XSI
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The Dungeon of Doors Version 2(Created by XSI)
Everything in here is optional, all that is needed to play is a name and character picture
(Please note a lot of the good bits of version 1 stayed, so this may look similar)
The new and improved version 2 takes place in the same world as the first, and the original is still around, however, now the players are free to explore a large area of land, water, sky, and even a few different dimensions in search of...Their own goals. DoD v2 is free of goals and railroading, the only things that will happen to a character are things they allowed to happen, through actively causing them, sheer luck, or inactively sitting by. Make your own destiny, be free.
(new)Features: Freedom, A leadership system, Crafting, Wars, Construction, And more.
This chatgame is (Feel free to ask about it) played in chatrooms, I currently go to:
XSI(me) will GM Dungeon of Doors, but the system is free to use.
In order to join an ongoing game, just message the GM and ask, if no game is currently being played, feel free to ask anyway.
-System and character creation-
Magic is thought up on the go, but has to be approved before being used.(Private message to GM)
Treasure can be carried in containers, such as backpacks and chests, and not saying you take it along means you will leave it where you found it. A character can wear up to 5 necklaces and 10 rings, after which they will need to store the items in a container, or carry them by hand, which is very limited (Up to 20 coins/hand or 1 item/hand), and gives a negative to all actions they take while carrying it.
While grouping up with others is allowed, there is no team score, so players will have to divide their loot amongst each other.
Both male and female characters are allowed(Herms are allowed as well, and as herms they can choose from both male only and female only advantages for their male/female parts.), but female characters are preferred unless the player with the male character likes M/M(possible sexual) encounters.
Starting equipment is one weapon and one set of armour/clothes of the user's choice.(No godmode materials, I will not give you a soulstealing sword made of adamantiunfindablium.)
A character may pick special advantages/disadvantages to change their experience, for better, or worse. Unless stated, an atribute can only be picked once.(Note that in DoD, most monsters a character encounters will be of roughly equal strength, stacking a lot on one thing does not mean instant victory)
Every advantage/disadvantage has a value, in "Advantage points", or AP. A character needs to have a positive amount of AP, or have 0 AP left. A character can spend these points on advantages, and get more points by taking disadvantages.
The cost in AP is the number in front of it. A +x means you get x AP for taking that one.
Every new character starts with 10 points.(Note, not all good advantages are always good, and not all bad are always bad. Some are situational)
°~-=Good:=-~°
-Base Stats-
(X)Strong: +1/2/3/4/5 to Rolls involving Strength, Costs 1/3/6/10/15 depending on rank, Max 5 Picks
(X)Fast: +1/2/3/4/5 to Rolls involving Speed, Costs 1/3/6/10/15 depending on rank, Max 5 Picks
(X)Smart: +1/2/3/4/5 to Rolls involving Intelligence, Costs 1/3/6/10/15 depending on rank, Max 5 Picks
(3)Enduring: Character gets a base +1 to hp.(Can be taken 5 times, in the official DoD, 1hp= get hit once in actual combat, anybody using the system may change this value to fit their game.)
-Customization-
(X)Extra equipment start: Start with extra equipment of your choice, remember to let the gm approve it and the price.
(X)Natural weapons: Character has natural weapons, granting bonusses depending on the weapon, mostly used in combat, but some things may help with other things. Cost depends on weapon/effect, GM has to approve it first.
(X)Different genetelia: Character has different genetelia then normal, granting an effect, or bonus. Cost depends on effect. (Player chooses effect, but GM will have to aprove/disaprove and price. Having multiple genetelia falls under this.)
-Combat Skills-
(2)Weapon Proficiency: +2 to rolls with weapon of choice, can be picked up to 5 times.
(4)Weapon Mastery: +2 to rolls involving a weapon of the type selected, can be picked up to 5 times for every weapon.
(3)Magician: Character gets +2 to spellcasting, can be taken up to 5 times.
(3)Armour Proficiency: +2 to rolls involving armour of type selected. (Includes defensive rolls while wearing the armour)
(3)Shield Proficiency: +2 to rolls involving the use of a shield of type selected, can be picked up to 5 times.
-Defensive Traits-
(X)Natural armour: Scales, or a very thick hide covers the body, giving the character a +1 to his/her armour value. Can be picked up to 5 times, costs: 2/6/14/30/62, leftmost is one pick, rightmost is 5 picks. Costs are totals.
