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Pathfinder Perils of Perversion

Pathfinder Perils of Perversion is a sexual rule module for the Pathfinder RPG that introduces new mechanics such as resolve, which replaces hit points, and corruption, which can lead to character transformations. The module includes new skills, conditions, creatures, equipment, feats, traits, and spells that revolve around sexual themes and interactions. It emphasizes the importance of player comfort and setting expectations regarding sexual content in gameplay.

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0% found this document useful (0 votes)
111 views81 pages

Pathfinder Perils of Perversion

Pathfinder Perils of Perversion is a sexual rule module for the Pathfinder RPG that introduces new mechanics such as resolve, which replaces hit points, and corruption, which can lead to character transformations. The module includes new skills, conditions, creatures, equipment, feats, traits, and spells that revolve around sexual themes and interactions. It emphasizes the importance of player comfort and setting expectations regarding sexual content in gameplay.

Uploaded by

papaiurso
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Pathfinder Perils of Perversion

A sexual rule module for Pathfinder

Table of Contents
Introduction
The Golden Rule
Summary

Combat
Resolve
Focus
Actions in Combat

Conditions
Sex and Conditions
New and Altered Conditions

Corruptions
Gaining Corruptions
Designing Corrupting Effects
Effects of Corruption
Roleplaying Corruption
Forfeit to Corruption
Perversions
Mutations

Skills
New Skill
New Uses for Existing Skills

Additional Rules
Physical Description
Fluid Weight and Volume

Creatures
Creatures Lacking Resolve and Corruption
Designing Creatures with Corruption
Example Creature Conversions

Equipment
Armour
Gear
Magic Items
Feats and Traits
Feat Progression
Feat Descriptions
Trait Descriptions

Spells
Spell Lists
Changes to Existing Spells
New Spells
Introduction
The Golden Rule
The golden rule of tabletop rpgs, sometimes known as the zeroth rule, is often quoted as
some variation of “the GM is always right”. And when it comes to interpretations of the rules,
this is certainly a useful guideline. It allows the rules to be tools with which the GM crafts an
adventure, and keeps things running smoothly. It is, however, just a tool, and more important
is the purpose to which that tool is wielded. Therefore, wise GMs understand that a better
golden rule is something along the lines of “everyone is here to have fun”.

What this means is different for different players, and therefore it is important to set
expectations when a group is first formed and whenever a new player (or GM) joins a group.
Generally, if something makes a player uncomfortable, or prevents them from having fun, it
should not happen. If players’ fun is incompatible with each other, they should probably not
be playing in the same group; hence the importance of setting and understanding
expectations. This doesn’t mean that the GM’s needs shouldn’t be considered, either.
Indeed, the GM is as much a player as anyone else involved, and they’re here to have fun
too.

This applies even more so when it comes to sex, which can cause a great many people to
be very uncomfortable when handled poorly. So always know what is on the table and what
isn’t, and if something unexpected comes up, be prepared to adapt. If a player is consistently
making players uncomfortable, they need to be made aware of why what they are doing is
wrong. If they fail to cooperate, they should be removed. No one likes to do this, and no one
likes it when it happens to them, so these discussions must be had carefully, but they must
be had.

Summary
Combat
The core statistic of this system is resolve. Resolve replaces hit points, and represents both
will and ability to fight, as opposed to hit points which represent only ability. Resolve can be
reduced by doing damage, but also by causing lust. The most common way to cause lust is
to tease your opponent. Opponents defeated using lust are compelled to have sex with you
(at your option). Loss of resolve never (directly) causes death, which is a condition relegated
to a narrative (rather than mechanical) consequence in this system.

Conditions
Several new conditions that impact your ability to fight, and some altered ones, are
introduced in this system. Most of these conditions are caused by reducing your resolve to
zero by various means, but some other effects can cause them.

Corruptions
One of the main hazards introduced to replace death is corruption. Manifestations of
corruption are called corruptions, and there are two types: Perversions, which are
behavioural effects (and the more dangerous of the two); and mutations, which are mostly
physical effects. Your total number degree of corruption is tracked as your corruption score,
which has an effect on several mechanics. Most importantly, your character becomes an
NPC if your corruption score ever rises too high.

Skills
The new skill, Sex, governs sexual performance and reputation, and is a new class skill for
bards, rogues, and skalds. It is also used for teasing. Diplomacy can be used to seduce
creatures.

Additional Rules
Initial measurements can be determined randomly. Specific rules govern what happens
when those measurements are changed, and what can fit into which hole.

Creatures
Most creatures use the resolve instead of hit points. Those that do are more likely to be
highly sexualised. Guidelines are given for converting creatures to use this system, as well
as several examples.

Equipment
Aphrodisiacs exist as both recreational drugs and combat options. Magic items can affect
sexual functions or provide protection against temptation. A new magic item slot exists for
genital piercings and jewelry. Some cursed items cause exposure to corruption.

Feats and Traits


New feats and traits are introduced that interact with this system, as well as an increased
feat gain progression in order to maintain flexibility in core Pathfinder mechanics while also
investing in this system.

Spells
New spells have been added to most spell lists. The lust domain has a new bonus spell list.
Some spells allow spellcasters to cause lust and arousal in their enemies, or to reduce it in
their allies. Old spells have been changed to interact with these systems, particularly
protective and restorative spells.

Common Terms
Aphrodisiac: Aphrodisiac effects also count as poison effects. Creatures lacking resolve are
immune to aphrodisiac effects.

Corruption Limit: A measure of how much corruption your character can take. Your base
corruption limit is equal to your hit dice plus 2.

Corruption Score: A measure of how affected by corruption you are. Gaining corruption
causes perversions and mutations. If your corruption score exceeds your corruption limit,
your character is overcome and becomes an NPC.
Focus: Your focus is the DC for teases made against you. Your base focus is equal to 15
plus your hit dice plus your Wisdom bonus.

Lust: When received by a creature, lust reduces resolve. Alternatively, lust can be a
descriptor for a mind-affecting effect that causes lustful thoughts.

Purity: A type of bonus.

Save Against Perversion: A Will save with a DC equal to 10 plus three quarters your
corruption score (rounding up). See Table: Save Against Perversion DCs.

Self-Control: A type of bonus. Self-Control bonuses from different sources stack with each
other. Creatures that are flat-footed lose their self-control bonuses.

Suffer a Corruption: A character who suffers a corruption must make a Fortitude save or
have their corruption score increased. See Gaining Corruptions.
Combat
Resolve
Instead of HP, most characters have resolve. Resolve represents both the capability and the
will to fight. A character’s resolve cannot be reduced below 0, and when a character’s
resolve is reduced to 0, they are either no longer willing, or no longer able to continue to
fight. Resolve can be reduced by damage or lust. When a player takes damage or lust from
any source, that amount is reduced from their resolve.

Resolve is equal to what your HP would be. Due to the reduced risk involved with losing
resolve as opposed to hit points, PCs receive a -2 penalty to resolve for each hit-die they
have. Your resolve gained at each level cannot be reduced below 1.

Effects that restore hit points also have an enheartening effect, and restore an equal amount
of resolve.

Damage
Damage represents the physical toll battle takes on your character. It may be cuts, bruises,
or even just fatigue from battle. Weapon attacks normally deal damage to your character.
When a character’s resolve is reduced to 0 by damage, that character is disabled. Disabled
characters are unable to fight, or indeed to much of anything, and may be unconscious.

Lust
Lust represents the temptation for your character to accept another’s perceived offer of
intercourse. Characters may attempt to seduce each other to cause lust. When a character’s
resolve is reduced to 0 by lust, that character is horny. Horny characters attempt to take the
perceived offer, but may wait until the end of the fight if that character is busy. They will not
attempt to resume fighting.

Regaining Resolve
After a fight, disabled or horny characters continue to be disabled or horny, and cannot
continue fighting in any new encounters. The easiest way to regain resolve is to take a short
rest. Characters can each take two short rests per day, which must consist of an hour
involving meditation, orgasm, or other fun or relaxing activities in relatively safe
circumstances. A character participating in a short rest cannot stand guard for more than a
third of the time. At the end of a short rest, the character regains an amount of resolve equal
to their Hit Dice plus their Constitution bonus (if any).

Death
Creatures with resolve cannot die as a result of combat. Death for such creatures is always
a plot device. When surrender is not an option, PCs will fight harder: They receive +2 resolve
per Hit Die at the start of any combat where their life is on the line, and teases against you
become ineffective. This acts like temporary resolve, but stacks with other temporary
resolve. PCs have an instinctive knowledge of when their life is on the line, and cannot be
fooled into surrendering when it will result in their death.
Focus
Focus is how characters resist teases. A character’s focus is equal to 15 + their hit dice +
their Wisdom modifier.

Self-Control Bonuses
Self-control bonuses represent avoiding thinking about teases. A creature is denied its
self-control bonus to focus if it is flat-footed, but not if it is otherwise denied its Dexterity
bonus to AC. Unlike most sorts of bonuses, self-control bonuses stack with each other if they
are from different sources.

Purity Bonuses
Purity bonuses represent magical effects that cause you not to think lusty thoughts.

Relief Period (Optional)


Characters with resolve are assumed to have at least some libido. Their sex drive can be
quieted by having sex with a result of at least “satisfactory” (see Sex), removing all penalties
from relief period and sometimes granting a bonus to attacks and teases. Once this bonus is
gone, they start taking a –1 penalty to focus for every three additional relief periods that pass
(to a maximum of a –4 penalty after twelve relief periods have passed).

Relief period is dependent on corruption score, based on the table below.

Table: Relief Period


CS Relief Period CS Relief Period CS Relief Period CS Relief Period

1 7 days 6 48 hours 11 10 hours 16 3 hours

2 5 days 7 36 hours 12 9 hours 17 2 hours

3 4 days 8 24 hours 13 7 hours 18 100 minutes

4 3 days 9 20 hours 14 5 hours 19 80 minutes

5 60 hours 10 15 hours 15 4 hours 20+ 60 minutes

Actions in Combat
Aid Another
You can use aid another to grant an ally a bonus on their next tease check made before your
next turn. This bonus is +1 unless you are adjacent to the aided ally.

Teases
Teases are attempts to make a character too horny to fight. A character makes a tease by
rolling a d20 and adding their ability bonus, trained class skill bonus, and ranks in Sex. If the
result of this roll is equal to or higher than the target’s focus, the tease succeeds. On a
successful tease, you inflict lust equal to 1d6 plus your Charisma modifier. This increases to
2d6 plus your Charisma modifier at 3 ranks in Sex, plus 1d6 for every 2 ranks in Sex beyond
3.

For creatures or characters with a higher rank in Sex than their CR or character level,
calculate their teases as if their ranks in Sex were equal to their CR or character level
(minimum 1).

If you roll a natural 20 on your tease roll, you have automatically succeeded and threaten a
critical tease. Roll your tease again, and if this roll is successful, you have scored a critical
tease. Otherwise, you have succeeded as normal. A critical tease causes double lust. If you
roll a natural 1 on your tease roll, you automatically fail.

Unless otherwise stated, a creature with concealment suffers a -4 penalty to teases, and a
creature with total concealment cannot tease. If you attempt to tease a character who has
total concealment, you also suffer a -4 penalty to teases.

A disabled creature who is not unconscious can still be teased to cause them to become
horny. If this fails, they become immune to teases from that creature and their allies until
they are no longer disabled.

A creature can masturbate as part of a tease to become aroused for a minute and receive
1d6 lust. If they do so, they receive the +2 bonus for being aroused to that tease.

Grapple
A creature can tease as part of a grapple. This is made just like any other action taken as
part of maintaining a grapple. The creature declares that they are going to try to tease as
part of maintaining a grapple and makes a combat manoeuvre check to grapple, applying all
the normal modifiers. If this check succeeds, the target receives lust as if they had been
teased.

If both characters are aroused, a character with a genital knot may cause both characters to
become knotted when they successfully pin their grappled opponent, as long as their
opponent does not have Null Attraction relative to the pinning character (see the Conditions
chapter).
Conditions
Sex and Conditions
Having sex outside of a short rest causes you to be fatigued at the end of the encounter.
Having sex when you are already fatigued does not cause you to be exhausted. You are not
fatigued by masturbation.

New and Altered Conditions


Aroused
An aroused character is physically aroused and wants to get off. They receive a -2 penalty to
AC, CMD, saves, skill checks (other than Sex checks), and focus, but a +2 bonus to teases.
This condition is removed during a short rest if the character orgasms, or if they succeed on
a save against perversion when they rest. Unless otherwise stated, this condition lasts until it
is removed.

Disabled
When a character’s resolve is reduced to 0 as a result of damage, they are disabled.
Disabled characters are physically unable to fight. They can move at half their speed per
round and they cannot take actions in combat other than to move. They may also be
unconscious, although this does not typically last much longer than the duration of the
encounter. Any additional damage while they are still disabled renders them unconscious.

A short rest removes this condition. Otherwise, if a character’s resolve is raised above 0
when they are still disabled, they lose this condition and are instead fatigued. This does not
cause a character to become exhausted if they are already fatigued.

Horny
When a character’s resolve is reduced to 0 as a result of lust, they are horny. They must
attempt to have sex with the creature that caused this condition. In this case, they lose the
horny condition, but do not regain resolve. They are simply unwilling to fight until they gain
resolve. Otherwise, they simply masturbate for the rest of the encounter, and become
aroused.

A creature having sex with their opponent in this way does not stop them from being able to
fight.

A short rest removes this condition. Otherwise, if a character’s resolve is raised above 0
when they are still horny, they lose this condition and are instead aroused.

Fatigued
Completing a short rest removes this condition.
Frustrated
A frustrated character is unable to fulfil their perversions. They receive a -2 penalty on attack
rolls, teases, saves, and skill checks.

Knotted
Knotted characters are tied to each other by a genital knot, and making escaping a grapple
harder. Both characters may maintain their grapple or attempt to take control of it as normal,
but cannot escape unless they beat their opponents’ CMD by at least 5. The result must also
be at least 20. No matter the result, any attempt to escape the grapple results in both
characters making an involuntary tease against each other due to the physical stimulation.

The knotted condition is automatically removed when the character with the knot ceases to
be aroused.

Shaken
In addition to its normal penalties, shaken characters receive a -2 penalty on teases.

Sickened
In addition to its normal penalties, sickened characters receive a -2 penalty on teases and on
tease lust rolls.
Corruptions
Characters are expected to be fairly normal at the start of an adventure, but that will not
always continue to be the case. As they adventure, cursed artefacts, spells gone wrong, or
the attentions of monsters can cause corruption. There are two types of corruption:
Perversions and mutations.

Gaining Corruptions
When a character suffers corruption, they have a chance of increasing their corruption score.
The character makes a save against corruption, which is a Fortitude save with a +2 bonus
for every point their corruption score is above their level. Failure means the character’s
corruption score increases by one. The difficulty of the save is dependant on the source of
the corruption.

Corruptions can be suffered in a number of ways. One of the more common is to have sex
with a more corrupted being. A character who has sex (either due to lust or for other
reasons) with a being with a corruption score at least 2 higher than theirs suffers corruption
with a DC equal to 10 plus the four fifths of the corruption score of the more corrupted being,
rounding up.

Another method is when powerful spells go awry. When a character casts a spell of one of
the two highest spell levels they are capable of casting with that class, their spell is
considered powerful enough to cause a corruption. If this spell involves a single attack roll on
the turn the spell is cast, the spell threatens corruption if the attack roll is a natural 1.
Otherwise, if the spell involves a single saving throw on the turn the spell is cast, the spell
threatens corruption if the save is a natural 20. Otherwise, roll a die when the spell is cast.
The spell threatens corruption if the result is a natural 1.

When a spell threatens corruption, it has a 50% chance (by default) of causing the caster
and any targets to suffer corruption with a DC equal to the save DC for that spell (even if the
spell does not normally allow a save). For the purposes of determining whether a spell
threatens corruption, do not consider rerolls or multiple dice rolled as part of an attack or
save. Only the first d20 rolled counts.

Finally, cursed items or traps, or the abilities of certain monsters, can cause the victim to
suffer corruption.

Designing Corrupting Effects


The DC of a corrupting effect should be somewhere near the expected ability DC for abilities
of encounters of that CR. In the case of spells, the corruption DC is based on the DC of the
spell. In the case of creatures, the corruption DC should be in the vicinity of 10 + half their
HD + the governing ability modifier (usually Constitution or Charisma). In the cases of traps,
the DC should be roughly 11 + 4/5ths of the trap CR (rounding up remainders greater than or
equal to 0.5).
Note that the corruption DC is not necessarily the same thing as the save to resist the ability.
The save against corruption is only necessary if the ability fully affects the target, i.e. if the
attack roll first succeeds or the initial saving throw fails.

Creatures and spells with corrupting abilities should not only perform that function. A
creature that uses a corrupting ability in combat should also cause lust in the target. Some
traps and curses may cause corruption without any additional effects.

Effects of Corruption
Perversions and Mutations
When a character’s corruption score increases, they typically gain one perversion and one or
more mutations, in addition to the other effects of their corruption score. See the Perversions
and Mutations sections.

