Sabretooth and girl rules reference

From Create Your Own Story

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(Created page with 'STRENGTH - Your physical capacity. Used for everything from breaking chains to smashing foes.<br> SPEED - Your ability to act and think fast. Used to pick pockets, dodge spear tr…')
 
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STRENGTH - Your physical capacity. Used for everything from breaking chains to smashing foes.<br>
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=== Statistics ===
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SPEED - Your ability to act and think fast. Used to pick pockets, dodge spear traps, and the like.<br>
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* STRENGTH - Your physical capacity. Used for everything from breaking chains to smashing foes.
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STAMINA - Your health and willpower. Without it, you lack the will to continue your quest. When this reaches zero, you're defeated and must submit to your foe. This can and will often result in your death.<br>
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* SPEED - Your ability to act and think fast. Used to pick pockets, dodge spear traps, and the like.
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* ALLURE - Your attractiveness and charisma. Used to persuade others and make them desire you.
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* STAMINA - Your health and willpower. When this reaches zero, you're defeated and must submit to your foe. Keep track of your maximum and current STAMINA scores separately.
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Keep track of your maximum score and current score separately.
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=== Tests ===
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Roll two dice and compare the result to your current ability score. If you roll ''equal to or lower than'' your score, you succeed at the test. If you roll ''higher than'' your score, however, you fail at the test and must face the consequences.
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=== Pregnancy ===
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Female heroes start out with a BELLY statistic of zero. Each time you have sex with a male, add one to BELLY to represent your growing belly. Once BELLY becomes larger than your STRENGTH, you're hindered by your big pregnant belly. This means you cannot wear regular armor and you must deduct 2 from STRENGTH and SPEED each. Once BELLY reaches 12, your massive belly (and your maternal instinct) prevents you from continuing on your quest and the game is over.
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Tests<br>
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=== Combat ===
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On occasion you're asked to "test your strength" or "test your speed". Simply roll two dice and compare the result to your current ability score. If you roll equal to or lower than your score, you succeed at the test. If you roll higher than your score, you fail at the test and must take the consequences. (If your current score is 12 or higher, you cannot fail)
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Combat is resolved in rounds. To resolve a round of combat, roll two dice and add your STRENGTH. Then do the same for your opponent. Highest total wins the round and the loser takes damage. In case of a draw, both you and your foe takes damage. In general, damage is calculated by rolling one die. The loser must deduct this damage from his or her STAMINA. If you reach zero or less STAMINA, you are defeated and must submit to your foe. If, on the other hand, your foe runs out of STAMINA first, you win. If you both run out of STAMINA at the same time, count it as a win since you're the hero.
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=== Submitting in combat ===
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Pregnancy rules (This rule only affect female heroes)<br>
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You start out with a BLOAT statistic of zero. Each time you have sex with a male, add one to BLOAT to represent your growing belly. Once BLOAT is higher than your STRENGTH, you're hindered by your big pregnant belly. This means you cannot wear regular armor and you must deduct 2 from your STRENGTH. Once BLOAT reach 12, your massive belly (and your maternal instinct) prevents you from continuing on your quest and the game is over.
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Combat<br>
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Combat is resolved in rounds. To resolve a round of combat, roll two dice and add your STRENGTH. Then do the same for your opponent. Highest total wins the round and the loser takes damage. In case of a draw, both you and your foe takes damage. In general, damage is calculated by rolling one die. The loser must deduct this damage from his or her STAMINA. If you reach zero or less STAMINA, you are defeated. If, on the other hand, your foe runs out of STAMINA first, you win. If you both run out of STAMINA at the same time, count it as a win since you're the hero.
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Submitting in combat<br>
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After any combat round where you took damage, you may choose to voluntarily submit yourself to your foe. This counts as a defeat, but cuts combat short and saves your precious STAMINA. Of course, the foe might still kill you.
After any combat round where you took damage, you may choose to voluntarily submit yourself to your foe. This counts as a defeat, but cuts combat short and saves your precious STAMINA. Of course, the foe might still kill you.
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=== Starting Characters ===
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KRALL: STRENGTH 11, SPEED 8, STAMINA 40. <br>
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* KRALL: STRENGTH 11, SPEED 8, ALLURE 9, STAMINA 40. Special ability: '''Skullsplitter'''. Anytime you roll doubles in combat and win the round, you may choose to kill your foe instantly.
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Skullsplitter: Anytime you roll double sixes in combat, you may choose to kill your foe instantly.
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* JOIELLE: STRENGTH 7, SPEED 8, ALLURE 9, STAMINA 30. Special ability: '''Sorceress'''. You can cast spells, provided you get access to a spellbook.
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* TAMARA: STRENGTH 7, SPEED 10, ALLURE 6, STAMINA 20. Special ability: '''Knife-Wielder'''. For the first three rounds of any combat, roll two dice and add your SPEED instead of STRENGTH. Also, ignore any bonuses given to foes for outnumbering you.
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* Princess ARGENTA: STRENGTH 6, SPEED 6, ALLURE 10, STAMINA 40, BLOAT 3. Special ability: '''Dance of A Dozen Veils'''. When you fight wear dancing veils and bells only, you may fight male opponents using veiled combat. To resolve a round of veiled combat, roll two dice. Add your ALLURE to the dice and compare to your foe's result. If you win, he takes damage. Then add STRENGTH to the dice and compare that to your foe's result. If he wins, you take damage.  
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JOIELLE: STRENGTH 7, SPEED 8, STAMINA 30. <br>
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Magic user: You can cast spells, provided you get access to a spellbook.
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TAMARA: STRENGTH 7, SPEED 10, STAMINA 20. <br>
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The Woman That Couldn't Be Cornered: Your speed and agility enables you to fight several opponents at the same time without restrictions. Ignore any bonuses given to foes for outnumbering you. You lose this ability should your SPEED ever be reduced for any reason.
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Princess ARGENTA: STRENGTH 6, SPEED 6, STAMINA 40, BLOAT 3. <br>
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Dance of A Dozen Veils: You may choose to wear dancing veils and bells only. When you fight in this revealing attire, any opponent becomes distracted by your full breasts and wide hips, and you may deduct 1 from all its combat rolls. (If you cover yourself in any more clothing or armor, you cannot use this ability. You can still wear jewelry or other adornments)
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{{Back}}
{{Back}}
{{SexRompStatus|Location=''[[The Library]]''|Health=Horny|MP=0|Level=2}}
{{SexRompStatus|Location=''[[The Library]]''|Health=Horny|MP=0|Level=2}}
[[Category: Smutty Sex Romp]]
[[Category: Smutty Sex Romp]]

