Fuckworld © 2014 by M. Didact Like what you see and want to see more? Donate at http://www.patreon.com/user?u=406719 Cover art by UnknownTico aka BleedingTarget http://unknowntico.deviantart.com/
Fuckworld is a tabletop RPG. An exceedingly dirty tabletop RPG. We’re talking potentially FATAL-levels of dirty, but hopefully without the endless charts, skull-crushingly boring mechanics, rampant sexism/racism/general grossness, and straight-faced overseriousness. It’s designed to be goofy and sexy at the same time, so don’t get your panties in a bunch. In 2017, Kansas was hit by a meteor that skidded halfway into Nebraska but otherwise didn’t do much damage. Two years after impact, the meteor began venting a purplish gas into the Earth’s atmosphere. While at first it seemed harmless, it first enhanced humanity’s sensory perception, then turned the entire planet into a massive orgy. Whoops. 150 years later, an alien race called the Ythornians emerged from the meteor, which, it turns out, was actually a spaceship coated in debris. They fled from a dying homeworld in search of somewhere else to hang their hats, and the navigational computer chose Earth. They were very happy to be alive, and very, very embarrassed at what their bioforming gas had done to the natives. While the results were irreversible, they resolved to help humanity in any way they could. That was 300 years ago. The year is 301 AI (After Impact) and the world is a very different place. Technology is incredibly advanced thanks to Ythornian know-how and Human ingenuity. The ice caps are back, disease is nonexistent, war is pretty much over, and we have flying cars. Humanity has changed quite a bit too – Ythornian bioforming has genetically altered both how we think and how we look as a species; gender itself is much more fluid, and humankind isn’t just made up of men and women anymore but sexes that encompass traits (and body parts) of both. Also, there’s sex. There’s a LOT of sex. But beneath the utopian veneer, all is not well; least of all in the city of Dos Vergas. Puritan terrorists driven mad with unreleased lust plot to topple the government, insane genetic experiments from unethical “doctors” lurk the extensive sewer systems, and corrupt politicians looking for the next handout (or handjob) all seek to undermine the happy, horny status quo. Also, graffiti gangs. In a city of over 8,000,000 people, you’re all that’s standing in the way. Welcome to Fuckworld.
Fuckworld runs off of a d6 system, which means it uses regular, old 6-side dice (the kind that come with board games) to decide outcomes. Each player should, ideally, have at least two d6s of different colors, with the first acting as a regular d6 and the other acting as the FUCK die. The d6 is rolled to get numbers between 1 and 6, as you might guess. Succeed/fail rolls rely on single d6 rolls, with a roll of 4 or higher being a success and a roll of 3 or lower being a failure. If multiple d6s are needed for a roll – like using two d6s for a roll of 2d6 – then roll the required number of d6s and add the rolls to get the total result. If short on dice (or you’re just lazy), simply roll a single d6, and then multiply the result by the number of dice that were supposed to be rolled. However, this method can give wildly varying results that tend to go far in one direction or the other. Haakun is attempting to flirt with a lust-beast that is attacking him in the sewers. Flirting requires a roll of 3d6, so Haakun rolls his dice and gets rolls of 4, 6, and 2, which gives him a final result of 12 (4+6+2). The FUCK die (or Fd) adds a level of chance to any roll. The Fd is always rolled alongside the d6, although its results only matter if it rolls a 1 or a 6. If it rolls a 6 on a successful roll, then not only does the action succeed, but the result is added to the regular d6 roll and the Fd goes “FUCK YEAH,” allowing the player to roll the Fd again. The subsequent roll is also added to the regular roll, even a roll of 1; a lucky subsequent Fd of 6 leads to a third, and so on. However, if the original Fd rolls a 1 on a failing roll, then not only does the action fail, but the Fd goes “FUCK NO” and is rolled again; unfortunately, the result of the subsequent roll is subtracted from the original d6 roll. If the second Fd roll is a 1, then not only does the action fail, but it fails spectacularly, ensuring unpleasant consequences for the roller. Remember, the initial d6 roll decides the ultimate success/failure result, although partial successes and failures are possible. For more on that, see the Partial Successes and Failures section on the next page. Haakun is trying to decrypt a coded message he intercepted earlier in the day. Haakun rolls 4d6 (for his INT of 4) and the Fd, for a result of 16 (3+2+6+5) and 6. The Fd goes “FUCK YEAH,” bumping up his result to 22 and letting him roll the Fd again. His second roll is 5; not enough to get a third roll, but enough to pump his total roll to 27. He easily decodes the message, which had a difficulty of 12, and his roll is so far above the Target Roll that he also uncovers the IP address of the message’s origin. Stats are numerical values that represent how gifted a character is physically and mentally; the higher the Stat, the better the ability. Stats are divided up into two categories: Physical Stats and Sex Stats. Physical Stats: Physical stats determine a character’s raw natural ability. Strength (STR): A character’s sheer physical strength. Agility (AGI): A character’s coordinated finesse. Intelligence (INT): A character’s mental faculties and acumen. Stamina (STA): A character’s physical endurance. Sex Stats: Sex Stats determine the character’s efficacy and skill in sex and sex-related matters. Hand (HAN): A character’s appendage dexterity and deftness. Oral (ORL): A character’s skill using their mouth. Vaginal (VAG): A character’s aptness for delivering pleasure with their vagina(s). Anal (ANL): A character’s ability to deliver pleasure with their asshole. Penis (PNS): A character’s deftness with their dick. Sensuality (SNS): A character’s skill in acting in flirtatious and seductive ways. Arousal Arousal measures how turned-on a character is. Arousal is a unique Stat that is discussed more in the Character Creation chapter.
Whenever a character performs an action or a task that would have a direct effect on the game like breaking down a door, climbing a fence, or deciphering a code, a Test should be made. Making a Test has a few steps, but is pretty easy: Figure out which Stat is being Tested. Decide the Target Roll of the task at hand. Roll the appropriate number of dice. If the character rolls higher or equal to the Target Roll, the Test is passed and the character is successful at whatever they were trying to do! If the character rolls under the Target Roll, the Test is failed and the character fails at whatever they were trying to do! Test Difficulty and Target Rolls Not all tasks are equal; flying from your apartment to the stim-store is a lot easier than pursuing a target through oncoming rush-hour traffic. This is where Target Rolls come in. Target Rolls are chosen by the GM to indicate how easy the Test is. Difficulty Target Roll Range Super Easy 1-5 Easy 6-10 Regular 11-15 Challenging 16-20 Tough 21-25 Hard 26-31 Real Hard 32+ Neyla is wants to scale the side of a tall building to break into an office. Not only is the office fairly high up, but it’s raining too. The GM decides that climbing up the side of the building is Tough (Target Roll 24). Neyla, who has an STR of 5, now rolls 5d6 to get her result. Automatic Success/Failure Testing for EVERY single action that a character takes slows the game down and turns it into a boring roll-fest, so routine actions like writing an e-mail or flying a vehicle through a skylane from one location to another are passed automatically. Conversely, some tasks have no chance of success: hacking into a sentient AI, or trying to pick up a building with your bare hands. These tasks are failed automatically both for the sake of logic and to prevent more mischievous players from trying to break the game with a lucky 1. A good rule of thumb for determining when to make a Test is if the action wouldn’t have any serious consequences if it failed, then a Test doesn’t need to be made. Opposed Tests Oftentimes characters won’t be rolling against objects or circumstances; they’ll be rolling against other characters! In these cases, each character rolls the appropriate number of d6s based on the Stats being Tested and whoever rolls higher wins. If the result is a tie, roll again until it isn’t. Assisted Tests Sometimes characters can’t make it on their own; when those times come, other characters can help out – within reason. Every assisting character subtracts his or her own Stat from the Target Roll. However, assisting characters have to actually be close enough to the character taking the Test to help. The assistance should also make sense in context; you can help someone knock a door down or crack a code, but not shrug off poison. Degrees of Success and Failure If a roll passes or fails a Test by 10 or more, the rolling character gains an additional degree of success/failure, which acts as an indication of just how well or poorly the character made out beyond the original intent of the roll. The consequences are up to the GM’s discretion, and should seem like icing on the cake to the original action. Regulus leaps out a second story window to the ground below. The GM determines it is a Challenging (Target Roll 17) Test. Regulus rolls a 28, so he not only passes the Test, but gains an additional degree of success. He tucks in and lands in a silent roll before standing up and leisurely strolling out into the street, completely unnoticed by anyone. ALTERNATIVELY: Regulus leaps out a second story window to the ground below. The GM determines it is a Challenging (Target Roll 17) Test. Regulus rolls a 6, so he not only fails the Test, but gains an additional degree of failure. He completely botches the landing, noisily crashing to the ground and taking damage from the fall. A curious crowd has gathered around him before he even gets back up. Partial Successes and Failures These rare occurrences happen when an ordinary Test (not an opposed Test) is passed/failed, but the Fd rolls the “opposite:” a 6 on a failed roll, or a 1 on a passed roll. A partial failure isn’t a total loss for players: an intercepted message that deletes itself when a character fails to decrypt it will still be unreadable, but the character might trace the area of the city the deletion order came from. Likewise a partial success results in a character doing something a little too well: a successful lock-pick also engages the door’s automated protocols and it slams open with a loud bang. When a Test’s Target Roll is decided by the GM, sometimes there are additional modifiers that can alter the outcome of the roll to reflect additional help or extra challenge. Bonuses are beneficial modifiers that are added to the roll after it is made, while penalties are subtracted from the roll after it is made. These modifiers are always added to a character’s roll, and do not affect the original Target Roll; only how easy or difficult it becomes for the player to hit it. Movement in Fuckworld is fairly nebulous; almost all combat is in close/melee range, and most locations can be traveled to in relatively short time periods: 15 minutes to 2 hours, depending on traffic. With that being said, there are a few circumstances that have defined rules. Sprinting Characters can maintain an all-out run or sprint for a number of turns equal to their STA without any need for dice rolling. However, once the turns spent running exceeds the Stat, characters must take a STA Test every turn afterwards, with a stacking -2 penalty for every Test after the first one. If a character fails the Test, they must stop and catch their breath. Lyra is chasing a fleeing informant through a park. Her STA is 4 but she’s been chasing him for 5 turns already. Though she took a -2 penalty on the previous turn, this turn she takes a -4 penalty to her STA roll.