(3)Magic Resistance: Character gets +1 to rolls about magic resisting, can be taken max 5 times.
(3)Poison Resistance: Character has a +2 chance to resist poison, can be taken a max of 5 times. (Without this, all poison effects the character)
-Crafting/Skill Skills-
(3)Crafting proficiency: +2 to rolls involving crafting of the type selected, can be picked up to 5 times for every craft.
(3)Observant: +3 to rolls for discovering hidden things, which can be traps, monsters, treasure, and more. Can be taken a max of 3 times.
(3)Strongwilled: +3 to rolls for giving in to sex, can be taken a max of 5 times.
(3)Seducer: +3 to rolls for convincing the opponent to have sex with the character, instead of fighting.(Can be picked up to 3 times)
(3)Escape artist: +3 to rolls involving escaping grapples, ties, or other things holding down/impairing the character.
(2)Rope skills: The general usage of rope, +4 to rolls involving the use of a rope.
(3)Casual puzzler: a 1 out of 20 chance that the character will see right through a puzzle or trap to see exactly how to disable it for every pick. Can be picked up to 5 times. Only works on small or simple puzzles.
(4)Puzzler: Requires Casual puzzler, applies the same chance to normal difficulty puzzles.
(5)Master puzzler: Requires puzzler, same chance will now apply to advanced puzzles.
(3)Camouflage expert: +2 to rolls for staying hidden when using a kind of camouflage, can be picked 5 times.
(4)Natural camouflage: +3 to rolls for sneaking and/or staying hidden. Stacks with other effects. Will not be in effect when the character's natural camouflage doesn't help at all.-Like a polar bear in the desert, or a tiger on ice.
(2)Toy expert: +2 to rolls using toys of any kind, I think whoever reads this knows what kind of toys this is used for. (Can be taken a max of 5 times)
-Knowledge/Lore-
(2)Basic Appraisal: The character can easily see which items are worth more then others.
(3)Expert Appraisal: requires good with value, the character can see how much a item is worth in gold.
(3)Magical identification: Can identify magical items in a crude manner(Shows the kind of magic, no details)
(4)Expert magic identification: Shows in detail what a magical item does(Needs magical identification)
(3)Advanced weapon identification: Identify strange looking weapons, and what they are strong/weak against.(Gives a bonus for the character when fighting with, or against the identified weapon)
(3)Item identification: Allows the player to identify strange, exotic and otherwise otherworldly items.-Example, demon weapons and items.
(2)Basic creature identification: Allows the player to identify common and simple creatures.
(3)Advanced creature identification: Needs basic version. Allows the player to identify rare and special creatures
(2)Basic Herbal Lore: A character can determine the properties and direct usages of common herbs and plants
(3)Expert Herbal Lore: A character can determine the propertiesand direct usages of rare herbs and plants
(3)Tracking: Allows character to track where creatures, including players, went in the area.
(3)Advanced tracking: Needs tracking, Allows a character to follow a specific track, or see what kind of creature made the tracks.
-Other Traits-
(2)Lucky: Effect is different based on situation.(Minor positive effects)
(4)Bloodlust: Character can attack two times in one turn, but anything that happens to the character will get a +5 to its roll, including grapples, attacks, and even traps.
(4)Healing Milk: A Characters Milk heals 1/3/5 HP, and Minor/Common/Major Diseases*/Poisons*, Based on Rank, Max 3 Picks. *May not work on everything.
(4)Healing Cum: A Characters Cum heals 1/3/5 HP, and Minor/Common/Major Diseases*/Poisons*, Based on Rank, Max 3 Picks. *May not work on everything.
(5)Spatial thinking: all containers used by this character have 50% more space.
(4)Darksight: Character can see in natural darkness.
(4)Waterbreathing: The Character can spend time underwater indefinitely
(4)Amphibian: The Character doesn't suffer Swimming Fatigue after swimming for a long time.
(8)Flight: The Character can fly, wings are obvious, but other kinds of flight will have to be suggested/explained to the GM for every character. A character with wings but not this will not be able to fly with the wings
(0)Parental instincts: Character will be able to identify their offspring when seeing them.
°~-=Neutral:=-~° A blessing or a curse..Depends on the situation.