Corruption Score and Corruption Limit


Characters have a corruption score that starts at 1 and grows as they gain corruptions
(every time they suffer a corruption and fail the save). Characters have a corruption limit
equal to their level +2. If their corruption score is ever greater than their corruption limit, that
character has surrendered their whole self to the corruption, and becomes an NPC.
Corruption score may also have effects on other mechanics, as noted in those sections.

Sexual Growth
When your corruption score passes a threshold as shown on Table: Additional Size, your ass
(if feminine), each set of breasts, your testicles (if any), and each penis or vagina you have
expands by 1 die. The effects of growth dice are detailed under Changing Size in Additional
Rules.

Table: Additional Size


Corruption Score Dice

1 0

2–4 1

5–10 2

11–19 3

20+ 4

Corruption and Pregnancy (Optional)


As an optional rule, corruption can affect how pregnancy works. Characters with higher
corruption are more likely to sire and conceive children. The combined corruption scores of
the two parents are used to calculate the Fertility Score of the coupling, which determines
aspects of pregnancy.
The fertility score of a pairing can be calculated by taking the corruption score of each parent
(or 14 if that would be lower) and adding them together.

When pregnancy is possible, the chance of pregnancy is based on the coupling’s Fertility
Score, as shown on the table below.

Table: Pregnancy Chance


Fertility Chance Fertility Chance Fertility Chance Fertility Chance
Score Score Score Score

2 5% 10 27% 18 46% 26 62%

3 8% 11 29% 19 48% 27 64%

4 11% 12 32% 20 50% 28 66%

5 14% 13 34% 21 52% 29 68%

6 16% 14 37% 22 54% 30 70%

7 19% 15 39% 23 56% 31 72%

8 22% 16 41% 24 58% 32 74%

9 24% 17 43% 25 60% — —

In addition, pregnancies go faster for more corrupted creatures. The number of days a
pregnancy lasts can be determined on the table below. Egg-layers go half this time before
laying eggs, which then hatch after the time has expired.

Table: Pregnancy Duration (Days)


Fertility Duration Fertility Duration Fertility Duration Fertility Duration
Score Score Score Score

2 270 10 95 18 35 26 14

3 210 11 85 19 32 27 12

4 190 12 75 20 29 28 11

5 170 13 65 21 26 29 10

6 150 14 55 22 23 30 9

7 135 15 50 23 20 31 8

8 120 16 45 24 18 32 7

9 105 17 40 25 16 — —

The spawn of corrupted creatures tend to be themselves corrupted, with roughly a quarter of
the more corrupted parent’s CS (maximum of 5 at parent’s CS 20, minimum 1), and are born
with the Height of Corruption feat if their CS begins above 3. These rules are intended to
apply to the spawn of parents who are themselves below their corruption limit, and may vary
for other parents.

They also mature faster. Compare the couplings’ Fertility Score on the table below and
divide the time to maturity by the result. Additionally, replace the unit of time to maturity with
the given unit. For example, if both parents have CS 7, the denominator is 15 and the unit is
months. A human child (normally mature at 16 years) will mature in approximately 1 month
(16/15 months).

Table: Maturity Denominator and Unit


Fertility Maturity Fertility Maturity Fertility Maturity Fertility Maturity
Score Score Score Score

2 1y 10 3m 18 4d 26 6h

3 1.5y 11 5m 19 6d 27 10h

4 2y 12 8m 20 10d 28 15h

5 4y 13 12m 21 15d 29 25h

6 6y 14 20m 22 1h 30 40h

7 10y 15 1d 23 2h 31 60h

8 15y 16 2d 24 2h 32 90h

9 2m 17 3d 25 4h — —

Roleplaying Corruption
Corrupted characters are not just more sexually motivated, they are also less inhibited.
While most people will avoid behaviour that might otherwise feel good for a variety of
reasons, as a character becomes more corrupted these have less of an impact on their
decision making. The list below presents some of these factors in the approximate order
they cease to impact a corrupted character’s decisions, but this may vary from character to
character. Some factors interact: For example, even if a character does not care that their
behaviour might get them in trouble with the law, they may still care that it will make their job
significantly harder. It should be noted that the behaviours that corruption encourage tend
towards chaotic, which may be a problem for paladins or monks.

● Behaviour might cause short-term embarrassment


● Behaviour is considered a minor taboo
● Behaviour is against the law, but law is lightly enforced
● Behaviour would shock bystanders
● Behaviour would earn self a harmless reputation
● Bystanders would disapprove of behaviour
● Behaviour is likely to make own goals slightly harder to achieve
● Behaviour is considered a major taboo
● Behaviour is likely to cause minor injury to self
● Behaviour is against the law, and law is enforced
● Those they care about would disapprove of behaviour
● Behaviour might force them to take alternate route to goals

The following list presents factors that usually continue to impact a corrupted character’s
decisions for at least as long as their corruption score is within their corruption limit.

● Behaviour is likely to make own goals significantly harder to achieve or impossible


● Behaviour is likely to harm someone else
● Involved party is not willing
● Behaviour is likely to permanently maim or kill self
● Behaviour is likely to significantly change own personality

As an additional guide to when factors cease to affect your decisions, you may wish to do
the following: At corruption score 2, and every 2 corruption score thereafter, choose a factor
from the lists above. Do not choose a factor which is a more severe form of a factor you
have not already chosen. The chosen factors are suppressed, having a reduced impact on
your decisions, and no impact when you are aroused or suffering penalties from relief period.
At corruption score 4, and every 4 corruption score thereafter, choose a suppressed factor.
That factor no longer affects your decisions when you are not aroused, and is reversed when
you are aroused, or suffering penalties from relief period.

Forfeit to Corruption
If your character reaches corruption score 5, they may choose to accept part of the
corruption in order to gain boons. A character may do so only when they gain corruption
score, and they may do so once for every 5 corruption score they have.

When a character forfeits to corruption, they immediately gain a bonus feat (chosen from
those listed as corruption feats). In addition, they must choose and gain a forfeit from those
listed below.

Forfeits
Forfeits are permanent corruption effects that cannot be removed by any means short of a
miracle or wish, or an atonement spell combined with a limited wish. Any of these methods
remove the bonus feat gained from surrendering to corruption, as well as reversing any
effects of the forfeit.

Hyper Endowed
Quadruple the number of growth dice you gain from having a high corruption score. Apply
this effect retroactively, i.e. gain triple the number of growth dice you have normally at the
time you choose this forfeit, and gain quadruple the number of growth dice you would
normally gain whenever your corruption score increases to a new threshold instead of
gaining the normal number. Likewise, remove quadruple the number of growth dice you
would otherwise remove whenever you would remove growth dice from corruption score.
You may only have this forfeit once.

Willing Vessel
When you gain this forfeit, immediately suffer another corruption (no save), and become
aroused until you have had sex with a number of creatures equal to the number of times you
have chosen this forfeit (including this time). Receive a -1 penalty to all saves against
corruption hereafter.

You may choose this forfeit any number of times. If you lose this forfeit, you do not lose the
mutation gained from the increase to your corruption score unless it is removed by other
means.

Perversions
Perversion represents the mental effects of corruption. A character is expected to start with
either no perversions or a single perversion of their choice. If a character currently has no
perversions, they gain two perversions whenever they would gain one. A character with high
perversion will actively seek out opportunities to have sex, and will find it difficult to resist any
opportunities presented. However, their perversion also makes them more adept at enticing
others.

A character typically has a number of perversions equal to their corruption score, and they
gain a perversion whenever their corruption score increases. A character with a corruption
score of 1 may optionally have no perversions; in this case, they gain two perversions when
their corruption score reaches 2.

When you gain a perversion, select one perversion from the list below. You cannot have the
fetish perversion more times this way than 1, plus 1 per five corruption score beyond the
first. Unless otherwise stated, you cannot receive a particular perversion more than once.
When you gain a perversion as your corruption score becomes 20, you instead gain spread
the love.

Random Perversions
As an optional rule, characters may determine perversions randomly. For each perversion or
gained, roll twice on Table:Perversions and choose one. All rolls to determine the exact
effect of the perversion are made before you choose, unless otherwise stated by the
perversion description. If you roll an invalid perversion, reroll.

When determining perversions this way, you may have any number of fetishes.

Table: Perversions
d% Perversion d% Perversion d% Perversion

01–03 Absorption 35–37 Exhibitionism 72–74 Restless

04–05 Addiction 38–50 Fetish 75–76 Sadism

06–08 Bondage (active) 51–53 Fiddler 77–79 Showoff


09–13 Bondage (passive) 54–55 Fuelled 80–82 Size King/Queen

14–16 Breeder 56–58 Healslut 83–89 Stamina

17–18 Bukkake 59–61 Hunger 90–92 Stud

19–21 Buttslut 62–63 Masochism 93–95 Submission

22–24 Cumslut 64–66 Multiple 96–97 Voyeurism

25–26 Domination 67–68 Piercings 98–100 Wet Dreams

Positive-Energy
27–34 Easy 69–71 — —
Fuelled

Save Against Perversion


Perversions dictate objects or situations that may arouse a character or compel them to seek
sexual gratification or other behaviours. Many perversions will be fetishes, but this is not
necessarily the case.

When a perversion may affect you, you are usually entitled to a Will save. This is a save
against perversion. Perversions are mind-affecting. The difficulty of this save is equal to 10
plus three quarters of your corruption score (rounding up). This is summarised in the
following table.

Table: Save Against Perversion DCs


CS DC CS DC CS DC CS DC

1 11 7 16 13 20 19 25

2 12 8 16 14 21 20 25

3 13 9 17 15 22 21 26

4 13 10 18 16 22 22 27

5 14 11 19 17 23 23 28

6 15 12 19 18 24 24 28

Compulsive Collection
Some perversions make you compulsively collect things. Given any opportunity to acquire
such an item, you must make a Will save with a bonus equal to the number of such items
you have. If the item in question is consumable, this bonus is doubled. You may be exempt
from purchasing particularly expensive items (at the GM’s discretion), but in this case you
must make another Will save. Failure means you must make at least one attempt to acquire
the item by other means.
Downtime and Perversions Causing Frustration
Some perversions cause you to become frustrated “the following day” under certain
conditions “each day”. During downtime, travel, and other times when the game may see
days or weeks passing quickly, as determined by the GM, frustration occurs over a longer
time span. At such times, these effects cause you to become frustrated on a week by week
basis instead of a day by day basis.

Perversion Descriptions
Absorption
You absorb magic, which fuels your lust. You have a 10% chance of absorbing any hostile
spell cast on you, completely negating its effects on you. However, whether or not you
absorb the spell effect, you must make a Will save or receive 1d6 lust per spell level.

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Addiction
You must have sex (not masturbation) with each of your genitals once each day. If you don’t,
you become frustrated the following day unless you succeed on a Will save, until you have
sex with each of your genitals or 24 hours have passed (which results in another Will save).

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Bondage (Active)
You love to tie people up. When you begin your turn in control of a grapple, you must make a
Will save or be compelled to try to pin and then tease your opponent, and receive 1d6 lust if
successful. If you successfully tease your opponent to horniness, you must make a Will save
or tie up your opponent. You must then make another Will save the following round or have
sex with them, and if you do you gain 1d8 + half your level in temporary resolve. This
temporary resolve lasts 24 hours. If you do not succeed on a grapple check each day, you
become frustrated the following day unless you succeed on a Will save.

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Bondage (Passive)
You love to be tied up. You receive a -4 penalty on CMD to resist a grapple, and on grapple
checks and escape artist checks to escape a grapple. This penalty to CMD does not apply
against grapple checks made by other creatures to escape a grapple.

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Breeder
You love to be pregnant, and to have many children. If having a sexual encounter and not
pregnant, and are presented with the opportunity to perform an act with a chance of
pregnancy, you must make a Will save not to do so. The fertility score of pairings in which
you are the mother is increased by 2. You must make a Will save to use any method of
contraception (if you make this save for a method without a duration, you may continue to
use it for 24 hours).
In addition, you may conceive multiple children, depending on your corruption score (see the
table below). If you would conceive multiple children from another source, use the higher
number.

Corruption Score 1-5 6-10 11-15 16-20 21+

Children 1 1d2 1d3 1d4 1d6

You must be capable of birthing children to gain this perversion. If pregnancy mechanics are
not in effect, you may not gain this perversion.

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Bukkake
You love to be covered in cum. When you are not covered in cum, you become frustrated. A
Will save removes this condition for an hour, but on a failed save you cannot try again for
another hour. While you are covered in cum, you receive a -2 penalty on saves against
corruption.

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Buttslut
You enjoy having your ass filled. You may not remove a plug from your ass without making a
Will save. Failure means you cannot remove it for 24 hours except to have sex (in which
case you need not reinsert it immediately). Every two hours during which your ass is not
filled (such as by a plug), you must make a Will save. If you fail this save, you become
aroused. Putting a plug in your ass ends this condition, as does receiving anal sex.
Additionally, you compulsively collect buttplugs, and must try out any new buttplug you
acquire within minutes of acquiring it if you fail a Will save.

Your anal capacity increases by half again (this increase applies to any effect that later
modifies your capacity), and any effect that increases the size of your ass adds one
additional inch.

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Cumslut
You love the taste of sexual fluids, and are affected by them. Whenever you have sex with
someone as a result of being horny, you perform oral sex (if possible). This increases the DC
of any corruption gained from the act by 2. In addition, sexual fluids restore you. Whenever
you perform oral sex, you regain 1d8 + half your level in resolve. However, this immediately
makes you aroused if you fail a Will save. If you are already aroused or horny, you do not
regain resolve.

Your mouth and throat capacities increase by half again (this increase applies to any effect
that later modifies your capacity).

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Domination
You enjoy controlling people. Whenever you succeed in affecting someone with a
compulsion effect or an Intimidate check, you must make a Will save or receive 1d6 lust. If
you do not affect someone with a compulsion effect or Intimidate check each day, you must
make a Will save or be frustrated the following day.

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Easy
No matter the situation, it’s not hard to turn you on. Whenever you are teased, you receive 1
additional lust. You may have this perversion up to three times. Its effects stack.

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Exhibitionism
You love to show off. The first time you perform a tease during a round, you receive a -2
penalty to your focus until the start of your next round, and must make a Will save or receive
1d6 lust. This penalty does not increase if you perform multiple teases in a round. In
addition, having sex while observed is much more satisfying. Whenever you have sex while
observed by someone who is not participating, you gain 1d8 + half your level temporary
resolve. This temporary resolve lasts 24 hours.

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Fetish
You are turned on by a particular thing (not an act or situation). This should be something
that may be featured on a creature teasing you, such as a particular clothing material or
style, body shape, genital configuration, and should be broad enough to have a significant
likelihood of occuring. Some examples appear on Table: Fetishes. You receive a -2 penalty
to focus against teases and flirting from sources which apparently match your fetish.

On being exposed more-than-incidentally (i.e. a conversation, close physical contact, etc.) to


any such thing outside of a combat situation, you must make a Will save. Failure means you
are aroused, but having an orgasm involving a valid target of your fetish removes this
arousal without spending a short rest. Success means you are immune to this effect for 4
hours. The save DC is reduced by 5 if the exposure is not sexual in nature, but in this case
the immunity on a successful save only extends to non-sexual exposure.

You can gain this perversion multiple times. Each time, you gain a different fetish. The
effects do not stack. You cannot gain a fetish excluded by your Null Attraction feat. You
cannot have more fetishes this way than 1, plus 1 per five corruption score beyond the first.

If your GM determines that a particular fetish is too narrowly defined, you may be allowed to
take two such specific fetishes instead of one. Alternatively, they may choose to include
creatures with your chosen feature in the campaign in order to make it sufficiently applicable.

Special
If you are using the random perversions optional rule, determine the fetish by rolling twice on
Table: Fetishes and choosing one. You can gain fetishes this way any number of times.
Table: Fetishes
d% Fetish d% Fetish d% Fetish

01–05 Big Balls 34–38 Goo 68–71 Rubber (and


similar)

06–10 Big Breasts 39–43 Hermaphrodites 72–76 Shapeshifters

11–14 Big Butts 44–48 Huge (or larger) 77–81 Small Creatures

15–19 Big Penises 49–52 Large Creatures 82–86 Tails

20–24 Celestials 53–57 Leather 87–90 Tentacles

25–29 Fey 58–62 Multiple Limbs 91–95 Tiny (or smaller)

30–33 Fiends 63–67 Robes 96–100 Tiny Penises

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Fiddler
You absentmindedly toy with yourself. You must make a Will save every four waking hours or
gain an amount of lust from your ministrations dependent on your corruption score, as
detailed on the table below.

Table: Fiddler Lust by CS


CS Lust

1-5 1d2

6-10 1d4

11-15 1d6

16+ 1d8

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Fuelled
You enjoy the effects of aphrodisiacs and use them recreationally. You compulsively collect
aphrodisiacs. After any short or long rest, you must make a Will save or consume a random
dose of aphrodisiac on your possession (if any). However, you are slightly resistant to the
effects of aphrodisiacs, and receive 2 less lust from any aphrodisiac effect. You are also
immune to any addictive qualities of aphrodisiacs (you are already essentially addicted).

