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DG3 Character Sheets


Keylo

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Re: DG3 Character Sheets

Ladies and Gentlemen, I revive (soontm), and present to you the Magnificent Marlome!

Name: Formerly, Ayame the Relentless, now goes by The Magnificent "Marlome"
Class: Spirit Wielder
Race: Kitsune
Sex: Female

Body: 10
Mind: 24
Spirit: 40

Hit Points (HP): 10 + 24/2 + 40/2 = 42
Pleasure to Orgasm (PP): 10/2 + 24 + 40/2 = 49
Spirit Energy (EP): 10/2 + 24/2 + 40 = 57 + 30 +20 = 107
Speed: 10
Dodge: 74/2 = 37
Armor:
Resistance: 40/2 = 20
Perception: sqrt(40*10) = 20
Stealth: sqrt(10*10) = 10
Grapple: 10
Spirit Ceiling: 107/5 = 21.4 = 21


Experience: 0
Corruption: 0


Talents:
Psion (CLASS)
Lucky
Psyker
Natural Mage: Focus in Entropy
Massive Energy Pool
Spunky
Spirit Warrior
Greater Energy Pool
Starseeker


Flaws:
Tainted Bloodline (RACIAL)
Infertile (RACIAL)
Sensitive (RACIAL)
Mutated: Tight x3
Mutated: Soft Skin x3
Mutated: Claws, Fangs (Venomous Attack), Odd Hair

Mutations:
Naturally Warped (RACIAL)
Shapeshifting (RACIAL)
Kitsune Heritage (RACIAL)
Funny Ears (RACIAL)
Fluffy Tail (Racial)
Tight x3 (FLAW)
Soft Skin x3 (FLAW)
Odd Hair (FLAW)
Claws (FLAW)
Fangs (Venomous Attack, FLAW)


Skills:
None

Base Casting: 12
Favored Elements: Entropy
Magic Feats:
Spells:
Entropy
Level 1

Least Luck Manipulation (Utility) [One target that the caster designates takes either a 1d6 – 2 bonus to all rolls, or a 1d6 - 2 penalty to all rolls.]
Pitfall (Utility, Trap) [Summons a trap that causes any creature caught in it to fall into a pit. Creatures in the pit must spend a round of climbing and win a Resistance check against the caster in order to climb out. The fall deals 10 points of damage that ignores AV unless the character has an active effect that reduces fall damage.]

Level 2

Lesser Luck Manipulation (Utility) [One target that the caster designates takes either a 2d6 - 4 bonus to all rolls, or a 2d6 – 4 penalty to all rolls.]
Life Steal (Bolt) [Deals damage as a spell one level lower, but the caster regains an amount of HP equal to 1/2 the damage dealt by this spell.]
Power of Chaos (Buff) [Can increase Mind, Dodge or Stealth.]
Hex of Weakness (Utility) [One target creature affected by this spell gains the Weakened status.]

Level 3
Energy Drain (Bolt) [This spell deals damage as a spell one level lower, but deals damage to the target’s EP instead of their HP. The caster gains an amount of EP equal to the damage dealt by this spell.]
Wrack (Bolt) [Deals damage as a spell one level lower, but the target must win a Resistance check against the caster or be stunned.]
{EL} Blightning (Line) [Creatures hit by this spell must win a Resistance check against the caster or become Weakened.]
Luck Manipulation (Utility) [One target that the caster designates takes either a 3d6 - 6 bonus to all rolls, or a 3d6 - 6 penalty to all rolls.]
Hex of Blindness (Utility) [One target creature affected by this spell is Blinded.]
Zombify (Utility) [The character raises a corpse as a zombie. This effect is identical to the same function of the Animate Spirit Power.]

Level 4

Greater Luck Manipulation (Utility) [One target that the caster designates takes either a 4d6 - 8 bonus to all rolls, or a 4d6 – 8 penalty to all rolls.]
Mass Wrack (Ball) [Targets affected by this spell must win a Resistance check against the caster or be Stunned for 1 round.]
Hex of Paralysis (Utility) [One target creature affected by this spell is Weakened and Paralyzed.]
Chaos Curse (Emanation) [Targets hit by this spell also take a 2d6 penalty to all non-damage rolls until the end of the encounter.]
Agony Warp (Cone) [This spell deals damage as a spell one level lower, but creatures affected by it lose an amount of EP equal to ½ the damage that they take from it.]
{HF} Blackflame Blade (Utility) [The caster selects one target creature within 100 feet of them. That creature is immediately attacked by a weapon formed of black fire which deals 2d12 + Mind/2 damage to that target and uses the character's Mind stat to determine its attack roll. The damage inflicted by this spell is not multiplied by spell level, but it does ignore the armor of the target. In addition, the character can maintain this spell by paying 3 EP upkeep, and it will continue to attack the same creature until that creature dies, at which point it can be moved to any other creature within 100 feet. This attack is always lethal, and cannot be used to knock and opponent unconscious.]

Level 5

Greatest Luck Manipulation (Utility) [One target that the caster designates takes either a 5d6 – 10 bonus to all rolls, or a 5d6 - 10 penalty to all rolls.]
Reaper (Summon) [The Reaper has double the stats of a normal summon, but if it isn’t able to kill at least three creatures before the encounter ends it attacks the caster. The reaper's Dodge stat is capped at 50, and its Speed stat is capped at 25.]
Chaos Shard (Bolt) [A target hit by this spell must win a Resistance check against the caster or die instantly. The caster takes 10 points of damage when they cast this spell even if they fail the casting check.]
{EL} Blightning Strike (Ball) [Creatures hit by this spell must win a Resistance check against the caster or become Weakened.]

Powers:

Psion
Telekinesis
The character moves objects using their mind. This power can be used in a variety of ways, depending on the circumstances.
-The character can use this power to do any of the following:
1) The character pays X EP, and selects an object within 100 feet of them. That object moves up to 10X feet and any creatures that it strikes take 2d4 * X Force damage, but it has to move in a straight line.
2) The character pays 1 + X EP and selects a single creature within 50 feet of them. That creature must win a Resistance check vs 5X or gain the Bound status. In addition, the bound creature takes 5X damage per round. The character can pay X EP to upkeep this effect every turn, but they lose all other actions.

Mind Cutter
The character severs matter at a molecular level with their mind, causing cuts that no mortal or even supernatural blade could hope to replicate.
-The character pays X EP.
-One target creature within 50 feet of the character takes (2d8 + 1) * X damage that only counts ½ of the target’s AV.

Pyrokinesis
The character controls fire with their mind.
-The character can do any one of the following. Note that all costs increase by 2 if the character has to conjure fire of their own, rather than manipulate flame that is already present.
1) Pay X EP. The character then can choose to target either all creatures within a 10 foot radius explosion that starts anywhere within the character's line of sight, or all creatures within a 30 foot long, 90 degree cone originating from the character. Those creatures take Xd6 + 6 points of Heat/Fire damage.
2) Use it to conjure a fire elemental. This summon behaves exactly like the Spell Summon Fire Elemental, including its EP cost and the stats of the summoned creature. For the purpose of this power, assume that the character has the Focus in Fire Talent.

Mind Worm
The character invades another creature's mind. This can be used in any number of ways, either to gather information, transfer information without speaking, erase part of the target's memory, or completely wipe a creature's mind out and reduce them to a vegetable.
-The character chooses one of the following:
1) The character pays 4 + X EP. One target creature within 50 feet of the character must win a Resistance check against DC 5X or be killed instantly. This effect erases their mind completely, turning them into a lifeless vegetable that cannot even feed itself. This damage cannot be repaired in any way, even by the character who used this power.
2) The character pays 8 EP. One target creature within 50 feet can make a Resistance check against the character. If they lose this check or choose not to resist, the character gains information possessed by the creature in the form of memories (this is decided by the GM, but you can suggest what sort of information you're looking for.) If the creature resists they take 20 damage that ignores armor, but if they win the Resistance check the damage is halved and the character doesn't get the information that they want. The character can choose to leave the creature's mind intact or erase the memories that they searched for.
3) The character pays 3 EP. The targeted creature gains information from the character's mind of the character's choosing. This information must all be of the same subject: it cannot be used to grant someone else the entirety of the character's memories.

Spirit Warrior
Battle Aura
The character begins to glow as power surges through their body, granting them heightened strength and speed temporarily.
-The character pays X EP. In addition, they must pay X - 2 EP upkeep every round.
-The character gets a bonus to attack rolls, melee damage, Speed and Dodge equal to 3X, as well as a +X bonus to Resistance.
-In addition, the character cannot attempt to make any Stealth checks so long as this Power is active.

Energy Wave
Like energy blast but covers a wider area.
-The character pays X EP.
-Then, the character deals (1d6 + 4) * X damage to all creatures within 1 of the possible ranges:
1) All creatures with a 10 foot radius of any spot within line of sight.
2) All creatures within a 30 foot, 120 degree cone.

Flight
The character uses their energy to allow them to fly.
-The character pays 3 EP. In addition, they must pay 1 EP upkeep every round.
-The character gains the ability to fly at five times their Speed so long as this power is active.

Instant Transmission
The character can teleport themselves and anyone they are in contact with to any location that they have been previously, or can see from where they are.
-If out of combat, the character pays 6 EP, and teleports to any location that they have previously been to or can see from their current position.
-If in combat, the character pays X EP and teleports to any location up to 15X feet away from where they currently are. The space they enter must be empty and visible to them.

Celestial
Meteor
The character calls down a meteor from the sky to crush their foes.
-The character pays X + 5 EP and targets a spot within line of sight.
-One round after the character uses this power, a meteor falls onto an area with a twenty foot radius, dealing (2d10 + 8) * (X + 2) damage to all creatures in that area, also causing massive property damage and quite possibly crushing them. The full implications of this power are to be decided by your GM.

Scrying
The character gains the ability to see the future.
-The character can do any one of the following, with the listed cost.
1) Paying 5 EP, the character glimpses into the future, seeing an event determined by the GM. They are allowed some say in the gist of what they're looking for, but the visions are often vague and unspecific, and the details are solely up to the GM. Also, there is never a guarantee that the vision will come true in full. This vision takes 1 minute.
2) Paying 5 EP, the character glimpses at another location, and may both see and hear what occurs at that location, though they generally cannot interact in any way with things on the other side. This can also be used to target a creature rather than a location, but the creature gets a Resistance against the character check to resist the effect.
3) Paying 4 EP in combat, the character gains the ability to automatically dodge the next attack sent against them. This ability only takes up the character's move action, but does not allow them to avoid attacks that cannot miss.
4) Paying 8 EP, the character astrally projects themselves to a location or creature, allowing them to communicate and interact with powers with creatures and objects at that location.

Starblade
The character calls forth a blade formed of pure star light.
-The character pays X EP. In addition, they must pay 1 EP upkeep every round.
-Attacks with the blade deal ((1d8 + 1) * X) + Spirit/4 damage. Creatures struck by the blade take a -X penalty to Stealth and Dodge until the end of the encounter, with multiple hits not stacking this penalty.
-The character can attack in the same turn that this power is activated, but only using this power. If the character has the Duelist Talent, they can use this power as their weapon. If the character has the Two Weapon Fighting Talent, this power can be used as one (or both if they conjure two) of their weapons. If the character has the Unarmed Fighter Talent, this power counts as unarmed even if it is used to attack rather than that character's unarmed attack. The weapon conjured by this power counts as a sword (any of the three kinds depending on how the player describes it,) and gets the attack bonus if the character has the Skill with X Talent.

Void Touch
The character exposes a creature to an aspect of the void, with the power to drive a person mad, or to kill them outright.
-The character pays 5 + X EP and chooses one of the following:
1) Sound: The target creature is exposed to the sounds of the universe, driving them to madness. Touched creatures must win a Resistance check against a DC equal to 5X or be driven at least temporarily insane.
2) Sight: The target is shown a vision of a star being born up close, rendering them blind and causing intense pain. The targeted creature takes 4X damage and is blinded for X rounds.
3) Touch: The target is exposed to the void in full, taking 12X damage that ignores AV.

