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Stats & Skills

Every worker carries the same set of 22 stats and 11 skills. This page explains what each one does in the current build. Numbers here come from the engine as it ships today, not from older manuals floating around the community, so if you’ve played ancestors of this game, expect a few differences.

Unless noted otherwise, stats run from 0 to 100.

  • Health - if it reaches 0, the worker dies. Permanently. Everyone recovers a little health passively each week; see Tiredness, Health & Inventory for the full recovery rules.
  • Tiredness - builds up from work, comes down only through rest. At 100 the worker starts hurting herself: 1 Health and 1 Happiness lost every shift she stays maxed out.
  • Happiness - unhappy workers are more rebellious and pass less cheer on to customers.
  • Constitution - the “gets tired slower” stat. A job’s tiredness cost is reduced by Constitution divided by 10, so 80 Constitution turns a +10 shift into a +2 one.
  • Mana - magical energy, spent when a worker uses magic during work (a skilled worker can burn 20 Mana to leave a customer much happier). Mana does not refill on its own: only rest and free time restore it, +10 each.
  • Beauty - natural looks. Mostly set by who the character is, but events and a few items can move it in play.
  • Charisma - trained looks: makeup, poise, self-presentation. Easier to raise than Beauty.
  • Looks - not a stored stat. What the game shows as looks is simply the average of Beauty and Charisma.
  • Intelligence - smarter workers make better decisions and squeeze a little more money out of customers.
  • Confidence - self-belief; feeds into asking price and some job outcomes.
  • Spirit - how strongly she stands by her own convictions. High Spirit makes refusals more likely for work she hates.
  • Obedience - how readily she follows orders. Raised by love and fear, lowered by hate (see below).
  • Libido - how much she enjoys sex; high Libido feeds Happiness after enjoyable work.
  • Agility - nimble workers leave customers happier, and it matters in combat.

Three stats track how a worker feels about you, and all three act at once:

  • Love - raises Obedience.
  • Fear - also raises Obedience.
  • Hate - lowers Obedience.

Rule them together: a worker who both fears and hates you gets pulled in both directions at the same time. There is no longer a rule where fear only counts if it outweighs hate.

Whether a worker disobeys is a separate calculation made fresh each time, and it is worth knowing what feeds it. Working against you: a greedy house cut, unhappiness, high Spirit, and exhaustion. Working for you: Love, Obedience, slave status, a gang assigned to guard the building, and a Matron on staff. Several traits push it either way.

So a rebellious roster is rarely one broken stat. Cut the house percentage, let people rest, keep them happy, and put a Matron or a guard gang in the building, and refusals drop across the board.

  • Level - caps at 30. Each level makes a worker more effective and more valuable. Stat growth from levelling stops after level 20; later levels still count for pay and prestige.
  • Experience - gained constantly through work, from 0 to 255. At 255 the worker levels up and it resets to 0.
  • Fame - famous workers draw extra customers, and a building’s fame is the average fame of everyone working in it.
  • Ask price - what she charges per customer, up to a cap of 100. It is recalculated from her looks (the biggest factor), Level, Fame, Confidence and Intelligence. It is not haggled per customer.
  • House - the percentage of her earnings you keep. Free workers start at 60%, slaves at 100%, and you can now set it yourself with the slider on the worker’s details screen, from 0 to 100. A greedy cut feeds rebellion, so it is a real dial, not a formality.
  • Age - no longer cosmetic. A few systems read it: some items only make sense past a certain age, and you can sort rosters by it.

Skills use the same 0 to 100 scale and grow with practice. The current engine tracks eleven: Normal Sex, Anal, Lesbian, Group, BDSM, Beastiality, Service, Strip, Performance, Magic and Combat. Jobs draw on the skills that fit them: bar and cleaning work leans on Service, stage work on Strip and Performance, the Arena on Combat and Magic, and the bedroom jobs on the rest.

Workers can get pregnant, and a child who grows of age can join you through the dungeon (the parent gets the news on her profile). In the current build only daughters enter the roster; a son is sold off and you pocket the gold. Wider support for children of every gender is where development is heading.

A child is their own person first. The game rolls them as a fresh character, then lets the family show through:

  • Stats land between the parent’s value and the child’s own rolled one, decided separately for each stat.
  • Skills always start low. Whatever the parent mastered, the child begins as a novice.
  • Traits each get their own chance to pass down, and that chance follows what the trait is:
    • who they are by blood (species and heritage) passes down almost always, and some of it always;
    • body and looks pass down often;
    • talents and predispositions sometimes;
    • personality and tastes only as a rare echo, so a child takes after the parent without being a copy of them;
    • what the parent picked up in life (job training, piercings, brands, scars, diseases) does not pass down at all.

If the parents are close family, there is a real risk the child is born with a lasting defect.