-Body Properties-
(3)Unusual Being- Does not need to breathe, and can survive some hostile areas some races cant. But some creatures rather like this, so these strange traits may make the character more desirable to them...
(0)EgglayerFemale only) Instead of live birth, eggs come out much easier, and they don't cry. But, because eggs are smaller, more fit inside. (+3 to max offspring, stacks with max offspring disadvantage, egg laying females have a minimum that is 2/3th of their max, rounded up. In addition to this, eggs take longer to mature, making a pregnancy with eggs last longer..And then the eggs themself have to hatch after that, taking even more time.)
(0)Magic sperm(Male only): Children born from the character's sperm are a random race.
(0)Magic womb(Female only): Children born from this character are a random race.
(1)Extra milkFemale only) Breasts produce more milk, which helps in a way, but also makes the female more wanted by whatever creatures she meets.
(0)Beautiful: Hostiles are more interested sexually in the character, +5 to rolls of whether or not a spotted monster is interested in the character for a sexual reason.
(0)Provoking: Hostiles are more interested in fighting the character. +5 to the chance of a monster wanting to fight.
(2)Sterile: (Male only) -1 to pregnancy rolls, can not reduce below base. Can not be picked along with a points giving (dis)advantage to male seed.(This can be used to nullify an opponent with fertile, or pvp where that is used.)
(2)Infertile(Female only) -1 to pregnancy rolls, can not reduce below a 1/20 chance, counts as advantage for points after 2 picks. Can not be picked along with a point giving (dis)advantage regarding female reproduction. (This can be used to nullify an opponent with potent seed, or pvp where that is used.)
-Mental Properties-
(0)After Battle lust: After winning a battle, character will become aroused and get -5 to resisting sex, and +5 to attempting to start sex in a forcefull way.
(0)Parental instincts: Character will always be able to identify their children, but suffers a -3 to all rolls for every child they lose for 3 days, stacking and refreshing the day counter if more are lost.
°~-=Bad:=-~°
-Base Stats-
(+2)Weak: -1 to rolls involving strength(Can be picked multiple times)
(+2)Slow: -1 to rolls involving speed(Can be picked multiple times)
(+2)Dull Mind: -1 to rolls involving thought, such as magic, and puzzles(Can be picked multiple times
(+3)Bad Stamina: -1 to base hp. Can't be taken so the character has less then 1 hp(9 times max).
-Combat Skills-
-Defensive Traits-
(+2)Weak to Magic: -1 to rolls of resisting magic, can be taken a max of 5 times.
(+4)Weaker to Poison: Effects of poison of all kinds doubled for character. May be picked twice(Which will double the doubled effect...Making it 4x)
-Skills-
(+3)Weak willed: -3 to rolls for giving in to sex, can be taken a max of 5 times.
(+3)Inattentive: -3 to rolls for discovering hidden things, which can be traps, monsters, treasure, and more. Can be taken a max of 5 times.
(+4)Bad escaper: -3 to rolls involving escaping grapples, ties, or other things holding down/impairing the character. Can be taken a max of 5 times. Can not be picked along with good at escaping.
(+3)Easy to notice: -2 to all rolls involving camouflage or hiding, can be picked a max of 5 times.
-Sex Related-
(+X)Heat: Every so often, the Character will enter a state of Heat, and must satisfy their sexual needs, +5 Points if required to find a Partner, +5 Points if Required to get Pregnant(Female), +5 Points if Required to Impregnate(Male), Base Points is determined by the GM, based on frequency of the Heat.
(+3)Constantly aroused: -5 to all rolls when being sexually assaulted. +5 to starting sex.
(+4)Nympho: Requires constantly aroused, another -5 to all rolls when being sexually assaulted, and +3 to starting sex.
(+3)Submissive: -2 to escaping dominant things, can be picked 5 times.
(+2)Extra sensitive: Character has a very sensitive body, making him/her climax faster and get aroused easier. There is a -2 to all rolls involving the prevention of arousal/climax (Can be taken up to 5 times, each time making the character more sensitive.)