Jumping Jumping requires an AGI Test no matter if it’s up or down. It’s up to the GM to decide what negative consequences may ensue if the Test is failed; failing to hop up and grasp a high-hanging ladder in a back alley will end much better than failing to leap between two tall buildings. A running start before jumping gives a +4 Test Mod. Climbing Climbing up requires a STR Test, while climbing down requires an AGI Test. Failing the STR Test will result in the character being unable to climb, but failing the AGI Test will result in the character losing their grip and falling, though an additional AGI Test can be taken for the character to regain his/her grip and resume the descent as normal. Note that if characters have access to climbing gear or other artificial means of scaling surfaces, no Tests are required. Swimming Swimming only requires a simple STR Test with the appropriate Test Mods. Completely still water requires no Test at all, while slowly moving water like a calm ocean or river can be considered Easy or Basic Tests, and so on. Unlike Sprinting, only one Test is required unless the swim takes an unusually long time; if a character passes, he or she can generally be considered to “hack it” in the water. Note that failing a Swimming Test doesn’t mean the character drowns or cannot swim at all; it just means the character makes slower progress than normal. Unorthodox Movement Some characters can move (or choose to move) in nontraditional ways that don’t fit any of the previous descriptions: grinding on rails, clambering over and through obstacles, and so on. In these cases, the GM should make as best a guess as he or she can for which Stat should be tested. Anita is running from a local gang’s mechano-hounds; she turns into an alley, only to find herself facing a high chain link fence. Rather than try to climb up and over the fence, she instead decides to overcome the obstacle with some fancy parkour. The GM decides that her AGI will be Tested, and decides it will be a Challenging (Target Roll 16) Test based on both the physical challenge of the task and the nerves Anita might be experiencing from being pursued. She rolls a 21 – a success! Anita keeps running, but leaps into a wallrun up the left side of the alley, gaining enough height that she clears the fence and lands safely on the other side. Extended Movement While some actions are quick – scaling a short fence or crashing through a window – others last for longer and provide more opportunities for things to go wrong. Characters only have to take a single Test to climb a surface, but it’s possible for handholds to give way or mechanics on the wall to impede progress. Runners can encounter crowds or uneven ground, and swimmers may find sudden current changes or lurking creatures in open water. The hazards that pop up during these stretches should only require a simple Test from the logical Stat – an AGI Test while climbing to dodge a falling object, for example – but shouldn’t be overused. Driving and Flying Vehicular movement has its own set of rules and guidelines that can be found in the Vehicles section. However, since all player characters in Fuckworld are of legal age, they can safely drive civilian car and truck “skylaners” without needing to take any sort of Tests. Personal jetpacks can also be used for routine transportation from one place to another or simple aerial maneuvers without the need for Tests. However, out-ofthe-ordinary actions (racing, weaving in and out of traffic, complex aerial maneuvers, etc.) will require Skill Tests. Fucks All characters start with a limited number of Fucks to give. Fucks have many uses, but all of them will turn things to a character’s advantage. Giving a Fuck lets players do one of the following things: Re-roll a single failed Test of any kind, with the second result standing. Gain the highest roll when rolling for Initiative. Adding a degree of success to a Test. Instantly recover from being Stunned. In extremely dire situations, characters can also chose to Fuck-off, reducing their total number of Fucks by 1, but saving them from certain death or some unsavory end. Fucks are restored at the beginning of each play session, but Fucks that are Fucked-off do not regenerate in this way. Fucks may be awarded or given back to players at the GM’s discretion. While individual character goals may vary, there are generally only three possible ultimate “outcomes” for characters in Fuckworld: Good End, Bad End, and Worst End. Although all three involve a character (usually) permanently leaving play, the circumstances vary widely. Good End This occurs whenever a character has accomplished his/her personal goals and decides to retire from their career on the streets. Some go back to their old lives – though markedly wiser – but many choose to utilize the skills and resources they’ve gained in other endeavors; starting (or taking over) a company, running for public office, or maybe just getting a cushy apartment on the High Side to lounge about in. Regardless of what he or she chooses to do after retiring, any character that achieves a Good End becomes a Legacy Character. Rules for Legacy Characters can be found in the GM Section. Bad End This occurs whenever a character gets themselves into a situation from which there is no reasonable escape: imprisonment in a Pink Maiden, slavery, or transformation into a living trophy are all circumstances where the character is still alive, but is essentially doomed to some terrible fate for the rest of their lives. When a character meets a Bad End, they are removed from play. However, at the GM’s choosing, they may also become a Legacy Character who can be rescued to rejoin active play in the future. Rules for Legacy Characters can be found in the GM Section. Worst End While true death is rare in Fuckworld, it can and does happen. Most injuries, even paralysis or broken necks, can be healed and repaired at hospitals, but there’s not much that can be done about the results of falling off a skyscraper, getting vaporized by a laser wall, or being crushed by industrial machinery. When a character suffers a Worst End, they are permanently removed from play and their player must roll up a new character.
Before anything else, players have to select their race: Human or Ythornian. Each race has certain advantages, but ultimately the two can be considered equal. Human While Humanity has been irrevocably changed at the DNA level by Ythornian bioforming, they still pretty much look like Humans and are capable of Human stuff. Ythornian Ythornians are tentacle-wielding aliens whose genetics have become extremely malleable through centuries of experimentation. After choosing a race, it’s time to select the character’s physical gender and body shape. Note that this is only the physical gender – it doesn’t have any effect on what characters are into, just on what parts are available for use. Choose a Physical Gender: Is the character a guy, girl, or something else entirely? When choosing a Gender, Ythornians gain twice as many Members and Orifices as Humans do except for Anuses. There’s no need to have multiples of those. Male: The character is a dude. Nice. Gain the Mouth and Anus Orifices, and the Penis Member. Female: The character is a girl. Nice. Gain Breasts, and the Mouth, Vagina, and Anus Orifices. Femboy: The character looks like a dude, but has a vagina. Nice. Gain the Mouth, Vagina, and Anus orifices. Dickgirl: The character looks like a girl, but has a penis. Nice. Gain Breasts, the Mouth and Anus Orifices, and the Penis Member. Futanari: The character looks like a girl but has both Male and Female sex organs. Nice. Gain Breasts, the Mouth, Vagina, and Anus Orifices, and the Penis Member. Blank: I’m not sure how this happened. Nice. Gain the Mouth and Anus Orifices. Ythornians cannot be Blank unless they have a Humanoid build. Choose a Physical Build: Human Builds: Masculine: The character has a manly body, with proportions, muscles, and facial features appropriate to his/her stature. Automatically receive a Breast rating of 1 and add 1 to the Strength stat. Feminine: The character has a womanly body, with wider hips and a more pronounced chest area. Automatically increase his/her Breast rating by 1 and add 1 to the Agility stat. Androgynous: The character encompasses physical traits of both sexes displaying wide hips but a small chest with a face that is neither distinctly male nor female, but something between both. Automatically receive a Breast and Butt rating of 2 regardless of gender and add 1 to the Sensuality stat. When rolling for Asset Stats, the character does not roll for Breast and Butt. Ythornian Builds: Humanoid: The character has a body virtually indistinguishable from a human’s except for the multi-colored skin, lack of hair/protruding nose, and odd eyes. Choose one Human build. Hybrid: The character has a markedly less humanoid body, with usable tentacles and a more unorthodox face. Subtract an Arm, gain a Tentacle Arm and an additional Penis Member/Vagina Orifice depending on the character’s Male/Female Gender. Pureblood: The character has the form of a true Ythornian, taking the shape of a tentacle monster. Gain four Tentacle Arms in place of the two Arms and an additional two Penis Members/Vagina Orifices depending on the character’s Male/Female Gender.
Stats determine a character’s raw physical and mental abilit, as well as sexual prowess, and are decided by allocating points. Physical Stats: Physical stats determine how good the character will be at basic stuff. Players have 16 points to distribute between the four stats. Strength (STR): A character’s sheer physical strength, finesse be damned. Agility (AGI): A character’s coordinated finesse, physical strength be damned. Intelligence (INT): A character’s measured mental faculties and acumen. Stamina (STA): A character’s physical endurance. Multiply this number by 10 to get the character’s Hit Points (HP). Sex Stats: Sex stats determine the character’s efficacy and skill in sexual combat. Players are given 18 points to distribute between the six stats. Hand (HAN): A character’s appendage dexterity and deftness; this applies to tentacles as well as human hands. Oral (ORL): A character’s skill using their mouth. This is used for oral sex. Vaginal (VAG): A character’s aptness for delivering pleasure with their vagina(s). Anal (ANL): A character’s ability to deliver pleasure with their asshole. Penis (PNS): A character’s deftness with their dick. Sensuality (SNS): A character’s skill in moving in flirtatious and seductive ways; used primarily for flirting. Arousal All characters begin play with an Arousal of 0 and a maximum of 100. Arousal can be raised and lowered both in and out of combat. Arousal levels confer bonuses to Tests using Sex Stats, but penalize Tests using Physical Stats. When a character hits 100 Arousal, they achieve Orgasm, which has different results in and out of combat. Fucks Roll a 1d6. A roll of 1 or 2 awards 1 Fuck, 3 or 4 awards 2 Fucks, and 5 or 6 awards 3 Fucks. While it’s fairly uncommon, it’s not completely unheard of for characters to reach maturity as virgins either through chemical-assisted self-control or a whole lot of masturbating. If the player wants to play a virgin, all the character’s Sex Stats are set to 0 and instead of rolling for an Orifice Rating, the character’s Vaginal/Anal Rating are set to 1. When the character’s virginity is taken (handjobs and oral don’t count), the corresponding Sex Stat is set to 1. However, if the character’s V Card is punched during combat, the character is Stunned from the time of penetration until the end of the encounter. Asset Stats represent the character’s physical body. Asset Stats are rolled for, unlike Physical and Sex Stats; players roll a 3d6 for each asset they have. Players are then free to choose which results they want for which Asset, provided they only use each roll once. Once the Rating is established, players can choose specifics (i.e., getting a Height Rating of 3 and picking an actual height of 5’6”). Don’t worry if players aren’t totally satisfied by their starting Assets; they’ll have plenty of opportunities to change them in-game. Roll Result Height Rating 3 1 – Short (3-3’11 feet) 4-6 2 – Little (4-4’11 feet) 7-11 3 – Average (5-5’11 feet) 12-14 4 – Statuesque (6-6’11 feet) 15-17 5 – Towering (7-7’11 feet) 18 6 – Extreme (8+ feet) Roll Result Weight Rating 3 1 – Very Thin (100lbs or less) 4-6 2 –Thin (100-149lbs) 7-11 3 – Average (150-199lbs) 12-14 4 – Curvy (200-249lbs) 15-17 5 – Solid (250-399lbs) 18 6 – Heavy (400+lbs) Roll Result Breast Size Rating 3 1 – Delicious Flat 4-6 2 – A-cup 7-11 3 – B-cup 12-14 4 – C-cup 15-17 5 – D-cup 18 6 – E-cup+ Roll Result Butt Size Rating 3 1 – Flat 4-6 2 – Petite 7-11 3 – Cute 12-14 4 – Badonk 15-17 5 – Badonkadonk 18 6 – Double-wide Roll Result Penis Length Rating 3 1 - Tiny (.5 inch-2 inch) 4-6 2 - Short (3 inch-4 inch) 7-11 3 – Avg. (5 inch-6 inch) 12-14 4 – Long (7-8 inch) 15-17 5 – Huge (9-10 inch) 18 6 – Massive (11+ inch) Roll Result Vaginal Rating 3-6 1 – Virginal 7-12 2 – Tight 13-15 3 – Average 16 4 – Wide 17 5 – Gaping 18 6 – Cavernous Roll Result Anal Rating 3-6 1 – Virginal 7-12 2 – Tight 13-15 3 – Average 16 4 – Wide 17 5 – Gaping 18 6 – Cavernous
Turn-Ons and Turn-Offs indicate what gets the character hot and bothered and what also kills the mood for them. Roll the die once to establish the first category, then again to determine the Rating for the Turn-On. Characters may have two Turn-Ons and one Turn-Off. If players are dissatisfied by the results of the roll – or they want more control over their character – then they should (nicely) ask the GM if they may choose their own Turn-Ons. Turn-Offs may not be selected by the player.. Rolls for Turn-Offs that already correspond to a Turn-On result in a re-roll. Roll Stat 1 Breasts 2 Butts 3 Penises 4 Vaginas 5 Anuses 6 Bodily Fluids* *Bodily Fluids have no categorization as far as Turn-Ons are concerned; one type of fluid is as arousing as another. Earth is a diverse place with people of all shapes, sizes, and hues; players should choose skin, hair (if human), and eye color to better bring their characters to life. Racism is uncommon amongst Humans – though other forms of discrimination still exist – and Human/Ythornian relations are generally congenial, so these choices will have little or no effect on actual gameplay at all. Human visual variety has changed little since the early 2000s, although bright, colorfully-dyed hair is much more mainstream. Ythornians tend to have brightly-colored skin and eyes with hues found on the RYB color wheel, although green is the most common skin color. These packages further tweak stats and gameplay experience, but are completely optional. Even if a character qualifies for a Fetish Package, he/she doesn’t have to take it. Big and Beautiful Prerequisite: Height Rating of 3 or greater, Weight Rating of 5 or greater, Strength of 2 or less. The character’s plus-size body type puts a damper on any penetration, and all Dominant Lust is halved. However, their large size makes them easier to grab, and all Grapples performed on them automatically succeed. Fuckdoll Prerequisite: Intelligence of 1. Due to their extremely horny nature, the character cannot be Surprised since they’re always ready to fuck. However, the character must roll an additional 3 Turn-Ons and always counts as having 30 Arousal, even after Orgasm. Fuck Machine Prerequisite: Requires Height Rating of 3 or greater, Weight Rating of 3 or less, and Strength of 4 or greater. The character’s strength training has paid off, and every time they Grapple an opponent, they may roll the die; on a roll of 5 or 6, the opponent is immediately Held Down. However, due to their ego, any Stuns on the character last twice as long. Short and Stacked Prerequisite: Height Rating of 1 or 2, Weight Rating of 2 or greater, Breast Rating of 2 or greater, Butt Rating of 3 or greater. The character’s diminutive size makes them slipperier than most opponents, enabling them to reroll the result of any Grapple performed on them with the second result standing. However, if ever successfully Grappled they are immediately Held Down and count as Stunned for the next two turns. MILF/DILF Prerequisite: Character age of 40+ The character’s sex appeal has matured over the years like a fine, vintage wine, enabling them to disarm tense situations with some fatherly wisdom or a motherly touch. When making Social Interactions, the character may re-roll any Test result with the second result standing, and Faux Pas cannot occur. However, the character’s advanced age means his/her AGI Stat is reduced by 1, and he/she cannot give a Fuck to re-roll a Test involving AGI; the character can still Fuck-Off, however. Thick Prerequisite: Weight Rating of 3, 4, or 5, Breast and Butt Ratings of 3 or greater The character’s very healthy body type awakens primal genetic memories of time-honored fertility symbols, driving any prospective mate wild. When succeeding on Charm or Flirt Social Interactions, the result is considered to have an additional degree of success. However, any Social Interaction failure is considered have an additional degree of failure. Trap Prerequisite: Weight Rating of 2 or less, Breast Rating of 2 or less. The character’s thin, androgynous appearance puts all enemies at ease, allowing the character to reveal their true gender as a Free Action, Stunning all enemies within eyesight until the end of the following turn. However, their appearance also makes them extremely appealing to all enemies, and any Lust done to them as a Submissive is Vigorous (see page 6: Vigorous Fucking).
