.
103
Slime Pools
This location presents many pools of slime scattered around. The pools can be simple holes dug by something or the result of irregular terrain.
The entire area is warm enough for naked creatures to feel comfortable while even if there is no source of light, the slimy liquid posses a bio luminescence which
grants dim light in almost the entire room. Some rooms have also a high humidity.
While most of the time a zone with slime pools is empty, in some A Creature Impregnated by Slimes will feel the urge to find a Slime
occasions some slimes could be resting within the pools of goo or Pool to give birth in. Entering the Slime pool will grant relief and ease
slowly wandering around. Every time a Character enters a zone with the process.
Slime pools it must perform a Will Check against 1d6+2 or increase its
arousal by 1d3. If the Character obtains a 1, it also increases its The room usually presents arcane crystals growing from the walls or
corruption by 1 and loses 1 Determination. the ceiling which grant a Dim Light Illumination within 2 Squares.
While in some occasions the pools are far away from each other,
allowing an easy navigation around them, most of the time the strange A Character which examines the Room can perform a Spot Check at
goo will cover most of the room, forcing a creature to walk through it. 1d6+2 to notice strange roots growing nearby the Slime Pools.
The depth of the pool depends on the room formation, but is often A Harvest Check at 1d6+2 allows to recover 1d3 Roots which count as
enough to only almost submerge Small creatures, which have their Herbs of the same color. To determinate the root color, roll a d6: if
movement reduced to 1 Square, unless they start to Swim, while Even is pink if Odd is Purple.
Medium-sized Creature will only halve their movement. Traveling The Check can be performed once per room size (IE: a Small room
through such goo is not always a safe task, and in some occasions allows 1 Check, while a Large 3) to see if it has the roots or not.
some Creatures might even think to drink from the pools to satisfy
their thirst or because they where forcefully pulled under.
Characters might require a Swim Check at 1d6+1 to move through a
Slime Pool if their size isn’t enough to allow a safe passage.
Slimes hidden inside a Slime Pool can’t be normally detected and only
magic could allow to do so.
A Slime emerging from the Pool to attack will automatically Surprise
its opponents unless they perform a Spot Check at 1d6+4.
Arousal increased through sexual action with Slimes while inside a
Slime Pool is increased by 1d3.
Spells which deal Cold damage will freeze a 1d3 Squares of goo per
dice of damage the spell should deal. The Ice will melt within 1d3
Minutes.
Goo Effects
The Character covered with goo emits a peculiar scent, which can be detected by Creatures with the Blind Perception (Pheromones)
1
and Scent Feat. Slimes will be automatically interested into mating.
2 Roll a d6: if Odd the Character loses 2d3 MP, if Even it recovers them
3 Nothing happens. For Now...
4 Roll a d6: if Odd the Character loses 2d3 Stamina, if Even it recovers them
For each Combat Round the Character remains partially submerged, it increases its Arousal by 1, or 2 if almost completely
5
submerged
The goo which covers the Character’s body its slippery enough to grant a +1 to avoiding being Held and Pinned Down until it dries
6
within 1 Hour. Has no effect against Slimes.
104
Slumbering Creature
A Creature is sleeping in this area and it could held some valuable treasure or information.
This encounter presents a sleeping creature which can be ignored or Sneaking past the creature usually requires a Sneak Check against
awakened with various results. Some creatures will be neutral or their Listen Check. Some creatures could also have some valuables
friendly towards the characters while others could have different on themselves, so it could be possible to try to steal from them, after
reaction successfully sneaking on them. Unless specified otherwise, a pick-
pocket attempt is an Agility Check against 1d6+3. Failing the roll by 1
Sleeping Creature point doesn’t wakes the Creature, but any further attempt has a
difficulty increased by 1. Failing by 2 or more usually awakens the
1 Orc Skirmisher sleeping creature, which will be probably angry for the theft attempt,
2 Lost Soul Bandit unless the character manages to calm it down somehow.
3 Imp
4 Duergar Bandit
5 Cultist
6 Ogre
Spawn Pool
The temperature in this room is surprisingly higher than usual and a strange scent can be perceived. A quick examination reveals strange formations nearby the
walls, where a strange flesh-like substance is forming what looks like pools made of a mysterious liquid.
The Spawn pools are natural formations which generate into the To determinate if there are creatures inside the room, roll a d6 and
Labyrinthus which will generate Tentacle Creatures from time to time, add a +1 to the roll if the room is Large.
but also where those which where impregnated by a sexual
intercourse with one will instinctively try to reach to give birth. It is 1 Empty
unclear how a creature impregnated by a tentacle creature develops a
sort of vague understanding of where the Spawning Pool is located, 2 Empty
but some theorize is due to the subconscious connection with the 3 Empty
Nether.
4 1d3 Wiggle Worms
A Room can contain a number of Spawn Pools equal to its size, so a 5 2d3 Wiggle Worms
Small Room can contain one, a Medium two or three and a Large four.
6 Tentacle Lurker
The temperature inside the room is usually warm enough for a
humanoid creature to be comfortable even if naked or slightly more 7 Tentacle Shambler
warmer to cause some sweating.
The Wiggle Worms are usually inside one or more Spawn Pools and
When entering the room for the first time, a Creature must perform an will emerge when a creature gets close, while the Tentacle Lurker or
Endurance Check at 1d6+3 or increase its Arousal by 1d3+2. Tentacle Shambler are often resting in one of the rooms corners which
Has no effect on Constructs, Elementals and Undeads. has the less illumination.
A Spawn Pool size is 1d3 Squares, with a +1 for the Roll for the Room The room usually presents arcane crystals growing from the walls or
is Medium or Large. the ceiling which grant a Dim Light Illumination within 2 Squares.
A Creature impregnated by Tentacles will feel the urge to enter one of
the pools to give birth in. Entering a pool while pregnant grants some A Character which examines the Room can perform a Spot Check at
relief and will ease the process. 1d6+2 to notice strange roots growing nearby the Spawn Pools.
A Harvest Check at 1d6+2 allows to recover 1d3 Roots which count as
Herbs of the same color. To determinate the root color, roll a d6: if
Even is pink if Odd is Purple.
The Check can be performed on every Spawn Pool present in the
room, to see if it has the roots or not.
105
Summoner’s Circle
-WiP-
106
The Bargain
The Character finds a strange statue which looms over, while holding two items in its open hands. The Statue has a sinister appearance, and it looks like its
waiting for someone to pick one item.
The statue found often has the appearance of a devil-like creature, or When the item is taken, the Statue will activate and it will take
a demon, even if some version looks more like a strange and something from the character. Some variants allow a Character to
tentacular creature from beyond the stars. When a Character takes take both offerings, but at the cost of paying twice the statue’s Price.
one of the offered item, the other hand will immediately close, causing Religious Characters will lose an additional 2d3 Determination every
the remaining item to vanish or to remain trapped inside the closed time they take an offering.
hand.
107
The Cage
The Room presents chains scattered all around and dangling from the
ceiling and a number of Cages made of iron scattered all around but
only one seems to attract the Character’s Attention. The Cage is often Medium-sized Monster
in the center of the room or is placed nearby one of the various walls,
usually those opposite to the entrance. 1 Raptor Drake
When entering the room, roll a d6 to see which size the cage is: if you 2 Goat Chaser
roll Even the Cage is for Medium-sized Creatures, if Odd is for Large
Creatures. 3 Lamia
The Cage is always Locked and it could require a Specific Key or a 4 Tentacle Lurker
Lock-picking Check at 1d6+4.
5 Yrgl Hound
When entering the Room for the first time, roll a d6. If you roll 1, there
is a hidden trap mechanics that opens the Cage Door, which can be 6 Young-Adult Red Dragon
detected with a Search Check at 1d6+3. If the Check is failed, the
Cage will open and the door behind the character will close, requiring
a Lock-picking check at 1d6+3 to being opened. Is not possible to
Large Monster
disarm the trap but by noticing the trigger a Character can safely
move around it. 1 Minotaur
If the Cage is opened through the Trap, the Creature inside will be 2 Tentacle Shambler
considered Aggressive. If the Cage is not opened, then roll on the
Monster Reaction table as usual. 3 Coeurl
A Defeated Character will lose 3d3 Determination and reduce its total 4 Worg
determination by the same amount then roll a d6: if Even the Monster
will lose interest in the character if Odd it will keep him or her in his 5 Centaur
cage. The Monster is often no longer interested into leaving the room 6 Ogre
even if the cage is opened and the Character manages to avoid direct
combat with the Caged Monster.
Notice that monsters able to use weapons are unarmed.
108
The Hierophant
Hierophants are those who try to interpret omens, sacred mysteries and those arguments which indulge into the religious philosophy. Others are simply wise men
and women with a vast knowledge of what is strange and unusual or have a weird understanding of the Dream World and the Nether. In the Labyrinthus they can
give suggestions and directions to those lost souls who seek for their help, but they often answer through riddles or by weird metaphors. Hierophants try to
always live an isolated life or are kept captive somewhere by those who want to have access to their wisdom and visions.
Most of the Hierophants met in the Labyrinthus are often held captive Characters can also try to persuade the Hierophant to give them
inside stone prisons with only a small window enclosed by bars made information about the place they are in, with a difficulty at 1d6+3.
of iron or mysterious substances extremely hard to bend or even The Hierophant can answer sincerely or through riddles or could
damage. The window often faces on a corridor or room where instead ask for a favor in exchange of its knowledge.
creatures who pass by can clearly see and they can decide to talk Hurting a Hierophant causes him or her to move to a spot of his cell
with new strangers if they want so, especially new Lost Souls who are away from the characters, and those who have dealt damage will
unaware of where they are. Hierophants can answer simple questions increase their Corruption by 1d3+1 and they will lose 2 points of
about the Labyrinthus or give clues about what a Character is Determination. If the Hierophant is killed, the Corruption is increased
supposed to do regardless the trials awaiting from him or her. The to 2d3+2 and the Determination reduced by 5 instead.
Prison of a Hierophant is often warded against Slimes and Tentacles,
even if in some rare cases, when the magic fails, Hierophants met a Infested Hierophants usually live within darkness or dim light, avoiding
horrible end or even become infested, in which case they will trick to be completely seen even if Characters with Darkvision could notice
unaware lost souls in walking into ambushes or lairs infested by that there is something wrong. Hurting and or Killing an Infested
Tentacle Creatures. Hierophant could not cause Determination loss, or even grant some
back.
