===========================================================<br/>Game Mechanics - Finished by Bob the GM<br/>-----------------------------------------------------------<br/>The basics of the system is that you will have dice pools (consisting of six sided dice) that dictate your ability to accomplish things.  The more dice you have in a pool, the better or stronger you are at whatever that dice pool is.  For example, a character with a combat pool of 2 is not as skilled in combat as one with a pool of 6.<br/><br/>Each time you need to do something, you roll a number of dice in your pool against the tasks difficulty.  An easy task requires a 4 or greater, complex tasks require a 5 or greater and a hard task requires a roll of 6.  Note that easy, complex and hard are relative terms.  Its easy to run up a flight of stairs but not something you'd have to roll for but picking a lock would be easy for someone who knows how to do it, but impossible for someone who doesn't.  For example, scoring a hit in melee combat is a complex task, if you had a combat dice pool of 2, you would roll 2 six-sided dice and if you rolled a 5 or 6 on either die, you would score a hit.  Got the idea?  Alright, on to the details of character creation.<br/><br/>Character Creation<br/>Attributes<br/><br/>A character consists of three attributes:  Mind, Body and Soul.  These are on a scale of 1 to 6, 1 being poor and 6 being great.  An average human would be a score of 2.  Each of these main attributes has two sub-attributes that modify certain dice pools.  Staring characters have 8 points to spread among the three attributes, though no one can start with a score of 6.  Depending on what race you choose (see later) they can be raised or lowered.  Sub-attributes levels are 'bought' based on your attribute scores.  And these sub-attributes are modifiers to dice pools linked to them.  Also note that the descriptions for sub-attributes are relative terms as well.  Your dice pools and relative strengths are based on your Mind, Body and Soul scores.  So someone with a Mind score of 2 is still a bit weaker then someone with 3, even if the person with the 2 has a Smarts level of Normal and the person with 3 has a Smarts level of Dumb.  The sub-attributes give characters a chance to create specific strengths and weaknesses.  Sub-attribute levels should be chosen AFTER selected the race you wish to play, which can change your attribute scores (see Race section).<br/><br/>*You can 'buy' a level of sub-attriubute for -1, meaning you can then add then to the other sub-attribute to get a slight boost in that one.<br/><br/>For example.  Cara has a Mind score of 3.  That gives her three points to spend on her two sub-attributes.  She could spend 1 on Smarts, making her normal and 2 on Willpower, making her Determined.  Or she could spend 0 on Willpower, making her Foolish but 3 on Smarts, making her educated.  Or she could take a -1 on smarts, making her a ditz but then she would have 4 to spend on Willpower, making her Stoic.<br/><br/>MIND<br/>Mind respresnts, intelligence, common-sense, rationality, concentration and self-control.  A good mind score helps you solve problems.  Mind's sub-attributes are Willpower and Smarts.<br/><tt class="bbc_tt"><br/>     Smarts                      Willpower<br/>Level    Cost  Modifier    Level        Cost  Modifier<br/>Ditz      -1*   -2         Feebleminded   -1*   -2<br/>Dumb       0    -1         Foolish         0    -1<br/>Normal     1     0         Normal          1     0<br/>Quick      2    +1         Determined      2    +1<br/>Educated   3    +2         Disciplined     3    +2<br/>Smart      4    +3         Stoic           4    +3<br/>Brilliant  5    +4         Impassive       5    +4<br/>Genius     6    +5         Iron Willed     6    +5<br/></tt><br/>BODY<br/>Body is your physical self, be it hulking strong or nimble.  It also represents how good you look, your ability to withstand punishment and general fortitude.  Body's sub-attributes are Looks and Athleticism.<br/><tt class="bbc_tt"><br/>     Looks                      Athleticism<br/>Level      Cost  Modifier    Level      Cost  Modifier<br/>Hideous     -1*   -2         Feeble      -1*   -2<br/>Ugly         0    -1         Weakling     0    -1<br/>Average      1     0         Average      1     0<br/>Good-looking 2    +1         Hardy        2    +1<br/>Pretty       3    +2         Built        3    +2<br/>Beautiful    4    +3         Vigorous     4    +3<br/>Gorgeous     5    +4         Olympian     5    +4<br/>God/Goddess  6    +5         Herculean    6    +5<br/></tt><br/>SOUL<br/>Soul measures your inner power.  Most importantly how strong you are with magic but also a measure of your sexual self, your determination and grit. Its sub-attributes are Courage and Magical Nature.<br/><tt class="bbc_tt"><br/>     Magical Nature              Courage<br/>Level      Cost  Modifier      Level        Cost  Modifier<br/>Powerless   -1*   -2           Faintheartred  -1*   -2<br/>Numb         0    -1           Coward          0    -1<br/>Neutral      1     0           Normal          1     0<br/>Blessed      2    +1           Bold            2    +1<br/>Mystic       3    +2           Stead-Fast      3    +2<br/>Sorcerous    4    +3           Brave           4    +3<br/>Supernatural 5    +4           Heroic          5    +4<br/>Powerful     6    +5           Undaunting      6    +5<br/></tt><br/><br/>Race<br/>The game is intended to be played as Fey, or human, though in this section I will include dark elves, The Feyrs and Orcs from Feyr races.  Don't let my intent disuade you from choosing to play a good orc or member of The Feyr freed from the Curse or a dark elf with a change of heart or anything else.  Use the following rules as guidelines should you wish to include a race not listed.  Just pass all ideas through me first please.  This section does refer to several game rules detailed later on.  The requirements given refer to scores and levels BEFORE any modifications for being a race. After adjustments to the attribute scores are made, you then select the sub-attribute levels.  Bonus powers for the race do not require the character meet the requirements.<br/><br/>Elves<br/>Requirements: Minimum Body 2, Minimum Soul 2 - Magical Nature level Blessed, Maximum willpower level Determined.<br/><br/>Elves were and are the mainstay of the Fey races.  They are long-lived and a 'teenager' would be in her forties.  Slender, pale-skinned, fit and good-looking they are also passionate and slightly magical by nature.  Elves exist in all manner of places, forests, plains and mountains with each elf clan adapting to their environment.  Their passion has become a bit of a weakness Cursed creatures can exploit.  Elves have a hard time holding back during sex and tend to climax easier then other races making them easier to drain.  