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Dark Gate OOC Thread


Hentaispider

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Re: Dark Gate OOC Thread

Skill suggestions yay

Shield skill: Stalwart Defense: Any round you do not make a shield bash attack, you gain +10 to dodge and +10 AV. Requires Shield Fighter.

Specific weapon skill: Rending Strike: When using an axe, you may take a -10 dodge and -5 damage, doubling the damage your attack deals after armor and other penalties. Requires Skill with Polearms or Skill with Shortened Polearms
 

Smokefish

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Re: Dark Gate OOC Thread

Hellroach v2, Deus Ex Redux Deluxe Edition!

Hellroach
Spawned in the sewers of Acheron from carelessly dumped alchemical, magical, or otherwise questionable, fluids along with the demonic energies permeating the town. The Hellroaches are steadily growing in numbers underneath the now demon inhabitated area. Chaotically mutated, it is a rare thing to find more then a handful of these insectoid, or arachnid, humanoids that resemble one another.
Stat Adjustment: +8 Body
Racial Talents: Healthy, Resistant
Racial Flaws: Tainted Bloodline, Mutated, Fertile/Infertile
Racial Mutations: Warped, Demon, Egg Layer, Funny Ears(Antennae, Optional if Spider), Odd Skin(Partial or Full Chitin carapace/exoskeleton), Night Eyes, Glowing Skin(Genitalia), Claws
Optional Mutations: Spider, Tentacles, Corruptive(If starting as Supernatural through Mutated), Armored Hide, Wings, Tail(Abdomen or Stinger), Clawed Feet, Greater Claws, Glowy Fluids

-Bonus Origin History-​
May Onal was a curious young demon woman living in Acheron who had, from the day she could first walk, always been too curious for her own good. Born a streetrat, she had done just about everything from stealing from others and prostituting herself to make a living, and the thing she most highly sought to steal from others was information. News, gossip, dark secrets or feelings that shouldn't be known, she stole it whenever possible and sold it to whom she could find interested in such things. But she yearned for something more, the great scoop that would earn her a fortune, like some dirt on a person of high class and stature.

It wasn't uncommon for her to make her ways through the sewers, as they could take her just about everywhere in Acheron, making information gathering easy for her. One day however, she would chance upon something beyond her wildest imaginations, as simple insects and other vermin had begun to mutate and change there in the sewers, likely because of some strange, glowing chemicals that had been drained nearby. Right under an alchemy lab, she figured. Perhaps this was her ticket to fame! She began to study the fascinating insects over the following weeks, watching as they grew and evolved, how they slowly grew more intelligent... And steadily more horny! And while they had ignored her for a long time, soon they began to look her way, perhaps they would be her friends, perhaps they could help her find the big scoop she had longed for?

With new resolve, May Onal had decided to make it her responsibility to raise these insect people, and educate them enough so that she could let them spy for her. Naturally, it backfired, for as the demoness tried to make closer acquaintance with the creatures, she was overwhelmed by the sheer numbers of them! May had never been physically intimidating, always skulking in the shadows and rarely having enough for a satisfying meal, and was as such easily dragged into the deepest parts of the sewers, where she would discover that the numbers of the insect people was far greater than she had realized.

And like so, the Story of May Onal ends, with her making a very close acquaintance with the creatures that would eventually come to be called Hellroaches, not that she would be mentally stable enough to take note of it by the time, as the creatures had for a long time needed some proper people-genes to add to their ever-mutating collective. Nowadays, she is only remembered by the Hellroaches, who all reveres and refer to her as "The Mother of All".
 
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Cappy

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Re: Dark Gate OOC Thread

More suggestions, this time from me.

One more flaw!

*Antagonizing (RP): Unless the character genuinely respects or works under him/her/it, he/she will be prone to insulting, teasing, pranking, and/or harassing nearby sentient creatures who are aware of his presence.

Also, as part of an extensive fluff project for my character in the distant future, I'm working up NPC statblocks for Imps and creating their racial traits, stats, etc... My plan as may or may not have been heard already, is to either have an equivalent ritual, or clause for the Demon Ascension ritual that allows Goblins to ascend into Imps, seeing as Goblins don't actually have all the stereotypical demon traits, and are unable to delve into the Succubus class, as well as a number of other fluff reasons. I fucking love Imps.
 

Hafnium

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Re: Dark Gate OOC Thread

Monsters 'n stuff. Also, body horror.

