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Chapter 4
by SkyDreamer
Wow! What the fuck does any of this mean?!
Don't sweat your sweet sucralose, here's a CHARACTER SHEET EXPLANATION
So, for starters, a difference between character sheets in ANARCHY and character sheets in base IMPREGNATAR is that in base, there was one sheet for each character that was updated as their adventures proceeded. For ANARCHY, I believe a new character sheet should be appended after each [P] post, so that everyone can more easily track what circumstances a character is in at a given point on any timeline.
NAME: What the character calls themself.
APPEARANCE: An image of the character, or a physical description. This only needs to be included on the first character sheet for each character, unless their appearance has changed meaningfully on the current thread.
RACE: The species of the character. In base IMPREGNATAR, there was an exhaustive list of available races, all of which had various bonuses attached to them. For the sake of simplicity, race in ANARCHY is more of a cosmetic choice, without explicit stat variations, for which the only limit is imagination. However, race choice can still create unique opportunities through roleplaying decisions on what makes sense for a character to be able to do. Fairies can fly, but they can be trapped in bottles. Dwarves can see in the dark, but they can't breathe fire. Common sense is the guide here.
PRONOUNS: The pronouns which a character uses to refer to themself. Common options are he/him for men, she/her for women, and they/them for non-binary folks, but these are not exhaustive.
GENITALS: A description of any penises, testicles and/or vaginas that the character may have. You can also include breast details here, if you're so inclined.
INVENTORY: The items that the character currently has in their possession, including any equipment. This is limited to what they can reasonably carry, so without some kind of bag, they will struggle to carry more than two unequipped items, one in each hand.
ARMOUR: Any points of armour which are granted by equipment, or possibly some ABILITIES representing natural features such as thick scales. When taking HEALTH damage, flip a coin for each point of armour the character has. For every heads, reduce the damage by 1 point, to a minimum of 0.
STATUS: The current conditions affecting the character. This includes details on any injuries or any ongoing pregnancies.
LEVEL: What level your character is currently at. Level does not have a cap. Every time a character gains a level, they gain 2 STAT points, 1 TRAIT point, their FERTILITY increases by 1, and they can also learn a new SPELL or ABILITY. At level 1, players have 5 points they can spend in STATS, 10 points they can spend in TRAITS, and they can take one SPELL or ABILITY.
XP: The current experience the character has stored up. The experience needed to reach the next level is (Current level x 110). So reaching level 2 requires 110 XP, then level 3 requires an additional 220 XP, then 330 XP to reach level 4, etc. Each [GM] post awards 25XP, plus any bonus XP for encounters completed.
FERTILITY: The chance of getting pregnant, or getting someone else pregnant. At character creation, this can be freely set to any value between 1-10. Every time the character levels up, their fertility increases by 1, up to a cap of 100.
LIBIDO: How sexual a character is in general. This will affect how fast the character accumulates HORNINESS. At character creation, and any time you level up, this can be freely set to any value between 0-10.
HORNINESS: Represents how aroused the character is in the current moment. Will vary between 0 and 10 based on circumstances. Every time the character sleeps, their horniness increases by their LIBIDO. The higher the character's horniness, the faster they will gain stimulation, and the more primal they will be. Add current HORNINESS onto any HEALTH, STAMINA, STRENGTH or QUICKNESS rolls, but subtract it from any WILL, PRECISION, KNOWLEDGE, CAUTION or SOCIABILITY rolls.
STIMULATION: How close the character is to orgasm. Increased by all kinds of sexual contact. Any time it reaches 100, the character will have an orgasm, and stimulation will reset to 0. An orgasm solo will reduce HORNINESS by 2, while an orgasm with a partner reduces HORNINESS by 5.
STATS: The currency of the character's body. Stats have no cap. All of these except MANA will start at 1 for free at character creation. These will decrease under various circumstances. A short rest of an hour of inactivity will refill each stat by 10% (rounded up), and a long rest of eight hours sleep will completely replenish all of these stats. A LEVEL UP IS NOT A HEAL. If you're at 1/5 HEALTH and you increase it by one on level-up, then you're still just at 2/6 HEALTH until a rest.
HEALTH: The healthiness of the body. This is reduced when they are hit by an attack. If this hits 0, the character will be incapacitated, giving them disadvantage on all rolls. This is usually where they'd surrender and most enemies would stop attacking, but not in all cases. If they continue fighting, then all further damage will be split between STAMINA and WILL, and they could receive a wound each time they are hit while at 0, which can cause serious permanent damage or even ****.
