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Dark Gate OOC Thread


SirOni

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Re: Dark Gate OOC Thread

I imagine Squid's Red character and Eleanor (DG3 that is) would be able to afford a fair few enchanted items.
 
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Tassadar

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Re: Dark Gate OOC Thread

The new version reposted.

Item Drops
Goblin/Kobold - Monster's Fang
Spider - Venom Sack
Stalker/Hunter - Chameleon's Skin
Sidhe - Faerie's Blood
Shorn Weed - Shorn Nectar
Alruane - Darkheart
Corrupted Beings (wolves, warped, ect) - Darkheart
Gruff/Satyr - Faerie Horn
Full Blooded Demons - Demon's Blood
Hellhound/Warhound - Hound's Tooth
Ogre/Troll - Monster's Horn
Tentacle Horror - Horror Carapace
Plant Hulk - Darkheart
Black Oak - Darkbrain
Slimes - Slime Amber
Due/Trinity - Slime Amber
The Turned - Greyheart
Grabbers - Greyheart
Elder Lord/Elder Lord Spawn - Greybrain
Angel - Angel's Feather
Nightmare - Nightmare's Mane
Nightmare Lord - Fiery Mantle
Dragons – Dragon’s Scale, Dragon’s Fang, Dragon’s Claw

Prices
Greyheart/Darkheart - 25 denarii
Greybrain/Darkbrain - 100 denarii
Slime Amber - 30 denarii
Monster's Fang - 20 denarii
Chameleon's Skin - 15 denarii
Horror Carapace - 10 denarii
Monster's Horn - 50 denarii
Hound's Tooth - 40 denarii
Faerie's Horn - 30 denarii
Venom Sack - 25 denarii
Faerie's Blood/Demon's Blood - 50 denarii
Angel's Feather - 200 denarii
Nightmare's Mane - 60 denarii
Fiery Mantle - 200 denarii
Dragon's Scale - 100 denarii
Dragon's Claw - 50 denarii
Dragon's Fang - 50 denarii

The merchant can also enchant gear, including weapons, armor, and shields. In addition, items gained from monsters can be used to enhance an item in special ways that normal enchantment's could not. The rules for the following are included below.

Unless otherwise noted, the below bonuses can be stacked. Applying a bonus multiple times costs an additional amount of denarii or items equal to 1/2 again the price of the applied bonus times the number of bonuses applied.
For example, if an enhancement costs 50 denarii, applying it again costs another 75 denarii, and adding a third application costs an additional 100 denarii, ect. So, applying this same bonus would cost a total of 225 denarii.
An enhancement that uses 2 of an item would therefore require 3 of an item to enhance again, and then 4, and then 5, ect. So, 9 of the item to apply the same upgrade 3 times.

Enchanting any one item with a total value of 400 denarii or more causes the item to gain a form of limited sentience. The specifics of this are up to the GM.

Weapons
-A weapon can be enhanced to have a +2 bonus to attack and damage rolls for 50 denarii.

-A weapon can be enhanced to deal an additional 1d8 damage of any of the energy types (Heat, Force, Electricity or Cold) for 40 denarii.

-A ranged weapon with a magazine size greater than 2 can be enhanced to grant +1 magazine size for 10 denarii.

-A Shortened Polearm or Polearm can be enhanced to deal an additional +8 damage by trading 2 Monster's Horns.

-A Sword can be enhanced to have a +3 bonus to attack rolls and deal an additional 2d10 damage by trading 2 Faerie's Blood/Demon's Blood. This damage is Cold damage if the items used are Faerie's Blood, Heat if the items used are Demon's Blood, or Electricity if a mix is used.

-A Blunt Weapon can be enhanced to deal an additional +6 damage for 2 Hound's Teeth or 4 Monster's Fangs.

-A Primitive Ranged Weapon or a gun can be enhanced to increase its maximum range by 50 feet by trading 2 Slime Ambers.

-A gun (either a Pistol or a Rifle) or a Thrown Weapon (set) can be enhanced to force those hit by them to make a Resistance check against DC 24 or become Paralyzed by trading 2 Venom Sacks. Multiple instances of this enhancement do not cause additional checks, but instead increase the DC of the check by 8.

-A weapon can be enhanced to force creatures hit by it to make a Resistance check against DC 20 or gain one of the following statuses, chosen when this enhancement is added to the weapon, for 50 denarii. The status are: Weakened, Blinded, Paralyzed, or Stunned. Multiple instances of this enhancement do not cause additional checks, but instead increase the DC of the check by 8.

-A weapon can be enhanced to ignore the AV of creatures that it hits by trading an Angel's Feather and paying 200 denarii. This bonus can only be applied once.

-A weapon can be enhanced to deal +4 damage and grant its wielder a +4 bonus to attack rolls when wielding it by trading any combination a Dragon’s Fang and a Dragon’s Claw, or two of either item.

-A gun can be enhanced to grant a +2 bonus to attack rolls and ignore an additional 4 points of AV by trading 2 darkhearts, 2 greyhearts, or one darkheart and one greyheart.


Armor
-A piece of armor can be enhanced to increase its DU by 1 for 100 denarii.

-A piece of armor can be enhanced to increase its TP by 4 for 20 denarii.

-A piece of armor can be enhanced to increase its AV by 1 for 30 denarii.

-A piece of armor can be enhanced to have its EV decreased by 1 by trading 2 Slime Ambers and paying 20 denarii.

-A piece of armor can be enhanced to increase its AV by 2 by trading 2 Horror Carapaces.

-A piece of armor can be enhanced to give its wearer a +6 bonus to Stealth by trading 2 Chameleon Skins.

-A piece of armor can be enhanced to give its wearer a +6 bonus to Resistance by trading 2 Faerie's Blood.

-A piece of armor can be enhanced to increase its AV by 4 by trading 2 Demon's Bloods.

-A piece of armor can be enhanced to give its wearer a +6 bonus to Grapple by trading 2 Faerie's Horns.

-A piece of armor can be enhanced to make the wear immune to Heat damage, increase the armor's AV by 4, its DU by 1 and its TP by 10 by trading one Fiery Mantle and paying 100 denarii. This bonus can only be added once, and also causes the wearer of armor with this enhancement to take a -6 penalty to Stealth.