Characters with a Religious Origin can talk with the Hierophant about Its up to the GM to decide.
Religion and Philosophy, by doing a Knowledge (Occultism) or
(Religion) Check at 1d6+4. If the Character obtains a result higher
than the Hierophant, they recover 1d3+1 Determination which is
increased by another d3 if the Hierophant obtains a 1 on its roll. If the
Hierophant rolls higher, the Character instead loses 1d3+1
Determination and even obtains 1 Corruption if its result was a 1. This
action takes 1 Hour and consumes 1d3 Stamina.
Characters with a Magic User Origin can talk with the Hierophant
about the mysteries of magic, the arcane wave, the dream world or
even the Nether, by doing a Knowledge (Arcane) or (Occultism) or
(Witchcraft) Check at 1d6+4. If the Character obtains a result higher
than the Hierophant, they recover 1d3+1 Determination which is
increased by another d3 if the Hierophant obtains a 1 on its roll. If the
Hierophant rolls higher, the Character instead loses 1d3+2
Determination. Regardless of the result, the character increases its
corruption by 1 or by 2 if the Character obtains a 1 on its roll. This
action takes 1 Hour and consumes 1d3 Stamina.
109
The Kitchen
This room appears as a regular Kitchen even if there it seem to be something off, although its more of a sensation rather than something more concrete.
Notice: this Location isn’t the same found in the Living Quarters result,
but can be still used along such result or as replacement.
Goblins:
The location presents various tables, fireplaces and cauldrons where Goblins are used to mostly cook everything they can find, from rats to
food seems to be constantly prepared. Shelves full of provisions, large spiders and similar creatures of any sort, even tentacle
where cookware and kitchenware are tightly piled up without logic. creatures that they manage to kill, if they live within a larger goblin
The smell of food and the heat will make anyone feel hungry and tribe. Unfortunately goblin food isn’t for everyone and usually only
dizzy at the same time. When this room is generated or when entering Orcs and Goblins have the stomach to appreciate it (and sometimes
for the first time, roll a d6 to determinate who are the Cooks. neither them can stand such taste). Characters which eat goblin food,
except Orcs and Goblins, are forced to perform a Will Check at 1d6+3
1 Asparas or lose 1d3 Determination. The effect can only happen once per week.
2 Goblins
Jötunn Blood:
3 Lost Soul Bandits Jötunn Blood cooks are always suspicious towards members of the
4 Arcane Servants other races, but they excel into cooking an abundance of food and
drinks.
5 Cultists
Northern Jötunn Blood prefer to cook large portions of meat and fish,
6 Jötunn Blood usually served with large mugs of Mead or Beer.
Southern Jötunn Blood often have dishes with lots of fruits, but also
meat of exotic creatures and even reptiles
Arcane Servants: A Food Ration from Jötunn Blood cooks counts as two regular Food
Arcane Servants are always Neutral towards visitors and will never Rations.
interact with the Character by themselves, unless the Character tries
to steal food or to mess with the recipes in which case they will Lost Soul Bandits:
immediately become Hostile, to the point that at least one or two will Humans tends to cook a variety of food depending on what’s
chase the Character until what was stolen is returned or the Character available, but not always the cooks found within the Lost Soul bandits
is moved away from the Kitchen. When Hostile, if the Character are actually capable. A Character with a high bonus to Cook could
returns, they will always act as fast as possible to send him or her easily impress them and even propose to cook for them in exchange
away. Since they don’t talk, but understand what a character could of some provisions, safe passage or information. The problem is that
ask, they will always feed the Character or give some food as Food not always such bandits are keen to allow an excellent cook to simply
Ration where possible, unless ordered otherwise. go away.
The servants usually prepare generic food unless their masters wants
something specific.
Asparas:
Asparas Kitchens are often filled with spices and exotic food of any
sort. The Asparas are quite laborious and often use their innate ability
to handle more items at the same time to fasten things up.
A Character which enters will be welcomed with respect and will be
invited to stop by for at least a simple soup and is allowed to take
what will count as a Food Ration. If the Asparas are cooking for a
powerful Creature they will usually leave some leftovers for the
Character to eat (counts as a Small Food Ration), but are always
focused on pleasing their master and giving away its food is
something they will clearly avoid. If the Character tries to steal from
them, the Asparas will become Aggressive but they will always Warn
the Character first.
Cultists:
Cultist food is often bizarre and even described as otherworldly.
Strange creatures, plants and drinks are cooked and brewed in here,
with unusual shapes and colors. When the Character appears, the
Cultists are usually Neutral, but they will often ask the Character to
leave if is not interested into tasting something. If the Character is
from the same cult, they will be Friendly. Cultist’s food can be used as
Food Ration, but eating it forces a Will Check at 1d6+4 where a failure
increases the Character’s Corruption by 1d3 and a success only by 1.
The effect can only happen once per week.
110
The Lovers
Even if such places like the Labyrinthus, where common sense and decency are often disregarded completely, love can still bloom. A Couple
living in this place ended up separated one from another by unforeseen circumstances and they will gladly help those who could reunite them
once again.
Type of Lovers:
111
The Mirror
The Room presents a Mirror placed somewhere which has magical Sadness:
properties. The Character witnesses an old memory from its past which was sad
A Character using the Detect the Arcane Spell can notice a strange or traumatic in a way. The Character must perform a Will Check at
aura surrounding the object, but its hard to correctly identify. 1d6+3 or immediately reduce it total determination by 1d3+1.
The first time a Character enters the room, it must perform a Will
Check at 1d6+1 or being compelled to observe its own reflection in the Sin:
mirror. Characters with the Pride Flaw or with Voyeurism Intrigue are The Character has a vision of a sort of orgy where it can barely
forced to roll an additional dice and discard the one with the highest discern the shape of its participants, even if some seem demonic in
result. Every time the Character enters the room, the difficulty of the nature but can clearly see himself in the center of the scene, having
Check is increased by 1, up to 4. sex with what appears a beautiful men or woman depending on its
Once the Character fails the Check, it will face the mirror but once sexual orientation. Witnessing such event forces the character to
resolved, he will no longer feel the urge to face the mirror for 1d3 perform a Will Check at 1d6+3 or increase its Corruption by 1d3+2.
Days. If the Character has the Demons, Occultism, Voyeurism or Worshiping
Interest or Intrigue, it will increase its Corruption by an additional
When a Character faces the mirror, roll a d6: 1d3+1 regardless of the success or failure of the Will Check.
112
The Puzzle
The Character finds the paths blocked by a puzzle, which needs to be To determinate the type of Challenge, roll a d6:
resolved in order to being able to proceed. If the room has no other
doors, roll a d6: If Even solving the puzzle will open a secret passage Characteristic Check
to a room of the Character’s Choice, except the one with the exit, if
Odd, a secret compartment will open and the character will discover 1 Complex: Roll twice and re-roll any result of 1.
3d6+5 GCo. If there are other doors, roll a d6 for each one of them: if 2 Endurance
you obtain an Even result, the door is blocked and only solving the
puzzle will open it. 3 Body
4 Mind
Not all puzzles are the same, and while some might require some
5 Agility
cunning, other need a different approach, such as a text of endurance
or agility. If playing solo, the Character will need to perform a 6 Will
Characteristic Check at 1d6+3. If the Puzzle is solved, the Character
recovers 1d3+2 Determination. If the Character fails it will lose 1d3
Determination. Its possible to try to solve the puzzle 3 times, then it
will be considered failed and nothing will happen
113
The Ritual
A strange place of power presents various runic stones, weird decorations and an altar surrounded by a multitude of candles as testimony of endless ceremonies
to unknown powers.
-WiP-
Type of Ritual
1 Infernal
2 Fertility
3 Nature
4 Ocean
5 Beasts
6 Eldritch
114
The Sarcophagus
This room resembles more a sort of crypt, with various funerary
statues and decorations, while on the Center or on the side of the
room lies a dusty sarcophagus made of stone, with various Spirit Appearance Item Recovered Weapon
decorations and inscriptions on top of it.
1 Jötunn Blood Amulet of Health Spear
A Character can try to identify the inscriptions on the sarcophagus 2 Nephilim Ring of the Athlete Battle Axe
with a Knowledge (Folklore), (History), (Myths and Legends),
(Occultism) or (Religion) Check at 1d6+3, which will reveal that 3 Dwarf Enchanted Shield War Hammer
someone important was buried inside. 4 Human Ring of the Mage Long Sword
5 Elf Enchanted Weapon Mace
A Character can decide to search the room for something valuable,
with a Search Check at 1d6+4, where a success allows to find 1d3 6 Nereidian Ring of Focus Trident
small statuettes worth 2d3+5 SCo.
When the skeletal remains are despoiled, roll a d6: if Even the
Vengeful Spirit of the Dead will raise with a Hostile Attitude, and will
attack the Character unless it manages to pass a Persuade Check at
1d6+4, to change its attitude to Aggressive. The Character can then
return what he stole, or try to reason with the Spirit again, still at
1d6+4. If the Character is Religions the Check is lowered at 1d6+3.
If the character manages to calm the spirit, it will then ask a proof of
being worthy of what the Character stole. The spirit asks the character
to defeat a powerful creature or a group of creatures present in the
dungeon level, and if the Character succeeds, he will be allowed to
keep the Item and recover 1d3+1 Determination but also increasing its
corruption by 1d3. If the Character manages to calm down the spirit
and returns the item, it will recover 2d3 determination and reduce its
corruption by 1d3+2.
A Character which defeats the Spirit without trying to calm him, will
increase its corruption by 2d3.
115
The Toll
A group of Creatures is waiting nearby a passage, a corridor or a bridge and will stop everyone trying to pass by, asking for something in exchange or they will
attack or even just beat up the unfortunate victim.
Toll Requests:
Creatures Request
Blood Sacrifice:
1 Jötunn Blood Thug Blood Sacrifice
The Character must sacrifice some blood, suffering 1d3 Damage and
2 1d3+1 Kobold Skirmishers Coins losing 1d3+1 Determination. Religious Characters also increase their
3 1d3+1 Lost Soul Bandits Food Corruption by 1d3.
