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Traits
Traits represent various facets of your character than can be utilized in erotic endeavors.
Acquiring Traits
Whenever you rest, you may acquire new traits by spending AP you have accrued. Each trait starts at Rank 0 (unusable) and can be increased up to rank 5, representing unparalleled mastery. Each rank costs one more AP than the rank before it to obtain (starting at 1 AP for Rank 1). Most new characters begin play with 10 AP to spend.
Using Traits
Each Trait can be used in combat for two purposes:
- Attack: Deal direct damage to a foe by pleasuring them, bringing them closer to sexual exhaustion. Each Trait has a unique secondary effect that triggers on an attack, often enhancing it or debilitating the targeted foe in some way.
- Boost: Enhance or rejuvenate yourself or an ally in combat.
Type
There are two types of traits, Physical and Mental.
- Physical: These traits assault the body, pleasuring the flesh. Physical Attacks reduce an enemy's Stamina (SP).
Each rank purchased in a Physical Trait grants a character +1 Maximum SP.
- Mental: These traits assault the psyche, pleasuring the mind. Mental Attacks reduce an enemy's Willpower (WP)
Each rank purchased in a Mental Trait grants a character +1 Maximum WP.
Range
A trait's Range determines the distance at which it can be used.
- Self: This trait can only be used on the user. This range only occurs on the Boost portion of some Traits.
- Melee: This trait can only be used on targets directly adjacent to the user.
- Ranged: This trait can be used from afar, up to 2 squares away per rank. Unlike Melee Attacks, Ranged attacks can be avoided by characters with high Speed. If the number rolled on the die for a Ranged Attack is equal to or lower than the target's Speed, they may choose to avoid the attack, ignoring both its damage and secondary effect.
Drawbacks
Each Trait also has an optional Drawback associated with it, a negative downside to the Trait that you can take upon yourself to gain greater mastery over that Trait. Any time you place a rank into a Trait, you may choose to acquire or dismiss the Drawback associated with that Trait. Possessing this Drawback inflicts a penalty upon you that differs for each Trait, but grants you +1 Rank in that trait in return.
Fetishes
In addition to traits, your character can acquire Fetishes for bonus AP. Fetish represent deep longings for certain sexual depravities. If you are attacked by a trait for which you have a fetish, the attacker rolls damage twice, and the duration of the attack's secondary effect is doubled. If they use a combo attack that utilizes multiple traits for which you have fetishes, they roll each fetish trait again to add to the total. You gain 1 bonus AP to spend for each Fetish you acquire (up to 5). At the GM's discretion, you may later spend AP to overcome a Fetish, or acquire new ones as the game progresses. All characters must have at least one Fetish.
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