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Heart and Fur

Playtest Version 1.0.2

Written and Designed by Zed


Playtesting Notes
Thank you for downloading this playtest package. Its thanks to people like you that Heart and
Fur can exist. This package contains the core rules and races. The full game will also include three
settings and several sample characters. You are free to share this playtest package with your gaming
group, but please do not share anywhere else on the internet. If you know someone else who would be
interested in the game, please direct them to SheathStudios.com so they can download their own copy.
I hope you enjoy the game contained here, and if you have any suggestions, comments, critiques, or just
want to say hi, please contact me at sheathstudios@gmail.com or leave a comment at
SheathStudios.com. That way, we can make this game the best it can be.

If youd like to see what changes have been made since the previous version, you can go to the
changelog at http://sheathstudios.com/index.php/playtest-changelog/.

In addition, if your game group is willing, I would greatly appreciate it if you would record and
send me a game session, so that I can get a better idea of how the game works during actual play. Any
kind of recording will do, be it a simple voice recording or a video. If you do make a recording, and send
it to me at sheathstudios@gmail.com, I will send you one of the games settings as a thank you.

If youd like to support Sheath Studios, you can check out our Patreon campaign at
https://www.patreon.com/user?u=2580755. There, you can get some awesome benefits, like naming a
character in one of the games future settings, or even having one of your characters appear in the final
game.

Good luck, and happy hunting.

- Zed
Contents
Part One: Game 4

Character 6

Races 24

Mechanics 27

Traits 50

Equipment 60

Part Two: Setting 72


Part One: Game
Welcome to Heart and Fur. Heart and Fur is a character-centric roleplaying game, where
characters relationships and personalities are their most important traits. While other roleplaying
games aim to tell stories of adventure, where the main characters slay monsters and save worlds, Heart
and Fur is different. It aims to tell stories that are smaller in scope, focusing on the lives, goals and
emotions of a group of people and their immediate friends and lovers. Its a much more intimate kind of
game. If youve ever played a game of text-based roleplay with a friend over the internet, then you are
familiar with the kind of story that Heart and Fur aims to tell. If this kind of story isnt for you, thats fine.
Future supplements will expand on the kinds of games that can be played using Heart and Fur. If this
kind of game does appeal to you, however, then youre in for quite a ride.

1What is a Roleplaying Game?


A roleplaying game is a game that is played almost entirely within the minds of its players. Its a
shared imaginary world, a collaborative story and a rules-based game all in one. Its an experience unlike
any other, where you have complete control over the course of the story and the actions of the
characters within it. In a roleplaying game, the players dont compete with one another. Rather, they
take turns describing what their characters do in the imagined game world. When conflict happens, be it
between two characters or a character and the environment, rules are used to resolve how the conflict
ends. The golden rule of a role-playing game is to have fun. Every other rule in this or any other book
should ultimately lead toward that end goal. If something in this book impedes the game you want to
play or the story you want to tell, then change it. Its as simple as that.

What Youll Need


In order to play Heart and Fur, you need only a few things. First, youll need a copy of this book.
Second, youll need some copies of the character sheets found at the end of the book, as well as some
blank paper and pencils. Youll also want some tokens to track characters Heart points. Beads, poker
chips and small candies work fine for this purpose. Finally, and perhaps most importantly, youll need
some dice. Specifically, youll need twelve-sided dice (d12s). Each players should ideally have their own
die, while the GM may want to have more than one. How these dice are used will be covered more later
on.

Roles
Heart and Fur is best played with a group of between three and eight people. One of these
people takes on the role of Game Master, hereafter shortened to GM. This person describes the setting
and scenario, role-plays all of the supporting characters and prepares adversaries and challenged for the
player characters. Whenever a dice roll is needed, they set the difficulty and describe the actions
results. In short, they make the game happen.
Everyone else takes the roll of a player character, or a PC. These are the heroes (or antiheroes)
of the story. They are the ones the action and drama centers around. Each player is responsible solely
for their own PC, and has complete control over their personality and actions. If the game were a movie,
the PC would be the stars, and the players would be their actors, writers and makeup artists.

Alternate GM Styles
The role of GM is a challenging one, but you dont have to do it alone. If the gaming group
agrees, the responsibility of GMing can be shared or rotated among the gaming group.

Rotated
If everyone is willing to take some responsibility for being the GM, the role can be rotated
among the gaming group. Each week or game session, a different person takes on the role of GM,
running the game and portraying all the supporting characters until its someone elses turn. This style of
GM works best for episodic stories that last a session or two and then end. That way, a GM can come in,
tell a short but cohesive story, and then give the seat over to someone else.

Shared
In this method, each player takes on some responsibility for running the game. Rather than
having one person control all non-player characters, each player controls one or two NPCs. Whenever
those characters are on-screen, their player is responsible for their actions and any Conflict involving
them. The players as a whole decide on the direction that the story will move in, and the task of creating
a compelling story is split evenly between them.

Each player takes some responsibility for creating and running a region or section of the game.
These can be physical locations (the castle, the woods, the coast) or aspects of the narrative (a mystery,
Conflict, the worlds history). Whenever the players are interacting with that facet of the story, its
creator takes over being GM. Whenever a character attempts to accomplish something, another
characters player is responsible for creating the challenges they must overcome in order to succeed.
This model works best for games that focus on character interaction and social dynamics, as it is difficult
to run a complex plot using this method. Still, sharing GM responsibilities can be a uniquely rewarding
experience.

Comfort Levels
Lets be honest, Heart and Fur is about sex. Its also about character interaction, emotion and
relationships, but its still about sex. In light of this, its important to discuss with each player about their
comfort level and expectations. Its never a good idea to put a player in a situation they arent
comfortable with, especially one that involves sex. Presenting their characters with novel challenges and
new experiences is one thing, making that characters player feel unsafe or like they are being forced
into something they dont like is by far another. Theres a simple way around this though, and thats
being honest with each other about what each person wants to experience and what they dont. The
cardinal rule here is consent, just like in real life.
Web Tools

Web Tools
If your gaming group is not comfortable meeting in person, or is separated by great distances,
there is an easy alternative to in-person play. Its a website called Roll20. The site is completely free to
join, and is designed specifically as a roleplaying platform.

Using it, players and the GM can communicate over both video and text. Dice can be rolled right
in the chat interface and appear on screen as actual dice. The website has a host of useful features
including integrated support for miniatures, health tracking for all characters and even the option of
adding music. All very cool. Its worth checking out for groups who have difficulty meeting in person. An
alternative to Roll20 is MapTools, another online RPG management platform with similar features.

Design Goals
Every rpg has goals: what it is trying to accomplish or be about. Heart and Fur is no different. Its
primary goals are twofold: sex positivity and social focus.

Sex Positive
Heart and Fur aims to do something never before done in an rpg: to present sex in a manner
that is both positive and fun to play. Some games have made reference to sex, or even involved it in
their mechanics, but it is rarely more than a footnote compared to the games other elements. Heart
and Fur is different. Sex is integrated into almost every aspect of the game, and can play a crucial role in
the stories and adventures told using this system. In addition, Heart and Fur aims to be as inclusive as
possible, providing rules for portraying a wide number of sexual preferences and activities, some real
and some pure fantasy, without forcing any of them on the character or story.

Social Focus
Heart and Fur places a great emphasis on social interaction and the relationships between
characters. The core idea of Heart and Fur is that our relationships make us more powerful, and define
in a way who we are as a person. The challenge of portraying a real and dynamic character, complete
with relationships and quirks, is what the game is fundamentally about.

As such, Heart and Fur can lend itself to a different form of play than many roleplaying games.
Campaigns that center solely on character interaction and the complex net of relationships between
characters are possible. Entire game sessions can focus solely on building or altering relationships,
rather than on more conventional roleplaying staples like mystery or combat. Running a game like this
can be a truly unique experience. Its not for everyone; some people by far prefer simply blowing things
up and killing monsters. Thats perfectly fine as well, but the option remains there for those who are
interested.
Chapter One: Character
2 Characters are the core of any story, and this is no different in a role-playing game. The
characters you create will be your avatars in the game world. Through them, youll interact with the rest
of the setting and have grand adventures. The mechanics outlined here represent a wide variety of
character traits, including their core personalities, skills, relationships and species.

Personalities
In most role-playing games, a characters core capability are represented through attributes or
abilities like strength, dexterity and intelligence. Not so in Heart and Fur. In this game, a characters
personality is their main source of strength. Who they are as a person, how they act and what is
important to them are the most important traits that they have. In light of this, each character in Heart
and Fur possesses a number of Personalities. These are simple, one-word descriptions of their nature
and demeanour. Whenever a character acts in line with one of their Personalities, they gain a +2 bonus
to the relevant dice roll. This is stackable, so acting in line with two Personalities grants a +4 bonus, and
so on. In light of this, make sure that you pick Personalities you will actually enjoy roleplaying, as they
are going to come up a lot. This section lists a selection of Personalities to use in your game. More can
be created by both players and the GM.

Aggressive
The aggressive are always ready for a fight, and never back down. They arent necessarily angry
people, they just hate to lose or surrender. This can often get them into problems, but it also means that
they wont give up going after something that matters to them. The aggressive often:

Start conflicts with someone else

Pursue goals regardless of obstacles.

Refuse to back down from a fight or confrontation.

Aloof
An aloof character keeps their thoughts and motives to themselves. They act as though they are
disinterested in the world around them, perhaps as though its beneath them, perhaps as though it
simply bores them. There is a distance between them and the rest of the world, one which they create
and maintain. You act aloof when you:

Withhold information about yourself.

Act disinterested in whats going on around you

Give others the cold shoulder.


Carefree
The carefree dont take life too seriously. Its not that they dont care, its that they know that
you cant get too attached to things. They are laidback and easygoing, making them easy to get along
with. Even when the going gets tough, they never lose their relaxed attitude, and just keep reminding
themselves that theyre going to be alright. The carefree normally:

Make light of a serious situation.

Encourage others to relax or calm down.

Act calmly even when surrounded by difficulty.

Compassionate
A compassionate character cares deeply about the feelings and wellbeing of others. This may be
a select group of friends, but is more likely to be everyone they meet. The compassionate are typically
known for being supportive and kind, and can often overextend themselves when seeing to others
needs. The compassionate normally:

Come to the aid of those in need.

Defend those who cant defend themselves.

Take other peoples feelings and desires into account when acting.

Curious
The curious are always looking for new information and experience. Some may be book smart,
seeking new knowledge in tomes and academics, while others try to learn from life itself, seeing each
new experience as a new lesion. When presented with new experiences, the curious often cant resist
jumping in, just to see what it is like. The curious often:

Seek out new information.

Ask frequent questions.

Look for new experiences.

Determined
The determined act with resolve and self-assurance. They will stop at nothing when pursuing
their goals and objectives, and let nothing stand in their way. When presented with an obstacle, the
determined never stop looking for a way to go around, through, or over it. Even when anyone else
would have long since given up, the determined stay strong and keep trying. They normally:

Persevere even when success is not assured.

Keep with the same course of action rather than changing it.
Ignore obstacles and pursue goals regardless of them.

Dominant
The dominant thrive on being in charge. Regardless of the situation, they always try to be in
control. Some see themselves as natural leaders, whose leadership is the best option in any set of
circumstances, while others simply love telling others what to do. The dominant dont take people
questioning their control lightly, and will defend their position of dominance against any threat. The
dominant normally:

Try to take control of a situation.

Act with authority even when they arent given any.

Command others to do their bidding.

Eager
The eager are always open to new experiences and adventures. They love life, and love diving
into it feet first. They are often friendly and likeable, and their friends know that they are open to
anything. They come at all situations with a willingness to experience and enjoy, be they friendships,
work or sexual encounters. The eager:

Leap into new situations.

Express desire and willingness.

Agree to new experiences or courses of actions.

Flamboyant
The flamboyant treat life as a great stage. To them, everything is a performance, and they are
the star performer. Why be small when you can be large, they ask. Everything about them is larger than
life, from their clothing to their mannerisms. Not everyone may like them, but everyone notices them,
and thats good enough for them. The flamboyant typically:

Act with eccentricity or strangeness.

Make a big deal of themselves.

Draw attention to themselves through their actions and words.

Independent
The independent prefer to act and work alone. It isnt necessarily that they dont like people,
they simply prefer to be by themselves and act alone. They are typically assured of their own abilities
and dont like relying on others for help. More than that, they often reject the society around them,
preferring to find their own ways of living and doing things rather than accepting those of others. The
independent normally:
Ignore offers of help from others.

Strike out on their own.

Ignore dominant social conventions or expectations.

Loyal
The loyal care deeply about their friends, allies, or superiors. They would never dream of
betraying those they care for, and want to do whatever they can to help their allies and friends. The may
not necessarily be obedient or submissive, but the will act in the best interests of those they are loyal to
whenever they can. Their loyalty runs deep, and is often their main motivation for doing what they do.

Sticking with the people you know well.

Deferring to a leader or authority figure.

Take action to benefit their friends or allies.

Passionate
The passionate are driven by their emotion. Be it anger or lust, their feelings burn hot and
dictate most of their behaviour. The passionate often leap into situations without thinking them through
first, acting on whatever feeling is strongest at the time. They may be easy to enrage or seduce, but they
are always true to themselves.

Act on emotion without thinking things through.

Attempt to seduce someone because of lust.

Start a fight or conflict because of anger.

Playful
To the playful, everything is a game. All of life is an opportunity to have fun and experience new
things. They can take any situation, from a business meeting to a gathering or friends, into sport. In their
personal relationships, they are always looking for ways to have fun and play.

Turn serious situations into games.

Encourage others to have fun or play.

Make light of difficult situations or circumstances.

Practical
The practical are concerned with the world that can be seen and touched, not the world of
abstracts and ideals. They act based on what they think will work, not high-flying morals or principals.
For the practical, results come first, all else second. The practical typically:
Try to find down to earth solutions for problems.

Act for realistic reasons, not based on ideals or notions of how things should be.

Reason through a problem rather than acting on intuition or emotion.

Proper
The proper care about the correct ordering of their actions and relationships. For them, social
standing and proper behaviour are of the highest importance. They dont argue with their betters or
violate the established social order. At least, they dont do so openly. The proper typically:

Defer to those of higher social standing.

Demonstrate etiquette and decorum.

Deal with problems calmly and civilly.

Proud
The proud are full of self-worth and confidence. They may not necessarily think that they are
better than others, but they are fully aware of how amazing they are, and expect everyone else around
them to be aware of it as well. Some walk a fine line between self-esteem and narcissism, while others
fall off that line entirely, but all value themselves highly. The proud typically:

Speak about themselves in glowing terms.

Expect respect and deference from others.

Act like they are in charge or otherwise a leader.

Random
The random are impossible to predict. Their actions are often nonsensical and strange, following
a logic that is apparent only to them. No one can predict them, and thats just fine with them. People
who know them know that they often make no sense. But sometimes, through chance or some invisible
plan on their part, their crazy actions work and produce results. Often, when this happens, they are the
most surprised of anyone. The random often:

Take actions that make no sense.

Change courses of action part way through taking them.

Suggest plans or actions that come out of left field.

Rowdy
The rowdy like to party. Whether its a night out drinking or a night in with friends, they like to
have a good time. Regardless of what they are doing at the time, they can turn almost any situation or
gathering into a party. The rowdy like to:
Proposition someone for sex or another activity.

Try to arrange a party or gathering.

Try to make a serious situation into a party.

Serene
The serene are bastions of calm and self-control. They are controlled under pressure and act
with tranquility in all that they do. They are more than just relaxed. They are immovable objects, never
allowing the world to get the better of them. Nothing can get them riled up, and just being in their
presence makes other people feel more at ease. The serene are known to:

Not react emotionally to events.

Try to deescalate a situation.

Serious
The serious are solemn and contemplative. They are not inclined to joke or make light of a
situation, and always focus on the task at hand. They are formal and to the point, never deviating from
what they want or are there to do.

Remain focused on a goal regardless of distractions.