Aptitudes
Harmful Spirit
Multifocused

~~~~~~~


Inventory:
Throwing Knives(2d12 + Body/4, 10 foot range, come in packs of 5, deals +2d6 damage if used in a sneak attack)
These uncouth weapons are rarely used by the "Magnificent Marlome" however, too pointy and too obvious. No sense of artistic flair AT ALL.

??? Decks of Cards, including but not limited to Tarot Cards, Hanafuda Cards, Playing Cards, Harrowing Cards, and so forth.
The tools of trade by which the Magnificent Marlome performs her tricks, serving as both her ammo for Psionic abilities and the means by which she earns her travel expenses. Once, one group that had cornered her thought to have expended all of her cards....only for her to simply pull three more out from literally thin air. The academy explains this as "cardspace".

??? Doves
The Magnificent Marlome is said to keep two doves with her at all times, or nearby for use in her performances.

Clothes (AV = 1, EV = 0, TP = 25, DU = 2.)
Traveler’s clothes, complete with stereotypical black hooded cloak, easily removable robe. Also includes her costume, which she often has underneath for a "grand reveal", consisting of a top hat, a silver mask of "comedy" (as per the Drama Masks), an over the top cape, and a long black tail coat for the street magician look. Surprisingly modest for a kitsune, but that's mainly because "The Magnificent Marlome" only resorts to gratuitous sex as a means of escape AFTER the top hat is dropped. One does not simply ask to be pampered by a fluffy tail.


Bio/Description:
Initially, Ayame, born with almost ideal features for the means of acquiring nine tails, lived and breathed solely for the task. Travelling the world in search of the most powerful souls she could acquire, Ayame tracked and hunted down candidates for tails with an almost feverish passion, using both charm and violence to get what she wanted. Known to hunt targets mercilessly even over the course of multiple seasons, she was considered extreme even by her own kind. No true compassion did she hold for anyone. No remorse whatsoever did she have for victims of her actions. Everything existed but as a means to collect nine of the most powerful and wonderful tails the world had ever seen. Thanks to this fervor and determination however, she would indeed succeed in her quest far sooner than most anticipated, earning eight tails in the span of naught but a few decades. However at the end of her journey, in which she pretended to be enamored with a remarkably powerful street magician, but one whose life was ebbing away from an unknown curse, she experienced something she never had before. Empathy for another creature, and a different outlook on life altogether. Things that made her veer away from what had been the sole purpose, as she truly grew fond of her companion and diverted her attention to searching for a cure. Alas though, fate was a cruel mistress, and such was not to be. In the end, on the night before the curse would take her companion's life away, she reluctantly claimed that person as her last tail...one of a noble silver and grey, achieving the purpose of her kind...but feeling empty and unfulfilled. Unable to bear her grief, she sank away into the recluses of her mind, into the memories of her and her most favorite companion, of the happy times they had spent together for the longest time. Until the day finally she would come to a single memory from her deceased partner, a will of sorts that had been made seemingly in the knowledge of what would take place, one that requested that she not allow herself to be bound by their memory and instead...to enjoy life to its fullest, as they had in their last days. "Carpe Deim, seize the day. Though Kitsune are reviled by some as predators and thieves, their free spirit and carefree nature is their greatest asset of all." Breaking free from the shackles of despair and her mourning, it would be then that Ayame would do the unthinkable, throwing aside the tails she had collected so diligently over the years of her life as not only a way to give herself an overarching purpose once again, but to also discard her former self in the process. No more would she seek only after the souls of the strong, but instead her hunt would be for a simpler thing: Fun, risks, thrills, and so forth. Taking on the handle of her deceased partner, "The Magnificent Marlome" and their outlook on life, she once again began her journeys yet again...seeking out fun, thrills, and happy times.

Though...the alien invasion would make that just a bit harder than before. And as chaotic battlegrounds are horrible places for performers, her journeys currently take her to Archeron. Where, despite being populated by demons, order exists (for her to destroy). Perhaps she could wait out there for a few decades, till civil order was restored.

Appearance:

Something like this, but with a suit instead. Consider this an alternate costume.

Casual Appearance:

The OOC section:
 
Last edited:

Mamono Assault Force

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Re: DG3 Character Sheets

Hank, the Vagabond and Gun for Hire

Basic Stats, Experience, and Corruption:
Name: Hank (Last Name Unknown)
Class: Vagabond (Warrior)
Race: Amazonian Human
Sex: Male

Body: 56
Mind: 10
Spirit: 10

Hit Points (HP): 96 / 96
Pleasure to Orgasm (PP): 43 / 43
Spirit Energy (EP): 43 / 43
Speed: 24(19)
Dodge: 38
Armor: 13(20)
Resistance: 28
Perception: 27
Stealth: 24(14)
Grapple: 56


Experience: 0
Corruption: 287/600

Talents, Flaws, and Mutations:
Talents:
1: Skill with [Rifles]: +12 to attack rolls with the chosen weapon
2: Sniper: +8 damage on all ranged attacks.
3: Sniper: +8 damage on all ranged attacks.
4: *Resilient: +30 max hit points.
5: Pain Resistant: +5 AV
6: Exceptional: +8 Stat points
7: Exceptional: +8 Stat points
8: Skilled: The character can choose an additional 3 Skills.
9: Battle Hardened: +8 AV
10: Natural Succubus (Kama-sutra): Foreplay pleasure=3d6 + Body/3 ; Penetration pleasure=3d10+Body/2


Flaws:
1: *Bloodthirsty (RP) : The character cannot, under any circumstances, back down from a fight. Even if defeat seems certain, and/or engaging in battle endangers their allies, they must fight until they themselves fall, or every enemy has been defeated.
2: *Selfish (RP) : The character, no matter the circumstances, thinks and acts only toward their own interests. They cannot aid another unless the benefit of such an action is obvious to them, and will not shy away from abandoning or betraying their allies if it would benefit them enough.
3: Weakness (Sexy Rapey Women) : Hank greatly dislikes killing women, as such whenever Hank touches or is touched by sexy women in combat, the GM rolls 1d4, and on a roll of 1 he loses his turn.
4: Obvious: The character takes a -8 penalty to their Stealth stat.


Mutations:
*Battery: The character ceases to naturally regenerate EP, but whenever they would take PP damage they regain an amount of EP equal to ½ the PP damage taken.
*Foul Aura: The character has an aura about them that causes others to know to distrust them. Non-hostile NPCs are less willing to work with the character due to them being seemingly corrupted.
Large: The character deals +2 PP to your opponent during penetrative sex.
Potent: The character's orgasms are very messy--time to change the sheets. In addition, the character gets a +1 to impregnation rolls if they're the one cumming or being creampied.
Night Eyes – Your character can see very well in the dark. They no longer take penalties to Perception for being in darkened areas.


Skills:
1: Called Shot (Activated) – The character acts last in the current turn and takes a -10 penalty to their Dodge until their next turn, but their attacks deal double damage. This doubling stacks with the doubled damage from a sneak attack if the attack is a sneak attack. Requires Skill with (any ranged weapon.)
2: Quick Draw (Passive) - The character can draw their weapons without spending an action.
3: Deadly Aim (Activated) – The character takes careful aim, forsaking all movement for the round. In exchange, they may trade up to 10 points of Dodge for the round in order to take a +1 bonus to attack and damage rolls for each point traded. Requires Skill with (any ranged weapon.)
4: Ranger (Passive) – The character gets a +3 bonus to Perception, and can track creatures so long as they have stayed on the ground.
5: Weapon Focus (Passive) – +6 to hit with Rifles(shotguns)
6: Specialized [Rifles] (Passive) – +4 damage with the selected weapon type.
7: Strong Willed (Passive) – The character gets a +12 bonus to any Resistance checks made against attempts to control or alter their actions. These include the Dominated, Charmed and Horny statuses. They also gain a +2 bonus to resisting EP damage.
8: Quick Reload (Passive) – Decrease the reload time of any weapon wielded by the character by 1 round. Requires Skill with (any ranged weapon.)


Inventory:
426 denarii
Untreated Shorn Syrupx2
Alchemy book
Package with strange white powder
Grayheartx1
Hound's toothx1
Demon's Bloodx1
Shotgun
12 AP rounds
Fertility Potion
Healing Potion x1

100 Denarii
Slightly Armored Clothes (Battlemage's Robes): AV = 7, EV = 0, TP = 35, DU = 2.
+6 Dodge
+6 Resistance
+1 DU
+10 TP

440 Denarii
Hank’s Gun: Destiny
Triple weapon – This weapon counts as three weapons, and the user can switch to any of them at will without using an action. Certain enhancements apply to this weapon as a whole while certain enhancements apply to an individual barrel. Enhancements that add to the whole weapon cost twice the listed price but apply to each barrel. See your GM when trying to upgrade this weapon.
Special Point System Addition: +1 EV - 2 points that can be spread across any of the barrels.
Gun causes 5 EV, total of 10 additional points to spread among the barrels.

Destiny (Main Barrels, 3 points from ye EV tot total 22 points)
Damage: 4d12 + 14, AV 16
Range: 15 ft
shots: 2
Reload: 2t
~~~~~~~~~~~~~~
Paralyze: DC 28 (2 Venom Sacks Lv1)
Stunned: DC 24 (50 denarii Lv1)
+2 Attack, +2 damage (50 Denarii Lv1)
+4 Attack, +8 AV (5 Dark or grayhearts Lv2)
+1d8 Heat Damage (40 Denarii Lv1)
(16 base, +3 from reload time, +3 from encumbrance, -6 from dice steps, -4 from dice, -1 from range, -1 from shots, -2 for AV, - 8 from extra damage)

Destiny (Boomer Barrel, 4 points from encumbrance)
Damage: 10d12 + 12, AV 16
Range: 20 ft
shots: 1
Reload: 5t (Requires undisturbed concentration when reloading for an extra 4 points.)
(16 base, +12 from reload time, +4 from reload concentration, +4 from encumbrance, -2 from range, -4 from AV, -6 from dice steps, -16 dice, -8 damage)