-A piece of armor can be enhanced to give its wearer a +6 bonus to Dodge and Resistance, as well as granting the armor +1 DU and +10 TP by trading one Darkbrain or one Greybrain.

-A piece of armor can be enhanced to grant its wearer a +3 bonus to Resistance and have its AV increased by 6 by trading one Dragon’s Scale. This enchantment can be applied multiple times, but if a fraction of a Scale is required the character must instead provide enough money to cover the fraction of the scale’s value as if it had been sold to the Merchant.

Shields
-A shield can be enhanced to grant an additional +2 DB by paying 40 denarii.

-A shield can be enhanced to deal an additional +4 damage when used to shield bash by trading 2 Monster's Fangs.

-A shield can be enhanced to have its EV decreased by 1 by trading 2 Slime Ambers.

-A Shield can be enhanced to deal an additional 1d12 points of Heat damage when used to shield bash and have its DB increased by 2 by trading a Nightmare's Mane. This bonus can only be applied once.

-A shield can be enhanced to have its DB increased by 2 and grant its bearer 10 points of resistance to Heat, Force, Cold, and Electricity Damage by trading one Dragon’s Scale. This bonus can only be applied once.

Miscellaneous Items
The category of miscellaneous items Includes things like belts, jewelry, hats, helmets, gloves, and boots For other items, please seek approval before enchanting. A single miscellaneous item may have any number of different enchantments on it, but unlike normal enchanted items don’t become sentient unless at least 1000 denarii worth of enhancements are added.
-A miscellaneous item (or weapon) can be enhanced to grant its wearer the ability to cast a single Spell. The rules for this are below.
The cost of this enhancement depends on the level of the spell selected. Additional spells may be added to the same item without marking up the cost, but any given item can only hold up to 10 levels worth of spells.
Level 1 spells: 40 denarii
Level 2 spells: 80 denarii
Level 3 Spells: 120 denarii

Casting checks are not required to cast these spells. The item starts with an effective Mind stat equal to 30 for the purpose of determining how much damage these spells deal, and how much HP they restore, the stats of any creature summoned by them, or how much they increase a particular stat by, as well as the item’s effective Resistance for determining how difficult any additional effects are to resist. They are always treated as if they had the Focus Talent in any element that they can cast a spell from. The item’s effective Mind stat can be increased by 10 by paying 50 denarii.

The character using this item always pays any costs for any spells cast with this item, and uses the item’s Mind stat or their own to determine whether or not something hits, whichever is higher. In addition, spells cast from items cost an amount of EP equal to a spell one level higher.
A single item cannot allow a character to use Powers and cast Spells.

-A miscellaneous item (or weapon) can be enhanced to grant its wearer the ability to use a single Spirit Power. The rules for this are below.
A single power can be added for 120 denarii, and additional powers can be added to the same item for the usual markup. A single item can have no more than 3 Powers on it. The item has its own EP pool and an infinite Spirit Ceiling, but the only way to replenish the item’s EP pool is for the character to empower it with their own energy which takes one minute per ten points of EP. The item starts with a 10 point EP pool, and pays the same costs as the character would if they were using the power inherent in the item. If the power in question has an HP cost or some other requirement, the character still has to pay that. If the power requires an attack roll, it uses the appropriate stat of the character. A power used via an item can only use up to 6 EP per round.
The EP pool of an item can be increased by 10 in exchange for 30 denarii.
A single item cannot allow a character to use Powers and cast Spells.

-A miscellaneous item can be enhanced to grants its wearer immunity to Heat damage, a +5 bonus to attack rolls and melee damage rolls, and a +10 bonus to Dodge by trading one Fiery Mantle and 2 Demon’s Bloods. This bonus can only be applied once to a single item.

-A miscellaneous item can be enhanced to grants its wearer a +10 bonus to Dodge and Resistance, a +5 bonus to attack rolls, and Damage Reduction ¾ by trading one Angel’s Feather, one Dragon’s Scale, and two Slime Ambers. This bonus can only be applied once to a single item, and the Damage Reduction does not apply to creatures that already possess Damage Reduction naturally.

-A miscellaneous item can be enhanced to provide its wearer with a +2 bonus to Grapple, Dodge, attack rolls, melee OR ranged damage rolls, Stealth, or Perception by paying 30 denarii. A single item may have any two of these bonuses applied to it, and each can be increased distinctly from the other without affecting their prices.

-A miscellaneous item can be enhanced to provide its wearer with a +3 bonus to AV by trading 2 darkhearts/greyhearts and 2 Shorn Nectars.



Putting this here

A Weakness Flaw: The idea is basically that you have something that you're just simply weak against when introduced to you, for whatever reason, and coming into contact with it makes you unable to take action based on a resistance check.

It could be an allergy or phobia, but in the example I used, it was fluffy tails. And the conditions were that if Bakan, who I plan on adding this flaw to, is ever touched with a soft, plush, fluffy tail, he's forced to roll for resistance, or just be hypnotized and rendered helpless for one round as he basks in the glory of the fluffy tail.
I discussed this some with MAF and liked the idea, but I'm not sure how exactly I should implement it. A Resistance check against some DC could be easily circumvented by a powerful enough character, while a simple coinflip is too random. Perhaps 1d4 and no turn on a 1 or something?
 

Tiffanian

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Re: Dark Gate OOC Thread

YYYYYEEEEEEEEEAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
 

Hafnium

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Re: Dark Gate OOC Thread

Quick idea for an enchant:

-A miscellaneous item can be enhanced to grants its wearer immunity to Cold damage, a +6 bonus to base casting checks, +5 to attack rolls, +2 to spell damage per level of spell, and a +10 bonus to Dodge by trading an Angel's Feather and 2 Faerie's Bloods. This bonus can only be applied once to a single item.
 

Shrike7

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Re: Dark Gate OOC Thread

seems a little everywhere and everything to me, what would be the reasoning behind it?
 