An optional part of character creation, belonging to an organization might help to give both the players and the GM a better sense of direction in adventures. If the entire party belongs to the same organization, things may go smoother – although if they belong to different or opposing factions, that could provide some entertainment all on its own. For more information on these organizations, check out the Friends and Enemies chapter. The Dos Vergas Police Department The peace officers who serve and protect Dos Vergas’ 8,000,000+ citizens, the DVPD operate by the book almost to a fault, although any one of them would be hard-pressed to admit they didn’t love a good car chase now and then. While any position of power always attracts a few bad apples, generally speaking being in the DVPD is all about blowing a case wide open and then doing the necessary paperwork. DVPD characters automatically gain Knowledge (Common – DVPD 2), Knowledge (Common – City Gangs 1), Knowledge (Hidden – Organized Crime 1), and Knowledge (Scholastic – Law 1) Skills, and the Friend (DVPD 2) Trait. The Samaritan Initiative Citizen investigators and general do-gooders, members of Dos Vergas’ Samaritan Initiative are machine-picked by the most complex algorithm in Earth’s history to help out in civilian matters while the DVPD concentrates its forces on criminal activity. Of course, ‘Samaritans’ can easily stumble on bigger problems than cats stuck up trees and neighborhood toughs harassing street vendors, but it’s up to them whether to call in the DVPD or try to handle it themselves. Characters operating as part of the Samaritan Initiative gain the Friend (DVPD 1) Trait. Rudies Made up mostly of college drop-outs, dozens of Rudie gangs cover all but the most well-guarded metropolitan areas in colorful graffiti in an unending street war for territory and respect. While eccentric, Rudie gangs are relatively harmless; in fact, their sense of social justice means they’re just as likely to attack a criminal gang harassing the regular folks who live on their turf as they are to decorate an unattended DVPD vehicle. Racing and grinding through the streets on hoverboards and lightblades, Rudies value adventure and freedom of both expression and love above all. Rudies gain the Pilot (Grinder 2) and Trade (Artist) Skills, and the Friend (Rudie 2) Trait. The Cicciolina Crime Family The most powerful and respected criminal syndicate in Dos Vergas, the Cicciolina crime family does its best to advance its own criminal interests whether through political bribes or broken store windows. However, the advancement of law-enforcement technology and the cultural shift towards a friendlier future – to say nothing of the rise of niche contraband dealers – are rapidly narrowing the Family’s wiggle room, and every day the choice between going legit or going extinct grows harder. Members of the Family gain the Friend (Cicciolina Syndicate 2) and Enemy (DVPD 1) Traits. The Chastening A relic of the Dark Ages, this so-called purity cult has survived in the face of all opposition, albeit in a muchreduced capacity. Driven by puritanical religious roots, the cult believes that all pleasure, but especially sexual pleasure, is a terrible sin – one that must be severely punished. Terror attacks featuring Null Bombs and aerosolized chemical castration agents are the order of the day for these fundamentalists, although a little technological sabotage can go a long way too. The Chastening are number one on the ITW (International Terrorist Watchlist), so playing as members is not recommended for beginning players. Chastening zealots gain the Knowledge (Hidden – The Dark Age 1), Knowledge (Hidden – Occult – Chastening 2), and start the game with a Chastity Belt equipped.
Social interactions (referred to as “socials”) can help characters avoid conflict, get information, and earn discounts from merchants – among other things. Specific socials don’t need to be used when ordinarily conversing with characters; they should only be used when a character is trying to alter another character’s Disposition or convince them to do something they wouldn’t ordinarily do. While each social accomplishes different things, both characters will always make opposed Tests with the appropriate Stats. If the interacting character wins the Test but rolls a 1 on the Fd, a Faux Pas occurs. Charm Charming a character is usually done through humor but occasionally shared woes or even impressive physical feats. PCs should use Charm when they want to: - Get info from a neutral source. - Make someone Friendly to them. - Distract someone by making themselves seem interesting. Possible STAT Rolls: AGI, INT Faux Pas: the NPC is so entertained by the player character’s interaction that they cannot shut up about it, laughing or talking loudly in excitement. Nice going, funnyman. Flirt Flirting is usually accomplished through some well-timed dirty talk or a more…physical display – a few unbuttoned buttons, a quick crotch-grab, etc. A successful Flirt increases the “losing” character’s Arousal by the successful character’s roll; however, Arousal can only be increased to 99 this way. PCs should Flirt when they want to: - Entice someone into answering their questions with an implied “compensation.” - Make someone Attracted to them. - Focus someone’s attention on their assets and away from anything else. - Arouse someone. Possible STAT/SEX Rolls: INT (for dirty talk), SNS (for physical) Faux Pas: the NPC is so turned-on by the player character that they cannot think straight, and the NPC collapses in a lusty heat until properly relieved (see Casual Sex). Congratulations, Casanova. Flirting and Turn-Ons/Offs When flirting with SNS, if the character decides to display an attribute and it qualifies for one of the opponent’s Turn-Ons, the flirt succeeds automatically regardless of roll unless a Faux Pas occurs. Likewise, if the character’s attribute qualifies for the opponent’s Turn-Off, the flirt fails automatically regardless of roll. Intimidate Intimidation is usually done through a well-phrased threat or a more primal display of danger – cracking knuckles and bulging muscles, some flippy ninja business, etc. PCs should use Intimidate when they want to: - Frighten someone into a state of pliability. - Make someone Scared of them. - Get someone out of their way or to leave the area. Possible STAT Rolls: STR, AGI Faux Pas: the NPC is overwhelmed with fear and falls to the ground in a loudly-gibbering wreck, unable to even move let alone defend themselves. Way to handle things with a light touch. Provoke Provocation can include a decidedly forceful shove, a direct verbal assault, or even a drawn-out game of “I’m not touching you.” PCs should Provoke when they want to: - Goad someone into attacking them. - Make someone Angry. - Tick someone off to the point they can’t concentrate on anything else. Possible STAT Rolls: STR, AGI, INT Faux Pas: the player character strikes a nerve and sends the NPC into rage, causing them to call out to and summon one additional Hostile NPC for every player character present. The NPC becomes Hostile as well. Good going, tough guy. Alexi and Sara are trying to sneak into a Reamers safehouse to get a look at their drug shipments, but the only entrance is guarded by a tall, muscular woman with a nasty-looking set of titanium knuckles. Alexi decides to Flirt with the guard as a distraction while Sara sneaks inside. He saunters up to the guard, who initially bristles at his approach, then turns around and wiggles his tight ass in her direction, asking her if she sees anything she likes. Alexi has a SNS of 7 and rolls a 23, while the guard has a low INT
of 2 and rolls a 9. Alexi’s flirt is extremely successful and the guard is so focused on him that not only does she not notice Sara slipping quietly through the door she’s supposed to be guarding, but she puts her titanium knuckles away. Dispositions influence how NPCs act toward player characters. Most NPCs start off Neutral, but there are five possible Dispositions. Note that these Dispositions are closer to guidelines for how NPCs should behave under certain circumstances rather than black-and-white conditions. Angry The NPC in question is aggressive towards the character and wants nothing more to do with him/her. Angry NPCs are not necessarily Hostile, but are likely to become so unless mollified. An Angry merchant will not give any discounts beyond free beatings, and may charge characters increased prices or throw them out of the store entirely. Scared The NPC is frightened of the character and will aid him or her only so long as necessary. Whenever ordered by the character to do anything beyond move from one safe place to another or divulge information higher than LowSec (see Security and Secrets), the GM rolls 1d6; if the result is a 2 or lower, the NPC will instead attempt to run away and only an opposed AGI roll from another nearby character will prevent a chase. A merchant who is frightened will give a 5% discount on items. Neutral The NPC has no strong feelings about the character one way or another. They will not aid the character beyond what might qualify as human decency – giving directions to a local landmark and so on – but will not attempt to hinder them either. Friendly The NPC is warm and welcoming to the character, and will go out of their way to help him or her to a certain extent. They will freely provide Low-Sec information and will attempt to help the players against less dangerous enemies if the occasion arises. A merchant who is friendly will give a 5% discount on all items, and may sell other items not normally available to regular customers. Attracted The NPC is sexually attracted to the character, and will do most anything the character tells them to within reason. They will gladly share Med-Sec information just to be around the character, and will be eager to prove themselves worthy. A merchant who is attracted will give a 10% discount, and will happily dig out the “good stuff” for the character the moment he or she enters the store. Unlike the five Dispositions, which govern social interactions, an NPC’s Hostility determines whether they will attack the characters or not. A Hostile NPC’s Disposition is generally irrelevant – they will usually attack until either they or the characters are defeated. GMs should use their best judgment when roleplaying Hostile NPCs; a criminal gang might flee after only a couple of members fall, while a puritan cult will fight to the last man. A mercenary band might be convinced to give up their mission with the right compensation, while a trained assassin will doggedly hunt his mark down without regard for counter-offers or pity. When frightening circumstances are encountered, characters must take a Fear Test based on the Fear Rating of the event or thing in question. If the Test is passed, the character overcomes their fear. If the Test is failed, the character is considered Stunned while they quake or babble in fright, and cannot do anything but retake the Test every turn until they snap out of it. Fear Tests are made using the character’s maximum STA. Fear Rating Test Difficulty Example 1 Regular An unusually large dong flopping out 2 Challenging A cat jumping out of a dark corner while the character is being stalked 3 Tough A lust-beast shambling out of the darkness 4 Hard Exposure to forbidden technology usage 5 Real Hard Viewing the Old One Sex is a big part of life in Dos Vergas, and getting turned on is just accepted as a natural part of day-to-day living. However, lust can build up and easily overwhelm characters if they’re not careful; a character’s Arousal level confers bonuses and penalties, and can even prevent characters from performing certain actions, though only characters with 40 or higher Arousal are effected. Note that Arousal level affects ALL Tests outside of combat, not just social interactions. Arousal Level Stat Effects Other Effects 40-59 +2 to SNS None 60-79 +4 to SNS, -4 to Tests using Physical Stats None 80-89 +6 to SNS, -6 to Tests using Physical Stats Can only use Charm and Flirt socials 90-95 +8 to SNS, -8 to Tests using Physical Stats Can only use Flirt social 96+ -10 to Tests using Physical Stats Unable to use socials or perform actions that would require a Test