Destiny (Bolt Barrel, 3 points from encumbrance)
Damage: 4d10 + 3, AV 12
Range: 30 ft
shots: 6
Reload: 2t
~~~~~~~~~~~~~~
Paralyze: DC 42 (5 Venom Sacks Lv2)
(16 base, +3 from encumbrance, +3 reload, -3 from AV, -4 from range, -5 from shots, -4 from dice steps, -4 from dice, -2 from damage)

Bio/Description:
"What's your story, stranger?" Asked a curious barkeep tending to various patrons of a lawless little town where even people are traded freely for profit. Sometimes they're slaves, sometimes they just can't feed themselves so they sell the only thing they got.

"I ain't got one." replied the man, clearly a man in his late thirties at least. His face didn't carry much age, but some of his hair was already turning white. It was all short cut, and smoothed back as if with a gel. But rather than gel, the smell of the man suggested it was merely the natural grease from his body, likely mixed with dirt and who knows what else. At the man's side was a weapon nearly as tall and wide as any other man. Seemed to have four barrels in all, as if some kind of mutant design of a normal weapon. It looked far too heavy for the little barkeep to carry on his own, for sure.

"Everyone's got a story, mister." the barkeep insisted, bringing the aged man another wooden mug of poor ale. The barkeep gave the man a look of concern as he was the only patron in a long time who drank himself so heavily. He'd consumed nearly half a keg, and actually went to relieve himself often to make room for more ale. Yet, not a single once of sorrow, regret, or trouble seemed to show on the man's face. It was as if he merely came to relax, and yet drink more than any man who even wished to kill themselves by drowning in ale.

Something about that man wasn't entirely human.

"I ain't got a good one." the man corrected himself, drinking the new mug in earnest.

"A man with such a gun, and such ability to hold his drink... The sight of you, mister, is a good story of it's own. No offense." the barkeep gestured at how remarkable the man was to behold.

"Fine," the man rocked his head back and forth, and gestured at the barkeep. "You want a god damn story?" he asked the barkeep.

The barkeep looked shocked, and threatened, the danger in the man's eyes as clear as clear can be. Nodding slowly, the barkeep's interest overcame his fear of the man's wrath. "... Yes sir, yes sir I do."

"Then lemme tell you a story about a man who found his calling in life." the man began. "Once upon a time, on a large pile of shit known as our planet, there was a boy..." the man slowly nodded, as if trying to recall. "Boy had parents, 'course. Didn't pop out of no creature, he came from a proper ma and pa. The boy was blessed with wonderful parents. His mother was a church girl. And his pop was a hunter. His ma and pa met each other purely by romantic fate. His pa was invadin' a town with a bunch of his boys. He picked up a church girl, his ma, took her home and raped her." he stated flatly. "His father was a good man, he beat his mother often. His ma was blessed to be raped enough to have a child. She cherished the child so much she tried to kill him. Often. I have a scar on my head through my hair," the man showed the barkeep his scar by pushing his hair aside. "Where she took a thin line of metal from a hangar, and tried to end that boy's life."

"Sir..." the barkeep shook his head, not wanting to hear more, before stopping dead in his tracks when the man slammed his mug down and pointed at the man.

"I ain't fuckin' done with my story." the man said flatly. "Come back here. Come on." the man beckoned the barkeep, and the man did as he was told. There was no other patrons that night, so late. So it was just him, and the barkeep.

"Where was I?" the man asked, before continuing. "By some miracle, the boy was born. His ma loved him, and cherished him. She forgot to feed him often too, and I'll be damned if she ever changed the daipers. Anyway, they boy didn't grow much, barely knew how to talk right before ma and pa got into fights. They loved each other dearly to have stayed together so long, but pa accidentally shot ma. Several times. All accidental. Pa took it upon himself then to raise his boy. He started by taking the boy outside during the rain, walkin' some distance and throwin' the boy face flat in the mud."

"Another one," the man tapped his mug, and he was quickly given another mug of ale by the startled barkeep, which he drank half of immediately after getting it in his hand.

Letting out a sigh of content, he continued. "Our hero would have died by that point, but fate was on his side. A group of orc slavers came by and rescued the boy, and promised to treat him well to a life of servitude. The orcs were good, but strict adoptive parents. Taught him how to work 16 hour days movin' shit around, and cuttin' wood. If the boy ever got tired, they helped him out by beatin' some energy back into him with a whip. Wonderful people." the man chuckled as if it was nothing, just a joke, even though it carried a heavy tone of truth. "He grew up that way, beaten and worked to the bone. He got strong, and caught the eye of a lovely orc lady. And I do mean that. Despite all the green... The smell... Her breath... She was attractive. They had a proper relationship that all young boys and girls have. He was taken into her tent against his will and raped until his pelvis felt damn near broken. But it gets better.

"All good things come to an end, and the boy departed from his home. He ran as fast as he could with a dozen angry orcs on his ass while a big fuckin' bag of cash jingled above his ass from his belt. He learned how to survive by watching the orcs. And all of the work he did made him strong. Didn't know how to fight though, so the kid went to get himself a weapon just as a kind fellow with glowin' eyes gifted to him a fine little gun, the beginnings of this one," he poked his shotgun with an elbow. "-for all of his money. That gun only had the two barrels at the time, but it came with a whole sort of little nifty things to make it better.

"People got jealous, and creatures got hungry. He murdered man and beast alike to protect his toys. I remember one man who pleaded that he had a wife and children." he laughed. "The boy... Felt the strings of his heart pluckin'. Recalling his own ma and pa, the kid blew the man's head off and walked away feelin' a better man. 'I just saved that poor kid from the worst fuckin' dad ever,' he thought.

"All of the materials he found from the critters and the goodies from the dead men gave him fair wealth. Holdin' his gun after figuring out how to make his way in the world, the kid recalled the first time he murdered a man, and thought, 'I'm pretty good at this,' and decided to make it a living."

Letting out a sigh, he leaned back, and put his feet on the bar, before drinking the last of his ale. "For years to come, the kid killed. Overtime, he figured out how to tinker with his favorite little gun. Eventually, he made Destiny." he lifted up the beastly gun at his side. "Has everything he could ever need on the hunt. The main barrels for most game, the smaller barrel on top for huntin' farther game, and the cannon barrel on top for the larger game. Powerful enough to punch through dragon scales and leave a nice, and nasty wound. So~" he sighed again, able to tell he was reaching the end. "The kid grew into a man as he worked on the gun. He lost track of all the 'unwanted men' he killed, and damn sure forgot all the game he made vanish from this good green shitball we call our planet.

"He had a few mishaps following the demon invasion, nobody's perfect. Few women who got raped by demons and became somewhat demonic themselves, he shot because he thought it was some kinda 'infection.' It was really embarrassing, but a laugh and smile later and the corpse forgave him, hehehe." he chuckled. "Then them gray people came and we all know what happened then. He lost his home and began wonderin' around ever since, killin' fer cash, and survivin'."

The man shrugged, before setting his last mug of ale down for the night. "The End."

The barkeep, who had given up and consented to hearing the story slowly nodded. "But, what was the boy's name?" he asked.

Slamming down a bag of denarii on the bar table, the man stood from his seat, picked up his enourmous gun and headed for the bar doors leading out to the starry night.

"Hank."

CHEAT SHEET YAY
Weakness (Sexy Rapey Women) : Hank greatly dislikes killing women, as such whenever Hank touches or is touched by sexy women in combat, the GM rolls 1d4, and on a roll of 1 he loses his turn.

Strong Willed (Passive) – The character gets a +12 bonus to any Resistance checks made against attempts to control or alter their actions. These include the Dominated, Charmed and Horny statuses. They also gain a +2 bonus to resisting EP damage.


Slightly Armored Clothes (Battlemage's Robes): AV = 7, EV = 0, TP = 35, DU = 2.
+6 Dodge
+6 Resistance


Fisticuffs:
To-Hit: (+56)
Damage: 2d4 + 15


SEX
3d10+28 for penetration
3d6+19 for foreplay


Destiny:
To-Hit: (+66)
Damage:


Main Barrels: 4d12 + 1d8 Heat + 34, AV 16
To-Hit: (+72)
Paralyze: DC 28
Stunned: DC 24

Boomer Barrel: 10d12 + 32, AV 16
To-Hit: (+66)

Bolt Barrel: 4d10 + 23, AV 12
To-Hit: (+66)
Paralyze: DC 42


Hank's Stats:
Speed: 24(19)
Dodge: 38(44)
Armor: 13(20)
Resistance: 28(34)
Perception: 27
Stealth: 24(14)
Grapple: 56

Changelog:
Other rewards and things before the goblin siege.

+16 exp from Goblin siege.
-8 exp from purchasing Battle Hardened.
-8 exp from Natural succubus(kama-sutra)
-2 exp to +2 Body
 
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Mamono Assault Force

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Re: DG3 Character Sheets

Aqua Regia
Name: Aqua Regia
Class: Succubus
Race: Slime
Sex: Female

Body: 52
Mind: 10
Spirit: 4(Emotionally unstable)

Pleasure to Orgasm (PP): 38
Spirit Energy (EP): 94
Speed: 23
Dodge: 43(53 If unarmed)
Armor: 4
Resistance: 18
Perception: 31
Stealth: 28
Grapple: 64

Corruption:


Talents:
Racial: Grapple Expert: The character gets a +12 bonus to their Grapple stat.
1: Succubus Magic: The character chooses three succubus special abilities. They gain access to those abilities.
2: *Enthrall: A creature made to orgasm by the character must win a Resistance check against them or gain the Charmed status, except that the status lasts for 24 hours. Every orgasm beyond the 1st within the same 24 hours gives the character a +4 bonus to this check and resets the duration as if they had used Charm on their partner.
3: Pain Resistant: Increase the character's AV by 4.
4: Perceptive: The character gets a +8 bonus to their Perception stat.
5: Natural Warrior (Stealthy) : The character gets a +5 bonus to their Stealth stat. In addition, whenever the character attacks a creature that is unaware of them, they automatically hit and deal double damage (before armor) on all attacks. If the attack is an attempt to start a grapple rather than an attack that deals damage, the attacker instead gets a free grapple check against their target, and if they win this check the target is automatically placed into a Submission Hold.
6: *Superior Warrior (*Unarmed Fighter): The character deals Improved Unarmed damage when attacking without a weapon. In addition, the character gets a +10 bonus to Dodge so long as they aren't holding any weapons.
7: Fuck Me: The character deals an additional +12 pleasure whenever they are engaged in penetrative sex.
8: *Kama-Sutra: You are a very skilled sexual partner when you choose to be. Change the calculation for pleasure damage from foreplay to 2d4 + Body/3 and penetrative sex to 2d8 + Body/2.


Flaws:
Racial: Open Soul: The character takes an additional 4 EP damage whenever anything would cause them to take any.
Racial: *Tainted Bloodline: The character gains corruption 1.5 times as fast as normal. Note: Characters of a race that have Supernatural or Naturally Supernatural as a Racial Mutation cannot take this Flaw.
Racial: Weak: The character takes a -8 penalty to their Resistance stat.
1: *Fragile: Whenever the character’s HP (EP in Regia's case) falls below ½ of its maximum value, the character gains an instance of the Weakened status.
2: *Selfish (RP) : The character, no matter the circumstances, thinks and acts only toward their own interests. They cannot aid another unless the benefit of such an action is obvious to them, and will not shy away from abandoning or betraying their allies if it would benefit them enough.
3: *Lustful (RP) : The character is a frequent enjoyer of physical pleasure. They are more likely to seek sex from their allies or accept it if it is offered to them, and are also more likely to give in if they are being raped.


Mutations:
Racial: Malleable Form: HP+EP=Total health in EP. Damage goes to EP. Healing cannot exceed max EP, but draining can go up to 3 times max EP, before you lose 1/2 current EP, and split into two slimes.
Racial: Naturally Supernatural: Cannot gain corruption, causes 1/2 PP damage as corruption to others.
Racial: Soul Eater: The character must feed off of the souls of others in order to survive. They cannot regenerate EP beyond 1, and whenever they are at 1 EP they must actively seek to feed regardless of any possible consequences. Whenever they deal pleasure to a creature, they drain 1/2 as much EP from that creature as they cause PP damage. This draining is doubled if the drained creature orgasms. So long as the character is not at 1 EP they can willingly suppress this effect.
Racial: Tentacles
Racial: Damage Reduction 1/2
Racial: Physical Damage Reduction 1/2
Power: Shapeshifter: The character can change their physical form at will.


Skills:




Powers:

Rhythm: While penetrated (or penetrating) in a hole other than the mouth, the character may take an additional 2X Pleasure each round. Any creatures penetrating them take an additional 3X Pleasure per round, so long as they would take pleasure from the penetration in the first place. The maximum value of X is 5.

*Charm: The character pays 6 EP and chooses one target creature within 20 feet of them. That creature must win a Resistance check against the character or gain the Charmed status.

Deny Release: The character can deny their partner orgasm by winning a Resistance check against them. For every round that the subject of this power would take pleasure damage that would reduce their PP to 0 or less, they are drained as if they did orgasm, but are denied their actual climax effectively leaving their PP at 0. For every turn in which they maintain this effect, they can drain an additional 4 EP from their partner. This effect is cumulative but is not multiplied by orgasm unless the character ceases using this power.

Shapeshifting: The character gains the Shapeshifter Special mutation.

Aphrodisiac Fluids (Passive) : Creatures who swallow the character's sexual fluids have their Resistance stat decreased by 2d6 temporarily. Creatures reduced to 0 Resistance by this ability gain the Aroused status and have their resistance reset, and if their Resistance drops to 0 again they gain the Horny status. This Succubus Power can be taken up to 3 times.

Drain through Pain (Passive) : The character can drain a creature's EP through dealing HP damage. Any time that the character deals melee damage to a creature, they also deal 2d6 + modifiers EP damage, and regain that much EP. Modifiers basically include anything that affects EP damage, like Open Soul or Greater Draining. This cannot drain more EP than the attack causing it to activate deals in HP damage.


Inventory:

50 Denarii


Bio/Description: http://www.ulmf.org/bbs/picture.php?albumid=722&pictureid=9804

There once was a mad scientist living in a spooky castle.
Performing experiments of pain and torture was not a hassle.
Then came a knock to her door.
On the other side was a girl, who she presumed to be a whore.

She was missing an eye,
and looked about to die.
She begged for help,
but the doctor looked upon her as if she were a dirty whelp.
It was when she offered money,
that the doctor said, "Come in, honey~"

Welcoming the girl, the doctor grabbed a shiv,
she had no intention of letting this girl live.
Ritual prepared, she tied the dying girl to the table,
"Scream and struggle! You cannot break those cables!"
She drove her shiv into the girl's body,
"A new form, your spirit will embody!"

Her body melted into pink slime,
The doctor, "It wasn't worth the crime."
The doctor left the slime alone,
she could never have known.

Rising and taking shape,
The girl, now a slime, took her revenge with rape.
The slime laughed,
after giving the doctor the shaft.
"You still haven't fixed my eye!"
said the slime, choking the doctor's neck to watch her die.

The doctor was dead, and the slime's mind broken.
"I must find out how to fix my eye!" she had spoken.
Leaving the castle, the slime went on her quest,
"I cannot stand this madness! The voices won't let me rest!"
"My family won't see me until I've found the solution!"
"Did I have a family? Or was my life one of prostitution?"

Trying to recall her past,
the slime was losing her mind fast.
Soon she forgot who she was, and where she came from.
As well, she started to become rather dumb.
Wandering the land with a purpose she forgot,
she became a monster, terrorizing whoever she caught.
 
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Feris

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Re: DG3 Character Sheets

The Merc Giantess Marentina
Name: Marentina aka: Mint
Class: Warrior
Race: Human
Sex: Female

Body: 42
Mind: 6 (Not completely stupid but almost there)
Spirit: 10

Hit Points (HP): 42 + 3 + 5 + 30 + 20 = 100HP
Pleasure to Orgasm (PP): 21 + 6 + 5 + 20 = 52
Spirit Energy (EP): 21 + 3 + 10 = 34
Speed: 21 - 7 = 14
Dodge: 24 + 15 = 39 + 4 (If using Shield)
Armor: 10 + 4 = 14
Resistance: 21 + 8 = 29 + 10 (If Sturdy Applies)
Perception: 21 - 8 = 13
Stealth: 21 - 8 = 13
Grapple: 42
Spirit Ceiling: 7


Experience:
Corruption:


Talents:
Healthy: Grants the character an additional 20 max hit points. +20 HP, in other words.

Just a Little Longer: Grants the character an additional 20 max pleasure. +20 PP, in other words.

Exceptional: The character gets an additional 8 points to spend among stats.

Resilient: Grants the character an additional 30 max hit points. +30 HP, in other words.

Heavy Hitter: The character deals +8 damage on all melee attacks.

Shield Fighter: Allows the character to attack using both their weapon and their shield in the same round. These attacks can be against different targets. Defensive Fight penalties do not apply to shield bash attacks, though they still apply to any regular attacks.

Pain Resistant: The character has some sort of natural resistance to pain, be it deadened nerves, scars, scales, thick skin or what have you. Increase the character's AV by 4.

Resistant: Increase the character's Resistance stat by 8.

Flaws:
Easily Aroused: Whenever the character would gain the Aroused status, they instead gain the Horny status.

Obvious: The character takes a -8 penalty to their Stealth stat.

Oblivious: The character takes a -8 penalty to their Perception stat.

Mutations:


Skills:
Shield Slam (Activated) – The character makes only a Shield Bash attack for the round, but that attack deals +10 damage, and the creature hit by it must win a Resistance check against the character or be knocked Prone. Requires Shield Fighter.

Shield Cover (Activated) – The character cannot move or make any attacks, but they and all creatures standing behind them do not take damage from any attacks unless they are coming from directly behind the character using this skill. Requires Shield Fighter.

Shield Specialization (Passive) – Any shield used by the character gets a +4 bonus to its DB. Shield bash attacks get a +10 bonus to attack rolls and a +2 bonus to damage rolls. Requires Shield Fighter.

Sturdy (Passive) – The character gets a +10 bonus to any Resistance checks made against attempts to move them, or to give them the Stunned or Prone statuses.

Spirited Defender (Activated): The character can pay EP in order to improve their defense for the round. For every point of EP spent, they gain an additional point of dodge and armor until their next round. More than 10 EP cannot be spent with this ability per round. EP expended on this skill does not trigger a character's Spirit ceiling, and this skill can still be used while Sealed or wearing a Sealing collar.

Powers:

Succubus Powers:

Inventory:

Long Sword (+42)
2d6 + 29

Short Spear (+42)
4d5 + 25

Javelins (+42)
4d6 + 11, 25 foot range, come in packs of 4, gives a -4 penalty to the target's Speed if hit.

Tower Shield: DB = 15. EV = 4.

Chainmail: AV = 10, EV = 3, TP = 40, DU = 5. Weak against Piercing. Strong against Slashing.

50 Denarii

Bio/Description: A woman in her early twenties with long dark brown hair and blue eyes. She is a giantess standing 8 feet tall and has a somewhat muscular build more overly showing in her arms than anywhere else with C size cup breasts. Marentina or Mint for short grew up as most low born humans do in a small hovel surrounded by people they either hate or compete with to please their overlord. Yet she didn't get to know her would be neighbors or parents when a swarm of raiders took a sword to the small village. Everyone was slaughtered or taken to be sold as slaves Marentina among them though she was still a babe and would only die if they took her on the journey to the slave cities. So on their next stop they left her on the doorstep of an orphanage. As she matured everyone found her to be a bit weak in intellect but ginormous in size. Yet she was a gentle giant preferring to stay out of any trouble but she was often fooled into hurting by people claiming to be her friend and had insisting they'd been wronged by the person in question. When she was old enough her guardian in the orphanage told her to choose a name. Since she came as a babe they didn’t have one though the children easily compensated with their own names for her. Yet she only had two friends she loved closer than any other Maren and Tina so when asked about her chosen name she said Marentina. Both of her friends thought it was stupid and confusing so they called her Mint and so did the others despite how she tried to insist the name. On such a day she would find out where she came from and the fate that befell that place. "Well now you know I was hoping to find your true parents but all we managed to scrounge up were bones I'am sorry Mint." Said the old man who owned the orphanage a stinted man if there ever was another but an understanding one as well as most children ran to him when they were in tears can attest to.

Yet I felt nothing at the news if anything just shocked that such people existed all this time I thought I was just like all the others just another unwanted mouth to feed especially in my case I outgrew most of girl clothing in childhood and even the mens clothing almost teared off me in my teenage years. So I would've probable been a burden on them heavily. "Well their not like to come back eh? Unless one of those necro people brings them back which I'd still give them a hug if they don't try to eat me skin." I jested one of my friends said if I tried to make fun everything I said it would make me sound less stupid so far it seemed to work at least from what I could tell from the laughter.

The old man didn't seem amused. "I'd have more compelling questions for them but if that's how you feel then there isn't naught for it." With that my life in the orphanage ended and I was supposed to find a place in the world or die of starvation pretty easy choices? My choice of profession oddly enough to be the wandering life of a mercenary company selling our services to those willing to meet our price which was meek enough. We weren't exactly one of those strong armed mercenary companies we were just ordinary one mainly used as cannon fodder like the peasant levies the nobility seemed all too eager see to bleed. Sadly our captain wasn't a cleaver man he would rush us into battle always hungry for glory yet the old mercenary seemed immortal as no living blade could touch him. Time and time again he would come out with only a few scars while the rest would be crippled or maimed.

He always is proud of our chosen fighting style which is why he refuses to hire mercs who have an already established one. We fight in some old way that his village once did before the some other empire conquered and defeated them with guns…Yeah guns do that I guess though we fight as a unit our armor isn’t strong but our shields are we lock close in our towering shields and thrust forward like a moving spiked wall of steel. It isn’t too good against guns though…I hate those things.

We’d had countless people die though hardly ever those I wish would die cruel people seem to have a better knack at living than the kind do it seems. Yet despite that there is an air of comradry about us. Like we've known each other our entire lives oh that doesn't stop the bastards from entering my tent to "Climb the Giantess." Yet if one of us were threatened the others would line up behind him without a second guess even if he was the most cruel or weakest of our group. From what I've seen of the world that kind of thing is really the greatest thing you can expect from any of us that walk on two legs with or without a tail.

Though were all that ill ilk hoping that one we can retire early after we rescue some royalty or a powerful merchant that'll be so grateful we could retire to booze and whores for the rest of our lives. It's not likely but the life of a mercenary is full of surprises mostly the surprises that have to do with an axe to the head but we all gotta be hopeful eh?
I maybe goofed on one or two math problems...urk
 
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Smokefish

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Re: DG3 Character Sheets

Ashraani, The Ember Broodmother​
Class: Brood Queen (Mind Succubus)
Race: Ember Draconian
Sex: Female

Body: 20 (0+12+8)
Mind: 40 (34+6)
Spirit: 22 (16+6)

Hit Points (HP): 51
Pleasure to Orgasm (PP): 61
Spirit Energy (EP): 52
Speed: 14
Dodge: 41
Armor:
Resistance: 20
Perception: 22 (20+2)
Stealth: 2 (14-12), additional -6 if any bodily fluids is exposed
Grapple: 20
Spirit Ceiling: 10

Corruption: N/A, Supernatural+Corruptive
Experience: 4 Unspent, 0 Spent, 4 Total
2XP Gained from Ranger's Christmas Gift 2012
2XP Gained from Ranger's Christmas Gift 2013

=Cheat Sheet=​
Level 2 Buffs give +20 Bonus(Non-Body Element) and +26 Bonus(Body Element)

-Ashraani's stats with Effective Level 3 Mind Buff-
Dodge: 51
Resistance: 30
Perception: 26
Casting: 34(+10 for Body Element), +60 to Attack Rolls w/ Spells
Penetrative: 2d8+26, +6 during Penetrative Sex(Giving/Recieving)
Foreplay: 2d4+21, +4 when giving Oral, +4 when Tittyfucking

Touch: 2d6+12/Spell Level
Bolt: 2d4+10/Spell Level
Ball/Cone: 1d6+8.5/Spell Level
Emanation: 1d8+7.5/Spell Level
=Talents & Flaws=​
-Talents-
Exceptional

(C)Succubus Magic
(R)Dragonfire Adept
Nat.Spirit(Daemonic Wielder)
Nat.Mage(Focus in Body)
Sup.Mage(Healer)
Ero.Wizard(+1 Metafeat, +4 Casting, Can Cast Level 1-2 Spells)
Ero.Magus(+2 Metafeats, ignores casting penalties caused by PP damage, penetration and orgasming)

Guardian Companion(Refer to Argaaz sheet below)
(*)Grapple Expert for Argaaz

-Flaws-

Excitable(The character gains the Aroused status when PP reaches half of max, or Horny if already Aroused)
Fertile(On a roll of 2+, the character successfully impregnates, or is successfully impregnated by, a partner)
Phobia(Rainy/Snowy Weather)
Honorable
(C)Lustful

Fetish(Pregnancy)
Fetish(Draconic Traits)
(R)Fetish(Warmth/Heat)

(R)Obvious(-8 Stealth)
(R)Weakness(Cold Damage)
(R)Mutated*4
=Mutations=​
Massive Breasts(+4PP Dealt when stimulating partner with breasts)
Lactation(+2PP Recieved when breasts are stimulated, Ashraani lactates frequently)
Healing Milk(Creatures swallowing Ashraani's milk is healed 1d6+4HP)
Pheromones(Ashraani radiates a perverse, demonic aura, making creatures subconsciously more sexually interested in her, but also reveals her pressence, -2 Stealth)
Potent(+1 to Impregnation Rolls, messy orgasms)
Tight/Large*3(+6PP Damage Dealt during Penetrative Sex)
Foul Aura(Ashraani practically oozes of corruption, making others wary or suspicious of her)

(R)Ember Blooded(Any Fire/Heat Damage the character would recieve reduces their Resistance by an equal amount. When Reduced to 0 Resistance by this they gain the Aroused status and their resistance resets, and if they are reduced to 0 Resistance again by this they gain the Horny status. Cold Damage deals an additional x1.5 damage to this character)
(R)Supernatural(Ashraani deals corruption damage to others equal to the PP damage she deals to them)
(R)Corruptive(Ashraani can corrupt even supernatural creatures, and can't herself be corrupted even by creatures with this mutation)
(R)Demon(Ashraani is a demon, and ignores the first 5 points of force damage recieved)
(R)Immunity(Fire/Heat)
(R)Natural Attack(Improved Unarmed Damage)
(R)Wings(Ashraani doesn't take fall damage)
(R)Tail(five foot long draconic tail)
(R)Glowing Skin(+2 Perception, -2 Stealth)
(R)Egg Layer(When carrying fertilized eggs, Ashraani may optionally deposit them in another compatible creature, requiring no impregnation roll to impregnate them)
(R)Night Eyes(Ashraani suffer no low-light condition penalties to perception checks)
(R)Whip Tongue*2(+4PP Damage Dealt when performing Oral)
(R)Odd Skin(Dark red leathery skin & rough obsidian-like carapace)
(R)Horns(Draconic horns reaching back over her head)
(R)Claws/Greater Claws(+5 Unarmed Damage, -5 to Attack Rolls with Manmade Weapons)
(R)Glowy Fluids/Grossly Incandescent Fluids(Ashraani's blood, semen, vaginal juices, milk and saliva glow as strongly as the light of a torch, and incur a -6 Penalty to Stealth when exposed, the glow carries a warm, fiery coloration)
(C)Soul Eater(Ashraani drains EP equal to half the PP damage she deals to other creatures, additionally the EP drain is doubled when she causes a creature to orgasm)
=Wizardry=​
-Casting-
Base Casting: 24 (20+4), +10 for Body
Favored Elements: Body

Touch: 2d6+8/Spell Level
Bolt: 2d4+6.67/Spell Level
Ball/Cone: 1d6+6/Spell Level
Emanation: 1d8+5/Spell Level
Buff: +6.67/Spell Level

-Magic Feats-
Empower Spell(A)(Ashraani may pay 8EP to make the next spell cast have +3 to its effective spell level)

Physician(Healing spells are always treated as if rolling highest possible to determine HP healed. Body Buffs get a +1 Bonus per Spell Level)

Finely Tuned(Ashraani uses her Mind stat instead of Spirit to determine Attack Rolls with Spirit Powers)
=Spirit Wielding=​
-Aptitudes-

-Powers-
Daemonfire(Costs 1+XEP)(Deals (2d4+1)*X damage to HP and X damage to EP to any creature within a 10 foot radius sphere within a 120 foot long line, or within a 50 foot 90 degree cone)

Enhanced Shell(Costs XEP, X-3EP & X-4HP Upkeep)(Ashraani gains +3X to Attack Rolls/Melee Damage/Resistance/AV)

Warp Shell(Gives Ashraani the benefits of having the Shapeshifter mutation, and can spend 2XEP and undergo a 1 minute transformation to gain X special mutations from the following list for one hour: Spider, Plant, Alien, Demon, Faerie, Tentacles, Immunity (Element), or Aquatic)

Draconic Transformation(Costs XEP, X-2EP Upkeep)(Ashraani gains +3X to Attack Rolls/Melee Damage/Grapple & +X Armor & Flight at Twice her speed)

Dragon's Pride(Costs XEP, X-3EP Upkeep)(Ashraani gains +4X Dodge/Resistance & +2X Perception)

Black Dragon(Costs 1+2XEP & 2XHP, HP Loss ignores AV)(Deals 15X damage that ignores AV and special resistances. This power always hits and ignores obstacles. X can't be less than 4 to activate this power)
=Succubi Viles=​
-Pleasure Damage-
Penetrative: 2d8+19, +6 during Penetrative Sex(Giving/Recieving)
Foreplay: 2d4+16, +4 when giving Oral, +4 when tittyfucking

-Succubus Powers-
Dazzling Beauty(+6PP Damage Dealt, enemies have -10 Perception when trying to focus on other creatures than Ashraani, creatures are more sexually interested in Ashraani)

Rhythm(While penetrating or being penetrated non-orally, Ashraani may recieve an additional 2XPP damage per round. Any penetrated or penetrating partner takes an additional 3XPP damage per round, so long as they would recieve PP damage to begin with. Max value of X is 5)

Aphrodisiac Fluids(Creatures swallowing Ashraani's sexual fluids(such as milk, semen, vaginal juices) takes 2d6 temporary resistance damage. Creatures reduced to 0 Resistance through this gain the Aroused status and have their resistance reset to normal, or gain the Horny status if already Aroused)
=Inventory=​
Unarmed: 2d12+12
50 Denarii
=Bio/Description=​
Ashraani stands 7'4''/220cm tall, with a curvy physique fitting for a physically active female with a few dozen eggs laid over the years. The skin covering most of her front is dark red in color, and warm to the touch, while the rest of her imposing figure is covered in rough, rock-like obsidian black carapace, with a fiery glow emanating from the cracks criss-crossing her scaled bodyparts( ). Her amber eyes carry a faint glow to them, and she have a pair of moderately sized horns that narrowly extends from a bit behind her temples and backwards. Fitting for her matronly figure, her breasts are large and heavy(#3, but less spherical) and she have wide, child-bearing, hips.

As is the norm with her varied kind, Ashraani's bodily fluids and eggs carry a warm, fiery glow, the former sometimes showing through the skin of those few that have been unfortunate enough to carry multiple of her eggs at the same time. As a Draconian, Ashraanis body and fluid temperatures are slightly higher than the average humans, roughly 42-45 degrees celsius. Ashraani was one of the firstborn Draconians from the union between a group of demonesses and a red dragon. However, when the Alien Invasion began her family was decimated and scattered, and her demonic mothers vanished without a trace sometime during it. Fortunately, Ashraani had always had an innate affinity for healing magic, which over the following months would have plenty opportunity to be shaped and manifested, as there were many wounded to nurse back to health. There was one thing she could never mend however, and that was her fathers heart, broken at the loss of his mates.

Over the following months, Ashraani would watch as her Draconian siblings, one after another, set out to find their own place in the world, too independent and curious to remain where they were. Ashraani would be the last to head out, after having done everything she could do for her family and father. There was a fire in her heart that burned brightly however, a dream and desire to one day restore her broken family, and mend the heart of her father! With this in mind, Ashraani set out to find a suitable location to carve out her own territory, for as one of the most fertile females of the Ember Brood she figured there would be little stopping her from expanding and growing the numbers of the Ember Brood, and perhaps along the way, find clues or traces of her lost mothers whereabouts. She would not leave alone however, as there was only so much a single female would be able to do on her own, and as such brought Argaaz, a young male wyvern born a few months earlier, with her on her journey to fulfil her dreams. For he would undoubtedly grow into a powerful male under her care, and be a faithful guardian and a virile mate for her.

Despite having her family's best interests in mind, Ashraani's motives are not completely altruistic, as she fully intends to reap what she can for her own gain and purposes. Her family will one day be restored, her mothers hopefully found and brought back to the great father, but she would not return empty-handed, dreaming of a hoard of treasure and virile breeders alike to bring back home, to make her father proud.

The world is her oyster, and she yearns for the pearls and the flesh in equal measure.

-The OOC section-
Greedy lava dragon bitch that fully intends to breed a new generation of lava dragons into the world, and hoard both treasure and people to fulfill such perverse, selfish desires.

Begins in the Amazon, near a volcano, with Argaaz by her side.
=Argaaz, Ember Wyvern Companion=​
Being: Male Ember Wyvern, Guardian Companion

Body: 24
Mind: 6
Spirit: 10

Hit Points (HP): 32
Pleasure to Orgasm (PP): 23
Spirit Energy (EP): 25
Speed: 15
Dodge: 30 (20+10)
Armor:
Resistance: 12
Perception: 18 (15+3)
Stealth: 11 (15-4), additional -2 when his blood/semen is exposed
Grapple: 36 (24+12)
Spirit Ceiling:

Unarmed: 2d12+12 Damage(+5 w/ Claws, +4 w/ Fangs), +24 to Hit(-5 w/ Manmade Weapons)
Penetrative: 2d6+14
Foreplay: 2d4+8(-2 during Oral)

-Cheat Sheet-
-When Buffed by Ashraani w/ Level 3 Body Buff-
Speed: 22(x2 during Flight)
Dodge: 43
Resistance: 25
Perception: 25
Stealth: 18, additional -2 when blood/semen is exposed
Grapple: 62

Unarmed: 2d12+25(+5 w/ Claws, +4 w/ Fangs), +50 to Hit(-5 w/ Manmade Weapons)
Penetrative: 2d8+23
Foreplay: 2d4+13(-2 during Oral)
-Talents-
Unarmed Fighter(+10 Dodge when fighting Unarmed, Improved Unarmed Damage)
Grapple Expert(+12 to Grapple)

-Skills-
Pummel(Argaaz can forsake all other actions for his turn to make up to three unarmed attacks against a creature he is grappling, unless he have a status that prevents him from doing so. These attacks use grapple as its attack roll to determine success, and Argaaz doesn't count as being grappled when doing so, making his target take a -10 penalty to dodge due to being grappled)

Powerful Embrace(Creatures grappled by Argaaz take 2d12 damage that ignore AV each round if he is the dominant grappler)

Ranger(+3 Perception, Argaaz keen senses allows him to track creatures)

-Mutations-
Supernatural
Corruptive
Demon
Immunity(Fire/Heat)
Ember Blooded
Serpentine Body
Night Eyes(Argaaz doesn't suffer perception penalties in low-light conditions)
Greater Wings(Argaaz can fly at twice his speed)
Glowing Skin(Fiery glowing veins, -2 Stealth, +2 Perception)
Glowy Fluids(Argaaz blood and semen glows, incurring a -2 penalty to Stealth when exposed, the glow is warm and fiery)
Horns(Argaaz have a crown made up of draconic, backwards curved, horns)
Tail(Argaaz have a long, prehensile tail)
Odd Skin(Dark red leathery hide with obsidian like scales)
Natural Attack(Improved Unarmed Damage)

Greater Claws(+5 Unarmed Damage, -5 to Attack Rolls w/ Manmade weapons)
