CHARACTER CREATION<br/><br/><br/>This is the section of the game where it gives you instructions on how to create your character.  Special thanks go to Demon Queen for helping to refine this part of the game.<br/><br/><br/>What Are Class Scores?<br/><br/>Basically, class scores show what your characters are capable of doing. Each character has initial score to work with depending on the class they choose. Because of that, each character will be unique and excel in different areas. While the group doesn’t have to have one of every class, it is probably a good idea to make up for the weaknesses of each available class.<br/><br/>Strength: This is used in combat to calculate attack and defense rolls, and for feat checks for tests of strength.<br/><br/>Endurance: This is used to judge how well a character can endure prolonged physical stress. It is mainly used for feats and enduring tickling.<br/><br/>Dexterity: This determines how agile your character is and usually is used in feats, or if a character sets off a trap and must make a dexterity save roll.<br/><br/>Magic: This is mainly used for combat to calculate magic attack and defense rolls.<br/><br/>Willpower: This is used to determine how well a character can handle sexual attacks. It is also used for feat saves against interrogation.<br/><br/>Charisma: This determines how good a character looks and how well they can talk with another character. A character with a high Charisma is more likely to convince another character (NPC) of something.<br/><br/>Tickling: This determines how good of a tickler the character is. Tickling skills are used to interrogate or torture people, and can also be used in combat.<br/><br/>Sex: This determines how good you are at sex. Sex can be an effective way of interrogating or torturing a character.<br/><br/>Luck: This attribute is different from all the rest. Once per game day, you may choose to re-roll a previous roll. The new roll must be taken, even if it is worse than the old roll. The number of times you can do this is your luck attribute divided by 2.<br/><br/>Hit Points: Hit Points are basically your life points. When you get hit, you deduct a certain amount of points from your hit point total. If you lose all your hit points, your character loses consciousness until the fight is over, or they are revived. When the fight ends, they wake back up with 1 hit point.<br/><br/>Stamina Points: Stamina Points are like life points. If your character is sexually pleasured, or tickled, they will lose the appropriate amount of stamina points. If you lose them all, your character passes out from exhaustion. When a character loses the points during a fight, they remain unconscious until the fight is over, or they are revived. When the fight ends, they wake up with 1 point of stamina. Stamina points can also be used to perform special moves.<br/><br/>Magic Points: Magic Points are needed to cast magic spells. When a magic spell is cast, points are subtracted. When those points are gone, you can not cast spells anymore.<br/><br/>Movement: Movement determines how many spaces your character can move during their turn during combat.<br/><br/>Determining Your Character's Base Score:<br/><br/>These are the starting attributes for each class. You have two options available to you. PAY CLOSE ATTENTION HERE.<br/><br/>You can either take this numbers: 6, 5, 5, 4, 4, 3, 3, 2, 1 and add them to your class scores to obtain your base score OR you can randomly roll for your base score.<br/><br/>A quick thing note if you take the pre-generated numbers. You can adjust them how you like for a point-by-point basis. So you can have the numbers: 6, 6, 4, 4, 4, 3, 3, 2, 1. I hope that this is clear. However, you may not a starting score of zero using this.<br/><br/>Once you have looked these over, and also looked over the Races, generally picking one which best suits the class you want, you roll 1d6 a total of 9 times. You then take those numbers and add them to whatever class score you want (not including HP/SP/MP or movement). These new scores become your base score. These base score will be used later in the game for a variety of things. Your current score may change during the game at times, but potions and rest may return them to their original base score.