Current revision as of 16:48, 3 January 2015

Contents

Statistics

  • STRENGTH - Your physical capacity. Used for everything from breaking chains to smashing foes.
  • SPEED - Your ability to act and think fast. Used to pick pockets, dodge spear traps, and the like.
  • ALLURE - Your attractiveness and charisma. Used to persuade others and make them desire you.
  • STAMINA - Your health and willpower. When this reaches zero, you're defeated and must submit to your foe. Keep track of your maximum and current STAMINA scores separately.

Tests

Roll two dice and compare the result to your current ability score. If you roll equal to or lower than your score, you succeed at the test. If you roll higher than your score, however, you fail at the test and must face the consequences.

Pregnancy

Female heroes start out with a BELLY statistic of zero. Each time you have sex with a male, add one to BELLY to represent your growing belly. Once BELLY becomes larger than your STRENGTH, you're hindered by your big pregnant belly. This means you cannot wear regular armor and you must deduct 2 from STRENGTH and SPEED each. Once BELLY reaches 12, your massive belly (and your maternal instinct) prevents you from continuing on your quest and the game is over.

Combat

Combat is resolved in rounds. To resolve a round of combat, roll two dice and add your STRENGTH. Then do the same for your opponent. Highest total wins the round and the loser takes damage. In case of a draw, both you and your foe takes damage. In general, damage is calculated by rolling one die. The loser must deduct this damage from his or her STAMINA. If you reach zero or less STAMINA, you are defeated and must submit to your foe. If, on the other hand, your foe runs out of STAMINA first, you win. If you both run out of STAMINA at the same time, count it as a win since you're the hero.

Submitting in combat

After any combat round where you took damage, you may choose to voluntarily submit yourself to your foe. This counts as a defeat, but cuts combat short and saves your precious STAMINA. Of course, the foe might still kill you.

Starting Characters

  • KRALL: STRENGTH 11, SPEED 8, ALLURE 9, STAMINA 40. Special ability: Skullsplitter. Anytime you roll doubles in combat and win the round, you may choose to kill your foe instantly.
  • JOIELLE: STRENGTH 7, SPEED 8, ALLURE 9, STAMINA 30. Special ability: Sorceress. You can cast spells, provided you get access to a spellbook.
  • TAMARA: STRENGTH 7, SPEED 10, ALLURE 6, STAMINA 20. Special ability: Knife-Wielder. For the first three rounds of any combat, roll two dice and add your SPEED instead of STRENGTH. Also, ignore any bonuses given to foes for outnumbering you.
  • Princess ARGENTA: STRENGTH 6, SPEED 6, ALLURE 10, STAMINA 40, BLOAT 3. Special ability: Dance of A Dozen Veils. When you fight wear dancing veils and bells only, you may fight male opponents using veiled combat. To resolve a round of veiled combat, roll two dice. Add your ALLURE to the dice and compare to your foe's result. If you win, he takes damage. Then add STRENGTH to the dice and compare that to your foe's result. If he wins, you take damage.

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Status
Health Horny Location:

The Library

MP 0
Level 2
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