Nightmarish Apparition
Template: Spooky Ghost Types

Body: 30
Mind: 10
Spirit: 10


Hit Points (HP): 40
Pleasure to Orgasm (PP): 30
Spirit Energy (EP): 30
Speed: 17
Dodge: 25
Armor: 0
Resistance: 15
Perception: 17
Stealth: 17
Grapple: 30

-------------------

Monster Name: Nightmarish Apparition, tier 2.
Monster Type: Incorporeal.
Monster Class: None.
Differences from Base Creature: +20 HP (60), +10 Stealth (27)

Talents:
Persistent Etherealness: Damage Reduction 1/2, +10 Stealth, Can Phase through Walls
Healthy
Conservation of Scariness: Whenever another Nightmarish Apparition dies, all Nightmarish Apparitions within 30 feet of it gain +8 to all non-damage rolls and +2 to damage.
Unarmed Fighter
Aura of Terror: Characters within 20 feet of this monster must make a resistance check against DC 15 for each round they remain as such or be Weakened. Gains +5 to the DC for each Nightmarish Apparition slain within 30 feet. Staying more than 20 feet away from an Apparition for an entire round (i.e. not starting the current or next turn within range) will remove all instances of weakened caused by it.

Flaws:
Mindless

Mutations
Natural Attack
Something Something Terror: Draining EP from this creature causes 1 HP damage per EP drained. Like Burning Spirit but without the extra bonus. They are immune to pleasure damage.
Razor Fingers
Night Eyes

Inventory:
Unarmed (+30) 2d12 + 25

Description: Long, slender being with impossibly spindly fingers tipped with razor sharp claws. The black mists that form their bodies give them the appearance of wearing long robes. They have no faces. Beyond that, anytime that one Nightmarish Apparition dies around others, the others absorb its essence and grow more powerful.

They tend to operate as assassins, waiting until their soon-to-be victim is some place dark (or it's night) and phasing through terrain in order to isolate and attack their target. When they do strike, the body is rarely found, suggesting that they either take their victims somewhere or do something more unseemly with the evidence.

Not a natural creature by any means, these beings are only found in long-term service to a daemon or some other powerful master. They do occasionally find their way into the control of a weaker individual, who in turn always ends up as their final victim after using them as a curse against another.

Giant Emerald Wasp
Template: Giant Emerald Wasp

Body: 24
Mind: 2
Spirit: 10


Hit Points (HP): 30
Pleasure to Orgasm (PP): 19
Spirit Energy (EP): 23
Speed: 15 (flying, 1/3 otherwise)
Dodge: 38
Armor: 0
Resistance: 12
Perception: 23
Stealth: 15
Grapple: 24

Hard to Hit x2
Perceptive

-------------------

Monster Name: Giant Emerald Wasp, Tier 1
Monster Type: Insect
Monster Class: None.
Differences from Base Creature: None.


Talents:
Hard to Hit x2
Skill with Unarmed
Perceptive


Flaws:
Mindless


Skills:
Weapon Focus (Unarmed)


Mutations:
Natural Attack
Egg Layer
Greater Wings
Dangerous Tail
Fearsome Maw
Venomous Attack (Special)


Skills:
Weapon Focus (Unarmed)


Inventory:
Unarmed (+40) 2d12 + 8
Bite (+40) 2d12 + 14 (Damage dealt after armor is also dealt to resistance + 1d6 that ignores AV. If the target reaches 0 resistance, they gain weakened. If they are already weakened, they gain another instance of weakened and become dominated by the wasp.)
Sting (+38) 2d12 + 12 (Same as bite)

Description: The giant emerald wasp is, like the other variety of giant wasp, native to Amazonia (making Amazonia the equivalent of Australia when it comes to terror per capita), although they've recently been seen as far beyond the jungles as Lockacre. Unlike the other variety of wasp, its poison is much more insidious.

The giant emerald wasps are about two foot long and, as their namesake suggests, resemble an emerald in color. They rely on their venom in order to not only weaken their target, but to temporarily erase their ability to think for themselves. The victim becomes enthralled to the wasp's commands, at which point they are usually immediately filled to bursting with eggs. The newly egg-engorged victim is then led to a suitably safe nook or cranny in the jungle where other predators won't catch them, then the wasp compels them into staying there until they give birth, less than a day later, before leaving to repeat the process on someone else..

Their most common prey are the ever-present alraune of the jungle, as their own eggs cancel out the alraune's breeding advantage, though they have been known to attack any and every species proving vulnerable enough.

Cordyceps Alraune! Cordyrune?