<br/><br/>SIZE DOES MATTER<br/><br/>After that, you only need to roll for your penis size (males) and breast size (females), and you’ll be all set. They are certain bonuses and penalties associated with having a larger member (men) or bigger breasts (female). Each person must make a roll with a 1d6 once, like any other attribute.<br/><br/>If you choose the Sexual Gift: Right Size, you will be able to pick the size you want. A more thorough discussion of Gifts and Flaws will be in another section so just keep it in mind for now.<br/><br/>Penis Size:<br/><br/>For men the size result is as follows:<br/><br/>1 = 4-5 inches, testicles the size of strawberries: Remember, it is not the size that matters, but how you use it. You receive no bonuses, but you also receive no penalties.<br/><br/>2 = 6-7 inches, testicles the size of walnuts: Absolutely average. Nothing to gawk at, but still a lady-pleaser. You receive no bonuses, but you also receive no penalties.<br/><br/>3 = 8-9 inches, testicles the size of plums: Hey, you might not be the biggest cock on the walk, but you're still bigger than a lot of guys. You receive no bonuses, but you also receive no penalties.<br/><br/>4 = 10-11 inches, testicles the size of oranges: Damn, that’s some impressive meat in between your legs. You receive a +1 bonus to your Charisma when talking to females and get a +1 bonus to your sexual attacks for pleasuring the ladies with your member. However, you also get a –1 to your charisma when talking with men, and a –1 penalty to your willpower rolls when your being pleasured. (Bigger penis, more nerve endings, more pleasure, right?)<br/><br/>5 = 12 inches, testicles the size of lemons: WHOA! Somebody go see if a horse is missing somewhere. You receive a +2 bonus to your Charisma when talking to females and get a +2 bonus to your sexual attacks for pleasuring the ladies with your member. However, you also get a –2 to your charisma when talking with men, and a –2 penalty to your willpower rolls when your being pleasured.<br/><br/>6 = 13-15 inches, testicles the size of apples: MY GOODNESS! Are you sure that you aren't related to Godzilla? You receive a +3 bonus to your Charisma when talking to females and get a +3 bonus to your sexual attacks for pleasuring the ladies with your member. However, you also get a –3 to your charisma when talking with men, and a –3 penalty to your willpower rolls when your being pleasured.<br/><br/>Note: Barbarians, because of their natural large size, roll a 1d6+1 dice, adding 1 to the final number to determine the size. However, the same penalties apply. Also, in the game there will be magical items which can increase, and decrease the size of the male member.<br/><br/>Note: In this game, impotence is extremely rare, and not really a problem for most men. In fact, men will often have a harder time trying to keep it down, as opposed to keeping it up. No too surprisingly, baggy pants are all the rage.)<br/><br/><br/>Now, I know some of the females might be a little antsy about being pounded by a 15-inch monster, but rest assured, in this continent, most, if not all, woman are able to take on the biggest of cocks without any pain, and could probably deep-throat a horse if the need ever came up.<br/><br/>Breast Size:<br/><br/>For women, the size is as follows:<br/><br/>1 = A cup: You are as flat as a board. The men you attract are most definitely in to you because of your posterior. You receive no bonuses, but no penalties.<br/><br/>2 = B cup: You have small, perky breasts. They say that more than a mouthful is a waste and you agree. You receive no bonuses, but also no penalties.<br/><br/>3 = C cup: You're not the most buxom lady in the land, but you still have some pretty decent tits. You receive no bonuses and receive no penalties.<br/><br/>4 = D cup: Woo hoo! Those are some fine looking breasts! You receive a +1 bonus to your Charisma when talking to males and get a +1 bonus to your sexual attacks for pleasuring the man with your breasts. However, you also get a –1 to your charisma when talking with women, and a –1 penalty to your willpower rolls when your being pleasured, if your breasts are being stimulated.