When one character attempts to get information from another, both take an opposed INT Test. Each level of security comes with a penalty that is subtracted from the questioning character’s roll result. There are four security levels: Low-Sec (Low Security) Penalty: -2 (None if NPC is Friendly, Attracted, or Scared) Examples: what a low-level employee really thinks about his/her boss, nicknames and hangouts of local gang members, specific gossip about strange events Med-Sec (Medium Security) Penalty: -4 (-2 if Friendly/Scared, none if Attracted) Examples: location of gang hideout or hangout of a local contraband dealer, the passcode to a low-security storage area, a layout of the patrol routes of local authorities, low-level business secrets High-Sec (High Security) Penalty: -6 (-4 if Friendly/Scared, -2 if Attracted) Examples: what a CEO’s secretary really thinks about him, the security-camera patterns of an R&D facility, a longheld personal secret. Black-Sec (Black Security) Penalty: -8 (-6 if Friendly/Scared, -4 if Attracted) Examples: a formula capable of predicting lottery numbers for the next century, a shameful but well-hidden family legacy, the location of a top-secret prototyping laboratory, the speaker’s true political leanings Rhgyet asks a stim-store clerk’s if she’s seen anything odd, rolling a 3d6 and adding a -2 penalty for a total of 12. The clerk rolls a total of 13, and averts her eyes, stating that she hasn’t heard anything. Rhgyet may not be the brightest bulb but he can tell something’s off, so he decides to try a different approach. He whips his tentacle over the counter, grabbing the clerk and nearly dragging her back across it. Using his hefty STR of 8 to Intimidate the clerk, Rhgyet rolls a 8d6 for a result of 32, while the clerk gets a result of 6, well and truly scaring her. Without releasing the clerk, Rhgyet grinds out the question again. She blubbers out that she hears footsteps and scrabbling through the street outside her apartment at around 3AM every night, but swears that’s all she knows. Sex in Fuckworld isn’t just about combat; it’s about two (or more!) consenting adults getting off on each other. Sex out of combat is a much more nebulous experience than a series of back-and-forth dicerolls, so every participant who is experiencing pleasure in the act simply rolls a number of d6 equal to whatever Stat/part is being used. The result is then applied to the OTHER character; in essence, participants roll for each other’s experience. Result Result 1-5 (Terrible) The sex was awful and unsatisfactory; the character’s current Arousal is raised by 40. 6-10 (Disappointing) The sex was sub-par and not really enjoyable; the character’s current Arousal is raised by 60. 11-15 (Okay) The sex was average but satisfactory; the character’s current Arousal is reset to 0. 16-20 (Pretty Good) The sex was above average and fun; the character’s current Arousal is reset to 0 and gains a +1 bonus to all Stats for the next 2 hours 21-25 (Highly Enjoyable) The sex was great; the character’s current Arousal is reset to 0 and he/she gains a +2 bonus to all Stats for the next 2 hours. 26-31 (Mind-Blowing) The sex was amazing: the character’s current Arousal is reset to 0 and he/she gains a +3 bonus to all Stats for the next 2 hours. 32+ (HOLY FUCK) The sex was lifechanging; the character’s current Arousal is reset to 0, he/she is Stunned for 10 minutes, and he/she gains +4 to all Stats for the next 2 hours. After both dice have been rolled, player characters may subtract any sum from his/her dice roll (up to an amount that leaves the player character with only 1 as a roll result) and add it to the dice roll of another involved character. Katarina and Vensh are going at it in the back of Katarina’s skylaner. Katarina is pumping her (PNS 5) cock in and out of Vensh’s (ANL 4) ass, so Katarina rolls 5d6 for a result of 18 and Vensh rolls 4d6 for a result of 13. The results are then applied to the opposite character. It’s not long before both of them cum. Satisfied, Katarina (who got a 13 score) zips up her pants and climbs into the driver’s seat, although Vensh (who got an 18 score) might need a moment to let the orgasmic shivers dissipate before joining her up front. As is often the case with sex, it sometimes ends in pregnancy for some of those involved. For impregnation to occur, the character must have a vagina, and that vagina must have been conceivably impregnated in the first place; another character must have “finished” while inside. If the sex was performed out of combat, the character at risk of getting pregnant decides if he or she was finished inside. If the sex was had in combat, then circumstances will fill or not fill (ha ha) that requirement. If those criteria are met, the character rolls 1d6. On a roll of 3 or higher, they’re safe and not pregnant. However, on a roll of 2 or lower – congratulations! – they become pregnant! Like in real life, pregnancies last around 9 months before giving birth, so characters should have plenty of time to figure out what to do. Characters can become impregnated again while still pregnant; it just bumps up the number of kids inside by 1. Cross-breeding between humans and Ythornians is genetically impossible, so babies will always match the species of the birth mother; i.e, a human mother will always have human children, even if the father was an Ythornian.
Encounters in Fuckworld are based around either knocking out opponents or fucking them into an orgasmic haze. Firearms have been banned on Earth for decades, so almost all combat is melee-oriented. Combat Encounters are divided up into rounds in which each character gets a turn like a traditional board-game. During a turn, characters can perform one or more Actions. Like Tests, Encounters have a series of steps to follow to make sure things run properly. - The GM figures out if any characters are Surprised at the beginning of combat. Any Surprised characters automatically lose their first turn since they’re caught off-guard. - Players roll for Initiative by rolling a single d6 and adding their AGI Stat. - Characters take turns performing Actions, starting with the highest Initiative result and moving down to the lowest. - Characters continue to take turns until the Encounter is over. Damage Types In Combat there are two kinds of Damage: Physical Damage and Lust. Physical Damage reduces a character’s HP, while Lust increases a character’s current Arousal. Some attacks or abilities can be channeled; that means they can continue every turn after their initial use as a Free Action. Some abilities have a channel cost, which is subtracted each turn that the ability is maintained. Channeled abilities can be interrupted by the opponent through Reversals and Stuns, but can also be voluntarily canceled by the active character. Any number of abilities can be channeled at once, but if the character is interrupted, all of the abilities are interrupted as well.
Actions are performed during a character’s turn. Only one Action can be taken per turn. Talking to other characters does not count as an Action unless it’s an extended conversation and not just a few exchanged words; don’t push it. Attack The character throws a punch or kick, or swings a weapon in order to physically damage their opponent and either knock them out or Stun them, making a potential Grapple much easier. Attacking barehanded deals (STR)d6 Physical Damage to the opponent’s HP. Grapple The character attempts to grab their opponent either to make dealing damage easier or to fuck them. Both characters make an Opposed Test, with the attacker rolling STR and the defender rolling AGI. If the attacker’s roll is higher, the target is Grappled. If the target’s roll is higher, the Grapple is avoided. If the opponent is Stunned, the Grapple succeeds automatically. See the Grappling section for more information. Flirt The character does something sexy in an attempt to reduce their opponent to a horny, mindless mess. Flirting deals (SNS)d6 Lust to the opponent’s Arousal. Flirting is usually done by shaking whatever you’ve got, but there are several non-traditional methods: using bodily fluids (pre-cum, lactation, etc.) to flirt with an opponent inflicts 10 Lust to the user the first time it’s used, with an additional stacking 10 Lust each time afterwards. For the SNS modifier, use the PNS score for precum, HAN score for lactation, VAG score for vaginal lubrication, and the ORL score for spit. Move The character moves to a different place on the battlefield without attacking anyone. Most movement counts as an Action, but very fast movements (rebounding off of a wall to launch a kick, clearing some wreckage to throw a punch) that are part of attacks do not count as Actions. Tear In a wanton display of lewdness, the character takes a swipe at the opponent’s clothing in an attempt to undress them. This attack may be blocked or dodged like an ordinary attack; if the attack successfully ‘lands,’ the defender’s clothing is torn or pulled open, Exposing them to penetration or stimulation and dealing 5 Arousal to them. If used on a Grappled opponent, the Sub may attempt to block it as if it were a regular attack. If used on a Held Down opponent, this attack always succeeds. Cover-up The character attempts to regain their modesty and cover themselves back up after being Exposed. The character is so distracted they are unable to block or dodge until after their next turn. Cover-up can’t be used while being Held Down or Fucked. Dodging Both characters make an opposed AGI Test. If the defending character rolls higher, the attack is dodged and the character takes no damage. This can only be used on an opponent’s turn as a reaction. Blocking Both characters make an opposed STR Test; if the defending character rolls higher, they take only 1/3rd of the total attack damage rounded down. If the attacking character rolls higher, the defender takes the full damage of the attack, plus 2 additional points of damage due to the block being broken. This can only be used on an opponent’s turn as a reaction. During combat, rolling a 6 with the Fd on a Flirt or an Attack has special ramifications. If a 6 is rolled on a Flirt, the “Sweet Spot” is hit and one of two things happens: if the Flirt matches one of the opponent’s Turn-Ons, the opponent is automatically Stunned for two turns and the character gets a second action for that turn only. If the Flirt is not one of the opponent’s Turn-Ons, he or she is still caught off-guard, giving the attacker a second action for that turn only. If the Flirt matches one of the opponent’s Turn-Offs, the Flirt fails as normal.. If a 6 is rolled with the Fd during an Attack, then the punch/kick/what-ever has landed squarely where the opponent wished that it did not (the ‘Weak Spot”), causing him/her to fall over in pain, taking double damage from the Attack and Stunning them indefinitely. At the beginning of every turn after, that character may roll 1d6. On a roll of 3 or higher, they are no longer Stunned, but must spend the rest of the turn collecting themselves. On a roll of 2 or lower, they remain Stunned, rolling around on the ground, doubled over in agony. When a character is Stunned, they are unable to do anything until after their next turn – blocking, attacking, dodging, etc. They are still aware of their surroundings, but cannot act. Stuns wear off on the end of the Stunned character’s next turn, unless otherwise stated. If a character takes Physical Damage equal to or greater than half of their current HP, they become Stunned, although other abilities/attacks can cause this as well. Regina is being attacked by a Neon Slaver. Regina is flat as a board but has an ass to die for (Rating 5) AND the knowledge to use it (5 SNS), so she turns around, grabs the wall, and wiggles like she’s trying to make it fall off. She rolls a 23, and also rolls a 6 on the Fd, hitting the Sweet Spot and Stunning the Neon Slaver. It’s certainly Regina’s lucky day, because this Neon Slaver’s Turn-On happens to be big Butts (and he cannot lie), which means that he also takes double Lust from the flirt. She rolls the Fd again – though she only gets a 2. When all the calculations have been done, the Neon Slaver falls Stunned on his ass after being hit with 50 Lust, causing his cock to strain visibly against his dirty, zipper-covered trousers. Grappling an opponent (or getting grappled) opens up a whole new realm of possibilities in Fuckworld; it lets characters take combat to a more intimate level, it lets them go professional wrestling on each other, and, perhaps most importantly, it lets them get Fucking, although we’ll get to that later. In Grappling and Fucking, the attacker is referred to as the Dominant/Dom and the defender is referred to as the Submissive/Sub. Unlike