Ignore frivolous behaviour and jokes.

Bring conversations or situations back to their goal or objective.

Encourage others to be calm and think things through.

Shy
The shy dislike being the center of attention. They dont like when others are focused on them,
or when they stand out. They may dislike people, or they may just be introverted, but the result is the
same, they like to blend into the background whenever possible. This shouldnt be mistaken for
cowardice, however, as the shy can be just as courageous as anyone else.

Avoid interacting with others.

Present oneself meekly or not at all.

Use indirect means of attaining your goals.

Sly
The sly are cunning and mischevious. They get what they want through manipulation and
misdirection, never through direct means. This doesnt make them bad people, as they can just as easily
bring people together through their schemes. It just makes them subtle. The sly never act overtly if they
can help it, always planning and maneuvering others to their advantage. The sly often:
Misrepresent their goals or motives to others.

Attempt to manipulate people into doing what they want.

Use subtlety and guile rather than outright action or persuasion.

Sociable
A sociable character like to talk and relate to others. They are gregarious and easily liked. They
prefer to spend their time talking with other people rather than alone, and make friends easily with
those they meet. Even when there is no benefit to it, they can always be found striking up conversation
with strangers and passers-by. Sociable characters often:

Start conversations with strangers.

Try to use words to solve problems.

Flirt and have fun with other people, even strangers.

Submissive
The character likes it when others take control of their actions or a situation. They might be
timid introvert or a proud bottom, but either way, they prefer that someone else be in control. They
may make this preference into a lifestyle, where they let other people direct them, or restrain it to
certain parts of their life, such as romance or their work, but either way, the like to be dominated. A
submissive character will normally:

Let others make their decisions for them.

Agree with another persons ideas or point of view.

Not express their opinion or point of view.

Skills
A characters talents and learned aptitudes are represented by their Skills. Skills cover a broad
range of possible capabilities, and help to define a characters life and history. Mechanically, Skills have
three possible ratings, +1, +2 and +3. Whenever a character attempts an action that they have a relevant
Skill for, they gain the Skills rating as a bonus to that action. Only one Skill can be applied to any given
action. A number of Skills are outlined here. More will be added in future supplements, or be created by
the GM or group. Should a skills description reference making a roll, but does not state the roll has a
difficulty, assume the rolls difficulty is 6.

Alchemy
Alchemy is the skill of making potions and elixirs with various effects (see more about potions in
the Equipment chapter). Alchemy is a form of science that can yield miraculous results. The Skill
normally comes from training under a master alchemist, but can also come from experimentation as a
hobby potion-maker.

A character with the Alchemy Skill can make potions. Doing so requires one hour of work and
access to materials equal to half the potion's final cost. The Quality of potion the character can
make is determined by their rating in this Skill, Weak potions ad +1, Moderate potions at +2,
Strong potions at +3.

A character can identify a potion they encounter with a difficulty 6 Alchemy roll.

Athletics
Athletics represents a characters ability to perform all manner of strenuous physical activities,
including climbing and swimming. It is a broad Skill with many potential uses, which makes it valuable in
many different situations. Someone with high Athletics is likely an outdoors sort, or perhaps uses
climbing to navigate an urban area.

Anyone with Athletics +2 can climb up rough surfaces at a yard a turn.


A character can dodge an incoming Fighting attack using Athletics.
A character can swim at five yards per turn with Athletics +1.

Crime
Crime is the ability to perform a variety of illegal acts. This includes picking somes pocket,
disarming a trap or detection device and picking locks. This Skill is normally possessed by career
criminals, but is occasionally known by locksmiths and similar professionals.

Picking a lock requires a Crime roll against a Difficulty set by the GM.
Picking a pocket requires a Crime vs Perception contest.
Impressing someone with sleight of hand requires success on a Crime roll.

Deception
This is the ability to bluff and come up with reasonable lies in short spaces of time. Using it,
character can hide the truth or create outright falsities. This Skill is often possessed by con artists and
thieves, but is useful to anyone who has an interest in deceiving others.

Lying to someone requires a successful Deception vs Empathy roll.


Coercing someone in a Conflict requires a Deception roll, contested by Integrity or Empathy.
A character can project a false Motive or Personality through Deception. All Empathy rolls to
read their Motives or Personalities must beat a Deception roll in a contest or read the false trait
instead.

Empathy
Empathy represents the ability to read other peoples emotions, intentions and actions.
Someone with high Empathy can figure out things about a person that they themselves might not know.
They also likely have a natural talent for reading people, or have been trained to notice subtle gestures
and facial motions.

Empathy is used to contest Deception rolls.


Whenever someone nearby uses a Personality in a roll, an Empathy roll can reveal what
Personality they used.
Whenever someone in the Scene takes an action to pursue a Motive, an Empathy roll can reveal
what Motive they are acting on.

Fighting
The Fighting Skill is used whenever a character wields a short-ranged weapon. This includes
swords, spears, awes and flails, as well as innate weapons like claws and horns. A character skilled in
Melee is likely a warrior of some kind, perhaps a soldier or a knight.

Fighting is used to make physical attacks in Conflicts.


Showing off your impressive combat skills can be used to seduce or impress someone.
Contests of strength, like arm wrestling, use Fighting as their roll.
Fighting can be used to make social attacks through intimidation.

Grapple
The Grapple Skill represents the ability to grab and hold other characters. It is mainly useful in
combat, but a clever player could always find alternative uses for it. It is comply possessed by wrestlers
and other fighters, but is also possessed by rough lovers.

Grapple can be used to restrain other characters in Conflict.


A a Grapple roll can allow a character to reposition someone else in the middle of sex.

Hypnosis
The Hypnosis Skill is the ability to put others into altered states. It is useful both in and out of
combat situations, but despite this, it is a rarely used Skill. Most societies distrust people who are skilled
at hypnosis, and they often have good reasons to feel this way. Someone with a good Hypnosis rating
may be a performer, or they may just have a knack for worming their way through someone elses mind.

Hypnosis is rolled to hypnotise others, which is covered in its own section.

Integrity
The Integrity Skill is used to resist mental influence and coercion. It represents a characters
ability to retain their mental footing in the face of emotion and seduction. Someone with high Integrity
had likely been around a lot of seduction attempts, whether because of their job or simple natural
beauty.

All forms of social attack can be resisted with a contest of Integrity.


An Integrity roll, contested against a Pleasuring or Arousing action, can allow the character to
ignore the Pleasure or Arousal gain from that action. This is entirely optional.
Knowledge
The Knowledge Skill represents broad learning and knowledge of many different fields.
Someone with the Knowledge Skill is likely an academic or expert in their chosen field. Some sample
fields are as follows.

In a Conflict, you can use your Knowledge to argue for your point of view.
Impressing someone with your vast Knowledge is a good way of seducing them.
Success on a Knowledge roll can produce a fact useful in whatever situation is at hand.

Lick
Lick represents a characters ability to use their mouth to perform sexual actions. This includes
licking, sucking and blowing. This Skill is less commonly possessed than Thrust, and knowing it can
quickly set a character apart from others.

Lick is used to pleasure a partner in sexual encounters.

Perception
The Perception Skill is used to notice things of importance in ones surroundings. While Empathy
is used to read other people, Perception is used to read ones environment. Perception is usually gained
through a childhood noticing things, be they wild beasts in the wilderness or dangers in a citys back
alleys.

Seeing a hidden switch or trapdoor requires a Perception roll with a Difficulty.


Noticing something obviously amiss requires a Perception roll.
Picking up on a Scar can be done with a Perception vs Deception contest.

Persuasion
Persuasion is the ability to get other people to agree with you, do things for you and feel what
you want them to feel. Its useful in a wide array of social situations and endeavours. People with a high
Persuasion Skill may be natural leaders, or have training in the arts of interpersonal interaction.

Persuasion can be used to make social attacks in Conflicts.


Seducing others with word or attractiveness uses Persuasion.
In bed, Persuasion can be used to arouse a partner.

Stability
Stability is a unique Skill. Rather than allowing the character to perform certain actions, it
prevents certain things from happening to them. A character with the Stability Skill is naturally resistant
to Transformation and similar effects. This Skill is likely not going to come up much, but it is included
here should your group be playing in a setting where Transformation is common, but one or more
players dont want their characters to be changed.
Stability makes it less likely that a character will undergo Transformation, and is detailed in its
own section.

Thrust
The Thrust Skill measures a characters skill at making love using their natural hardware. Thrust
is about more than just speed, its about knowing how to respond to ones partner and give them what
they didnt know they wanted. This Skill is perhaps the most common Skill in the world, but still, most
people never move above basic competence in it.

Thrust is used in sex to pleasure a partner.

Touch
The Touch Skill represents skill at using ones hands to pleasure and arouse another. It comes
from a combination of manual dexterity and careful practice, and people with a high Touch Skill are
often renowned for their magic hands. This Skill is common among professional courtesans and less to
among common people.

A character can arouse a sexual partner using Touch.

Bonds
A characters inner personality, convictions and relationships are important in Heart Roll, just as
important if not more so than their Skills. All of these complex feelings and connections are represented
through Bonds. A Bond is any strong relationship that a character has, be it to another individual or to
an ideal or principal. Bonds form a roadmap to the characters heart, giving insight into what drives
them and what they feel is important.

Bonds come in three ranks. Rank-one Bonds represent general friends and acquaintances,
people that the character knows well but who arent particularly close. Rank-two Bonds are close friends
and significant romantic partners. The character would feel lessened if these people werent in their life.
Rank-three Bonds represent the most intimate of mates and lifelong friends. These are people the
character would defend with their life.

At any one time, a character can have three Bonds per Personality they possess, regardless of
the Bonds strength. Starting characters can therefore have up to nine Bonds maximum, although they
begin play with three already in existence.

Building a Bond
Bonds are created through a sequence of steps known as a Stand (think one-night stand). A
stand has three stages: interest, proposition and climax.

The first phase of a Stand is interest. Both parties must be interested in forming a Bond with one
another. Somehow, both parties must convey this interest to each other. This must be done without
expressly stating it. The two can use innuendoes, veiled references or flirtation, but they must not
outright state that they are interested in one another. To do so would ruin the chase, and remove all
challenge from the process of Bond formation.

Next, one party must make a proposition to the other. This proposition can be for any kind of
intimate activity, from a date to a walk in the park to an afternoon at a coffee shop. If both agree to the
proposition, the Stand can more forward to climax. If one party proposes the other, and their supposed
partner is not interested, the proposing partner becomes rejected and cannot form any new Bonds for
the rest of the Scene.

This climax can take many forms. Sleeping with the person works, but might have unpleasant
consequences for the characters other Bonds. A night spent discussing each partys philosophy of life or
playing a game of skill with one another also count. Anything where the people involved interact in a
caring and constructive way can count as a climax. Once the Stand reaches climax, the Bond is formed at
the rank-one level and is recorded on both characters sheets. Successfully completing a Stand restores
three Heart to both characters.

Upgrading Bonds
Bonds can grow stronger through certain circumstances. Normal interaction isnt enough to
make a Bond grow; progressing such an important relationship requires much more than that. In order
to improve a Bond, the people involved must overcome some sort of challenge, known as a Crisis. It is
through surmounting shared obstacles and overcoming difficulties that relationships are tested and
proven.

Crises can take many forms. One of the Bond members may get kidnapped or threatened by an
enemy. They may come down with some rare disease or condition. They may be affected by some foul
magic or transformed into some monstrous being. The key factor of a Crisis is that is must threaten the
individuals relationship. Battling a band of pirates doesnt provide much direct threat to the Bond, while
battling a gang of pirates intent on capturing one of the Bond members does.

A Crisis doesnt always have to come from an external source. Obstacles can be developed
within the relationship as well. These often center around some personal difference between the people
involved, like different world views or core values. One may desire a lifestyle that is completely different
from what the other finds acceptable, or may have made a major decision without taking their partners
views into consideration. These Crises can and often will grow organically from good roleplay, but
should the players be stumped, the GM can be asked to arrange a Crisis for them.

Regardless of where it comes from, the most important part of a Crisis is good roleplay. The
players need to portray how the Crisis affects their characters, and what kind of measures they are
willing to take in order to mend or protect their relationship. They may need to portray the characters
getting into a fight or being taken apart by circumstances, as well as how the problems brought up by
the Crisis are resolved and the characters come back together. Once the people involved have played
out the Crisis to resolution, they can upgrade their shared Bond to the next level.
Degrading Bonds
For the most part, Bonds dont degrade over time. A character with a Bond has a special place in
their heart for its subject, and time or distance cannot change that. Should a player desire to remove a
Bond from their character, they can simply remove it. The character finds that they no longer have
strong feelings for another as they once did, and moves on from there.

Some characters may find that forming Bonds appeals to them more than keeping or reinforcing
them. These characters are likely to form Bonds quickly, and then abandon them just as quickly. This can
lead to a string of one-night stands and short-lived relationships. This is not a bad thing necessarily,
although it can lead to many disappointed or angry ex-lovers.

Effects of a Bond
Forming a Bond has many benefits. First and foremost, it restores Heart. Taking an action that
helps the object of a Bond recovers that Bonds rating in Heart. This action can be virtually anything, but
should take some degree of effort on the part of the character. Giving someone a compliment isnt
enough to gain Heart. Setting up a candlelit dinner is. Going for a walk with someone on their lunch
break isnt enough to gain Heart. Taking time out of a busy day to take someone on a tour of the city
does. These events are referred to as Moments. Getting upset when someone insults your friend isnt
enough to gain Heart. Personally coming to their defence, even if it puts you in an awkward situation,
does. They are events that form memories for all involved, and show how important the Bond is to the
character. A character can benefit from one Moment per Scene.

An additional benefit of Bonds is their ability to aid in teamwork. Whenever two Bonded
characters work together on something, they both gain the Bonds rating as a bonus. In a Conflict, a
character can help another by sacrificing their action for the round. Doing so grants the receiving
character their Bond rating bonus.

Heart
Characters in Heart and Fur care about things. They have relationships, desires and hopes. In
pursuing these, they often draw upon deep, inner reserves of willpower and passion. These stores of
internal power are represented by Heart points. Heart is a resource that characters can spend to gain
bonuses to their actions. By spending a point of Heart, a character can gain a +2 bonus to a single roll.
This can be used at most once per action. This represents the character digging deep into themselves
and putting their all into whatever they are doing.

Alternatively, Heart can be spent to make some narrative change to the Scene in question. Say a
character needs an ally, so they use a point of Heart to make an old acquaintance just happen to drop
by. Or they need to buy something quickly, and they use a point of Heart to find a fantastic deal that
they desperately needed. These changes should be relatively small, but can be of virtually any sort the
player desires.
The maximum number of Heart points a character can possess is based on the number of Bonds
they have. Each rank of Bonds that the character possessed adds one to their maximum Heart pool. So a
character with two rank-one Bonds and one rank-two Bond can have a maximum of four points of Heart
at a time. Characters can gain Heart points by helping the subject of a Bond, as previously explained.

Characters can also transfer Heart points between themselves. To do this, one character must
interact with the other in some intimate manner. A passionate kiss, a word of encouragement at a key
moment or a furtive glance while under duress are all suitable actions. Characters can only transfer one
point of Heart per turn.

Limits
Everyone has a comfort zone, a range of activities that they are accustomed to. While this allows
them to feel at home doing what they usually do, there is a certain benefit to going beyond ones
normal limitations and trying something new. It not only provides an opportunity for the person to learn
something new about themselves, but they might enjoy themselves in the process.

To represent this, characters in Heart and Fur have Limits. Each Limit represents a situation or
action that the character has never tried before, something completely new to them. Some sample
Limits include sleeping with a hermaphrodite, trying a body-altering potion, or having sex for the first
time. Not all Limits must be sexual in nature. Going on a first date, having a first kiss or attending a
college party for the first time all work just as well. The important thing is that the Limit lies outside of
the characters current comfort zone, and is a genuinely new experience for them. Also, Limits should be
general, not specific. Going on a date with a lizard is a suitable limit. Going on a date with the specific
lizard who works in accounting two floors down from the character is not.