<br/><br/>5 = DD cup: WHOA! Quick, somebody give me some bills! You receive a +2 bonus to your Charisma when talking to males and get a +2 bonus to your sexual attacks for pleasuring the man with your breasts. However, you also get a –2 to your charisma when talking with women, and a –2 penalty to your willpower rolls when your being pleasured, if your breasts are being stimulated.<br/><br/>6 = G cup: *gawks for a long time* Are those things even real?!? You receive a +3 bonus to your Charisma when talking to males and get a +3 bonus to your sexual attacks for pleasuring the man with your breasts. However, you also get a –3 to your charisma when talking with women, and a –3 penalty to your willpower rolls when your being pleasured, if your breasts are being stimulated.<br/><br/>Note: Since Amazons are naturally bigger then most woman, so are their breasts. Amazon characters roll a 1d6+1 dice, adding 1 to the final score to determine breast size. All regular penalties and bonus to size still apply.<br/><br/>Note: Breasts are different then the penis, simply in the sense that breasts are generally not used to pleasure men. However, woman can use their breast size bonus for a combination blowjob/titfuck. The male in question though that is having this technique done on them must be 8 inches or larger though.<br/><br/>I know some of the ladies might worry about having such large breasts, but worry not. In this land a woman’s breasts are always incredibly perky, and very light, so you’ll never have to worry about lower back pains. Finding a shirt that fits on the other hand, might be a challenge ;) .<br/><br/>Now, as far as pregnancies go, don’t worry about it. Before a woman is able to get pregnant in this country, she must first ingest a special pill. The affects of the pill only last a few hours, and do not guarantee pregnancy by any means.<br/><br/>CLASS INTRODUCTION<br/><br/>I will now list each class, and their starting scores.<br/><br/>Fighter: Fighters are the backbone of any group. They are the people who are right on the frontlines, giving protection to the weaker members of the party. When it comes to challenges of strength or endurance, fighters are the best choice. However, they are particularly susceptible to magic.<br/><br/>Strength: 6<br/>Endurance: 6<br/>Dexterity: 4<br/>Magic: 0<br/>Willpower: 5<br/>Charisma: 2<br/>Tickling: 2<br/>Sex: 2<br/>Luck: 0<br/>Hit Points: 28<br/>Stamina Points: 28<br/>Magic Points: 0<br/>Movement: 4<br/><br/>Starting Tech: Power Swing. The fighter will put all his weight behind his swing. He will do +2 extra points of damage, but will lose 2 points for accuracy when attacking. Cost: 2 stamina points<br/><br/><br/>Sword Dancer: Sword Dancers are a known throughout the land for there legendary sword skills.  Originating from the far east, the sword dancers fighting style consists of the use of a one sided blade, known as a “Katana”.  This sword is used in conjunction with fast, almost acrobatic movements.  A sword master tends to prefer a fit, but not overly muscular form, trading speed for strength.  It is said that a master Sword Dancer can be faster then the human eye with there sword when need be.<br/><br/>Strength: 5<br/>Endurance: 6<br/>Dexterity: 6<br/>Magic: 0<br/>Willpower: 6<br/>Charisma: 0<br/>Tickling: 0<br/>Sex: 0<br/>Luck: 0<br/>Hit Points: 24<br/>Stamina Points: 28<br/>Magic Points: 0<br/>Movement: 5<br/><br/>Duel Slash:  Using this technique, a Sword Dancer can make two attacks in one round.  Cost: 2 stamina points.<br/><br/>Cleric: Not as tough as a fighter, but still able to get into the fray. Clerics are the groups healers. While they can certainly do some damage in combat, their main job is to help weakened friends recover with there support magic, curing wounds and poisons. Clerics for the most part are fairly rounded. However, because most clerics have very limited experience with members of the opposite sex and have poor sex score to begin with. However, clerics are particularly good when it comes to tickling, being trained in the order on how to use this skill as a means of making people talk.