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Healslut
You enjoy administering healing to people. When you restore someone’s hp or resolve, you
must make a Will save or receive a -1 penalty to focus for a round, and an additional -1
penalty for every 10 points of resolve restored. If you fail this save by 5 or more, you become
aroused. If you do not restore the hp or resolve of someone other than yourself each day,
you must make a Will save or be frustrated the following day.

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Hunger
You have an insatiable hunger. You must eat enough to feed you for a day every two waking
hours if you fail a Will save. Despite this, you do not gain an excess of weight (unless you
eat when you are not hungry). Even if you succeed all saves, you must still eat as much as
normal. If you have a creature swallowed whole, you do not need to eat extra.

Special
If you are using the random mutations optional rule, you do not have either the swallow
mutation or the corrupted stomach mutation, and you would gain a mutation, you have a
50% chance of gaining one of those mutations (chosen randomly) instead.

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Masochism
You like pain. On any round in which you took damage, you must make a Will save or
receive 1d6 lust.

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Multiple
You are excited by the prospect of sex with groups. When multiple creatures tease you
during a round, you receive a -2 penalty on focus against every tease after the first.
Servicing multiple creatures at once invigorates you, granting 1d8 temporary resolve plus
half your corruption score for one hour. You may only benefit from this once per short rest.

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Piercings
You need piercings. You compulsively collect items that can be used in piercings. This
compulsion is only fulfilled if you actually use the item in a piercing, and getting the requisite
piercing is part of the compulsion. Removing an item from a piercing requires a Will save,
unless you are replacing it with another item. Failure means you cannot remove that
particular item for 24 hours.

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Positive-Energy Fuelled
You are aroused by positive energy. Whenever you receive magical healing, you must make
a Will save or receive a -1 penalty on your focus for a round, and an additional -1 for every
10 points of resolve restored. If you fail this save by 5 or more, you become aroused.

This perversion is triggered when you receive healing from magic, not specifically when you
are targeted by positive energy. For example, if you are harmed by positive energy and
healed by negative energy, such as if you are undead, the perversion triggers when you are
targeted by negative energy and not positive energy.

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Restless
You cannot relax (such as part of a short rest) without having at least one orgasm unless you
succeed on a Will save. If you fail, you are too antsy, and immediately receive 1d6 lust, and
do not succeed in taking a short rest (failure does not consume your short rest).

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Sadism
You revel in causing pain. On any round in which you caused damage, you must make a Will
save or receive 1d6 lust.

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Showoff
Your body is too beautiful to hide. You are frustrated whenever you wear anything concealing
(including armour). A Will save removes this condition for an hour, but on a failed save you
cannot try again for another hour. You receive a +4 bonus to this save if you are only
wearing sexy clothing.

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Size King/Queen
You love to be large. You must make a Will save in order to willingly reduce the size of any of
your body parts. Failure means you cannot do so for 24 hours. You also compulsively collect
size-increasing consumables, and must make a Will save after every short or long rest to
avoid using one in your possession. You are also used to carrying this extra weight. Add 1 to
your Strength score for the purpose of calculating carrying capacity.

By spending a week performing no productive activity (including crafting), you can build up
the courage to remove your entire collection of size-increasing consumables. You may freely
sell them or simply give them to someone, stash or drop them, or use them as materials.

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Spread the Love


If you gain a perversion at corruption score 20, and you do not have this perversion, you
instead gain this perversion. You cannot gain this perversion any other way.

Every round in combat you must make a Will save. Failure means you must attempt to use
an ability that causes lust, arousal, or horniness on your turn (unless you cannot do so). If
you make an opponent horny, you must make a Will save, unless you have the Null
Attraction feat with respect to them. Failure means you have sex with them (if possible).

You also receive two additional short rests each day, but must have sex with a creature with
a lower corruption score than you in the course of these short rests.
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Stamina
You can keep going and going. You are not fatigued by sex, nor do you have a refractory
period. When an effect would cause you to be exhausted by sex, if you are not already
fatigued, you are fatigued instead of exhausted.

Any time you would lose the aroused condition (unless that aroused condition had a
duration), you must make a Will save. Failure means you remain aroused. You gain one
additional short rest per day, but you must have sex as part of this short rest.

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Stud
You love to sire many children. If having a sexual encounter, and are presented with the
opportunity to perform an act with a chance of making your partner pregnant, you must make
a Will save not to do so. The fertility score of couplings in which you are the father is
increased by 2. You must make a Will save to use any method of contraception (if you make
this save for a method without a duration, you may continue to use it for 24 hours).

In addition, you may sire multiple children, depending on your corruption score (see the table
below). If you would sire multiple children from another source, use the higher number.

Corruption Score 1-5 6-10 11-15 16-20 21+

Children 1 1d2 1d3 1d4 1d6

You must be capable of siring children to gain this perversion. If pregnancy mechanics are
not in effect, you may not gain this perversion.

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Submission
You like to be controlled. You receive a -2 penalty on Will saves against compulsion effects
and to the DC required to demoralise you.

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Voyeurism
You like to watch people. If you observe creatures having sex or masturbating (eg. because
they have become horny), you must make a Will save or receive 1d6 lust. The Null Attraction
feat can negate this as appropriate.

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Wet Dreams
Your wet dreams interrupt your sleep. Whenever you sleep, you must make a Will save or
wake aroused and fatigued. If you sleep half again as long, you are not fatigued.

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Mutations
Mutations represent the physical effects of corruption. A character is expected to begin with
no mutations.

This mutation might give the character physical advantages or disadvantages, but are
usually more advantageous than disadvantageous.

One example of disadvantageous mutations is in the case of abnormal endowments. A


mutation may increase the load you are carrying by up to 15 lbs per mutation. The effects of
multiple mutations to the same body part stack.

Armour can typically be modified to accommodate mutations.

A character with a corruption score of 1 usually has no mutations. They gain a single
mutation at every even corruption score, and two mutations at every odd corruption score
thereafter. For example, they gain a single mutation at CS 2, 4, and 6, and two mutations at
CS 3, 5, and 7.

Characters also gain a single mutation point at CS 3 and at every odd-numbered corruption
score thereafter. These are the same corruption scores at which they gain two mutations.

This is totalled in the table below for corruption scores up to 24, but characters continue to
gain mutations and mutation points up to any corruption score.

Table: Mutations and Mutation Points by Corruption Score


CS Mutations MP CS Mutations MP CS Mutations MP

1 0 0 9 12 4 17 24 8

2 1 0 10 13 4 18 25 8

3 3 1 11 15 5 19 27 9

4 4 1 12 16 5 20 28 9

5 6 2 13 18 6 21 30 10

6 7 2 14 19 6 22 31 10

7 9 3 15 21 7 23 33 11

8 10 3 16 22 7 24 34 11

If you gain a minor mutation (those mutations marked as minor), you immediately gain
another mutation. If this second mutation is also minor, you do not gain a third mutation.

Mutation Points
As characters gain mutations, they gain a number of mutation points to spend on those
mutations. While many mutations are neither advantageous nor disadvantageous, others
can help or harm your character. When a mutation is considered generally advantageous, it
costs a number of mutation points (usually 1). When a mutation is considered generally
disadvantageous, it grants a number of bonus mutation points (usually 1). This will be noted
in the mutation’s entry as either a Cost or a Bonus. In addition, characters gain one mutation
point at every odd-numbered corruption score beyond 1 (whenever they would normally gain
two mutations).

Random Mutations
As an alternative rule, instead of spending mutation points, determine mutations randomly.
For each mutation gained, roll twice on Table: Mutations and choose one. If you roll an
invalid mutation for your character, re-roll.

If the mutation can affect multiple parts, determine which part is affected randomly. All rolls to
determine the exact effect of the mutation are made before you choose which mutation you
gain, unless otherwise stated by the mutation description. If you are instructed to determine
something randomly from among a set of options but are not given rates or a specific
method, use any method that has an equal chance of choosing any of the available options.

Table: Mutations
d% Mutation d% Mutation d% Mutation

01–02 Anal Pregnancy 50–55 Grow Breasts 78–79 Sensitivity

03–14 Animal Part 56–60 Grow Genitalia 80–81 Size

15–16 Chest of Eyes 61–62 Hair Colour 82–83 Skin Colour

17–18 Corrupted 63–64 Heavy 84 Slime


Stomach

19 Elemental 65–66 Internal Testicles 85–86 Snake Part

20–28 Expand Ass or 67 Leathery 87–88 Stinger


Breasts

29–38 Expand Genitalia 68–69 Long Tongue 89–92 Stretchy

39–40 Extra Arms 70–71 Many Tails 93 Swallow

41–42 Extra Tongue 72–73 Quad Balls 94–97 Tauric

43 Flavoured Fluids 74 Rubbery 98–99 Tentacle

44–47 Fluid Factory 75 Second Stomach 100 Third Eye

48–49 Genital Tail 76–77 Sensitive Tail — —


Mutation Descriptions
Anal Pregnancy
Part groin

You are capable of being impregnated by anal sex, even if you have no ovaries. If you have
no womb, you grow one. If you have no vagina, the resulting child may be born from either
your anus or penis. You cannot gain this mutation twice.

Return to Mutation Descriptions

Animal Part
Cost 0; 1 per feature

Part arms, body, groin, head, legs, tail, or wings

Some part of your body changes to reflect an animal. If you gain this mutation and it does
not affect your wings, it affects a second part if possible. This second part cannot be wings.

If you already have this mutation on some parts (including tauric), you cannot gain this
mutation for those parts again.

Depending on which body parts are affected, you may gain a number of features as
appropriate to the animal selected (discuss this with your GM). Unless otherwise stated,
each feature costs 1 mutation point. If you gain no features, this mutation is a minor
mutation.

Arms:
● 2 claw attacks (1d4 damage, modified by size). If you have four arms, you instead
gain four claws.
● Gain grab with your claw attacks. You must have claws to gain this feature.

Body:
This represents a change in the overall covering of your body, and may also have a number
of related effects (such as growing fins or spines).

● Gain a +1 natural armour bonus to AC, or increase an existing natural armour bonus
by +1.
● Gain gills, and the ability to breathe underwater. You still have lungs and can breathe
air.

Groin:
This affects a change in either all unmutated genitals or a single unmutated genital. This
mutation can target the groin multiple times, as long as you have at least one unmutated
genital. Whenever you later gain genitals, they may adopt a genital-targeted part mutation
you already have.

● Lay eggs. Eggs are laid halfway through pregnancy period, and hatch at the end of
pregnancy period. This feature has no cost.
● Knot. You gain a genital knot you can tie other characters with. See grapple in the
Combat chapter.

Head:
● Bite or gore attack (1d6 damage, modified by size).
● Aphrodisiac venom (type aphrodisiac, 1d4 lust, 1/round for 4 rounds, cure 1 save,
Fortitude DC equal to 10 + half your HD + your Constitution modifier). This feature
requires a bite attack and is delivered via a bite.
● Scent.
● Low-light vision.
● Blindsense 30 ft. as echolocation. This feature costs 2 mutation points.

Legs:
● Increase your base land speed by +10 ft.
● Gain a swim speed equal to two thirds of your base land speed (rounded up).

Tail:
The selected animal must have a tail.

● Double your swim speed (to a maximum of half again your base land speed, rounded
down).
● Increase the manoeuvrability of your fly speed by 1 step (to a maximum of perfect).

Wings:
The selected animal must have wings.

● You gain a fly speed equal to your base land speed (average manoeuvrability). This
feature costs 2 mutation points.

Attacks granted by animal part features are primary natural attacks. You cannot attack with
claws, hoofs, etc. on your legs (but see tauric).

Special
If you are using the random mutations optional rule, determine the animal by rolling twice on
Table: Animals and choosing one. Reroll any invalid options. If you already have this
mutation (or tauric), you have a 70% chance to use one of the animal types already present
in your mutations instead of determining based on the animal table.

Wings do not count as an animal type already present in your mutations unless it is the only
animal part mutation you have. In that case, you have only a 50% chance to use that animal
type instead of rolling.

When affecting wings, roll on Table: Wings to determine wing type instead of the normal
table. You only have a chance to use one of the animal types already present if it is a type of
animal that has wings.
When affecting genitals, determine whether it affects one or all unmutated genitalia
randomly. Whenever you later gain genitals, determine whether they adopt an existing
animal part mutation you have randomly.

Table: Animals
d% Animal d% Animal d% Animal

01–02 Armadillo 36–38 Dragon 68–71 Mustelid

03–05 Avian (Raptor) 39–42 Elephant 72–75 Pangolin

06–11 Avian (Other) 43–49 Feline 76–78 Pig

12–15 Bat 50–51 Frog 79–82 Piscine

16–22 Canine 52–53 Horse 83–85 Rodent

23–25 Cattle 54–58 Human 86–87 Sheep or Goat

26–29 Cetacean 59–60 Hyena 88–91 Snake

30–33 Crocodilian 61–64 Insect 92–96 Ursine

34–35 Dinosaur, Raptor 65–67 Lizard 97–100 Vulpine

Table: Wings
d% Wings d% Wings

01–17 Avian, Other 35–67 Bat

18–34 Avian, Raptor 68–100 Dragon

Return to Mutation Descriptions

Chest of Eyes
Cost 1

Part body

You sprout an array of eyes on your torso, as well as the mental capacity to use them. As
long as you are wearing no armour, and no clothing covering your upper body, you gain a +5
bonus to Perception checks and cannot be flanked. However, if you cover these eyes up
(such as by wearing armour), you receive a -2 penalty to Perception checks due to mental
confusion. You cannot gain this mutation twice.

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Corrupted Stomach
Part body

You can survive on sexual fluids, which must consist of at least two orgasms per day. If the
person providing these fluids is themselves surviving only on sexual fluids, you can do this
for up to a week’s worth of meals before one of you must eat something else (at least a
days’ worth of food). You cannot gain this mutation twice.

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Elemental
Cost 2

Part body

You become partly composed of an element from the list below.

● Air: You become 10% lighter (this does not affect your carried load) and your skin
becomes paler. You gain electricity resistance 5. You gain a breath weapon that
deals electricity damage in a 30 ft. line.
● Earth: You become 10% heavier (this does not affect your carried load) and your skin
becomes rough (like bark or stone). You gain acid resistance 5. You gain a breath
weapon that deals acid damage in a 30 ft. line.
● Fire: Your hair dances in even the slightest breeze and you are always unusually
warm. You gain fire resistance 5. You gain a breath weapon that deals fire damage in
a 15 ft. cone.
● Water: You are unusually damp and cool. You gain cold resistance 5. You gain a
breath weapon that deals cold damage in a 15 ft. cone.

Your breath weapon is usable once per day, deals 1d6 damage for every 2 HD you possess,
and the damage is halved on a successful Reflex save with a DC equal to 10 plus half your
hit-dice plus your Constitution modifier.

You may only gain this mutation two times. The second time you gain this mutation, you do
not gain the usual benefits. Instead, your breath weapon becomes usable once every 1d4
rounds, you gain 20% resistance to critical hits and precision-based damage, and your
energy resistance increases to 10.

Special
If you are using the random mutations optional rule, determine element randomly.

Return to Mutation Descriptions

Expand Ass or Breasts


Bonus 1; 2 if affecting two targets

Part body

Either your ass (if feminine) or one or more pairs of breasts you have expand by 2 dice. If
there is more than one valid target, it may affect up to two targets.

If you have a masculine figure, you either reroll this or gain a feminine figure.

Special
If you are using the random mutations optional rule, and you have multiple valid targets,
there is an 80% chance that this mutation affects an additional target. When selecting which
set is affected, there is a 50% chance that it affects the smallest set of breasts it can affect.
Otherwise, determine randomly from among all sets of breasts.

Return to Mutation Descriptions

Expand Genitalia
Bonus 0; +1 per penis or testicles

Part groin

Your penis, testicles, or vagina grows by 2 dice. If you have more than one set, it may affect
up to two.

Special
If you are using the random mutations optional rule and have more than one valid target,
there is an 80% chance it affects an additional set. When selecting a target, there is a 50%
chance it affects the smallest valid target. Otherwise, determine randomly.

Return to Mutation Descriptions

Extra Arms
Cost 2

Part arms

Your arms duplicate, giving you two new, fully functional arms. You cannot gain this mutation
twice. If you had two claw attacks using your arms, your new arms have identical claw
attacks.

Return to Mutation Descriptions

Extra Tongue
Part head

You grow a second, fully usable tongue.

Return to Mutation Descriptions

Flavoured Fluids
Part body, groin

This mutation causes your fluids to taste like honey, cream, or a similar sweet food. It can
apply to your groin as long as you have sexual organs, and your body only if you have
breasts. In the case of your body, this mutation applies to your milk. In the case of your
groin, this mutation applies to your sexual fluids, and that area might generally smell of that
flavour, especially when aroused. You cannot gain this mutation to the same part twice.