Characters can have three Limits at a time. These should be things that the character has never
done, and things that the player would like to roleplay. When a character completes a Limit, they gain
three Experience, and their player can select a new Limit to replace it. In addition, the characters player
has some licence to make changes in the character. Having had a new experience, the characters
horizons are expanded and they have an opportunity to learn new things about themselves. The
characters player can use this as an opportunity to add a Preference to the character, or to swap out
one of their Personalities for another one. This represents the character growing and changing as a
result of their experiences.

Optionally, you can choose to leave some of your Limits undefined at the beginning, and fill
them in later on in play, as your character learns more about themselves. Just make sure that this isnt
used as an excuse to declare every situation a character enters as a Limit.
Making a Character
Now that you know the basic traits possessed by characters, its time to design one of your own.
This will be your avatar in the game world, and its best to create a character that you think will be fun
to play. No one wants to get stuck with a character that they later find boring or uninteresting.

Step One: Determine Setting


The first step in making a character is determining what kind of world they will exist within. Talk
with GM about the setting they will be telling your story in. Making a suave swashbuckler is of little use
in a sci-fi setting where everyone fights with rayguns. Perhaps a suave pilot would be a better fit. This
book contains a few sample settings, but others can easily be substituted for them.

Step Two: Character Concept


Come up with an idea or short phrase that sums up your character. Ideally, this phrase should
give you some indication as to their personality and profession. The previously mentioned suave
swordsman is a good example. In particular, think about how your character responds to Conflict. Are
they going to be a frontline fighter or a social manipulator? Its worth checking in with the rest of your
gaming group at this point to make sure you have some variety in your characters. Having everyone play
a swordsman leaves a lot of bases uncovered. Also, think about what race you would like your character
to be, and how that fits into your concept of them.

Step Three: Select Sexual Traits


Choose both your characters sexual traits and their gender identity. Characters can begin with
any combination of sexual traits they desire. Hermaphrodites and other intersex individuals occur
naturally in the world of Heart and Fur, and dont carry any sort of stigma. Some default packages are
outlined below, but you are free to mix and match as you like.

Penis, Testicles
Vagina, Breasts
Penis, Testicles, Breasts
Vagina
Penis, Testicles, Vagina, Breasts
Record these in the Traits and Regions sections of the character sheet. In addition, select your
characters gender. This is not what Traits their body has, but what they internally identify as. There are
three main options, each with some associated pronouns, but none of them are mandatory. A character
is perfectly free to not identify with a gender, and use whichever pronouns they feel best fit them.

Male (he and his)


Female (her and hers)
Herm (shi and shis)
Step Four: Select Race
You probably already have an idea of the race you would like to play. If not, read through the
Races chapter and pick a race that you like. Select a Race that you think would be fun to roleplay, not
one that has the best Traits, as youll be far happier with a fun race than a mechanically optimized one.
Record your races Traits and Personality on your character sheet and make note of how many bonus
points that race gets.

If you want to, you can select a Personality that is different than your races default Personality.
The default Personalities indicate what a race is typically like, but there will always be people who dont
fit a races standard behaviour. The choice is yours.

Step Five: Select Body Type


Characters in Heart and Fur can have one or more body types, which are descriptions of their
overall physique. This has no mechanical impact, but gives you a chance to make your character more
unique in appearance and concept. You are free to choose more than one body type, or none at all.

Lithe - Your character is thin and spry.


Muscular - Your character is well muscled and large.
Short - Your character is short and small.
Tall Your character is uncommonly tall
Weighty - Your character has a few extra pounds on them.

Step Six: Personalities


Now comes the mechanical side of character creation. First, you need to select your characters
Personalities. Starting characters have three Personalities, one from their race and two you choose, and
more can be gained later through Experience. Select two Personalities from the list earlier in this
chapter, or create your own.

Step Seven: Select Skills


Now comes the point where you get to make your character unique. Selecting Skills sets your
character apart from the others in your group. You get seven points to put into Skills. Raising a Skill from
0 to +1 or +1 to +2 costs one point. Raising a Skill from +2 to +3 costs two points.

You have two options when selecting Skills. Your character can have a high rating in relatively
few Skills, or a moderate rating in a large number. The choice is up to you. If you want a combat
specialist, put a large number of points into Fighting and Athletics. If you want them to be a social
expert, invest in Persuasion, Deception and Integrity. Being a specialist means that you will be very
capable in a narrow range of activities, but generally not useful outside of those tasks. Being a generalist
means that youll normally have a Skill relevant to any situation, but you wont be as good at any one
thing as a specialist will. This is especially useful if there are many Fighting or social specialists in the
group already.
Step Eight: Bonds
The next step of character creation is selecting your characters starting Bonds. Characters begin
with two rank-one Bonds and one rank-two Bond. Some of these can and perhaps should be towards
other player characters. This ensures that youll have an easy way of replenishing Heart during play.
Some Bonds should be towards non-player characters, as they help to flesh out your character and
provide hooks that the GM can use to create stories in the future.

Step Nine: Preferences


Select any number starting Preferences for your character. These are sexual likes and interests
that your character has, and can be rated as either weak or strong (Preferences are explained in greater
detail in the Mechanics chapter). These can be for anything you like, including certain body types, sexual
acts and kinks. Make sure these are for things that you would enjoy roleplaying, as they are likely to
come up through the course of the game.

Step Ten: Bonus Points and Flaws


Based on your choice of Race, youll have a number of bonus points to spend on whatever you
like. Each bonus point can raise two Skills from 0 to +1 or +1 to +2, or raise a single Skill from +2 to +3.
Characters can also spend bonus points on Traits. Each Trait costs one bonus point, regardless of if its
internal of external. Its worth noting that some people in the world of Heart and Fur possess Traits that
dont come from their species. They are rare mutants or have a hint of some other races blood in them.

At this point, you may want more bonus points. These can be obtained by selecting Flaws, which
are traits that in some way harm or inconvenience the character. Each Flaw gives you one bonus point,
and you can never have more than three Flaws in total.

Step Eleven: Finishing Touches


Your character is almost done. The final step is to determine a good motivation for your
character. As gameplay in Heart and Fur is driven by character motives, its important to give your
character a few overall goals that they can pursue. Do they want to become a famous singer or
performer? Help win an ages old feud with another family? Or do they just what to make love to as
many beautiful women as possible? Decide what motivates your character and why they do the things
they do.

Characters also start with some equipment. They begin with one Tool and one Outfit. All
characters also begin with twenty Wealth.

Character Advancement
Characters are not static. Through their life experiences they learn and grow, becoming more
than they were. Characters in Heart and Fur track this growth through Experience. Experience is
measured in points, with characters gaining more points by completing their goals and having new
experiences. Once a character has Experience points, they can spend them to improve their Skills and
gain new Personalities. The costs to do so are outlined below.
Upgrade a Skill from 0 to +1 7

Upgrade a Skill from +1 to +2 7

Upgrade a Skill from +2 to +3 10

Gain a new Personality 15

Gain a Trait 15

When gaining a new Trait, select which Trait you would like, and then turn that over to the GM.
The GM should then provide your character with a way of gaining that new Trait in the next few
sessions, as they have an opportunity. This could come in a wide variety of way. Perhaps the character
finds a mutagenic potion that doesnt wear off, has sex with something magical that transforms them, or
is exposed to a virus or chemical that alters their physiology. If in doubt, brainstorm with the group for
ways of granting the Trait.
Chapter Two: Races
3 The world of Heart and Fur is populated by a wide array of races. From the noble stallion to the
mysterious bat to the honourable wolf, there is a startling variety of people who call the world home.
This chapter outlines the most common races found in the world of Heart and Fur. If a race you want to
play is not on this list, feel free to create them using the Traits found in the Traits chapter, and the rules
presented at the end of this chapter.

Bat
Bats are clever and secretive. They fly in seemingly chaotic patterns, yet get to their destination
all the same. Similarly, their minds work in strange ways, taking unusual ideas or points of view and
following them to seemingly nonsensical extremes, yet they reach valuable conclusions anyway. Bats are
typically aloof and difficult to read, often preferring their own company to that of others. With their
keen sense and insight, bats rarely miss anything in their surroundings or other people. They tend to
keep this information to themselves, however, and are known be storehouses of secrets known to few
others.

Traits: Wings, Acute Hearing, Echolocation, Fur


Personality: Aloof
Bonus Points: 2

Bear
Bears are an often misunderstood race. They are large and strong, and have a reputation for
being easily angered. At their heart though, bears are not a violent people. They are gentle and
thoughtful individuals, possessed of a nurturing spirit that extends to all of their relationships. But when
a bear is angered, nothing can stand between them and the object of their rage. Bears are difficult to
enrage, normally only becoming angered when their friends or family are threatened. However, many
people know to give them a wide berth all the same. This isnt helped by the fact that bears are often
gruff and overly direct. But the truth is, bears would much rather sleep than fight.

Traits: Claws, Fur


Personality: Compassionate
Bonus Points: 4

Bird
Birds are a diverse group of similar races. Songbirds are social and generally likable, forming
large groups and always putting the needs of others above their own. Eagles are regal and powerful,
radiating majesty and authority. Hawks and falcons are quick-witted and predatory, always hunting and
searching for potential prey, even in social situations. Owls are introspective and thoughtful, and are
known for being wise beyond their years. As a whole, birds prize freedom and cant bear to be trapped
in any field of their life. Their ability to fly gives them a unique perspective on the world and the
problems it contains.

Traits: Wings, Acute Sight, Feathers


Personality: Sociable (songbird), Proud (raptor), Aloof (owl)
Bonus Points: 3

Bovine
Bovines are a race divided. Bulls are competitive and aggressive. They are easily angered and
quick to express it. Most people know to keep away from a bull in rage. Cows, on the other hand, are
patient and nurturing. They have strong maternal instincts, which they extend to almost everyone they
know. Few people can match a cow in terms of the comfort and support they can give. This split
between male aggression and female compassion is core to the race, who naturally complement one
another when paired together. A rare bovine has the disposition of the opposite gender, often paired
with an attraction to their own sex.

Traits: Multiple Nipples (if female or herm), Horns (if male or herm), Hooves, Fur
Personality: Compassionate (if female or herm), Reckless (if male)
Bonus Points: 3 (2 if herm)

Dog
Dogs are cousins of wolves, and share many traits in common with them. They are loyal and
confident, but not as aggressive or hierarchical. More than anything, dogs are friendly. The love meeting
new people and forming relationships. Its here that their loyalty often expresses itself. Dogs make
faithful companions and lovers, and never turn their back on someone they care about. Dogs are always
eager to meet new people and try new things. They make new friend easily and love spending time with
them.

Traits: Fangs, Tail, Acute Scent, Fur


Personality: Eager
Bonus Points: 2

Deer
Tall and regal, deer are the lords of the forest, despite being herbivores. They often consider
themselves first among equals among the forest dwelling races, a claim which few others can or will
dispute. Despite this, deer are well known for their gentle nature. They often shy away from violence
and aggression. This is sometimes mistaken for weakness, but to do so is a mistake. When pressed, deer
plunge into difficult situations headlong and with all the force they can muster. Female deer, does, are
gentle and nurturing, yet still majestic and strong. Bucks are lordly and powerful, never backing down
from a challenge to their domain or safety. Regardless of gender, deer are quick witted and nimble,
relying on their speed and wit to escape from harms way.

Traits: Hooves, Horns (if male), Fur


Personality: Serene
Bonus Points: 4 (3 if male)

Fox
Foxes are sly and clever, renowned for both their cunning and their sense of humour. They are
mischievous at the best of times. They are known to find the exceptions and loopholes in any set of
instructions or rules. A fox can find their way into and then out of just about any situation imaginable. A
foxs instincts drive them to be subversive and clever, always looking for indirect solutions to problems
and roundabout, but often strangely effective, ways of getting what they want. No one ever can be
quite sure what a fox is thinking or planning, but one cannot doubt that those plans will work.

Traits: Claws, Tail, Fur


Personality: Sly
Bonus Points: 3

Horse
Horses are sturdy and dependable. Their legs can carry tem swiftly and their back can hold the
weight of the world. Some are noble stallions, proud and strong, with regal motions and honourable
heritage. Some are sturdy workhorses, able to endure harsh loads and come back for more. Some are
carefree ponies, living their lives as one giant run through open fields. Regardless of the specifics, horses
are hardy and dependable. They never give in to hardship or tribulation, and can always be counted on
to come through strong in the end. Horses natural speed and resistance make them excellent
messengers, soldiers and athletes.

Traits: Hooves, Fur


Personality: Determined
Bonus Points: 4

Human
Humans are perhaps the most diverse race, with a wide array of outlooks, personalities and
temperaments. Ambition often defines humans, be it for wealth, prestige or discovery. They are never
satisfied with what they have and always seek out more. Humans are naturally curious and innovative.
Theyre driven to seek the boundaries of the known and push through into the unknown. Lacking in
natural weapons or powerful instincts, humans make complex societies around themselves, building
through social structures what other races have naturally through instinct. Humans make excellent
explorers, but also experimental craftsmen and ambitious leaders.

Traits: Skin
Personality: Curious
Bonus Points: 5

Lion
Lions are powerful and courageous. A lion never backs down from a fight, confrontation or
disagreement. They move and act with the self-assurance that comes with being a top predator. In all
things they do, they bring absolute confidence and an awareness of their own innate power. Lions are
driven to always be in control. They need to be in charge of any situation that they encounter. This can
often lead to disagreements in relationships between lions (especially if the lions are of the same
gender), but also makes lions exceptional leaders, as managing the actions of others comes naturally to
them.

Traits: Claws, Tail, Fur


Personality: Proud
Bonus Points: 3

Lizard
Lizards are a diverse group of similar races with several traits in common. They have a
reputation for being emotionless. The truth is, they simply dont express their emotions through facial
expression like other races do. They also seem quite eccentric to most other races. There are countless
species of lizard, each with their own peculiarities. Chameleons hide their motives and ideas like they do
their bodies. Salamanders are fiery and easily angered, despite their impassive voices and faces. Iguanas
are slow and careful, but meticulous.

Traits: Claws, Tail, Scales


Personality: Devious
Bonus Points: 3

Mouse
Small and shy, the mouse is easily overlooked. They are quiet and unassuming, never drawing
unneeded attention to themselves. Most people dont notice them, and they prefer it this way. At the
same time, its a mistake to completely discount the humble mouse. Mice are supremely clever and
resourceful, making up for their lack of physical prowess with quick wit. They can make use of the most
limited resources and find solutions to the most daunting of problems. Some are drawn to use their
skills in a life of crime, but others find legal uses for their cleverness. Mice work best in the background,
there they can go about their business unseen and undetected.
Traits: Tail, Large Ears, Fur
Personality: Shy
Bonus Points: 3

Otter
Otters are a complex race, although they dont seem so at first glance. On the surface, otters are
a carefree and easygoing people. They have a laid-back attitude toward life, letting things happen as
they may and accepting life as it comes. But much like the ocean, otters have an unseen depth. Beneath
their lighthearted exterior, they are carnivores, and possess a warriors heart. Otters possess a shocking
amount of courage and resolve for such an easygoing race. They dont let others harm them or their
friends, least of all because they refused to act. Most people never see this side of the race, and otters
for their part are content to keep things that way.

Traits: Fur
Personality: Playful
Bonus Points: 5

Rabbit
Rabbits are often shy and quiet, preferring to remain on the fringes of a group rather than be at
its center. But underneath this timid exterior is a brave and honest heart. A rabbit rarely fights or
challenges others, but if it comes down to it, there are few things that they would not do for those they
care for. Rabbits may be slow to make friend due to their quiet, soft-spoken nature, but once they do,
they keep them for life. Rabbits are known for being exceptionally fecund. Not only are their
pregnancies short, but their instincts constantly drive them to mate and reproduce.