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Tassadar

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Re: Dark Gate OOC Thread

Item Drops
Goblin/Kobold - Monster's Fang
Spider - Venom Sack
Stalker/Hunter - Chameleon's Skin
Sidhe - Faerie's Blood
Shorn Weed - Shorn Nectar
Alruane - Darkheart
Corrupted Beings (wolves, warped, ect) - Darkheart
Gruff/Satyr - Faerie Horn
Full Blooded Demons - Demon's Blood
Hellhound/Warhound - Hound's Tooth
Ogre/Troll - Monster's Horn
Tentacle Horror - Horror Carapace
Plant Hulk - Darkheart
Black Oak - Darkbrain
Slimes - Slime Amber
Due/Trinity - Slime Amber
The Turned - Greyheart
Grabbers - Greyheart
Elder Lord/Elder Lord Spawn - Greybrain
Angel - Angel's Feather
Nightmare - Nightmare's Mane
Nightmare Lord - Fiery Mantle
Dragons – Dragon’s Scale, Dragon’s Fang, Dragon’s Claw

Prices
Greyheart/Darkheart - 25 denarii
Greybrain/Darkbrain - 100 denarii
Slime Amber - 30 denarii
Monster's Fang - 20 denarii
Chameleon's Skin - 15 denarii
Horror Carapace - 10 denarii
Monster's Horn - 50 denarii
Hound's Tooth - 40 denarii
Faerie's Horn - 30 denarii
Venom Sack - 25 denarii
Faerie's Blood/Demon's Blood - 50 denarii
Angel's Feather - 200 denarii
Nightmare's Mane - 60 denarii
Fiery Mantle - 200 denarii
Dragon's Scale - 100 denarii
Dragon's Claw - 50 denarii
Dragon's Fang - 50 denarii

The merchant can also enchant gear, including weapons, armor, and shields. In addition, items gained from monsters can be used to enhance an item in special ways that normal enchantment's could not. The rules for the following are included below.

Unless otherwise noted, the below bonuses can be stacked. Applying a bonus multiple times costs an additional amount of denarii or items equal to 1/2 again the price of the applied bonus times the number of bonuses applied.
For example, if an enhancement costs 50 denarii, applying it again costs another 75 denarii, and adding a third application costs an additional 100 denarii, ect. So, applying this same bonus would cost a total of 225 denarii.
An enhancement that uses 2 of an item would therefore require 3 of an item to enhance again, and then 4, and then 5, ect. So, 9 of the item to apply the same upgrade 3 times.

Enchanting any one item with a total value of 400 denarii or more causes the item to gain a form of limited sentience. The specifics of this are up to the GM.

Weapons
-A weapon can be enhanced to have a +2 bonus to attack and damage rolls for 50 denarii.

-A weapon can be enhanced to deal an additional 1d8 damage of any of the energy types (Heat, Force, Electricity or Cold) for 40 denarii.

-A ranged weapon with a magazine size greater than 2 can be enhanced to grant +1 magazine size for 10 denarii.

-A Shortened Polearm or Polearm can be enhanced to deal an additional +8 damage by trading 2 Monster's Horns.

-A Sword can be enhanced to have a +3 bonus to attack rolls and deal an additional 2d10 damage by trading 2 Faerie's Blood/Demon's Blood. This damage is Cold damage if the items used are Faerie's Blood, Heat if the items used are Demon's Blood, or Electricity if a mix is used.

-A Blunt Weapon can be enhanced to deal an additional +6 damage for 2 Hound's Teeth or 4 Monster's Fangs.

-A Primitive Ranged Weapon or a gun can be enhanced to increase its maximum range by 50 feet by trading 2 Slime Ambers.

-A gun (either a Pistol or a Rifle) or a Thrown Weapon (set) can be enhanced to force those hit by them to make a Resistance check against DC 24 or become Paralyzed by trading 2 Venom Sacks. Multiple instances of this enhancement do not cause additional checks, but instead increase the DC of the check by 8.

-A weapon can be enhanced to force creatures hit by it to make a Resistance check against DC 20 or gain one of the following statuses, chosen when this enhancement is added to the weapon, for 50 denarii. The status are: Weakened, Blinded, Paralyzed, or Stunned. Multiple instances of this enhancement do not cause additional checks, but instead increase the DC of the check by 8.

-A weapon can be enhanced to ignore the AV of creatures that it hits by trading an Angel's Feather and paying 200 denarii. This bonus can only be applied once.

-A weapon can be enhanced to deal +4 damage and grant its wielder a +4 bonus to attack rolls when wielding it by trading any combination a Dragon’s Fang and a Dragon’s Claw, or two of either item.

-A gun can be enhanced to grant a +2 bonus to attack rolls and ignore an additional 4 points of AV by trading 2 darkhearts, 2 greyhearts, or one darkheart and one greyheart.



Armor
-A piece of armor can be enhanced to increase its DU by 1 for 100 denarii.

-A piece of armor can be enhanced to increase its TP by 4 for 20 denarii.

-A piece of armor can be enhanced to increase its AV by 1 for 30 denarii.

-A piece of armor can be enhanced to have its EV decreased by 1 by trading 2 Slime Ambers and paying 20 denarii.

-A piece of armor can be enhanced to increase its AV by 2 by trading 2 Horror Carapaces.

-A piece of armor can be enhanced to give its wearer a +6 bonus to Stealth by trading 2 Chameleon Skins.

-A piece of armor can be enhanced to give its wearer a +6 bonus to Resistance by trading 2 Faerie's Blood.

-A piece of armor can be enhanced to increase its AV by 4 by trading 2 Demon's Bloods.

-A piece of armor can be enhanced to give its wearer a +6 bonus to Grapple by trading 2 Faerie's Horns.

-A piece of armor can be enhanced to make the wear immune to Heat damage, increase the armor's AV by 4, its DU by 1 and its TP by 10 by trading one Fiery Mantle and paying 100 denarii. This bonus can only be added once, and also causes the wearer of armor with this enhancement to take a -6 penalty to Stealth.

-A piece of armor can be enhanced to give its wearer a +6 bonus to Dodge and Resistance, as well as granting the armor +1 DU and +10 TP by trading one Darkbrain or one Greybrain.

