Sabretooth and girl rules reference

From Create Your Own Story

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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