Traits: Large Ears, Fur


Personality: Shy
Bonus Points: 4

Squirrel
The squirrel is small and full of energy. They dart constantly from one task to the next, and from
one relationship to the next, never looking back save to remember where they kept their favourite
memories. They often seem flighty and uncommitted to others, but its simply their natural enthusiasm
for everything expressing itself. But when a squirrel devotes themselves fully to something, they are a
force to be reckoned with. Squirrels have strong instincts to avoid danger and confrontation, and will
often skirt around an issue rather than plunge headlong into it. This does not mean they are cowardly,
however. When a squirrel must stand up and fight, there is very little that can stop them.

Traits: Large Ears, Tail, Climbing Pads, Fur


Personality: Curious
Bonus Points: 2

Shark
Sharks are an uncommon race, rarely seen above their ocean home. In their natural habitat,
they are apex predators with few equals. On land though, they must contend with other predatory races
for top placement. This only adds to the sharks natural aggression. Sharks pursue what they want with
unstoppable ambition, be it a job or a lover. They never back down from a fight, and are often the
instigators of them. This aggression often extends into territorial protection, with a shark doing
everything in their power to protect and keep whats theirs. It is a rare person who sees a sharks inner
self, as their aggression keeps most people at a distance. Those who do, however, find that the shark is
not unwilling to love, they just might not know how.

Traits: Gills, Fangs, Skin


Personality: Aggressive
Bonus Points: 3

Tiger
Tigers are power personified, and their every action flows with both gracefulness and strength.
They are strong and persistent, and bring their trademark strength into everything they do. They are less
arrogant than lions, but no less liable to exert their authority over others. Tigers are also fiercely
independent, driven by deep instincts to be self-reliant and self-sufficient. They are solitary creatures by
nature, and seek out pursuits where they can excel on their own. Tigers can seem standoffish to people
they dont know well and rarely express their true feelings, but their authority over their domain cannot
be questioned.

Traits: Claws, Tail, Fur


Personality: Independent
Bonus Points: 3

Wolf
Wolves are physically powerful and full of self-confidence. They thrive on social structure and
often need to be part of a group in order to feel at home. This instinctual need for knowing ones place
sometimes translates in to a love of dominance or submissive play, but its just as likely to be expresses
through natural leadership or group loyalty. If theres one thing a wolf is, it is loyal, often to a fault.
Wolves can also be highly territorial, working hard to protect and keep whatever they claim as theirs, be
it a piece of land or a sexual conquest. Wolves have many sub variates, including the common grey wolf,
the white arctic wolf, and the ruddy red wolf. Other possible colourations include black and tan.

Traits: Claws, Tail, Acute Scent, Fur


Personality: Loyal
Bonus Points: 2

Hybrids
In the world of Heart and Fur, interracial mating is quite common. People fall in love, or just
have sex for fun, across the lines of race and species. Some societies frown on these mixed relationships,
but most are open enough that they get only the occasional glance or whispered comment. Form these
relationships are born hybrid offspring, individuals born with the traits of both parents. These hybrids
are usually sterile, their mixed heritage preventing them from having children of their own, but some
are not and can pass on their unique heritage to their children.

Mechanically, playing a hybrid allows you pick Traits from both parent races. You can choose
any Traits that one parent possesses, but can never have more than five Traits total. Covering Traits,
including fur, feathers and scales, do not count toward this maximum. To calculate your hybrid races
bonus points, subtract the number of Traits they possess from five. Again, do not include Covering
Traits. All hybrids gain one Personality, chosen from one of their parents.

A hybrid usually looks like a cross between their two parent species, with fur or other covering
that is a mixed shade or pattern between their two parents. Someone with lion heritage likely has a
mane and tail, while someone decedent from a bird would have wings and possibly a beak. Crosses
between mammals and reptiles often look particularly unique, with patches of fur scattered around
areas of scales or skin.
Chapter Three: Mechanics
A roleplaying game is essentially a collaborative story. There are many different voices and ideas
all trying to have a say in the overall outcome of the narrative: each player wants their character to
succeed, while the GM wants to tell a cohesive story. In order to mediate between all of these different
goals, role-playing games make use of rules and dice rolls.

Dice rolls and rules are necessary to provide some form of structure to a game. They provide a
means of arbitrating results and resolving conflicts that come up during the course of play. They also
make the game more exciting, providing an element of risk and uncertainty.

The Core Mechanic


Every time a character goes to take an action, and there is a reasonable chance of their failure,
the characters player makes a dice roll. This uses a single twelve sided dice, a d12, and adds to it the
rating of their most relevant Skill. If they possess no Skill relevant to the situation, they add nothing, but
still make the roll.

There are two kinds of rolls in Heart and Fur: compared rolls and contests. In a compared roll,
the result is compared to a difficulty set by the GM. Compared rolls are good whenever a character is
attempting to overcome some part of the environment around them, such as busting open a locked
door or disarming a trap. The following difficulties are general guidelines to use then setting a difficulty
for a player. If no difficulty is given in an actions description, assume the difficulty is 6. As always, select
a difficulty that best suits the story being told.

Easy 6

Moderate 8

Challenging 10

Difficult 12

Very Difficult 14

Sometimes, two characters actions are directly opposed to one another. In these cases, both
characters make a roll and the one with the higher result succeeds. This is most commonly used in
Conflict and other direct conflicts. Contests function almost identically to simple rolls, in that players roll
a d12 and add Skill, with relevant bonuses and penalties applied to the roll. But rather than roll against a
set difficulty, both characters get to make a roll, with the highest result winning the contest. If one
character gets a result five or more higher than their opponent, their roll is an epic success.
Bonuses
Sometimes, circumstances conspire to help a character. In these cases, the dice roll gains a
bonus, often a +1, which adds to the final roll result. This is often due to a characters equipment. More
beneficial circumstances can grant larger +2 or even +3 bonuses. These stack with bonuses from Traits
and Personalities.

Penalties
Other times, circumstances make an action harder. Trying to climb a mountain in the rain, aim a
bow in heavy fog or reason with a drunken man all make the characters action harder. In these cases,
the characters roll takes on a penalty. Subtract the penalty from the characters final roll result. The
most common penalty is -1, but -2 and -3 penalties can be inflicted for particularly difficult situations.

Effects of a Roll
Depending on how well a character rolls, their action can have one of many levels of success or
failure.

Failure
When a characters roll result is lower than the target difficulty, the character fails in their
action. They do not get the result they wanted, but arent significantly harmed in the process. If
appropriate, this failure should be humorous. The character goofs up in some interesting or memorable
way, as dictated by the GM.

Success
If the characters final roll result meets or exceeds the target difficulty, their action succeeds.
The GM narrates how they obtain their desired result or how circumstances work out to favour them.

Epic Success
When a character gets a result five or more above the target number, they get an epic success.
When this happens, the character gains some extra bonus on top of their action succeeding. If they are
attacking, they deal an additional Wound. If they are trying to recall information, they gain additional
clues they werent even looking for. In these circumstances, it is a good idea to let the characters player
narrate how their action goes, allowing them control over their characters climactic victory.

Personalities and Rolls


With Skills, the highest bonus a roll can gain is +3. If this seems small, thats because its
supposed to. In Heart Roll, Skills arent the main determinant of whether an action succeeds or fails.
Personalities are.

Whenever a character takes an action that is alignment with one of their Personalities, they gain
a +2 on the roll. If they act in alignment with two, they gain a +4 bonus, and so on. This is the core
challenge of Heart Roll, to portray characters well enough to get bonuses from their Personalities.
Note that the same action can be used for multiple different Personalities, depending on how
the player describes their character acting. If the character is asking a question, they could ask is quietly
and meekly, for the Shy Personality, or they could demand to be told immediately, for the Aggressive
Personality.

If theres any doubt over whether a character is expressing a Personality, the play group can
vote on it. If the majority thinks the Personality is evident in the characters actions, then they gain the
bonus for it. If the majority thinks it is not, then they do not. In general, the group should accept any
genuine effort to portray a Personality, only voting when the matter is truly not clear.

Scenes
Gameplay in Heart and Fur is divided into segments called Scenes. Each Scene is a set of events
that take place in one place and at one time. Think of it like a scene in a movie. Each scene has a place
where it is set, a time when it happens, and involves a relatively stable group of characters. When the
main characters move to another location, or when enough time passes, a new scene starts and the old
one ends. This is exactly how Scenes work in Heart and Fur.

Play Styles
Heart and Fur is designed to support a variety of play styles. The default mode of play matches
that commonly found in RPGs, namely that the GM leads the plot and the player characters participate,
but that isnt the only way to play the game. Heart and Fur is designed to allow for a second style of
play, where the characters motives and personal lives come to the forefront of the game. Both of these
play styles are outlined below.

Classic Play
In classic play, the GM is responsible for providing the game group with problems to solve.
Normally, this takes the form of a long plot line with many smaller goals and conflicts contained within
it. This style of play can be thought of as a long series of problems that the main characters need to
solve, or as one overarching problem that they must tackle in smaller pieces.

In this style of play, Experience is rewarded for two things: completing goals and showing up.
Each time the characters compete an objective related to the overarching plot, they all gain one to four
Experience, depending on how important the objective was. In addition, each character gains one
Experience at the end of each session, simply for showing up.

Character Play
In character play, the characters and their goals take centre stage. Rather than follow a narrative
built by the GM, the characters define their own goals, and lead the story where they want it to go.
Experience is rewarded based on how well the characters fulfill their own desires and drives, not on how
well they complete objectives set by an outside source.
This kind of play isnt for everyone, but that isnt to say you shouldnt try it at least once. Its
designed to emulate the kind of freeform character-driven roleplay found on internet forums and chat
rooms, where characters dont have major problems to solve, and instead focus on having fun
interacting with one another and the game world.

Of course, these two styles of play can be combined. Your group could spend a session or two
dealing with an overarching plot or conflict, and then spend a session playing out the characters
personal lives and the hijinks they get up to in them. The choice is yours.

Character play involves a few concepts that arent found in standard play, including Motives,
Complications and reward Scenes. These are given their own descriptions below.

Motives
In character play, when a player character enters into a Scene, their player declares a Motive.
This is a goal that the character will attempt to pursue during the Scene. This can be anything that could
reasonably accomplished within the time and location that the Scene it set in. For example, a Scene set
at a party could lead to Motives such as meet a nice girl or get to know the host. Most characters
involved in a Scene possess a Motive. Minor characters who are in the background of a Scene dont
need one, but all major players do. This is the reason they are in the Scene to begin with.

Whenever a character completes a Motive, they gain one Experience, to be cashed in later for
character advancement. A character cannot abandon a Motive mid-scene. Once set, their Motive
remains until the Scene ends. If a Scene ends and a character still hasnt completed their Motive, they
can then elect to change or keep it. If they choose to keep it, it cannot be changed again until the next
Scene ends.

Wingmen
At the beginning of a Scene, when each character declares their Motive, a character can decide
that their Motive is to help another character achieve their own Motive. They are then referred to as a
wingman. If the primary character achieves their Motive, then they and all wingmen they had gain one
Experience. There is a penalty for having a wingman, however, which is covered in the next section.

Complications
If playing Heart Roll was as easy as entering a Scene, picking a Motive, achieving it and gaining
Experience, the game would be so easy it would get boring fast. But luckily, its not that easy. Its the job
of the GM to provide challenges and obstacles that the player characters must overcome in order to
complete their Motives. These problems are referred to as Complications, and can take many different
forms.

As a rule, completing a Motive requires overcoming one Complication. If there are more than
one character with the same Motive, or one character has wingmen, then accomplishing that Motive
requires overcoming one Complication per character. So a character with two wingmen must overcome
three Complications to reach their goal. This is a general rule, however. If all the players of a five player
group want the same thing, it isnt necessary to present five Complications. Three or four would suffice.
So long as the characters have to work for what they want, the specifics are irrelevant.

Should the GM be stumped on what Complications to present the players, they can ask the
players for help in creating them. Alternatively, in the shared GM style outlined in the introduction,
everyone at the table is responsible for creating Complications, even for their own character. A few
sample types of Complications are presented here, while more can easily be created by the GM during
play.

Competition
Someone else wants the same things that a player character wants. If theyre going after a girl,
someone else if already flirting with them. If theyre trying to win an award, someone equally qualified is
trying for it as well. If theyre stealing something, theres another thief out that night trying to steal the
same thing. They must find some way to overcome or outsmart their opponent to achieve their Motive.

Social
Social Complications are the most varied and diverse. In them, the character must convince
someone to do something or agree with their point of view. They need to convince someone to go out
with them, give them an important piece of information, or help them achieve some other goal. Virtually
any Skill can be used in these Complications, but for the most part, the Complication can be resolved
entirely through roleplay between the various characters involved.

Puzzle
A Puzzle Complication challenges the players creativity and ingenuity. Rather than presenting
them with another person as an obstacle, it presents them with a task or riddle. The characters need to
find the combination to a locked door, locate an individual in a crowded room or find a piece of
information amid a library. Puzzles can also have to do with other people in the Scene. Someone may
not want to cooperate with the players until they figure out something about them, like their favourite
food or what they want form the players.

Task
A Task Complication gives the players a smaller goal that must be accomplished before their
main Motive can be achieved. This can result in a small story all its own, or simply require a bit of extra
legwork on the characters part. For example, if a character is trying to convince someone to help them,
that person may require that the character solve one of their own problems. They may want some
errand run, or personal conflict settled or. In helping someone out in this way, the character earns their
future support, and possibly achieves a Motive.

Sample
Lets illustrate all this with an example. Three men, all player characters, walk into a bar. Each of
these characters has a reason for being there. Len, the wolf, knows that his former girlfriend, Laura is in
the bar, and wants to convince her to take him back. Ryan, the tiger, cant decide on a Motive of his own
and elects to become Lens wingman, helping him to win back his ex-lover. Tyler, the lion, has simpler
things in mind. He just wants to hook up with someone and get laid.

But things arent going to be easy for them. Len manages to find his girlfriend, only to see her
chatting with another wolf, this one large and muscular. He knows that Laura has a thing for muscle, and
he needs to get the wolf away from her if hes going to have any luck that night. This is a competition
Complication. He has several options for doing so. He could attempt to enter a Conflict with the wolf,
trying to convince him to leave. Alternatively, he could be sneaky. He orders a drink for the wolf and
pays the bartender extra to say its from a table of women sitting in the corner of the room. Interested
by the prospects of getting with a group of women, the wolf leaves to try his luck elsewhere, giving Len
a chance to move in.

As there are two characters who want Len to get back with his ex-girlfriend, he must overcome
two Complications in order to do so. Once the wolf is gone, Len and Ryan still have to convince her to
actually take him back. This is a Social Complication. She is reluctant at first, mentioning how lousy of a
boyfriend Len has been. At this, Ryan chimes in and mentions how much Len has changed in the last few
months. He also casually says that Len has started going to the gym, which he knows Laura will find
attractive. This is a lie, and requires a Deception roll, which succeeds. After a few more rounds of
dialogue, Laura agrees to take Len back, fulfilling both of their Motives.

Meanwhile, Tyler finds a girl he thinks is attractive and attempts to woo her. The girl, however,
has decided to play hard to get. She challenges Tyler that, if he can guess her name, shell sleep with
him. This is a Puzzle Complication. Tyler could simply attempt to guess her name, but instead opts to ask
the doorman. After some convincing, the doorman says that her name is Jessica. Tyler returns
triumphant and Jessica agrees to a night of fun with him.

This Scene lasts for as long as the main characters remain in the bar, provided there isnt a large
time jump of some sort. Should they leave the bar before they resolve their Motives, each player could
either keep their Motive intact or elect to change it to something suiting their new location.

Scenes without Motives


There are some kinds of Scenes where is isnt necessary, or productive, for the characters
involved to set a Motive. The three most common types of these Scenes are outlines below.

Setup
In a Setup Scene, the GM establishes the premise or setting of the story. These Scenes exist to
show the players where and when the story is going to be taking place, or to give them a starting point
to determine where the story goes from there.