Special
If you are using the random mutations optional rule, roll a d20 and use the following table to
determine which flavour your fluids gain.
Table: Flavour
d20 Flavour d20 Flavour d20 Flavour d20 Flavour

Apple and
1 6 Coconut 11 Licorice 16 Pineapple
Cinnamon

Condensed
2 Banana 7 12 Mango 17 Strawberry
Milk

3 Caramel 8 Cream 13 Maple Syrup 18 Vanilla

4 Cherry 9 Custard 14 Molasses 19 Watermelon

5 Chocolate 10 Honey 15 Orange 20 Wine

Return to Mutation Descriptions

Fluid Factory
Part body, groin

This mutation cannot affect your body unless you have breasts. This mutation cannot affect
your groin unless you have testicles and a penis.

A part of your body becomes a factory for corrupted fluids. In the case of your groin, this
affects your testicles and cum. In the case of your body, this affects your breasts and milk.

If your breasts are chosen, one set (your smallest if you are choosing randomly) grows 10
cup sizes. If your testicles are chosen, they grow 1’ 3”. Either one gains 15 lbs. You lose this
mutation if the additional weight of this body part ever becomes lower than 10 lbs.

As a standard action once every 1d4 rounds, you may either ejaculate or spray milk over
enemies in a 15’ cone to cause them to receive 1d6 lust for every 2 corruption score you
have (minimum 1d6). A successful Reflex save (DC equal to 10 + half your hit dice + your
Constitution modifier) halves this lust. This is an aphrodisiac effect.

Additionally, the affected body part becomes over full if you do not empty it. You become
aroused after each short rest or day during which you do not empty it.

You cannot gain this mutation to the same body part more than twice. The second time you
gain this mutation for a body part, you do not gain a new attack. Instead, your existing attack
changes from a 15’ cone to a 30’ cone. You still gain the other effects of the mutation as
normal. The second mutation is lost if the additional weight of the body part ever becomes
lower than 20 lbs.

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Genital Tail
Bonus 1; vagina 0

Part tail
You grow a tail (or an existing tail is changed) which acts as either a penis or a vagina.
These have a random starting size as listed under grow genitalia. You cannot gain this
mutation twice.

Special
If you are using the random mutations optional rule, select penis of vagina randomly.

Return to Mutation Descriptions

Grow Breasts
Bonus 1; +1 if ass becomes feminine

Part body

You grow a pair of breasts. Their initial size is 1d4 cups (A-D).

If your figure is not feminine, it becomes so, qualifying your ass and hips for expansion
effects.

Your new set of breasts (and ass, if it became feminine) immediately expands based on your
corruption score. You expand by a number of dice as shown on Table: Additional Size.

Return to Mutation Descriptions

Grow Genitalia
Bonus 1; vagina 0; +1 if testicles grow

Part groin

You grow either a penis or a vagina. You may have more than one of each in this manner.
You may grow testicles or ovaries as appropriate if you do not have them.

If you gain a vagina and do not have breasts, you may also gain the Grow Breasts mutation.
If you do, you gain bonus mutation points for that mutation but do not use an additional
mutation slot.

The initial length of a penis is 1d4 + 3 inches, and the initial depth of a vagina is 1d4 + 5
inches. The initial circumference of balls is 1d4 inches.

Your new set of genitalia immediately expands based on your corruption score. You expand
by a number of dice as shown on Table: Additional Size.

Special
If you are using the random mutations optional rule, roll randomly to determine which; your
chance of gaining testicles or ovaries is 80%, and if you gain ovaries you also gain Grow
Breasts.

Return to Mutation Descriptions

Hair Colour (Minor)


Part body, head
Your hair changes colour. If this occurs on your body, it changes all your body hair, including
fur (or scales or feathers), which may become patterned. If you gain a fur pattern but do not
yet have fur, you gain that pattern when you gain fur. If this occurs on your head, it changes
your head hair, including facial hair but not fur. You can only gain this mutation once for each
part.

Special
If you are using the random mutations optional rule, determine colour on Table: Colours. Roll
twice and choose one of the rolled results. If your fur (or scales or feathers) are affected,
determine pattern by rolling on Table: Patterns. If you gain a pattern, select your secondary
colour using the same method as before, but it may not be the same colour.

Table: Colours
d12 Colour d12 Colour d12 Colour

1 Black 5 White 9 Green

2 Brown 6 Yellow 10 Orange

3 Grey 7 Blue 11 Pink

4 Red 8 Cyan 12 Purple

Table: Patterns
d12 Pattern d12 Pattern d12 Pattern

1 Bifurcated 2 Painted 3 Spotted

4 Striped 5–12 No Pattern — —

Return to Mutation Descriptions

Heavy
Cost 0; 1 if speed not reduced

Bonus 1; 0 if speed not reduced

Part body

You gain weight. Your base weight increases by a quarter (this does not modify how much
you are carrying). Your speed is reduced as if you were carrying a heavy load, but is not
further reduced if you wear medium or heavy armour or carry a medium or heavy load.
Furthermore, your carrying capacity, CMB, and CMD are increased as if your Strength score
were increased by 2; this effect stacks with similar effects.

If you gain this mutation and it does not reduce your speed (such as if your speed is already
not reduced by a heavy load), it instead costs one point. You cannot gain this mutation twice.
Internal Testicles
Cost 0; 1 if testicles at least 15 lbs. are lost.

Part groin

You grow a set of internal testicles, or your testicles become internal. This allows you to
create sperm without having external testicles. Your internal testicles cannot grow, but the
fluid factory mutation can still be applied to these testicles; they do not grow in this case, and
it costs 1 mutation point. If you already have external testicles, this mutation causes them to
ascend into your body and lose any additional weight; keep track of this weight, as the cost
of this mutation increases by 1 if those testicles *would* grow beyond 15 lbs. You cannot get
this mutation if you have the quad balls mutation. You cannot gain this mutation unless you
have either a penis or testicles.

Return to Mutation Descriptions

Leathery
Cost 1

Part body

Your skin becomes like cured leather. You gain a natural armour bonus of +1, or your
existing natural armour bonus increases by +1. You cannot gain this mutation if you have the
rubbery or slime mutations, and you cannot gain this mutation twice.

Return to Mutation Descriptions

Long Tongue
Cost 1

Part head

Your tongue grows exceptionally long. It sometimes slips out when you’re talking. You gain a
+1 bonus to your tease rolls when you use your tongue. You cannot gain this mutation twice.

Return to Mutation Descriptions

Many Tails
Cost 0; 1 if you gain a tail attack

Part tail

You gain a second tail of the same animal type as the one you already have (or select an
animal if you have no animal tail), but without any other mutations. If you have no tail, you
grow two tails. Any mutation that would apply to your tail affects one of your tails, and any
limits on how many mutations you can have affecting your tail are counted against each tail
individually (i.e. a tail mutation you could normally take only once can instead be taken
multiple times, affecting a different tail each time). If you have a tail attack, you gain a
second one.
You can get this mutation twice. The second time, you grow nine tails in total. They are all
affected by mutations individually. You do not gain any additional tail attacks from this.

Return to Mutation Descriptions

Quad Balls
Bonus 1

Part groin

You grow an extra set of testicles. Your extra weight from testicles doubles, and any future
gains or losses are doubled. You may only gain this mutation if you have external testicles,
and you cannot gain this mutation twice.

Return to Mutation Descriptions

Rubbery
Cost 1

Part body

Your body is made of a rubbery (or similar) material. It might even be a little shiny. You gain
DR 1/–, and all your DRs increase by 1. You cannot gain this mutation if you have the
leathery or slime mutations, and you cannot gain this mutation twice.

Return to Mutation Descriptions

Second Stomach
Cost 2

Part body

You gain a second stomach that can be used to store things as a handy haversack, except
all of its capacity is in a single compartment (12 cubic feet and 120 lbs.). You cannot gain
this mutation twice.

Return to Mutation Descriptions

Sensitive Tail
Bonus 1

Part tail

Your tail becomes an erogenous zone. You receive a -2 penalty to your focus against teases
that include contact with your tail. You must have a tail to gain this mutation. You cannot gain
this mutation twice.

Return to Mutation Descriptions

Sensitivity
Bonus 1
Part groin

Your genitalia is very sensitive, even when not aroused. If you are wearing anything covering
your groin, the sensation causes you to receive a -2 penalty to your focus. Even if you are
not wearing anything covering your groin, this penalty applies on any teases which include
contact with your genitalia. You cannot gain this mutation twice.

Return to Mutation Descriptions

Size
Cost 2

Part body

You either increase or decrease in size.

If you increase your size category, you double in height, octuple in weight, and gain a +2
bonus to Strength and a -2 penalty to Dexterity. Your breasts, ass and hips, and genitalia
double in length, depth, and circumference, and weight, and you apply these same
multipliers to further modifications. Cup size names do not change.

If you decrease in size, you halve your height, divide your weight by eight, and gain a +2
bonus to Dexterity and a -2 penalty to Strength. Your breasts, ass and hips, and genitalia
halve in length, depth, circumference, and weight, and you apply these same divisors to
further modifications. Cup size names do not change.

Your equipment shifts with you. You may only take this mutation once.

Special
If you are using the random mutations optional rule, determine whether you increase or
decrease in size randomly.

Return to Mutation Descriptions

Skin Colour
Part body

Your skin changes to a different colour. You cannot gain this mutation twice.

Special
If you are using the random mutations optional rule, determine colour on Table: Colours. Roll
twice and choose one of the rolled results. Determine pattern by rolling on Table: Patterns. If
you gain a pattern, select your secondary colour using the same method as before, but it
may not be the same colour.

Return to Mutation Descriptions

Slime
Cost 1

Part body
You become a slime-person. While you have anatomy, it is very fluid, and you have a 20%
chance to resist a critical hit or precision-based damage. You cannot gain this mutation if you
have the leathery or rubbery mutation, and you cannot gain this mutation twice.

Return to Mutation Descriptions

Snake Part
Cost 0; tail 1

Part groin, head, tail

A body part changes into one or more living snakes. In the case of your head, your hair is
replaced by a coiffure of snakes. In the case of your tail, you either gain or replace your
existing tail with a snake. In the case of your groin a penis is changed into a tiny snake (this
mutation cannot affect your groin if you have no penis). A tail snake is capable of making
bite attacks as a secondary attack (1d4 damage, modified by size).

Return to Mutation Descriptions

Stinger
Cost 1

Part tail

You grow a stinger on the end of your tail. This stinger has no venom, but deals 1d4 damage
as a secondary natural attack (modified by size). You cannot gain this mutation without a tail.
You cannot gain this mutation twice.

Return to Mutation Descriptions

Stretchy
Part groin

One of your orifices (including vaginas and anus) becomes extraordinarily stretchy and can
take any size of insertion. This mutation may affect a second part if you have multiple valid
options. This modification may only affect the same part once.

Special
If you are using the random mutations optional rule and you have multiple orifices without
this mutation, there is a 50% chance that it affects two parts.

Return to Mutation Descriptions

Swallow
Cost 0; 1 with a bite attack

Part head

Your jaw can dislocate and your throat stretches to swallow almost anything.

Additionally, if you have a bite attack, or later gain a bite attack, you gain the ability to grab
with your bite as well as swallow whole (targeting creatures up to one size category larger
than yourself). You must account for half the weight of swallowed creatures. In this case,
your stomach becomes stretchable and filled with a soporific fluid capable of supporting life,
in addition to giving you some amount of control of your digestive process. Swallowed
creatures take 2d6 plus one-and-a-half times your Constitution modifier in nonlethal damage
each round. You receive a +4 bonus to your natural armour bonus to AC against attacks
made to cut their way out, and this bonus is not halved. You can regurgitate the swallowed
creature at will. If you do not, it remains subdued after reaching 0 resolve and you feed of its
life-force, not needing to eat for that day. Swallowed creatures escape while you sleep, but
are not immediately capable of conflict. Even if you do not need to sleep, carrying a
swallowed creature makes you drowsy such that you must sleep for an hour that day.

If you gain this mutation a second time, you may swallow creatures of any size with your
swallow whole ability, and must account for an eighth of their weight. Additionally, you gain
the ability to control your stomach fluids. On each turn, you can choose to deal nonlethal
damage with a soporific or lust with an aphrodisiac fluid.

If you later gain a bite attack, you must increase the cost of all instances of this mutation to 1
and pay retroactively.

Return to Mutation Descriptions

Tauric
Cost 2; 1 if taken a second time

Part legs

Your lower half is replaced with the body of an animal. You may not choose a bipedal or
aquatic animal.

If you receive this mutation again, you grow another pair of legs. You cannot receive this
mutation a third time.

Being tauric increases your size category by one, but does not increase your reach or the
size of weapons you wield (including natural weapons, except for natural weapons on your
legs, see below). You receive a +2 bonus to CMD to resist trip attempts for every additional
leg. Being tauric grants you a +10 ft. bonus to your base land speed, and increases your
carrying capacity as a quadruped. Your height increases by a foot and a half and your weight
octuples. Genitals may be distributed individually between either your front or back legs.
Rear genitalia and anal capacity are expanded to fit your new size, and you may no longer
have a meaningful ass. If appropriate, you may gain two hoof or claw attacks as secondary
natural attacks (1d6, adjusted for size) made with your front legs. This costs an additional
mutation point.

In the case of snakes and other creatures without legs, your lower half is replaced with the
tail of that animal. You are immune to trip attempts, and your genitals are not distributed
randomly, but all genitalia expand to fit your new size. Your GM may rule this is incompatible
with some tail mutations. You cannot gain this mutation again if you are already snake tauric.

Special
If you are using the random mutations optional rule, roll twice on Table: Animals to determine
which type of animal, and choose one of the rolled results. When distributing genitals,
determine location randomly.

Return to Mutation Descriptions

Tentacle
Cost 0; tail and wings 1

Bonus 0; arms 1; legs 2

Part arms, groin, legs, tail, or wings


● Arms: Gain tentacle attacks as primary natural attacks with the affected arms. You
receive a -1 penalty to weapon attacks made with that arm, and 5% chance of spell
failure if that arm is used to cast spells (only one arm needs to be used to cast a
spell).
● Legs: Reduce your base land speed by -10 feet, or -5 if your base land speed is
below 30 ft.
● Groin: Change a penis or a clitoris into a tentacle.
● Tail: You gain a tentacle tail (or your tail becomes a tentacle). You can make a
tentacle attack with this tail, but cannot grab with that tentacle.
● Wings: You grow a pair of tentacles on your back, or your wings change to be
composed of tentacles. These can be used to make two tentacle attacks.
Tentacles attacks are secondary natural attacks that deal 1d4 damage plus your strength
score (modified by size) and have the grab special ability (unless otherwise stated). You
cannot gain this mutation to the same part twice.

Special
If you are using the random mutations optional rule and gain this mutation for your groin,
choose penis or clitoris randomly if you have more than one valid choice.

Return to Mutation Descriptions

Third Eye
Cost 1

Part head

You grow a third eye that gives you a +2 bonus on perception checks when vision is
involved. You cannot gain this mutation twice.

Return to Mutation Descriptions


Skills
New Skill
Sex (Cha)
You may use this skill to determine your character’s skill at sex. It is a class skill for bards,
rogues, and skalds. It is also a class skill for characters with the Charm domain.

Check
To determine the outcome of a sexual encounter where you are trying to please your partner,
first decide how long you are going to try to make the encounter last. Both you and your
partner(s) must make a Constitution check, comparing their results to the following table to
determine how long they can last. You automatically pass this check if you have the stamina
perversion (though your partner might not). For every 5 ranks you have in Sex, you receive a
+2 bonus on this check. Endurance grants a +4 bonus on this check.

Table: Sexual Stamina


Stamina DC Sex Check Modifier Time

0 –2 under 5 minutes

10 +0 5 minutes

15 +2 20 minutes

20 +5 30 minutes

30 +10 1 hour

35 +10 2 hours

45 +15 4 hours

50 +15 6 hours

60 +20 8 hours

70 +20 12 hours

80 +25 16 hours

Next, make a Sex check for each partner you are attempting to please, comparing your
result to the following table to determine how much you pleased them. You receive a bonus
to this check based on how long the encounter lasted (see above). The result of this check
determines how many orgasms the partner had (use the highest value from all attempts to
please them during this encounter). In addition, their attitude towards you shifts for a week,
as listed under Temporary Attitude Change. Your partner receives a morale bonus to attacks
and teases as listed in the table, which goes down by 1 for each relief period that passes (to
a minimum of 0).