-A piece of armor can be enhanced to grant its wearer a +3 bonus to Resistance and have its AV increased by 6 by trading one Dragon’s Scale. This enchantment can be applied multiple times, but if a fraction of a Scale is required the character must instead provide enough money to cover the fraction of the scale’s value as if it had been sold to the Merchant.

-A piece of armor can be enhanced to grants its wearer a +2 bonus to spell damage per spell level and a +4 bonus to Base Casting, as well as increasing the armor's AV by 1 and TP by 3 by trading 2 darkhearts/greyhearts, 2 horror carapaces, and 20 denarii. This enhancement cannot be applied to any piece of armor with greater than 1 EV.



Shields
-A shield can be enhanced to grant an additional +2 DB by paying 40 denarii.

-A shield can be enhanced to deal an additional +4 damage when used to shield bash by trading 2 Monster's Fangs.

-A shield can be enhanced to have its EV decreased by 1 by trading 2 Slime Ambers.

-A Shield can be enhanced to deal an additional 1d12 points of Heat damage when used to shield bash and have its DB increased by 2 by trading a Nightmare's Mane. This bonus can only be applied once.

-A shield can be enhanced to have its DB increased by 2 and grant its bearer 10 points of resistance to Heat, Force, Cold, and Electricity Damage by trading one Dragon’s Scale. This bonus can only be applied once.

Miscellaneous Items
The category of miscellaneous items Includes things like belts, jewelry, hats, helmets, gloves, and boots For other items, please seek approval before enchanting. A single miscellaneous item may have any number of different enchantments on it, but unlike normal enchanted items don’t become sentient unless at least 1000 denarii worth of enhancements are added.
-A miscellaneous item (or weapon) can be enhanced to grant its wearer the ability to cast a single Spell. The rules for this are below.
The cost of this enhancement depends on the level of the spell selected. Additional spells may be added to the same item without marking up the cost, but any given item can only hold up to 10 levels worth of spells.
Level 1 spells: 40 denarii
Level 2 spells: 80 denarii
Level 3 Spells: 120 denarii

Casting checks are not required to cast these spells. The item starts with an effective Mind stat equal to 30 for the purpose of determining how much damage these spells deal, and how much HP they restore, the stats of any creature summoned by them, or how much they increase a particular stat by, as well as the item’s effective Resistance for determining how difficult any additional effects are to resist. They are always treated as if they had the Focus Talent in any element that they can cast a spell from. The item’s effective Mind stat can be increased by 10 by paying 50 denarii.

The character using this item always pays any costs for any spells cast with this item, and uses the item’s Mind stat or their own to determine whether or not something hits, whichever is higher. In addition, spells cast from items cost an amount of EP equal to a spell one level higher.
A single item cannot allow a character to use Powers and cast Spells.
Instead of being activated by choice, an item can be made to cast a spell on its wearer under certain circumstances as indicated by the creator of the item.

-A miscellaneous item (or weapon) can be enhanced to grant its wearer the ability to use a single Spirit Power. The rules for this are below.
A single power can be added for 120 denarii, and additional powers can be added to the same item for the usual markup. A single item can have no more than 3 Powers on it. The item has its own EP pool and an infinite Spirit Ceiling, but the only way to replenish the item’s EP pool is for the character to empower it with their own energy which takes one minute per ten points of EP. The item starts with a 10 point EP pool, and pays the same costs as the character would if they were using the power inherent in the item. If the power in question has an HP cost or some other requirement, the character still has to pay that. If the power requires an attack roll, it uses the appropriate stat of the character. A power used via an item can only use up to 6 EP per round.
The EP pool of an item can be increased by 10 in exchange for 30 denarii.
A single item cannot allow a character to use Powers and cast Spells.

-A miscellaneous item can be enhanced to grants its wearer immunity to Heat damage, a +5 bonus to attack rolls and melee damage rolls, and a +10 bonus to Dodge by trading one Fiery Mantle and 2 Demon’s Bloods. This bonus can only be applied once to a single item.

-A miscellaneous item can be enhanced to grants its wearer a +10 bonus to Dodge and Resistance, a +5 bonus to attack rolls, and Damage Reduction ¾ by trading one Angel’s Feather, one Dragon’s Scale, one monster's Horn, and two Slime Ambers. This bonus can only be applied once to a single item, and the Damage Reduction does not apply to creatures that already possess Damage Reduction naturally.

-A miscellaneous item can be enhanced to provide its wearer with a +2 bonus to Grapple, Dodge, attack rolls, melee OR ranged weapon damage rolls, Base Casting, Stealth, or Perception by paying 30 denarii. A single item may have any two of these bonuses applied to it, and each can be increased distinctly from the other without affecting their prices.

-A miscellaneous item can be enhanced to provide its wearer with a +3 bonus to AV by trading 2 darkhearts/greyhearts and 2 Shorn Nectars.

-A miscellaneous item can be enhanced to grants its wearer immunity to Cold damage, a +6 bonus to base casting checks, +5 to attack rolls, +2 to spell damage per level of spell, and a +10 bonus to Dodge by trading an Angel's Feather and 2 Faerie's Bloods. This bonus can only be applied once to a single item.

-A miscellaneous item can be enhanced to provide its wearer with a +2 bonus to the damage caused by spells per spell level by paying 20 denarii and trading 2 darkhearts/greyhearts.

-A miscellaneous item can be enhanced to contain a 10 point EP pool that the wearer can draw from or add to at will by paying 30 denarii.

Miscellaneous items
Healing Potion: Restore up to 50 HP.
Costs 10 denarii.

Energy Potion: Restore up to 50 EP.
Costs 10 denarii.

Corruption Cure Potion: Remove up to 50 corruption.
Costs 20 denarii.

Morning After Potion: Remove's the Pregnant status, or prevents the character from getting it for 24 hours. Only effective if taken before the pregnancy is visibly detectable.
Costs 20 denarii.