For example, if the gaming session has just begun, the GM could say Its a Friday night. You all
have had a long week at work, and youre looking for a good time. Youve met up downtown and night is
beginning to fall. What do you want to do?
Reward
A Reward Scene happens after the main characters have accomplished a major Motive or other
objective. Rather than presenting them with new challenges, the GM narrates how they attain what
they want and the effects that it has. Its often a good idea to give the players some degree of control
over Reward Scenes, as they represent their personal victories and accomplishments.

For example, carrying forward from the example above, after Tyler figures our Jessicas name,
she invites him back to her place for the night. Everything that happens at her place is a Reward Scene,
as it centers on Tyler getting what he wants. The player can then play out their night with Jessica, likely
including sex, in as much or as little detail as they like.

Consequence
Consequence Scenes are the opposite of Reward Scenes. They take place after the main
characters have lost a Conflict. When this happens, the GM narrates to them how they go along with the
wishes of the winners. The GM can simply describe this, or the players can act it out, but either way, the
main characters dont get want they want from the Scene. Once a Consequence Scene is over, the
characters can go back to setting Motives as usual.

For example, after losing to a group of bandits, the main characters are convinced to give them
all their money. The players can either act this out or let the GM describe their characters actions, but
they cant fight back against the people theyve already lost to once. Once the bandits leave, a new
Scene starts, and the characters can set new Motives.

Problems
Should the players not have an idea of what they want to do next, or if they have satisfied all
their Motives and need something to do next, the GM can step in and provide them with a Problem. This
is a task or situation that requires the players take some action to solve it. Unlike a Motive, a Problem
often has multiple components that must be completed in order to resolve it. Characters can then set
each step along the way as a Motive, and have their goals set out for them for the next several Scenes.
Each step or task required for a Problem typically comes with its own Complications, making each one a
small story in itself. Its a good idea for the GM to come to each night of play ready with a Problem, in
case there is a lapse in the main characters Motives.

Alternatively, if your group desires more structured play, the GM can provide a string of
Problems woven together into a single cohesive plot. Each Problem begins shortly after the previous one
ends, possibly with a Scene or two of unstructured downtime between them. This gives the players less
control over the course of the game, as it isnt their characters Motives that drive the plot forward, but
does make a more structured and unified story.

For example, lets take our trio from the bar earlier. Its the next day, and they have recovered
from their night of drinking and fun. The players arent sure what to do next, so they ask the GM for a
Problem. At this, Tyler gets a call from a mutual friend of theirs, Tim. Tim is putting together a birthday
party for his new girlfriend, Vanessa. The party is supposed to be a surprise, so he cant do any of the
prep himself. He needs the trio of main characters to do a few things for him. First, he needs them to
figure out her favourite colour so he can pick out decorations. Next, they need to order and pick up a
cake from her favourite bakery. Finally, they need to create a distraction to get her out of the house for
an afternoon while Tim sets things up.

The trio agrees to help Tyler. First, they set off to find out Vanessas favourite colour. As all three
of them make this their Motive, the GM will need to place around three Complications in front of them
before they can succeed. Sample Complications include finding Vanessa, getting her to talk to them and
finding a way to bring up her favourite colour.

Large Motives
Some Motives are more ambitious than others. While setting Motives, a player can choose to
set a Motive that is larger than a normal Motive. These are more ambitious goals, which likely cant be
accomplished in one Scene alone, and will drive the story for a longer time. For example, another
character could join Len, Ryan and Tyler to the bar, but rather than try to win a girl or have a good time,
they want attend an open mic night in the hopes of being picked up by a record label. Or, rather than
help Tim throw a party, they aim to throw their own party and make it better than his. These Motives
take longer to complete, but are worth more when they are finished.

Completing a large Motive rewards each player involved with two to five Experience, depending
on how large and ambitious the Motive is. The player and GM should work together to set the
Experience reward for a Motive when it is made. There is, however, a drawback to having a Large
Motive. For each additional Experience the Motive is worth, the GM provides one additional
Complication to the characters pursing it. This number of Complications is multiplied by the number of
people pursuing the Motive, as normal for Motives. So three people pursuing a Motive worth two
Experience would face around six Complications in order to get what they want. It should be noted that
Experience is only gained upon completing a large Motive in its entirety. Completing half or two thirds of
the required steps has no reward on its own.

Passions
During the course of play, characters can attempt to induce emotions in other characters, and
therefore influence their behaviour. These emotions are called Passions. In order to inflict a Passion on
someone, a character must succeed in a Persuasion vs Integrity contest. This represents the character
using their persuasiveness and personality to sway how someone else feels about them or the situation
at hand. If the roll is successful, the targeted character is subject to a Passion.

Later on in the same Scene, the character who caused the Passion can cash it in. Doing so allows
them to dictate one action that the character with the Passion will take. This must be an action that is in
line with the characters Personalities and the specific Passion created. Passions cannot be used to
directly accomplish a Motive, but they can be used to remove or resolve Complications. A character can
only be subject to a Passion once per Scene.

For example, Ben, a fox, is trying to learn the phone number of a woman at a bar, part of a
Motive to form a Bond with someone. He knows that coming out and asking for it would be too direct,
so he strikes up a casual conversation with her. During the conversation, he uses Persuasion to instill a
Passion of curiosity in the woman. He succeeds on the roll, and after a few more minutes of dialogue, he
cashes it in. Ben makes the woman ask him for his phone number, which provides an opportunity to ask
her for hers.

Passions function differently in Conflict. Rather than allowing a player to narrate another
characters actions, they allow them to gain a bonus on a single attack. The player must declare that
they are using the Passion when they describe their attack, and must target the attack against the
bearer of the Passion. Doing so removes the Passion from play, and grants the attack a +2 bonus.

Conflict
Conflict is a staple of any story. Presented here are rules for running Conflicts between
characters. These mechanics are intentionally left open to interpretation. A Conflict could represent an
all-out battle against two opposing forces, but it just as likely represents a heated argument or a
seduction attempt.

Conflicts most commonly happen when two characters or groups of characters have opposing
Motives. These are not just different Motives, but ones that are actively detrimental to one another. As
neither side is willing to sacrifice their goals, they come into Conflict. Note that this can even happen
within the group of main characters, as some want to take one course of action and the others want to
take the opposite. There is nothing wrong with having a Conflict between main characters, so long as
the players dont take it too personally and are alright with it happening.

Conflicts can also happen as a result of Complications. If the GM puts a group of characters
between a player character and their Motive, its only logical that Conflict will result. For the most part,
however, Conflict shouldnt be the first response to a problem. The characters should try to talk out
their differences first and see if they cant reach some sort of compromise. Only if both sides are
unwilling or unable to reach an agreement should Conflict result.

Conflict is divided into turns, each one lasting anywhere from a few seconds to a few minutes.
Each character involved in the Conflict has one turn, which they take in order. To decide who acts first,
each character involved in the conflict rolls a d12. Rank the results from highest to lowest, with ties
rolling again as a tie breaker. This is the order that characters will act in. Once each character takes their
turn, the round of Conflict ends and the characters begin acting again from the top of the list, and
continues on until one side of the Conflict wins.

When in a Conflict, characters can still use their Personalities as normal. If the player describes
their character acting or attacking in a manner consistent with a Personality, they gain a bonus from it.
However, there is another way to use Personalities in Conflict. If the characters Personality got them
into the Conflict in the first place, such as by starting a fight or refusing to back down from an opponent,
then all rolls they make during that Conflict gain the benefit of that Personality. Only one of a
characters Personalities can be used this way per Conflict.

Attacking
Each turn, a character may make an attack against another character. This attack may be
physical or social, and uses one of the characters Skills. In order to make an attack, the characters
player must narrate what their character is doing. If they are swinging a sword, describe the sword
swing. If they are arguing, state the arguments that they make. If they are trying to seduce someone,
describe how they swing their hips and speak in soft tones. Better descriptions make for a more
enjoyable experience for everyone.

Similarly, the defender should narrate what they do in response to an attack. Do they attempt to
block a punch, or duck out of the way? Do they argue back, or try to withstand the onslaught of words?
Do they seduce in turn, or try to ignore how attractive their opponent is? Each type of attack lists the
Skills that are usually used to oppose it. A character if perfectly free to use a different Skill, provided
they give a description of how they use it in response to the attack there are receiving.

Fight
The character makes a physical attack against another character, using fists, claws or a weapon.

Roll: Fighting

Opposed By: Fighting or Athletics

Intimidate
The character uses their strength and battle prowess to strike fear into their opponents.

Roll: Fighting

Opposed By: Integrity

Seduce
The character attempts to instill lust in their opponent.

Roll: Persuasion

Opposed By: Integrity

Persuade
The character attempts to convince their opponent through appeals to emotion and sentiment.

Roll: Persuasion
Opposed By: Persuasion or Integrity

Deceive
The character lies to their opponent in order to gain the upper hand.

Roll: Deception

Opposed By: Empathy or Integrity

Argue
The character uses facts and knowledge to win over their opponent.

Roll: Knowledge

Opposed By: Knowledge or Persuasion

Wounds and Surrender


Each time a character fails an attack contest, they must either make a Concession or take on a
Wound. A Concession is a compromise of some sort. The character doesnt want to fight any longer and
so gives in to whatever demands or desires their opponent has. This doesnt mean that they give in
totally to their opponents demands. Rather, they try to reach a compromise of some sort. If someone is
attempting to seduce the character, they agree to sleep with them, but at a time and place of the
characters choosing. If bandits are trying to rob the main characters, they offer to give up some of their
valuables but keep the things they truly value.

If the opponent agrees to the Concession, then the Conflict between them and the character
making the Concession is over. The other members of the Conflict can continue fighting, but the
character who made the Concession has no more reason to.

A characters other option is to take on a Wound. This Wound can be physical or emotional, as is
most appropriate to the Conflict in question. Either way, the result is the same. The character has been
hurt in some way, and loses some of their will to fight. The more Wounds a character has, the harder it
is for them to keep fighting. Each time a character takes on a Wound, if they have three or more
Wounds already, they must roll a single d12 without any Skills. If they fail the roll, they Surrender.

When a character Surrenders, they give in completely to their opponents demands. If someone
is seducing the character, they agree to go out with them whenever and wherever their opponent
wants. If the main characters are being attacked by bandits, they give up all their possessions and
valuables. The action they take cannot last longer than the end of the next Scene, but can have
consequences that last longer than that (such as losing all your possessions). A Scene in which the
characters follow the demands of their opponents is called a Consequence Scene. Characters do not get
to set Motives for a Consequence Scene, as their actions during that Scene arent fully their own.

Wounds Roll Difficulty


1 Wound 0

2 Wounds 0

3 Wounds 0

4 Wounds 6

5 Wounds 8

6 Wounds 10

7 Wounds Automatic Surrender, Scar

Scars
Most characters Surrender or make a Concession long before they reach their last Wound. If,
however, a character manages to keep fighting long enough to receive seven Wounds, they take on
Scar. This Scar is a special wound that does not heal with time, and inflicts lasting penalties on the
character. Scars can be physical, a bad leg or wrist, but are more commonly emotional. Having failed
spectacularly, the character loses faith in themselves, or starts to harbour doubt about their worthiness
and abilities.

Other characters can exploit a characters Scars to gain advantage over them in Conflict. Making
an attack that targets another persons Scar grants the attack a +4 bonus. Any type of attack can target
any type of Scar, be they physical or emotional. When targeting a Scar, the attacking character must
describe how they do so. If theyre attacking a physical Scar, they may aim their weapon at the weak
part of their opponents body, or verbally call out the weakness and use it in their attack. Targeting an
emotional Scar is as simple as mentioning it in the attack description.

For example, when attacking a character who has a Scar about failing to protect their friends,
the attacker could say Youve already failed once before. Dont make it a second time. Then they can
proceed to make their social attack, and gain a +4 bonus on the roll. A Scar can only be appealed to once
per Conflict, after which the character bearing it becomes inured to the negative emotions or physical
difficulties it causes them. A character can identify another characters Scar with a simple Empathy roll
while in the characters presence.

To remove a Scar, the characters player must first roleplay how their character tries to
overcome it. If they feel like they failed their friend after a complete loss, they could mention to their
friend group how they feel and receive support and encouragement from them. If they feel like theyre
not good enough, they could form a new relationship with someone who encourages them to feel
better about themselves and see their own worth in a new way. If the Scar is physical, they could go see
a doctor or healer and have it treated. Once the roleplaying requirement is out of the way, the character
recovers from the Scar at the end of the next session.
Support
In Conflict, a character can also take on the role of aiding one of their friends. To do this, the
character uses their action for the round to encourage, aid or work with another character. They may
shout encouragement to their ally, or set them up for a decisive attack. To do this, the supporting
character loses their action, and they select one action that their ally can take, such as attacking with
Fighting or Persuasion, defending with Athletics or Integrity, or making a grapple attempt. The next time
their ally takes that action, they roll twice and take the higher result. A character can only benefit from
the effects of one support action at a time, and should another character try to support them before
they have used their current support effect, they must choose which of the two support actions they will
keep and which one they will lose.

Conflict and Bonds


Conflict can happen between characters who have Bonds just as readily as it happens between
them and others. This kind of Conflict carries a special risk, however. If one character takes on a Scar as
a result of the Conflict, both sides of the Conflict lose one Bond rating from their relationship. Someone
has gone too far and genuinely hurt their opponent, and their connection suffers as a result. This Bond
must be upgraded as normal to restore it to its previous intensity.

Other Conflict Rules

Conflict Restrictions
In order to add more challenge to a Conflict, the GM can declare a Restriction. This is some type
of action that the characters cannot take during that Conflict, usually a type of attack that they cannot
make. The most common Restriction is against the Fighting Skill. If they characters are trying to seduce
someone or bargain with a wealthy noble, pulling out a sword and attacking isnt an appropriate course
of action. Other Restrictions include not using intimidation, not trying to use certain emotions or not
using Deception.

Guard
A character can forego their attack for their turn and spend it actively defending themselves.
They do not get to make an attack, but until their next turn they can roll all defensive rolls twice and
take the better result. This applies to both physical and social defences.

Grappling
While in combat, a character can attempt to grab hold of another character. This is referred to
as grappling. In order to grapple another character, the character must be in close-combat range of the
character they wish to grapple. The attacking character rolls Grapple against the defending characters
Athletics. If the attacker wins the contest, they successfully grab and hold onto their target.

While grappled, a character cannot take any physical actions. The can still speak and perform
mental and social tasks. The grappling character can move both of them at five yards a turn, but cannot
attack or take similar actions (unless they possess Traits like Extra Arms or Tentacles). Both the grappled
and grappling characters lose their ability to defend against physical attacks (any attack against them
automatically succeeds), but can still defend against social attacks as normal.

On the grappling characters turn, they can attempt to strip or disarm the grapples target. This
requires a simple Grapple roll. If a character is stripped, they lost the benefits of their Outfit until they
spend a turn putting it back on. If they are disarmed, they lose the benefits of their Tool until they spend
a turn picking it back up.

Each time it is their turn, the grappled character can attempt to break free from the grapple.
They roll Athletics against their grapplers Grapple. Should they win, they break free from the grapple
and can act normally on their next turn.

Secrets
As a reward for completing an important Motive, befriending the right character or asking the
right questions, the GM can reward a player character with a secret. This is some piece of information
that the other non-player characters dont know. During Conflict, the character with the Secret can
spend their action for the turn dramatically revealing the Secret to all involved. Doing so allows them to
automatically win one attack contest, as their opponent is shocked and overwhelmed by the new
information. The Secret must have some relevance to the Conflict at hand in order to be used during it.
Some sample Secrets are outlined below.

A characters mother wasnt their birth mother.

A character is hiding the fact that they are a hybrid.

A character is actually a famous criminal living under a false name.

Losing a Conflict
Should every member of one side of a Conflict Surrender, that side of the Conflict loses. Losing a
Conflict is not the end of anything, nor is it something that cannot be recovered from. No one dies when
a Conflict is lost, they just give into someone elses point of view and demands. After the Consequence
Scene plays out, the characters can go back to pursing their Motives as normal, perhaps a little worse for
ware, but not unable to recover.