(+3)Fetish: Player chooses a fetish, when said fetish happens to the character, all rolls of the character are reduced by 4, can be picked once for every fetish. Fetishes can overlap.(+3 only counts for the first 2 fetishes, after that another fetish only gives +2)
(+2)Fertile/Potent: +3 to Pregnancy Rolls, Can be picked until pregnancy chance is 100%(6 Times)
(+2)Enduring seedMale only) The seed from the male stays in the female body longer, giving it more chances at finding the egg. Each level gives an additional preg roll. Can cause multiple pregnancies if the female has that and multiple successes.(Can be picked a max of 5 times)
(+2)Increase offspring: +1 to max of offspring, minimum will always be at most 3 lower then max unless female lays eggs. Looses it's point as being bad(So it evens out the good ones) after 7 picks, but may still be picked after that.
(+5)Multiple-Pregnancies: (Female only) character may become pregnant again even while pregnant, can be taken once for each possible additional pregnancy. Max of 5. (Note this will be heavy on the character, and having 5 pregnancies going on at the same time will land her in trouble, provided she isn't already However, it won't cause anything a few good days of rest won't fix. Only the first pick gives +5, the second +6, third +7, fourth +8, last +9)
(+3)Need for milking(Female): character requires herself to be milked regularly or suffers penalties. (Can be taken up to 3 times, each time making the effect bigger)
(+3)Need for milking(Male): character requires himself to lose his load regularly or suffers penalties. (Can be taken up to 3 times, each time making the effect bigger)
(+4)Connected holes, mouthFemale only) The mentioned hole is connected with the reproductive system, allowing the character to get pregnant by blowjobs.
(+4)Connected holes, anusFemale only) The mentioned hole is connected with the reproductive system, allowing the character to pregnant by anal.
(+8)Connected ho-... 'part', skinFemale only) The mentioned part of the character is connected with the reproductive system, allowing the character to pregnant by having the part come in contact with cum.
(+4)Homing cum, anus(Male only) The male version of connected holes, allowing the character to impregnate by anal sex.
(+4)Homing cum, mouth(Male only) The male version of connected holes, allowing the character to impregnate by oral sex.
(+8)Homing cum, skin contact(Male only) The male version of connected holes, allowing the character to impregnate by ..Read the name. (Requires both lower ranked homing cum. Just as another warning, getting things pregnant -will- have consequences. Very bad consequences if it didn't want to.)
(+10)Homing cum, expanded (Male only, needs any other homing cum) The male version of connected holes, this one makes it so that the cum keeps potent even in fluids and after time has passed. Does not work on large bodies of water unless coupled with many, many picks of extra large cumshot.
-Other Traits-
(+2)Unlucky: Effect is different based on situation. (Minor negative effects)
(+2)Naked start: Character starts naked, without equipment
(+4)Vow of poverty: Character may never own more then 750 gold worth in items. When he/she does, the character will suffer -1 to all rolls for every 100 gold above 750.
(+3)Expanded vow of poverty: Vow of poverty's gold limit is set to 250 instead of 750, must have vow of poverty to take.
(+2)'Free spirited': gets a -2 penalty to all rolls when using any kind of clothing covering more then half the torso. Can be picked up to 5 times.
(+5)Nudist: Wearing anything will incur a -3 penalty to all rolls for every piece of clothing or armour.
(+5)Coward: Gets a -2 to all rolls for every hostile present. Stacks with other things. Can be taken once. Does not effect running away.
(+5)Pacifist: Gets a -5 to all combat rolls. May only be taken once.
(+4)Honourable: If the character attacks something that is defeated already or doesn't want to fight, all rolls for the rest of the day will suffer a cumulative -3 penalty.
(+4)Life Lover: Character can never kill anything, when the character does kill something by mistake or accident, he will get -10 to all rolls for 3 ingame days.
(+3)Kleptomaniac: Character will have an urge to take all valuable or shiny things. This must be roleplayed, GM enforced.
(+3)Claustrophobia: Character gets -3 to all rolls when in a small space. Can be picked up to 3 times.
(+3)Agoraphobia: Character gets -3 to all rolls when in a wide, open space. Can be picked up to 3 times.
(+2)Naturalist: Character gets a -2 to all rolls in Cities/Manmade Areas, can be picked up to 5 times. Can not be picked with Citydweller.
(+2)Citydweller: Character gets a -2 to all rolls in natural Areas, can be picked up to 5 times. Can not be picked with Naturalist.
(+4)Hemophobia: When the character sees blood, roll a d20, if the result is below 10, character will faint.
(+5)Bad space management: all containers used by this character have 50% less space.