Body: 30
Mind: 10
Spirit: 10


Hit Points (HP): 40
Pleasure to Orgasm (PP): 30
Spirit Energy (EP): 30
Speed: 17
Dodge: 25
Armor: 4
Resistance: 23
Perception: 25
Stealth: 25
Grapple: 30

-------------------

Monster Name: Cordyrune, tier 1
Monster Type: Plant
Monster Class: None
Differences from Base Creature: Same.


Talents:
Sneaky
Pain Resistant
Resistant
Perceptive


Flaws:
Lustful


Mutations:
Plant
Tentacles
Warped
Spore Carrier (Has spore pods which will explode upon the creature's death. Characters within 20 feet must win a resistance roll against this creature on death, where this creature gains a +10 bonus, or they gain an instance of paralyzed)


Succubus Powers:
Spore Shot (Res check vs Alraune for creature within 30 feet or they gain an instance of paralyzed)
Special (Any creature that this character cums inside vaginally (or cums inside this creature at all) becomes Infected. Anytime they would impregnate or become impregnated the union spawns a Cordyrune instead of whatever it would otherwise. In addition, they spread the infection as if they were a Cordyrune. This can be cured by using a Universal Antidote.)


Description: A variant of the alraune which has grown green spore pods at random on their head and body. Slightly more dangerous to those who are immune to the effects of normal alraune pollen, though overall probably less dangerous (except for their tendency to release clouds of spores on death) for those who aren't. Their particular variant of pollen causes women to drop onto their hands and knees and men to drop onto their backs, leaving anyone not strong enough incapable of controlling their body, an effect that lasts for an hour. This means that an overambitious adventure can slay a Cordyrune and yet still end up at the whims of anything else that might stumble across them.

They can usually be found in places with trees and near perpetual shade.

Note: Any advanced alraune (Dryads, Elder Alraunes, even Symbiotic ones) may be converted to a cordyrune variant by giving them Spore Shot instead of Pollen Shot, Spore Carrier, and Special as listed above.

Still on my list of stuff to stat: Ruffians and Humanoid Sword/Axe/Spear/Shield/Mace Fighters.

Also, Overlord suggestion as per shoutbox: The character may spend 4 EP and deal 2d6 + Spirit/4 damage to either overcharge (in the case of spirits, automatons, and other such summons) or "motivate" (in the case of succubi, angels, yetis, and the like) their summons, granting them +12 attack and x2 damage for the round.

(Maybe change the second bit to +12 attack and x2 to their base damage modifier for the round)
 
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ranger

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Re: Dark Gate OOC Thread

Thought I would send this out to see what everyone thinks.


Template Fey Friend

There are few threw great service gain the favor of the fey and fewer still that could be called fey friend. These individuals threw their efforts have served the Fey courts unselfishly and even at their own detriment. These few have been granted one of the greatest gifts they fey can offer.
Requirements not a demon, not a alien
+4 body +4 mind +8 spirit
Gain flaw lustful or sensitive
Gain flaw Fetish Faerie
Gain mutation Faerie
 

sturm

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Re: Dark Gate OOC Thread

I wholeheartedly support ranger's template

*Is accused of bias and burned at the stake before being tossed into a river*
 
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Ryu Doppler

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Re: Dark Gate OOC Thread

Monsters 'n stuff. Also, body horror.

Nightmarish Apparition
Template: Spooky Ghost Types

Body: 30
Mind: 10
Spirit: 10


Hit Points (HP): 40
Pleasure to Orgasm (PP): 30
Spirit Energy (EP): 30
Speed: 17
Dodge: 25
Armor: 0
Resistance: 15
Perception: 17
Stealth: 17
Grapple: 30

-------------------

Monster Name: Nightmarish Apparition, tier 2.
Monster Type: Incorporeal.
Monster Class: None.
Differences from Base Creature: +20 HP (60), +10 Stealth (27)

Talents:
Persistent Etherealness: Damage Reduction 1/2, +10 Stealth, Can Phase through Walls
Healthy
Conservation of Scariness: Whenever another Nightmarish Apparition dies, all Nightmarish Apparitions within 30 feet of it gain +8 to all non-damage rolls and +2 to damage.
Unarmed Fighter
Aura of Terror: Characters within 20 feet of this monster must make a resistance check against DC 15 for each round they remain as such or be Weakened. Gains +5 to the DC for each Nightmarish Apparition slain within 30 feet. Staying more than 20 feet away from an Apparition for an entire round (i.e. not starting the current or next turn within range) will remove all instances of weakened caused by it.