You can also gain points of sexual reputation (up to a maximum amount listed in brackets).
Sexual reputation may be tracked by locale or individual, and has a maximum equal to your
ranks in Sex, and a minimum of 0. Reputation may give you a bonus on seduction (and
perhaps occasionally on teases), based on Table: Sexual Reputation. The higher your
reputation grows, the faster it is likely to spread. Any reputation at all is likely to become local
gossip. A reputation above 4 is going to become quickly known throughout the town and
start spreading beyond it. A reputation above 10 is going to quickly be known nation-wide,
and will likely be heard of in other nations. A reputation above 16 may eventually be heard of
on the other side of the world. A reputation of 20 will quickly spread anywhere. As a general
rule, your reputation is reduced by a threshold for every degree of locality away from the
locale in which it was earned. Degrees of locality are: Town or village, province, nation,
world. For the purposes of other planes, planes inhabited by beings worshipped in a nation
may be considered socially “closer” than other nations, despite physical distances.

Table: Sexual Performance


Temporary Morale
DC Result Orgasms Attitude Change Bonus Reputation

— Failure 0 –1 — –2 (0)

10 Satisfactory 1 0 — –1 (0)

15 Decent 1 1 +1 +0

25 Memorable 2 1 +1 +1 (12)

35 Great 3 2 +2 +1 (18)

50 Extraordinary 4 2 +2 +2 (20)

65 Heavenly 5 3 +3 +2 (20)

80 Rapturous 6 3 +3 +3 (20)

Table: Sexual Reputation


Reputation 2 4 7 10 13 16 20

Bonus +1 +2 +3 +4 +5 +6 +8

Earn a Living: You may use Sex to earn a living. You earn a number of gold pieces equal to
half your Sex check result each week of dedicated work, but have a 10% chance to suffer a
corruption (DC 15). You apply your sexual reputation bonus (if any) to this check.

Flirt: You may flirt with a creature for 1 minute and make a Sex check vs. their focus.
Success means the creature is aroused for 1 minute, and a number of additional minutes
equal to the amount by which your check result exceeded their focus. You apply your sexual
reputation bonus (if any) to this check.

Special
Being more practiced allows you to take larger insertions. You use your ranks in Sex or your
corruption score, whichever is higher, when determining the base capacities of your orifices.

New Uses for Existing Skills


Diplomacy (Cha)
Diplomacy can be used to seduce creatures.

Check
Seducing a creature, or more specifically propositioning them for sex, is a special case of
making a request. You add your sexual reputation bonus (if any) to this check. If the subject
has the Null Attraction feat regarding you, this check automatically fails. The normal
modifiers apply, as well as the following modifiers:

Differing Intentions: The DC is increased by 5 if the subject believes you have differing
intentions from them (and if they believe that to be a problem). For example, a subject
looking for a relationship may be harder to seduce if they believe their seducer is only
looking for a one-night stand, and even someone interested in a one-night stand might be
put off if they believe their seducer is only trying to use them for something. Note that this
can also go the other way, as someone only interested in a casual fling might be wary of
sleeping with someone who wants something more. In particularly extreme cases of differing
intentions, such as if the subject is saving themselves for a spouse, this might increase the
DC by 10 or even make the check impossible.

Caught Lying: A successful Bluff check to convince the subject of your intentions may reduce
or remove the differing intentions modifier, but if you are caught lying the DC of the check is
increased by 5.

Corrupted Seducer: If the subject knows or suspects you are corrupted enough to corrupt
them, and they are worried about that, the DC may be increased by 5 or 10, depending on
how worried they are. If the subject seeks corruption, the DC may instead be reduced by 2.

Arousal: The DC is reduced by 2 if the target is aroused.

Well-Sexed: A subject with ready access to as much sex as they normally desire is harder to
seduce. The DC is increased by 2 in these cases.

Existing Relationship: If the target has already had sexual relations with the seducer, the DC
is reduced by 5.

Failed Attempts: If the attempt fails, the seducer may not typically try again for at least an
hour, often longer. Repeated attempts within the same 24 hours, if allowed, are made with a
DC increased by 5.
Factor DC Modifier

Differing Intentions +5 or +10

Caught Lying +5

Corrupted Seducer -2, +5, or +10

Arousal -2

Well-Sexed +2

Existing Relationship -5

Failed Attempts +5
Additional Rules
Descriptors
Aphrodisiac
Aphrodisiac effects also count as poison effects, but aphrodisiacs do not count as poisons
for other purposes (as an example, a blade that can be coated with poison as a swift action
cannot become coated with aphrodisiac as a swift action). Creatures lacking resolve are
immune to aphrodisiac effects, as are creatures who are immune to poison.

Lust
Lust effects are typically mind-affecting effects that cause lustful thoughts.

Physical Description
Hair Colour
You may wish to randomly determine your natural hair colour. To do so, roll a d6 Table:
Colours.

Genital Size
As genital sizes change, it may be necessary to determine what can fit into what. If you wish
to randomly determine starting genital sizes, use the following values:

● Breasts: 1d6 cups (AA-DD).


● Hips and Ass: 1d2 inches for men, 1d2+1 inches for women.
● Penises: 1d4 + 3 inches.
● Testicles: 1d4 inches (circumference).
● Vaginas: 1d4 + 5 inches.

Cup size progression is as follows: AA, A, B, C, D, DD, E, EE, F, FF, G, GG, H, HH, I, II, J,
JJ, K, and so on. AA cup breasts are flat, and one step below A cup.

Double these sizes for each size category above medium, and halve them for each size
category below medium. While breasts also change with size, cup labels do not.

Lengths and depths are measured in an aroused state. A penis can be inserted into an
aroused vagina as long as its length is not greater than the vagina’s depth.

Note that girth is assumed to be increased with length, and so partial insertion may not
always be a solution. As a general rule, partial insertion becomes difficult past double regular
capacity.

As an additional note, you are considered long enough to perform autofellatio when your
penis is a third as tall as you.
Changing Size
Many effects cause you to gain or lose genital size. When an effect causes you to gain or
lose size, it is normally presented as a number of dice. You roll that number of dice, of a die
size determined by Table: Genital Changes, to determine how much your genitalia grows or
shrinks. As you grow beyond your initial size, your genitalia may be harder to carry. This is
represented by an additional encumbrance per unit, as determined on the table below. An
equal amount of this additional weight is lost as your genitals shrink, down to 0 lbs. at your
initial size.

Table: Genital Changes


Part Die Unit Encumbrance

Breasts d2 cup size 1.5 lbs.

Hips and Ass d3 inch of protrusion 1 lb.

Penis d4 inch of length 1 lb.

Testicles d4 inch of circumference 1 lb.

Vaginas d6 inch of depth —

Optional Rule: Breast and Hips/Ass Expansion


Some effects cause each expandable part you have to grow by some number of dice, rather
than a specific part. As an optional rule, characters who would have their hips and ass grow
as a result of one of these effects may ignore any number of dice of that growth and instead
apply that same number of dice to one of their pairs of breasts.

Orifice Capacity
Anuses are stretchy, and have an effective capacity based on prior activity and presence of
lubrication more than any set size. For the purposes of these rules, an unmutated, lubricated
asshole can take an insertion of up to eight inches, plus a number of inches equal to half
again the creature’s corruption score (maximum 2 feet, 5 inches at CS 14). Throats can take
up to four inches, plus a number of inches equal to the creature’s corruption score
(maximum one and a half feet at CS 14). If not deepthroating, a mouth can blow a penis up
to the same size as normal anal capacity.

Double these capacities for each size category above medium, and halve them for each size
category below medium.

Fluid Weight and Volume


Fluid Production
Creatures can produce cum or milk based on the size of their fluid producing organs
(testicles for cum, breasts for milk) per short rest. Most creatures produce half the additional
weight of this organ plus 1 lb (adjusted for size). This amount refills over the course of an
hour. Creatures with the fluid factory mutation produce four times this amount. Creatures
with the second rank of the fluid factory mutation refill over the course of 15 minutes.

Fluid Inflation
As an optional rule, corruption has the effect of allowing creatures to be filled to unrealistic
proportions with fluids such as milk and cum.

Creatures with a corruption score equal to 1 (or living creatures with no corruption score),
can be filled with one tenth of their weight in fluids. Creatures with a corruption score above
1 but below 5 can be filled with fluids equal to half their weight. Creatures with a corruption
score above 4 but below 11 can be filled with fluids equal to their weight. Creatures with a
corruption score above 10 can be filled with fluids equal to twice their weight. Creatures with
the swallow mutation can be filled with twice as much weight in fluids, and must only account
for half this weight. Creatures who gain the swallow mutation again may be filled with any
amount, and must only account for an eighth of the weight.

If cum or milk is ingested, it is digested at a rate of one-tenth the creature’s weight per day,
or the creature’s weight if they have the hunger perversion. If they are filled vaginally, it leaks
at a rate of one-tenth the creature’s weight per day, unless they are plugged. If they are filled
rectally, both effects occur. For each whole multiple of the creature’s weight they are filled
with, double these rates. These multipliers are added using normal multiplier adding rules.
Creatures
Creatures Lacking Resolve and Corruption
Some creatures have neither resolve nor corruption. Such creatures instead have hit points,
which act as normal. Lust does not affect hit points. Creatures of the following types lack
resolve and corruption, unless otherwise noted in a creature’s entry or as determined by the
GM: Constructs, oozes, plants, undead, and vermin.

Creatures without resolve cannot be teased, and are immune to lust effects.

Designing Creatures with Corruption


Corruption can readily be added to existing creatures, or new creatures can be designed that
have corruption scores. Creatures with corruption are capable of engaging in some form of
sex, are not mindless, and are capable of being swayed by emotion.

A normal corruption score for most humanoids is 1, but it may be higher for certain
individuals. A corruption score greater than 2 normally indicates that a creature carries
enough magical corruption to corrupt other creatures.

Creatures that are expected to pose a risk of over-corrupting PCs normally have a corruption
score equal to their CR + 5. Other creatures that are expected to be highly perverted might
have a corruption score anywhere between half their CR and their CR.

Generally speaking, animals tend to have low corruption scores and do not tease.

Be careful designing lust as the only weakness of a creature, as it should still be considered
an appropriate challenge for characters who may not be specialised in teasing.

Creatures which lack a corruption score may still have abilities that cause lust or corruption.

Example Creature Conversions


Aphrodisiac Vine (CR 3)
Use Assassin Vine stats, with the following special attacks in place of constrict:

Aphrodisiac Poison (Ex) An aphrodisiac vine can inject an aphrodisiac poison in addition to
any other effects of a successful grapple. The aphrodisiac vine can also choose to use this
attack in place of another grapple action made as part of a grapple. This poison causes
1d8+4 (1d8 plus 1½ times Constitution modifier) lust. If the target’s resolve is below half after
taking this lust, it suffers a corruption (DC 15). A creature can only suffer corruption from a
particular aphrodisiac vine once each day, whether it makes the save against corruption or
not. The save DC is Constitution based.

Plant Seed (Ex) An aphrodisiac vine uses the act of copulation to plant its seed in a host.
This seed grows over the course of several days before falling out as a young aphrodisiac
vine. This vine will typically leave with haste in order to avoid conflict with its “parent”,
preferring to feed itself on small animals to gain strength before it reaches maturity.

Half-Succubus (CR +?)


Replace darkness with feed on lust and desecrate or detect thoughts with unnatural lust.
Their corruption limit is also increased by 4, and they receive a -2 penalty on saves against
gaining corruptions.

Harpy (CR 4)
Harpies have corruption score 7, Multi-Tease, and alter the following ability:

Captivating Song (Su) When a creature first fails its save against the harpy’s captivating
song, the harpy may tease them as a free action.

Lycanthrope (CR +1)


Fluid exchange with a lycanthrope exposes creatures to the curse of lycanthropy, with a +2
bonus to the DC in this case.

Minotaur (CR 4)
Minotaurs have corruption score 7, Ability Focus (aphrodisiac cum), Strong Back, and the
following abilities:

Aphrodisiac Cum (Ex) The scent of minotaur cum is a powerful aphrodisiac. Each round
during which a minotaur is aroused, all creatures within 15 ft. must make a Fortitude save
(DC 17) to avoid taking 1d6 lust + the minotaurs Constitution modifier. A strong wind (21+
mph) negates this effect. The save DC is Constitution based.

Easy (Ex) Minotaurs are particularly easy to arouse. When they are subject to a successful
tease attack by someone they think they can breed with, they become aroused.

Succubus (CR 7)
Succubi have corruption score 10, Multi-Tease, Tease Specialisation, unnatural lust as a
spell-like ability usable 3 times per day and feed on lust as a spell-like ability usable at-will.
Equipment
Armour
For the purpose of these rules, going bottomless does not impact your AC. Going topless,
however, does.

Gear
Alchemical Creations
Aphrodisiac Lipstick
Type aphrodisiac, contact and ingested; Save Fortitude DC 22; Price 200 gp; Craft DC
22
Frequency 1/round for 6 rounds
Initial Effect 1d6 lust; Secondary Effect 1d6 lust and aroused; Cure 1 save
This sticky substance comes both in dull and brightly-coloured forms. It is intended to be
worn on the lips, and activated on contact with saliva. The lipstick can be activated as a
free action by licking the lips, upon which time the wearer must save against the effects.
Until such activation, the lipstick has no effect, and it is effective for an hour afterwards.
The wearer may deliver the aphrodisiac once as a touch attack during this hour, after
which it has no effect.
When applied to the genitals, increase the DC by 4 and the lust caused to 1d8.
A counteragent to this lipstick exists, which grants a +4 bonus against its effects and
lasts for 1 hour. It has a price of 50 gp and a craft DC of 22.

Aphrodisiac Venom
Type aphrodisiac, injury; Save Fortitude DC 18; Price 200 gp; Craft DC 18
Frequency 1/round for 6 rounds
Initial Effect 1d6 lust; Secondary Effect 1d6 lust and aroused; Cure 1 save
This creation uses an alteration of common aphrodisiac formulas such that it is effective
when small amounts enter the bloodstream.

Common Aphrodisiac
Type aphrodisiac, ingested; Save Fortitude DC 15; Price 20 gp; Craft DC 15
Frequency 1/round for 3 rounds
Initial Effect 1d4 lust, become aroused, +5 bonus on sexual stamina checks until no
longer aroused or horny; Secondary Effect 1d4 lust
This common aphrodisiac is generally used to cause physical arousal in otherwise
impotent partners, although some also try to use it as a cheap love potion (which has
limited success).

Drugs
Alcohol
Type drug, ingested; Addiction minor, Fortitude DC 10; Price varies
Effects 2 hours; reduced inhibitions (suppress 2 factors for each point of Wisdom damage
taken)
Effects 12 hours; sickened
Damage 1d3 Wisdom
This entry represents enough alcohol to become drunk, and not a single dose. The
amount needed to become drunk varies between drinks and individuals.

Tools and Skill Kits


Sex Toy
Price 5 gp; Weight ½ lb.
Sex toys include any item intended to be inserted during a sexual or masterbatory act.
They take many shapes, including dildos, buttplugs, and beads, and can be made of
polished wood, ivory, or even stone. Some come with straps and are intended to be worn,
but many are intended to be used by hand.

Sex Toy, Masterwork


Price 70 gp; Weight ½ lb.
Masterwork sex toys are better made, typically out of better materials and with fine details
or decoration. They may also be textured, or take exotic shapes. A masterwork sex toy
provides a +2 circumstance bonus to Sex checks when it is used.

Magic Items
Rings
Creatures have a single genital slot for magic items. Certain rings are created to be worn on
the male member or as a genital piercing. Such rings must be worn on the genital slot to
have an effect, or can be found in stud form, and some can change from ring to stud and
back.