Coins:
This type of encounter can have different developments and The Creatures will ask the Character to pay with coins, usually gold.
outcomes, depending on what the Character decides to do. Unless specified otherwise, 2d3 GCo is often enough. If the Character
Unless specified otherwise, any interaction Check has a difficulty of doesn’t have enough coins it can opt to give one or more items to
1d6+3. Unless specified otherwise, the Creatures asking for a Toll are cover such value. If the Character refuses those asking for the toll
usually Neutral or Aggressive. could decide to rob or even capture him.
Cultists: Food:
Its possible to perform a Knowledge (Occultism) Check at 1d6+3 while each Character which wan to pass must donate at least one Food
interacting with Cultists, to reduce the difficulty of any further Ration.
interaction by 1. Those who are members of the same cult usually
don’t require any payment of for the Toll, unless its part of their cult Password:
creed. Those who are instead part of religious groups actively Only those who know the secret password may pass. Anyone else will
opposing the Cultists, will cause them to become Hostile immediately, face hostile reactions.
if they find out.
Sex:
Bandits and Thugs: Each Character which wants to pass must perform a sexual action to
A Knowledge (Street-wise) Check at 1d6+3 allows to obtain a +1 one or all the Toll inquirers.
when interacting with them. Characters with the Noble Origins may Notice that this is the only result which can be re-rolled if the creatures
incur the risk of being kidnapped by Bandits or just robbed right away, demanding the toll are not interested to have sex with the Character,
if they ever find out. Its often possible to offer sex as payment instead for example they find him or her repulsive or they are not interested in
of the regular request unless its what the bandits asked. having sex with members of the same/opposite sex at all.
A Character which faints during the intercourse will probably be
Jötunn Blood: robbed or even captured.
Characters with a Body value of 4 or higher could always ask a
challenge of Strength instead of the regular payment, unless a
Challenge is what the Jötunn Blood asked.
Kobolds:
Jungle Kobolds will always be Hostile towards regular Kobolds and
vice versa.
Goblins:
Orcs and Jötunn Blood obtain a +1 when trying to Intimidate Goblins
asking for a toll. Its always possible to offer sex as payment instead of
the regular request unless its what the goblins asked.
Orcs:
Is possible to challenge one of the Orcs with a brawl instead of a
regular payment, with an Intimidation Check at 1d6+3. Small
Characters suffer a -1 to the Check, while those with a Body value of
2 or less will only cause the Orcs to laugh.
116
The Treasury
-WiP-
117
Warehouse
The Character find a large wooden door which seems to let access to a Warehouse of some sort, full of old and dusty items, crates and objects of dubious utility.
A Warehouse often appears as a room where only through a closed A Warehouse variant can be easily accessed but a Character can only
door its possible to access, but in some occasion the walls could have find piles of junk inside. A Small room contains 2 Small piles of Junk, a
crumbled or the Warehouse itself could appear as a room snatched Medium Room can contain up to 2 Medium Piles of Junk and a Large
from inside a building and its debris scattered everywhere, without any Room can contain 2 Large Piles of Junk.
actual building to be found. If the only access is the door, roll a d6: if Two Small piles of Junk count as One Medium and Two Medium piles
Even can be Opened, if Odd it’s Locked. The Lock requires a Lock- of Junk count as a Large one.
picking Check at 1d6+2 but its also possible to try to smash the door Small and Medium Piles of junk can only be Scavenged Once, while
open with a Successful Body Check at 1d6+3, where each failure, the large Piles of Junk can be Scavenged twice.
Character suffers 1 HP of Damage. Small Creatures suffer a -1 to the
Check if they try to Smash the Door’s Open.
Webs
The entire room is covered by webs to the point that its hard to
understand what’s under, although some cocoons have a vaguely Search Scavenge
humanoid form. While moving through the room, each Square counts
as double, so moving only 2 Squares counts as moving 4 Squares. 1 Small Shield Sharpen Spider Leg
Spider and Spider-like Creatures do not suffer any penalty while 2 2d3 Lock-picks 2d3 Straps of Leather
moving. A Character can try to search for something useful but the
chances of disturbing one of the inhabitants are also something to 3 Healing Potion (Lesser) Sturdy Bone
take into consideration. Its possible to perform a Scavenge Check at 4 Strengthened Leather Gloves 2d3 Scraps of Metal
1d6+2 or a Search Check at 1d6+4 per room size, which means a
5 2d3+3 SCo 1d3 Chitin Carapace
Large rooms allows to perform 3 separated checks. When entering
the room for the first time, roll a d6: with a result of 1 or 2 the room Roll on the Scavenge Table but
also presents some creatures which are hidden within the Webs, 6 increase resources obtained by 2d3 Generic Bones
obtaining a +1 to their Hide Check even if they sneak around until they 1
attack. If there are creatures, roll a d6: If Even, there are 1d3
Spiderlings, if Odd there will be a Giant Spider. • Chitin Carapace counts as Leather Piece
The Webs are flammable, but the humidity in the room prevents any • A Sharpen Spider Leg counts as a Sharpen Top Item which
fire to spread, although is possible to clear few squares with a torch deals Impaling Damage
before it snuffed out. A Torch usually is able to clear 2d3 Squares
before expiring. Spells which deal fire damage can clear one Square,
unless they deal damage in an area of effect. A Fire Breath from a
medium-sized Creature or larger clears all squares within its range of
action.
118
Workshop
A workshop allows a Character to easily craft items as long as it Junk Deposit:
possess the required items. A Workshop usually consists in a large When finding a Workshop, roll a d6: if the result is Even, the
table and some shelves with some useful items, while those more Workshop has 1d3 Small piles of Junk the Character can search
advanced even have a forge and a smelting pot. The Workshop has through, to find some extra parts.
all the tools necessary to Craft Weapons and Armors and even to
repair them. The Forge:
Some Workshops are controlled by other sentient creatures which When Rolling for the Junk Piles, if the result is a 1 or a 6, the
could ask a payment or similar favors before allowing the Character to Workshop also presents a forge and a smelting pot. The forge is cold
use their workshop, although is often possible to try to strike a deal or and requires coal or similar substances to be ignited, unless there are
haggling for the price. Creatures already using it.
A Character which tries to steal the Workshop’s Tools will soon realize
that everything stolen will disappear and reappear at the workshop
within 2d3 Hours.
119
Chapter 7: NpCs
This chapter contains statistics for any type of NpCs, which could be Friendly, Neutral or Hostile
Cambion
Cambion Jailer
Body 3 HP 12 Initiative +1
Agility 1 MP 16 Melee +1
Endurance 1 Stamina 21 Ranged +0
Mind 2 Arousal (52) Magic +0
Will 2 Speed 6 Dodge +1
HtH (S/D) +3/+1 Parry +0
DR 0
Cambion Thief
Body 2 HP 13 Initiative +3
Agility 3 MP 16 Melee +1
Endurance 2 Stamina 21 Ranged +1
Mind 3 Arousal (51) Magic +0
Will 1 Speed 6 Dodge +2
HtH (S/D) +2/+3 Parry +0
DR 0
120
Dwarves
Duergar Bandit Duergar Skirmisher
Duergar Jailer
Duergar Slaver
Body 3 HP 15 Initiative +1
Agility 1 MP 16 Melee +1 Body 3 HP 18 Initiative +2
121
Goblins
Goblin Hunter Goblin Shaman
Goblin Jailer
Goblin Skirmisher
Body 3 HP 11 Initiative +2
Agility 2 MP 12 Melee +1 Body 2 HP 6 Initiative +2
Endurance 2 Stamina 27 Ranged +0 Agility 2 MP 8 Melee +1
Mind 1 Arousal (32) Magic +0 Endurance 2 Stamina 18 Ranged +0
Will 2 Speed 5 Dodge +2 Mind 1 Arousal (31) Magic +0
HtH (S/D) +3/+1 Parry +1 Will 1 Speed 5 Dodge +2
DR 0 HtH (S/D) +2/+2 Parry +1
DR 0
Attacks Damage Source
Goblin Club 1d3+3 Bludgeoning Attacks Damage Source
Punch 4 Bludgeoning Goblin Blade 1d3+2 Slashing
122
Humans
Cultist Cultist Preacher
Some of those who end up in the Labyrinthus become cultists of ancient cults hidden Cultist Preachers are those in charge to find new members and to keep the morale high
within, while others where already Cultists before reaching this strange place. Most of the within the cult itself.
Cultists can be found nearby certain religious locations, such as Altars, Shrines and so on.