<br/><br/>Strength: 4<br/>Endurance: 4<br/>Dexterity: 2<br/>Magic: 5<br/>Willpower: 4<br/>Charisma: 2<br/>Tickling: 4<br/>Sex: 0<br/>Luck: 0<br/>Hit Points: 24<br/>Stamina Points: 24<br/>Magic Points: 20<br/>Movement: 4<br/><br/>Starting Tech: Divine Blessing: The cleric will call upon there god or goddess to bless the target of their choice, within one movement square with +2 hit points, +2 magic points, and +2 stamina points. This effect is not stackable. Cost: 1 stamina point.<br/><br/><br/>Inquisitor:  Inquisitor’s are the interrogators of the religious order.  Their primary job is to obtain information.  Because of that they are taught more extensively in the ways of tickle torture then ordinary clerics.  However, because so much time is spent practicing there methods of persuasion, they aren’t as skilled when it comes to healing as there brethren.  Because of this, the Inquisiter must automatically take the spells Summon feather, and Tickling hands.<br/><br/>Strength: 4<br/>Endurance: 4<br/>Dexterity: 2<br/>Magic: 5<br/>Willpower: 4<br/>Charisma: 2<br/>Tickling: 6<br/>Sex: 0<br/>Luck: 0<br/>Hit Points: 22<br/>Stamina Points: 22<br/>Magic Points: 20<br/>Movement: 4<br/><br/>Starting Tech:  Three times a day an inquisitor can cast Detect tickling weakness.<br/><br/><br/><br/>Thief: If you want a lock picked, who better then a thief? Thieves are key to any dungeon adventuring. While any member can try and pick a lock, because of their high initial dexterity score, Thieves are much more likely to pick a lock or disarm a trap. Thieves are not overly good when it comes to combat, so they usually stay in the background and use their crossbows to attack. Thieves also tend to be well versed in the ways of sex, giving them a high initial Sex score. Thieves also get a +2 bonus when talking with NPC’s, do to their quick tongues.<br/><br/>Strength: 3<br/>Endurance: 3<br/>Dexterity: 6<br/>Magic: 0<br/>Willpower: 3<br/>Charisma: 4<br/>Tickling: 2<br/>Sex: 6<br/>Luck: 0<br/>Hit Points: 20<br/>Stamina Points: 20<br/>Magic Points: 0<br/>Movement: 5<br/><br/>Starting Tech: Backstab: This technique allows for a thief to do extra damage based on a multiplier to an enemy in melee combat. The thief must be adjacent to their target. Cost: 3 stamina points<br/><br/>(Note: +2 to Charisma roll when speaking to NPCs. All other classes receive a –2 penalty if they try anything like disarming traps, or picking locks.)<br/><br/><br/>Assassin:  A thief trained in the arts of killing.  These figures have abandoned the typical arts of a thief and taken up the way of the blade.  Not as skilled as a fighter, they are still an impressive fighter and capable of handling themselves in a melee combat.  Assasins, while still have the basic abilities of thieves, are not as skilled when it comes to picking locks, smooth talking, or sexual pleasuring.<br/><br/><br/><br/>Strength: 4<br/>Endurance: 4<br/>Dexterity: 2<br/>Magic: 0<br/>Willpower: 3<br/>Charisma: 2<br/>Tickling: 2<br/>Sex: 2<br/>Luck: 0<br/>Hit Points: 22<br/>Stamina Points: 22<br/>Magic Points: 0<br/>Movement: 5<br/><br/>Starting Tech:  Knife throwing.  Assassin’s are particularly skilled in the way of throwing knives, and are able to throw three knives without any penalties.<br/><br/><br/>Battle Mage: Battle Mages are the offensive magic casters in the group. While not very physically intimidating, Mages can usually cast spells, which can do a great deal of damage to their enemies. Not being very fast, mages tend to stay in the background, showering their enemies with fireballs, while fighters protect them. Sometimes magic is the only way to kill enemies, so don’t knock the mages.