Contraceptive Ring
Aura faint transmutation; CL 1st
Slot genital; Price 1,000 gp; Weight —
DESCRIPTION
If worn for 24 hours, the wearer of this ring has an 80% chance to not conceive a child
when they otherwise would. This has no effect on the wearer’s chance to sire a child.
CONSTRUCTION
Requirements Forge Ring, contraception; Cost 500 gp

Ring of Enticement
Aura faint transmutation; CL 5th
Slot genital; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000
gp (+5); Weight —
DESCRIPTION
The wearer of this ring gains an enhancement bonus of +1 to +5 to their teases and to lust
caused when they tease.
CONSTRUCTION
Requirements Forge Ring, alter self; Cost 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3),
16,000 gp (+4), 25,000 gp (+5)

Ring of Fertility
Aura faint transmutation; CL 5th
Slot genital Price 15,000 gp; Weight —
DESCRIPTION
If the wearer of this ring has vaginal sex with a valid partner, they have an 80% chance to
have a child, even if they or their partner are otherwise infertile. This ring is sometimes a
cursed item made as a result of a failed attempt to make a ring of infertility. The curse
usually has no additional effects.
CONSTRUCTION
Requirements Forge Ring, fertility; Cost 7,500 gp

Ring of Infertility
Aura faint transmutation; CL 5th
Slot genital; Price 15,000 gp; Weight —
DESCRIPTION
The wearer of this ring is infertile, and cannot sire or conceive a child. This ring is
sometimes a cursed item made as a result of a failed attempt to make a ring of fertility.
The curse usually has no additional effects.
CONSTRUCTION
Requirements Forge Ring, infertility; Cost 7,500 gp

Ring of Perfect Fit


Aura faint transmutation; CL 3rd
Slot genital; Price 6,480 gp; Weight —
DESCRIPTION
Three times per day, when the wearer spreads their sexual fluids over their genitals and
speaks a command word, their fluids become a powerful lubricant. In addition to this
lubricating effect, their genitalia becomes extremely elastic. Orifices under this effect have
half again their usual capacity, while members take up two-thirds of their normal capacity.
CONSTRUCTION
Requirements Forge Ring, elasticising lubricant; Cost 3,240 gp

Ring of Stamina
Aura faint transmutation; CL 5th
Slot genital; Price 2,500 gp; Weight —
DESCRIPTION
This bone ring, carved with images of tigers, bulls, or any number of symbols of virility,
provides the wearer with inhuman stamina in bed. They receive a +10 competence bonus
to Constitution checks to determine how long they last during sex.
CONSTRUCTION
Requirements Forge Ring, endless stamina; Cost 1,250 gp
Ring of Stamina, Lesser
Aura faint transmutation; CL 5th
Slot genital; Price 625 gp; Weight —
DESCRIPTION
This ring functions as a ring of stamina, except the bonus it provides is +5.
CONSTRUCTION
Requirements Forge Ring, endless stamina; Cost 312.5 gp

Ring of Stamina, Improved


Aura moderate transmutation; CL 10th
Slot genital; Price 5,625 gp; Weight —
DESCRIPTION
This ring functions as a ring of stamina, except the bonus it provides is +15.
CONSTRUCTION
Requirements Forge Ring, endless stamina; Cost 2,812.5 gp

Ring of Stamina, Greater


Aura strong transmutation; CL 15th
Slot genital; Price 10,000 gp; Weight —
DESCRIPTION
This ring functions as a ring of stamina, except the bonus it provides is +20.
CONSTRUCTION
Requirements Forge Ring, endless stamina; Cost 5,000 gp

Ring of Vibration
Aura faint transmutation; CL 5th
Slot genital; Price 4,000 gp; Weight —
DESCRIPTION
This ring can cause your genitalia to vibrate at will. When using this ring, you gain a +5
bonus on Sex checks to pleasure a partner and your partners receive a +5 bonus on Sex
checks to pleasure you. In addition to enhancing pleasure, the idea of it is enticing to
creatures you tease. When you display your genitals and make them vibrate as part of a
tease, that tease causes 2d6 additional lust. Whether or not the tease succeeds, you take
1d6 lust as a result of the vibrations.
CONSTRUCTION
Requirements Forge Ring, telekinesis; Cost 2,000 gp

Wondrous Items

Elixir of Endowment
Aura faint transmutation; CL 3rd
Slot —; Price 300 gp; Weight —
DESCRIPTION
This elixir increases the endowments of the drinker. Choose one from one of your
genitals, breasts, and your ass (if feminine). The chosen part grows by 1 die. If you are
unaware that you are drinking an elixir of endowment, the target is chosen randomly.
In addition, it has a lingering magical effect, rendering the user more physically
attractive. This grants them a +2 circumstance bonus on teases and Charisma-based
checks for 24 hours.
Caution must be observed when using an elixir of endowment while still under the
effects of a previous elixir of endowment. If you do so, there is a 5% chance that it will act
like a cursed elixir of endowment instead.
CONSTRUCTION
Requirements Craft Wondrous Item, alter self; Cost 150 gp

Paste of Reduction
Aura faint transmutation; CL 3rd
Slot —; Price 600 gp; Weight —
DESCRIPTION
This paste comes in a small leather pouch. When the paste is rubbed on certain body
parts, those body parts will shrink to a more manageable size. The entire pouch must be
used to have an effect. The affected part is reduced by 2 dice.
In addition, it has a lingering magical effect, making the user more ignorable. This gives
the drinker a -2 penalty on teases and Charisma-based checks for 24 hours.
Caution must be observed when using a paste of reduction while still under the effects
of a previous paste of reduction. If you do so, there is a 5% chance that it will act like a
cursed paste of reduction instead.
CONSTRUCTION
Requirements Craft Wondrous Item, alter self; Cost 150 gp

Periapt of Purity
Aura faint enchantment; CL 5th
Slot neck; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp
(+5); Weight —
DESCRIPTION
This milky quartz is attached to a silver chain to be worn about the neck. The wearer gains
a purity bonus of +1 to +5 to their focus.
CONSTRUCTION
Requirements craft wondrous item, shield of faith; Cost 1,000 gp (+1), 4,000 gp (+2),
9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5)

Vibrating Sex Toy


Aura faint transmutation; CL 5th
Slot —; Price 2,500 gp; Weight ½ lb.
DESCRIPTION
This masterwork sex toy provides a +5 competence bonus to Sex checks in which it is
used. It does not provide the usual +2 circumstance bonus, but may be combined with
other toys that do.
CONSTRUCTION
Requirements craft wondrous item, mage hand; Cost 1,000 gp (+1), 4,000 gp (+2), 9,000
gp (+3), 16,000 gp (+4), 25,000 gp (+5)

Cursed Items
Note that succeeding on a spellcraft check to identify a cursed item only identifies its
intended effect. Succeeding by 10 or more identifies the curse.

Elixir of Endowment, Cursed


Aura faint transmutation; CL 5th
Slot —; Price 750 gp; Weight — lbs.
DESCRIPTION
This elixir appears to be an ordinary elixir of endowment. However, when imbibed it
causes the part to grow far more, and causes the drinker to suffer a corruption (DC 15).
Breasts grow 10 cup sizes, while all other parts grow by 15 inches.
While the risk of corruption deters many people from using these elixirs deliberately
when the non-cursed version will do just as well, some people are willing to risk it when
the price drops significantly below an equivalent number of regular elixirs.
CONSTRUCTION
Magic Items elixir of endowment

Paste of Reduction, Cursed


Aura faint transmutation; CL 5th
Slot —; Price 1,500 gp; Weight —
DESCRIPTION
This pouch of paste appears to be an ordinary paste of reduction. However, when used it
completely removes the affected body part on a failed Fortitude save (DC 15). This
Fortitude save can be intentionally failed. The only exception is the ass and hips, which
instead shrink 15 inches (no save).
Due to the somewhat random perils of corruption, there is actually a market for these
cursed pastes. However, no-one knows how to make them intentionally, making them
more expensive than their uncursed kin if correctly identified.
CONSTRUCTION
Magic Items paste of reduction
Feats and Traits
Feat Progression
Due to the addition of many feats that interact only with these new systems, and especially
due to the existence of the Null Attraction feat, characters get an additional feat at 1st level,
and another at 6th level and every 5 levels thereafter. This bonus applies to any creature
with resolve, and should be used to give creatures the PCs may encounter some of these
feats (though they are not limited to selecting from these feats).

Feat Descriptions
Afterglow
Benefit: For 1 hour after you orgasm, you gain a +2 bonus to your focus.

Analyse Desires
You have learned to read people, and how to present what they desire.

Benefit: You may use your Intelligence modifier instead of your Charisma modifier on Sex
checks, as well as on teases where you can clearly perceive your opponent (when they do
not have concealment from you).

Aroused Spell (Metamagic)


You can use your own lust to fuel your magic.

Prerequisites: Corruption score 5, one metamagic feat.

Benefit: You may cast a spell using metamagic at one level lower than usual (minimum level
equal to its unmodified spell level). Drawing from your own arousal to power the magic
causes you to gain lust. You gain 1d6 lust per unmodified spell level of the spell cast, Will
save for half. The save DC is equal to the spell’s save DC.

Cautious Spell (Metamagic)


You can cast spells carefully to avoid corruption.

Benefit: A cautious spell’s casting time is doubled if it was at least one round, or increased
to one round otherwise. If it takes multiple days to cast, it instead takes half-again as many
days. A cautious spell never threatens corruption.

Level Increase: None (a cautious spell does not use up a higher-level spell slot than the
spell’s actual level.)

Chosen Mutation
You gain a specific mutation.

Benefit: Choose a mutation. Next time you would gain a mutation, you gain that mutation in
its stead. If you ever lose this feat, you lose the chosen mutation and gain a random
mutation. Alternatively, if you receive the chosen mutation from another source, you may
immediately retrain this feat for free.

Special: You must be using the random mutations optional rule to gain this feat. You may
take this feat more than once. Each time to gain this feat, you choose a currently-valid
mutation for this feat to apply to.

Cool
You can go longer without relief.

Benefit: Your corruption score is considered 2 lower for the purpose of calculating relief
period. If your corruption score would be considered 0 or lower, you instead never receive a
penalty to focus for going several relief periods without sex and your relief period is treated
as if your corruption score is 1.

Special: You cannot take this feat if you have Enthusiastic.

Corrupted Casting
You have performed strange rituals to insulate yourself from the effects of spells gone awry.

Prerequisite: Ability to cast one or more spells or spell-like abilities.

Benefit: You immediately suffer a corruption (no save). The chance for a spell to cause you
to suffer corruption is reduced to 10% when it threatens corruption. This does not stack with
similar effects.

Corrupted Hero (Corruption)


You are irreversibly corrupted, and though it may make you both utterly shameless and very
strange to those who expect heroism, you can remain your own brand of hero throughout.

Prerequisites: Height of Corruption, not evil, not lawful, corruption limit 20.

Benefit: You may not suffer a corruption if you are at your corruption limit. Your corruption
limit is increased by 2.

Corrupted Spell (Metamagic)


You can use corrupted magic to fuel your metamagic.

Prerequisites: Non-good alignment, one metamagic feat.

Benefit: You may cast a spell using metamagic at one level lower than usual (minimum level
equal to its unmodified spell level). The corrupted source of this magical power has two
effects.

First, the affected spell may cause corruption in its targets. If the spell involves an initial
save, and this saving throw fails, the target suffers a corruption. Otherwise, if the spell
involves an initial attack roll, and this attack hits, the target suffers a corruption. If the spell
does not allow a saving throw or an attack roll, the target suffers a corruption. A given target
cannot suffer more than one corruption in this way per casting of the spell, and spell
resistance applies (even if it does not normally apply against the effects of this spell).

Second, the caster is more exposed to corruption. If the spell threatens corruption, the caster
suffers a corruption, no matter what the chance of suffering a corruption would normally be.

Debauched Villain (Corruption)


You are irreversibly corrupted, but have learned that it is not to be feared, and can do much
to further your own desires.

Prerequisites: Height of Corruption, neutral evil or chaotic evil, corruption limit 20.

Benefit: You may not suffer a corruption if you are at your corruption limit. You gain a
penalty for every two relief periods that pass, instead of every three.

Draw From Mount (Corruption)


Prerequisite: “Mounted” Combat

Benefits: When you are riding a willing bipedal creature’s penis, strap-on, or similar, you
gain a +1 bonus to your caster level. You may also draw resolve from your mount.

As a full-round action, both you and your mount can reach climax (roll on the Sex table with
no duration bonus or penalty and normal results apply) to regain 1d8 resolve plus half your
hit dice. Your mount becomes fatigued, but you do not, and both you and your mount lose
the aroused condition. You cannot use this ability if your mount is fatigued. You may make a
single tease as part of this action.

Enthusiastic (Corruption)
Your enthusiasm is hard for others to resist.

Benefit: Your teases cause 1d6 additional lust. However, your corruption score is
considered to be 2 higher when calculating the relief period. If your corruption score is
considered to be higher than 20 for this purpose, your relief period is 20 minutes.

Special: You cannot take this feat if you have Cool.

Firm Petting
You have a way of using your physique to get people off.

Prerequisite: Improved Grapple, Improved Unarmed Strike; or grab special attack.

Benefit: When calculating lust inflicted on a successful grapple, you may use your Strength
instead of your Charisma, and you may use your base attack bonus instead of your ranks in
Sex.

Special: If you use any score or number instead of your Strength and/or base attack bonus
on your combat manoeuvre check made to grapple, you also use those scores and numbers
for the purpose of this feat.
Height of Corruption (Corruption)
You have accepted that you will not get out of this unchanged, and resolved to preserve the
core of your personality despite that.

Prerequisite: Corruption score within 2 of your corruption limit.

Benefit: Your corruption limit is increased by 2.

Improved Many-Tease
Prerequisites: Charisma 21, Many-Tease, Multi-Tease.

Benefit: When you use multi-tease, you may tease an additional target. This additional
tease is made at a -10 penalty.

Infuse Stamina (Corruption)


You can infuse your partners with a portion of your stamina.

Prerequisites: Stamina perversion.

Benefits: When you have sex, you may grant your partner(s) a +10 corrupt bonus to their
sexual stamina checks. If you do so, the DC to resist corruption from having sex with you is
increased by 1.

Special: If you are using Infuse Stamina and your partner would gain a perversion, and if
you are using the random perversions optional rule, there is a 10% chance that they gain the
stamina perversion instead (if possible).

Like a Flute or Fiddle (Corruption)


You allow a small amount of corrupt energy to pass between yourself and your partner,
manipulating their vocalisations to cast spells.

Prerequisites: Corruption score 3

Benefit: You can use the vocalisations of partners you are orally servicing to fulfil verbal
components of spells you cast. These vocalisations are obviously charged with magic to
anyone who knows what to listen for. When casting spells in this way, your caster level is
treated as two higher.

Special: If you are using the random perversions optional rule, whenever you gain a
perversion, there is a 10% chance of gaining the “Cumslut” perversion instead of rolling
randomly.

Lust Spell (Metamagic)


Benefit: You may replace a spell’s damage with lust or split the spell’s damage, so that half
is lust and half is damage as normal.

Level Increase: +1 (a lust spell uses up a spell slot one level higher than the spell’s actual
level.)
Many-Tease
Prerequisites: Charisma 17, Multi-tease.

Benefit: When you use multi-tease, you may tease an additional target. This additional
tease is made at a -5 penalty.

“Mounted” Combat (Corruption)


Prerequisites: Mounted Combat, Sex 1 rank, corruption score 10.

Benefit: You can ride a willing bipedal creature’s penis or strap-on (or similar) as you would
a regular mount, without taking penalties for riding an unusual creature. Your mount must still
be one size category larger than you. Your mount must use their hands to hold you. When
you are doing so, you gain a +2 bonus to your focus. Once per round when your mount is
teased in combat, you may attempt a Sex check as an immediate action to negate the tease.

You may encourage a creature who you have had sex with and is at least friendly to follow
you to serve this purpose as long as their total hit-dice is at least 4 lower than your own. This
requires a Diplomacy check to request aid with a +15 modifier to the DC, made once each
month. The creature in question will serve primarily as your mount, not as a combatant
except to defend themselves.

Moxie (Corruption)
Benefit: You gain a moxie pool which can have a maximum number of points equal to your
Charisma bonus (minimum 1). Whenever you have sex with a creature with a result of at
least “decent”, you gain 1 point in your moxie pool, plus another point for every two orgasms
you had beyond the first. Each time you gain a moxie point within a day, it must be from
having sex with a different creature. After resting between days, you keep a number of
points equal to the number you would have gained as a result of one sexual encounter you
had immediately before resting (even if you did not gain moxie due to previously gaining
moxie from sex with that creature), and lose all other unspent points in your moxie pool.

You may spend moxie in any of the following ways:

● You may spend a point from your moxie pool to gain a +2 morale bonus on any one
d20 roll, damage roll, or lust roll. You must choose to spend the point before rolling.
● You may choose to spend a point from your moxie pool before casting a spell. If you
do so, that spell may not threaten corruption.
● You may spend 2 points from your moxie pool to reroll a failed d20 roll at a -2 penalty.

Special: If you have One True Love, sex with your love always qualifies for gaining moxie
points.

Multi-Tease
Prerequisite: Charisma 13.
Benefit: As a full-round action, you can tease two targets. When you multi-tease, you take a
-2 penalty on all teases until the start of your next turn. You may not tease the same target
twice as part of a multi-tease.

Mutation Control
Prerequisite: Chosen Mutation.

Benefit: When you gain a mutation, you have a 50% chance of choosing from two more
mutations than normal.

Special: You must be using the random mutations optional rule to gain this feat.

Null Attraction
You are not attracted to a particular type of creature.

Benefit: Select a category (such as male or female) which accounts for roughly half of your
potential sexual partners. You are not attracted to those creatures, and their teases are
made at a -4 penalty. If you are made horny by those creatures, you are not compelled to
have sex with them (but still masturbate for the duration of the encounter).

Creatures you have Null Attraction for can generally tell this, and will usually avoid trying to
tease you.

Special: You may take this feat multiple times. Each time, you select a new category, which
must have overlap with all previously selected categories. For example, you cannot select
females if you previously selected males. The effects do not stack.

One True Love


Prerequisite: Be in love.

Benefit: You carry a token of your one true love with you at all times. This token must cost at
least 50 gp to gain the benefit of this feat. Any time you would be compelled to have sex with
another being (such as when you are made Horny), you first get a save against perversion.
Success means you are not compelled to have sex, and instead masturbate to the token of
your true love.

If at any time you witness proof that your true love cheated on you, or does not care if you
are faithful (professionally faked ‘proof’ is insufficient, no matter how convincing), you
immediately suffer a corruption (DC 15) and lose the benefit of this feat. You may freely
retrain this feat when you next level up, but cannot ever gain another true love.