Everything in here is optional, all that is needed to play is a name and character picture
(Please note a lot of the good bits of version 1 stayed, so this may look similar)
The new and improved version 2 takes place in the same world as the first, and the original is still around, however, now the players are free to explore a large area of land, water, sky, and even a few different dimensions in search of...Their own goals. DoD v2 is free of goals and railroading, the only things that will happen to a character are things they allowed to happen, through actively causing them, sheer luck, or inactively sitting by. Make your own destiny, be free.
(new)Features: Freedom, A leadership system, Crafting, Wars, Construction, And more.
This chatgame is (Feel free to ask about it) played in chatrooms, I currently go to:
You must be registered to see the links
(Chibi's chat)
You must be registered to see the links
XSI(me) will GM Dungeon of Doors, but the system is free to use.
In order to join an ongoing game, just message the GM and ask, if no game is currently being played, feel free to ask anyway.
-System and character creation-
Magic is thought up on the go, but has to be approved before being used.(Private message to GM)
Treasure can be carried in containers, such as backpacks and chests, and not saying you take it along means you will leave it where you found it. A character can wear up to 5 necklaces and 10 rings, after which they will need to store the items in a container, or carry them by hand, which is very limited (Up to 20 coins/hand or 1 item/hand), and gives a negative to all actions they take while carrying it.
While grouping up with others is allowed, there is no team score, so players will have to divide their loot amongst each other.
Both male and female characters are allowed(Herms are allowed as well, and as herms they can choose from both male only and female only advantages for their male/female parts.), but female characters are preferred unless the player with the male character likes M/M(possible sexual) encounters.
Starting equipment is one weapon and one set of armour/clothes of the user's choice.(No godmode materials, I will not give you a soulstealing sword made of adamantiunfindablium.)
A character may pick special advantages/disadvantages to change their experience, for better, or worse. Unless stated, an atribute can only be picked once.(Note that in DoD, most monsters a character encounters will be of roughly equal strength, stacking a lot on one thing does not mean instant victory)
Every advantage/disadvantage has a value, in "Advantage points", or AP. A character needs to have a positive amount of AP, or have 0 AP left. A character can spend these points on advantages, and get more points by taking disadvantages.
The cost in AP is the number in front of it. A +x means you get x AP for taking that one.
Every new character starts with 10 points.(Note, not all good advantages are always good, and not all bad are always bad. Some are situational)
°~-=Good:=-~°
-Base Stats-
(X)Strong: +1/2/3/4/5 to Rolls involving Strength, Costs 1/3/6/10/15 depending on rank, Max 5 Picks
(X)Fast: +1/2/3/4/5 to Rolls involving Speed, Costs 1/3/6/10/15 depending on rank, Max 5 Picks
(X)Smart: +1/2/3/4/5 to Rolls involving Intelligence, Costs 1/3/6/10/15 depending on rank, Max 5 Picks
(3)Enduring: Character gets a base +1 to hp.(Can be taken 5 times, in the official DoD, 1hp= get hit once in actual combat, anybody using the system may change this value to fit their game.)
-Customization-
(X)Extra equipment start: Start with extra equipment of your choice, remember to let the gm approve it and the price.
(X)Natural weapons: Character has natural weapons, granting bonusses depending on the weapon, mostly used in combat, but some things may help with other things. Cost depends on weapon/effect, GM has to approve it first.
(X)Different genetelia: Character has different genetelia then normal, granting an effect, or bonus. Cost depends on effect. (Player chooses effect, but GM will have to aprove/disaprove and price. Having multiple genetelia falls under this.)
-Combat Skills-
(2)Weapon Proficiency: +2 to rolls with weapon of choice, can be picked up to 5 times.
(4)Weapon Mastery: +2 to rolls involving a weapon of the type selected, can be picked up to 5 times for every weapon.
(3)Magician: Character gets +2 to spellcasting, can be taken up to 5 times.
(3)Armour Proficiency: +2 to rolls involving armour of type selected. (Includes defensive rolls while wearing the armour)
(3)Shield Proficiency: +2 to rolls involving the use of a shield of type selected, can be picked up to 5 times.
-Defensive Traits-
(X)Natural armour: Scales, or a very thick hide covers the body, giving the character a +1 to his/her armour value. Can be picked up to 5 times, costs: 2/6/14/30/62, leftmost is one pick, rightmost is 5 picks. Costs are totals.