<br/><br/>Strength: 0<br/>Endurance: 0<br/>Dexterity: 2<br/>Magic: 6<br/>Willpower: 6<br/>Charisma: 2<br/>Tickling: 2<br/>Sex: 2<br/>Luck: 0<br/>Hit points: 20<br/>Stamina points: 20<br/>Magic points: 28<br/>Movement: 3<br/><br/>Starting tech: Focus: This technique allows the battle mage to charge their magic, so that their next spell will do double the damage. This is only effective with attack magic, and not sexual or tickling spells. Cost: 2 stamina points<br/><br/><br/>Ecstasy Mage: Ecstasy Mages are a specialized form of magic casters. They possess no offensive magic, but instead rely on powerful spells of lust, restraint, and tickling. They also tend to stay in the background, relying on fighters to give them cover while they cast magical bondage, orgasm and other fun goodies. Sometimes it is better to neutralize an enemy than to kill them outright. They also have strong sex skills, having studied in the erotic arts.<br/><br/>Strength: 0<br/>Endurance: 0<br/>Dexterity: 2<br/>Magic: 6<br/>Willpower: 2<br/>Charisma: 5<br/>Tickling: 2<br/>Sex: 6<br/>Luck: 0<br/>Hit points: 18<br/>Stamina points: 18<br/>Magic points: 24<br/>Movement: 3<br/><br/>Starting Tech: Adrenaline: This technique will allow the Ecstasy Mage to cut down on his spell preparation, making him a force to be reckoned with. The next spell cast will be finished in the same round. Cost: 4 stamina points<br/><br/><br/><br/><br/>RACES<br/><br/>In this game there are a variety of races that you can choose from. There are Barbarians, Amazons, Half-elves, Elves, Humans,. Each class has their own advantages and disadvantages. Unless specifically stated, these bonuses DO NOT affect your base score. They are added automatically at the start of every roll, but do not change the base score. However, they do affect the feats a character may perform.<br/><br/>Feats you say? What in the world are feats? They will be covered in another section. For now, keep this in mind.<br/><br/>Example: Mileena, the Amazon fighter, has a strength score of 10 having the class score of 4 added onto her roll of 6. She has also the Physical Gift: Muscular, giving her a +1 bonus to her strength score. This gives her a final score of 11. When rolling for a feat, Mileena add’s 11 to her roll for her feat check.<br/><br/>Barbarians: Barbarians are large, muscular men who tend to live in small villages or as traveling nomads. They tend to be fairly simplistic in life, preferring to live outdoors than in the large cities. They spend a good deal of there time training themselves in the way of combat and increasing their own physical superiority. Barbarians are actually the male counterparts to Amazons, though they’d never admit it. Magic is something they distrust and fear. Usually Barbarians don’t leave their home on the plains. However, they have been known to become adventures, but it is not money or fame they seek, only a chance to test their abilities and become stronger through fighting.<br/><br/>Barbarians tend to stand between 6’4 and 7’0 tall, and have broad, muscular frames. Barbarian’s weapon of choice is a two-handed Battle Axe, which allows them to add their considerable weight to the axe's strike. They also favor Claymores as swords for the same reason.<br/><br/>Attack Roll: +2<br/>Defense Roll: –2<br/>Magic Roll: –2<br/>Thieving skills: –4<br/>Willpower Roll: +2<br/><br/>Axe/Claymore: +1 (Damage)<br/>HP/SP: +1/+1<br/>Racial Weapons: Two-Handed Battle Axe, Claymore, Throwing Axes<br/><br/>Penis Size Bonus: Roll 1d6+1 instead of 1d6 when determining size.<br/><br/><br/>Amazons: Amazons are the female counterparts to Barbarians. In their Matriarchal society, they spend much of their time training themselves. Amazons are known for their fierce combat skills, particularly their excellence in archery. They also spend a great deal of their time learning about nature. Like Barbarians they are a proud race, even prouder then barbarians. Amazons are fiercely independent, and dislike having to rely on others, particularly men, who they tend to feel are inferior. Only Barbarians are viewed with any real respect, do to their fierce fighting skills. However, if an ordinary man, be they elf, half-elf, or human earns an Amazon's respect, they should consider themselves as lucky as that respect is a hard won commodity. Amazons dislike magic, preferring to trust in herbs and other natural medicines.