Flaws:
Mindless

Mutations
Natural Attack
Something Something Terror: Draining EP from this creature causes 1 HP damage per EP drained. Like Burning Spirit but without the extra bonus. They are immune to pleasure damage.
Razor Fingers
Night Eyes

Inventory:
Unarmed (+30) 2d12 + 25

Description: Long, slender being with impossibly spindly fingers tipped with razor sharp claws. The black mists that form their bodies give them the appearance of wearing long robes. They have no faces. Beyond that, anytime that one Nightmarish Apparition dies around others, the others absorb its essence and grow more powerful.

They tend to operate as assassins, waiting until their soon-to-be victim is some place dark (or it's night) and phasing through terrain in order to isolate and attack their target. When they do strike, the body is rarely found, suggesting that they either take their victims somewhere or do something more unseemly with the evidence.

Not a natural creature by any means, these beings are only found in long-term service to a daemon or some other powerful master. They do occasionally find their way into the control of a weaker individual, who in turn always ends up as their final victim after using them as a curse against another.
Nightmarish Apparition? More like Slender Man.
Needs Weakness: 20 Denarii
 

Courage Wolf

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Re: Dark Gate OOC Thread

WE ALL LOVE SHORN WEEDS!!!

I say this because I had an idear, Alraune for DG usually do not have the large blooms that classic ones do, though they occasionally show up. speaking with Tass, i think it makes sense that an Alraune can grow one if they stay fairly immobile and root down, the bloom growing over time. And that if they leave it to travel somewhere else... Well, you have your super shorn right there don't you. ^-^
 

Hafnium

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Re: Dark Gate OOC Thread

Skills!

Quieting Blow - The character spends 4 EP (per attack utilizing this skill) and makes a melee attack at -10 attack and damage. On a successful hit, their target is Sealed for the character's resistance - 5. On a miss the EP is lost. Unlike normal seals, this cannot be removed through non-magical means and only lasts until the end of the character's next turn. This skill can be used even when the character is Sealed or wearing a Sealing Collar, and does not affect the maximum amount of EP useable per turn due to Spirit Ceiling Requires Mage-Hunter or Spirit-Oppressor.

Caster Breaker - The character spends X EP (per attack utilizing this skill) and makes a melee attack at -12 attack and damage. On a successful hit, the character then makes a resistance check with a bonus of X against the target. On success, the target's Base Casting and Spirit Ceiling are lowered by X until the end of the encounter. On failure, regardless of whether the character misses or fails the resistance check, the EP is lost. This skill can be used even when the character is Sealed or wearing a Sealing Collar, and does not affect the maximum amount of EP useable per turn due to Spirit Ceiling. X may not be greater than 10 on any given round. Requires Mage-Hunter or Spirit-Oppressor.

Iron Body (Passive) - Using Full Defense also grants the character Damage Reduction 1/2 for that round. Requires Unarmed Fighter.

Spell! Was considering level 3 so that it could be enchanted on a ring or something, but experienced mage cheese would be applicable there.

(Level 4, Arcane) Detect Energy (Utility) [The caster makes a resistance check against a target actor or makes a resistance + 4 check against the initial caster of a targeted spell, effect, or area. On a success against a target actor this acts as a debuff, costing 1 EP per round upkeep and lasting until dispelled or dismissed, which grants the caster knowledge of all buffs or other effects either on or in use by the target caster. On success against a target spell, effect, or area it grants information about what magic or powers are currently in effect nearby.]

Ritual!

Energy Detection Field
Ritual Cost: 30 denarii
Ritual Time: 20 minutes.
Ritual Requirements: Focus in Arcane, Countermage Feat
Description: Creates a stationary field centered on the caster that fills the room that the caster is in or, if used outdoors or in a very large area, is mind/10 * 5 feet in diameter. Anytime a character is under the effect of magic, or any other sort of spell or power is in effect in the Energy Detection Field Area, an automatic caster's resistance + 10 check is made each round against the character or, in the latter's case, the spell or power's user. On success, the caster and any allies or other actors designated during the ritual's initial use within sight of the field will immediately gain any benefit they would have gained from using Detect Energy on the spell, power, or character. This field lasts mind/10 hours or until dismissed by the caster.

Power change suggestion! SPIRITUAL VAMPIRISM.

Soul Rip
This painful attack tears a portion of the target's soul off, allowing the character to consume it.
-The character pays X EP.
-The character then chooses one of the following:
1) The touched creature takes (2d8 + 2) * X damage, and must win a Resistance check against the character or they also lose 2X EP, which the character then regains.
2) If the character is grappling with the target, they may attempt a bite attack instead. The bitten character takes 1d8 * X EP damage, of which the character regains 1/4.
 