ordinary combat, the Dom and Sub only have certain actions available to them each turn. Group Fighting When multiple characters assault a single defender, the attacking characters gain a +2 bonus to their Physical Damage dealt due to the psychologicallybolstering effect of kicking ass alongside someone else. Dominant Actions are the only actions available to the Dom during the Grapple. Like normal combat, only one Action can be performed per turn except for channeled actions. Fuck (channeled) Channel Cost: None The Dom fucks the Sub, dealing Lust to the Dom and Sub. See the next section for more details. Hold Down (channeled) Channel Cost: 2 HP The Dom maneuvers the Sub’s body into an easier-tocontrol position, attaching a stacking -2 penalty each turn to any attempt by the Sub to escape Attack Sometimes a character just wants to punch someone in the face. Repeatedly. The Dom hits the Sub, dealing (STR)d6 damage. The Dom cannot attack while Holding Down the Sub. Throw Sometimes punching someone in the face repeatedly isn’t enough. Sometimes a character wants to German Suplex them through a flaming table. This attack does (STR)d6+10 damage and releases both combatants from the Grapple. The Dom cannot execute a Throw while Holding Down the Sub. Submission Hold (channeled) Channel Cost: None What’s better than knocking someone out of a fight? Making them give up. A Submission Hold deals no damage, but forces both characters to make an opposed STR Test with a stacking -2 penalty on the Sub each turn after its initial use. If the Sub fails the Test, he/she is considered Knocked Out for the rest of the encounter. A Submission Hold can only be used while the Dom is Holding Down the Sub. Release The Dom lets the Sub go from the Grapple. Why would they do this? Submissive Actions are the only actions available to the Sub during the Grapple. Like normal combat, only one Action can be performed per turn except for Hold Down, which is performed automatically every turn after the first unless otherwise stated. Escape The Sub attempts to break out of the Grapple. The Sub and Dom make opposed STR Tests; if the Sub rolls higher, they push the Dom off. If the Dom rolls higher, the escape is unsuccessful. If the Sub is currently Held Down, he/she must pass one test to break from the Hold and a second one to break from the Grapple completely. If the Sub’s first roll succeeds but the second one does not, the Sub is no longer Held Down but remains Grappled. If the Sub is caught in a Submission Hold, only one Test is necessary to break both the Submission Hold and the Hold Down. Attack The Sub fights back against the Dom, inflicting ½ (STR)d6 damage rounded down. The Sub cannot attack if being Held Down. Reverse The Sub attempts to turn the tables on the Dom and take control of the situation. The Sub and Dom both take opposing AGI Tests. If the Sub wins, he/she rolls the Dom over, switching positions and causing the new Sub to be Stunned and Held Down. If the Dom wins, the reverse was unsuccessful and the Sub’s turn ends. The Sub may attempt to reverse a Throw as well; the Dom and the Sub take opposing AGI Tests. If the Sub wins, the Dom takes (STR)d6+10 damage instead of the Sub. If the Dom is Stunned, a Reverse succeeds automatically. Block The Sub raises their arm, attempting to block the Dom’s attack. This functions the same way as blocking in regular combat, counting as a Reactive Action that is taken during the Dom’s turn. The meat, if you will, of Fuckworld combat is about fucking: two mortals locked in an epic battle – and inside one another. Fucking can only occur once an opponent has been successfully Grappled. Lust is dealt to both the Dominant/Dom (attacker) and Submissive/Sub (defender) based on their respective stats. Fucking is considered a channeled action that takes place during Grappling, so certain new actions become available while Fucking. The SEX Factor In damage formulas, SEX stands for whichever Sex Stat would be appropriate for the situation. For example, if a male character is using Mouthfuck ((SEX)d6+2) on an opponent with his cock, the formula used to calculate how much Damage the opponent’s HP takes would be (PNS)d6+2. While Fucking, the Dom may Hold Down, Attack, or Release the Sub, but may not Throw or execute a Submission Hold. However, there are now several new Actions available – again, only one per turn: Fuck A sexual activity that deals (SEX)d6 Lust to the Dom and (SEX)d6+10 Lust to the Sub. The SEX modifier takes the value of whichever orifice/member is/are in use. Fellate The Dom goes down on the Sub, performing oral sex and dealing (ORL)d6 Lust to the Sub, but no Lust to the Dom. Masturbate A sexual activity that deals only (HAN)d6 Lust to the Sub but no Lust to the Dom. If desired, the Dom may Masturbate as many orifices as they have hands, dealing further (HAN)d6 Lust for each area of stimulation.
Change Position The Dom repositions to take advantage of a different part of the Sub’s body. This reduces both the Dom and Sub’s Lust by 5. This MUST be performed when switching between Fucking, Fellating, Masturbating, Mouthfucking, and Kissing. Interrupts any channeled Fucking. Mouthfuck The Dom rams the Sub’s mouth onto his/her organ, forcing the Sub to fellate the Dom. This deals (ORL)d6+2 Lust to the Dom and (SEX)d6 Damage to the Sub. Kiss The Dom locks lips with the Sub, further increasing the sensuality of the experience. Both characters make an Opposed Test, with the Dom rolling (ORL)d6 and the Sub rolling (INT)d6. If the Dom wins, the Sub is Stunned until the following turn. If the Sub wins, the Dom finds themselves turned on instead, taking (ORL)d6 Lust from the Sub that turn. Stimulate (channeled) Channel Cost: 2 HP The Dom can further stimulate the Sub with his/her hands, dealing (HAN)d6 Lust. This can be used while Fucking, Fellating, Kissing, or Masturbating as long as there’s a viable organ or orifice. Changing Positions breaks Stimulate’s channeling. While being Fucked, the Sub may try to Escape, Attack, Reverse, or Block. There are several new Actions available to Subs as well. Play Along (channeled) Channel Cost: None Trying to keep a cool head, the Sub works subtly to undermine the Dom’s control of the situation. The Sub and Dom make an opposed INT Test each turn; if the Sub rolls higher, all Damage is converted to Lust as long as Play Along is channeled and whichever character reaches 100 Arousal first is considered the Dom for the purposes of winning the fight. If the Dom rolls higher, nothing happens. Every turn Play Along is channeled the Sub and Dom must both continue the opposed INT Tests; If the Sub wins, Play Along continues as normal. If the Dom wins, the Play Along is cancelled. Taunt Defiantly fighting back, the Sub verbally abuses and entices the Dom, both angering and arousing them further. The Sub deals (INT or SNS)d6+3 Lust to the Dom and takes (whichever stat was just used)d6 Lust to their own Arousal. Stimulate (channeled) Channel Cost: 2 HP The Sub can further stimulate the Dom with his/her hands, dealing (HAN)d6 Lust. Stimulate can be used provided there are enough hands/appendages and corresponding organs/orifices. Kiss The Sub locks lips with the Dom, trying to catch the aggressor off-guard in a tender moment. Both characters make an opposed Test, with the Sub rolling ORL and the Dom rolling INT. If the Sub wins, the Dom is Stunned until after the following turn. If the Dom wins, the Sub finds themselves turned on instead, taking (ORL)d6 Lust from the Dom that turn. As the Neon Slaver hits the ground, stars and tweety birds circling ‘round his head, his rusty zipper finally gives way and his 8-inch cock, still hard, flops free. Regina is pretty worked up by now, and decides that instead of running off like a smart person, it would be an awful pity to leave a dick like that unfucked. Without another word, she tears her pants off and hops on top of the Slaver, who is still Stunned. She immediately Holds him Down, hell-bent on making sure he doesn’t get away. The Slaver, still stunned from her punch, can’t even struggle. On her next turn, Regina begins to bounce up and down on the Slaver’s cock (4 PNS), dealing 19 Lust (6+5+4+4) to herself and 26 (6+6+4+10 bonus) to the Neon Slaver (3 VAG) as he regains consciousness and moans underneath her. Vigorous Fucking if the Sub has not been able to escape from the Dominant and the Dom remains in the same position for three or more turns, the Dom begins to work into a rhythm and causes Vigorous Damage, which adds an additional +10 bonus to Lust done by the Dom as long as the position is maintained. Calculating Damage Calculating damage in Fuckworld is easy – all damage comes in one of two types; Physical Damage and Lust: - Physical Damage (getting hit, punched, etc.) is subtracted from the target’s HP. - Lust (a measure of how sexual effect) is added to the target’s Arousal. Physical Damage can be mitigated with Armor, which is subtracted from the damage a character takes. For example, if a character with 8 armor is attacked for 13 damage, the character only takes 5 damage (13 – 8 = 5). However, if a character with 13 armor is attacked for 8 damage, the character will take no damage at all; the armor completely nullifies it. As happens in real life, sex is sometimes not just a twoplayer game. Oftentimes you’ll face threats that are too great for one fuck alone, and when that happens, you’ll have to jump in with your party and get off with the rest of them. When a third (or fourth) combatant enters the fray, things can get complicated, which is why the Dom/Sub titles apply to combatant teams instead of just two characters; when one character becomes the Dom, the opposing characters are considered the Subs, and vice versa. Fred and Jake, two Human teenagers, attempt to assault Shugga, a Ythornian matron on her way back from the grocery store. Jumping out from behind a dumpster, they surprise and grab the plump tentacle creature, quickly pulling her back into the dark alley. In a moment her garments are pushed aside and the two young boys are balls deep in her two vaginas, both of them in control and dealing 12 Lust (1 PNS and rolls of 2 from both) to her, while her vaginas deal 28 (VAG 7) Lust to both of the boys. More Action, More Actions Generally, characters only get one action per turn. However, in a group setting, Doms get an Action to deal with every character they are interacting with. Doms also get a +2 bonus to the Lust they deal.