Aphrodisiac Poison: Causes the drinker to take 2d10 + 5 Resistance damage per round for 3 rounds, becoming Aroused if their Resistance drops to 0 and becoming Horny if it again drops to 0. Noticing the poison in food or drink requires a DC 15 Perception check in clean water, a DC 25 check in lightly flavored food or water (soaked in plain bread, dosed in milk or lightly flavored water,) a DC 35 check in more flavorful substances (dried fruit or meat, fruit juices,) and a DC 45 or higher check in any food more potent than these (wine or spiced foods.) Detecting the poison only means that they know they've been poisoned, not that they don't detect the poison. This poison can also be applied to weapons and lasts for 3 hits, dealing that much Resistance damage to each creature hit once.
Costs 20 denarii.

Fertility Potion: The drinker of this potion gains the Fertile Flaw for 1 week after taking this potion.
Costs 20 denarii.

Infertility Potion: The drinker of this potion gains the Infertile Flaw for 1 week after taking this potion.
Costs 20 denarii.

Paralysis Poison: The drinker of this poison must make a DC 45 Resistance check or gain two instances of the Paralyzed status. Noticing the poison in food or drink requires a DC 15 Perception check in clean water, a DC 25 check in lightly flavored food or water (soaked in plain bread, dosed in milk or lightly flavored water,) a DC 35 check in more flavorful substances (dried fruit or meat, fruit juices,) and a DC 45 or higher check in any food more potent than these (wine or spiced foods.) Detecting the poison only means that they know they've been poisoned, not that they don't detect the poison. This poison can also be applied to weapons and lasts for 3 hits, but the check to resist it is dropped to 35.
Costs 20 denarii.

Deadly Poison: The drinker of this poison takes 2d10 + 10 damage per round for 5 rounds, at the end of which they must make a Resistance check against DC 40 or have the process repeat itself. Noticing the poison in food or drink requires a DC 15 Perception check in clean water, a DC 25 check in lightly flavored food or water (soaked in plain bread, dosed in milk or lightly flavored water,) a DC 35 check in more flavorful substances (dried fruit or meat, fruit juices,) and a DC 45 or higher check in any food more potent than these (wine or spiced foods.) Detecting the poison only means that they know they've been poisoned, not that they don't detect the poison. This poison can also be applied to weapons and lasts for 3 hits, dealing that much damage to each creature hit for 3 rounds, requiring no Resistance check to avoid further damage.
Costs 20 denarii

Hallucination Poison: The drinker of this poison must win a DC 50 Resistance check or see random Illusions determined by the GM for 1d6 hours. Noticing the poison in food or drink requires a DC 15 Perception check in clean water, a DC 25 check in lightly flavored food or water (soaked in plain bread, dosed in milk or lightly flavored water,) a DC 35 check in more flavorful substances (dried fruit or meat, fruit juices,) and a DC 45 or higher check in any food more potent than these (wine or spiced foods.) Detecting the poison only means that they know they've been poisoned, not that they don't detect the poison. This poison can also be applied to weapons and lasts for 3 hits, but the DC required to resist it is dropped to 35.
Costs 20 denarii

Magical Oil: Can be coated on any melee weapon (not including an unarmed strike) to cause that weapon to deal an additional 2d10 damage of either the Heat, Cold, or Electricity type. This coating lasts until the end of the encounter.
Costs 30 denarii.

Universal Antidote: Cures any effects caused by poisons when drunk, including natural ones. Costs 20 denarii.

A character capable of using the Potion Mixing Ritual can trade one darkheart or one greyheart rather than pay the cost or spend the 8 hours searching for ingredients for the Corruption Cure Potion, or any of the poisons other than the Aphrodisiac Poison.

A character capable of using the Potion Mixing Ritual can trade one dose of Shorn Syrup and 5 denarii rather than pay the cost or spend the 8 hours searching for ingredients for the Aphrodisiac Poison, Fertility Potion, Infertility Potion, or Morning After Potion.

Special Rounds:
AP Rounds - 10 denarii for a box of 20, +4 AV penetration
Hollow Rounds - 10 denarii for a box of 20, +6 damage, -4 AV penetration
Masterwork Rounds - 10 denarii for a box of 20, provide a +8 bonus to attack rolls
Explosive Rounds - 10 denarii for a box of 20, deal an additional 2d6 Heat damage but grant a -2 penalty to accuracy

Special Arrows/Bolts:
Flaming Arrows - 10 denarii for a quiver of 20, deal an additional 2d6 Heat damage but grant a -2 penalty to accuracy
Masterwork Arrows - 10 denarii for a quiver of 20, grant a +4 bonus to attack and damage rolls
Barbed Arrows - 10 denarii for a quiver of 20, cause an additional 1d10 bleed damage per round to those hit by them until they receive magical healing or take a round to bandage the wound


I suppose that I'll go with this for the Weakness Flaw:

Weakness (thing) : Whenever the character encounters the thing that they are weak against (tentacles, giant boobs, fluffy tails, futas, ect) in combat, the GM rolls 1d4, and on a roll of 1 the character loses their turn.

Also, new Talents kinda-sorta-maybe. For Succubi.
*Erotic Fighter: The character gains 2 skills and a +6 bonus to attack rolls. Requires Superior Warrior.

*Erotic Wizard: The character gains a Mage Talent and the ability to cast 1st and 2nd level spells of any element. Requires Superior Mage.

*Erotic Wielder: The character gains a single Spirit Power and +10 bonus to their max EP. Requires Superior Spirit.
 
Last edited:

Termite

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Re: Dark Gate OOC Thread

How about a forced masochist talent or magic for succubi? By decreasing the effectiveness of an attack a succubus can inflict PP Damage alongside HP Damage.
 

xgkf

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Re: Dark Gate OOC Thread

The Vibrating Touch spell kinda takes care of that from a magic standpoint.
 

Termite

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Re: Dark Gate OOC Thread

I'm thinking of ultra-dominatrix succubus quite literally whipping everyone into her slave no matter how much they resist.
 

xgkf

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Re: Dark Gate OOC Thread

Maybe make it an Enchantment option that could be put onto a Blunt weapon (or whatever weapon type a whip would fall under)?

Whenever the weapon hits, it deals half of whatever HP damage is dealt as PP damage instead?
 