Fearsome & Venomous Maw(Argaaz can, when grappling a creature, attack with his fearsome fangs, dealing Unarmed+4 Damage, and creatures struck must win a Resistance Check VS Argaaz or recieve an instance of the Paralyzed status. Additionally, Argaaz deals -4PP when giving oral)

Foul Aura(Argaaz practically oozes of corruption, making creatures wary and suspicious of him)
Large*3(Argaaz is monstrously endowed, and his shaft pulses with demonic energies, providing a perverse, yet pleasant, warmth during penetration. +6PP Dealt when Penetrating)
Whip Tongue(Argaaz have a long, prehensile tongue that oozes with saliva full of demonic energies, allowing him to orally stimulate a partner despite his nasty fangs, if just barely so. +2PP Dealt when Orally stimulating a partner)
Potent(Argaaz have very potent testicles, delivering copious quantities of seed with each climax, resulting in a +1 chance for successful impregnation)
Pheromones(Argaaz radiates perverse demonic energies, making creatures more sexually interested in him, but also more aware of his pressence. -2 Stealth)

-Bio/Description-
Argaaz is an Ember Wyvern, a particular breed within the Ember Brood that is semi-feral, for while they capable of speech and learning, they naturally lean towards a simpler lifestyle like that of wild beasts, free of responsibility beyond their own survival and that of the Ember Brood. Argaaz is a young male with plenty of growing ahead of him, but already possess an excellent physique and great potential, that will be tempered by Ashraani. Argaaz is both strong and agile, and will perhaps one day become a powerful guardian and companion to the self-proclaimed "Brood Queen". Argaaz is a total of 12 feet in length from nose to tip of tail, 2 feet of which make up the humanoid upper body, and the rest being his naga-like lower body. His wings and arms are one and the same, as is typical for Wyvern broods. His eyes and hide is much like the rest of the Ember Brood, the former glowing with an inner fire, and the latter being like obsidian rock with fiery cracks criss-crossing it. As a Wyvern Brood, his body and fluid temperatures are higher than Ashraani's, circulating around 44-47 degrees celsius, they are both aware that greatly pleases the Brood Queen.

Despite not yet an adult specimen, Argaaz is both fit and able for the purposes Ashraani have in mind for him, as both a protector and a breeding male. And while he is not Ashraani's son, she have nurtured him from a young age, treating him like she would any of her children. Although they have shared more intimate, passionate, moments from time to time than she would with any her children.
 
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Mirchie

The user previously known as Hero-in-the-Dark
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Re: DG3 Character Sheets

Mirchell.

Name: Mirchell
Class: Spellblade (Warrior)
Race: Full Blood Demon
Sex: Female

Body: 42
Mind: 14
Spirit: 20

Hit Points (HP): 87
Pleasure to Orgasm (PP): 44
Spirit Energy (EP): 47
Speed: 20 (-8 for armour = 12 speed)
Dodge: 49
Armor: 23
Resistance: 20
Perception: 20
Stealth: 20 (-8 for armour, -8 for Obvious = 4 stealth)
Grapple: 40


Experience: 6
Corruption: n/a (already a demon!)


Talents: *Pain Resistant: +5 AV permanently.
Heavy Hitter (2): +16 damage to all melee attacks.
Exceptional: +8 stats
Hard to Hit: +10 Dodge
Resilient: +30 HP
Heavy Weapons Specialist: + 10 damage with two-handed weapons.
Skill with Two-Handed Swords: +12 to attack rolls with two-handed swords.
Natural Spirit Wielder: Demonologist:
Skilled: Three additional skills.

Flaws: *Bloodthirsty: (Rarely, if ever, backs away from the offer of combat)
*Fetish: Sensual handling (A lovers touch rather than rough and rowdy)
*Sensitive: (+4 PP damage from all sources)
*Normal racial mutations: Supernatural (All pleasure dealt causes equal corruption)
Demon (Ignore 5 points of Fire and Force damage)
Shape shifter (Can change appearance at will)
Corruptive (Can corrupt Supernatural creatures)
Selective Fertility (Always Infertile unless otherwise specified.)
*Mutated: 3 Mutations
Mutated: 3 Mutations
Honourable: Refuses to break her word, for reasons both vain and noble, though that doesn’t mean she won’t twist the meaning every now and again.
Obvious: -8 to Sneaking.
Weakness to pheromone creatures: On a roll of 1 on a 1D4, lose a turn against an opponent who uses pheremones, such as certain insects and demons.


Mutations: Vestigial Wings, Wings, Greater Wings (Can fly, Speed doubled when flying.)
Horns (Two, sprouting from the forehead, just above the hairline)
Tail, Dangerous Tail (Unarmed attack with +4 damage but -2 attack roll)
Soul Eater: The character must feed off of the souls of others in order to survive. They cannot regenerate EP beyond 1, and whenever they are at 1 EP they must actively seek to feed regardless of any possible consequences. Whenever they deal pleasure to a creature, they drain 1/2 as much EP from that creature as they cause PP damage. This draining is doubled if the drained creature orgasms. So long as the character is not at 1 EP they can willingly suppress this effect.

Skills: Heavy Metal: Delay attack to end of round, but attack will stun opponent if they fail a Resistance check. Each attack made against her, whether hit or miss, grants a cumulative +2 Resistance bonus to the stun check, along with +6 attack and +4 damage bonus until her next action.
Cleave: Upon landing a killing blow, automatically attack another nearby foe with a -10 attack and damage penalty.
Knight: +2 AV, Dodge, all attack rolls, all melee damage rolls.
Bladesinger: Use Body stat to determine attack rolls with powers.
Disciplined Wielder: 50% less armour penalty to her Spirit Ceiling.
Strong Willed: +10 to resistance against abilities attempting to control her.
Terrify: Whenever she slays a foe, all enemies with LoS within 30 ft. must make a resistance check vs. a set DC or be unable to attack for that round. If they fail three of these in a single combat, they might flee or surrender. DC = Damage dealt on killing blow divided by 10, multiplied by the tier of the monster slain. (Damage/10) * Tier
Untemptable: +10 to Dodge and Resistance against all succubus powers, and pleasure damage.

Spirit Ceiling: 9

Powers:

Hellfire Blast
Cost - X EP - Always fire damage
Single target - (1D6 + 4) * X damage, limited only by Line of Sight.
AoE - (1D6 +3) * X damage, 10 foot radius, or 30-foot cone
Touch - (1D6 + 5) * X damage, melee range.

Fel Might
Cost - X EP + 1 HP, and then 2 EP and 4 HP per turn active. Provides +3X bonus to Dodge, Attack rolls, melee damage, and Grapple, and a +X bonus to resistance.

Vampiric Futanari
2 EP to activate, lasts until deactivated or the caster rests. Can be used even when in a submission hold, Horny, or Bound. Can be cast on other characters, whom can make a Resistance Check if capable of doing so.



Inventory: Light plate armour (Splint Mail: Av = 16, EV = 8, TP = 50, DU = 6)
Darksteel Greatsword (Two-Handed Swords: Attack roll + 58, Damage roll 3D12 + 38)


Bio/Description: Mirchell strikes an imposing figure, being a good six and a half feet tall. Her body when bared is muscular, yet also retains its femininity, having a shapely figure, wide hips, a moderately sized bust, though it might be considered a bit small considering her size, and long legs. She is quite obvious regarding her demonic heritage, though it is difficult to place her features among any individual group. Her body shape and features bears some similarities to usual succubi, yet her size and strength speak differently. Her skin is a pale colour, similar to many humans, but with a grey hue to it. Her ears are long and tapered, rising above her head and bending slightly backwards, able to swivel slightly for greater all-round hearing. Her lips are naturally full, and hold a pinker colour than the rest of her skin, while her mouth is rowed with gleaming white teeth, mostly humanoid, though her canines are slightly longer than one might expect, and are sharpened into points. Her hair is a bright, snowy white colour, tied back with a strip of plain black fabric, and stylised around her ears to flare out in a sort of spiky-sunflower design, though lacking any of the warmth such a flower might have.

Her fringe hangs down slightly, covering most of her forehead, and somewhere underneath the white locks sprout a pair of horns from her skull, sticking forwards slightly before curving up, adding a good three or four inches to her already tall height, they are bone-white in colour. From her spine sprouts a pair of large, leathery black wings, the membranes completely opaque, and the wingspan when unfurled is roughly 8 feet. The lightweight bone structure which makes their frame contains a single claw which sprouts from the top of the wing. From the base of her spine, at her waist, a tail emerges, through a specially crafted hole in her fauld to snake out. It is at least two feet long, though rarely stands still, making it difficult to get an accurate gauge on it’s length, and ends in a spade-shaped tip, roughly four inches wide, and which she can use her shapeshifting capabilities to change between smooth and malleable to stiff and razor sharp for use as a weapon.

Her armour is mostly covering, though her biceps are left exposed. The metal is enamelled black, and is often kept in good order, with a polished shine, while red embossment lines the edges of the breastplate, gauntlets, greaves and pauldrons. Around her waist, she wears a series of thick leather strips, coloured much the same as her armour as a belt, all fastened together in front of her waist with a gleaming black buckle. From the belt, her fauld emerges, strips of reinforced leather hanging down similarly to a kilt, reaching to her knees, steel sewn into the outsides of it to add decorative circular patterns, and covering her upper legs quite well, though she still wears leathery leggings beneath them. From the fauld hangs an ornately tooled, dark scarlet scabbard, wherein rests her greatsword, her height enabling her to wear the two-handed weapon at her waist rather than over her back. The crossguard has a wavy pattern to it, and gleams brightly gold, while the handle is wrapped in the same scarlet leather as the scabbard. The blade is long, sleek and gleaming steel, the top end of the blade fanning out just a little. A runic fuller runs down the centre of the blade, runes of a language long-since lost to the mists of time, it does not appear that Mirchell herself knows what they mean, or if she does, does not behave as if they have any form of significance.

Owned counter: 1

Pictures! Yay!
 
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DocileSissie

Jungle Girl
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Re: DG3 Character Sheets

Elo Ro
Name: Elo Ro
Class:Spy(Warrior)
Race:Crolian
Sex:Male

Body:22
Mind:14
Spirit:14

Hit Points (HP): 36
Pleasure to Orgasm (PP): 52(Base 32+20)
Spirit Energy (EP):32
Speed: 23 (base 15 + 8)
Dodge: 35 (base 25 + 10) (Duelist - Unarmed(Possible +10 if unarmed or using one weapon))
Armor:1 (Clothes)
Resistance: 11
Perception: 26 (base 15 + 8 + 3)
Stealth: 31 (base 15+3+8+5)
Grapple: 22
Spirit Ceiling:6


Experience:0
Corruption:0

Talents:
*Stealthy: The character gets a +5 bonus to their Stealth stat. In addition, whenever the character attacks a creature that is unaware of them, they automatically hit and deal double damage (before armor) on all attacks. If the attack is an attempt to start a grapple rather than an attack that deals damage, the attacker instead gets a free grapple check against their target, and if they win this check the target is automatically placed into a Submission Hold.
*Quick: Increase the character's Speed stat by 8.
*Sneaky: The character gets a +8 bonus to their Stealth stat.
*Hard to Hit: Increase the character's Dodge stat by 10
*Just a Little Longer: Grants the character an additional 20 max pleasure. +20 PP, in other words.
*Perceptive: The character gets a +8 bonus to their Perception stat.
*Skill with [Throwing]: The character gets +12 to attack rolls with the chosen weapon.
*Duelist: +10 to Dodge and +2 to all damage rolls so long as they are using one weapon.
*Unarmed Fighter: Improved Unarmed damage when attacking without a weapon. +10 bonus to Dodge so long as they aren't holding any weapons.

Flaws:
*Hesitation: Beast (in combat, the GM rolls 1d4, and on a roll of 1 the character loses their turn. )
*Excitable: Whenever the character’s PP falls below ½ of its maximum value, the character gains the Aroused status or the Horny status if they're already Aroused.
*Animal lover: Whenever this character sexually attacked by beast, they take +8 PP damage
*Sensitive: The character takes an additional 4 PP damage
Mutations: None


Skills:
*Thief (Passive) – The character gets a +3 bonus to Stealth, and can pick locks and disarm traps
*Sneak (Activated) – The character forsakes all other actions for the round. Instead, they may make a Stealth check against all nearby opponents who are aware of them at a -10 penalty. If they win this check, they are no longer detected by the enemy that they won against. Requires Stealthy.
*Ranger (Passive) – The character gets a +3 bonus to Perception, and can track creatures so long as they have stayed on the ground.

Inventory:
Clothes (AV = 1, EV = 0, TP = 25, DU = 2.)
x15 Throwing Knives (2d12 + Body/4, 10 foot range, come in packs of 5, deals +2d6 damage if used in a sneak attack)

Bio/Description:
Elo is not the typical Crolian male he is much smaller then the average Crolian male in almost every way. He is short then most only standing at 5'6 and weighing roughly about 110 pounds, but this did not deter him from wanting to serve his kingdom nonetheless. Elo was not built to be a knight nor a blood craving warrior, but his talents was always getting in and out of places learning about people and their secrets. Also when it comes to fight or flight, Elo has escape many messy situation with quick movement of his feet.

He quickly learn to embrace his lack of mass and took a more effeminate approach on his appearance. Wearing more feminine clothes and removing his body hair. He never really grew into the deep masculine voice that most men have but stayed the prepubescent voice that children have. Elo learned to be quite flamboyant with his style over the years having long colorful hair that had streaks of light blue, red, purple, green, blonde throughout his hair. He also wears a very elegant fur coat to protect himself from the cold northern weather.

Elo's first sexual experience was much different it wasn’t with a friend or that one cousin but with the family’s dog. This always been his deepest secret yet it still effects him to this day with his odd fantasy and always having a second thought of harming any four legged creature. Elo is a kind friendly outgoing person who loves his kingdom and willing to serve it in anyway that he can.

The OOC section: Elo doesnt mind being called a he or a she, since many people have mistaken him for a flat chest woman before.
 
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sturm

Tentacle God
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Re: DG3 Character Sheets

Submitting Sara Kivan!
Change Log:
12/8. Added Mutation (Tight), Proceeded to colossally fuck up the spoilers, so far they deny all attempts at forcing them to return to order.
12/25. Added denarii from first encounter, subtracted spendings on tea, added 2 xp, tweaked spoilers.
1/8: Picture added, link removed.
1/17: Updated Vampiric Futanari
12/25/2013: 2 holiday XP added total is now 5XP
3/23/2015: 5XP added, total is 10
3/23/2015: Spent 2XP on +2 Spirit, total is now 8XP. Edited stats. Added Powers: Psion: Empathy Celestial: Astral Wings Holy Magic: Cudgel of the Blessed
Demonologist: Summon Demon
3/25/2015: Spent 8XP, added talent: Spirit Warrior
5/3/2015: Added Broken/possibly enchanted short sword remains to inventory
5/26/2015: Mutations gained- Lactation and healing milk
6/5/2015: Spent 1 denarius
6/11/2015: Added denarii from time at Tanya's
7/2/2015: Fixed attack cheat sheet
1/11/2016: +4 Holiday XP

Character Sheet:
Name: Sara Kivan
Class: Spirit Wielder
Race: Human
Sex: Female

Body: 10
Mind: 10
Spirit: 80 30+ 48(exceptional)+2(XP)
Secondary Stats:
Hit Points (HP): 55
Pleasure to Orgasm (PP): 55
Spirit Energy (EP): 90
Speed: 9=10-1(EV)
Dodge: 50 (+6=56 with buckler shield)
Armor: 8
Resistance: 40
Perception: 28
Stealth: 10
Grapple: 10
Spirit Ceiling: 17=18-1(EV)


Experience: 4
Corruption: 0/600


Talents:
Class Talent: Star Seeker
1-6. Exceptional (2): 8 Stat points (each) (+48 total)
7. Demonologist
8. Holy Mage
9. Psion
10. Spirit Warrior

Flaws:
Extra Human Flaw: Fetish: Faeries
Fetish: Demons
Mutated: Choose 3 Mutations
Tainted Bloodline: Gain corruption at 1.5 times the normal rate


Mutations towards Warped: 5/6
Mutated:
1. Night eyes: No penalty to perception for being in darkened area
2. Breeder: Pregnancy times reduced by half
3. Odd Skin: Grey/purple in color
4. Lactation: Lactates, +2 PP damage taken for foreplay involving breasts
5. Healing Milk: Breast milk restores 1d6+4 HP when drunk
Mutations Present but not counted (corruption purge rituals):
1. Tight: +2 pp damage dealt with penetrative sex

Aptitudes and Powers:
Aptitudes: Harmful Spirit: Minimum damage of power is set to half the max roll of dice.
Potent Spirit: +8 to effective resistance whenever power requires target to make resistance check against caster.
Multifocused: The character uses their Spirit stat in place of Body and Mind when making attacks with Spells, unarmed attacks, or weapons. They also gain a static +4 bonus to attack rolls in general

Powers:
Celestial
1. Astrologer’s Boon
2. Meteor
3. Scrying
4. Starbeam
5. Void Touch
6. Astral Wings

Demonologist
1. Devil’s Lightning
2. Form of the Swarm
3. Hellfire Blast
4. Gorgon’s Gaze
5. Vampiric Futanari
6. Summon Demon

Holy Magic
1. Binding
2. Fey Servant
3. Holy Fire
4. Holy Wall
5. Lay on Hands
6. Cudgel of the Blessed

Psion:
1. Mind Worm
2. Pyrokinesis
3. Psychic Shield
4. Telepathy
5. Telekinesis
6. Empathy

Spirit Warrior
1. Instant Transmission
2. Flight
3. Explosion
4. Battle Aura
5. Energy Blade
6. Energy Blast

Inventory:
Denari: 426
Items:
Energy Potion x4 (restores 50 EP)
Healing Potion x1 (heals 50 HP)
Short sword remains, need to get repaired in Endus
Weapons & Armor:
Scimitar: 2d6 + Body/2
Short Spear: 4d5 - 4 + Body/2
Hand crossbow: 4d6 + 6, 30 foot range, 1 shot, 1 round reload
Elven Bramble Armor: AV = 8, EV = 1, TP = 30, DU = 2. Weak against Slashing. Strong against Piercing.
Buckler Shield: DB = 6. EV = 0
Attack Cheat Sheet:
Will do powers as they become applicable
Weapons:
Scimitar: d20+80+4(multifocused) damage: 2d6+5
Short Spear: d20+80+4(multifocused) damage: 4d5 +1
Hand crossbow: d20+80+4(multifocused) damage: 4d6 + 6, 30 foot range, 1 shot, 1 round reload

Bio/Description:
Sara comes from a small village called “Vokan.” It lies on the Crolian side of the Crolia-Amazon-Badaria. The village is small and fairly secretive, more or less withdrawn from the societies around them. As a village, they focus and develop their talents towards spirit wielding as a means of combat, seeking practicality over anything else. For this reason, they have developed an unusual tendency to use both Holy and Demonic powers. Though they bear special allegiance to neither side, Vokan people are generally of a good alignment, they just wish to become more powerful so that they may better protect themselves and their village.
The people of Vokan have traditionally been very strong spirit wielders, and Sara herself is no exception. In fact, she is looked upon as a prodigy of the spirit wielding arts, having massive spiritual power and a near-complete understanding of multiple branches of wielding. With this great power she possessed, it came time for Sara to learn responsibility. A tradition exists in Vokan, it requires that young wielders complete a journey upon coming of age. They must go forth and experience the world outside of their village. This is so partly to ensure that the village does not descend into the depths of xenophobia as Badaria did, and part to gain knowledge from the world that could be of use to the village. Indeed, celestial spirit powers were unheard of until someone brought their secrets back to the village after their journey.
Sara is fairly well prepared for her journey. Aside from her powerful spirit, she also possesses a keen knowledge of wilderness survival, having spent much time in the cold Crolian mountains, the mysterious Amazonian jungles, and the Badarian low-lands. Confident in her powers, she set out to see the world, right wrongs, and become more powerful.

Picture: (The purple one is her now (minus the veins), the one with white skin is her before she mutated)


The OOC section:
So yea, I guess the story could pick up with Sara partway into her journey. I leave it up to you where you want her to be and what country she is headed to first. As for plot, I was generally thinking her goal would be to get stronger, develop her spirit powers, learn more, and whatnot. Though she does have a compassionate side and would want to improve the world as she ventures through it. It would definitely be cool if she went into some major conflict zone with the aliens, and she would probably want to mix it up with the orcs who have taken over God’s Reach and captured all the elves at some point. I actually had an idea for that.
As she journeys through northern Crolia at some point she comes upon the yetis, somehow gets them to teach her Boreal spirit powers (which she will learn as she levels up), and at some point she summons a sage yeti who tasks her with freeing slaves in as recompense for summoning him. Or something else, always open to ideas.
All in all though, I guess I’d like her to go all over the continent, see the different countries, fight and fuck different monsters, pick up a harem of attractive girls along the way, you know, live the dream.
 
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Guan Yu

GAUN
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Re: DG3 Character Sheets

Maybe a character in a multiplayer.

Name: Cassandra Elswain
Class: Spirit
Race: Half-breed (High Elf/Crolian)
Sex: She's a lady

Body:10 (10 base)
Mind:20 (18 base +2 from race)
Spirit: 40 (22 base +2 from race + 16 from Exceptional talents)

Hit Points (HP): 40
Pleasure to Orgasm (PP): 65
Spirit Energy (EP): 85
Speed: 10
Dodge: 51
Armor: 1
Resistance: 28
Perception: 20
Stealth: 10
Grapple: -2 (+20 on escapes with Escape Artist)
Spirit Ceiling: 17


Experience: 0
Corruption: 0


Talents:
(Spirit User) Holy Magic
Celestial
Just a Little Longer
Exceptional x2
Hard to Hit
(Flaw) Resistant
(Flaw) Side Skill (Escape Artist)
(Flaw) Massive Energy Pool
(Human Flaw) Soul Sense

Flaws:
(Racial) Open Soul
(Talent) Poor Grappler
(Talent) Easily Tired
(Talent) Sexual Weakness
(Human Bonus Talent) Mutated

Mutations: 3/12
Lactation
Healing Milk
Tight

Skills:
Escape Artist (+20 on escaping grapples, submissions and bindings)

Wielder Aptitudes:
Multifocused (Use Spirit score in attacks, gain +4 generic attack bonus)
Efficient Wielder (Boosts buffs with reduced upkeep or additional effects)

Powers:

Holy Magic:

Blessing
-The character pays X EP. In addition, they must pay X - 2 EP upkeep every round.
-The character and all allies within 30 feet gain a +3X bonus to attack rolls and Dodge, as well as a 2X bonus to Resistance and Perception.

Lay on Hands
-The character pays X EP.
-Then, they choose one of the following effects:
1) One touched creature regains 6X HP.
2) One touched creature gains 4X Temporary HP until the end of the encounter. Using this function twice on the same target in a single encounter discards the lesser temporary HP pool.
3) Negative effects can be removed from a targeted creature for 3X each.

Holy Fire
-The character pays X EP.
-Then, the character chooses one of the following:
1) A bolt of white fire strikes one creature within line of sight, which takes 3d4 * X Heat/Fire damage.
2) All creatures within a 10 foot radius of any spot within 100 feet of the character take (2d4 + 1) * X Heat/Fire damage.
-Demons and Undead takes an additional +X damage from this power, and it ignores any natural resistances to Heat/Fire that they possess.

Binding
The character pays X EP. In addition, they must pay 1 EP upkeep every round.
-One target creature within line of sight must win a Resistance check equal to 6X or gain the Bound Status. Powers and Spells that could normally be used even with the bound status cannot be used while the creature is bound with this power. All active Powers and Spells on a creature that fails this check are deactivated. The creature bound in this way can attempt a new Resistance check every round in order to escape at the same DC so long as the character pays the upkeep cost.


Celestial

Starbeam
-X spent for either (1d10+3)*X damage to one creature or (1d8+2)*X damage to everything in a 150 foot line

Astral Wings
-The character pays X EP. In addition, they must pay X - 3 EP upkeep every round.
-The character gains the ability to fly at twice their Speed, +3X Dodge, +2X Resistance, and +2X AV.

Meteor
-The character pays X + 5 EP and targets a spot within line of sight.
-One round after the character uses this power, a meteor falls onto an area with a twenty foot radius, dealing (2d10 + 8) * (X + 2) damage to all creatures in that area, also causing massive property damage and quite possibly crushing them. The full implications of this power are to be decided by your GM.

Scrying
-The character can do any one of the following, with the listed cost.
1) Paying 5 EP, the character glimpses into the future, seeing an event determined by the GM. They are allowed some say in the gist of what they're looking for, but the visions are often vague and unspecific, and the details are solely up to the GM. Also, there is never a guarantee that the vision will come true in full. This vision takes 1 minute.
2) Paying 5 EP, the character glimpses at another location, and may both see and hear what occurs at that location, though they generally cannot interact in any way with things on the other side. This can also be used to target a creature rather than a location, but the creature gets a Resistance against the character check to resist the effect.
3) Paying 4 EP in combat, the character gains the ability to automatically dodge the next attack sent against them. This ability only takes up the character's move action, but does not allow them to avoid attacks that cannot miss.
4) Paying 8 EP, the character astrally projects themselves to a location or creature, allowing them to communicate and interact with powers with creatures and objects at that location.

Pleasure Damage:
Penetration = 2d8+3
Foreplay = 2d4+3

Hitty things:
Wand: +44 2D8+5
Powers: +56
Unarmed strike: +44 2D4+3

Inventory:
Wand used as a mace
Buckler
Clothes
41 denarii
Backpack with things (A spare clothing set, bedroll, one extracted bottle of her own milk mixed with water and some herbs, cloak/blanket)

Background derp:

A young village girl, Cassandra used to be a wizard's apprentice back in her hometown. But after a while, it appeared that her and her master's powers were of different types, and thus the two separated quite early. The young Cassandra became a skilled user of spiritual arts, managing both healing and offensive spells, becoming something of a wise woman to her community (even as she is young.). With her restorative and vision spells, she did the work of a healer and seer for a good deal of time and helped the village maintain itself. The potions she sold had a secret thing that she had managed to keep quiet about in them, her own milk, which had restorative powers much to her own surprise.

Eventually, she sought out something more in her life, and decided to leave the village in lieau of doing something more than just sitting around. In spite of her better judgement, she headed down into the Badarian region, despite knowing the dangers that her kind faced when travelling in that land. Somewhere around the road, she stumbled across two other travellers, quite unusual ones at that. Almost seeing herself as normal by now, she offered to join the two as a healer and partner.

As she is not strong in the physical department, Cassandra has a somewhat uncompetitive and meek person, even though she will not shy away from conversation or social activities. Still, she does not shy away from battle, only hoping to avoid any close quarters deals because she will be quite overmatched in that area. Still, she has developed a method of escaping and is not bad at avoiding getting grappled, despite her top-heavy physique.

 
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Hentaispider

Lord of the Tap Dance \oO.Oo/ (And Reputation Mana
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Re: DG3 Character Sheets

Nekochemist
Name: Qara Chinua
Class: Alchemist(spirit wielder)
Race: Sukuta Lycanthrope
Sex: Female

Body: 24 (10+14)/48(base+24)
Mind: 22 (20+2)/8
Spirit: 36 (20+0+16)/8

Hit Points (HP): 53 (24+22/2+36/2)/116 (48+8/2+8/2+60)
Pleasure to Orgasm (PP): 52 (24/2+22+36/2)/36 (48/2+8+8/2)
Spirit Energy (EP): 89 (24/2+22/2+36+30)/36 (48/2+8/2+8)
Speed: 23 (15+8)/36 (22+16-1-1)
Dodge: 41 ((24+22+36)/2)/ 32 ((48+8+8)/2)
Armor: 7/6
Resistance: 18/24(26 to stay on feet, 34 against mental control and such)
Perception: 19/33 (22+8+3)
Stealth: 13(15-2)/25(27-2)
Grapple: 24/48
Spirit Ceiling: 17


Experience: 1
Corruption: 0


Talents:
(R)Quick
(C)Alchemist
Dragonfire Adept
Holy Mage
Necromancer
Unarmed Fighter
Experienced Caster
Massive energy pool
Exceptional*2
As Lycan also:
Resilient*2
Pain Resistant
Quick
Perceptive
Stealthy


Flaws:
(R)Mutated
(R)Fetish: beasts
(R)Bloodthirsty
Hatred(lycanthropes)
Tainted Bloodline
Mutated

Mutations:
Warped
(R)Natural Attack
(R)Strange ears
(R)tail
(R)Night eyes
(R)Werecreature
(R)Silverbane
Multi-Orgasmic
Pheromones
Whip Tongue
Sadist
Tight
Soft skin
As Lycan:
Clawed Feet
Razor Fingers
Fearsome Maw
Funny Ears(wolf ears)
Odd Hair
Armored Hide(thick fur)
Reverse Jointed Legs
Strange Face
Tail

Skills:
As lycan:
Ranger
Strong willed

Base Casting: 11
Favored Elements:
Magic Feats:


Wielder Aptitudes:
Efficient Wielder: Spirit Power buffs activated by the character cost 3 less EP (minimum 0) to upkeep, or provide an additional bonus from the following list: +X Resistance, +X Dodge, +X bonus to attack rolls, +X bonus to damage rolls, +X Perception, +X Stealth.
Overlord: Creatures summoned by the character through Spirit Powers gain a +10 bonus to Body and a +4 bonus to AV. The cost to activate summon powers is reduced by 2 (statically regardless of input.)
Powers:
A: Grenade
A: Reshape
A: Seal
A: Transformation
DA: Black Dragon
DA: Dragonic Transformation
DA: Roar
DA: Summon Dragon
HM: Blessing
HM: Fey Servant
HM: Holy Wall
HM: Lay on Hands
N: Aspect of Spirit
N: Call Spirit
N: Devour Magic
N: Puppeteer


Succubus Powers:

Inventory:
Battlemage's Robes: AV = 7, EV = 0, TP = 25, DU = 1.
1 energy potion
54 denarii

Bio/Description:


The OOC section:Note: the stats in bold are the ones in normal form.
 
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lurker

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Re: DG3 Character Sheets

Zeta wouldn't fit in the original post, fuck.

Zeta, Harbinger of the Apocalypse!!! (Probably...)
Name: Zeta
Class: Succubus(Spirit)
Race: Gemini Empowered
Sex: Female

Body: 10 (2+8)
Mind: 10 (10)
Spirit: 38 (38)

Hit Points (HP): 34
Pleasure to Orgasm (PP): 34
Spirit Energy (EP): 68 (48+20)
Speed: 10
Dodge: 29
Armor:
Resistance: 19
Perception: 19
Stealth: 23 (10+5+8)
Grapple: 10
Spirit Ceiling: 13

Experience:
Corruption:

=Talents=

(R)Resistant Soul(-4EP damage recieved)
Sneaky(+8 Stealth)
Kama-Sutra(Improved Pleasure Damage)

Nat.Spirit(Shadowmancer)
Sup.Spirit(Psion)
Ero.Wielder(+1 Power, +10EP)
Ero.Burster(+Spirit/30 Aptitudes, Rounded Down, +10EP)

Nat.Warrior(Grapple Expert)(+12 Grapple)
Sup.Warrior(Stealthy)(+5 Stealth, can Sneak Attack for automatic hit and double damage or Sneak Grapple for automatic success plus free attempt to Submission Hold)

=Flaws=

(R)Lustful(The character is a frequent enjoyer of physical pleasure!)
Fetish(Dominating Others)(Zeta recieves an additional +8PP damage during sex when in control)
Fetish(Rough Play)(Zeta recieves an additional +8PP damage when having rough sex)
Fetish(Aliens)(Zeta recieves an additional +8PP damage during sex when other Aliens are involved)
Weakness(Aliens)(When Zeta is fighting other Aliens, roll a 1d4, on a 1 Zeta stops struggling for a turn, becoming stunned)
Tainted Bloodline(Zeta gains corruption x1.5 times faster)
Fertile(On a roll of 2+, Zeta successfully impregnates, or is successfully impregnated by, a partner)
Mutated*2(+6 Mutations)

=Mutations=

(R)Warped(The character corrupts others equal to 1/2 of PP damage dealt to others)
(R)Tentacles(Tentacles can be used for Penetration, and can impregnate normally. Groupl grappling rules no longer apply to the character unless an opposing grappler also have this mutation. The character can attempt to grapple other characters when already in a grapple)
(R)Alien(The character deals 1d6 resistance damage per round to creatures they are in a grapple with, unless they have this mutation. Creatures reduced to 0 Resistance become aroused, and if already aroused they become horny. Characters with this mutation are immuned to Aroused/Horny statuses, and resistance damage that would eventually inflict those statuses)
(R)Soul Eater(The characters EP doesn't regenerate naturally past 1, and at 1 they must actively seek out partners to drain EP from. The character drains EP from their partners equal to ½ of PP damage dealt to others, and the amount of EP drained doubles if they cause a partner to orgasm)

Skyclad(If Zeta wears any clothes beyond accessories such as jewelry or belts, she takes a -2 Penalty to all Non-Damage Rolls)
SadoMasochist(When dealing or recieving HP damage, Zeta takes 1d4+1PP damage, this PP damage can't be reduced)
Whip-Tongue(Zeta deals +2PP damage when orally stimulating a partner)
Funny Ears
Tail

=Skills=



=Powers=
Spirit Ceiling: 13
-Aptitudes-
Efficient Wielder(Spirit Buffs activated by Zeta costs -3EP upkeep, OR gain one of the following options: +X Resistance, +X Dodge, +X to Attack Rolls, +X to Melee Damage, +X Perception, +X Stealth)

-Powers-

Dark Armor(Costs XEP, X-2EP Upkeep)(Zeta gains +3X Melee Damage/Armor/Grapple & +X Stealth)(Zeta can optionally pay +3EP to grow shadowy wings, gaining flight at twice their speed, this increases upkeep by 1)

Death Whip(Costs XEP, 1EP Upkeep)(Zeta forms a whip of shadows attached to her arm, that deals (2d8*X)+(Spirit/4) damage. The Death Whip have 15 feet range, and can be used to grapple creatures with a +3X bonus on the initial roll only. Creatures grappled in this way do not benefit from group grappling rules. The Death Whip can hit up to three creatures per round, but each attack beyond the first take a -8 penalty to damage)

Piercer(Costs XEP)(Zeta hurls shards of shadows at her enemies, dealing (1d12+2)*X damage to one target within 80 feet. Zeta can optionally pay an additional 1EP to target an additional creature. This can be done multiple times, but only once per target)

Rupturing Shadows(Costs 3+XEP)(Zeta makes targets a creatures within 30 feet, making its shadow solid, and forcefully tears it away to cause massive internal trauma, dealing 8X Damage that ignores AV)

Shadowstalker(Costs 5EP)(Zeta moves from her current position to another one within 100 feet. Movement must begin and end in an area not under direct light. Other creatures do not get a Perception Check to detect Zeta unless she appears in plain sight)

Mind Cutter(Costs XEP)(Zeta severs matter with her mind, dealing (2d8+1)*X damage to a target within 50 feet. This damage ignores half of the targets AV)

Psychic Shield(Costs XEP, X-2EP Upkeep)(Zeta wills worth a barrier around herself or an ally, that gives a +3X Bonus to Dodge/Resistance/Grapple & +X bonus to Armor. Targetted Ally must be within 30 feet, and remain within that range or else the Shield is lost)


~Mind Worm
~Telepathy
~Empathy

~Seal

=Succubus Powers=
Penetration: 3d10+19
Foreplay: 3d6+13(+2 if Oral)

Stunning Gaze(A)(Zeta pays 2+(4X)EP and chooses a target within 20 feet range. The targetted creature must win a Resistance Check VS Zeta, who get a +X bonus to her check, or become stunned for X+1 rounds)

Sexual Healing(The character can choose to regain HP or EP when draining)
Aphrodisiac Fluids(A creature that swallows Zeta's sexual fluids take 2d6 Resistance Damage. Creatures reduced to 0 Resistance through this gain the Aroused status and have their Resistance reset to normal. If they were already Aroused, they become Horny instead)

=Inventory=
Unarmed: 2d4+3

Elvin Armlet

=Bio/Description=
Zethena, or Zeta as she insisted on being called, was a curious elfkin of the Autumn Court, often leaving the safety of the grove to explore the desertlands, and while the native Su-Ka-Tas showed much distrust to the elfkin, she payed no heed and continued her daring explorations of the dunes.

However, during one trip into Shry-Kuth-Lus, her life would be changed forever, as the alien invasion began.

Like most of the populace, Zeta fought bravely, only to be overwhelmed and turn into one of the invader's thralls and slaves. Soul broken and left as nothing but the invader's plaything, Zeta's formidable powers of the spirit would wane, leaving her a truly broken husk. Eventually, though, that husk would grow a vastly different persona, a cruel and monstrous creature who stole pleasure when she could take it, and would lurk in the shadows, waiting for victims to become hers.

Zeta as she is now is a drasticly different being. What was once pale but living skin has been replaced with a grey pallor matching her captors, the only marker of her previously proud heritage is a armlet of the Summer Grove and her elven ears, warped to be much bigger then originally. Across her back is several winding tendrils, eager to grab and tease prey, and her eyes, while pupiless, hold a dark malevolence in their blue depths. Though her body is less warped then some of the invader's thralls, she is still a dangerous threat.

=The OOC section=
Thumbs up for the first Gemini PC?
 