STAMINA: The character's physical energy. Current stamina can be used to resist orgasm at 100 STIMULATION, as well as being used to resist things like poison and disease. This is reduced by physical exertion. When it is at 0, the character has -1 to all TRAITS, and has a coin-flip chance of falling **** for every post for which they remain at 0. Maximum stamina is temporarily reduced by 1 for every day they have gone without food, and another 1 for every day they have gone without water. If maximum stamina is ever reduced to 0, the character dies.
WILL: The character's mental energy, their willfulness and their willingness to go on. Current will is used to resist mind control and manipulation. Reduced through experiencing mentally taxing circumstances, such as **** or moments of intense pain, stress or danger. Certain psychic attacks can also damage this directly. If this hits 0, the character will be unable to resist the wills of other creatures and must surrender. Every time WILL hits 0, their maximum WILL will be permanently reduced by 1. If max WILL reaches 0, the character will be mentally broken and can never offer resistance to anyone that holds power over them. They are **** to being permanently indoctrinated or mind-controlled.
MANA: The pool of magical energy that the character can use to cast spells. Cannot exceed character's current level. When using spells taken from D&D, a level-1 spell will cost 1 mana, a level-2 spell will cost 2 mana, level-3 will cost 3, etc. Cantrips cost 0, however they cannot be cast if the character's current mana is at 0.
TRAITS: The general attributes of what the character is capable of. These do not usually fluctuate. Traits each have a cap of 10, but characters above level 50 can increase traits beyond this cap.
STRENGTH: How strong the character is. Affects how much they can lift and carry, how well they can perform strength-based tasks such as climbing or breaking something, and how hard they can hit in close combat with fists or standard/heavy weapons.
QUICKNESS: How fast the character is. Affects initiative for turn order in combat, as well as the chances of evading enemy attacks and escaping enemy pursuers.
PRECISION: How well the character can perform delicate tasks. Affects crafting, pickpocketing, lockpicking and ranged attacks, as well as precision close-range weapons such as daggers or rapiers.
KNOWLEDGE: How much the character knows. Boosts the effectiveness of certain spells, and also helps identify viable resources when foraging.
CAUTION: How careful the character is. Affects chance of remaining undetected when sneaking, perception for spotting traps or hazards, and chance of successfully blocking an attack. Blocks can reduce or negate damage depending on equipment such as shields, but have no effect on certain kinds of attacks such as grapples.
SOCIABILITY: How socially adept the character is. Affects ability to charm, convince or intimidate people, as well as sussing out the intentions of other people or creatures.
ABILITIES: Features of this character that make them more unique. They can be gained through level ups, or they might be permanent rewards from certain encounters. Can be just about anything, from natural features such as extra-hard scales which give points of armour, talents which improve performance with certain tools or instruments, or even innate magic which doesn't cost mana, like the ability to turn invisible after receiving damage. You could also include effects of your character's sexuality here, such as asexuals resisting seduction. (If in need of inspiration, try looking up Feats from D&D 5E.) If you can't think of an ability, then you can just take an Attribute Boost, which will give you an extra 2 STAT points, 1 TRAIT point, and 1 FERTILITY for this level.
SPELLS: The magical effects which the character can spend mana to conjure. These can be mostly taken from the D&D 5E spells, but homebrew spells are allowed, be they your own invention or the creation of other fans. Since there's no official GMs to balance these spells, we ask that common sense is used on what level homebrew spells should be and what materials they should require.
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IMPREGNATAR | ANARCHY
A FREEFORM GAME OF SURVIVAL AND IMPREGNATION
An anarchy variant of IMPREGNATAR. While the original had a set handful of GMs, a canon timeline and balanced encounters, this version does away with balance by allowing anyone to GM any posts, including their own. This is an interactive survival story that's like a combination of D&D, Dark Souls, and Zelda. Your character awakens spawned into the middle of an unfamiliar forest. They have little memory of who they are or how they got there, and all but the faintest of survival assets. Post by post they will explore their surroundings hoping to gain skills, level up, and survive by avoiding any Bad End scenarios with a horrific (and probably kinky) fate. Or, in this case, probably experience as many Bad Ends as possible as they traverse multiple timelines.
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Updated on Jan 1, 2025
by StabilizerEmerald
Created on Jul 26, 2021
by SkyDreamer
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