Sex
Heart and Fur is fundamentally about people and relationships. It aims to present character ties,
motivations and personality in an interesting and enjoyable way. And in relationships, especially
intimate ones, sex is unavoidable. Rather than skirt around the topic, or mention it in passing but never
elaborate on it, Heart and Fur aims to do things differently. Presented in this next section are complete
rules for sex, covering all manner of sexual situations and preferences. These rules are designed to be
simple, flexible and, above all, fun to play with.
Theres no reason, however, why these rules have to be used. If your gaming group would
prefer to adlib sex and just make things up as they see fit, they are more than welcome to. These
mechanics are presented to give sexual situations some more structure and, potentially, make them
more rewarding to play as a result.

Motives in Sex
Sex can be used in your game in a variety of ways. It could be used in reward scenes as the goal
that the characters work towards. It could be used to portray the characters relationships and intimacy.
For groups who want more of a challenge, it can also be used as goal to complete. If your group wants to
add more drama and tension to sex, you can have characters set Motives going into sex scenes, and
reward those who complete their Motives with Experience. Some sample motives are listed below.

o Make your partner climax first.


o Make another character develop feelings for you.
o Climax at the same time as your partner.
o Uncover another characters Preferences.
Alternatively, for groups who want even more tension, you can run sex like a form of Conflict.
The goal is not to reach orgasm, but to make your opponents reach orgasm before you. Each character
who climaxes is then exhausted and out of the scene. The last side who has a character standing wins
the Conflict, with the usual benefits of winning a Conflict. These rules are, however, entirely optional. If
your group just wants to roleplay sex for the fun of it, more power to you.

Sexual Mechanics
Sexual intercourse takes place in turns like Conflict does, although the pace of these turns is
much slower than in combat. Each round of sex represents between one to five minutes of intercourse.
Characters roll Initiative and take their turns in order just like in regular combat.

Sex divides a characters body into various regions. A character can take one sexual action each
round, but each sexual region can only be used once per round. If a character has already taken an
action involving that region that round, another character cannot take another action involving it until
the next round.

All characters possess the regions of hands, mouth and anus. Characters start with more regions
from their Genitalia Traits. The actions a character can take with each region are outlined in more detail
later in this chapter.

Characters can perform minor actions like opening a nearby drawer or shifting positions without
interrupting the flow of intercourse. In other words, they can rearrange themselves and still make a full
suite of sexual actions that turn. Moving around or rearranging positions is assumed to happen at the
start of a round of intercourse, allowing the character to make use of their new position and the sexual
actions it allows. Talking is always allowed during intercourse, provided the character isnt using their
mouth for something else.
In addition to regions, characters have Preferences. These act somewhat like equipment, adding
bonuses to certain sexual actions. These are explained in full later in this section.

Arousal and Pleasure


Mechanically, sex revolves around two concepts: Arousal and Pleasure. Arousal represents a
characters internal desire and lust. Its the mental and emotional component to intercourse. Pleasure
represents physical contact and stimulation. Its the bodily and tactile component to intercourse.
Characters require both in order to reach climax.

Arousal and Pleasure are tracked using circles at the bottom of the character sheet, referred to
as the characters sex track. The two are tracked using the same continuum of circles, each from an
opposite direction. Pleasure is tracked from left to right, using right-slanted lines (\), while Arousal is
tracked from right to left using left-slanted lines (/). Various sexual actions can cause characters to gain
either Pleasure or Arousal.

Characters continually become more aroused over time. Each day that passes that a character
has not had sex checks one of their Arousal circles. Pleasure is the opposite. Without constant
stimulation, a characters Pleasure decreases. Remove one Pleasure each sexual round in which the
character receives no Pleasure. This can be prevented by using a dildo. Having a dildo inserted into any
of a characters sensitive orifices (not their mouth) prevents Pleasure loss. Furthermore, a vibrator
provides a flat one Pleasure per sexual round so long as it is on and in contact with one of a characters
sensitive regions.

Some sexual actions (most notably anal intercourse) can cause one partner Pain. Pain is marked
with a horizontal line () in the first available circle on the left side of the characters sex track. The
character cannot gain any more Pleasure until the Pain is removed from their track. Pain fades away at a
rate of one point per round of sex. Some Preferences change the way Pain behaves, making it act like
Pleasure.

Whenever a character is subject to an action that grants them Arousal or Pleasure, compare the
result of that action to the following list to determine how many points of Pleasure or Arousal they gain.

Roll Result Points

6 1

10 2

14 3

Climax
Pleasure is tracked from left to right and Arousal from right to left. When the two meet and
overlap, the character reaches climax and has an orgasm. Upon reaching climax, erase all Pleasure and
Arousal on the characters sheet. A character can have as many consecutive orgasms as they want, but
only the first one a day has mechanical benefits. Males in the world of Heart and Fur dont suffer from
refractory periods, and can keep having sex until they are exhausted.

There are a few requirements for a character having an orgasm. Their Pleasure and Arousal
must overlap, resulting in one or more circles being marked with both a right facing and a left facing
slash (an X). The left-most circle in the characters sex track can only be marked with Pleasure, while the
right-most circle can only be marked with Arousal. In other words, the character must have at least one
Pleasure and one Arousal to reach climax.

There are benefits to reaching climax. The first time in a day that a character climaxes, they
regain a number of Heart points based on the Bonds they have with their partners. Add up the total
ratings of all Bonds whose subjects are present in the sexual encounter. The character gains that many
points of Heart. Should the character reach climax on the same round as one of their partners, everyone
involved in the sexual event regains one additional point of Heart. A character can only gain one point of
Heart from simultaneous climax per day.

Sexual Actions
The following are the most common actions that a character can take in a sexual
encounter, along with the regions they use, their roll (if any) and whether they give Pleasure or
Arousal.

Anal Intercourse
Regions: Penis and partners anus

The lover inserts their penis into their partners anus and begins thrusting. The first time
an hour a character has something inserted into their anus, they gain one Pain. Should their
partner use a lubricant, they gain no Pain. During anal intercourse, the top thrusts in and out,
rolling Thrust and adding to their own Pleasure based on the result. The bottom gains a flat one
Pleasure per turn from their partners thrusts, once their Pain has faded away.

Caress
Regions: Hands

The lover gently touches and holds their partner. This gives the partner a flat one
Arousal.

Dirty Talk
Regions: Mouth

The lover describes in great detail what they want their partner to do to their body. This
grants the target a flat one Arousal.
Frot
Regions: Both parties penises or vaginas

The lover rubs their penis or vagina against their partners, pushing them together and
generating friction between them. Frotting adds a flat one Pleasure to both characters sex
tracks.

Grope
Regions: Hands

The lover aggressively gropes and fondles their partners body. This grants the target a
flat one Pleasure.

Kiss
Requires: Mouth and partners mouth

The lover makes out with their partner. Both parties gain a flat one Arousal form the
kissing.

Lick
Regions: Mouth

The lover traces their tongue across their partners body. This grants the target a flat
one Arousal.

Oral
Regions: Mouth and partners penis, vagina, clitoris, testicles, anus, or breast

The lover licks, sucks, or deepthroats one of their partners sensitive areas. The lover
rolls Lick and adds to their partners Pleasure based on the result.

Vaginal Intercourse
Requires: Penis and partners vagina

The lover inserts their penis into their partners vagina and thrusts. The penetrating
partner rolls Thrust and adds to both partners Pleasure based on the result.

Stroke
Requires: Hand and partners penis or vagina

The lover actively strokes their partners sensitive areas. Roll Touch and apply the result
as Pleasure.
Pain Inducing Actions
Not everyone is adverse to Pain. Some people find it to be enjoyable in its own right,
while others turn to it in order to add variety to their lovemaking.

Spank
Requires: Hands, partners anus

One partner spanks, smacks or paddles their partners ass. The receiving partner gains
one Pain.

Whip
Required: Hands

One lover brings a whip, cord or belt down on their partners body. Roll Fighting and
apply the result as Pain.

Preferences
People are complex, and their desires even more so. To model the different likes and
sexual kinks of characters, Heart and Fur makes use of Preferences. A Preference is any object,
situation or idea that makes the character become aroused.

Preferences come in two varieties: weak and strong. Weak preferences act somewhat
like equipment, adding bonuses to sexual actions. Every sexual action that incorporates one of
its targets Preferences gains a +2 bonus. More than one Preference can apply to a given roll,
potentially resulting in some high bonuses. These bonuses only applies to the character the
preference is towards. Other characters involved in the sexual action do not gain the bonus
unless they share the Preference.

Strong Preferences are more powerful than weak Preferences. Each time a character
encounters the object of a strong Preference, they gain an automatic one Arousal. This can
happen once per sexual round, regardless of how many Preferences are encountered. A
character who remains in contact with a strong Preference will continue to gain Arousal each
round.

For example, Rell the Lynx has a weak Preference for bondage. If she is tied up or
otherwise bound, all sexual actions toward her gain a +2 bonus. If she had a strong Preference
for bondage, being tied up would grant her an automatic one Arousal per round.
Sample Preferences

Body Size
A particular size of person gets the character off (small, regular, large or massive).

Applies When: Someone of that size takes any sexual action toward the character.

Body Type
The character has a thing for people of a specific body type (Muscular, Lithe, Balanced,
Petite, Weighty).

Applies When: Someone of that body type makes any sexual action towards the
character.

Bondage
The character likes to be bound, restrained or otherwise prevented from moving.

Applies When: The character is restrained using any form of bondage gear, rope or
handcuffs.

Dominant
The character likes to be in control, telling others what to do.

Applies When: Giving orders to others and when others are obeying your instructions,
or are otherwise under your control.

Exhibitionist
The character likes to be seen while having sex.

Applies When: Someone is watching you in a sexual situation but not directly
participating.

Masochist
The character enjoys pain. This Preference causes all Pain the character incurs to be
treated as Pleasure.

Applies When: The character receives Pain from any source.

Material
The character loves the look, feel or smell of a material, such as leather, latex or plastic.

Applies When: The character comes into contact with this material.
Sadist
The character likes to give pain to others.

Applies When: The character gives Pain to another in any way.

Submissive
The character likes to be ordered around, dominated and controlled.

Applies When: Someone else takes control of a sexual situation or gives the character an
order.

Voyeuristic
The character likes to watch others having sex, possibly while masturbating.

Applies When: Someone nearby is having sex that youre not directly involved in.

Pregnancy
With sex comes the change of impregnation. To determine if pregnancy results from a
given sexual encounter, have both the male and female players roll a d12. Pregnancy results if
the two players rolls match one another. If more than one male ejaculated within the woman
during the encounter they each roll a die. If there is more than one match, the GM determines
whose child the pregnancy is. Make this roll when the encounter is over, when the characters
are resting or getting dressed. The female characters player has the option of vetoing any
pregnancy they would otherwise gain. A player should never be forced to portray a pregnancy if
they dont want to.

An average pregnancy lasts for three seasons, and imposes some penalties on the
character in the later stages. Starting at the second season, all physical actions take a -2
penalty, while in the last month they take a -3 penalty. Giving birth takes a day and removes
these penalties.

Transformation
In the world of Heart and Fur, there are many forces that can change someones body.
People can be transformed through magical means, through contact with certain substances
and because of the actions of strange science. All of these physical changes are represented as
Transformation.

Characters track Transformation using points, which are tracked on the character sheet.
Transformation points are gained from a variety of sources. Some sample ones are outlined
below, but the GM is encouraged to add more based on the type of setting they are using in
their game.

Consuming a mutagenic alchemy adds one point of Transformation.

Being exposed to radiation or mutagenic chemicals adds a point of Transformation.

Being the subject of a magical effect that transforms the body in some way adds a point
of Transformation.

Certain plants contain transformative properties. Eating one adds a point of


Transformation.

Transformation points add up over time. Each time a character gains a point of
Transformation, they must roll a d12 without any Skill or Personality bonuses. The rolls
Difficulty is based on how many Transformation points they have. When they fail this roll, they
gain a new Trait. The GM and the player should work together to determine an appropriate
Trait based on the circumstances of the Transformation. Mark this new Trait with an asterisk to
show that it is not natural to the character.

1 4

2 6

3 8

4 10

5 12

There is a danger in too much Transformation. If a character gains too many new Traits,
they risk totally becoming a different species. Each time a character gains a new Trait through
Transformation, add up the number of Traits they have asterisks next to. If they have more
starred Traits than they have natural, unstarred ones, they undergo Total Transformation. All of
their natural Traits are replaced by the Traits of another Race of the GMs choosing. This means
that Races like humans, who have few or no innate Traits, are more susceptible to Total
Transformation than others.

If a player doesnt want their character to be Transformed on a regular basis, they can
invest in the Stability Skill. If a character has this Skill, whenever they would usually be
Transformed, they can instead roll Stability. If their result is greater than twice the number of
Transformation points they possess, they are not Transformed, and their Transformation points
are reduced by one.
Stability protects against Total Transformation in the same way, except that the rolls
difficulty is twice the number of unnatural Traits (ones with asterisks next to them) that the
character has. Characters always have the option of forgoing a Stability roll if they want to be
Transformed.

Other Rules

Eating and Expansion


The average person consumes around four pounds of food a day, one or two at any
given meal, but can eat up to six with only mild discomfort. Smaller characters can get by with
two or three pounds, while larger characters require six or seven pounds of food a day.

Someone who is forced (or chooses) to eat beyond this limit has their body expand in
order accommodate their additional intake. Each additional two pounds of food will cause their
belly to expand by one inch. As the body is flexible in the world of Heart and Fur, there is no
limit to the amount of expansion a person can experience as a result of overeating. Excess
stomach size is lost at a rate of one inch per day, until the characters normal stomach size is
regained.

Orgasm Denial
The desire for sex and pleasure runs hot in the world of Heart and Fur. Being given
pleasure, but prevented from reaching climax, can quickly erode someones will to fight and
resist. In order to induce orgasm denial, one character must pleasure another character, but
stop just short of giving them an orgasm. A character can withstand a little while of this, but not
extended periods. If they are kept in orgasm denial for a number of hours equal to their
Integrity, they must make an Integrity roll, difficulty 6, or immediately make a Concession or
take a Wound. If the denial continues, they must repeat this roll each Integrity hours, adding
two to the difficulty each time. The difficulty resets when they lose the roll. However, should
the denial continue, the character must continue making rolls, until they are released or they
Surrender.

Hypnosis
Using a combination of soothing voice and mesmerizing motions, a character can attempt to put
another character into an altered state. They must make a Hypnosis roll in a contest against their
targets Integrity. If the attacker succeeds, the defender is hypnotized. The defending character must be
able to see the attacker for this to take effect.

While hypnotized, the character cannot initiate any actions of their own and is highly
suggestible. They will obey any instructions their hypnotizer gives them, although their ability to act is
highly limited. A hypnotized character can only carry out simple commands like undressing or licking.
They cannot be made to attack anyone. A hypnotized character is easily swayed, taking a -2 to all rolls to
contest social attacks, while being the subject of a physical attack immediately ends the hypnosis.
Hypnotised characters can be made to strip or drop their Tool with a successful Hypnosis vs Integrity
contest. Like a grapple, the character responsible for hypnotising someone must use their action each
turn to maintain the hypnosis, or the hypnotized character automatically breaks free on their next turn.

The hypnotized character can attempt to break free each turn, rolling their Integrity against
their hypnotizers Hypnosis. If the hypnotized character gets a higher result than the hypnotizer, they
break free and can act normally on their next turn. A hypnotized character who Surrenders cannot rouse
themselves from hypnosis until the end of the next Scene, unless they are attacked or otherwise
physically shocked.
Chapter Four: Traits
4 Traits define aspects of a character that arent captures by their other statistics. If a
character is a good fighter, thats a Skill, but if they have sharp claws that add to their combat
prowess, thats a Trait. Traits have two varieties: internal and external. Internal traits are things
that cannot be seen but affect the character in some way, like being ambidextrous. External
Traits are visible parts of the characters body, like claws, horns or wings.