Body 2 HP 12 Initiative +2
Body 1 HP 7 Initiative +1
Agility 2 MP 32 Melee +1
Agility 1 MP 20 Melee +0
Endurance 2 Stamina 21 Ranged +0
Endurance 2 Stamina 17 Ranged +0
Mind 3 Arousal (33) Magic +0
Mind 2 Arousal (31) Magic +0
Will 3 Speed 6 Dodge +1
Will 1 Speed 6 Dodge +1
HtH (S/D) +2/+2 Parry +1
HtH (S/D) +1/+1 Parry +0
DR 0
DR 0
Attacks Damage Source
Attacks Damage Source
Curved Dagger 1d3+2 Slashing
Dagger 1d3+1 Slashing
Traits: Hand Expertise, Tentacle Lover, The Flesh is Weak
Trait: Hand Expertise, The Flesh is Weak Feats: Act of Faith (Blessing, Bliss) Arcane Reserve, Resilient, Tricks of
Feats: Arcane Reserve, Resilient, Tricks of the Trade (Bluff and Sneak) the Trade [Bluff and Perform (Rabble-rouser)]
Skills: Bluff +2, Knowledge (Occultism) +2, Knowledge (Religion) +2, Skills: Bluff +2, Knowledge (Folklore) +3, Knowledge (Occultism) +2,
Persuade +1, Sneak +1 Knowledge (Religion) +2, Persuade +3, Perform (Bondage) +3, Perform
Interests: Eldritch, Members of the Opposite Sex, Worshiping (Hymn) +3, Perform (Preach) +3, Perform (Rabble-rouser) +3, Sense
Intrigues: Occultism, Tentacles Motive +3
Equipment: Robes, Weird Mask Interests: Bondage, Eldritch, Occultism, Submission
Intrigues: Master / Slave, Tentacles, Worshiping
Equipment: Preacher’s Robes, Weird Mask
Cultist Guardian
Guardians are often employed to keep in check the regular Cultists and protect those of a
higher ranks from harm. Human Jailer
Trait: Hand Expertise, The Flesh is Weak Feats: Resilient, Tricks of the Trade (Intimidate and Spot)
Feats: Arcane Reserve, Brawler, Resilient, Toughness, Tough Skin, Tricks Skills: Intimidate +2, Listen +1, Sense Motive +1, Sneak +1, Spot +1
of the Trade (Intimidate and Sense Motive) Interests: Blowjob, Submission
Skills: Bluff +2, Climb +2, Intimidate +2, Jump +2, Knowledge (Occultism) Intrigues: Members of the Opposite Sex
+2, Knowledge (Religion) +2, Listen +2, Persuade +1, Sense Motive +2, Equipment: Jailer Vest
Sneak +1, Spot +2
Interests: Eldritch, Members of the Opposite Sex, Worshiping
Intrigues: Occultism, Tentacles
Equipment: Gladiatorial Armor (Light), Robes, Weird Mask
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Jötunn Blood
Jötunn Blood Thug
Body 4 HP 16 Initiative +2
Agility 2 MP 16 Melee +2
Endurance 3 Stamina 29 Ranged +0
Mind 2 Arousal (52) Magic +0
Will 2 Speed 6 Dodge +2
HtH (S/D) +4/+2 Parry +0
DR 1
124
Kobolds
Kobold Combatant Kobold Shaman
Traits: The Flesh is Weak Feats: Arcane Reserve, Meek Survivor, Primal Magic, Resilient, Small,
Feats: Meek Survivor, Resilient, Small Tough Skin, Toughness Toughness
Skills: Climb +2, Hide +2, Jump +2, Sense Motive +1, Sneak +2 Skills: Bluff +2, Concentration +3, First Aid +1, Hide +2, Knowledge
Interests: Breeding, Jewelry, Members of the Opposite Sex (Arcane) +2, Knowledge (Myths and Legends) +2, Perform (Speechcraft)
Intrigues: Submission, Wide Hips, Warmth +1, Sense Motive +2, Sneak +2
Equipment: Leather Vest, Primitive Clothes, Small Shield Interests: Breeding, Jewelry, Rituals, Worship
Intrigues: Nobles, Wide Hips
Equipment: Leather Vest, Shaman’s Vest
Kobold Hunter Spells: Detect the Arcane, Ephemeral Manipulation, Floating Light, Haze,
Jolt, Lover’s Hands (Lesser), Roar
Body 2 HP 10 Initiative +3
Agility 3 MP 8 Melee +2 Kobold Skirmisher
Endurance 2 Stamina 25 Ranged +2
Body 2 HP 6 Initiative +2
Mind 2 Arousal (32) Magic +0
Agility 2 MP 8 Melee +1
Will 2 Speed 5 Dodge +2
Endurance 2 Stamina 18 Ranged +0
HtH (S/D) +2/+3 Parry +1
Mind 1 Arousal (31) Magic +0
DR 1
Will 1 Speed 5 Dodge +2
Attacks Damage Source HtH (S/D) +2/+2 Parry +1
Rudimentary Blade 1d3+2 Slashing DR 0
Small Javelin 1d3+4 Impaling
Attacks Damage Source
Traits: The Flesh is Weak Rudimentary Blade 1d3+2 Slashing
Feats: Athletic, Meek Survivor, Resilient, Small, Toughness, Tough Skin
Skills: Climb +2, Hide +3, Jump +2, Sneak +3, Spot +2, Survival +2 Traits: The Flesh is Weak
Interests: Athletic Frame, Breeding, Rough Sex Feats: Meek Survivor, Small
Intrigues: Dominance, Wide Hips
Skills: Climb +1, Hide +2, Jump +1, Sense Motive +1, Sneak +2
Equipment: Primitive Clothes, Throwing Weapon Case
Interests: Breeding, Jewelry, Members of the Opposite Sex
Intrigues: Wide Hips, Warmth
Equipment: Primitive Clothes
125
Orcs
Orc Combatant Orc Skirmisher
Feats: Brawler, Resilient, Savage Rush, Tough Skin, Toughness Feats: Resilient, Savage Rush, Tough Skin
Skills: Climb +3, Jump +2, Intimidate +3, Sense Motive +2, Spot +1 Skills: Climb +2, Jump +2, Intimidate +2, Sense Motive +1, Spot +1
Interests: Big Breasts, Muscles, Rough Play Interests: Big Breasts, Muscles, Rough Play
Intrigues: Members of the Opposite Sex, Wide Hips Intrigues: Members of the Opposite Sex, Wide Hips
Equipment: Fell-blade or Spear, Light Armor. Some are armed with one or Equipment: Battleaxe or Spear. Some are armed with one or two Javelins
two Javelins.
Those armed with Fell-blades are often armed with Shields which
increase their Parry to +3
Orc Jailer
Body 3 HP 15 Initiative +2
Agility 1 MP 12 Melee +2
Endurance 3 Stamina 29 Ranged +0
Mind 1 Arousal (52) Magic +0
Will 2 Speed 6 Dodge +1
HtH (S/D) +3/+1 Parry +2
DR 1
126
Chapter 8: Bestiary
Creatures with an Endurance value at 0: Creatures with a Mind of 0:
A Creature with an Endurance value at 0 usually is automatically slain Creatures with a Mind value of 0 usually are capable to have a real
unless its a Construct or an Undead. thought process, commonly Constructs and simple Undeads such as
These Creatures are not technically alive, so they don’t even have a Zombies and Skeletons. A Creature with a Mind value at 0 is immune
Stamina value, but instead they will use their MP. to any Mind effect or spell-like ability and can’t be Seduced nor it has
A Construct which is reduced to 0 MP will immediately shut down an Arousal Value. A Creature with a Mind value at 0 usually will
while an Undead will stop at 1 MP and will no longer perform any automatically fail any Mind Check since it usually mean nothing due to
action which consumes its MP. If a Raised Undead is reduced to 0 MP its immunities.
it will crumble immediately and is considered slain.
A Creature with an Endurance value at 0 is usually immune to any
effect related to health, such as Bleeding, Poison, Paralysis and so on
and will automatically fail any Endurance Check since it usually mean
nothing due to its immunities.
Monstrous Feats:
Monstrous Feats represent the special abilities and supernatural powers monsters could have.
127
Entrancing Touch (x) Low-light Vision:
Every time the Creature uses its hands or tentacles to give pleasure, it The Creature is considered to have Low-light Vision.
further increase Arousal by the indicated amount.
Plant
Ethereal Creatures with this feat are often reanimated plants or plant monsters.
An Ethereal Creature can move through solid objects as if they A Plant doesn’t need to sleep, to breath or eat food (unless carnivore
weren’t there. The Creature can’t be hit by non-magical attacks, so somehow) and its immune to the following effects and conditions,
only Spells, Spell-like Effects, Elemental Damage and Magical unless they are specifically made for Plants: Backstab, Bleeding,
Weapons can deal damage to it. Disease, Fear, Mind Effects, Paralysis, Pheromones, Poison, Sleep,
Terror, Weakness.
Ethereal Movement:
The Creature can move through solid obstacles by spending 5 MP per Primal instinct:
Square they move through, but only up to a total of 2 Squares. Even if the Creature is capable of sentient thoughts, its unable to
If the creature is unable to reach a clear space, it will suffer 2d3 Points communicate with members of other species. When trying to Change
of Direct Damage and will then be expelled back. If trying to move the Creature’s Attitude, the Character rolls an additional dice and
through an Arcane Barrier, the Creature needs a Counter Will Check discards the one with the highest result. The Creature also uses its
versus the Creator of the Barrier, if there is one or against d6+4. A Will value as modifier.
Failure prevents the Creature to move through the Arcane Barrier. The
Creature is considered Ethereal while moving, but when the effect Scent
stops, its considered as a regular Creature as usual. The Scent of the creature is more developed of those of simple
humanoids. A Creature with the Scent Feat can roll an additional dice,
Fey and discard the lowest one, when trying to find someone hidden within
A Fey Creature obtains a +1 when trying to resist a Spell and Spell- 4 Squares. If a Creature has a particular scent or musk, the Creature
like abilities. It can also spend 1d3+3 Stamina points to roll an with this feat will immediately notice it and be aware of it general
additional dice when trying to resist a Mind Effect, discarding the one direction as long as its within 10 Squares. Pheromone effects are
with the lowest result. If facing Nightmare Creatures or Spells with the doubled on a creature with this Feat. Strong scents and perfumes
Nightmare Descriptor, a Fey rolls instead one additional dice, could also scare a creature with this feat, since for them the effects
discarding the one with the higher result, when trying to resist Spells, are even stronger than for a regular humanoid.
Abilities and Effects caused by them (IE: Fear, or hostile Spells)
Shapeshifter
Flight (x) A Shapeshifter is a creature which can change its form at will or during
The Creature is able to Fly, with a movement speed specified within specific events, like a full moon for some lycanthropes. The duration
the brackets. A Flying Creature can only be hit by those creatures able and effects of the shape-shifting is often explained in the creature’s
to reach it, usually through ranged attacks or thanks to their height description, but usually the creature must spend 4 MP to change form
and/or reach. The Creature requires some space to land and fly off, or even if returning to its original form only requires 1. A Shapeshifter
it will risk to crash on the ground or not be able to fly away at all. A slain while in a different form will transform back to its original one.
Flying Creature can Hover for few Combat rounds, then its forced to Mimics can instead shape their form to various items and object, but
land or to keep flying. Flying allows a creature easy access to higher even if they will look like they are made of the same material, they are
locations without jumping and climbing, but it also requires enough actually organic. A Mimic increases its DR by 1 while transformed into
space for the wing span to move. A Flying Creature which is an Object, to imitate the density of such form. Its possible to notice the
Paralyzed, Stunned or falls asleep will immediately start Falling until item has something wrong with a Knowledge Check related to the
the effects wears off or it hits the ground. material the mimic is trying to imitate, for example a Mimic imitating a
pillar requires Knowledge (Masonry).
Innate Spellcasting:
The Creature knows a specific amount of Spells as a regular Magic Size (x)
User and is able to cast them normally, but is unable to learn new Certain Creatures can be bigger or smaller than the Characters, and
ones. Spells cast in this way follow the same rules of Spellcasting but different sizes also obtain different modifiers.
often have a lowered Cost.