Elves are a favorite prey of the Cursed.  Like all Fey races, elf males have long since perished.<br/><br/>Qualities:<br/>- Body +1, Mind -1<br/>- Sharp senses:  Elves have keen senses of sight, smell and hearing and are considered twice as strong as a human in those respects, giving them a bonus die when using powers or abilities related to these sense (see Powers and Doing Things section).<br/>- Cums hard:  When an elf climaxes, she climaxes hard.  She loses double the normal amount of orgasm points for climaxing.<br/>- Bonus Power, Spellcraft:  Elves get the Spellcraft power for free.<br/>- Bonus Power, Weapon Expertise; Elves get the Weapon Expertise Power for free but must take the Bow as the weapon.<br/><br/>Nymphs<br/>Requirements: Minimum Body 3 - MUST take Athleticism level Feeble, Minimum Soul 2 - Maximum Courage Level Bold<br/><br/>Nymphs are sexuality made flesh.  They are well renowned for their capacity to love and make love.  They have a strong spiritual bond to nature and praise it above all else.  Nymphs are physically weak and are shy but possess great beauty.  They are fair-skinned as elves but have near perfect bodies.  The Curse might have hit the Nymphs hardest of all.  They were forced from their relatively unguarded homes in nature to live in crowded, dirty cities to survive.  Nymphs are also prized trophies among both Feyr and humans for being objects of lust.  They live about as long as elves and are only very slightly smaller.  As with other Fey, there are no male Nymphs anymore.<br/><br/>Qualities:<br/>- Body +1, Magical Nature sub-attribute is raised by one level for free.<br/>- Lovers, not Fighters: All Nymph's combat dice pools are reduced by 3.<br/>- Go all Night:  Nymphs receive triple normal orgasm points.<br/>- Bonus Power, Stunning Beauty:  Nymphs recieve the Stunning Beauty power as a bonus even if they don't met the requirements.<br/>- Ties to Nature: Nymphs receive the Wild Empathy power for free and get one extra die to their rolls when using this power.<br/><br/>Halflings<br/>Requirments: Minimum Mind 2 - Minimum Smart Level Quick.  Minimum Soul 2.<br/><br/>Halflings are called such as they are about half the size of an elf or human.  They are opportunistic and overly curious which is often expressed as a love to collect things.  They are nomadic by nature and the Curse has left many of them with a wanderlust.  Still, they are quite likable and get along well with pretty much everyone.  They look like miniature versions of elves but their skin tone can be varied.  They age like humans but live a bit longer, usually up to 150 years.  As with all Fey, there are no halfling males.<br/><br/>Qualities:<br/>- Mind +1, Body -1<br/>- Sticky Fingers:  Halflings gain the Legerdemain power as a bonus.<br/>- Small size:  Halflings gain one extra die on all defensive combat rolls.<br/>- Thick as Thieves:  Halflings gain the Sneak power as a bonus.<br/>- Cums Hard:  Like their elf cousins, halflings climax hard and lose double the normal amount of orgasm points during climax.<br/><br/>Dryads<br/>Requirments: Minium Soul 3 - Minimum Magical Nature Level Mystic.  Minimum Body 2.<br/><br/>Dryads are close relations to Nymphs and like them share a strong bond to nature.  Unlike Nymphs, Dryads feel a stronger desire to practice magic instead of sex.  They are also not as physically weak.  They have a love/hate relationship with the Nymphs.  Like the Nymphs they were driven from their homes by the curse and their shared bond with nature make them natural friends.  However, although no Dryad would admit it, there is a certain jealousy of the Nymphs.  Dryads are often as beautiful as Nymphs and their bodies share in a lack of any flaws however, they don't have the sexual reputation as Nymphs and secretly wish to be just as desired.  Dryads are typically darker skinned and usually bronze in color.<br/><br/>Qualities:<br/>- Body +1, Willpower sub-attribute is raised by one level for free.<br/>- Witches:  Dryads gain the Spellcraft feat twice for free.<br/>- Hidden Desires:  In their wish to be as lusted after as Nymphs, Dryads will rise to orgasm faster then normal.  The number of successes needed to increase a Dryads arousal level is reduced by one (see Sex section).<br/>- Ties to Nature:  Like their Nymph cousin, they share a bond with nature and gain the Wild Empathy power as a bonus and get one extra die to their rolls related to this power.<br/><br/>Fairies<br/>Requirments: Minimum Soul 2.  Minimum Body 2, Minimum Athleticism Level Hardy.<br/><br/>Fairies or Sprites as they are sometimes called are mischievous and light-hearted creatures.  They are small in stature, slightly smaller then halflings but are long lived like elves.  They appear similar to halflings but with longer ears and their skin tone can vary.  They served as spies and scouts in the battles against the Feyr as they can blend in with nature.  Their enigmatic nature makes them a bit unpredictable.  They have a surprising like for sex but, as is their nature, they can go hot to cold in a moment's notice.  They were nomadic and never preferred to sit still for long.  Their desires for the exotic are so strong that it drives them into the wild despite the Curse.  These forays have caused excessive losses amongst their kind and their numbers dwindle.<br/><br/>Qualities:<br/>- Wings:  Fairies have silky yet stiff wings which give them flight.  They can fly twice as fast as they can walk and they can hover and fly backwards.<br/>- Small size:  Fairies gain one extra die on all defensive combat rolls.<br/>- Hot to Cold:  Fairies may use their sex dice pool to make a special role during sex.  One time during a sexual encounter they may make a roll against hard difficulty, each success reduces their level of arousal by one immediately.<br/>- Camouflage:  Fairies can blend into their surroundings; they gain the Sneak Power as a bonus and gain one extra die with any roll relating to hiding.<br/>- Good snack:  Fairies unfortunately have a strange weakness against the Curse and their abilities are drained double the normal amount.<br/><br/>This message was last edited by the GM at 09:33, Thu 14 Apr.<br/><br/><br/>===========================================================<br/>Game Mechanics (con't) - In Progress by Bob the GM<br/>-----------------------------------------------------------<br/>Humans<br/>Requirements: None<br/><br/>The origin of humans is a bit of a mystery, the first having appeared during the sixth millennia.  Humans were and still are simple, hardy folk.  They are the most diverse in look and shape, unlike Fey and Feyr.  They run the gambit of all types.  That being said, one cannot look at a human and know which side they are on.  There have been traitor Fey and Feyr to their kind but these are rare exceptions.  