<br/><br/>Amazons tend to stand anywhere from 6’0 to 6’6, and have well-developed and toned bodies. While they are not as strong as Barbarians, they make up for their shortcomings in melee fighting with there impressive archery skills. Amazons usually carry a longbow with them and carry longswords for their melee weapons.<br/><br/>Attack Roll: +1<br/>Defense Roll: –1<br/>Magic Roll: –2<br/>Thieving skills: –4<br/>Willpower Roll: +2<br/><br/>Shortbow/Longbow: +2/+1 (+2 to attack roll, +1 to damage)<br/>HP/SP: +2/+2<br/>Racial Weapons: Longsword, Longbow, Shortbow<br/><br/>Breast Size Bonus: Roll 1d6+1 instead of 1d6 when determining breast size;<br/><br/>Note: While each may feel that their own race is superior, both have accepted the fact that the opposite race is the most suitable mates for offspring. Once every five years, the strongest Barbarians and Amazons gather to mate. This mating ritual usually lasts for several days (both Amazons and Barbarians claim that it iss simply to make sure that the females are impregnated, but I think we all know better ;) ) Then, both parties go back to their respective homelands afterwards. The Amazons then give birth, and any male children they have are turned over to the Barbarians a year later, while the Amazons keep the females.<br/><br/><br/>Elves: Elves live in a highly aristocratic society, where the standard of living would be considered to be above average compared to the regular human. Elves tend to stay in their own country, not caring much about the outside world, feeling safe living in their great trees. Elves tend to view the other races of the world as somewhat uncivilized, and indeed, compared to the elven country, they are. However, they do acknowledge that they are necessary for things like trade. Elves are taught in the ways of magic from an early age, and excel in it. If they decide to become magic users, it is not an usual thing. Elves tend to know a great deal about the more sophisticated things, such as artwork, fine spirits, and the like. They also know about nature, even though they don’t live as closely with it as the used too.<br/><br/>Elves are slim and somewhat more fragile then humans due to their bone structure. Because of that fact, they tend to prefer to fight with magic and avoid melee fighting, which they view as barbaric. Elves stand between 5’6 and 6’ tall on average, and posses slim, builds. Their weapons of choice are longbows, and longswords for melee fighting, though as a rule, most elves prefer to simply use magic.<br/><br/>Attack Roll: –2<br/>Defense Roll: –2<br/>Magic: +2<br/>HP/SP: –2/-2<br/>MP: +2 (Only applies to magic users)<br/>Range: +2 (Add an additional +2 to range of spells)<br/><br/>Racial Weapons: Longsword and Longbow<br/><br/>Half-Elves: Half-elves are the offspring of both a human and elf parent. Because of this, they generally take on some of the elven features, namely their pointy ears. However, their body frames tend to be less slim. Because of this, they are usually outsiders, neither welcome in Elven or human society.<br/><br/>Half-elves are somewhere in between humans and elves, not as naturally strong as their human side, but not as graceful as their elven side either. Half-elves tend to stand between 5’4 and 6’0 tall on average. Because of their slim hands, half-elves make for good thieves, and still have some natural skill with magic from their elven side.<br/><br/>Attack Roll: –1<br/>Defense Roll: –1<br/>Charisma Roll: +2<br/>Magic Roll: +1<br/>HP/SP: –1/-1<br/>MP: +1 (Only applies to magic users)<br/>Range: +1 (Add an additional +1 to range of spells)<br/><br/><br/>Humans: Humans are the dominant species in the world, being able to breed like rabbits and out compete all the other races. I don’t think I need to explain much about humans, as I’m sure the readers know about the human race (if you don’t, you need to get off the computer and go out more ;) ) Humans can be all shapes and sizes, though humans who stand below 5’0 or over 6’2 are a rarity. Because of there unique ability of adaptation, a human has no racial penalties, but they also receive no bonuses, making them good for any class.<br/><br/>No Bonuses or Penalties<br/>