• A Tiny Creature has an amount of HP equal to 1 plus its
Lesser Levitation: Body value. The Creature obtains an Extra +2 to Hide,
The Creature is able to levitate at a short distance from a solid increases its Dodge by 1 and doesn’t have a specific
horizontal surface but only by standing still. The Creature can be movement value assigned (usually 1).
pushed and grabbed as usual but in order to maintain its levitation it • A Small Creature has an amount of HP equal to 8 plus its
must spend 4 MP and perform a Will Check at 1d6+3, where a failure Body value. The Creature obtains an Extra +1 to Hide and a
means the Levitation fails and the creature falls on the ground. If the +1 when trying to Dodge Ranged Attacks. A Small Creature
surface underneath the creature is removed somehow, the creature has a movement speed of 5 Squares.
will start to slowly fall for 2d3 Rounds then it will fall as usual. • A Large Creature has an amount of HP equal to 15 plus its
Body value. The Creature increases its Stamina by 2, obtains
Levitate (x) a -1 when trying to Dodge Ranged Attacks and usually has a
The Creature is able to levitate at a short distance from a solid movement speed of 7 Squares.
horizontal surface with a movement speed indicated in the brackets. • A Huge Creature has an amount of HP equal to 20 plus its
The Creature can only move as long as there’s a solid surface Body value. The Creature increases its Stamina by 4, obtains
beneath and will start to slowly fall if there is nothing. If the Creature a -1 when trying to Dodge Ranged Attacks and usually has a
also has the Flight Feat, it can levitate in any direction. movement speed of 8 Squares.
128
Skeletal Creature: Tentacles
A Skeletal Creature increases its DR by 1 against the following The Creature has one or more tentacles which can use to attack it’s
damage: Impaling, Shredding, Slashing and Piercing. opponents or to perform sexual actions.
A Skeletal Creature has a Weakness against Bludgeoning and Unless Specified otherwise (IE: from traits and mutations) a Small
Crushing Damage at 1. Creature can only use 1 Tentacle per turn to attack. A Medium-sized
Creature can attack with 1d3 Tentacles per Round with a Reach of 2
Snake Coils: Squares even against different Creatures with a -1 to each attack,
The Creature can use its serpentine body to perform a Grab and Hold while a Large or Huge can attack up to 2d3 with a reach of 3 Squares
or Pin Down Maneuver. By doing so it prevents the defender to being and the same penalty. Every 2 Tentacles used on an opponent, the
able to move away at all. If the Creature has a higher Body value than Creature obtains a +1 to the HtH Rolls based on Strength on such
the defender, it can automatically deal an amount of Crushing target, but using Tentacles for HtH maneuvers doesn’t count towards
Damage equal to the value difference. Trying to Break Free from the limit a Creature can use them for attacks. Notice that having
Snake Coils consumes the double amount of Stamina. A Creature Tentacles doesn’t automatically makes you a Tentacle Creature.
using its Snake Coils to constrict a creature also grants a cover of 3+ Tentacles are often considered an erogenous zone for the creature.
to its victim.
Undead:
Spit Attack (x) The Creature is an Undead: a creature risen from the dead which
The Creature can Spit every 1d3 Combat Rounds against a Target often mindlessly obey to the order of its master.
within 3 Squares, which counts as a Ranged Attack made by a Undeads are immune to Backstabs, Bleeding, Fear, Diseases, Mind
Throwing Weapon. The Spit can deal damage based on the nature of Effects, Paralysis, Pheromones, Poisons, Sleep, Terror and
the spit, for example spitting acid causes Acid Damage. Weakness. Undeads can’t be healed through Healing Potions, First
Goo damage doesn’t deal damage but increases arousal by 1d6 if hits Aid Check or through the Blood of the Martyr Act of Faith.
exposed body parts, such as a Character wearing Revealing armors
and clothes. Wall Climb:
The Creature can move up to half its movement value on vertical
Slime surfaces, except for glass and ice or covered by certain liquids.
Slimes do not require to Breathe, Sleep and have an increased
Stamina Value. Slimes are immune to Bleeding, Diseases, Fear, Mind Weakness to “Damage” (x)
Effects, Paralysis, Sleep and Terror. Slimes can attach to many solid A Creature suffers the indicated amount of additional Damage from a
surfaces except for glass, ice or those surfaces extremely cold or specific source.
covered by certain liquids such as water.
Example:
Slimy Tongue: Weakness to Fire (2) causes a Creature to increase the damage
The Creature has a surprisingly long tongue which can extend from its suffered from sources which deal Fire Damage by 2.
body, and move around, allowing the Creature to ignore Cover and
which is used to deal damage, grab opponents but it also secretes a
strange goo. When the tongue hits an exposed body part of a
creature, it will increase its arousal by 2. The tongue can also be used
to give pleasure, in which case any action performed by the tongue
also increases the target’s arousal by 2. The tongue can be used for
Vaginal Penetration and Oral Action, other than the common use of
any tongue. A Small Creature has a Reach of 1 Square with its
Tongue, a Medium-sized of 2, a Large and Huge of 3.
Tentacle Creature
A Tentacle Creature obtains a Racial +1 to Climb and its immune to
the following effects, unless otherwise specified: Backstab, Diseases,
Fear, Mind Effects, Sleep and Terror. Tentacles do not Eat, Drink or
Breathe but instead they consume their own MP periodically, with a
speed of 1d3 per Hour. Tentacles drain 1 MP from a Victim every time
they increase Arousal on living Creatures or 1d3 through sexual
penetration or suction. If the victim Climaxes they drain 2d3+1 MP
instead. If the Creature remains with 1 MP left, it will be no longer
interesting to the Tentacle Creature. Tentacle Creatures restore 1 MP
every 3 drained. A Tentacle Creature reduced to 1 MP will enter in a
sort of self-hibernation, while if reduced to 0 it will quickly wither and
die. Tentacle Creatures are often encountered at half of their MP.
Tentacle Creatures increase their stamina by 6.
129
List of Creatures:
Animals:
Giant Rat Wolf
A surprisingly big rat, with a nasty attitude. Common in any dungeon, ancient ruins and
abandoned mansion explored by adventurers.
Body 3 HP 13 Initiative +2
DR 0
Attacks Damage Source
Guard Dog
Body 3 HP 12 Initiative +2
Agility 2 MP 12 Melee +2
Endurance 2 Stamina 26 Ranged +0
Mind 1 Arousal (32) Magic +0
Will 2 Speed 8 Dodge +1
HtH (S/D) +3/+2 Parry +0
DR 0
130
Arcane
Arcane Lover Challenger of Strength
A Challenger of Strength appears as a muscular or athletic humanoid made of arcane
energies. The Creature’s face has no details except for a vague note of nose and a define
Body 3 HP 14 Initiative +2 jawline if it appears as a male. A Challenger of Strength can appear as a male or female
Agility 2 MP 26 Melee +1 and with out without any genitalia of sort. The Creature will never leave the area of the
Sanctuary from where it emerged and will always try to fend off those which try to despoil
Endurance 0 Stamina 0 Ranged +0 the shrine. A Challenger of Strength isn’t really interested to have an intercourse with
others, but the shrine could let it do so depending on the outcome of the challenge as
Mind 0 Arousal (53) Magic +0 additional reward or punishment.
Will 3 Speed 6 Dodge +1
Body 4 HP 18 Initiative +2
HtH (S/D) +3/+2 Parry +0
Agility 2 MP 23 Melee +3
DR 1
Endurance 4 Stamina 39 Ranged +0
Attacks Damage Source Mind 0 Arousal - Magic +0
Bite 1d3+3 Slashing Will 5 Speed 6 Dodge +3
HtH (S/D) +4/+2 Parry +0
Traits: Hand Expertise
Feats: Arcane Reserve II, Brawler, Climax Drain (2d3+1), Resilient, Scent, DR 1
Tough Skin
Skills: Listen +1, Search +1, Spot +1 Attacks Damage Source
Intrigues: Arcane, Spellcasters
Punch 5 Arcane
Distortion:
A Coeurl has a Concealment of 5+, unless is unconscious, asleep or petrified.
131
Imp Mille Manus
Mille Manus appear as a sort of arcane cloud with many hands and arms (hence the name
which means Thousand Hands), but each one of them seems to not being attached to
Body 1 HP 8 Initiative +3 anything, even if they all stay within the creature’s shape. The shape of the hands and
Agility 3 MP 28 Melee +1 arms seems to vary from creature to creature, even if they usually appear to be similar of
those of humans or similar humanoids, where some look more feminine and other looks
Endurance 2 Stamina 18 Ranged +0 more masculine. In other occasions the creature has both masculine and feminine hands
or even weird types of hands with fewer fingers. Mille Manus aren’t really aggressive and
Mind 2 Arousal (32) Magic +2 tends to attach to a victim to absorb its magical energy while giving in exchange
unexpected pleasure as long as the victim remains calm or doesn’t try to cause harm.
Will 2 Speed 6 Dodge +3
This creature doesn’t really speak any language, but those more older can understand and
HtH (S/D) +1/+3 Parry +0 even speak with simple concepts or by just pointing out directions. When this Creature
talks, some of the hands move to form a sort of stylized face which will focus towards
DR 0 those who are trying to communicate, while the voice tone is usually warm and with a sort
of weird echo.
Helping Hands:
Mille Manus have a HtH modifier equal to 1 for every two hands which are
trying to grab a creature. Initially only 1d3+1 Hands will try to grab a creature,
with 1d3 additional hand every turn if the victim doesn’t try to resist or only 1 if
its trying to resist. For Each Successful resist attempt, the victim manages to
get rid of 1d3 hands and will be automatically free if the number of hands
holding it reaches 0.
132
Ungula Crudelis
A more twisted and vicious version of the Mille Manus is the Ungula Crudelis (Vile Claw),
similar in concept but with a dreadful aspect. This Creature loos more like a floating ball of
dark goo with many arms and claws stretching from it, constantly seeking for a prey to
snatch. The Creature often infest the more dark and isolated places with a high presence
of dark magic or haunted locations, hunting for everything alive to drain from its life force
and essence and leaving nothing but a husk behind. While an Ungula Crudelis seems to
be taste the fear of living creatures it despises direct illumination and the sunlight will
actually burn it quickly. The creature enjoys chasing sentient victims to increase their fear,
especially of those which already had bad experiences of being chased and dragged
somewhere against their will or overpowered for cruel purposes but it usually only kills
animals and creatures which provoke them while keeping alive its victims so it could chase
them again later. Even so, there are some people which actively seek for such encounters
for the thrill of being chased or similar sensations, but an intercourse as planned is not
always guaranteed. Ungula Crudelis are more keen to talk with a more deep and raspy
voice if they want to do so, while the faces mimicked by their hands are usually more cruel
in appearance.