Humans have no such ties and fight for both sides.  Entire kingdoms have fallen under the influence of the Feyr where humans rule by intimidation.  While those allied with Fey often find an acceptable co-existence.  Most Fey and Feyr find humans wildly unpredictable so relations are often tense.  Most importantly, humans have males and females.  When mated with any Fey or Feyr the offspring is a member of that race.  Only when humans mate together is a human born and there are no half-races.  This makes humans valuable slaves and Dark Elves like to exploit this.<br/><br/>Qualities:<br/>- Increase any one sub-attribute by one level for free.<br/>- Humans receive any two bonus powers of their choice for free, but they must met any requirements.<br/>- Humans start with 1 Karma point.<br/><br/>Dark Elves<br/>Requirements: Minimum Body 2, Minimum Mind 2 - Minimum Smarts Level Quick<br/><br/>Dark Elves were said to have been created from Elves by the foul magics of Valadiam.  Their purpose was to combat the Elves more effectively then the other Feyr races could.  Valadiam made one crucial mistake, the Dark Elves had a stronger mind and were more dispassionate then the Elves.  This cold thinking made it more and more difficult for Valadiam to control them and after only a few centuries the Dark Elves revolted against Valadiam under the auspices of a Spider-Queen goddess.  Bred to live underground, they forced out Feyr races and carved a new kingdom of their own.  They have a strict matriarchal militaristic class structure as a society.  When the curse hit and their men were lost, it was of little concern to them.  They seized the opportunity when the surface countryside became very dangerous to travel, clearing out monsters on what would be considered valuable underground paths.  Now they control most travel on the surface world for any significant distance and levy heavy tolls, not always in coin or goods.  Dark Elves have no disdain for slavery and profit well from slave trade, exploiting humans most extensively.  Elves are attractive, slender and fit like elves but have a pale, dark sometimes considered bluish skin.<br/><br/>Qualities:<br/>- Mind +1, Soul -1<br/>- Cums Hard: Although they tried to separate themselves out from the Elves, they share this weakness with them and lose double normal orgasm points for climaxing.<br/>- Darkvision:  Dark Elves see perfectly well without light as well as with light.<br/>- Bonus Power, Spellcraft:  Dark elves get the Spellcraft power for free.<br/>- Bonus Power, Alchemists:  Dark elves get the Alchemist power for free.<br/><br/>Orcs<br/>Requirements: Maximum Mind 2, Minimum Body 2 - Maximum Looks Level Good-Looking<br/><br/>Orcs are the mainstay of the Feyr armies whose lives revolve around raid, pillage and plunder.  They are a tribal race who is lead by those strong enough to hold a tribe together through force.  Once the leader becomes weak, he is replaced by someone stronger with the new leader killing the old.  Orcs live in hilly and mountainous areas are brutish and big with greenish skin and black hair.  They have been known to ally themselves with Dark Elves, gaining the ire of other Feyr races, in order to gain access to underground passages to raid and for slaves.  Orcs are known for going wild in battle and are unable to control their most basic desires.  As with all Feyr, there are no orc females anymore.<br/><br/>Qualities:<br/>- Mind -1, Body +1<br/>- Well-Endowed: Due to orcs er... large nature, they gain the Good in Bed power for free.<br/>- Wild Warriors: Orcs gain the Berserker power for free.<br/>- Love to Fight: Orcs gain the Weapon Expertise power for free for any weapon of their choice.<br/>- Magic Vulnerable:  Orcs take one extra stun for any damage done by magic spells or effects (not magic weapons).<br/><br/>The Feyr<br/>[Note; The Feyr is a slightly more powerful race then the others listed above and would not normally be considered a playable race.  It is presented here to show how other monsters and creatures players meet might be generated.]<br/>Requirements: Minimum Body 3 - Maximum Looks Level Ugly, Minimum Soul 3<br/><br/>The Feyr are direct creations of Valadiam and their name shares the name of all races under the dark god.  They appear as a roughly spherical blob of soft tissue and pulsating gray matter, like a gigantic brain with a thin layer of skin pulled over it and dripping with ooze.  Its body is roughly five feet in diameter and two large tentacles hang below the body that acts as legs.  Thinner and longer tentacles in a mass that constantly writhe and twine project out from its body.  Numerous sucker mouths and gold eyes with dark pinpoints as pupils seem placed at random at what would be the creature's front.  Its smaller tentacles are surprisingly dexterous and the creatures can wield weapons, weave magic, carry shields and probably eat with knives and forks if that were their nature.  They came from the depths of the sea, like their dark god.  They were all infected with the Curse the day it happened and since then they have spread out from the oceans all over land.  Little is known about their society, it is thought they only serve the whims of Valadiam.  When on land, they live near large bodies of water, a lake, river, large pond or they make an artificial lake if need be.  It is unknown if they have to submerge themselves in water to survive but they like to do so and are excellent swimmers.<br/><br/>Qualities:<br/>- Body +1, Soul +1, Mind -1<br/>- Swimmers: The Feyr can swim three times as fast as it can walk.<br/>- Tentacle Sex: The Feyr gain the Good in Bed power for free as they are quite good with their tentacles.  They also receive the Grappler power for free as they quite often try to wrestle down their victims.<br/>- Magic Resistance:  The Feyr take one less stun due to any damage from magic or magical effects (not magic weapons)<br/><br/>This message was last edited by the GM at 12:32, Tue 05 Apr.<br/><br/><br/>===========================================================<br/>Re: Game Mechanics (con't) - In Progress by Bob the GM<br/>-----------------------------------------------------------<br/>Powers<br/><br/>All characters can pick two powers.  Powers are special abilities, traits, skills and so on that the characters can perform.  Some have special requirenments that must be met.  They are broken down into three general categories: General Powers, Magic Powers and Sex Powers.  These are only a sampling of things I thought up.  Always feel free to ask me to add more.  Powers marked with a * indicate they can be tried without taking that power, but it is significantly harder (see Doing Things section).  Powers marked with a ! benefit from the elves Keen Senses race quality.