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SilentSilth

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Re: DG3 Character Sheets

Kiera, the Kitsune Warrior

Name: Kiera
Class: Warrior
Race: Kitsune
Sex: Female

Body: 40 + 0 + 0 = 40
Mind: 0 + 12 + 4 = 16
Spirit: 10 + 12 + 4 = 26

Hit Points (HP): 40 + 8 + 13 + 30 = 91
Pleasure to Orgasm (PP): 20 + 16 + 13 = 49
Spirit Energy (EP): 20 + 8 + 26 = 54
Speed: 20
Dodge: 41 + 10 = 51 (+10 from Duelist, +4 against Armed opponents)
Armor: 1
Resistance: 28 (38 with Strong Willed)
Perception: 20
Stealth: 20 + 8 = 28
Grapple: 40
Spirit Ceiling: 11


Experience: 0
Corruption: 0


Talents:
Duelist: A character with this Talent gets +10 to Dodge and +2 to all damage rolls so long as they are using a single weapon in one hand and nothing in the other.

Exceptional: The character gets an additional 8 points to spend among stats.

Hard to Hit: Increase the character's Dodge stat by 10.

Natural Spirit Wielder (Demonologist) : Grants the character one Talent that they can only take from the Spirit Talents list. Cannot be chosen by Spirit User, and can only be taken once.

Resilient: Grants the character an additional 30 max hit points. +30 HP, in other words.

Resistant: Increase the character's Resistance stat by 8.

Skilled: The character can choose an additional 3 Skills.

Skill with [Bastard Sword]: The character gets +12 to attack rolls with the chosen weapon.

Flaws:
*Fertile: The character is more likely to become pregnant, or to impregnate their partner. Mechanically, rolls of 2 or more now indicate success.

Fetish (Bondage): The character has a particular kink or preference that sets them off in bed. Whenever treated to their favored fetish, they take +8 PP damage. Examples include particular types of creatures, such as demons, faeries, plants or beasts, particular acts or positions such anal, creampies or double penetration, or anything else you might be able to think of. If you’re not sure if something would be appropriate for this, just ask your GM.
This Flaw can be taken as many times as you like, but only two instances of it can be used to grant the character additional Talents.

*Sensitive: The character takes an additional 4 PP damage whenever anything would cause them to take any.

Sexual Weakness: Orgasming causes an instance of Weakness until the victim has had a chance to rest.

*Tainted Bloodline: The character gains corruption 1.5 times as fast as normal.

Weakness (Human) : 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.

Mutations: Current: 0/12
*Funny Ears: The character has odd ears. (Fox ears!)

*Kitsune Heritage: Whenever the character would deal PP damage, they can drain EP as if they had the Soul Eater special mutation. A kitsune who drains a creature down to 0 may continue to drain it for 5 more rounds, and every round thereafter the creature being drained must win a Resistance check against the kitsune or be absorbed by them. If a creature wins all 5 checks or the draining is interrupted, the kitsune's ability backlashes, not only returning all of their stolen energy but also granting them all of the kitsune's, effectively dropping the kitsune to 0 EP and knocking them unconscious.
An absorbed creature effectively dies as their soul is removed from their body, and the kitsune gains an additional Tail mutation with color dependent on the nature of the individual. Tails containing humans are brown, high elves are gold, night elves are violet, orcs are green, demons are red, vampires and other undead are black, gemini are grey, su-ku-ta are orange, naga are teal, arachne are violet with a black web pattern, dragons are the color of their scales mixed with red in a flame-like pattern, fey are blue and angels are white. Daemons, half daemons and particularly heroic souls are colored depending on their personality, half breeds are a mix of their parent's colors, and other kitsune grant tails of a color equivalent to the absorbed kitsune's tail mixed with the colors of any tails they had when they were absorbed. A kitsune can only have up to 9 tails at any one time, and may release a soul at will.
When they absorb an individual, they gain a permanent bonus to their Mind and Spirit stats equal to the stats of their victims divided by 10 and rounded up to the nearest even number. IE: absorbing someone with 40 Mind and 20 Spirit would grant a +4 bonus to Mind and a +2 bonus to Spirit.
Finally, any time a creature would impregnate or be impregnated by a kitsune, the resulting child is always another kitsune unless the other creature is any egg layer or isn't humanoid.

*Naturally Warped: The character was born with some degree of magic in their blood, but this doesn’t cause them to corrupt others. The character doesn't deal corruption to others unless they also have other mutations that would cause them to deal corruption, but they don’t take corruption from Warped creatures.

*Shapeshifting: The character can change their physical form at will. At any time, they can change their physiology so that they functionally have any of the normal mutations. If they do not have the Supernatural or Naturally Supernatural Special Mutation, they cannot exceed the number of normal mutations that they already have using shapeshifting. This shapeshifting is limited to the base mutations, they cannot get any of the mutations that have requirements unless they have the base mutations without shifting into them, and only one instance of each mutation can be shifted into. This mutation cannot be used to get or hide other special mutations.

*Tail: The character grows a tail.


Skills:
Defensive Stance – The character forsakes all attacks for the round, but gains a +10 bonus to Dodge. The character gets a free attack on any creature that attacks them in melee and misses. Requires Duelist OR Shield Fighter.

Disarm – The character can forsake the damage done by their attack to instead disarm their opponent. A creature wielding a weapon that is hit by this attack loses any weapon they are holding unless they win a Resistance check against the character, and must take a turn to retrieve it if they want to continue using it. Requires Duelist OR Unarmed Fighter.

Fencer (Passive) – You are more adept at facing an enemy that wields a weapon, as such you have a better chance at parrying and dodging their attacks as well as delivering your own. When fighting against an enemy wielding a weapon of any kind you gain +4 bonus to Dodge against their attacks, gain a +4 bonus to attack, and deal an additional +4 damage per attack. Requires Duelist.

Mage-Hunter (Passive) - Gain +10 Dodge and Resistance checks against Magic based attacks. Requires Mind 14+.

Power Strike – The character can trade points from their Dodge to make their attacks more likely to hit and deal more damage. These are traded at a 1 to 1 rate, every point of Dodge traded granting the character a +1 bonus to attack and damage rolls, and no more than 10 points can be subtracted from Dodge. Cannot be used in the same turn that a character is fighting defensively (trading attack for additional Dodge.) Requires Duelist.

Strong Willed (Passive) – The character gets a +10 bonus to any Resistance checks made against attempts to control or alter their actions. These include the Dominated, Charmed and Horny statuses.

Quick Draw (Passive) - The character can draw their weapons without spending an action.

Weakening Strike - The character may take a -8 penalty to attack and damage rolls for the turn, but in return, any attacks they make that land cause the target to gain an instance of the Weakened status. Unlike normal, this status goes away at the end of the character's next turn. Requires Duelist.

Powers (Demonologist):
Devil's Lightning: Black lightning crackles forth, firing in a line from the casters hand out to 100 feet away or until it hits some obstruction that it can't pass through.
-The character pays X EP.
-All creatures within 5 feet of a 100 foot line take (1d8 + 4) * X Electricity damage.

Gorgon's Gaze: The character lets their gaze linger on one creature within line of sight. A brief focusing of their energies and the targeted creature can be turned to stone and instantly killed.
-The character pays 5 EP.
-The creature must win a Resistance check against the character or be turned to stone.

Hellfire Blast: Sometimes, regular fire just isn't enough. The character that calls on this ability summons fire that is either dark red, or pitch black. Almost the complete opposite of Holy Fire, this flame destroys all that it touches indiscriminately.
-The character pays X EP. In addition, using this power also causes the character to take 2 points of damage no matter how much EP they pump into it.
-Then, they choose one of the following effects:
1) A directed attack against any one creature within line of sight of the character that deals (1d6 + 4) * X damage.
2) An explosion that deals (1d6 + 3) * X to all creatures within a 10 foot radius of any spot within line of sight of the character, or a 90 degree 30 foot cone that deals the same amount of damage.
3) A touch attack against a creature adjacent to the character that deals (1d6 + 5) * X damage.
-This power always deals Heat/Fire damage


Inventory:
Katana: 1d12 + 21, +6 damage if used in two hands (+2 from Duelist, +4 against armed enemies) [49 To-hit]
Unarmed: 2d4 + 10
Clothes: AV = 1, EV = 0, TP = 25, DU = 2

Bio/Description:

Kiera is a nearly one-hundred-fifty year old Kitsune, but still only has one tail. It began when she was told by her mother how Kitsunes grew in power, which spiraled quickly into why Kiera had never known her father. Fearful of her mother, Kiera ran away when she was sixteen - and hasn't attempted to increase her power since. A kind soul, she refuses to absorb another being into her body without their permission.

To make matters worse, the Kitsune has been cursed with the powers to summon demons and use their foul magics. Shortly after discovering this, she only used the spirit powers in dire emergencies, but still searched for a way to either seal herself forever, or develop other powers to save herself.

Having seen the Demon Invasion, and the Aliens attack, Kiera has lived through many events of the world; And yet, even then, she still seems oblivious to them all.

The OOC section:
Kiera's on a search to seal her powers for good, or to develop new celestial powers she can use without fear. That doesn't quite mean she'll give up on her Demonologist powers.
Elpis, Guardian Angel
Name: Elpis
Class: Warrior
Race: Angel
Sex: Female

Points: 0

Body: 48
Mind: 26
Spirit: 24

Hit Points (HP): 48 + 13 + 12 + 30 = 103
Pleasure to Orgasm (PP): 24 + 26 + 12 = 62
Spirit Energy (EP): 24 + 13 + 24 = 61
Speed: sqrt480 = 22
Dodge: (48 + 26 + 24) / 2 = 49 (+10 with Duelist)
Armor: 8
Resistance: 48 / 2 = 24
Perception: sqrt480 = 22
Stealth: sqrt480 = 22
Grapple: 48 = 48
Spirit Ceiling: 57 / 5 = 11


Experience:
Corruption:


Talents:
Exceptional: Additional 8 points to spend.

Resilient: +30 HP.

Skill With Pistol: +12 to-hit with Pistols.

Sniper: +8 damage on all ranged attacks.

Duelist: +10 to dodge and +2 to damage with a one-handed weapon.

Battle Hardened (Holy Aura): +8 AV.


Flaws:
Open Soul: The character takes an additional 5 EP damage whenever anything would cause them to take any.

Idealistic: The character is unfailingly kind no matter the circumstances. They will always try to help others to the best of their ability, even to their own detriment, and even if that help is not asked for or met with hostility. This does not mean, however, mean that they will let things attack them without responding. They’re idealists, not pacifists.

Honorable: The character cannot break their word once given. Every contract, agreement and promise is totally binding, and the character must seek to fulfill them even at their own detriment.

Tainted Bloodline: The character gains corruption 1.5 times as fast as normal.

Sensitive: The character takes an additional 5 PP damage whenever anything would cause them to take any.

Weakness(Hellhounds): Roll a 1d4 to see if she loses a turn.

Phobia (Hellhounds) [RP]: There is something you are irrationally afraid of. You'd rather not be presented with the thing you're afraid of, and there must be good reason for you to approach or remain near it. Note that something that makes sense for you to fear can't be a phobia.


Mutations:
Naturally Warped: The character was born with some degree of magic in their blood, but this doesn’t cause them to corrupt others. The character doesn't deal corruption to others unless they also have other mutations that would cause them to deal corruption, but they don’t take corruption from Warped creatures.

Faerie: The character is one of the fey. They gain resistance to Cold and Electricity, ignoring the first 5 points of damage from sources of either type.

Selective Fertility: The character can choose whether or not they have children. Whenever they could potentially become pregnant or impregnate another, they may apply either the Fertile or Infertile Flaw if they so desire.

Greater Wings: The character's wings have grown enough that they can actually fly with them. The character can fly at twice their Speed.

Skills:
Defensive Stance – The character forsakes all attacks for the round, but gains a +10 bonus to Dodge. The character gets a free attack on any creature that attacks them in melee and misses. Requires Duelist OR Shield Fighter.

Called Shot – The character acts last in the current turn and takes a -10 penalty to their Dodge until their next turn, but their attacks deal double damage. This doubling stacks with the doubled damage from a sneak attack if the attack is a sneak attack. Requires Skill with (any ranged weapon.)

Rapid Shot - The character can take a -4 penalty to their attack rolls and a -1 penalty to their damage for all attacks that round in order to take an additional attack against a target of their choosing who is within range. This can be used as many times as the character likes per turn, until their weapon runs empty or up to five shots. The penalties are cumulative and the same penalties apply to each attack. Requires Skill with (any ranged weapon.)

Weapon Focus (Passive) (Pistol) – The character gets a +6 bonus on all attack rolls with a single weapon type.

Specialized [Pistol] (Passive) – The character deals an additional +4 damage with the selected weapon type. Requires: Weapon Focus with the selected weapon type.

Inventory:
Steel Longsword: 2d6+24 [+48 to-hit] [+10 dodge, +2 damage when using one-handed]
Angelic Repeater: 4d8 + 6 (+10, Duelist, Specialized, Sniper) [+66 to-hit], 8 AV. 15 range, 4 shots, 1 turn reload.
Badarian Flack Jacket: AV = 8, EV = 3, TP = 30, DU = 2. Weak vs: Bludgeoning, Slashing. Strong against Piercing. Bullet Resistant.


Bio/Description:
~Coming Soon~

The OOC section:

Kiki, Goblin Warrior
Name: Kiki
Class: Warrior
Race: Goblin
Sex: Female

Body: 38
Mind: 10
Spirit: 10

Hit Points (HP): 38+5+5+30+20=98
Pleasure to Orgasm (PP): 19+10+5=34
Spirit Energy (EP): 19+5+10=34
Speed: sqrt380=19.4=19
Dodge: 38+10+10+10=39 [10 With Defensive Stance]
Armor: 8 + 10=18
Resistance: 38/2=19
Perception: sqrt380=19.4=19
Stealth: sqrt380/2=19
Grapple: 38=38
Spirit Ceiling: 34/5= 6


Experience:
Corruption:


Talents:
Exceptional: +8 points to spend.

Heavy Hitter: +8 to Melee attacks.

Shield Fighter: Allows the character to attack using both their weapon and their shield in the same round. These attacks can be against different targets. Defensive Fight penalties apply at 1/2 the usual rate to shield bash attacks, though they still apply normally to any regular attacks.

Resilient: Grants the character an additional 30 max hit points. +30 HP, in other words.

Skill with [1H Clubs]: The character gets +12 to attack rolls with the chosen weapon.

Battle Hardened: The character has suffered through numerous battles, developing scarring and mental resistance to pain. The character gains +8 AV.

Natural Spirit Wielder (Demon Summoning): Grants the character one Talent that they can only take from the Spirit Talents list.

Healthy: Grants the character an additional 20 max hit points. +20 HP, in other words.

Demonologist: The character gains 2 + Spirit/20 Powers from the Demonologist power list.



Flaws:
Fertile: The character is more likely to become pregnant, or to impregnate their partner. Mechanically, rolls of 2 or more now indicate success.

Oblivious: The character takes a -8 penalty to their Perception stat.

Bloodthirsty (RP) : The character cannot, under any circumstances, back down from a fight. Even if defeat seems certain, and/or engaging in battle endangers their allies, they must fight until they themselves fall, or every enemy has been defeated.

Fetish (Demons): The character has a particular kink or preference that sets them off in bed. Whenever treated to their favored fetish, they take +8 PP damage.

Mutations:



Skills:
Shield Cover – The character cannot move or make any attacks, but they and all creatures standing behind them do not take damage from any attacks unless they are coming from directly behind the character using this skill. Requires Shield Fighter.

Defensive Stance - The character forsakes all attacks for the round, but gains a +10 bonus to Dodge. The character gets a free attack on any creature that attacks them and misses. Requires Duelist OR Shield Fighter.

Block - The character may take a -10 penalty to attack rolls and Dodge for the round, and in exchange, any creatures attempting to attack them must win a Resistance check against the character or have their attacks negated. For each creature attacking a character beyond the first, the character takes a -2 penalty to this check. Requires Shield Fighter.

Charge – The character can move up to three times their Speed this round so long as that movement is in a straight line and ends with them attacking a creature. This attack gets a +4 bonus to their attack rolls and damage, but the character also takes a -10 penalty to Dodge until their next turn. Requires Heavy Weapons Specialist OR Shield Fighter.



Powers:
Fell Might
The character's body becomes charged with powerful but destructive energies, granting them increased strength but also causing them pain due to the stress placed upon their body.
-The character pays X EP and 1 HP. They must also pay X-2 EP and X - 4 HP upkeep every turn.
-The character gets a +3X bonus to Dodge, attack rolls, melee damage, and Grapple so long as this power is active. They also gain a +X bonus to Resistance

Vampiric Futanari
The character grows a penis temporarily, if female. If they already have one, they can use this to alter the shape and size of what they already have, or to temporarily grow a 2nd one. A character with this active orgasms and impregnates as normal.
-Costs 2 EP to activate and lasts until deactivated or until the character rests.
-The character also gains the Soul Eater Special Mutation while this is active if they don't already possess it.
-This power can be used at any time, even when the character is Horny, in a Submission Hold, or Bound.