Body 3 HP 16 Initiative +2
Agility 2 MP 8 Melee +2
Endurance 4 Stamina 36 Ranged +0
Mind 2 Arousal (54) Magic +0
Will 4 Speed 6 Dodge +3
HtH (S/D) ?? Parry +0
DR 1
133
Avians
Harpy
-WiP-
Siren
-WiP-
134
Beast
Worg
Body 3 HP 20 Initiative +2
Agility 2 MP 16 Melee +2
Endurance 3 Stamina 33 Ranged +0
Mind 1 Arousal (52) Magic +0
Will 2 Speed 8 Dodge +2
HtH (S/D) +3/+2 Parry +0
DR 1
135
Beastfolk
The Beastfolk have different origins depending from which place they come from, usually different worlds or realities have their own version but those found in the Labyrinthus seems to
have some traits in common. While being anthropomorphic creatures is clearly the most obvious detail, the second is that Beastfolk apparently are just some savage creatures, but the
truth is that they are often more smart than the occasional observer would thing, even if they still remain creatures of instinct. Beastfolk can’t talk a regular language and they simply
communicate with the members of the same species with a language of their own, which usually consists in different sounds as regular animals would do. Yet the Beastfolk are smart
enough to be taught the Sign Language and even recognize certain words if they are used to heard them. A Beastfolk which uses the Sign Language usually uses simple concepts to
communicate and will never understand complex arguments. The Beastfolk usually have a behavior similar to the animal they resemble, so Rabbit Beastfolk will be extremely shy and
run away at the first occasion, while Wolves will be territorial instead. Most of the Beastfolk can walk on two or four legs and have a sort of paws or claws with something similar to an
opposable thumb even if its not granted, while others are surprisingly more close to regular humanoids and often walk only on two legs, such as Holstaurs and Minotaurs.
Attacks Damage Source Feats: Brawler, Fear, Large, Resilient, Tough Skin II, Toughness
Rudimentary Axe 1d6+3 Slashing Skills: Climb +2, Jump +2, Listen +1, Sneak +2, Spot +2
Interests: Wide Hips, Members of the Opposite Sex
Punch 4 Bludgeoning
Intrigues: Big Breasts, Cowgirl
Holstaur
-WiP-
Longlegs Lamb
-WiP-
136
Chimera
Chimera
-WiP-
Manticore
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137
Constructs
Clockwork Handmaiden
-WiP-
Flesh Golem
-WiP-
Mannequin
-WiP-
Statue of Shub-n’arig
-WiP-
138
Demons
Incubus
-WiP-
Rakshasa
-WiP-
Succubus
-WiP-
Tikbalang
-WiP-
139
Dragons
Young-Adult Red Dragon Raptor Drake
The raptor drakes are a bizarre subspecies of dragons, often found within volcanic zones
and tropical islands. Their name is due to their shape which resembles the one of a
Body 3 HP 18 Initiative +2 featherless bird with draconic features. Often confused with dinosaurs, they are capable to
Agility 2 MP 17 Melee +2 breath fire when enraged.
Feats: Brawler, Breath Attack (Fire), Darkvision, Flight (12), Melee Bite 1d3+3 Slashing
Awareness, Resilient, Resistance to Fire (5), Tough Skin II, Toughness Claw 1d3+3 Shredding
Skills: Climb +2, Hide +2, Search +3, Sneak +2, Spot +2
Interests: Gems, Jewelry
Trait: The Flesh is Weak
Intrigues: Greed, Mating, Members of the Opposite Sex
Feats: Brawler, Darkvision, Resilient, Resistance to Fire (3), Scent, Tough
Dislikes: Cold Skin II, Toughness
Skills: Climb +2, Hide +2, Jump +3, Listen +1, Sneak +2, Swim +2
Intrigues: Gold, Members of the Opposite Sex, Submission
140
Eldritch
Deep One
Body 3 HP 16 Initiative +2
Agility 2 MP 20 Melee +2
Endurance 4 Stamina 36 Ranged +0
Mind 1 Arousal (32) Magic +0
Will 2 Speed 6 Dodge +2
HtH (S/D) +3/+2 Parry +0
DR 2
Floating Eye
As the name suggest, these creatures are basically floating eyes. While their actual form
may vary from a sort of snake-like creature with small wings and a big eye instead of their
heads, to small spheres with a central eye and long eyelashes. Floating Eyes are
harmless but they are used to bot spy on unaware creatures or by those Spellcaster with a
thing for vanity and or voyeurism. Floating Eyes are simple Creatures which can’t be
seduced, but they will still observe other Creatures showing themselves or having sex.
Body 1 HP 2 Initiative +2
Agility 2 MP 12 Melee +0
Endurance 1 Stamina 8 Ranged +0
Mind 0 Arousal 0 Magic +0
Will 1 Speed 0 Dodge +0
HtH (S/D) +1/+2 Parry +0
DR 0
Gazer
-WiP-
Gazer Hybrid
-WiP-
Gazer Tyrant
-WiP-
141
Mimic Mimicling
Mimics have always been a serious threat in every reality they are found, so it was not A lesser version of a Mimic, a Mimicling is smaller and more keen to just perform naughty
surprising that some managed to find their way into the Labyrinthus. The only difference is things than do harm, even if they are capable to defending themselves. Mimiclings are
that the Labyrinthus itself slowly changes its inhabitants if they stay for too long, Mimics only capable to transform into small objects and items and they often tend to transform
included. From Flesh-eating monsters many have turned in something almost symbiotic into vaguely phallic objects, knowing that some humanoids could use them for personal
with the place they are in, and are often a hindering to the lost souls that find them, rather satisfaction. Others will lurk upon sleeping creatures and try to have their way with them
than a real threat unless they manage to grow older and fiercer. According to some without them noticing, even if its common for Lost Souls adventurers to wake up from
people, the Mimics have been mutated by those same perverted wizards which seek sleep to find a Mimicling having some fun time with their genitals.
shelter in the Labyrinthus, and placed with a specific purpose in selected zones. The
Mimics found in the Labyrinthus have something in common with Slimes due to their
shape-shifting abilities but also because when a Mimic moves around to change place, it Body 2 HP 7 Initiative +1
often assumes the form of an irregular mass, which quickly crawls away. Only elder
Agility 1 MP 14 Melee +1
Mimics have the patience and experience to being able to move while maintaining their
chosen form, usually by using small insect-like legs to move around which are then Endurance 1 Stamina 12 Ranged +2
absorbed back inside their bodies.
Mind 0 Arousal (33) Magic +0
Body 3 HP 15 Initiative +1 Will 2 Speed 2 Dodge +1
Agility 1 MP 20 Melee +3 HtH (S/D) +2/+1 Parry +0
Endurance 3 Stamina 30 Ranged +0 DR 0
Mind 0 Arousal (33) Magic +0
Attacks Damage Source
Will 3 Speed 2 Dodge +1
Bite 3 Shredding
HtH (S/D) +3/+1 Parry +2
Tongue 3 Arcane
DR 1
Spit 0 Goo
Attacks Damage Source
Traits: The Flesh is Weak
Bite 1d3+3 Shredding Feats: Arcane Reserve, Blind Perception (Pheromones), Brawler, Climax
Tentacle 1d3+3 Arcane Drain (1d3+2), Eldritch, Shapeshifter (Mimic), Slime, Slimy Tongue, Small,
Spit Attack (Goo)
Tongue 4 Arcane Skills: Hide +3, Listen +2, Sneak +3, Spot +2
Interests: Sex Toys, Sleep Sex
Traits: The Flesh is Weak Intrigues: Arcane, Licking
Feats: Arcane Reserve, Blind Perception (Pheromones), Brawler, Climax
Drain (2d3+4), Eldritch, Resilient, Shapeshifter (Mimic), Slime, Slimy
Tongue, Tentacles, Tough Skin
Skills: Hide +4, Listen +3, Sneak +3, Spot +2
Interests: Arcane, Licking, Surprise Sex
Intrigues: Double Penetration, Vaginal penetration
Star Spawn
-WiP-
142
Yrgl Hound
Yrgl Hounds are strange canine-like creatures which posses a muscular frame but are
completely hair-less. The Yrgl Hound skin has different colors, usually degrees of purple,
blue or red and is soft to the touch under their belly and more thicker on the rest of the
body. A Yrgl hound has no visible eyes yet its able to detect the presence of other
creatures though their Arcane Aura, even if they can detect pheromones when they open
their mouths. A Yrgl Hound possess a surprisingly strong and extendable tongue, which
they use to both grab their opponents but also to give pleasure or taste the presence of
pheromones to understand if the creature is in heat or willingly to mate. Yrgl Hounds are
extremely territorial but also loyal to their Alpha or those which train them, usually Cultists
or other degenerates.
Body 3 HP 15 Initiative +3
Agility 3 MP 26 Melee +3
Endurance 3 Stamina 26 Ranged +0
Mind 1 Arousal (33) Magic +0
Will 3 Speed 8 Dodge +3
HtH (S/D) +3/+3 Parry +0
DR 1
Spells:
Dazzle (4 MP)
143
Fey
Black Troll Deerling
Similar to Centaurs but kind in nature, the Deerling are creatures which have the torso of a
slim humanoid and the lower body of a deer. Small and nimble in comparison to their
Body 2 HP 6 Initiative +1 brutish cousins, the Deerlings usually enjoy a simpler lifestyle, far from civilization and
Agility 1 MP 12 Melee +1 other non-Fey Creatures. Although they can be easily startled and are suspicious by
nature, they are also quite curious about new and unusual things, which they prefer to
Endurance 2 Stamina 21 Ranged +0 observe while hidden.