<br/><br/>General Powers<br/>These are power associated with skills, special techniquies and usually the more physical aspects of adventuring.<br/><br/>*Acrobat<br/>Requirements: Athleticism Level Hardy<br/>Effect: You have good balance and can climb, leap, walk narrow ledges, roll safely from a fall, dive through windows and enemeis and are in general nimble.  Your dice skill pool for this power is your Body + Courage Modifier.<br/>Special:  You take no movement penalty for performing acrobatic acts on surfaces with easy or complex difficulty.  When jumping straight up, each success gives you an extra 2 feet and when doing a running jump each success gives you an extra 5 feet.<br/><br/>Berserker<br/>Requirements: Minimum Athleticism Level Built<br/>Effect: You can go wild in combat, fighting in a howling frenzy and lasts a number of combat rounds equal to 1 + Athleticism Modifier.  During this time you gain 2 extra combat pool dice and must use your entire combat pool towards offense.  However, your opponents must make two success against you in combat to equal one stun.<br/>Special: You may use this power a number of times per day equal to your body attribute.<br/><br/>Deadly Accuracy<br/>Requirements:  Weapon Expertise in ranged weapon.<br/>Effect:  You can shoot with the weapon you have expertise in with deadly effect.  When using the weapon in question you automatically causes an injury with a successful strike, negating armor but not magical protections.<br/><br/>!Dodge<br/>Requirements: Minimum Courage Level Bold<br/>Effect: You are good at avoiding your enemies.  In combat, if you use your entire combat dice pool for defense you get +1 to the dice pool.  Also, you may make a defense roll against ranged attacks.<br/><br/>Grappler<br/>Requirements: None<br/>Effect: You get one extra combat die when grappling and opponents do not get a free attack against you for starting to grapple.<br/><br/>Grappler, Greater<br/>Requirements: Grappler<br/>Effect: You are an expert grappler and if you successfully start a grapple you immediatly pin your opponent and perform your first special grapple move automatically.<br/><br/>!*Legerdemain<br/>Requirements: Minimum Smarts Level Quick<br/>Effect: You are slight of hand and can perform tricks, pick-pockets, disarm traps or other machinery, forge documents, untie bonds or any special maneuver requiring manual dexterity.  You have dice skill pool in this power equal to your Mind + Athleticism Modifier.<br/>Special: Untieing bonds, disalbing a trap or picking a lock has a complex difficultly and minimum required number of success need to roll based on the object in question.  For instance, a well-crafted lock may require a roll of 3 successes to be able to pick it.  Performing a card trick, picking a pocket or anything were you must fool or out maneuver another person requires you to roll a number of success against complex difficulty more then the 'target' counter-rolls success against complex difficult using their Soul + Smarts Modifier as a dice pool.<br/><br/>Legerdemain, Greater<br/>Requirements: Ledgerdemain<br/>Effect: You are an expert at slight of hand tricks.  When using the Legerdemain power you check against easy difficulty instead of complex and your 'target' makes his counter-roll against difficulty hard.<br/><br/>Martial Arts<br/>Requirements: none<br/>Effect: You are skilled in unarmed combat and fight without the normal -2 to the combat dice pool penalty.  You are considered armed even when not using a weapon.<br/>Special: If you have this power you may take the Weapon Expertise power and choose unarmed combat as your weapon to apply the bonus to.<br/><br/>Mounted Combat<br/>Requirements: none<br/>Effect:  You are trained in fighting on a mount.  It can be a riding mount, flying or even water mount, you do not need specify.  Whenever mounted you gain a +1 to your combat dice pool while fighting.  You can also direct your mount to fight while you do.<br/>Special: Without this power you can fight mounted but your mount cannot attack.<br/><br/>Multiple Attacks<br/>Requirements: Minimum Body 3, Creature must have tentacles, multiple arms or some secondary attack form.<br/>Effect: You can attack with several different appendages at once, giving you an advantage in combat.  For each time you take this power, you receive a +1 to you combat dice pool.<br/>Special: You may take this power several times, but only up to how many extra limbs/attack forms you have.<br/><br/>!*Sneak<br/>Requirements: Minimum Courage Level Normal<br/>Effect:  You are a sneak and can disappear into the dark corners of an alleyway, move silently around a watch tower, fast talk your way out of a situation and are a master of disguise.  Your skill dice pool for this power is Soul + Athleticism modifier.<br/>Special:  When using this power against a target, you must roll more successes then your target's counter-roll using their Mind + Courage modifier.<br/><br/>!Survivalist<br/>Requirements: Minimum Willpower Level Determined<br/>Effect:  You can get along in the wild with little difficulty.  You can forage, find water, hunt, fish and so forth to sustain yourself and others.  You can also recognize natural hazards and dangers from animals as well as track.  Your skill dice pool for this power is your Mind + Magical Nature modifier.<br/>Special:  Each day you can make a check against complex difficulty, for each success you can find enough food and water to sustain one person.  You can also use this power to track other creatures.<br/><br/>Weapon Expertise<br/>Requirements: None<br/>Effect: You pick your weapon of choice, when using that weapon you get a +1 to your combat dice pool.<br/><br/>Magic Powers<br/>These powers are special abilities that seem magical or supernatural.<br/><br/>Alchemist<br/>Requirements: Minimum Mind Score 2<br/>Effect:  You can concoct minor alchemical items.  This can be used to make poisons or other items of quasi-magical effect.  Your skill dice pool for this ability is Mind + Magical Nature Modifier.<br/>Special:  If you have the Spellcraft power and Alchemist power you may brew potions (see Magic Section).  There is no list of alchemical items you can create.  You may attempt to make one item a day.  At GMs discretion you may be required to seek special ingrediants to make such an item. As the GM (me) about what you want to create.  Some guidelines as to the limits of the use of Alchemy are: They can induce some kind of temporary state in a single creature, deal a small amount of damage to a single target, impart some temporary property on a mundane item (like flaming oil for a sword) or they can temporarily releave the effects of some condition (like poison or fatigue).<br/><br/>Animal Companion<br/>Requirements: Magical Nature Level Mystic<br/>Effects:  You have a special animal companion who trusts you and voluntarily follows you around, treats you as a friend and will follow your instructions.