Internal Traits

Acute Scent
You possess a nose capable of picking up minute traces of scents. You can make
Perception rolls to pick up scents like others would sights and sounds.

Acute Sight
You have unusually keen eyes. You gain +1 to all visual Perception rolls.

Ambidextrous
The character can use both hands equally well. They have an additional hand region for
use in sexual encounters.

Anal Control
The character has extra musculature in their anus, allowing them to actively pleasure
anyone thrusting into them. When your character is having anal intercourse, they can roll
Thrust and apply the result as Pleasure to both partners.

Climbing Pads
You have pads on your hands and feet that allow you to climb easily. You can always
move at your full movement rate while climbing. You must be barefoot and not wearing gloves
to gain this benefit.

Echolocation
You are capable of hearing high-pitched sounds and using them for navigation. You can
see perfectly in darkness and dim light, but extremely loud sounds temporarily blind you,
rendering your echolocation useless for a round.

Extra Womb
Your character has one additional womb located somewhere on their body. It could be in their
stomach like a regular womb, or in their anus, breast, tail, or anywhere else. They can carry one
additional pregnancy at a time, although they only suffer the penalties from the most advanced
pregnancy. This Trait can be obtained multiple times, adding an additional womb each time.

Fluid Feeder
Your body is designed to survive off sexual fluids. You can live off nothing but semen or
vaginal secretions. You must have oral sex at least once a day or you begin to suffer the effects
of starvation, and you must swallow any fluids released during sex. Most people with this ability
can eat normal food as well, and can survive just fine off either diet, or a combination of the
two.

5Gratuitous Cum
Your body produces impossibly large amounts of semen, on the order of several gallons
per load. Whenever you ejaculate into someone, be it orally, anally, or vaginally, their waistline
increases by two inches. This excess weight is lost at the standard rate of one inch per day.

Hypnotic Eyes
Your eyes can create hypnotic patterns, glow with magical light or are simply unusually
captivating. You add +1 to all hypnosis rolls where the target can see your eyes.

Loose Butt
Your butt is unusually loose and easily accepts a partners thrusts. You suffer no Pain
when receiving anal sex.

Natural Alchemy
Your body naturally produces an alchemical substance. Select one alchemical Effect.
One of your bodily fluids carries this effect at the Moderate Quality. Alternatively, you can
release the alchemy as a pheromone, which has the Weak Quality, and affects everyone in ten
yards of you. Regardless of the delivery method, the alchemy never affects you. Some sample
uses of this Trait include lubricating sweat, aphrodisiac precum and toxic saliva.

Photosynthesis
You possess chlorophyll in your skin or organs. You can survive off nothing but water
and six hours a day of sunlight.

Prehensile Feet
Your feet are as dextrous as your hands. You can use your feet to hold objects and gain
them as a region to use in sexual encounters.
Swift Pregnancy
Your body is designed to speed through pregnancy. Your pregnancy advances each day, rather
than each month. A full pregnancy occurs in nine days. An additional purchase of his Trait decreases the
time to each hour.

Vaginal Control
The character has an unusual degree of control over their vaginal muscles. If someone is
having vaginal intercourse with your character, on your turn you can roll Thrust and add your
result to both characters Pleasure, as you actively pleasure both you and your partner by
undulating your vaginal muscles. You must possess the Vagina Trait to have this Trait.

Web Spinning
The character possesses the ability to bind others in webbing. After a successful grapple
attempt, the character can spend a turn weaving webs around their target. After this, the target
remains grappled, but the web-spinning character can move and act freely. The roll to escape
from the webbing is the same as the one to escape from a normal grapple, and still relies on the
grapplers Athletics.

External Traits
These Traits affect how a character looks and what capabilities they have.

Breast Traits

Extra Breasts
You have an extra pair of breasts of the same size as your regular ones. Gain two
additional Breast sexual regions on your character sheet. You must have breasts to gain this
Trait.

Multiple Nipples
Each of your breasts has four nipples. All pleasure received by one of your breasts in
increases by one Pleasure.

Nipple Holes
Your nipples are sensitive openings rather than small buds. Your nipples can be targeted
by thrust actions and gain one Pleasure per round of thrusting. They can also have dildos
inserted into them.
Cosmetic
Cosmetic Traits alter a characters appearance or other outward look in some way. They
are not mechanically useful, but they are also free. Cosmetic Traits never cost anything to
obtain at character creation.

Altered Seed
Your semen has an unusual taste, scent or colour. It may be blue, taste like raspberries
or smell like sweet honey. It may be unusually hot or strangely cold.

Unusual Colour
Your fur, scales, skin or hide has an unusual or unnatural colour. This makes you stand
out in a crowd, but has no mechanical effects.

Sheath
When not erect, your penis is covered by a furry sheath. This Trait is mostly possessed
by wolves and other canines.

Subtle Glow
Your body gives off a dim natural light, from your palms, feet, mouth and genitalia. Its
not enough to see by, but it does make the character stand out in a crowd.

Covering
Covering Traits define a characters skin covering. All characters start with a covering
Trait. On the character sheet, record the colour of your characters covering as well as the type.
For example, a grey wolf would write Grey Fur in the Traits section of the character sheet.

Carapace
You are covered with a layer of hard exoskeleton.

Fur
You are covered with a layer of fine or thick fur.

Scales
You are covered in scales, with larger scales across most of your body and finer ones
around the joints.

Skin
You are covered in soft skin or rough hide.
Genitalia
These Traits define your characters basic sexual regions.

Breasts
Your character possesses a pair of breasts, adding two breast regions to their character
sheet for use in sexual encounters. Also record your characters breast size in cup size (A, B, C,
etc.)

Penis
You possess a penis. You gain the penis region for the purposes of sexual intercourse.
There are three kinds of penises: knoted, flared and straight. A straight penis resembles a
humans member, with foreskin and a glans. A knoted penis resembles a canines member, with
a bulging knot at the base and a pointed tip. A flared penis resembles a horses, with ridges
along its length and a tip that flares outward. On the character sheet, record your penis type.
Also record your penis size in inches.

Testicles
Your character possesses a pair of testicles. Add testicles to their list of sexual regions,
and also make a note of their size (golf-ball, tennis-ball, grapefruit, etc.).

Vagina
Your character possesses a vagina. Add a vagina and clitoris to their list of sexual
regions.

Mouth Traits

Cock Tongue
Your tongue is a fully functional penis. You gain Tongue Penis to your list of sexual
regions. Due to this peniss placement, it cannot receive the usual sexual actions that a penis
can. Instead, whenever you give someone oral sex, you gain the effects of the roll in Pleasure
along with your partner. When aroused, this penis gets in the way of speaking. Whenever you
have more than one point of Arousal in your sex track, you take a -2 to all attempts to
communicate.

Long Tongue
Your tongue is unusually long and dextrous. You gain a +1 to all rolls involving the Lick
Skill.
Mouth Vagina
Your mouth is shaped like a vagina, and functions as one. This vagina can receive the
same suite of sexual actions that a regular vagina can. Also, you gain one automatic Pleasure
from kissing someone. Having a mouth vagina makes it difficult to speak, inflicting a -2 penalty
to all attempts at communicating with words.

Penis Traits

Cock Beads
You have beads along the underside of your penis. All Thrust rolls involving the penis
that you make area at +1.

Extra Penis
You possess an extra penis, either right beside or directly below your original. You gain
an additional Penis sexual region. This Trait can be gained multiple times.

Prehensile Penis
Your penis can move and bend of its own accord. You can hold objects with your penis
and can maneuver it better to get at sensitive places. All thrust attempts you make are at +1.

Snake Penis
Your penis is long, prehensile and ends in a snake head, or other face. It can lift objects,
although it cant attack, and has a personality of its own. It might be able to speak, at your
discretion.

Extras

Extra Arms
You possess an extra pair of arms. You gain a +1 bonus to all grapple attempts, and can
continue to take actions and make attacks even while grappling someone.

Extra Eyes
You have an extra eye or pair of eyes. You gain +1 to all visual Perception rolls.

Extra Head
You have an extra head. This head has its own personality and may want different things
than your other head does. You can roll all Knowledge rolls twice and take the better result. In
addition, you gain an additional mouth region. This Trait can be obtained multiple times.
Extra Legs
You are a centaur, with four or more legs. This grains +1 to Athletics rolls involving
speed and running.

Other Traits

Antennae
You have a pair of antennae on your head, which are sensitive to scents and pheromones. They
allow you to take scent-based Perception rolls. If you already have this ability, they add +1 to all scent-
based rolls.

Forked Tongue
Your tongue is forked like a snakes. This is part of a scent detecting mechanism within your
mouth, giving you +2 to all scent-based Perception rolls.

Gills
You have gills on your neck. You can breathe underwater indefinitely.

Hooves
You have hard hooves, enabling you to travel extremely fast. You can run at 40 mph, and move
twenty yards in a turn, should it ever be necessary to do so.

Inner Compartment
Your body has a large open cavity within your chest or stomach. When successfully grappling
another character, you can take them into your inner compartment with your action for the turn. While
inside of you, the character cannot be attacked or attack others and cannot perceive their surroundings.
They can escape only escape from your body if someone else rescues them, requiring they beat you in
an Athletics contest.

Large Ears
You possess ears larger than most species. You gain +1 to all hearing-based rolls.

Liquid Body
Your body is fluid and can shift shapes at will. You cannot be grappled or held in any form of
constraint. When grappling another character, you keep them inside of you until they break free.

Ovipositor
You can lay eggs with one of your organs, usually your tail. These eggs can be laid within
anothers anus or vagina. In order to lay eggs within someones body, you must either be grappling them
or have their consent. Laying eggs takes a turn, after which they cannot be removed without medical
intervention. The eggs hatch one week later, and tiny offspring emerge from the appropriate cavity.
Serpents Torso
Your lower body is like that of a snake. You have no legs, only a long prehensile tail. You can use
this tail to make grapple attempts, while keeping your hands free for other actions.

Wings
You possess a pair of functional wings. You may fly at ten yards a turn. On the character sheet,
record what kind of wings you have. The choices are feathered (like a birds), leathery (like a bat or
dragon) and membranous (like a dragonfly).

Size
Size Traits alter how large your character is. These Traits have no mechanical effects, but can be
the subject of Preferences. These Traits dont cost Bonus Points to acquire, making them free.

Massive
Your character is massive, at least eight feet tall. You must possess the Large Trait to gain this
Trait

Large
Your character is very large, at least seven feet tall.

Small
Your character is petite and adorable.

Tentacles

Tentacles
You have a pair of tentacles growing out of your back or groin (your choice). You may use these
tentacles to make grapple attempts, adding a +1 to the grapple roll. You can hold someone in a grapple
using your tentacles and still be able to move and act regularly on your turn. Tentacles count at their
own sexual region and can make grope and caress actions, and can thrust, but do not receive any
Pleasure from thrusting. This Trait may be obtained multiple times, adding a new sexual region each
time, but the bonuses it provides to grappling do not increase. Each additional instance of this Trait
allows for one more person to be held in grapple without affecting the grappling characters ability to
move and act.

Dextrous Tentacles
Your tentacles are capable of fine manipulation of objects. They can wield weapons, open doors
and pick locks. You must possess tentacles to gain this Trait.
Phallic Tentacles
Your tentacles end in penises of the same kind as your own. Your tentacles can be targeted by
sexual actions as though they were each a penis, and can gain Pleasure from them as normal. You must
possess tentacles to gain this Trait.

Tail Traits

Abdomen
You possess an insects abdomen. This has all the mechanical effects of having a tail, but a
different look.

Tail
You possess a long tail. It may move to show your mood, but you can control it consciously if
you want to. You gain a +1 to all rolls involving balance and gracefulness.

Prehensile Tail
Your tail is sensitive and dextrous. You can pick up and wield objects as though it were a hand.
You must possess a tail to have this Trait.

Tail Cock
Your tail ends in a functional penis. Add Tail Penis to your list of sexual regions. This region can
make and receive all the actions a penis can, and contributes fully to its hosts Pleasure. You must
possess a tail to have this Trait.

Tail Mouth
Your tail has a mouth, and possibly eyes. It can make bite attacks using the statistics for the Fang
trait, and may be able to speak. (If it can speak, decide whether you control it or if it has a mind of its
own). You must possess a tail to have this Trait.

Tail Vagina
Your tail contains or ends in a functional vagina. Add Tail Vagina to your list of sexual regions.
This region can receive all sexual actions that a regular vagina can, and contributes fully to its hosts
Pleasure. You must possess a tail to have this Trait.

Vagina Traits

Extra Vagina
You have more than one vagina. Gain one additional Vagina sexual region.
Prehensile Clitoris
Your clitoral hood is long and capable of moving on its own. It can make grope and caress
actions during intercourse.

Weapons
These Traits give your character natural weapons that cannot be removed or disarmed. All
Weapon Traits function the same way, granting +1 to all Fighting rolls that the character makes.
Possessing more than one Weapon Trait, or combining the Trait with a conventional weapon, does not
increase this bonus further.

Claws

Fangs

Horns

Stinger

Flaws
These Flaws can be taken during character creation to provide more bonus points. A character
can never have more than three Flaws.

Baggage
Some event in your past has left you with emotional baggage. You begin play with one Scar.

Carnivore
Your diet consists solely of meat, which is typically more expensive than plant-based foods.
Most races can eat plant foods if they need to, as meat may not always be available to them. You,
however, cannot. This increases the cost of all meals you eat by one half.

Creed
You have a set of rules or principals that you live by. You must always follow the strictures of
your creed. These rules must be something that can inconvenience you during play. Sample Creeds
include to always help those in need, to never leave a potential sexual conquest alone or to always give
your enemies a chance to surrender.

Declawed
Through an accident, birth defect or purposeful removal, youve lost your claws. Declawing is
used in some societies as a punishment for particularly severe crimes, but more modern cultures view
this as barbaric. You must originally have the Caws Trait to gain this Flaw, and you lose it upon gaining
this Trait it.
Fluid Dependant
You require sexual fluids in order to survive. You must have oral sex, and swallow all fluids
released, at least once per day or you begin to starve. If you also have the Fluid Feeder Trait you can
survive off these fluids alone, but otherwise you must eat regular food as well.

Frail
You are physically weak and mentally unstrong. You can sustain one fewer Wounds before you
must roll for Surrender.

Infamy
Whether deserved or not, you have a foul reputation. People are inclined to dislike or work
against you as a result. Anyone who is aware of your reputation will likely treat you poorly and will be
less likely to help or cooperate with you (possibly inflicting a penalty on rolls made to influence them).

Lustful
You have a hard time controlling your actions when youre feeling horny, and youre always
feeling horny. This can either be a permanent affliction, or something that is triggered during certain
seasons, such as a rut, heat or mating season. If the effect if year-round, you suffer a -1 penalty to all
rolls to resist attacks and Passions based on lust. If the effect is confined to a season, then for those
months you take a -2 penalty on all rolls to resist attacks and Passions based on lust.

Weakness
You have a soft spot for a certain action or kind of person. It could be blonds, bondage or
reptiles, but regardless of the specifics, the results are the same. Any roll you make to resist a social
attack that involves your weakness takes on a -2 penalty.
Chapter Five: Equipment
This chapter presents the rules for equipment that the player characters are likely to come
across, as well as how to purchase them.

Wealth
Heart and Fur is about the subtleties of character interaction and relationships. It is not about
tracking every penny that a character possesses. It is also a game designed to be played with many
different settings, ranging from fantasy to contemporary to sci-fi. In order to accommodate such variety,
the game uses a much simpler system of tracking wealth than many other role-playing games.
Characters track their money using points called Wealth. Each Wealth represents an approximate
amount of money, rather than a hard value. Each thing a character could buy has a rating in Wealth,
which is the amount of Wealth the character must pay in order to acquire it.