Persuasive Coitus
You are particularly good at making your case in bed.

Prerequisite: Sex 5 ranks


Benefit: When you have sex with a creature, you receive a +5 bonus on Bluff and
Diplomacy checks to influence that creature for 24 hours. If you increase a creature’s
attitude by 2 or more steps in this way, one of those steps becomes permanent.

In addition, you can permanently increase your partners’ attitudes towards you during sex.
You may permanently shift their attitude to you by a number of steps equal to the amount of
reputation gained. This permanent shift does not stack with the temporary shift in reputation.
You cannot gain a permanent attitude decrease in this manner.

Self-Control
You have learned to actively avoid thinking about temptations.

Prerequisite: Wisdom 13.

Benefit: You gain a +1 self-control bonus to your focus. You may actively ignore an
opponent as a free action at the start of your turn. This causes them to have total
concealment from you and causes you to suffer a -2 penalty to AC and Reflex saves against
their attacks and abilities, but you gain an additional +2 self-control bonus to your focus
against their abilities. The effects of ignoring an enemy last until the start of your next turn.

Sexual Stamina (Corruption)


You can last longer than usual when having sex.

Prerequisite: Endurance, do not have the stamina perversion.

Benefit: You gain a +6 bonus to sexual stamina checks when having sex.

Special: If you gain the stamina perversion, you lose this feat and instead gain Infuse
Stamina. If you are using the random perversions optional rule, whenever you would gain a
perversion, you have a 10% chance of gaining the stamina perversion instead of rolling
randomly.

Stoic Mind
You are particularly good at resisting perversions.

Benefit: You gain a +4 bonus on saves against perversion.

Strong Back
You have learned to carry heavier burdens than you should be capable of.

Benefit: Your Strength score is treated as four higher for the purpose of calculating carrying
capacity.

Superior Mutation
Your mutations are more beneficial than normal.

Benefit: You gain 1 mutation point, plus 1 mutation point for every 4 corruption score you
have. Whenever your corruption score increases to a multiple of 4, you gain 1 mutation
point. If your corruption score is reduced below a multiple of 4, you lose 1 mutation point that
you have gained from this feat.

Special: If you are using random mutations optional rule, you cannot gain this feat. If a rule
would cause you to gain this feat, you instead gain Chosen Mutation or Mutation Control (do
not ignore prerequisites).

Suppressed Corruption (Corruption)


Your corruptions are suppressed, but are expressed more strongly when you lose control.

Benefit: For most purposes, your corruption score is considered to be 4 lower (minimum 1).
This number is hereafter referred to as your reduced corruption score, while your corruption
score without this feat will be referred to as your base corruption score. You also have an
“increased corruption score”, which is equal to your base corruption score plus 4. When
determining whether you suffer corruption and for determining your save vs. corruption, you
treat your corruption score as being equal to your base corruption score. Other characters
instead use your reduced corruption score when determining when they suffer a corruption
and the DC of that corruption.

Gain four perversions, and select four of your existing perversions. These 8 perversions will
hereafter be referred to as your suppressed perversions, and you are not considered to have
them for most purposes. If you have fewer than 4 perversions when you gain this feat, all
your perversions become suppressed, and next time you gain a perversion it becomes
suppressed, until you have 8 suppressed perversions. Exactly 2 of your suppressed
perversions should be fetishes, where possible. Whenever you gain a perversion, you may
choose to make it one of your suppressed perversions in place of one of your existing
suppressed perversions, as long as you trade fetish for fetish and non-fetish for non-fetish.

Gain three mutations worth up to a total of 1 mutation point. These mutations will be referred
to as suppressed mutations, and you are not considered to have them for most purposes.
Whenever you gain a mutation, you may choose to make it one of your suppressed
mutations in place of one of your existing suppressed mutations, as long as your mutation
point totals with and without your suppressed mutations are still valid.

When you are reduced to 50% resolve or less, make a save against perversion, using your
base corruption score to calculate the DC. Continue to make saves once per minute until
you fail, or your resolve is increased beyond 50%, with +1 to the DC for each time you have
succeeded. The DC resets when you fail, or when your resolve is increased beyond 50%.
When you fail a save, your suppressed corruption becomes unleashed more strongly than
before. In this state, you use your increased corruption score instead of your reduced
corruption score, and are considered to have your suppressed mutations and perversions.
Your personality shifts as appropriate to your increased corruption score and perversions
(see roleplaying corruption). Due to the temporary nature of this state, your GM may allow
you to continue playing your character even if this would raise their corruption score above
their corruption limit. However, keep in mind guidelines for playing characters with a
corruption score above their corruption limit, and your GM may take over your character at
any time. In addition, your character regains 1 resolve per HD whenever they have sex with
one or more characters while in this state.

When your character sleeps at the end of the day, or becomes incapacitated, you may return
to your normal self. If your resolve is still 50% or lower, this requires a save made at the
moment you awaken (save against perversion using your base corruption score to calculate
the DC). Otherwise, it is automatic.

For all other purposes, you are considered to have a corruption score equal to your reduced
corruption score, and to not have your suppressed perversions and mutations.

Tease Focus
Benefit: You gain a +1 bonus on teases.

Tease Specialisation
Prerequisite: Tease Focus

Benefit: You cause 2 additional lust on teases.

Use Genital Ring


You have learned the art of wearing magic rings on your genitals and retaining their benefits.

Benefit: You gain an additional genital slot. You may also wear a ring slot item on a genital
slot and benefit from its effects. This prevents you from wearing a genital slot item in that
slot.

Normal: Creatures have one genital slot, and cannot wear ring slot items in that slot.

Trait Descriptions
Courtesan (faith or social)
You have made a point of knowing how to entice and please others to your own benefit.

Benefit: You gain a +1 trait bonus on Sex checks, and Sex is a class skill for you.

Fertile (faith or race)


You are more fertile than others of your race. You have a 10% greater chance of becoming
pregnant or causing a pregnancy whenever you have sex.

Seek Corruption (faith)


You actively seek the effects of corruption, perhaps to make yourself more irresistible.
Perhaps because you’re mad.

Benefit: Your corruption limit is increased by 1 and you immediately suffer a corruption (no
save). When you suffer a corruption, you may deliberately fail the save.
Small but Fierce (race or social)
You are practiced at having sex with larger creatures.

Prerequisite: Small or smaller.

Benefit: All your capacities are considered to be doubled when having sex with creatures
that are larger than you. If you gain the stretchy mutation, you gain a +1 trait bonus to tease
lust inflicted on creatures larger than you.
Spells
Spell Lists
Alchemist
2nd Level
Elasticising Lubricant: Lubricant allows target to fit in small spaces.

Antipaladin
1st Level
Feed on Lust: Use a horny creature to gain temporary resolve and quench your own arousal.

4th Level
Dark Temptation: Touch attack deals 12d6 + 1 lust per level and may cause corruption.

Bard
0th Level
Lubricate: Create lubricant from your hands.

1st Level
Cause Arousal: Cause a target to become aroused.
Contraception: 80% chance to negate conception.
Detect Corruption: Detect the presence and strength of corruption in a cone.
Reduce Proportion: A single body part halves in size and weight.
Touch of Drunkenness: Touch causes subject to behave as if drunk.

2nd Level
Feed on Lust: Use a horny creature to gain temporary resolve and quench your own arousal.
Elasticising Lubricant: Lubricant allows target to fit in small spaces.

3rd Level
Compel Masturbation: Target may do nothing but masturbate and take 2d6 lust per round.
Endless Stamina: Target becomes immune to mundane fatigue and lasts longer during sex.
Gratuitous Expansion: A single body part doubles in size and weight.

Bloodrager
1st Level
Cause Arousal: Cause a target to become aroused.
Touch of Drunkenness: Touch causes subject to behave as if drunk.
Touch of Lust: Touch attack causes 1d8 lust per level.

3rd Level
Endless Stamina: Target becomes immune to mundane fatigue and lasts longer during sex.
Pheromone Cloud: Arousing vapours fill a 20 ft. spread.

4th Level
Compel Masturbation: Target may do nothing but masturbate and take 2d6 lust per round.
Naughty Tentacles: Tentacles grapple and tease all creatures in a 20 ft. spread.

Cleric/Oracle
1st Level
Cause Arousal: Cause a target to become aroused.
Contraception: 80% chance to negate conception.
Detect Corruption: Detect the presence and strength of corruption in a cone.
Touch of Drunkenness: Touch causes subject to behave as if drunk.

2nd Level
Feed on Lust: Use a horny creature to gain temporary resolve and quench your own arousal.

3rd Level
Compel Masturbation: Target may do nothing but masturbate and take 2d6 lust per round.
Endless Stamina: Target becomes immune to mundane fatigue and lasts longer during sex.
Fertility: Increase chance of conception, defeat infertility.
Infertility: Make conception impossible.

5th Level
Dark Temptation: Touch attack deals 12d6 + 1 lust per level and may cause corruption.

8th Level
Succubus Transformation: Subject becomes half-succubus and is loyal to caster.

Druid
1st Level
Ball of Lust: Throw an orb that causes 1d6 lust per level and may cause arousal.
Contraception: 80% chance to negate conception.
Detect Corruption: Detect the presence and strength of corruption in a cone.
Reduce Proportion: A single body part halves in size and weight.
Touch of Drunkenness: Touch causes subject to behave as if drunk.

3rd Level
Endless Stamina: Target becomes immune to mundane fatigue and lasts longer during sex.
Fertility: Increase chance of conception, defeat infertility.
Gratuitous Expansion: A single body part doubles in size and weight.
Infertility: Make conception impossible.

Inquisitor
0th Level
Detect Corruption: Detect the presence and strength of corruption in a cone.
1st Level
Cause Arousal: Cause a target to become aroused.

2nd Level
Feed on Lust: Use a horny creature to gain temporary resolve and quench your own arousal.

3rd Level
Compel Masturbation: Target may do nothing but masturbate and take 2d6 lust per round.

Magus
1st Level
Ball of Lust: Throw an orb that causes 1d6 lust per level and may cause arousal.
Detect Corruption: Detect the presence and strength of corruption in a cone.
Reduce Proportion: A single body part halves in size and weight.
Touch of Lust: Touch attack causes 1d8 lust per level.

2nd Level
Feed on Lust: Use a horny creature to gain temporary resolve and quench your own arousal.

3rd Level
Gratuitous Expansion: A single body part doubles in size and weight.
Pheromone Cloud: Arousing vapours fill a 20 ft. spread.

4th Level
Naughty Tentacles: Tentacles grapple and tease all creatures in a 20 ft. spread.

5th Level
Mind-Fog: 3 HD or less become horny; 4–6 HD save or become horny, 7+ HD take Wis
damage.
Pheromone Ray: Target takes 1d6 lust per level, emits arousing pheromones.

Shaman
1st Level
Cause Arousal: Cause a target to become aroused.
Detect Corruption: Detect the presence and strength of corruption in a cone.
Reduce Proportion: A single body part halves in size and weight.

3rd Level
Compel Masturbation: Target may do nothing but masturbate and take 2d6 lust per round.
Fertility: Increase chance of conception, defeat infertility.
Gratuitous Expansion: A single body part doubles in size and weight.
Infertility: Make conception impossible.
Pheromone Cloud: Arousing vapours fill a 20 ft. spread.

6th Level
Dark Temptation: Touch attack deals 12d6 + 1 lust per level and may cause corruption.
7th Level
Undeniable Need: Target receives 10 lust per level.

9th Level
Undeniable Need, Mass: Multiple targets receive 10 lust per level.

Sorcerer/Wizard
0th Level
Lubricate: Create lubricant from your hands.

1st Level
Ball of Lust: Throw an orb that causes 1d6 lust per level and may cause arousal.
Cause Arousal: Cause a target to become aroused.
Contraception: 80% chance to negate conception.
Detect Corruption: Detect the presence and strength of corruption in a cone.
Reduce Proportion: A single body part halves in size and weight.
Touch of Drunkenness: Touch causes subject to behave as if drunk.
Touch of Lust: Touch attack causes 1d8 lust per level.

2nd Level
Feed on Lust: Use a horny creature to gain temporary resolve and quench your own arousal.
Elasticising Lubricant: Lubricant allows target to fit in small spaces.

3rd Level
Endless Stamina: Target becomes immune to mundane fatigue and lasts longer during sex.
Gratuitous Expansion: A single body part doubles in size and weight.
Pheromone Cloud: Arousing vapours fill a 20 ft. spread.

4th Level
Compel Masturbation: Target may do nothing but masturbate and take 2d6 lust per round.
Naughty Tentacles: Tentacles grapple and tease all creatures in a 20 ft. spread.

5th Level
Mind-Fog: 3 HD or less become horny; 4–6 HD save or become horny, 7+ HD take Wis
damage.

6th Level
Pheromone Ray: Target takes 1d6 lust per level, emits arousing pheromones.

7th Level
Undeniable Need: Target receives 10 lust per level.

8th Level
Succubus Transformation: Subject becomes half-succubus and is loyal to caster.

9th Level
Undeniable Need, Mass: Multiple targets receive 10 lust per level.
Summoner
0th Level
Lubricate: Create lubricant from your hands.

1st Level
Ball of Lust: Throw an orb that causes 1d6 lust per level and may cause arousal.
Detect Corruption: Detect the presence and strength of corruption in a cone.
Touch of Drunkenness: Touch causes subject to behave as if drunk.

2nd Level
Elasticising Lubricant: Lubricant allows target to fit in small spaces.

3rd Level
Naughty Tentacles: Tentacles grapple and tease all creatures in a 20 ft. spread.
Pheromone Cloud: Arousing vapours fill a 20 ft. spread.

5th Level
Mind-Fog: 3 HD or less become horny; 4–6 HD save or become horny, 7+ HD take Wis
damage.

Summoner (Unchained)
0th Level
Lubricate: Create lubricant from your hands.

1st Level
Ball of Lust: Throw an orb that causes 1d6 lust per level and may cause arousal.
Detect Corruption: Detect the presence and strength of corruption in a cone.
Touch of Drunkenness: Touch causes subject to behave as if drunk.

2nd Level
Elasticising Lubricant: Lubricant allows target to fit in small spaces.

3rd Level
Pheromone Cloud: Arousing vapours fill a 20 ft. spread.

4th Level
Naughty Tentacles: Tentacles grapple and tease all creatures in a 20 ft. spread.

5th Level
Mind-Fog: 3 HD or less become horny; 4–6 HD save or become horny, 7+ HD take Wis
damage.

Witch
1st Level
Ball of Lust: Throw an orb that causes 1d6 lust per level and may cause arousal.
Cause Arousal: Cause a target to become aroused.
Detect Corruption: Detect the presence and strength of corruption in a cone.
Reduce Proportion: A single body part halves in size and weight.
Touch of Drunkenness: Touch causes subject to behave as if drunk.

3rd Level
Compel Masturbation: Target may do nothing but masturbate and take 2d6 lust per round.
Endless Stamina: Target becomes immune to mundane fatigue and lasts longer during sex.
Gratuitous Expansion: A single body part doubles in size and weight.
Pheromone Cloud: Arousing vapours fill a 20 ft. spread.

4th Level
Naughty Tentacles: Tentacles grapple and tease all creatures in a 20 ft. spread.

5th Level
Mind-Fog: 3 HD or less become horny; 4–6 HD save or become horny, 7+ HD take Wis
damage.

6th Level
Dark Temptation: Touch attack deals 12d6 + 1 lust per level and may cause corruption.

7th Level
Undeniable Need: Target receives 10 lust per level.

9th Level
Undeniable Need, Mass: Multiple targets receive 10 lust per level.

Lust Domain
Change the bonus spells granted by the lust subdomain to the following:

1. Cause Arousal: Cause a target to become aroused.


2. Elasticising Lubricant: Lubricant allows target to move through small spaces.
3. Pheromone Cloud: Arousing vapours fill a 20 ft. spread.
4. Naughty Tentacles: Tentacles grapple and tease all creatures in a 20 ft. spread.
5. Mind-Fog: 3 HD or less become horny; 4–6 HD save or become horny, 7+ HD take
Wis damage.
6. Pheromone Ray: Target takes 1d6 lust per level, emits arousing pheromones.
7. Undeniable Need: Target receives 10 lust per level.
8. Succubus Transformation: Subject becomes half-succubus and is loyal to caster.
9. Undeniable Need, Mass: Multiple targets receive 10 lust per level.

Changes to Existing Spells


Bestow Curse
The following curses may be bestowed with bestow curse:

● Infertility
● Spontaneous orgasms every 1d8 hours, each of which lasts until the subject
succeeds on a Will save (one per round).
● Subject gains one perversion, and their corruption score is increased by 1 for all
mental effects of corruption, including save against perversion DCs. If this would
increase their corruption score above their corruption limit, or if they suffer a
corruption which would increase their corruption score above their corruption limit,
they make the save against a DC determined as if they were gaining this increased
corruption score, if that DC would be higher. This curse can be bestowed multiple
times, and its effects stack, but are all removed as if they were a single curse (DC
and caster level equal to the highest DC and caster level among the removed
curses).
● Subject is unable to achieve orgasm.