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Tassadar

Tassadar

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Re: Dark Gate OOC Thread

The basic look of the new item shop section:
Item Drops
Goblin/Kobold - Monster's Fang
Spider - Venom Sack
Stalker/Hunter - Chameleon's Skin
Sidhe - Faerie's Blood
Shorn Weed - Shorn Nectar
Alruane - Darkheart
Corrupted Beings (wolves, warped, ect) - Darkheart
Gruff/Satyr - Faerie Horn
Full Blooded Demons - Demon's Blood
Hellhound/Warhound - Hound's Tooth
Ogre/Troll - Monster's Horn
Tentacle Horror - Horror Carapace
Plant Hulk - Darkheart
Black Oak - Darkbrain
Slimes - Slime Amber
Due/Trinity - Slime Amber
The Turned - Greyheart
Grabbers - Greyheart
Elder Lord/Elder Lord Spawn - Greybrain
Angel - Angel's Feather
Nightmare - Nightmare's Mane
Nightmare Lord - Fiery Mantle
Dragons – Dragon’s Scale, Dragon’s Fang, Dragon’s Claw

Prices
Greyheart/Darkheart - 25 denarii
Greybrain/Darkbrain - 100 denarii
Slime Amber - 30 denarii
Monster's Fang - 20 denarii
Chameleon's Skin - 15 denarii
Horror Carapace - 10 denarii
Monster's Horn - 50 denarii
Hound's Tooth - 40 denarii
Faerie's Horn - 30 denarii
Venom Sack - 25 denarii
Faerie's Blood/Demon's Blood - 50 denarii
Angel's Feather - 200 denarii
Nightmare's Mane - 60 denarii
Fiery Mantle - 200 denarii
Dragon's Scale - 100 denarii
Dragon's Claw - 50 denarii
Dragon's Fang - 50 denarii

The merchant can also enchant gear, including weapons, armor, and shields. In addition, items gained from monsters can be used to enhance an item in special ways that normal enchantment's could not. The rules for the following are included below.

Unless otherwise noted, the below bonuses can be stacked. Applying a bonus multiple times costs an additional amount of denarii or items equal to 1/2 again the price of the applied bonus times the number of bonuses applied.
For example, if an enhancement costs 50 denarii, applying it again costs another 75 denarii, and adding a third application costs an additional 100 denarii, ect. So, applying this same bonus would cost a total of 225 denarii.
An enhancement that uses 2 of an item would therefore require 3 of an item to enhance again, and then 4, and then 5, ect. So, 9 of the item to apply the same upgrade 3 times.

Enchanting any one item with a total value of 400 denarii or more causes the item to gain a form of limited sentience. The specifics of this are up to the GM.

Weapons
-A weapon can be enhanced to have a +2 bonus to attack and damage rolls for 50 denarii.

-A weapon can be enhanced to deal an additional 1d8 damage of any of the energy types (Heat, Force, Electricity or Cold) for 40 denarii.

-A ranged weapon with a magazine size greater than 2 can be enhanced to grant +1 magazine size for 10 denarii.

-A Shortened Polearm or Polearm can be enhanced to deal an additional +8 damage by trading 2 Monster's Horns.

-A Sword can be enhanced to have a +3 bonus to attack rolls and deal an additional 2d10 damage by trading 2 Faerie's Blood/Demon's Blood. This damage is Cold damage if the items used are Faerie's Blood, Heat if the items used are Demon's Blood, or Electricity if a mix is used.

-A Blunt Weapon can be enhanced to deal an additional +6 damage for 2 Hound's Teeth or 4 Monster's Fangs.

-A Primitive Ranged Weapon or a gun can be enhanced to increase its maximum range by 50 feet by trading 2 Slime Ambers.

-A gun (either a Pistol or a Rifle) or a Thrown Weapon (set) can be enhanced to force those hit by them to make a Resistance check against DC 24 or become Paralyzed by trading 2 Venom Sacks. Multiple instances of this enhancement do not cause additional checks, but instead increase the DC of the check by 8.

-A weapon can be enhanced to force creatures hit by it to make a Resistance check against DC 20 or gain one of the following statuses, chosen when this enhancement is added to the weapon, for 50 denarii. The status are: Weakened, Blinded, Paralyzed, or Stunned. Multiple instances of this enhancement do not cause additional checks, but instead increase the DC of the check by 8.

-A weapon can be enhanced to ignore the AV of creatures that it hits by trading an Angel's Feather and paying 200 denarii. This bonus can only be applied once.

-A weapon can be enhanced to deal +4 damage and grant its wielder a +4 bonus to attack rolls when wielding it by trading any combination a Dragon’s Fang and a Dragon’s Claw, or two of either item.

-A gun can be enhanced to grant a +2 bonus to attack rolls and ignore an additional 4 points of AV by trading 2 darkhearts, 2 greyhearts, or one darkheart and one greyheart.



Armor
-A piece of armor can be enhanced to increase its DU by 1 for 100 denarii.

-A piece of armor can be enhanced to increase its TP by 4 for 20 denarii.

-A piece of armor can be enhanced to increase its AV by 1 for 30 denarii.

-A piece of armor can be enhanced to have its EV decreased by 1 by trading 2 Slime Ambers and paying 20 denarii.

-A piece of armor can be enhanced to increase its AV by 2 by trading 2 Horror Carapaces.

-A piece of armor can be enhanced to give its wearer a +6 bonus to Stealth by trading 2 Chameleon Skins.

-A piece of armor can be enhanced to give its wearer a +6 bonus to Resistance by trading 2 Faerie's Blood.

-A piece of armor can be enhanced to increase its AV by 4 by trading 2 Demon's Bloods.

-A piece of armor can be enhanced to give its wearer a +6 bonus to Grapple by trading 2 Faerie's Horns.

-A piece of armor can be enhanced to make the wear immune to Heat damage, increase the armor's AV by 4, its DU by 1 and its TP by 10 by trading one Fiery Mantle and paying 100 denarii. This bonus can only be added once, and also causes the wearer of armor with this enhancement to take a -6 penalty to Stealth.

-A piece of armor can be enhanced to give its wearer a +6 bonus to Dodge and Resistance, as well as granting the armor +1 DU and +10 TP by trading one Darkbrain or one Greybrain.