Cappy

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Re: Dark Gate OOC Thread

Ritual!

Energy Detection Field
Ritual Cost: 30 denarii
Ritual Time: 20 minutes.
Ritual Requirements: Focus in Arcane, Countermage Feat
Description: Creates a stationary field centered on the caster that fills the room that the caster is in or, if used outdoors or in a very large area, is mind/10 * 5 feet in diameter. Anytime a character is under the effect of magic, or any other sort of spell or power is in effect in the Energy Detection Field Area, an automatic caster's resistance + 10 check is made each round against the character or, in the latter's case, the spell or power's user. On success, the caster and any allies or other actors designated during the ritual's initial use within sight of the field will immediately gain any benefit they would have gained from using Detect Energy on the spell, power, or character. This field lasts mind/10 hours or until dismissed by the caster.
I object to the requirements, it seems pretty exclusive to mages for something working around sensing energy, a Spirit User should also have access to this power, and it should also have an alternate scale that works off of spirit rather than mind.
 
OP
Tassadar

Tassadar

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Re: Dark Gate OOC Thread

Was thinking about putting in an Flaw for a cursed item of some sort, allowing people to start with magic items that cause random chaos and derp at random moments... With randomness. Too sleepy to actually come up with rules for it off the top of my head right now, but here's a reminder for myself!

Another reminder: Nerf sudden strike. Nerf it so hard. Take away the auto-hit, and give it a damage penalty of some sort.
 

Courage Wolf

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Re: Dark Gate OOC Thread

I SECOND THIS MOTION! In both respects. For whatever thats worth... love you guys, merry christmas...
 

Hafnium

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Re: Dark Gate OOC Thread

Change to the Iron Body skill suggested above:

Iron Body (Passive) - The character may use defensive fighting in order to exchange attack for armor in place of dodge or defensive resistance. In addition, using Full Defense also grants the character Damage Reduction 1/2 for that round. Requires Unarmed Fighter.

More skill suggestions:

Witch Hunt - The character seals off their soul in order to better fight succubi and similar creatures. The character becomes immune to Charm, Dominate, Aroused, and Horny and reduces all PP and EP damage taken by 8, but is also treated as if they're sealed at an impossible DC and also dispels any abilities which would be hindered by seal that they already had active. This lasts three rounds and cannot be dismissed, but can be dispelled or devoured by making the appropriate resistance check against its user. Requires Untemptable.

Carrot and Stick (Passive) - The character gains +8 bonus to initiating grapples and a +6 bonus to grapple rolls while wielding a whip/chain. Requires Skill with One-handed Whips/Chains or Skill with Two-handed Whips/Chains.

Re: Detect Energy ritual.

It's more an identify than a detect. Currently, detecting spells and powers tends to work through a combination of perception, the character's spirit/mind stat, fluff, and their other talent choices. This isn't intended to replace that. The spell is just a straightforward mechanical means for the only dispel-focused mage discipline to tell exactly what they're dispelling. I'm not even sure which spirit wielder disciplines would even get practical use out of it beyond Necromancers for Devour Magic, and they already have plenty of nice things.
 

Termite

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Re: Dark Gate OOC Thread

I'm not even sure which spirit wielder disciplines would even get practical use out of it beyond Necromancers for Devour Magic, and they already have plenty of nice things.
Daemons, so they know who put out the magics and can go out and EAT THEIR SOUL
 

Hafnium

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Re: Dark Gate OOC Thread

I don't know about that. Most daemons seem like they'd have dictatorial approach to it. A more "if nobody comes forward and explains who flung that spell, I'm just going to eat all of your souls" sort of approach to things, y'know?
 
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Tassadar

Tassadar

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Re: Dark Gate OOC Thread

I currently have no use of my right hand, and thus all actions requiring me to type will be slowed to a crawl until whatever the hell is wrong with it goes away. This, unfortunately, includes posting and all of my assorted real time games. Updates will be given when the opportunity and circumstance occurs.

Also, a little general notice: the range increasing enchantment for guns was dropped from 20 feet to 10 feet in order to keep it more in line with the whole range increments thing. That is all.
 

Keylo

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Re: Dark Gate OOC Thread

Oof, that sucks. Hope your hand gets better soon D:.
 

Mirchie

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Re: Dark Gate OOC Thread

Holy crap, that sounds... Strange. I hope you get it sorted quick, and it's just some small thing, Tass. Best wishes!
 
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