<br/>Special:  You can choose any creature at the GMs discretion.  It will follow your orders and can act on its own, under the player's direction, unless it would be ordered or acted to do something contrary to its nature or common sense.<br/><br/>Divine Blessing<br/>Requirements:  Minimum Soul 2 and Spellcraft Power.<br/>Effect: You are favored by a divine spirit or god.  They imbibe you with magical abilities as a gift.<br/>Special: You choose one magical sphere as favored by your diety and any spells from that sphere have a +1 to your magic dice pool.<br/><br/>Elemental Resistance<br/>Requirements: Minimum Magical Nature Level Blessed<br/>Effect: You have a natural resistance to an element type, Fire, Air, Water or Earth.  When affected by magic of these elements you either gain a +1 to your magic dice pool roll to resist or if the magic causes damage, you receive one less stun.<br/><br/>Elemental Temper<br/>Requirements: Any Elemental Magic Sphere<br/>Effect:  You can call forth the raw elements of nature becoming enraged with its power.  For a number of rounds equal to 1 + Magical Nature modifier your magic dice pool is increased by +2 for all magical effects using the Elemental sphere you choose to associate with this power.<br/>Special:  You may use this power a number of times per day equal to your Soul attribute.  You may take this power multiple times for different Elemental Spheres.<br/><br/>Healing Touch<br/>Requirements: Minimum Magical Nature Level Blessed<br/>Effect: By simply touching someone you can heal their wounds.  Your skill dice pool for this power is Soul + Willpower modifier.<br/>Special:  You may use this a number of time per day equal to your Soul score.  for each success on your roll you negate one stun.<br/><br/>Inspiring Art<br/>Requirements: None<br/>Effect:  You can sing, dance or play an instrument that inspiries allies around you to perform greatly.  The skill dice pool for this power is Soul + Looks Modifier.<br/>Special:  For each two success rolled using this power, all allies that can see or hear you (depending on your form of art) can +1 to whatever dice pool they use while you are performing.  This performance must be constant so you cannot do much else while using this power.<br/><br/>Mage Extrodinare<br/>Requirements: Minimum Magical Nature Level Blessed and Spellcraft Power<br/>Effect: You have excellent control of magic and can overwhelm the powers of others.  When counter-rolling to your spells, your opponents difficulty is raised to hard, instead of complex.<br/><br/>Spellcraft<br/>Requirements: Minimum Magical Nature Level Blessed<br/>Effect: You can use magic and have access to two magic spheres and gain mana (see Magic Section).<br/>Special: You may take this power multiple times, each additional time gives you access to two additional spheres of magic.<br/><br/>Totem Magic<br/>Requirements: Spellcraft Power<br/>Effect: You can use the power of Totems to cast spells a bit easier.  See the Magic section.<br/><br/>!Wild Empathy<br/>Requirements: Minimum Magical Nature Blessed<br/>Effect: You have a sense about nature and the wild.  You can move in and out of the wild relatively undetected and have a special bond with animals and plants and can even speak with them.  Your skill dice pool for this power is your Soul + Willpower modifier.<br/>Special: Tracking someone through the wild with this power is difficutly hard.  You may influence beasts, creatures and intelligent plants with a roll having more successes then the target rolls using their Mind + Courage modifier with both against complex difficulty.  If something is subjected to the Curse, then the person using Wild Empathy rolls against difficulty hard.  At GMs discretion, If the target is not an enemy or cursed, successful use of this power can allow you to influence the actions of the target (like to help you by scouting ahead) or having it tell you some valuable information (those blue leafed plants are Cursed).<br/><br/>Sex Powers<br/>These are powers that involve Sex (duh), the concequences of or even special magical-like powers drawn from sex.<br/><br/>Carnal Arts<br/>Requirements:  Minimum Looks Level Good-Looking.<br/>Effect: You are the master of several exotic techniques in bed and cause an extra level of arousal for each sex round.  Even if your sex roll isn't good enough to cause arousal for your partner, you still raise their arousal by one.<br/>Special:  The Carnal Arts are a bit fatiguing and you can only use this power a number of sex rounds equal to your Body attribute.<br/><br/>Good in Bed<br/>Requirements: None<br/>Effect: You have some prowess in the bedroom.<br/>Special: You gain +1 to your sex dice pool.  You may take this multiple times for multiple additions to your sex dice pool.<br/><br/>Great Orgasm<br/>Requirements:  Minimum Athleticism Level Built<br/>Effect: When you make someone orgasm it reverbates through their very being.<br/>Special:  Your partner looses 1 and a half times the normal orgasm points for climaxing.  If they already Cum Hard, this power is applied first and then the Cum Hard penalty.<br/><br/>Kiss of Power<br/>Requirements:  Minimum Looks Level Pretty<br/>Effect: Your kiss can be a bane or boon to those who recieve it.  Your skill dice pool in this ability is your Soul + Looks Modifier.<br/>Special:  You may activate this power a number of times per day equal to your Soul attribute.  The kissed subject must make a counter roll against your roll, at complex difficulty, or suffer an ill effect, these are just some examples: -2 on a dice pool, be charmed and follow the suggestions of the kisser for some short amount of time and the like.  Willing subjects can benefit, such as a +2 to a dice pool or some other benefit, just run suggestions through the GM.<br/><br/>Posion Cum<br/>Requirements: Minimum Body 2<br/>Effect: Your cum is a poison whose strength is your Body + Magical Nature modifier when it touches a target.<br/>Special: The limit of the poison effect is up to the GM.  It could be incapacitation, extreme horniness, attribute reduction.  Run it past me.  In order for the poison to work you must roll more success against complex difficult then your target, who uses their Body + Courage Modifier.<br/><br/>Sex Drain<br/>Requirements: Minimum Magical Nature Level Mystic<br/>Effect:  When your partner is depleted from climaxing, you can drain away some of their Mind, Soul and Body.<br/>Special:  If your partner climaxes and is reduced to 0 orgasm points they take 1 point in attribute damage.  You must choose which attribute will drain when selecting this power.  This power may be taken multiple times to drain an attribute quicker, up to a maximum of 5, or to be able to drain a second attribute.  