(3)Magic Resistance: Character gets +1 to rolls about magic resisting, can be taken max 5 times.
(3)Poison Resistance: Character has a +2 chance to resist poison, can be taken a max of 5 times. (Without this, all poison effects the character)
-Crafting/Skill Skills-
(3)Crafting proficiency: +2 to rolls involving crafting of the type selected, can be picked up to 5 times for every craft.
(3)Observant: +3 to rolls for discovering hidden things, which can be traps, monsters, treasure, and more. Can be taken a max of 3 times.
(3)Strongwilled: +3 to rolls for giving in to sex, can be taken a max of 5 times.
(3)Seducer: +3 to rolls for convincing the opponent to have sex with the character, instead of fighting.(Can be picked up to 3 times)
(3)Escape artist: +3 to rolls involving escaping grapples, ties, or other things holding down/impairing the character.
(2)Rope skills: The general usage of rope, +4 to rolls involving the use of a rope.
(3)Casual puzzler: a 1 out of 20 chance that the character will see right through a puzzle or trap to see exactly how to disable it for every pick. Can be picked up to 5 times. Only works on small or simple puzzles.
(4)Puzzler: Requires Casual puzzler, applies the same chance to normal difficulty puzzles.
(5)Master puzzler: Requires puzzler, same chance will now apply to advanced puzzles.
(3)Camouflage expert: +2 to rolls for staying hidden when using a kind of camouflage, can be picked 5 times.
(4)Natural camouflage: +3 to rolls for sneaking and/or staying hidden. Stacks with other effects. Will not be in effect when the character's natural camouflage doesn't help at all.-Like a polar bear in the desert, or a tiger on ice.
(2)Toy expert: +2 to rolls using toys of any kind, I think whoever reads this knows what kind of toys this is used for. (Can be taken a max of 5 times)
-Knowledge/Lore-
(2)Basic Appraisal: The character can easily see which items are worth more then others.
(3)Expert Appraisal: requires good with value, the character can see how much a item is worth in gold.
(3)Magical identification: Can identify magical items in a crude manner(Shows the kind of magic, no details)
(4)Expert magic identification: Shows in detail what a magical item does(Needs magical identification)
(3)Advanced weapon identification: Identify strange looking weapons, and what they are strong/weak against.(Gives a bonus for the character when fighting with, or against the identified weapon)
(3)Item identification: Allows the player to identify strange, exotic and otherwise otherworldly items.-Example, demon weapons and items.
(2)Basic creature identification: Allows the player to identify common and simple creatures.
(3)Advanced creature identification: Needs basic version. Allows the player to identify rare and special creatures
(2)Basic Herbal Lore: A character can determine the properties and direct usages of common herbs and plants
(3)Expert Herbal Lore: A character can determine the propertiesand direct usages of rare herbs and plants
(3)Tracking: Allows character to track where creatures, including players, went in the area.
(3)Advanced tracking: Needs tracking, Allows a character to follow a specific track, or see what kind of creature made the tracks.
-Other Traits-
(2)Lucky: Effect is different based on situation.(Minor positive effects)
(4)Bloodlust: Character can attack two times in one turn, but anything that happens to the character will get a +5 to its roll, including grapples, attacks, and even traps.
(4)Healing Milk: A Characters Milk heals 1/3/5 HP, and Minor/Common/Major Diseases*/Poisons*, Based on Rank, Max 3 Picks. *May not work on everything.
(4)Healing Cum: A Characters Cum heals 1/3/5 HP, and Minor/Common/Major Diseases*/Poisons*, Based on Rank, Max 3 Picks. *May not work on everything.
(5)Spatial thinking: all containers used by this character have 50% more space.
(4)Darksight: Character can see in natural darkness.
(4)Waterbreathing: The Character can spend time underwater indefinitely
(4)Amphibian: The Character doesn't suffer Swimming Fatigue after swimming for a long time.
(8)Flight: The Character can fly, wings are obvious, but other kinds of flight will have to be suggested/explained to the GM for every character. A character with wings but not this will not be able to fly with the wings
(0)Parental instincts: Character will be able to identify their offspring when seeing them.
°~-=Neutral:=-~° A blessing or a curse..Depends on the situation.