When a Sub or Subs pull off a Reversal, the opponent(s) become the new Sub(s), no matter how many there are. When attempting a Reversal in a group, the Sub “team” attempting the Reversal must roll higher than the Dom “team,” with the higher roll among them counting. More amused by the boys’ attentions than threatened, Shugga attempts a Reversal on her turn. Unbeknownst to the two truants, Shugga was once an exotic dancer at Tentacle Drake’s, and has a high AGI score of 9. She attempts a Reversal, rolling 40 The boys, being teenagers, both have a rating of 5, but even with rolls of 14 and 23, they can’t beat Shugga’s. She begins to undulate, causing both boys to fall to their knees in pleasure. Since she successfully Reversed while Fucking, she also gets a free action for each of her would-be assailants. She chooses to Stimulate them both, slipping a tentacle into each of their asses and putting pressure on their prostates, dealing 38 (HAN 8d6+2) to both of the boys, raising their Arousal to 66 each as they writhe helplessly on her tentacles. All good things must come to an end, and there are several different conditions in which combat ends in Fuckworld. When a character’s HP reaches 0, that character is Knocked Out and unable to participate for the rest of the combat encounter. If the Dom reaches 100 Arousal first, 50% of his/her HP is restored, and his/her Lust is reduced to 0. If the Sub is above 80 Arousal when the Dom reaches 100, the Sub is stunned for the next turn. If the Sub reaches 100 Arousal first, he/she is Knocked Out.
What Are Skills? “You’re damn right I don’t want another go! Babe, you got the biggest cock I’ve ever seen but all you do is flop on top of me like that’s fucking!” - Andi “Ten Creds,” cheapest hooker in Dos Vergas Forcing a door down is something that anyone sufficiently strong enough can do, but picking the lock on the door is something that only someone with knowledge (or extreme luck) can accomplish. Skills fall under the latter category; channeling characters’ raw talents into practical applications. Skill Tests Skills, like Stats, are used in Tests; each Skill corresponds to a Stat, so when the Skill is being Tested, whatever Stat it corresponds to will determine the character’s roll. Egris is trying to hack into the security system of a store after hours. The Hacking skill corresponds to the INT Stat, so Egris would roll 3d6 since he has an INT of 3. The same goes for opposed Skill Tests as well. Characters CAN use Skills they don’t have, but the corresponding Skill is reduced by half (rounded down) for the purposes of rolling. Chang’th, the team’s hacker, is forced to take the wheel while Vanessa, the team’s pilot and muscle, fights off a police officer that’s leapt onto the back of the car. Chang’th doesn’t have the Pilot (Vehicle) Skill, which wouldn’t be a problem if he had to drive normally, but they’re being pursued by several police vehicles and Vanessa is screaming at him to fly through traffic and around buildings. Pilot (Civilian) is based off of AGI, so Chang’th’s already low AGI of 2 will be reduced to 1 if he wants to try anything more complex than weaving back and forth. Acquiring Skills Being good at something is a far cry from simply knowing how to do it, so Skills can be bought and improved with XP. All Skills have four ranks, increasing the Skill’s efficacy and indicating the character’s mastery of it. Rank Effect 1 No Stat penalty on Tests 2 +2 bonus 3 +4 bonus 4 +6 bonus Crafting with Skills Some skills – like Trade Skills – specifically allow for the creation of all sorts of wonderful things from poisons to vehicles. When creating these items, the character must pass a Skill Test based on both the complexity of the item and the time period in which they hope to accomplish its creation; whipping up a simple tripwire can take a minute (if that long), while putting together a hoverbike without help in a garage with spare parts can take months. The components necessary to make the item – or at least reasonable substitutes – should be available as well; a successful Medical Test won’t make a Regenerator shot magically appear in a character’s bag, but it WILL enable them to make a bandage or splint from the surrounding junk that acts as a temporary and/or reduced-effect substitute. Commerce (INT) The art of bartering, buying, selling, and carrying on with merchants or businessmen and women. Possibilities include evaluating the worth or fairness of a deal or item, striking bargains, and understanding the patterns of stocks. Disguise (INT) The art of deception through practical means. Possibilities include dressing in a uniform for an organization the character doesn’t belong to, utilizing makeup and practical effects to impersonate or pass for someone else, and impersonating another person or race through vocal techniques. Hacking (INT) The art of doing things one is not supposed to with computers. Possibilities include remotely bypassing
advanced security protocols, deactivating lighting systems, and rewriting parameters to benefit the hacker. Medical (INT) The art of keeping people from dying. Possibilities include performing first aid on a wounded person, identifying injuries or cause of death on a corpse, and recognizing the symptoms of poisons or diseases. Knowledge (Common) (INT) The art of knowing stuff that’s – as one might guess – common knowledge: procedures, divisions, traditions, famous individuals, and habits of the group or faction in question. This type of knowledge is generally picked up ‘on the street,’ and most often comes from living in or around the place or faction. - Business: Knowledge of the various corporations who make Dos Vergas their home. - City Gangs: Knowledge of the varied criminal groups that harass and run through the Lower- and Mid-City sectors. - Human Culture: Knowledge of the customs, attitudes, and superstitions of the Human race. - Lower-City: Knowledge of the customs, locations found, and general layout of the Lower-City sector of Dos Vergas. - Mid-City: Knowledge of the customs, locations found, and general layout of the Mid-City sector of Dos Vergas. - Military: Knowledge of the various divisions, armaments, and reputation of the UEFDs. - Police: Knowledge of the various divisions, armaments, and so on of the DVPD. - Politics: Knowledge of the workings and actions of the Dos Vergas mayoral office, and the city’s representatives and politicians, as well as the country’s government at large. - Pop Culture: Knowledge of the artists, music, movies, etc. popular in Dos Vergas. - Sky-City: Knowledge of the customs, locations found, and general layout of the Sky-City sector of Dos Vergas. - Under-City: Knowledge of the customs, locations found, and general layout of the Under-City sector of Dos Vergas. - Ythornian Culture: Knowledge of the customs, attitudes, and superstitions of the Ythornian race. Knowledge (Hidden) (INT) The art of knowing stuff that’s most definitely not common knowledge, and usually not found in libraries either. In some cases, certain knowledge may be hidden for the public good or to protect others, but much is hidden by those in secretive, shadowy groups who will go to any lengths to prevent its discovery. - The Dark Age: Knowledge of the wars and atrocities committed by the Human race during the time between the Ythornians’ arrival and their emergence. - Mutants: Knowledge of both the genetic experimentation practices performed by biolabs and the monstrous rejects that wander the sewers of Dos Vergas. - Occult: Knowledge of the existence and practices of various secret societies and organizations within Dos Vergas. - Organized Crime: Knowledge of the various criminal syndicates that operate behind the scenes within Dos Vergas. - Under-City Gangs: Knowledge of the existence and customs, signs, and hideouts of the criminal groups that stalk and terrorize the Under-City sector. - Synthetic Intelligence: Knowledge of the existence of (and ability to recognize) true consciousness in mechanical beings and programs. Knowledge (Scholastic) (INT) The art of knowing stuff from extensive study – or at least a productive afternoon at the library. Covering mostly knowledge learned at university or in school, this category also includes the arts and humanities. - Biology: Knowledge of the anatomy and conditions of both Humans and Ythornians, as well as other Earth animals. - Chemistry: Knowledge of chemical compounds, reactions, and general uses in different fields. - Economics: Knowledge of how the economy, credit fluctuations, and how stock markets function. - Human History: Knowledge of history of the Human race on Earth. - Law: Knowledge of the particulars and generalities of the Dos Vergas legal system. - Literature: Knowledge of history and application of language, masterworks, and genres (poetry, nonfiction, etc.) - Philosophy: Knowledge concerning the various schools of thought and belief in the world. - Programming: Knowledge of coding and creating anything from simple calculations to primitive virtual intelligences. - Ythornian History: Knowledge of the history of the Ythornian race both before and after coming to Earth. - Zoology: Knowledge of the behavior, diet, and training of non-sapient creatures. Logic (INT) The art of using the mind to analyze and overcome obstacles. Possibilities include solving a riddle, guessing a password, and winning a game of Jack-off. Perception (INT) The art of noticing what others don’t. Possibilities include spotting an obvious pickpocket attempt, detecting an ambush lying in wait, and singling out a item that was (or wasn’t) in the room only moments before. Pilot (Grinder) (AGI) The art of navigating and pulling tricks on souped-up street toys such as hoverboards, lightblades, and scoots. Possibilities including driving in combat situations, over/through difficult conditions, or pulling sick nasty tricks to stun the haters. Pilot (Industrial) (AGI) The art of controlling and directing large, unwieldy vehicles such as busses, cargo transports, and tankers. Possibilities include driving in combat situations, over/through difficult conditions, or pushing the vehicle beyond its ordinary parameters. Pilot (Military) (AGI) The art of controlling and directing fast, airborne vehicles such as troop transports, urban assault platforms, and VTOLs. Possibilities including flying in combat situations, over/through difficult conditions, and pushing the vehicle beyond its ordinary parameters. Pilot (Nautical) AGI The art of controlling and directing watercraft such as submarines, boats, and wind-riders. Possibilities including moving in combat situations, over/through difficult conditions, or pushing the vehicle beyond its ordinary parameters.
Pilot (Skylaner) (AGI) The art of controlling and directing civilian vehicles such as cars, trucks, and hoverbikes. Possibilities include driving in combat situations, over/through difficult conditions, or pushing the vehicle beyond its ordinary parameters. Security (INT) The art of knowing the ins and outs of security systems. Possibilities include picking or installing a lock, setting up or disarming traps, and knowledge of certain glitches or weaknesses in electronic systems. Stealth (AGI) The art of not being seen. Possibilities include disappearing into a crowd, evading automated security cameras, and moving silently while enemies are nearby. Thievery (AGI) The art of taking stuff that does not belong to you. Possibilities include pickpocketing, removing works of art without tripping the alarm systems, and swiping items without being noticed. Trade (INT) Trade Skills enable characters to create things from stimulants to vehicles (given time and resources, of course). Trade Skills also enable characters to recognize great works of craftsmanship or recall important information concerning the Trade itself. Creating items using a Test can take anywhere between minutes and weeks depending on the complexity of the goal, but assessing an item generally only takes a Full Action. - Architect: Used to design buildings and traps, as well as giving an innate sense of where things are in any given structure. - Armorer: Used to design, upgrade, and craft armor from personal shields to vehicle plating. - Artist: Used to write, illustrate, or sculpt enthralling works of beauty. - Chemist: Used to create stimulants, poisons, and antidotes, as well as identify unknown substances. - Cookery: Used to create food from greasy hot dogs to delicate desserts. - Linguistics: Used to understand languages and patterns as well as decipher codes and messages. - Mechanic: Used to design and repair vehicles from jetpacks to 18-hoverers, as well as most other machines. - Performer: Used to write and perform dances or pieces of music. - Robotics: Used to design, upgrade, build, and repair robots or virtual intelligences. - Weaponsmith: Used to design, upgrade, and craft weapons from simple bludgeons to HL projectors.