If you can drain more then one attribute, you get to chose which one.<br/><br/>Sex Siphon<br/>Requirements: Sex Drain, Minimum Magical Nature Level Sorerous.<br/>Effect: When using the Sex Drain power the drained attribute points are added to your own temporarily.<br/>Special: The additional points are lost at the rate of 1/hour.<br/><br/>Stunning Beauty<br/>Requirements:  Minimum Looks Level Beautiful<br/>Effect: You are so beautiful that merely looking at you causes people to freeze in their tracks and think twice before wanted to cause you harm.  Your skill dice pool in this power is your Body + Magical Nature Modifier.<br/>Special:  You may use this power a number of times per day equal to your Soul score.  All enemies within 30ft that see you must roll more success then you, at complex difficulty, with their Soul + Willpower modifier or be stunned for one round and take stun in damage for each success you have greater then them.<br/><br/>This message was last edited by the GM at 11:36, Thu 14 Apr.<br/><br/><br/>===========================================================<br/>Re: Game Mechanics (con't) - In Progress by Bob the GM<br/>-----------------------------------------------------------<br/>Magic<br/><br/>Anyone still reading?  Phew, good.  I will try to keep it simple.  Magic works much like everything else.  Once you take the Spellcraft power you gain Mana, which is the relative amount of magical power you can control.  Everyone has a magic dice pool, but only people with Mana can cast spells and control magic, without mana the magic dice pool is for defense only.  Like everything else so far, this will not have a lot of detail of individual spells.  You are allowed to make up what fits your character.<br/><br/>Your magic dice pool is your Mind + Magical Nature modifier.  Your mana is equal to your Soul + your Smarts times two. Mana is the power behind your spell.  When you use magic, you decide how much Mana your are going to put behind your spell.  Once you run out of Mana, you can no longer use spells or magic.  Mana is recovered after a full nights (8 hours rest), if rest is interruptted then you gain a fraction of your Mana.  For instance, if you only rest 4 hours, you gain half your Mana back.<br/><br/>Casting Spells<br/><br/>There are 9 spheres of magic:  Light, Dark, Elemental: Fire, Water, Air and Earth, Sexual, Summoning and  Enchantments.  These spheres cover all sorts of magical effects.  In order to use a magical effect you must have access to the sphere or spheres.  You don't have to choose any magical effect, you simply can do whatever effect you want as long as you have access to the required spheres.  All magical effects should require access to 2 spheres.  The power behind the spell is determined by the amount of Mana you put into it. As a general rule, for each point of Mana used in a magical effect, you can either cause one stun damage, target one creature, cause some minor effect which increases in strength with each Mana point.  For each 2 points of Mana, you can have a dice pool bonus of +1.<br/><br/>In order to successfully cast a spell, you need a number of success rolled with your magic dice pool at complex difficulty for each 2 mana used.  So a spell of 1-2 mana needs one success, 3-4 mana needs two successes and so on.  If a spell targets a creature or creatures, they get to make a defensive roll with their magic pool.  If they roll more successes then you, your spell fails to affect them.  If you don't meet the require number of rolls to cast the spell, then obviously the spell fails and it doesn't matter what their counter roll was.  This also creates a maximum amount of mana you can use in any one spell, as you cannot use more mana then your magic dice pool.  If you fail to cast a spell you do not lose Mana.<br/><br/>Sphere Descriptions<br/><br/>Light: Healing, protective or defensive, enhancing and generally non-threating magic is covered by this sphere.<br/>Dark: Causes damage, necromancy, corrupting and generally threatening magic is covered by this sphere.<br/>Elemental: Depending on which elemental group you take, this magic covers these basics aspects of nature's power.<br/>Sexual:  Pretty obvious, anything of a sexual nature.<br/>Summoning: Calling creatures to your aid, seeking knowledge from an outworldy being, creating something from nothing and magical teleportation type effects are covered by this sphere.<br/>Enchantments: Imbibing an item or creature with magical power, influencing the actions of others and mind-influencing magic is covered by this sphere.<br/><br/>The following list of magical effects are just things I thought of.  You can make up any names for spells you want or any other kind of effect using the guildelines here.  Just pass any ideas past me first so we don't have to interrupt the game to discuss it.<br/><br/>Summoning Creatures<br/>Requires Summoning and one other sphere for type of creature.<br/>For each point of mana spent you summon a creature of the elemental type for 5 mintues of servitude.  The strength of the creature is relative to the amount of extra mana you put into the spell.  For each point, the elementals attribute scores are increased by one.<br/>Example: Someone with the Air and Summoning spheres spending 2 mana could summon a small whirlwind creature for 15 mintues to sweep their house [1 (5 minutes time) + 1(elemental's attributes are all 1) = 2].  Or someone with the Earth and Summoning Sphere could call a giant stone creature to fight for them for 20 minutes, bashing down walls and hurling stones for 8 mana [4 (20 minutes) + 4 (attribute scores 4) = 8].  Someone with the Dark sphere could call demonic/devilish creatures while someone with light could summon angelic creatures.<br/><br/>Controlling elements<br/>Requires one of the Elemental Spheres and Enchantment<br/>For each point of mana spent, you can command some power over an element type.<br/>Example: Someone with the Fire and Enchantment could, for 1 mana, snap their fingers and all candles in a room are lit or doused.  For 6 mana and the Water and Enchantment spheres you cause a wave of water to crash against a ship to try to capsize it.<br/><br/>Healing<br/>Requires Light and Enchantment<br/>For each point of mana used, you heal one stun, pretty simple.<br/><br/>Offensive magic<br/>Requires Dark and one other sphere for effect.<br/>For each point of Mana you can target one enemy or cause one stun in damage.<br/>Example: Using 2 mana you can create a burst of flames from your hands to cause one stun to someone if you have the Fire sphere.  Or for 6 mana you can target 5 people with bolts of lightning from your eyes to cause one stun, or for 6 mana you can shock the heck out of one person for 5 stun if you have the Air sphere.