-Body Properties-
(3)Unusual Being- Does not need to breathe, and can survive some hostile areas some races cant. But some creatures rather like this, so these strange traits may make the character more desirable to them...
(0)EgglayerFemale only) Instead of live birth, eggs come out much easier, and they don't cry. But, because eggs are smaller, more fit inside. (+3 to max offspring, stacks with max offspring disadvantage, egg laying females have a minimum that is 2/3th of their max, rounded up. In addition to this, eggs take longer to mature, making a pregnancy with eggs last longer..And then the eggs themself have to hatch after that, taking even more time.)
(0)Magic sperm(Male only): Children born from the character's sperm are a random race.
(0)Magic womb(Female only): Children born from this character are a random race.
(1)Extra milkFemale only) Breasts produce more milk, which helps in a way, but also makes the female more wanted by whatever creatures she meets.
(0)Beautiful: Hostiles are more interested sexually in the character, +5 to rolls of whether or not a spotted monster is interested in the character for a sexual reason.
(0)Provoking: Hostiles are more interested in fighting the character. +5 to the chance of a monster wanting to fight.
(2)Sterile: (Male only) -1 to pregnancy rolls, can not reduce below base. Can not be picked along with a points giving (dis)advantage to male seed.(This can be used to nullify an opponent with fertile, or pvp where that is used.)
(2)Infertile(Female only) -1 to pregnancy rolls, can not reduce below a 1/20 chance, counts as advantage for points after 2 picks. Can not be picked along with a point giving (dis)advantage regarding female reproduction. (This can be used to nullify an opponent with potent seed, or pvp where that is used.)
-Mental Properties-
(0)After Battle lust: After winning a battle, character will become aroused and get -5 to resisting sex, and +5 to attempting to start sex in a forcefull way.
(0)Parental instincts: Character will always be able to identify their children, but suffers a -3 to all rolls for every child they lose for 3 days, stacking and refreshing the day counter if more are lost.
°~-=Bad:=-~°
-Base Stats-
(+2)Weak: -1 to rolls involving strength(Can be picked multiple times)
(+2)Slow: -1 to rolls involving speed(Can be picked multiple times)
(+2)Dull Mind: -1 to rolls involving thought, such as magic, and puzzles(Can be picked multiple times
(+3)Bad Stamina: -1 to base hp. Can't be taken so the character has less then 1 hp(9 times max).
-Combat Skills-
-Defensive Traits-
(+2)Weak to Magic: -1 to rolls of resisting magic, can be taken a max of 5 times.
(+4)Weaker to Poison: Effects of poison of all kinds doubled for character. May be picked twice(Which will double the doubled effect...Making it 4x)
-Skills-
(+3)Weak willed: -3 to rolls for giving in to sex, can be taken a max of 5 times.
(+3)Inattentive: -3 to rolls for discovering hidden things, which can be traps, monsters, treasure, and more. Can be taken a max of 5 times.
(+4)Bad escaper: -3 to rolls involving escaping grapples, ties, or other things holding down/impairing the character. Can be taken a max of 5 times. Can not be picked along with good at escaping.
(+3)Easy to notice: -2 to all rolls involving camouflage or hiding, can be picked a max of 5 times.
-Sex Related-
(+X)Heat: Every so often, the Character will enter a state of Heat, and must satisfy their sexual needs, +5 Points if required to find a Partner, +5 Points if Required to get Pregnant(Female), +5 Points if Required to Impregnate(Male), Base Points is determined by the GM, based on frequency of the Heat.
(+3)Constantly aroused: -5 to all rolls when being sexually assaulted. +5 to starting sex.
(+4)Nympho: Requires constantly aroused, another -5 to all rolls when being sexually assaulted, and +3 to starting sex.
(+3)Submissive: -2 to escaping dominant things, can be picked 5 times.
(+2)Extra sensitive: Character has a very sensitive body, making him/her climax faster and get aroused easier. There is a -2 to all rolls involving the prevention of arousal/climax (Can be taken up to 5 times, each time making the character more sensitive.)