-A piece of armor can be enhanced to grant its wearer a +3 bonus to Resistance and have its AV increased by 6 by trading one Dragon’s Scale. This enchantment can be applied multiple times, but if a fraction of a Scale is required the character must instead provide enough money to cover the fraction of the scale’s value as if it had been sold to the Merchant.

-A piece of armor can be enhanced to grants its wearer a +2 bonus to spell damage per spell level and a +4 bonus to Base Casting, as well as increasing the armor's AV by 1 and TP by 3 by trading 2 darkhearts/greyhearts, 2 horror carapaces, and 20 denarii. This enhancement cannot be applied to any piece of armor with greater than 1 EV.

-A piece of armor can be enhanced such that attacks which normally ignore armor do not ignore AV no longer ignore armor by trading 2 Dragon's Scales and 2 Monster's Horns. Note that this applies only to attacks, not secondary damage from abilities.


Shields
-A shield can be enhanced to grant an additional +2 DB by paying 40 denarii.

-A shield can be enhanced to deal an additional +4 damage when used to shield bash by trading 2 Monster's Fangs.

-A shield can be enhanced to have its EV decreased by 1 by trading 2 Slime Ambers.

-A Shield can be enhanced to deal an additional 1d12 points of Heat damage when used to shield bash and have its DB increased by 2 by trading a Nightmare's Mane. This bonus can only be applied once.

-A shield can be enhanced to have its DB increased by 2 and grant its bearer 10 points of resistance to Heat, Force, Cold, and Electricity Damage by trading one Dragon’s Scale. This bonus can only be applied once.

Miscellaneous Items
The category of miscellaneous items Includes things like belts, jewelry, hats, helmets, gloves, and boots For other items, please seek approval before enchanting. A single miscellaneous item may have any number of different enchantments on it, but unlike normal enchanted items don’t become sentient unless at least 1000 denarii worth of enhancements are added.
-A miscellaneous item (or weapon) can be enhanced to grant its wearer the ability to cast a single Spell. The rules for this are below.
The cost of this enhancement depends on the level of the spell selected. Additional spells may be added to the same item without marking up the cost, but any given item can only hold up to 10 levels worth of spells.
Level 1 spells: 40 denarii
Level 2 spells: 80 denarii
Level 3 Spells: 120 denarii

Casting checks are not required to cast these spells. The item starts with an effective Mind stat equal to 30 for the purpose of determining how much damage these spells deal, and how much HP they restore, the stats of any creature summoned by them, or how much they increase a particular stat by, as well as the item’s effective Resistance for determining how difficult any additional effects are to resist. They are always treated as if they had the Focus Talent in any element that they can cast a spell from. The item’s effective Mind stat can be increased by 10 by paying 50 denarii.

The character using this item always pays any costs for any spells cast with this item, and uses the item’s Mind stat or their own to determine whether or not something hits, whichever is higher. In addition, spells cast from items cost an amount of EP equal to a spell one level higher.
A single item cannot allow a character to use Powers and cast Spells.
Instead of being activated by choice, an item can be made to cast a spell on its wearer under certain circumstances as indicated by the creator of the item.

-A miscellaneous item (or weapon) can be enhanced to grant its wearer the ability to use a single Spirit Power. The rules for this are below.
A single power can be added for 120 denarii, and additional powers can be added to the same item for the usual markup. A single item can have no more than 3 Powers on it. The item has its own EP pool and an infinite Spirit Ceiling, but the only way to replenish the item’s EP pool is for the character to empower it with their own energy which takes one minute per ten points of EP. The item starts with a 10 point EP pool, and pays the same costs as the character would if they were using the power inherent in the item. If the power in question has an HP cost or some other requirement, the character still has to pay that. If the power requires an attack roll, it uses the appropriate stat of the character. A power used via an item can only use up to 6 EP per round.
The EP pool of an item can be increased by 10 in exchange for 30 denarii.
A single item cannot allow a character to use Powers and cast Spells.

-A miscellaneous item can be enhanced to grants its wearer immunity to Heat damage, a +5 bonus to attack rolls and melee damage rolls, and a +10 bonus to Dodge by trading one Fiery Mantle and 2 Demon’s Bloods. This bonus can only be applied once to a single item.

-A miscellaneous item can be enhanced to grants its wearer a +10 bonus to Dodge and Resistance, a +5 bonus to attack rolls, and Damage Reduction ¾ by trading one Angel’s Feather, one Dragon’s Scale, one monster's Horn, and two Slime Ambers. This bonus can only be applied once to a single item, and the Damage Reduction does not apply to creatures that already possess Damage Reduction naturally.

-A miscellaneous item can be enhanced to provide its wearer with a +2 bonus to Grapple, Dodge, attack rolls, melee OR ranged weapon damage rolls, Base Casting, Stealth, or Perception by paying 30 denarii. A single item may have any two of these bonuses applied to it, and each can be increased distinctly from the other without affecting their prices.

-A miscellaneous item can be enhanced to provide its wearer with a +3 bonus to AV by trading 2 darkhearts/greyhearts and 2 Shorn Nectars.

-A miscellaneous item can be enhanced to grants its wearer immunity to Cold damage, a +6 bonus to base casting checks, +5 to attack rolls, +2 to spell damage per level of spell, and a +10 bonus to Dodge by trading an Angel's Feather and 2 Faerie's Bloods. This bonus can only be applied once to a single item.

-A miscellaneous item can be enhanced to provide its wearer with a +2 bonus to the damage caused by spells per spell level by paying 20 denarii and trading 2 darkhearts/greyhearts.

-A miscellaneous item can be enhanced to contain a 10 point EP pool that the wearer can draw from or add to at will by paying 30 denarii.

-A miscellaneous item can be enhanced to provide 10 points of resistance to any one type of elemental damage (Heat, Cold, Force, or Electricity) by paying 30 denarii.

Miscellaneous items
Healing Potion: Restore up to 50 HP.
Costs 10 denarii.

Energy Potion: Restore up to 50 EP.
Costs 10 denarii.

Corruption Cure Potion: Remove up to 50 corruption.
Costs 20 denarii.

Morning After Potion: Remove's the Pregnant status, or prevents the character from getting it for 24 hours. Only effective if taken before the pregnancy is visibly detectable.
Costs 20 denarii.