Traits are abilities that a character has gained either through circumstance or specific training, and – unlike Skills – are always considered “on,” giving passive bonuses, penalties, and active abilities to the character once acquired. Like Skills and Stats, some Traits can be purchased with XP, though most have prerequisites and some can only be acquired through very specific circumstances. Some Traits have tiers, which mean they can be purchased with XP multiple times in return for increased or additional effects. Some Traits are more powerful than others, and subsequently cost more XP to acquire. Acclimation Prerequisite: None Specializations: Heat, Cold, Poison The character has been exposed to extreme conditions and has come out more resistant (or at least more used) to those conditions. Each time this Trait is taken, the character gains a +2 bonus to resisting the effects of the conditions for a maximum of +10. Acrobatic Prerequisite: Appropriate AGI Stat The character has cultivated their gymnastic abilities to further adapt themselves to traversing vertically. Tier 1: The character may re-roll any failed Test while climbing with the second result standing. Requires AGI 3. Tier 2: The character may re-roll any failed Test to regain his/her footing while climbing with the second result standing. Requires AGI 5. Tier 2: The character no longer takes any damage from falling unless Stunned. Requires AGI 7. Alluring Voice Prerequisite: None The character’s voice has a naturally seductive tone with nigh-universal appeal. Whether it’s husky and rough or silky and smooth, the character speaks and others are bound to listen…as well as do a few other things, too. All Charm and Flirt Socials get a +5 bonus, but all Intimidate and Provoke Socials get a -5 penalty. This Trait cannot be purchased if the character already has Frightening Voice. Analytical Prerequisite: INT 3 The character has learned there are more benefits to be reaped by stepping back from a situation than by charging heaFdirst. If the character spends 5 minutes considering and thinking about the task, he/she gains a +6 bonus when rolling to solve that task. Armor Training Prerequisite: None The character is experienced in wearing and operating safely in powered armors. Tier 1: The character has become adjusted to the resistance and range of movements required to operate primitive powered armor. Tier 2: The character has become adjusted to the predictive responses and lightweight feel of using nanofiber armor. Tier 3: The character has become acclimated to the encasing sensations and technical operations of using power armor. Bad Feeling Prerequisite: INT 6 or higher Through combat experience, a heightened sixth sense, or just sheer shit luck, the character has become skilled at not just recognizing when things are about to turn South, but unconsciously preparing for it as well. When rolling for Initiative, the character may use their INT Stat instead of their AGI Stat. Balls of Steel Prerequisite: STA 5 Whether it’s previous combat experience, a cool head, or just sheer determination to not let the bastards get’em, the character isn’t easily rattled by fearsome sights. Tier 1: The character can reroll any Fear Test, with the second result standing. Tier 2: All attempts to Intimidate the character suffer a -5 penalty. Tier 3: The character is immune to the effects of Fear. Battle Cry Prerequisite: STR 5 It’s one thing to just yell at someone in a fight, but it’s quite another to let out a roar that shakes them to their bones. Once per Encounter, the character may let loose a battle cry that intimidates all opposing forces within earshot, forcing them to treat the character as if he/she has a
Fear Rating of 1 and subsequently make the appropriate Fear Test. Unleashing a battle cry counts as an Action unless used on the character’s first turn of combat, in which case it is a Free Action. Berserk Prerequisite: None Even the meekest individual can only be pushed so far before giving into the roaring red voice in the back of their head saying “KNOCK THAT MOTHERFUCKER OUT!” If the character spends one whole turn summoning their rage or passion – thinking about something embarrassing they did when they were young, hulking out, etc. – then on the next round the character goes Berserk, gaining a +10 bonus to STR, but a -5 penalty to INT. The character must attack the nearest enemy within arms’ reach. If no enemies are nearby, the character must move to attack their closest enemy within reason. Berserk characters cannot Dodge or Block, and remain Berserk for the duration of the Encounter. After the end of combat, the character must pass a Challenging INT Test in order to snap back to rationality, with a +2 bonus for each enemy that the Berserk character had a hand in defeating during combat. If the Test is failed, the character must continue to attack those around them each turn. However, the character can re-take the Test each round until they snap out of the Berserk. After Berserking, the character cannot go Berserk again for another hour. Big Spender Prerequisite: None The character’s reputation as someone who is not only loaded with credits, but loves to spread them around proceeds him/her. All merchants, regardless of Disposition, give a 5% discount to the character. Disposition-based discounts further increase the character’s total discount. Bio-Nanite Upgrade Prerequisite: None Specializations: Sight, Sound, Touch, Taste, Smell When this Trait is purchased, the character selects one of their five senses. The character’s bio-nanites for that sense have their sensitivity settings increased, giving a +4 bonus to any Test made involving that sense. Charismatic Prerequisite: INT 5 The character seems to exude an aura that commands the attention of those around and bends them to his or her will. When using Socials, the character can now affect a number of NPCs in his/her immediate area equal to the number of the Stat used for the Social. This Trait only affects NPCs, and has no effect on Hostile NPCs. Close-Combat Training Prerequisite: AGI 5 The character remembers the basics of CQC. When engaging in melee combat, the character can use an Action on their turn to attempt to disarm their opponent with an Opposed AGI Test. If the character is successful, they take the weapon from their opponent. Combat Master Prerequisite: None The character is such a badass that they can take on multiple opponents at the same time. The character gains an Action (including Reactive Actions) for every enemy they are currently attacking or being attacked by. Opponents gain no bonuses for teaming up against the character in combat. Tier 1: The character can fight two enemies at once. Tier 2: The character can fight three enemies at once. Tier 3: The character can fight four enemies at once. Counter Prerequisite: AGI 5 The character’s fast reflexes enable them to capitalize on every mistake their opponent makes. After a successful Dodge, the character may make a quick attack as a Free Action even though it’s not their turn. The attack does half its normal damage rounded up. Die Hard Prerequisite: None In any situation where the character would die and suffer a Worst End as a result of a failed roll, he/she may reroll once with the second result standing. Dual-Wielder Prerequisite: None The character has developed enough hand-eye coordination that they are now able to wield multiple weapons at the same time. Tier 1: The character may now attack with weapons in their offhand(s), but attacks made this way only deal ½ Physical Damage/Lust rounded down. Tier 2: The character may now attack with both their main hand and offhand(s) but each attack only deals ½ Physical Damage/Lust rounded down. Tier 3: The character now deals full Physical Damage/Lust with weapons in all hands. Dulled Nerves Prerequisite: None The character has become less sexually sensitive, enabling them to last longer while fucking. The character selects any available Sex Stat and gains 10 Armor “on” that organ, but also decreases the Stat by 1. Any subsequent Stat increases on that organ do not negate the Protection. This Trait can be taken multiple times up to a total of five per Sex Stat. Edgelord Prerequisite: None The character has become accustomed to pushing themselves to the brink of ecstasy but then holding back from a final release, extending the amount of stimulation they can endure before having an orgasm. The character’s maximum Arousal is increased by 20 and each subsequent purchase of this perk increases the character’s maximum Arousal by a further 20 up to 200 maximum Arousal. Eidetic Prerequisite: INT 4 or Eidetic Implant Memory conditioning or augmentation allows the character to recall information with perfect accuracy. Even trivial facts or details are automatically remembered without the need for an INT Test; more complex memories (a 50-character passcode, for example) may still require an INT Test. Enemy Prerequisite: None Specializations: Any specific faction or demographic The character is, at the very least, strongly disliked by a certain group of people, and suffers a -10 penalty to any Flirt or Charm attempts made on them. This group will also probably show up from time to time, making life difficult for the character in various ways. The group can be anyone, as long as it’s a specific faction; a corporation (and subsequently its employees), a street gang, or a cult are all appropriate enemies, while all people with brown hair or an entire race are not. This Trait cannot be purchased with XP, but is awarded by the GM in-game as part of the
character’s actions or backstory. In time, the character may be able to get back in the group’s good graces, in which case the Trait is removed – although the character will have to continue aiding the group in order to become a Friend. On the other hand, if the character continues to be a thorn in the side of the faction, they may actually come to hate him/her even more. In this case, the Trait becomes Enemy X, with X equaling the number of times the Trait has been awarded (Enemy 1, Enemy 2, etc.). The character then suffers a penalty equal to -10 times X when conversing with members of that faction. Fertile Prerequisite: Character must have a Penis The character’s body has been trained or augmented for producing high-quality baby batter – and lots of it. Tier 1: When impregnating another character, that character must roll a 4 or higher instead to not become pregnant. Tier 2: When impregnating another character, that character must roll a 5 or higher instead to not become pregnant. Additionally, due to the increased cum production, the character with the Fertile trait has their minimum Arousal increased by 5 Lust (for example, if the character’s minimum Arousal was 0, it will now always be at least 5). Observant characters will notice a marked increase in testicle size as well. Tier 3: When impregnanting another character, that character must roll a 6 instead to not become pregnant. Any other character cummed inside, regardless of pregnancy, takes a -5 penalty to STR and AGI as they struggle to move while filled with the character’s seed. Additionally, due to the highly-increased cum production, the character with the Fertile trait now has their minimum Arousal increased by another 5 Lust (for a total of 10 minimum Arousal). The character’s ballsack swells with seed at all times, even noticeable in loose-fitting clothing. Finisher Prerequisite: Signature Move While Grappling an opponent, the character summons all of his or her strength to overcome the odds and deliver a devastating slam, punch, or other high-impact move that deals (STR)d6+20 to the opponent and Stuns them for one turn. If the opponent is knocked out as a result, all other enemies within sight are Stunned for one turn as well. A Finisher can only be used directly after a Signature Move. However, a Finisher can also be reversed the same way as a traditional Throw. Fixation Prerequisite: Sex-panded Horizon if the affected body part would not ordinarily receive pleasure. Specialization: Any organ capable of receiving pleasure The character becomes increasingly obsessed with the unique sensations coming from a single part of their body, enhancing their own pleasure, but eventually preventing them from enjoying sex with any other organ but that one. Tier 1: The character prefers to use one sex organ in particular to receive pleasure. All rolls involving this organ receive a +4 bonus. Tier 2: The character is now unable to gain pleasure from any other sex organ but the affected organ. All rolls involving the organ receive a +6 bonus, but any Lust that would’ve been incurred from usage of other organs is nullified. Tier 3: The character is now not only extremely turned-on by the usage of the organ, but is actually turned-off by the usage of any other organ. All rolls involving this organ receive a +8 bonus, but any Lust that would’ve been incurred from usage of other organs is subtracted from the character’s Arousal. Friend Prerequisite: None Specializations: Any specific faction or demographic The opposite of Enemy, the character is well-liked among a certain group of people, and gains a +10 bonus to any Flirt or Charm attempts made on them. This group can usually be contacted for a reasonable favor by the character as well, and may turn up from time to time to offer aid. The group can be anyone, as long as it’s a specific faction; a corporation (and subsequently its employees), a street gang, or a cult are all appropriate enemies, while all people with brown hair or an entire race are not. This Trait cannot be purchased with XP, but is awarded by the GM in-game as part of the character’s actions or backstory. With time – and a lot of destructive behavior – the character may fall out of favor with the group, in which case the Trait is removed, but the character will have to continue hostilities to become an Enemy afterwards. On the other hand, if the character continues to aid and benefit the faction, they may actually come to like him/her even more, becoming unshakeable allies. In this case, the Trait becomes Friend X, with X equaling the number of times the Trait has been awarded (Friend 1, Friend 2, etc.). The character then gets a bonus of +10 times X when conversing with members of that faction. Frenzied Focus Prerequisite: Berserk The difference between a fugue and going berserk is the difference between a lunatic and a pissed man with goals. While Berserking, the character is now able to Block and Dodge, and can re-roll any attempt to snap out of the Berserk. Frightening Voice Prerequisite: None The character’s voice emanates power and menace. Whether it’s a thunderous growl or an eerie hiss, the character speaks and others are bound to listen – they’re too afraid not to! All Intimidate and Provoke Socials get a +5 bonus, but all Charm and Flirt Socials get a -5 Penalty. This Trait cannot be purchased if the character already has Alluring Voice. Gangbanger Prerequisite: None The character is experienced with pleasing (and getting pleased by) multiple simultaneous partners. While Fucking in combat, the character gains an Action (including Reactive Actions) for every opponent they are engaged with. Opponents gain no bonuses for teaming up against the character while Fucking. The character is now also able to handle more partners while engaging in sex outside of combat. Tier 1: The character can now fuck up to three partners outside of combat. Tier 2: The character can now fuck up to six partners outside of combat. Tier 3: The character can now fuck up to nine partners outside of combat. Hard Blows Prerequisite: STR 6 or higher The character has learned to put additional weight behind their attacks and adds half of their STR Stat to the Physical Damage they inflict with melee attacks. Hidey Hole Prerequisite: Appropriate VAG or ANL level The character has become so accustomed to insertions in their vagina or ass that he/she is able to use the orifice to conceal or carry smaller objects such as a stimulant injector, a data disk, or a dildo. Items concealed this way will not be found by a hand search, although an x-ray will reveal them. If the orifice being used to store the item(s) is