(+3)Fetish: Player chooses a fetish, when said fetish happens to the character, all rolls of the character are reduced by 4, can be picked once for every fetish. Fetishes can overlap.(+3 only counts for the first 2 fetishes, after that another fetish only gives +2)
(+2)Fertile/Potent: +3 to Pregnancy Rolls, Can be picked until pregnancy chance is 100%(6 Times)
(+2)Enduring seedMale only) The seed from the male stays in the female body longer, giving it more chances at finding the egg. Each level gives an additional preg roll. Can cause multiple pregnancies if the female has that and multiple successes.(Can be picked a max of 5 times)
(+2)Increase offspring: +1 to max of offspring, minimum will always be at most 3 lower then max unless female lays eggs. Looses it's point as being bad(So it evens out the good ones) after 7 picks, but may still be picked after that.
(+5)Multiple-Pregnancies: (Female only) character may become pregnant again even while pregnant, can be taken once for each possible additional pregnancy. Max of 5. (Note this will be heavy on the character, and having 5 pregnancies going on at the same time will land her in trouble, provided she isn't already However, it won't cause anything a few good days of rest won't fix. Only the first pick gives +5, the second +6, third +7, fourth +8, last +9)
(+3)Need for milking(Female): character requires herself to be milked regularly or suffers penalties. (Can be taken up to 3 times, each time making the effect bigger)
(+3)Need for milking(Male): character requires himself to lose his load regularly or suffers penalties. (Can be taken up to 3 times, each time making the effect bigger)
(+4)Connected holes, mouthFemale only) The mentioned hole is connected with the reproductive system, allowing the character to get pregnant by blowjobs.
(+4)Connected holes, anusFemale only) The mentioned hole is connected with the reproductive system, allowing the character to pregnant by anal.
(+8)Connected ho-... 'part', skinFemale only) The mentioned part of the character is connected with the reproductive system, allowing the character to pregnant by having the part come in contact with cum.
(+4)Homing cum, anus(Male only) The male version of connected holes, allowing the character to impregnate by anal sex.
(+4)Homing cum, mouth(Male only) The male version of connected holes, allowing the character to impregnate by oral sex.
(+8)Homing cum, skin contact(Male only) The male version of connected holes, allowing the character to impregnate by ..Read the name. (Requires both lower ranked homing cum. Just as another warning, getting things pregnant -will- have consequences. Very bad consequences if it didn't want to.)
(+10)Homing cum, expanded (Male only, needs any other homing cum) The male version of connected holes, this one makes it so that the cum keeps potent even in fluids and after time has passed. Does not work on large bodies of water unless coupled with many, many picks of extra large cumshot.
-Other Traits-
(+2)Unlucky: Effect is different based on situation. (Minor negative effects)
(+2)Naked start: Character starts naked, without equipment
(+4)Vow of poverty: Character may never own more then 750 gold worth in items. When he/she does, the character will suffer -1 to all rolls for every 100 gold above 750.
(+3)Expanded vow of poverty: Vow of poverty's gold limit is set to 250 instead of 750, must have vow of poverty to take.
(+2)'Free spirited': gets a -2 penalty to all rolls when using any kind of clothing covering more then half the torso. Can be picked up to 5 times.
(+5)Nudist: Wearing anything will incur a -3 penalty to all rolls for every piece of clothing or armour.
(+5)Coward: Gets a -2 to all rolls for every hostile present. Stacks with other things. Can be taken once. Does not effect running away.
(+5)Pacifist: Gets a -5 to all combat rolls. May only be taken once.
(+4)Honourable: If the character attacks something that is defeated already or doesn't want to fight, all rolls for the rest of the day will suffer a cumulative -3 penalty.
(+4)Life Lover: Character can never kill anything, when the character does kill something by mistake or accident, he will get -10 to all rolls for 3 ingame days.
(+3)Kleptomaniac: Character will have an urge to take all valuable or shiny things. This must be roleplayed, GM enforced.
(+3)Claustrophobia: Character gets -3 to all rolls when in a small space. Can be picked up to 3 times.
(+3)Agoraphobia: Character gets -3 to all rolls when in a wide, open space. Can be picked up to 3 times.
(+2)Naturalist: Character gets a -2 to all rolls in Cities/Manmade Areas, can be picked up to 5 times. Can not be picked with Citydweller.
(+2)Citydweller: Character gets a -2 to all rolls in natural Areas, can be picked up to 5 times. Can not be picked with Naturalist.
(+4)Hemophobia: When the character sees blood, roll a d20, if the result is below 10, character will faint.
(+5)Bad space management: all containers used by this character have 50% less space.
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