<br/><br/>Mind Influencing<br/>Requires Sexual and Enchantment Spheres.<br/>You need to spend as much mana as the subject has Mind points.  Since you don't know their mind score you may need to guess or somehow reduce their Mind attribute.  If successful you can bend them to your will, give them some suggestion that they should follow.  If you use more mana then mind points your influence is stronger.<br/><br/>Sexual Effects<br/>Requires Sexual and Enchantment Spheres.<br/>By spending Mana you can prolong the act of love, make someone desire sex, make them orgasm harder and so forth.  Generally follows the rules as mind-influencing but using their Soul attribute instead.  By spending more points for more targets you could for instance cause an entire to want to enter into an orgy.<br/><br/>Sexual Pain<br/>Requires Dark and Sexual Spheres.<br/>By spending Mana points you can make someone so horny that if they don't satisfy their lust they take physical damage.  Each mana point spent causes one stun damage unless they have sex within a few minutes.  More points could make the time shorter they have to satisfy themselves.<br/><br/>Giving items magical power<br/>Requires Light or Dark and Enchantment spheres<br/>Using the light sphere you could create items that help, magical armor and weapons, or totems, 2 Mana for each extra die to add to the relevant pool.  With the dark sphere you could create cursed items or something with baneful effect, using Mana as above but subtracting from someone's dice pool.  Also, you could simply curse someone or bless them, but targeting a creature requires an extra mana point.<br/><br/>Using Totems<br/><br/>If you have the Totem Magic power you can cast spells at a reduced cost.  A totem can be anything, a wand, a staff, a necklace, a lock of hair, just something to help you use magic.  Each time you take the Totem Magic power, you choose a sphere that the totem applies to.  Every time you use magic involving that sphere the cost is reduced by 1/3 (drop fractions, minimum of 1).  If you have totems for both spheres involved in a magic effect, the cost is 1/2 of normal.<br/><br/>Creating Potions<br/><br/>If you have both the Alchemist and Spellcraft powers you can create potions.  Potions are spells on the go.  The GM may require the gathering of special ingrediants for more powerful types of magic.  Still, the basic rules is you spend one and a half times the normal Mana cost to create a single use potion of whatever magical effect you wish.  You may only create one potion a day.  You of course need some kind of container.  If the magical effect involves some use of a magic dice pool, it has a magic dice pool equal to its creator.<br/><br/>Countering Magic<br/><br/>You may use your magic dice pool to counteract spells if you wish.  This works like combat in that you choose how many dice of your pool to use in defense each round.  The remainder can be used for magical effects.  If you don't have the Spellcraft power your pool can only be used in defense.  Whenever a magical effect affects you, you roll how many dice you choose for defense against complex difficulty and if it is more then the number of success of the caster, the magic does not work against you.<br/><br/>For instance, Cara the Dark Elf shoots bolts of lightning out of her fingertips at Tordek a male human.  She puts 4 mana into the spell and has a magic dice pool of 8.  Tordek has a magic dice pool of 3, he chooses all to use in defense (he has to, he doesn't have the Spellcraf power).  Tordek rolls all failures (a 4, 3 and 2) and Cara rolls 3 successes (6,2,4,6,3,2,5,4). She only needed 2 for the spell to cast and Tordek had rolled less successes then her so he is hit and takes 3 stun damage.<br/><br/>This message was last edited by the GM at 10:41, Mon 11 Apr.<br/><br/><br/>===========================================================<br/>Re: Game Mechanics (con't) - In Progress by Bob the GM<br/>-----------------------------------------------------------<br/>Combat<br/><br/>The game mechanic for combat is just like above except using your combat dice pool and each round you can choose how many dice you want in defense and how many in offense.  You do not need any special power to use your dice pool for offense.  Your combat dice pool is your Body + Courage Modifier.  You and your opponent roll your offense and defensive dice rolls.  When attacking, the # of successes, versus complex difficulty, rolled more then the defender is how many stuns the defender recieves.  If there are multiple attackers as a defender you only get your one dice pool and you can assign how many of your defense dice goes to counter which attacker. If you are unarmed your combat dice pool is reduced by 2.<br/><br/>To countinue our example.  As Tordek is blasted he charges Cara, he has a combat dice pool of 9 with his scimitar and Cara only has a combat dice pool of 3.  At the beginning of the round, Tordek wasn't sure what Cara was going to do so he 'set aside' 3 dice for defense, leaving him with 6 for offense.  Cara choose to use her whole pool for defense but she uses magic mostly and is unarmed, so her dice pool drops to only 1.  Tordek rolls 3 successes (6,5,1,6,2,4) while Cara rolls 1 successes (6) so he hits her for two stun damage.<br/><br/>Ranged Weapons<br/><br/>Ranged weapons work a little differently.  Ranged weapons have a range increment of 30ft and thrown weapons have a range increment of 10ft.  Defenders do not get an opposing roll to defend (except if they have the Dodge Power).  For each range increment you need one success roll.  So using a bow on a target 90ft away requires 3 successes to hit.  Hits cause 1 stun + any extra successes rolled.  You are not considered armed if you have a ranged weapon in melee combat.<br/><br/>Grappling<br/>Wrestling down, grappling, tripping and the act of physically tumbling around together is handled like combat except there are certain steps you follow.<br/><br/>Step one is to begin a grapple.  The person who wants to start the grapple rolls his or her combat dice pool against the defender just like regular combat.  But instead of dealing stun damage, if the attacker rolls more successes (it doesn't matter how many) they start a grapple.  If the opponent is armed they get a free attack roll at their maximum dice pool against you, you can use any dice set aside for defense to counter this roll.<br/><br/>Step two is to pin your opponent.  The round after you start a grapple you can try to pin your opponent.  This works the same as above but since they are already grappling your opponent does not get a free attack roll.  If the attacker is successful the defender is pinned.<br/><br/>Step three the attacker can now perform special grappling moves.  