Most characters have some sort of job or career that provides them with a regular supply of
Wealth. To represent this, characters gain points of Wealth each month that passes in the game. The
amount depends on the specifics of the characters job, but should usually be between 10 and 30
Wealth. This ensures that the character always has a bit of spending cash.

Common Purchases

Tools
A weapon 15

Pendulum 10

Book 3

Ammunition 5

Food and Provisions


Weeks cheap food 5

Weeks fine food 10

Months provisions 10

Dinner out 3

Fancy meal 5

Banquet 10
Nights drinking 3

Cask of ale 7

Single beer 1

Cheap wine 3

Fine wine 7

Shot of spirits 3

Bottle of spirits 15

Coverings
Average Outfit 10

Fine Outfit 20

Housing
A hovel 5/month

An apartment 10/month

A house 20/month

A mansion 40/month

An estate 70/month

An island 50/month

Vehicles
A used car 30

A car 50

A sports car 100

A fishing boat 30

A house boat 70

A private jet 150

A trip on an airline 20
Services
Haircut 2

Massage 2

Hair colouration 3

Cheap prostitute 10

Skilled courtesan 15

High-end escort 30

Strip artist 20

Professional entertainer 20

Sexual Gear
Bondage Gear 5

Dildo 3

Vibrator 5

Outfits
In Heart and Fur, a characters choice of clothing does more than just express their sense of
aesthetics, it provides important mechanical effects. These sets of clothing are referred to as Outfits.
Each Outfit is associated with a Personality. When wearing clothing for a certain Personality, the bonus
that Personality provides increased from +2 to +3. If a character doesnt possess the Personality for an
Outfit they are wearing, they gain that Personality at its usual intensity until they remove the clothing.
By presenting themselves in a certain way, a character can experiment with new ways of acting and
relating to others.

A character can own as many Outfits as they like, but can only wear and benefit from one Outfit
at a time. Choosing what to wear to an event or night out therefore becomes an important decision.
Outfits are presented here for the most common Personalities that characters can have. More can easily
be created by the GM and paired with new Personalities.

Markings
In addition to outfits, characters can also gain Markings. These may be permanent tattoos, dye
applied to the fur or skin, or piercings and other body-modifications, but the mechanics are the same
regardless. Having a set of Markings functions like an Outfit does, but only when the character isnt
wearing an Outfit. This means that when the character is having sex, or if they are stripped in combat,
they can still benefit from the effects of an Outfit. A characters Markings can look like whatever they
want, but should tie in somehow to the Personality they enhance. Aggressive markings should be spiky
and harsh, while playful ones should be bright and fun. A character can only have one set of Markings at
a time. They are recorded on the character sheet under the equipment section as Marking: Personality.

Spiked Jacket
Aggressive

Hoodie
Aloof

Sundress
Carefree

Sweater
Compassionate

Striped Shirt
Curious

Cargos
Determined

Catsuit
Dominant

Open Shirt
Eager

Tie Die
Flamboyant

Jacket
Independent

Fatigues
Loyal

Kimono
Passionate

Bright Jacket
Playful
Overalls
Practical

Corset/Tailcoat
Proper

Suit
Proud

Mismatched Outfit
Random

Low-Cut/Open Top
Rowdy

Shawl
Serene

Trench Coat
Serious

Plain Shirt
Shy

Slick Jacket
Sly

T-Shirt
Sociable

Harness
Submissive

Tools
Tools are useful objects that a character can wield to enhance a certain Skill. Each Tool is tied to
one Skill, and adds a +1 to all rolls made using that Skill. A character can own and carry as many tools as
they like, but can only wield one at a time. Wielding a Tool grants the character its bonus. Switching out
which Tool a character is wielding requires forgoing their attack for the turn as they root through their
equipment. Tools can take any number of forms. Some are literal tools, while others are accessories or
jewelry. Characters should feel free to invent new Tools that suit their characters tastes and talents.

Should a character get a bonus from both a Tool and a Trait at the same time, only the highest
one applies.
Book
A book contains useful information on a variety of subjects. It adds +1 to Knowledge rolls.

Memento
A keepsake from someone well loved. It reminds you of whats important to you. Add +1 to
Integrity rolls. Mementos cannot be purchased, but a character can start with one at the beginning of
play.

Pendulum
A pendulum is used to hypnotize others. It adds +1 to Hypnosis rolls.

Strap On
A strap on is a dildo that can be mounted on the wearers pelvis. It adds +1 to Thrust rolls.

Thieves Tools
Thieves tools include lockpicks and similar gadgets. They add +1 to Crime rolls.

Weapon
A weapon can take any form the character desires, from a sword to a gun to brass knuckles.
Regardless of form, it adds +1 to Fighting rolls.

Whip
A whip can be used to bind and entangle opponents, adding +1 to Grapple rolls.

Sexual Gear
This section presents the rules for a wide variety of sexual equipment, from dildos to vibrators
to bondage gear.

Arm Binders
These coverings bind the individuals arms together, removing both their Hand Regions from
play.

Beads
Beads are a form of dildo that is shaped like a string of beads. Putting beads into an orifice or
taking them out grants a flat one Pleasure. While they are left in, they prevent the gradual loss of
Pleasure that normally occurs over time.

Blindfolds
Blindfolds prevent their wearer from seeing, making them fail all sight based Perception rolls.
Dildo
Dildos are any object designed to be inserted into a sensitive orifice for pleasure. When
inserted, they prevent the loss of Pleasure over time. Dildos may be found in some pre-modern settings,
made of stone or heavily varnished wood (you wouldnt want splinters form it). They may be rare, the
domain of nobility and the elite, or commonly available to the public.

Gag
A gag removes the wearers Mouth Region from play, and prevents them from speaking. There
are a wide variety of gags in existence. Ball and bit gags are the most common. Ball gags are soft balls
attacked to straps, while bit gags are rods that have harnesses attached. Some ball gags have an open
center, allowing objects to be inserted into the wearers mouth. If a penis is inserted into it, its owner
gains a flat one Pleasure a round.

Leash
A favourite of wolves and other canines, leashes and collars can be used both for bondage and
as a fashion accessory. When someone is wearing a leash, the holder can direct their movement and
make them follow the holder around.

Spreader Bar
A spreader bar attaches to both of its wearers legs and holds them apart, making it impossible
to walk or deny someone access to their nether regions. Someone wearing a spreader bar cannot close
their legs.

Tail Raiser
A tail raiser attaches to the wearers tail and back and lifts their tail up to allow for easier access
to their hindquarters.

Vibrator
A vibrator is a dildo or other small device that vibrates for pleasure. They are the exclusive
domain of modern and advanced settings, barring some form of magic, and provide anyone they are
inserted into with one Pleasure per round.

Alchemy
In the world of Heart and Fur, people regularly make and consume a wide variety of potions.
These elixirs can arouse, enlarge and transform, among countless other effects, and are collectively
known as alchemies. Alchemies have three traits: their Quality, Delivery and Effect. In the following
entries, potions are listed as follows:

Quality Effect Delivery

For example, a potion listed as Strong Toxin Flask would have the Quality of Strong, the Effect of
Toxin and the delivery of Flask.
Qualities
All alchemical potions have a quality, which determines both the potions cost and its
effectiveness. A potions cost is based on its Quality. More importantly, a potions quality determined
the bonus the potion gets to its effect rolls. This is referred to as its quality roll.

Quality Bonus Price

Weak +2 6

Moderate +4 8

Strong +6 10

Delivery
Potions have many different delivery methods for their effects. Presented here are the
more common ones.

Draught
A draught is a potion designed to be consumes orally. The user drinks it in order to
make it take effect. Some people are known to take a draught, without swallowing it, and then
give it orally to another. Many alchemists mix flavours into their draughts in order to make
consuming them more appealing.

Flask
A flask is a small glass bottle designed to break on contact with its target and splash
them with its contents. Using a flask requires throwing it at a target, requiring a successful
Ranged attack. Once successfully thrown, the flasks contents get on the target and take effect.

Musk
Musks are airborne potions. They are aerosolised either by uncorking them and allowing them
to evaporate or by burning them like sticks of incense. Once released into the air, the musk affects
everyone who enters a ten yard radius around it. In enclosed spaces, this region can be smaller. Due to
their dispersed effects, musks act as though they were one quality lower than they actually are. A
special class of musks are pheromones, which some creatures are capable of releasing naturally. These
musks have no effect on the creature releasing them, but affect everyone else nearby as normal. Musks
only affect a given individual once per Scene.

Salve
A salve is a paste that is applied to a weapon before use. After a salve is applied, the next
successful attack that the weapon makes will carry the potions effects. Applying a salve requires the
users action for the turn. Once applied, salves lose their effectiveness in an hour.
Suffusion
A suffusion is an alchemy that builds up in the body and is released in the individuals fluids.
After taking a suffusion, the individuals saliva, breast milk, semen, sweat and vaginal secretions all take
on the potions qualities. Anyone consuming these fluids is automatically effected by the potion. The
individual who takes the suffusion is also affected by it.

Effects

Aphrodisiacs
Aphrodisiacs are a class of drug that induce arousal and sexual desire. They are often employed
by courtesans and more socially-minded adventurers. Many bars and taverns serve drinks laced with
mild aphrodisiacs, while providing rooms for their patrons to retire to (for a fee of course). When used,
aphrodisiacs automatically roll their quality roll as a social attack, which is contested normally. Should
the target be willing to have sex, the potion instead acts as a normal arousing action.

Ambrose
Weak Aphrodisiac Draught

This is a tea-like drink common in many parts of the world. When consumed, it fills the
drinkers body with pleasant warmth, which gradually settles in their groin.

Black Rum
Moderate Aphrodisiac Draught

This hard beverage has a complex, woody taste and is often mixed with other drinks.
Some regions of the world are famous for its production.

Honey Musk
Moderate Aphrodisiac Musk

This honey-coloured liquid evaporates quickly when uncorked. It has a sweet fragrance,
and causes feelings of arousal in anyone who smells it.

Nectar of Heaven
Moderate Aphrodisiac Suffusion

This sweet tasting liquid is consumed in large quantities by devotees of certain faiths.
They then have oral sex with parishioners as part of their sacred rituals.

Constrictor
Constricting agents splash over their target and then harden into ropy strings, binding
them in place. Constrictors must be used as a flask. When thrown, the constrictor potion makes
a grapple attempt against its target using its quality roll. The potion continues to roll as an
opposition to its target breaking free each turn the target struggles against it. Should the target
break free, the potion has no further effect.

Spiders Flash
Moderate Constrictor Flask

This white potion quickly hardens into ropy strands that form a mesh of hard webbing.

Contraceptive
A contraceptive potion is designed to prevent pregnancy resulting from intercourse.
When taken by a woman, it prevents all pregnancies for a full day per quality rating. One for
Weak, two for Moderate, three for Strong.

Endowment
An endowment potion increases the size of a mans penis or a womans breasts. When
taken, a mans penis increases in length by one inch per quality rating, and a womans breasts
increase by one cup size per quality rating. These effects last one hour per quality.

Fertility Enhancer
Fertility enhancers promote conception and pregnancy. They improve the virility of a
mans seed or the receptibility of a womans womb. For species with a designated mating
period, they artificially force the body into mating mode. A fertility drug allows an extra die per
quality rating to be rolled when determining if a pregnancy takes place (so a moderate Quality
potion allows two extra die to be rolled). The effects of a fertility drug last for a day.

Lactate
A lactate potion causes a female to begin producing milk. After it is taken, the womans
breasts will swell slightly and then begin lactating. They will release a small trickle milk
constantly, or a large stream if suckled on. Lactate potions last for one hour per quality rating.

Looseners
Looseners cause certain muscles to relax and make penetration easier. They are often
used before anal sex to allow the bottom an easier time taking the tops penis. Taking a
loosener means that the bottom experiences no pain upon entry. Looseners last one hour per
Quality.

Lubricants
Lubricants are undoubtedly the most popular variety of alchemy. They are used to
lubricate genitalia during intercourse, enhancing pleasure and reducing any possible
discomfort. Higher quality lubricants contain substances that tingle or cause other pleasurable
sensations. Lubricants are applied to a penis or fingers, and add their quality bonus to all
pleasuring rolls that involve that region.

Mutagens
Mutagens are a special class of potion that change their targets biology. They grant
their consumer a single external Trait. Once consumed, a mutagen takes a minute to take
effect. During this minute, the subjects body rapidly shifts and transforms, taking on a new
form or aspect. After the minute of transformation is over, the potion remains in effect for two
hours per quality rating.

Draught of the Sky


Moderate Mutagen Draught

This potion gives its drinker a pair of feathered wings, which are perfectly capable of
holding them aloft in flight.

Sea-Breath
Moderate Mutagen Draught

Sea-breath temporarily grants its consumer functional gills, which allow them to breathe
underwater as easily as they do on land.

Potion of the Other Side


Strong Mutagen Draught

This potion is designed for those who want to see how the other side lives. There are
two varieties of this potion, one for men and one for women. The male version grants its
consumer breasts and a vagina, while the female version grant a penis and testicles.

Sensitivity Booster
Sensitivity boosters enhance the sense of touch and hone sexual desires to a cutting
edge. These potions make it easier for their subject to become aroused and feel pleasure,
decreasing their inhibition. Sensitivity boosters increase all Pleasure gained by one, and last for
their quality in hours.

Angels Caress
Moderate Sensitivity Booster Draught

This potion is used by courtesans whose clients wish an especially intense, if short-lived,
experience.
Part Two: Setting
The rules presented in the previous section are designed for a certain kind of roleplaying.
Theyre made for stories that center on character interactions and relationships, with risks and dangers
that are of a personal, social nature. Failure in these stories might jeopardise a relationships or a nights
fun, but doesnt have far reaching consequences for the world as a whole.

The following settings are designed with this kind of roleplaying in mind, although each one puts
a different twist on it. The City of Lamina takes our modern world and turns the sex up to eleven. Its
designed for groups wanting as much eroticism and sex as possible in their stories. Glimmer focuses on
the lives and work of students at a university for wizards. It is designed for more character-driven
roleplay, with sex taking a backseat to stories of self-discovery and friendship. The Strain offers a dark
future to our own world, where the world has been ravaged by an alien disease that transforms people
into furries. Its designed for stories of survival and ingenuity, with sex hanging over it all like a brooding
storm cloud. Should none of these settings appeal to your group, they are perfectly free to make up
their own. In time, more settings will be released by Sheath Studios that can be used with the core rules
presented here.

Heart and Furs core system can also be used to tell stories in other kinds of settings, with only a
few tweaks to the kids of Motives that characters set and the kinds of Complications the GM presents to
them. Some sample genres are presented here, along with ideas for Motives and Complications to use
within them.

Adventure
Adventure stories see the main characters trek into unknown lands in search or riches, glory, or
exploration, or battling the forces of darkness that hail from those unknown lands. Characters in them
may be dashing swashbucklers, curious researchers, or life-long treasure hunters. Look to Indiana Jones
and the Tomb Raider for inspiration.

Motives
Discover an ancient artifact before a corrupt government does.

Be the first to find an unknown land.

Become wealthy from discovering ancient artifacts.

Complications
The characters have to cross a deep ravine.

Statues come to life and block the characters way.

The door to a ruin requires a puzzle be solved in order to open.


Investigation
Investigation stories focus on crime and the pursuit of whoever caused it. Characters in them
may be police officers, consultants or private eyes, anyone who has an interest in seeing justice done
and the guilty brought to justice. Look to modern crime shows and Sherlock Holmes as examples.

Motives
Find the killer.

Prove my brothers innocence.

Impress the chief of police and get a promotion.

Solve the murder of my ex-wife.

Complications
Another investigator wants the case.

All of the suspects have alibies.

Evidence points to a police officer as the culprit.

A suspect tries to evade the investigators.

Note: Lamina, Glimmer and The Strain arent included in this playtest manual, but will be
included in the final game. If youd like to see one of them before the game comes out, you can record
you and your friends playing a session of Heart and Fur and send it to me at SheathStudios@gmail.com.
As a thank you, Ill send you an advanced preview of one of the settings.

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