144
Glaistig Sap Dryad
Glaisitg are often confused as regular gorgeous women or nymphs, but are actually quite Sap Dryads are a rare and peculiar type of Dryad which produces a sweet sap, similar to
different and mostly evil. At a first glance a Glaistig looks like a gorgeous woman, usually honey, when aroused and excited. According to the folklore the sap produced by such
bathing inside a pond, but her true features are her goat-like legs which usually covers Dryads has healing properties while to others its a powerful aphrodisiac which often
with a dress or by remaining partially submerged into water. Glaistig lure their victims to causes many adventurers and ruthless village folks to constantly look for them, often
them and then try to drown them, while others prefer to simply toy with them a little and causing more harm than good. Sap Dryads are shy and gentle creatures, which prefer to
then leave their victim after they obtained what they wanted. Glaisitg like to spill and drink live alone in the forests or nearby hills with a high presence of flowers. Many creature seek
blood but not as often and obsessively as vampires, but are certainly aroused by it unless a Sap Dryad for mating with her, not only sentient creatures such as Humans or Elves, but
it’s excessive. also many other animals and monsters, due to the scent of the sap. This often results in
the Dryads living in extremely dangerous locations or within Rose Dryads, which are more
than happy to have something around which attracts new victims. Sap Dryads can learn to
Body 2 HP 14 Initiative +3 understand the language spoken in the zones they live in, but are unable to talk at all and
are often considered to be creature with a simple mind. Sap Dryads really enjoy listening
Agility 2 MP 25 Melee +1
to other creatures singing or playing instruments.
Endurance 2 Stamina 23 Ranged +0
Mind 3 Arousal (53) Magic +0 Body 2 HP 13 Initiative +3
145
Giants
Ogre
Body 4 HP 21 Initiative +1
Agility 1 MP 12 Melee +3
Endurance 4 Stamina 36 Ranged +0
Mind 1 Arousal (52) Magic +0
Will 2 Speed 6 Dodge +1
HtH (S/D) +4/+1 Parry +2
DR 1
146
Infernal
Erinys
-WiP-
Hell Hound
Body 3 HP 15 Initiative +2
Agility 2 MP 16 Melee +2
Endurance 3 Stamina 31 Ranged +2
Mind 1 Arousal (33) Magic +0
Will 3 Speed 8 Dodge +2
HtH (S/D) +3/+2 Parry +0
DR 1
Infernal Chaser
-WiP-
Infernal Jailer
Body 3 HP 16 Initiative +1
Agility 1 MP 16 Melee +2
Endurance 3 Stamina 29 Ranged +0
Mind 2 Arousal (52) Magic +0
Will 2 Speed 6 Dodge +2
HtH (S/D) +3/+1 Parry +2
DR 1
147
Insects
Bee Worker Spiderling
-WiP-
Body 1 HP 4 Initiative +2
Drider
Agility 2 MP 4 Melee +1
Endurance 1 Stamina 13 Ranged +0
Body 3 HP 15 Initiative +3
Agility 3 MP 24 Melee +2 Mind 0 Arousal 0 Magic +0
Will 1 Speed 5 Dodge +2
Endurance 3 Stamina 31 Ranged +0
Mind 1 Arousal (53) Magic +0 HtH (S/D) +1/+2 Parry +0
DR 1
Will 3 Speed 6 Dodge +3
HtH (S/D) +3/+3 Parry +0
Attacks Damage Source
DR 2
Bite 1d3 Piercing
Attacks Damage Source Feats: Darkvision, Resilient, Small, Tough Skin, Wall Climb
Bite 1d3+3 Piercing Skills: Hide +2, Listen +1, Sneak +2, Spot +1
Interests: None
Claw 4 Shredding
Intrigues: None
Giant Spider
Body 2 HP 9 Initiative +2
Agility 2 MP 8 Melee +2
Endurance 2 Stamina 21 Ranged +0
Mind 0 Arousal (32) Magic +0
Will 2 Speed 6 Dodge +2
HtH (S/D) +2/+2 Parry +0
DR 1
148
Merfolk
Mermaid
-WiP-
Naga
Even if some people often declare that the Naga are a sub-species of Lamia, is actually
the other way around. The Naga are even older than the Nereidian and knew about the
secrets hidden in the depths of the ocean way before they where even theorized. The
Naga and Nereidians often fought against each other but also managed to trade from time
to time until the nefarious event which caused the Nereidians to become what they are
today. Ironically, it was those Naga which started to live on the surface as long as possible
that in the end turned into Lamias. A Naga has a serpentine shape, but posses traits more
close to fishes and are even capable to breath underwater and to travel to certain depths
without problems. The Naga are enigmatic creatures, one moment they could offer you
help and later they could decide to chase you down for unknown reasons but are also
known for a strange obsession for jewels.
Body 3 HP 15 Initiative +3
Agility 3 MP 30 Melee +2
Endurance 3 Stamina 31 Ranged +1
Mind 2 Arousal (53) Magic +0
Will 3 Speed 6 Dodge +2
HtH (S/D) +3/+3 Parry +2
DR 1
Octomermaid
-WiP-
149
Molokk
The origins of the Molokk are unclear to many due to the lack of records of such creatures in the past history and the impossibility to communicate with them.
According to theories the Molokk where cannibalistic Humans of a prehistoric age who adapted to live in the underground, becoming taller and stronger but also
blinded by sunlight, while to others they are a sort of experiment gone awfully wrong, made by a wizard which tried to combine the genes of orcs and dwarves.
The Molokk are barely intelligent, just above animals, but they still posses a spark of intuition and adaptability which makes them extremely dangerous to the
point that even Jötunn Blood and Orcs are concerned when fighting against them. In appearance they look like brutish humanoid with deformed bodies, large
frames and disproportionate arms. They are capable of walking on two legs but also on four legs like sophisticated primates and posses a surprisingly endurance
against pain. The Molokk use hit and run tactics, usually ambushing from unpredictable directions such as from below. They are capable to dig tunnels below
encampments just to cause the ground to collapse in their tunnels, catching the unaware preys by surprise or by just bursting out and attacking everyone in the
dead of night. They are also know to kidnap males and females which they use for food or as playthings, especially when there is a shortage within their tribes.
Male and female Molokk hunt together without distinction, driven by their hunger and/or lust or just by the sake of causing havoc. They seem to be common in
certain zones of the Labyrinthus which could confirm the theory that they where humans once, which turned into brutish savages after millennia of being
entrapped in this strange environment.
Molokk Scout
Body 3 HP 16 Initiative +3
Agility 3 MP 12 Melee +2
Endurance 3 Stamina 31 Ranged +0
Mind 1 Arousal (52) Magic +0
Will 2 Speed 7 Dodge +2
HtH (S/D) +3/+3 Parry +0
DR 2
150
Nether Spawn
Nether Spawn are creatures of different shape, size and form which can be encountered in the Labyrinthus. According to certain theories, Nether Spawn are generated by the sub-
consciousness of those sentient creatures which are trapped in the Labyrinthus for too long or as reflections of the desires of those which rule over the lands. As already mentioned,
Nether Spawn do not have a specific form and usually appear as based on something else or as weird creatures with strange colors. While the common colors are a variation of Dark
Blue, Dark Grey or Dark Purple, white or red Nether Spawn can be also encountered. Nether Spawn are commonly stronger than the original creature they are based of, and often have
no eyes or similar facial features except for a mouth filled with sharp or pointy teeth. Their skin is often smooth yet tough to pierce, while others have different textures or even scales. A
Nether Spawn can imitate the language it hears for a long time, with a deep voice, but still they can’t actually learn to talk nor really comprehend language (with rare exceptions). While
the Nether Spawn are attracted by sources of magic which they usually feed on, they also actively predate Slimes and Tentacles which have recently absorbed arcane energies, even if
such process will grant them less nourishment than direct feeding. A Nether Spawn can present male or female characteristics and/or genitalia and will be keen to mate with sentient
creatures as an alternative way to feed on arcane energies.
-WiP-
151
Plants
Alraune Shambling Pumpkin
-WiP- Shambling Pumpkins are an elder version of a Twisted Pumpkin, which usually
managed to drain enough Mana from a victim. Almost as tall as a human,
these creatures are even more lustful than their counterparts, due to the fact
Dire Thorn that they are at the end of their life cycle. A Shambling Pumpkin which drain
enough Mana (at least three times its initial value) will then create a sort of
-WiP-
cocoon with large leaves and it will then open when matured enough revealing
1d3+1 tiny Twisted Pumpkins which will use the corpse of their predecessor to
feast and grow, continuing the Twisted Pumpkin life-cycle. Unlike the Twisted
Twisted Pumpkin Pumpkins, a Shambling Pumpkin has vaguely female or male characteristics,
According to the Folklore, Twisted Pumpkins where created by a lonely witch with a usually to better attract mates to drain Mana from.
perverse sense of humor. The Twisted Pumpkins where firstly created to mess with the
local peasants which where too prude for the Witch taste, creating sneaky monsters which
would have caught the female farmers and had some fun with them with them, but the Body 3 HP 15 Initiative +2
creation went partially wrong since the Pumpkins never listened to the Witch orders and
instead had their way with her (which she was surprisingly okay with). It took some time
Agility 2 MP 12 Melee +3
and the word spread of a strange ceremony held during autumnal harvest festivities and Endurance 3 Stamina 31 Ranged +0
after some years, another jealous witch managed to steal the formula and ran away, but
where she went, nobody knows. A Twisted Pumpkin looks like a large Pumpkin at first Mind 0 Arousal (53) Magic +0
glance, but when animated it reveals a mouth with a large tongue and eyes, emitting a
strange orange or greenish glow. A Twisted Pumpkin which manages to drain enough Will 3 Speed 5 Dodge +2
Mana (at least three times its initial value), will form a cocoon with large leaves and after
HtH (S/D) +3/+2 Parry +0
1d3 days it will emerge as a Shambling Pumpkin.