Aphrodisiac Poison: Causes the drinker to take 2d10 + 5 Resistance damage per round for 3 rounds, becoming Aroused if their Resistance drops to 0 and becoming Horny if it again drops to 0. Noticing the poison in food or drink requires a DC 15 Perception check in clean water, a DC 25 check in lightly flavored food or water (soaked in plain bread, dosed in milk or lightly flavored water,) a DC 35 check in more flavorful substances (dried fruit or meat, fruit juices,) and a DC 45 or higher check in any food more potent than these (wine or spiced foods.) Detecting the poison only means that they know they've been poisoned, not that they don't detect the poison. This poison can also be applied to weapons and lasts for 3 hits, dealing that much Resistance damage to each creature hit once.
Costs 20 denarii.

Fertility Potion: The drinker of this potion gains the Fertile Flaw for 1 week after taking this potion.
Costs 20 denarii.

Infertility Potion: The drinker of this potion gains the Infertile Flaw for 1 week after taking this potion.
Costs 20 denarii.

Paralysis Poison: The drinker of this poison must make a DC 45 Resistance check or gain two instances of the Paralyzed status. Noticing the poison in food or drink requires a DC 15 Perception check in clean water, a DC 25 check in lightly flavored food or water (soaked in plain bread, dosed in milk or lightly flavored water,) a DC 35 check in more flavorful substances (dried fruit or meat, fruit juices,) and a DC 45 or higher check in any food more potent than these (wine or spiced foods.) Detecting the poison only means that they know they've been poisoned, not that they don't detect the poison. This poison can also be applied to weapons and lasts for 3 hits, but the check to resist it is dropped to 35.
Costs 20 denarii.

Deadly Poison: The drinker of this poison takes 2d10 + 10 damage per round for 5 rounds, at the end of which they must make a Resistance check against DC 40 or have the process repeat itself. Noticing the poison in food or drink requires a DC 15 Perception check in clean water, a DC 25 check in lightly flavored food or water (soaked in plain bread, dosed in milk or lightly flavored water,) a DC 35 check in more flavorful substances (dried fruit or meat, fruit juices,) and a DC 45 or higher check in any food more potent than these (wine or spiced foods.) Detecting the poison only means that they know they've been poisoned, not that they don't detect the poison. This poison can also be applied to weapons and lasts for 3 hits, dealing that much damage to each creature hit for 3 rounds, requiring no Resistance check to avoid further damage.
Costs 20 denarii

Hallucination Poison: The drinker of this poison must win a DC 50 Resistance check or see random Illusions determined by the GM for 1d6 hours. Noticing the poison in food or drink requires a DC 15 Perception check in clean water, a DC 25 check in lightly flavored food or water (soaked in plain bread, dosed in milk or lightly flavored water,) a DC 35 check in more flavorful substances (dried fruit or meat, fruit juices,) and a DC 45 or higher check in any food more potent than these (wine or spiced foods.) Detecting the poison only means that they know they've been poisoned, not that they don't detect the poison. This poison can also be applied to weapons and lasts for 3 hits, but the DC required to resist it is dropped to 35.
Costs 20 denarii

Magical Oil: Can be coated on any melee weapon (not including an unarmed strike) to cause that weapon to deal an additional 2d10 damage of either the Heat, Cold, or Electricity type. This coating lasts until the end of the encounter.
Costs 30 denarii.

Universal Antidote: Cures any effects caused by poisons when drunk, including natural ones. Costs 20 denarii.

A character capable of using the Potion Mixing Ritual can trade one darkheart or one greyheart rather than pay the cost or spend the 8 hours searching for ingredients for the Corruption Cure Potion, or any of the poisons other than the Aphrodisiac Poison.

A character capable of using the Potion Mixing Ritual can trade one dose of Shorn Syrup and 5 denarii rather than pay the cost or spend the 8 hours searching for ingredients for the Aphrodisiac Poison, Fertility Potion, Infertility Potion, or Morning After Potion.

Special Rounds:
AP Rounds - 10 denarii for a box of 20, +4 AV penetration
Hollow Rounds - 10 denarii for a box of 20, +6 damage, -4 AV penetration
Masterwork Rounds - 10 denarii for a box of 20, provide a +8 bonus to attack rolls
Explosive Rounds - 10 denarii for a box of 20, deal an additional 2d6 Heat damage but grant a -2 penalty to accuracy

Special Arrows/Bolts:
Flaming Arrows - 10 denarii for a quiver of 20, deal an additional 2d6 Heat damage but grant a -2 penalty to accuracy
Masterwork Arrows - 10 denarii for a quiver of 20, grant a +4 bonus to attack and damage rolls
Barbed Arrows - 10 denarii for a quiver of 20, cause an additional 1d10 bleed damage per round to those hit by them until they receive magical healing or take a round to bandage the wound

Sealing Collar: 40 denarii for a DC 60 sealing collar (as the ritual)

Things added to the Talent/Flaw list:
*Erotic Fighter: The character gains 2 skills and a +6 bonus to attack rolls. Requires Superior Warrior.

*Erotic Wizard: The character gains a Mage Talent and the ability to cast 1st and 2nd level spells of any element. Requires Superior Mage.

*Erotic Wielder: The character gains a single Spirit Power and +10 bonus to their max EP. Requires Superior Spirit.

Weakness (thing) : Whenever the character encounters the thing that they are weak against (tentacles, giant boobs, fluffy tails, futas, ect) in combat, the GM rolls 1d4, and on a roll of 1 the character loses their turn.

Forced masochism seems odd, and at the moment I'm too lazy and sleepy to think more on it. I'll possibly look into it later, but right now it seems a bit too close to Drain Through Pain only with added PP damage in my mind.
 

Mamono Assault Force

Coon Tamer
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Re: Dark Gate OOC Thread

YES, WEAKNESS TO FLUFFY EARS TOO, AND WEAKNESS TO ANAL, GIVING AND RECEIVING
 

Mamono Assault Force

Coon Tamer
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Re: Dark Gate OOC Thread

YOU GOTTA SPOILER THAT SHIT, PEOPLE WILL GET OFFENDED FROM IT'S CUTENESS
 
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