penetrated, the character must pass a STA Test (difficulty of the GM’s choosing) to retrieve the item(s) afterward. If the Test is failed, the character can try again every 10 minutes. The character’s minimum Arousal is also increased by 10 for every item hidden (if a character hid two items, his/her minimum Arousal would be 20 as long as they remained inside, etc.). Tier 1: The character can hide a single item in their orifice. Requires VAG or ANL 7. Tier 2: The character can hide two items in their orifice. Requires VAG or ANL 9. Tier 3: The character can hide three items in their orifice. Requires VAG or ANL 11. Inspiring Presence Prerequisite: None The character exudes confidence and benevolence, putting those around him/her at ease with subconscious knowledge that no matter what comes (or cums), things will turn out well. All other characters around this character get a +5 bonus to all Fear Tests and attempts to resist Intimidation. However, these benefits do not affect the character with the Trait himself/herself. Iron Man Prerequisite: INT 5, appropriate Armor Training level The character is not only used to wearing body armor, but knows how to optimize its placement and care for maximum protection. Tier 1: All armor worn by the character has its Protection increased by 4. Requires Armor Training 1. Tier 2: All armor worn by the character has its Protection increased by 8. Requires Armor Training 2. Tier 3: All armor worn by the character has its protection increased by 12. Requires Armor Training 3. Iron Will Prerequisite: INT 3, Acclimation (Mind) The character’s mental fortitude is hardier than most, and he/she may re-roll any failed INT Test as a result of something affecting his/her mind, with the second result standing. Kip Up Prerequisite: AGI 4 After getting knocked down, the character may put their legs in the air and kick back, propelling their body off the ground and setting them back on their feet in one swift movement. This counts as a Free Action. Masochist Prerequisite: None The character is aroused by experiencing pain and discomfort. Whenever the character takes physical damage, the character also receives ½ of the Physical Damage done as Lust rounded up. Massive Attack Prerequisite: Hard Blows The character sacrifices their defense for the chance to end the fight then and there. When the character attacks, he/she may add their total STR Stat to the Physical Damage they inflict with the attack, but as a result cannot Block or Dodge until their next turn. Null Prerequisite: GM’s discretion The character is emotionally and sexually dead to the world. Flirt Socials automatically fail and all other Socials take a -15 penalty when used against the character. The character cannot become sexually erect (if equipped to do so), and is immune to all Lust damage and gains from any source. Characters with the Null trait are generally met with a mixture of fear and pity since the emotionless, pleasure-less state is culturally regarded as a fate worse than death. However, this bothers Nulls little. This Trait cannot be purchased with XP, but is awarded by the GM as a result of specific events in-game. All robots automatically have this Trait unless otherwise stated, but do not unsettle other people. Nymphomaniac Prerequisite: None The character has become so accustomed to functioning while horny that it no longer adversely affects them…as much. The character is now able to use Socials and perform actions that would require Tests, even at 99 Arousal, and all penalties incurred as a result of high Arousal are reduced by half. Opportunist Prerequisite: AGI 7 or STR 7 The character has learned to recognize the opportune moment for accomplishing his/her goals, and can capitalize on it with stunning efficacy. Tier 1: In combat, after an initial Fd roll of 6, the character may reroll the subsequent Fd roll once, with the second result standing. Tier 2: In any situation, after an initial Fd roll of 6, the character may reroll the subsequent Fd roll once, with the second result standing. Tier 3: In any situation, after an initial Fd roll of 6, the next roll also counts as a 6, and the character may reroll the subsequent Fd roll once, with the second result standing. Ordinary Prerequisite: None The character is capable of cultivating a completely unassuming appearance and manner, making them seem harmless and only vaguely interesting to anyone they interact with. When lying or trying to deceive others, the character gains a +5 bonus. Also, other characters will have trouble remembering the character’s name, face, details, or even if they’ve met before. This Trait will only work if the character also appears and acts inconspicuous; a 7-foot tall woman inquiring calmly about the weather is a lot less memorable than a 7-foot tall woman standing on top of a counter with her three rows of G-cup tits out threatening you with a 4-foot dildo. Overdrive Prerequisite: None The character has been injected with illegal, highlyunstable black market nanites that accelerate both the body and mind far past normal limits. When Overdrive is activated, time itself seems to slow down for the character and they gain two Actions that turn for every enemy in the area. During Overdrive, all movement counts as a Free Action, and enemies may not take Reactive Actions. After the character’s turn ends, they must take a Challenging or higher STA Test; if the Test is failed, the character collapses and counts as Stunned for 1d6 turns. Regardless of whether the Test is passed or not, the character also loses half of their current HP. Overdrive cam only be used safely once every 48 hours, but can be reactivated once every 24 hours. If Overdrive is used before the 48-hour “safety period” is up, the character automatically fails the required STA Test afterwards. Paranoia Prerequisite: None The character has seen enough bad shit in one lifetime to last them several. They always expect the worse, and very rarely relax. However, their Paranoia grants them a +4 to all Initiative rolls.
Payback Prerequisite: None A lifetime of getting beaten up has left the character with the ability to take damage from others and deal it back to them. If the character spends a round doing nothing (not even Blocking or Dodging), then on their next turn they may add half the Physical Damage they took the previous turn to the Physical Damage they deal on the current turn. Quick Draw Prerequisite: AGI 4 The character may equip any weapon in combat as a Free Action Quick Recovery Prerequisite: STA 4 Any time the character becomes Stunned, the character may make a STA Test as a free action. If the character passes it, he/she immediately recovers from the Stun. Sadist Prerequisite: None The character is aroused by causing pain and discomfort to his/her opponents. Whenever the character inflicts physical damage, the character receives ½ of the Physical Damage done as Lust, rounded up. Second Wind Prerequisite: None It’s hard to keep a good man (or woman) down. Every turn after the character is Knocked Out in combat, they may take a STA Test with a difficulty of the GM’s choosing. If they pass the Test, they pick themselves up and can reenter the fight with half their maximum HP restored. Sex-panded Horizon Prerequisite: None The character has gained the ability to give and receive physical sexual pleasure with an organ or bodypart not normally capable of doing so. The character receives a Sex Stat of 1 in the appropriate category unless the character already had a Sex Stat for that part, in which case the Sex Stat is increased by 1: - ORL | The character now receives pleasure when using their mouth to stimulate. - HAN | The character now receives pleasure when using their hands or arms to stimulate. - LEG | The character now receives pleasure when using their legs or feet to stimulate. - BBS | The character now receives pleasure when using their breasts to stimulate. - BTT | The character now receives pleasure when using their butt to stimulate. Signature Move Prerequisite: None The character unleashes a trademark attack on their opponent dealing (STR)d6+5 and grappling them. A Signature Move can only be used while unarmed, and can only be used on the character’s eighth turn or later. After using a Signature Move, the character must wait another eight turns before being able to use it again. Sex Addict Prerequisite: None Specializations: Anal, Vaginal, Oral, Semenal, Penile The character has become addicted to the feelings, sensations, or even tastes derived from a certain sexual act to the point where going without that stimulation becomes physically and mentally taxing. Tier 1: The character has an unhealthy interest and must play that body part at least once every 6 hours in order to remain satisfied. If unsatisfied, the character gets a -2 penalty to ALL Tests. Tier 2: The character’s need has become compulsive, and he/she must play with that body part at least once every 4 hours in order to remain satisfied. However, the character experiences a -4 penalty instead as a result. Tier 3: The character is well and truly addicted, and must play with that body part at least once every 2 hours in order to remain satisfied. The character experiences a -6 penalty instead. Specializations: - Semenal: The character is addicted to the taste of semen and constantly thinks about swallowing hot, creamy loads. - Vaginal: The character is addicted to the sensations of vaginal penetration, and is only happy getting their pussy stuffed. - Anal: The character is addicted to the unique mixture of stretching pain and sensual pleasure that comes from getting ass-fucked. - Penile: The character is addicted to the pistoning ecstacy of thrusting their cock in and out of a hot, hungry hole. Stretch Training Prerequisite: Appropriate Stat of 7 or higher Specializations: Mouth (ORL), Vagina (VAG), Anus (ANL) When this Trait is purchased, the character selects one of their orifices. The character has spent lots of time and effort increasing the muscle control and elasticity of that hole, and can now accommodate multiple penetrations. Tier 1: The character can now accommodate double penetrations in the orifice. Tier 2: The character can now accommodate triple penetrations in the orifice. Tier 3: The character can now accommodate quadruple penetrations in the orifice. Unarmed Fighter Prerequisite: STR 4 and AGI 4 The character has become as effective with barehanded fighting as others are when armed with traditional weapons. All unarmed attacks made by the character get a +5 bonus to Physical Damage dealt, and if the character also has the Dual-Wielder Trait, all hands are counted as holding weapons in combat. Unarmed Specialist Prerequisite: Unarmed Fighter The character has pushed the bounds of their fighting ability even further, and as a result all unarmed attacks made by the character get a +10 bonus to Physical Damage dealt. Weapon Training Prerequisite: None Specializations: Unarmed, Melee, Great, Hard Light, Exotic, Throwing, Ranged The character can now use all weapons within the chosen specialization. Characters can still use weapons they aren’t trained in, but must roll 1d6 whenever they attack; on a roll of 3 or lower, the attack misses. Even if the attack hits, it only deals ½ Damage/Arousal (rounded down)
Wet Prerequisite: None Whether through a perverted mind or deliberate physical training, the character is always slightly aroused and as a result, readily produces fluids of any kind. Flirtation using fluids now comes easily, but at a cost. Tier 1: Flirting using fluids no longer inflicts 10 lust on the character, but the character’s minimum Arousal is increased by 5 Lust (for example, if the character’s minimum Arousal was 0, it will now always be at least 5). Tier 2: Due to increased fluid production, all Lust dealt by the character using fluids gets a +3 bonus, but the character’s minimum Arousal is increased by an additional 5 Lust (for a total of 10 minimum Arousal). Tier 3: Fluids now gush readily from the character’s body, giving all Lust dealt by the character using fluids an additional +3 bonus (for a total of +6), but the character’s minimum Arousal is increased by an additional 5 Lust (for a total of 15 minimum Arousal). Also, even when not in use, the character’s body dribbles constantly, so get used to wet clothing. Wrecking Ball Prerequisite: Finisher The character is ready, brother-jack-dude! After successfully executing a Finisher, the character rolls 1d6. If the character rolls a 4 or higher, the character may immediately use another Finisher on any opponent within arms’ reach. This continues until there are no more opponents or the character rolls a 3 or lower. Any Finisher that occurs as a result of this Trait can still be reversed.