DR 1
Body 2 HP 5 Initiative +1
Attacks Damage Source
Agility 1 MP 8 Melee +1
Bite 4 Shredding
Endurance 2 Stamina 23 Ranged +0
Tentacle 1d3+3 Bludgeoning
Mind 0 Arousal (32) Magic +0
Will 2 Speed 2 Dodge +1 Feats: Brawler, Climax Drain (3d3+4), Plant, Resilient, Tentacles, Tough
HtH (S/D) +2/+1 Parry +0 Skin, Toughness, Wall Climb, Weakness to Fire (1)
Skills: Hide +3, Listen +2, Sneak +2, Spot +3
DR 1
Interests: Food Play, Harvest Festivity, Licking, Multiple Penetration,
Ritual, Vaginal
Attacks Damage Source Intrigues: Creampie, Farmers, Warlocks/Witches
Bite 3 Shredding
Tentacle 1d3+2 Bludgeoning
152
Reptile
Lamia (Pure Blood) Lamia (Skin-shedder)
Lamias, also know as Snake People, can be described as half humanoid and half snake.
While all the Lamias share a similar appearance, of a half snake-half human the difference
allows to tell if a Lamia is a “Pure Blood” or a “Skin-shedder”. Pure Breed Lamias have Body 2 HP 12 Initiative +3
snake heads a complete snake skin, humanoid arms and flat chests, although some Agility 3 MP 16 Melee +1
females are able to have “breasts” to lure their targets which instead of functioning as a
feeding method for newborns, they secrete a sort of liquid which increases arousal but Endurance 2 Stamina 21 Ranged +0
also compromises the mental capabilities of its victims. Although some scholars would say
its effects are similar to alcohol, its actually a sort of poison. Pure Blood Lamias are Mind 3 Arousal (32) Magic +0
stronger and cunning than their inferior counterpart, but their aspect is often what causes
their prey to not trust them. Skin-shedders are Lamias which, according to the legends,
Will 2 Speed 7 Dodge +2
used to shed their upper’s body skin so often, they looked more human-like. Skin- HtH (S/D) +2/+3 Parry +0
shedders have a more human-like upper body, arms and even head which is hairless. To
compensate this detail and to being able to trick unsuspecting observers, they often wear DR 0
complicated head-dresses or wigs. Most Skin-Shedders have the same fake breasts, but
their liquid is weaker and more sweet.
Despite the legends, Lamias are not a Female-only race but females are able to grow a Attacks Damage Source
penis when there is a lack of males or no males at all, although the new brood will be Bite 3 Shredding
weaker and with a shorter life span, forcing them to procreate with other species or to find
a new suitable male soon. This details is theorized to be the real origin of the Skin-
shedders. Traits: Hand Expertise, The Flesh is Weak, Tighten Pussy
Feats: Blind Perception (Pheromones), Dizzy Juice, Resilient, Snake
Body 3 HP 15 Initiative +3 Coils
Skills: Bluff +3, Hide +2, Knowledge (History) +2, Knowledge (Myths and
Agility 3 MP 20 Melee +2 Legends) +2, Perform (Strip-tease) +3, Persuade +3, Search +1, Sense
Endurance 3 Stamina 31 Ranged +0 Motive +2, Sneak +2, Spot +2
Interests: Jewelry, Members of the Opposite Sex, Muscles, Warmth
Mind 2 Arousal (53) Magic +0 Intrigues: Breast-feeding, Massage
Will 3 Speed 7 Dodge +2
HtH (S/D) +3/+3 Parry +0
Lizardfolk
DR 0 -WiP-
Dizzy Juice:
A Female Lamia can secrete a sweet substance from her breasts when
Aroused, which often offers to her victims or to Male Lamias as part of the
mating ritual. Being breast-feed the juice increases the target’s Arousal by
1d3+1 per Combat Round spent drinking it. When the victim has spent at least
1+Will Combat Rounds being breast-fed he must perform a Will Check at
1d6+4 or 1 Determination for every consecutive Combat Round Spent drinking
it and consider its Mind value to be reduced at 1 (unless it was already at such
value) fr 2d3 Hours. A Female Lamia can usually secrete Milk for 3d3+5
Combat Rounds then she has to stop and wait at least 2d3 Hours.
Male Lamias are immune to all the effects, except for the arousal increase
While Breast-feeding, the Lamia increases her arousal by 1d3+2 per Combat
Round. Skin-shedder Milk has a difficulty for the mind Check reduced at
1d6+2.
153
Servus Malus
Also know as Evil Minions or just “minions”, the Servus Malus are cruel and mischievous
creatures even worse than goblin. Servus Malus don’t have a specific shape or form, yet
they seem to be a collective of creatures of different sizes and appearance, but they are all
considered as part of the same species.
Only few Scholars and Savants are aware that the Servus Malus are servitors of the
Unseelie Court, but they are often hired by other powerful creatures sworn to the forces of
evil, such as Black Guards, Witches and Tyrants.
Body 3 HP 12 Initiative +2
Agility 2 MP 20 Melee +2
Endurance 2 Stamina 25 Ranged +0
Mind 1 Arousal (32) Magic +0
Will 2 Speed 4 Dodge +2
HtH (S/D) +3/+2 Parry +1
DR 1
154
Slimes
Arcane Slime
-WiP-
Brew Slime
Body 2 HP 8 Initiative +2
Agility 2 MP 12 Melee +1
Endurance 2 Stamina 21 Ranged +0
Mind 0 Arousal (31) Magic +0
Will 1 Speed 4 Dodge +1
HtH (S/D) +2/+2 Parry +0
DR 0
Slimerling
The Slimerlings are a sort of semi-sapient slime which can be found in zones rich of
arcane energies or can form as result of strange spells or energy surges. Slimerlings have
humanoid forms and usually try to imitate the shape of other more intelligent creatures
until they find something they like but are always gender-less despite their ability to
assume a more feminine or masculine form and can mate with both. Like arcane slimes,
the Slimerling are attracted by creatures with a high amount of magic points and spell
casters. Slimerlings don’t speak but some of them are able to understand language or at
least a rudimentary communication.
Body 2 HP 14 Initiative +1
Agility 1 MP 12 Melee +1
Endurance 2 Stamina 18 Ranged +0
Mind 0 Arousal (51) Magic +0
Will 1 Speed 6 Dodge +1
HtH (S/D) +2/+1 Parry +0
DR 1
155
Spirit Animal
Spirit Animals are Creatures made of pure arcane energies which assume the form of animal the summoner is familiar with. Spirit Animals are commonly found protecting specific zones
of primal magic but are also summoned by shamans and wizards as aid in battle or as guardians. Interestingly enough, those found in the Labyrinthus are often tainted by it in a way or
another.
Wolf Spirit
Dog Spirit
Body 3 HP 13 Initiative +2
DR 1
Attacks Damage Source
156
Tentacle Creatures
Coitus Nocturnus Tentacle Shambler
These peculiar creatures resemble more a sort of spherical creature made of tentacles, When a Tentacle Lurker is old enough it will eventually become a Tentacle Shambler.
although a side of said sphere resembles a humanoid face, without eyes, a nose or similar Larger and stronger than a Lurker, they compensate their slower speed with the reach of
details but a pair of voluptuous lips, similar to those of a sensual woman. The Coitus their tentacles and strength. When the life cycle of the Shambler ends, he will retreat to an
Nocturnus, as the name suggests, is a creature which prowls during nighttime or in isolated place to die.
absence of direct light, lurking the abandoned tunnels seeking for a prey to feed on. A
Coitus Nocturnus feeds by stimulating orgasms to male creatures, or similar creatures with
a penis, capable to ejaculate. They drain a creature’s magical energies when they climax, Body 4 HP 21 Initiative +2
and use such energies to sustain themselves, while the actual sperm is mostly digested as
Agility 2 MP 16 Melee +2
additional source of food, although is not really necessary for them to survive. They own
their name since most of the encounters with these creatures happen during night time, Endurance 4 Stamina 39 Ranged +2
when the victim is sleeping and then suddenly wakes up with the creature wrapped around
their groin. While most of them avoids a direct confrontation, some can be “tamed” or at Mind 0 Arousal (34) Magic +0
least get used to the visits of certain individuals, usually those with a high MP value.
Will 4 Speed 5 Dodge +1
Agility 3 MP 12 Melee +2 DR 2
Body 1 HP 2 Initiative +2
Tentacle Lurker
Tentacle Lurkers are the most common type of Tentacle Creature which can be found in Agility 2 MP 4 Melee +0
the Labyrinthus. Without a specific shape or form, they mostly look like a mass of tentacles
which crawls on the floor. A Lurker is the second life-stage of a Wiggle Worm. Endurance 1 Stamina 18 Ranged +2
Mind 0 Arousal (21) Magic +0
Body 3 HP 13 Initiative +2
Will 1 Speed 2 Dodge +2
Agility 2 MP 9 Melee +2
HtH (S/D) +1/+2 Parry +0
Endurance 3 Stamina 28 Ranged +3
DR 0
Mind 0 Arousal (33) Magic +0
Will 3 Speed 6 Dodge +2 Attacks Damage Source
DR 1
Feats: Blind Perception (Pheromones), Brawler, Climax Drain (2d3+1),
Resilient, Spit Attack (Goo), Tentacle Creature, Wall Climb
Attacks Damage Source Skills: Climb +2, Hide +2, Search +1, Sneak +2, Spot +1
Spit 0 Goo Interests: Breeding, Stroking
Intrigues: Arcane, Females, Vaginal
Tentacle 1d3+3 Bludgeoning
157
Undeads
Ghastly Courtesan Reanimated Skeleton
Traits: Hand Expertise, Oral Enthusiast, The Flesh is Weak Feats: Arcane Reserve, Darkvision, Skeletal Creature, Undead
Feats: Arcane Reserve, Climax Drain (2d3+1), Darkvision, Ethereal, Fly, Skills: Listen +1, Search +1, Sneak +2, Spot +1
Levitate (4) Interests: None
Skills: Bluff +1, Hide +1, Listen +2, Sense Motive +1, Sneak +2, Spot +1 Intrigues: None
Interests: Members of the Opposite Sex, Oral Action
Intrigues: Master / Servant
Vengeful Spirit
Mummified Servant
Body 0 HP 15 Initiative +3
Body 2 HP 7 Initiative +2
Agility 3 MP 28 Melee +2
Agility 2 MP 12 Melee +1
Endurance 0 Stamina 0 Ranged +0
Endurance 0 Stamina 0 Ranged +0
Mind 2 Arousal 0 Magic +0
Mind 0 Arousal 0 Magic +0
Will 3 Speed 0 Dodge +3
Will 1 Speed 6 Dodge +1
HtH (S/D) +0/+3 Parry +0
HtH (S/D) +2/+2 Parry +1
DR 1
DR 1
158