Charm Person
The subject receives a -4 penalty to focus against teases made by the caster. Teases are not
perceived as attacks by the subject, but they receive an additional Will save to end the effect
after any failed tease by the caster or the caster’s allies.

Any spell or effect which functions like charm person also receives these changes.

Cloak of Chaos/Holy Aura/Shield of Law/Unholy Aura


Add the following sentence: Each warded creature gains a +4 purity bonus to focus.

Dispel Evil
Add the following sentence: You gain a +4 purity bonus to focus against teases from evil
creatures.

Any spell which functions like dispel evil also grants this +4 purity bonus whenever it would
grant the deflection bonus to AC, but not when it would not grant the deflection bonus to AC.

Mage Hand
You may use mage hand to touch, caress, fondle, and lick a target in range. As part of the
action made to cast or maintain this spell, you may perform a contact tease, using your
spellcasting modifier instead of your Charisma modifier on your tease and lust rolls.

Protection from Evil


Add the following sentence: The subject gains a +2 purity bonus to focus against teases
made or effects caused by evil creatures.

Any spell which functions like protection from evil grants this purity bonus to focus whenever
it would also grant the deflection bonus to AC, but not when it would not grant the deflection
bonus to AC.

Restoration
Lesser restoration, restoration, and greater restoration remove the aroused and frustrated
conditions.
Shield of Faith
Replace “The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to
the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).” with
the following sentences: The spell grants the subject a +2 deflection bonus to AC and a +2
purity bonus to focus. These bonuses increase by +1 at sixth level and every six levels
thereafter (maximum +5 bonus at 18th level).

Shield Other
Add the following sentences: The subject gains a +1 purity bonus to focus. Additionally, the
subject takes only half lust from all teases and other effects that cause lust. The amount of
lust not taken by the warded creature is taken by you.

Unnatural Lust
Add the lust descriptor and change the duration to instantaneous. Replace the description
with the following paragraph.

Your target is filled with lust and desire for a single creature or object as designated by you
at the time of casting. That creature or object must be within the spell’s range and
perceivable by the target of the spell. The target receives 1d6 lust per caster level (maximum
10d6) and becomes aroused. If the target has the Null Attraction feat with regards to the
designated creature or object, it receives a +4 bonus on its saving throw.

Wish
Add the following effect to the list of effects that wish can produce:

● You lose a single perversion of your choice, and your corruption score is reduced by
1.

New Spells
Ball of Lust
School evocation [lust, mind-affecting]; Level druid 1, magus 1, sorcerer/wizard 1,
summoner 1, witch 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round
Saving Throw Will partial (see text); Spell Resistance yes

You conjure a ball of concentrated lust energy that you can throw at a single target as a
ranged touch attack. On a successful hit, the ball causes 1d6 points of lust per caster level
(maximum 5d6), and the target must make a successful Will saving throw or be aroused for
the duration.
Cause Arousal
School enchantment (compulsion) [lust, mind-affecting]; Level bard 1, bloodrager 1,
cleric/oracle 1, inquisitor 1, shaman 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes

This spell fills a single subject with arousal, causing it to become aroused for the duration.

Compel Masturbation
School enchantment (compulsion) [mind-affecting]; Level bard 3, bloodrager 4, cleric/oracle
3, inquisitor 3, shaman 3, sorcerer/wizard 4, witch 3
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes

The subject is compelled to masturbate. It does not provoke attacks of opportunity, but can
take no action except to masturbate, receiving 2d6 lust each round. Each round at the end of
its turn, it can attempt a new saving throw to end the effect.

Contraception
School transmutation; Level Bard 1, Cleric 1, Druid 1, Sorcerer/Wizard 1
Casting Time 1 minute
Components V, S, M/DF (a poisonous plant of any kind)
Range touch
Target living creature touched
Duration 24 hours
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

The target of this spell has an 80% chance to not conceive whenever they would otherwise
conceive a child. This spell has no effect on the target’s chance to sire a child.

Dark Temptation
School evocation [lust, mind-affecting]; Level antipaladin 4, cleric/oracle 5, shaman 6, witch
6
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will partial; Spell Resistance yes
You fill the target with corrupted energy, perverting them if they give in to it. You must
succeed on a melee touch attack to touch the target. The target takes 12d6 points of lust + 1
point per caster level and suffers a corruption (DC equal to spell’s save DC). If the target's
Will saving throw succeeds, it instead takes 3d6 points of lust + 1 point per caster level, and
does not suffer a corruption.

Detect Corruption
School divination; Level bard 1, cleric/oracle 1, druid 1, inquisitor 1, magus 1, shaman 1,
sorcerer/wizard 1, summoner 1, witch 1
Casting Time 1 standard action
Component V, S
Range 60 ft.
Area or Target cone-shaped emanation or one creature
Duration instantaneous or concentration, up to 10 min./level (D)
Saving Throw none; Spell Resistance no

You determine the degree of corruption of a subject you choose that you can see. You
immediately know the strength of their aura of corruption. Alternatively, you can detect
corruption in a cone, knowing the strength of the strongest aura in the area (see table
below). By concentrating for three rounds on a particular creature, you can determine their
exact corruption score with a Spellcraft check (DC equal to 15 plus half their corruption
score).

Corruption Score 5–10 11–14 15–20 21+

Aura Strength Faint Moderate Strong Overwhelming

Elasticising Lubricant
School transmutation; Level alchemist 2, bard 2, sorcerer/wizard 2, summoner 2
Casting Time 1 standard action
Components V, S, M (butter)
Range close (25 ft. + 5 ft./2 levels)
Target one creature or object
Duration 1 min./level (D)
Saving Throw Fort negates (harmless); see text; Spell Resistance yes (harmless)

This spell causes two effects. First, the surface of the target becomes abnormally slippery.
This acts as the grease spell (including Reflex saves that may be caused by that effect), but
cannot target a square. If you target a creature, and that creature is not wearing armour or
clothing, this acts as though you had cast grease on that creature’s armour or clothing. This
also provides a +5 circumstance bonus on escape artist checks (except those that are
granted higher bonuses by this spell) for affected creatures.

Secondly, the target becomes extremely elastic, able to squeeze to less than its normal size.
This provides a +10 circumstance bonus escape artist checks to move through a tight space.
It also makes sex easier. Orifices under the effects of this spell are treated as though they
had half again the capacity, and members are treated as though they had two-thirds the size
when determining what orifices they will fit.

Endless Stamina
School transmutation; Level bard 3, bloodrager 3, cleric/oracle 3, druid 3, sorcerer/wizard 3,
witch 3
Casting Time 1 minute
Component V, S
Range touch
Target creature touched
Duration 24 hours
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

The creature you touch becomes a font of endless stamina. The target becomes immune to
fatigue for the duration, though magical fatigue effects may overcome this immunity with a
caster level check with a DC equal to 11 + the caster level of endless stamina. In addition,
the target receives a +1 bonus per caster level to Constitution checks to determine how long
they last when having sex (maximum +20 at 20th level).

Feed on Lust
School necromancy; Level antipaladin 1, bard 2, cleric/oracle 2, inquisitor 2, magus 2,
sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range touch
Targets self and horny creature touched
Duration instantaneous/10 min. per HD of subject; see text
Saving Throw Will negates; Spell Resistance yes

You draw a small amount of life-force from a horny creature tending to your needs. In
addition to the pleasure you gain from this, this causes them to become exhausted when
they are finished, while you gain 1d8 temporary resolve per 3 caster levels (minimum 1d8,
maximum 5d8 temporary resolve at 15th level) and lose the aroused condition.

Fertility
School transmutation; Level Cleric 3, Druid 3, Shaman 3
Casting Time 1 minute
Components V, S, M/DF (a seed from any plant)
Range touch
Target living creature touched
Duration 24 hours
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

If the target has vaginal sex with a valid partner while under the effect of this spell, they have
an 80% chance to have a child, even if they or their partner are otherwise infertile or
impotent (a child is conceived if either this or the regular check succeeds). This spell
counters and dispels infertility.

Gratuitous Expansion
School transmutation; Level bard 3, druid 3, magus 3, shaman 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S, M/DF (rind from a grapefruit)
Range close (25 ft. + 5 ft./2 levels)
Target one bodypart (ass, breasts, penis, or testicles)
Duration 1 min./level (D)
Saving Throw Fortitude negates; Spell Resistance yes

The body part you target suddenly doubles in size. Double the part’s weight, then add 5 lbs.
(modified for creature size).

This expansion typically feels pleasurable. Make a tease against the target using your caster
level in place of your ranks in Sex, your spellcasting ability score modifier in place of your
Charisma modifier, and adding +3 as for a trained class skill. This tease is not affected by
any modifiers dependant on your physical description (such as the Null Attraction feat).

Clothing restraining the affected body part may burst. Make a burst check against any
clothing restraining the part using your spellcasting ability score modifier in place of your
Strength modifier. Failure means the clothing is elastic enough to contain the body part, but it
still doubles in size. Success means the offending clothing bursts open, revealing the
suddenly expanding part in an impressive display. Make the same tease (as above) against
any creature in 30 ft. with line of sight to the target, but use the target’s physical description
instead of none.

Infertility
School transmutation; Level cleric 3, druid 3, shaman 3
Casting Time 1 minute
Components V, S, M/DF (a dead seed from any plant)
Range touch
Target living creature touched
Duration 24 hours
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

The target of this spell is infertile and impotent (as appropriate), and cannot sire or conceive
a child. This spell counters and dispels fertility.

Lubricate
School conjuration (creation); Level bard 0, sorcerer/wizard 0, magus 0, summoner 0
Casting Time 1 standard action
Components V, S, M (a small vial of lard or animal fat)
Range touch
Target object or creature touched
Duration concentration, up to 1 min./level (D)
Saving Throw none, Spell Resistance no

Your hands (or similar appendages) ooze a slippery substance that can be applied to objects
with a touch. A coated surface is slippery, increasing the DC of Acrobatics and Climb checks
by +5, and you must use acrobatics to move across it (automatic success if the DC is below
10) . A coated creature gains a +5 to escape artist checks, but suffers the above penalties
on any surface unless their feet (or equivalent) are uncovered. The lubricant is non-magical
and may be washed off, and will dry out after an hour.

Each standard action spent applying the lubricant allows you to coat 6 square feet, and you
may do so as a touch-attack. A full-round action spent coating a surface allows you to coat
12 square feet, though this cannot be done to a resisting creature. A medium creature is
considered to have 18 square feet of surface area, with that number changing by a factor of
four for each size category away from medium (larger creatures have more surface area,
while smaller creatures have less). You may use the action spent casting this to immediately
begin coating a surface, or may additionally spend a move action to spend a full round
coating the surface on the same round you cast the spell.

Mind-Fog
School conjuration (creation) [aphrodisiac, lust]; Level magus 5, sorcerer/wizard 5,
summoner 5, witch 5
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect cloud spreads in 20-ft. radius, 20 ft. high
Duration 1 min./level
Saving Throw Fortitude partial; see text; Spell Resistance no

This spell generates a bank of fog, similar to a fog cloud, except that its vapors are purplish
pink and an aphrodisiac. Any living creature with 3 or fewer HD in the cloud or entering the
cloud is immediately made horny (no save) and takes Wisdom damage equal to their
Wisdom score. A living creature with 4 to 6 HD is made horny and takes Wisdom damage
equal to their Wisdom score unless it succeeds on a Fortitude save (in which case it takes
1d4 points of Wisdom damage on your turn each round while in the cloud). A living creature
with more than 6 HD takes 1d4 points of Wisdom damage on your turn each round while in
the cloud (a successful Fortitude save halves this damage). For every 2 Wisdom damage a
creature suffers from this spell, they also suffer lust equal to their HD.

Holding one's breath doesn't help, but creatures immune to aphrodisiacs are unaffected by
the spell. A creature reduced to 0 Wisdom in this way is not rendered unconscious, but is
instead horny until its Wisdom is raised above 0.

Naughty Tentacles
This spell functions like black tentacles, except that the tentacles tease creatures, causing
1d6+4 lust instead of damage.
Pheromone Cloud
School conjuration (creation) [aphrodisiac, lust]; Level bloodrager 3, magus 3, shaman 3,
sorcerer/wizard 3, summoner 3, witch 3
Casting Time 1 standard action
Components V, S, M (animal musk)
Range medium (100 ft. + 10 ft./level)
Effect cloud spreads in 20-ft. radius, 20 ft. high
Duration 1 round/level
Saving Throw Fortitude negates; see text; Spell Resistance no

Pheromone cloud creates a pink bank of fog like that created by fog cloud, except that the
vapors are an aphrodisiac. Living creatures in the cloud take 2d6 lust and become aroused.
This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it
leaves (roll separately for each aroused character). Any creature that succeeds on its save
but remains in the cloud must continue to save each round on your turn.

Pheromone cloud can be made permanent with a permanency spell. A permanent


pheromone cloud dispersed by wind reforms in 10 minutes.

Pheromone Ray
School transmutation [aphrodisiac, lust]; Level magus 5, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration instantaneous and 1 round/level (see text)
Saving Throw Fortitude partial; Spell Resistance yes

You fling a ray at the target creature which causes them to emit pheromones which they are
not immune to. If you succeed at a ranged touch attack with the ray, the target takes 1d6
points of lust per caster level (maximum 20d6) and must make a Fortitude save. On a failed
save, the target becomes aroused for 1 round per caster level and emits pheromones for as
long as it is aroused; any creature that comes within 5 feet of the affected target must
succeed at a Fortitude save (DC = spell's DC) or become aroused for 1 round per 2 caster
levels.

Reduce Proportion
School transmutation; Level bard 1, druid 1, magus 1, shaman 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S, M/DF (a pinky bone)
Range close (25 ft. + 5 ft./2 levels)
Target one bodypart (ass, breasts, penis, or testicles)
Duration 1 hr./level (D)
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
The body part you target suddenly halves in size. Halve the part’s weight, then subtract 2
lbs. (modified for creature size).

Succubus Transformation
School transmutation [curse]; Level cleric/oracle 8, sorcerer/wizard 8
Casting Time 1 hour
Components V, S, M (treated demon blood worth 15,000 gp)
Range touch
Target creature touched
Duration instantaneous and permanent, see text
Saving Throw Will partial (see text); Spell Resistance no

Over the course of a lengthy ritual, the target of this spell is transformed into a succubus.
They gain the half-succubus template, and immediately suffer two corruptions (DC equal to
spell save DC).

Secondly, if the target is not the caster, they are compelled to look upon the caster
favourably. They are considered helpful to the caster and receive a –4 penalty to focus
against teases made by the caster unless they make a Will save. Any permanent reduction
in friendliness towards the caster instead lasts 24 hours, after which the target makes a Will
save. Success means the reduction is permanent as usual. Most targets are likely to be
hostile or unfriendly to the caster after this effect is removed, depending on circumstances.

The first effect of succubus transformation is instantaneous. The second effect is a


permanent curse, which cannot be dispelled, but it can be removed with a remove curse.
Both effects can be reversed with a limited wish, miracle, or wish spell. Limited wish and
remove curse work only if their caster level is equal to or higher than the caster level of
succubus transformation.

Touch of Drunkenness
School enchantment (compulsion) [mind-affecting]; Level bard 1, bloodrager 1, cleric/oracle
1, druid 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch 1
Casting Time 1 standard action
Components V, S, M (a drop of alcohol)
Range touch
Target creature touched
Duration 2 hours
Saving Throw Will negates; Spell Resistance yes

This spell was designed by certain student wizards to mimic the effects of drunkenness
without any of the long-term drawbacks. The subject immediately becomes drunk, becoming
sickened and uninhibited for the duration. Roll 1d6 to determine the number of behavioural
factors suppressed.

While many people praise the spell for the absence of any hang-over and the accuracy of
the feeling, others criticise it for its lack of flavour or the way it wears off abruptly.
Touch of Lust
School enchantment (compulsion) [lust, mind-affecting]; Level bloodrager 1, magus 1,
sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw none; Spell Resistance yes

Your successful melee touch attack causes 1d8 lust per caster level (maximum 5d8).

Undeniable Need
School enchantment (compulsion) [lust, mind-affecting]; Level shaman 7, sorcerer/wizard 7,
witch 7
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Saving Throw Will partial; Spell Resistance yes

You fill the target’s mind with the need to have you. This spell instantly delivers 10 points of
lust per caster level. If the target's Will saving throw succeeds, it instead takes 3d6 points of
lust + 1 point per caster level.

Undeniable Need, Mass


School enchantment (compulsion) [lust, mind-affecting]; Level shaman 9, sorcerer/wizard 9,
witch 9
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Area one creature/level within a 40 ft. radius spread
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes

When you cast this spell, you emit an aura that fills creatures’ minds with the need to have
you. The spell affects one creature per caster level, causing 10 points of lust per caster level.
Creatures closest to the point of origin are affected first.

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