They roll attack just like above and can have the following effects or something along these lines:<br/><br/>Strip - the attacker can rip away, tear open, or otherwise remove some piece of clothing.<br/>Forced Sex - assuming the attacker has removed some of that pesky clothing, they can ravage, rape or force the defender to engange in a sexual act, whichever way you like to call it.<br/>Damage - the attacker can damage the defender just like regular combat, one stun for each success greater then the defender.<br/>Toss/Throw - the attacker can throw or shove the defender in any direction they choose.  Note that the limits on this are common sense as a weak fairy might not be able to hammerthrow a human twenty feet over a cliff.<br/><br/>What you can do while being grappled<br/>While you are being grappled you are not helpless.  If you have access to some small weapon you can attempt to attack with it via normal rules but you are still grappling at the same time.  You can use dice in your combat dice pool for 'offense'.  If you roll more successes then the person grappling you, you push back the grappler one step, if you are pinned you become grappled and if you are grappled you break free.  You can still try to use magic but the difficulty becomes hard for you.<br/><br/><br/>Special Moves<br/>Sometimes you want to knock something out of someone's hand, skillfully cut away a woman's skirt, disarm an opponent or something to that effect.  It is handled like regular combat, except that instead of causing damage you cause the desired result.  The GM may alter the difficulty needed depending on what you want to do.<br/><br/>Damage<br/><br/>Each player can take a certain amount of damage before they are subdued.  Damage is broken down into stuns and injuries.  When you recieve damage, you usually receive an amount of stuns and depending on your attributes, you can take a certain amount of stuns before it becomes an injury.  You can sustain as many injuries as your Body attribute.  The number of stuns you can take before you get injured is 2 + Courage Modifier (minimum of 1).  When you sustain your maximum number of injuries you are subdued.  At that point, an enemy can attack you one more time(see subdued condition) and deal a mortal wound.  A mortally wounded character will either have to be healed or make a special check each hour or die.  Each injury incures a -1 to all dice pools per injury.<br/><br/>For example, Tordek has Body 4 and Courage level Steadfast.  4 stuns is an injury for him.  Cara also has a Body 4 but her Courage level is Normal so she can only take 2 stuns for an injury.  Their Character Sheets would have a section like this:<br/><tt class="bbc_tt"><br/>Tordeck<br/>Injury          [ ]         [ ]         [ ]         [ ] [ ]-Mortally Wounded<br/>Stuns  [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]<br/><br/>Cara<br/>Injury    [ ]   [ ]   [ ]   [ ] [ ]-Mortally Wounded<br/>Stuns  [ ][ ][ ][ ][ ][ ][ ][ ]<br/></tt><br/>In the example where Cara the dark elf blasted him with lightning and Tordek injured her in combat they would record the damage like this:<br/><tt class="bbc_tt"><br/>Tordek<br/>Injury          [ ]         [ ]         [ ]         [ ] [ ]-Mortally Wounded<br/>Stuns  [X][X][X][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]<br/><br/>Cara<br/>Injury    [X]   [ ]   [ ]   [ ] [ ]-Mortally Wounded<br/>Stuns  [X][X][ ][ ][ ][ ][ ][ ]<br/></tt><br/>So even though Tordek took more stuns, he is not yet injuried.  Meanwhile Cara only suffered 2 stuns but that was enough for one injury and she has -1 to all her dice pools.<br/><br/>Attribute Damage<br/><br/>Certain damage might be done your attributes, Sex Drain by a Cursed creature is a good example.  As your attributes go down your sub-attributes DO NOT.  Of course as your attributes go down and dice pools that rely on them go down with it.  If your attribute is reduced to 0 then you no longer gain any modifiers from your sub-attributes, no matter how high (penalties still apply).  You also suffer the following problems:<br/><br/>Body 0 means you are physically drained and pass out.<br/>Mind 0 means your mind is blanked out and you are in torpor, staring blankly and unable to respond to anything.  With a Mind 0 you are also extremely vulnerable to mind-influencing magic.<br/>Soul 0 means your very life energy is exhausted and you fall into a coma-like state.<br/><br/>Healing<br/><br/>You heal naturally as long as you are not mortally wounded or some other condition prevents your healing.  You heal stun damage naturally at 1 + Athleticism modifier for each complete 8 hours of rest.  You heal attribute damage at one point per full day (24hours) rest.  If multiple attributes are damaged you can choose which one heals per day.<br/><br/>Conditions<br/><br/>These are the various conditions one can suffer from in the game and their consequences.  This may only be a partial list as more input is added to the game.<br/><br/>Fatigued<br/>You are exhuasted, be it from strenuous physical activity, starvation, or exposure to the elements and so on.  All dice pools are lowered by half, this is applied BEFORE any other penalties or bonuses.  Doing any activity beyond rest that is more then moderate activity causes you one stun damage.<br/><br/>Helpless<br/>You are helpless if you are somehow paralyzed, unconsious, sleeping, bound tight and so on.  Attacks and Magic against you become difficulty easy and you cannot counter-roll.<br/><br/>Mortally Wounded<br/>You are mortally wounded and dying.  You cannot do anything save lie there and maybe talk and move only a slight bit.  Unless you are healed, each hour you must make a roll using your Body attribute as your dice pool against hard difficulty or you die.<br/><br/>Spent<br/>You have no orgasm points left and are spent sexually and can no longer be aroused.  Women can still lie there and allow their partners to finish if they have to but men have it a little more difficult.  A woman can try to keep going with a spent man but she has to make a success on hard difficult with her sex dice pool or he becomes just too flacid to continue.  The first sex round needs one success, the second round needs two, third round needs three and so on.  For each round she is successful she gets one arousal.<br/><br/>Subdued<br/>You have sustained the maximum amount of injuries you can.  All dice pools are lowered by half, this is applied BEFORE any other penalties or bonuses.  You cannot fight but you can still defend yourself.  You should not use magic or any powers or attacking.  You may attempt any of these activities but it autmatically results in a mortal wound.  An attacker can attack you as normal, with magic or combat or any such way.  If it is successful you recieve a mortal wound.<br/><br/>This message was last edited by the GM at 16:26, Wed 13 Apr.<br/><br/><br/>