-This power can instead be used on another creature rather than the character, which may make a Resistance check against the character to resist it if they aren't helpless. If used as such, the character may choose to grant Soul Eater to the creature or to themselves, but if they choose themselves they may only drain energy from the creature targeted with this power.

Hellfire Blast
Sometimes, regular fire just isn't enough. The character that calls on this ability summons fire that is either dark red, or pitch black. Almost the complete opposite of Holy Fire, this flame destroys all that it touches indiscriminately.
-The character pays X EP. In addition, using this power also causes the character to take 2 points of damage no matter how much EP they pump into it.
-Then, they choose one of the following effects:
1) A directed attack against any one creature within line of sight of the character that deals (1d6 + 4) * X damage.
2) An explosion that deals (1d6 + 3) * X to all creatures within a 10 foot radius of any spot within line of sight of the character, or a 90 degree 30 foot cone that deals the same amount of damage.
3) A touch attack against a creature adjacent to the character that deals (1d6 + 5) * X damage.
-This power always deals Heat/Fire damage.



Inventory:
One Handed Club: 2d4 + 21 + 8 (Heavy Hitter) [+50 to-hit]
Chainmail: AV = 10, EV = 3, TP = 40, DU = 5
Round Heavy Shield: DB = 10. EV = 2. Deals +4 damage when used to Shield bash.


Bio/Description:
~Coming When it's not 2:30 AM~

The OOC section:
 
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Cappy

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Re: DG3 Character Sheets

Jereck, aspiring Commander.

Name: Jereck Avarii
Class: Spirit Wielder
Race: Part-Demon (Badarian)
Sex: Male

Body: 10
Mind: 12
Spirit: 60

Hit Points (HP): 46
Pleasure to Orgasm (PP): 47
Spirit Energy (EP): 101 (71 + 30)
Speed: 10
Dodge: 41
Armor: 1 (0 + 1)
Resistance: 30
Perception: 24
Stealth: 2 (10 - 8)
Grapple: 22 (10 + 12)
Spirit Ceiling: 20


Experience:
Corruption:


Talents: Demonologist
Shadowmancer
Necromancer
Exceptionalx2
Natural Warrior (Expert Grappler)
Massive Energy Pool
Spunky
Psyker

Flaws:Tainted Bloodline
Mutatedx2
Obvious
Weakness (Cruelty against the Defenseless)
Fetish (Large Breasts)
Fertile
Hatred (Elves)
Hatred (Blood Ritual Users)
Honourable(RP)

Mutations: Demon
Naturally Warped
Potent
Night Eyes
Soft Skin
Whip Tonguex2
Large

Skills:


Base Casting:
Favored Elements:
Magic Feats:


Wielder Aptitudes: Efficient Wielder, Overlord , Burning Spirit
Powers: Summon Demon
Devil's Lightning
Hellfire
Vampiric Futanari
Fell Might

Aspect of Spirit
Animate
Nightmarish Image
Life Leech
Devour Magic

Dark Armour
Death Whip
Patch of Darkness
Rupturing Shadows
Shadowstalker

Pleasure Damage:
Penetration = 2d8 + 20
Foreplay = 2d4 + 15
Succubus Powers:


Inventory: Normal Clothes
5 Denarii


Bio: Living on the northern outskirts of Lockacre, Jereck had experienced a more or less normal childhood for the first twelve years of his life, a big normal family, a brother who he looked up to, a stepdad who he didn't really dislike, and a mother who was all he could have asked for, kind, understanding, playful, and fair if at times stern. He can't remember his real father, as far as he knows there wasn't really a time when he was around. He can't even remember when his old stepdad had taken over; Not that it matters now. All of his family, his past, destroyed by an unfortunate event on his thirteenth birthday.

A group of heavily clothed strangers had been holding up outside of town. Unusual, but not really much cause for concern for the town guard, or really the towns people considering there were only about eight of them, and they were staying relatively far off. But one night, these strangers through some method or another, breached the Northern Gate, and escaped with four stunned, and confused human prisoners, Jereck, his mother, stepfather, and brother. A number of strange things happened that night, in the hide-away outside town, and even now Jereck's memory of the ordeal is blurred and strange.

What he does remember, is the naked bodies of dark skinned elves cutting pieces off of his brother, and burning them like incense. It smelled horrible, and he still remembers that smell, it clinged to him like a blanket of smoke. At some point in the night, light burst in from above, and a group of townsmen rushed down, swarming the place and rushing all the elves inside, somebody pulled him up and out of the trapdoor and into the open, before he blacked out. When he woke up, he was greeted by the same townsfolk, with a few missing. They told him about what had happened, his family gone, and the Elves that weren't beaten to death spiriting away into the night. The folks that saved him explained that they did what they did because that's what the Elves do. From then on he was raised in the bad side of town, by the townsfolk who pulled him from that dark hide-away.

And so, during the next six years of his life he felt changes happen inside him; Both natural and unnatural, energies surrounded his hands and body like a tension in the air, and once or twice in those six years he pushed the energy around and made things happen, but it stank like the smoke from before, and made him feel sick, so he learned to keep it from happening. It didn't stop one or two of his new family from finding out, but nobody ever talked about it. Eventually, after those six years, the Invasion came around. Luckily he was stationed at the very edge of the Necropolis City Slums.

When the invading airships arrived at the Necropolis, before Jereck even saw any battle, any aliens, any anything, what he heard were screams, and what he saw were flocks of civilians, peasants, and nobles alike, charging chaotically through the streets, some towards the fight, some away. He had just finished carrying flour sacks for his pay and had been heading back home. To survive even the stampede of people flocking out the city, he had to disregard the seal on his powers and float up above the Chaos. The stench still plagued him as it did before, but he tried to pick out his adopted family through the crowds, but it was no use.

Jereck was no coward, but he held no weapons, no experience with weapons, and only a fleeting ability to float and make strange things happen. If he was going to fight, it would be after he learned to control himself. He raced out to the countryside with the crowd, promising to return once he knew what was happening, and what to do about it. Eventually, along with most of the survivors from the city, after a few days of vagrant wandering, Jereck found out about Lockacre, and went there. It took him awhile to adjust to life in a different city, let alone what was now a city-state, the last pure Badarian town.

All the same, he returned to his life as usual, and returned to poorly paid labour. During the mornings he carried sacks for small pay, and during the afternoons, he left far out of town to practice his abilities. He spent his days like this for another two years, ironing out all the flaws and needless parts of his ability usage. Occasionally somebody would see him from the distance, but he would use his abilities to conceal himself in shadows and escape every time. He had even managed to repress the horrible stench that came from using these powers, instead leaving a crisp smokey feeling hanging in the air.

And finally, we come to the present, Jereck had finally learned one more skill, that he found strange and... unnerving all at once. He had felt himself grasp a sentience from the immortal hellish planes for a split second, but he had no desire to fool around with it any further. Perhaps it was time to start putting what he had already learned to use. It was time to go out and investigate the cause of the Alien Invasion.

Description: Jereck is a tall, somewhat thin-averagely framed man with long, dark brown hair and a rather youthful face. His skin his a pale "almost-white" quality to it that doesn't really seem to match his outdoor lifestyle, although his emerald eyes are framed with dark sockets, betraying his restlessness. He doesn't have very much muscle at all, but there is a framework of toned musculature hidden underneath his soft skin to be felt if you dig deep enough.

Jereck all and all is a usually calm character, looking quite tired, almost bored even; It's when he's excited or particularly passionate that he comes to life, his tired eyes shining a spark of emotion and investment. His stance is always upright when he walks or runs, rarely letting himself slump unless he's particularly tired. He rarely smiles, but his teeth are a clean dull white, and his mouth is drawn-in and tight, exaggerating any expression he might be wearing. His preference in clothes edges towards stronger colours and darker clothing, though his current outfit consists only of some brown cotton trousers, matched by his brown leather shoes and white flax socks, which in turn where matched by his long sleeved white linen shirt. It left him looking a little too plain to be a noble, but a little too well-kempt to be a peasant.

The OOC section: I'm not sure if everything is quite *right* or if I forgot anything (Whether to put in or take out). But I'm about 65% sure that it's right.

And of course, a visual aid for Jereck courtesy of Aurani.

===================================================================================================================

Drunkman™, hopeless alcoholic and almost accomplished sailor.

Name: Thulmer
Class: Drunkard
Race: Human (Badarian)
Sex: Male

Body: 22
Mind: 12
Spirit: 16

Hit Points (HP): 50 (36+20)
Pleasure to Orgasm (PP): 31
Spirit Energy (EP): 63 (33+30)
Speed: 7 (15-8)
Dodge: 25
Armor: 11 (10+1)
Resistance: 11 (Primary Stat = Body)
Perception: 15
Stealth: 15
Grapple: 22
Spirit Ceiling: 12

Exp: 4
Denarii: 43

Attacks:

Improved Unarmed Attack: (1d8 + 2) + 11


Experience:
Corruption:


Talents:
Natural Warrior(Unarmed Fighter)
Natural Spirit Wielder(Massive Energy Pool)
Side Skill: (Defensive Grappler)
Side Skill: (Spirited Warrior)
Lucky
Pain Resistantx2
Healthy
Resistant

Flaws:
Sluggish [Limp]
Weakness (Sobriety)
Phobia(RP) (Dice)
Addiction(RP) (Alcohol)
Hatred(RP) (Whales)
Fetish (Mermaids)

Mutations:

Skills:
Defensive Grappler
Spirited Warrior

Inventory: ([E] = Equipped)
Clothing [E]
Two bottles of cheap liquor.
One tin flask oartially filled with average liquor.
43 denarii

Description:
Thulmer is a man going into his late 50s, he's got dark brown unkempt hair sprouting from his head, and a bristly beard covering the lower half of his face, which has a faded scar running from the upper right of his mouth to the middle of his jawline.
his sunken eyes are a dark green, when he's excited his eyes sparkle with life, but otherwise they remain dull, almost sad. His body has a moderate frame, he's neither stocky nor particularly thin, though he's starting to gain a slight bit of a bulge around the stomach,
beneath his skin are the hidden signs of musculature from manual labour. He walks with an almost exaggerated limp, though he can't really help it. When he runs it's more of a hobble than anything else.

His garment consists of some tan flaxen pants drooped over some plain brown leather boots, along with a ragged linen shirt, adorned with a rough brown sash, and a bulky aquamarine scarf;
On top of all that he has a dirty brown jacket cut from warm but rough cloth, that isn't quite flax, but definitely not linen or anything expensive, while on his hands, he has some slightly torn brown fingerless gloves.

Bio:
Thulmer had an unremarkable life as a boy, living early life at a seaside village in south-eastern Badaria. Around the age of fourteen, an opportunity to take hand on one of the merchantile ships headed to their usual route, and with a head full of adventure, he accepted in almost no time at all.
Ever since he has spent a remarkable amount of time at sea, living more or less happily with the occasional bit of adventure from one of the smaller seabeasts making an attack. By the age of thirty, he had picked up a bit of a minor drinking habit, and was already quite qualified.
By thirty-four, he had become a Captain for hire, not having his own vessal, but being in charge of one while at sea all the same. Many things happened, and he had lived a happy life, even if it was a bit haphazard. By the age of fourty-three things had gotten too dangerous around the seas, pirates, beasts, and wreckless water.
Finally, after a particularly long run through the seas, he had gotten back, the ship battered, practically wrecked, and more crew members dead than not. And with that, no longer could he live his happy life out on the seas, and he spent most days in the tavern lamenting his lost profession.
Finally coming onto current days, not much is left of his savings, and he is a sad shadow of his former self, only truly regaining his composure when he's reminded of his conquests, or making new ones.

The OOC section:
 
Last edited:

sturm

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Re: DG3 Character Sheets

Selena Kyle, reporting for dut-oh god is that a fluffy tail?

Changelog
1/2-3/2013: Spirit Ceiling rounds to 11, not 10. Finished bio, got the Kitsune pregnancy thing right.
1/8: Added Picture!!!
1/16: Added Spell Shape Descriptors, unarmed attack and damage, all to attack worksheet section.

Name: Selena Kyle
Class: Mage
Race: Crolian Human
Sex: Female

Stats:
Body: 10
Mind: 38= 30 +8(exceptional)
Spirit: 10

Hit Points (HP): 34
Pleasure to Orgasm (PP): 48
Spirit Energy (EP): 54= 34+20(GE)
Speed: 10
Dodge: 26
Armor: 7
Resistance: 19
Perception: 19
Stealth: 10
Grapple:10
Spirit Ceiling: 11

Experience: 0
Corruption: 0


Talents:
1&2. Concentration x 2 (+8 to casting)
3. Focus in Nature: See lightning, for nature
4. Potent Spells: +12 resistance when casting spell requiring check
5. Magical Accuracy: +12 to attack with spells
6. Focus in lighting: Cast all lightning spells. +10 to casting w/lightning. 2+ dmg per spell level (lightning). Buffs +1 to stat per spell level, elementals +2 Body +1AV/spell level (all lightning)
7. Focus in Aether: Same as lightning but for Aether spells
8. Exceptional: +8 Stat points
9 (Human) Greater Energy +20 EP

Flaws:
1. Sensitive: +4 PP damage when taking any.
2. Phobia (RP): Fluffy tails. Applies to both Kitsune and Su-Ku-Ta, but phobia increases with degree of fluffiness so she is far more afraid of Kitsune than cat-people.
3. Weakness: Fluffy tails. When fighting a fluffy-tailed opponent, roll 1d4. Lose turn on roll of 1
4. Honorable (RP)

Magic
Base Casting: General: 35= 19 +16(Concentrationx2) Favored: 45= 35+10
Favored Elements: Lightning, Nature, Aether
Magic Feats:
1. Stormbringer (Lightning): Spells that deal Electricity damage deal an additional +2 damage per spell level and if they deplete more than half of a target’s max HP, they also cause that target to gain the Paralyzed status.
2. Druidic Secrets (Nature) – Creatures summoned from the Nature element gain a +4 bonus per spell level to Body. The caster may share the senses of creatures summoned from the Nature element, and may directly control their actions. The character gains access to the spells restricted to those with Druidic Secrets. Requires Focus in Nature.


Inventory:
Denari: 0
Energy Potions: 5 (restore 50 EP)
Battlemage’s Robes: AV = 7, EV = 0, TP = 25, DU = 1
Su-Ku-Ta Hand Repeater (pistol): 2d8 + 3, 15 foot range, 7 shots, 1 round reload, ignores 4 AV
Dagger: 2d6+5

Attack Worksheet:

Su-Ku-Ta Hand Repeater (pistol): attack: d20+10 Damage: 2d8 + 3, 15 foot range, 7 shots, 1 round reload, ignores 4 AV
Dagger:attack: d20+10 Damage: 2d6+5
Unarmed: Attack: d20+10 Damage: 2d4+3

Spells:
Touch (2d6 + 8)
Bolt (2d4 + 6) line of sight
Cone: (1d6 + 1 + 5) in front of caster, 90 degrees, out to 10 feet.
Ball: (1d6 + 1 + 5) within 50 feet, 5 foot radius
Emanation: (1d8+5) within 10 foot radius of caster.
Line: (1d8 + 5) Within 3 feet of 80 foot line from caster
Buff: (6, spell level - 2 EP upkeep)
Trap: (+1 Level for damage, cannot be used in combat)
Summon: (Body = 10) +4 per spell level for nature summons

Lightning:+2 damage per spell level, inflict paralyzed status when they deplete more than 1/2 of target's max HP

Sex:
Foreplay: 2d6+2
Penetrative: 2d8+3

Bio:
Selena Kyle is a Crolian mage and an avid study of what she views as the natural forces at work around her. From an early age, she was fascinated by the natural world and all of the power it wielded. In addition to her penchant for nature, especially the terrible storms it could cause, she also possessed a great magical talent and was easily accepted to The Academy. She did well there, learning her lessons and developing very strong abilities in both the Nature and Lightning schools.

However, not all of the lessons learned were easy. On a vacation between semesters outside of The Academy, she caught the eye of a Kitsune. She lured the young mage to her secluded home with the promise of a rare magical tome, and then proceeded to give her far more than she bargained for. The Kitsune woman came on to the young mage very strongly, and while Selena resisted her advances valiantly, she was outmatched by the powerful being, and ultimately raped. The Kitsune was never overly rough with her, indeed she made the process quite gentle, able to do so because she was so much more powerful than Selena was, though she did torment the woman with her tails, using them to such great affect that they are what come to the forefront of Selena’s mind when she thinks on the incident. However, one futa spell later, the poor young girl was both deflowered and carrying the fox-woman’s child. After allowing the child within Selena to develop to the point where removal was not really an option, the Kitsune allowed Selena to return to the Academy. She never told anyone what got her pregnant. When the time came for the baby to be born, the Kitsune appeared before her and whisked her back to her house for the birthing. Despite her fear, Selena was happy to finally meet the baby Kitsune she had been carrying around for nine months, her baby Kitsune. She was allowed to be with the baby for a few days before she recovered her strength and was sent back to The Academy, with the long-promised book of Aether in hand, a little sad that she would never get to see her baby, whom she did not get to name, again. For indeed she never has not heard from either Kitsune since she left that house.

Selena was glad the Kitsune had kept her word, but still, she hadn’t wanted the sex, or to be a mother, even though she had developed a certain fondness for her child. The incident traumatized her, and from then on, the sight of fluffy tails brought back memories of being helpless at the hands of the Kitsune, helpless, raped, and pregnant. It all really left a mark on the impressionable young mage.

The book gave her some new insights into the workings of Aether magic. Before then, she had found the magic easy, but had hesitated to use it as she viewed it as unnatural. However, after reading the book she changed her stance, instead viewing the boundary between life and death as a fluctuating thing that had a life of its own, and that since both life and death were a part of nature, perhaps influencing the barrier was too. Whatever the moral and philosophical questions, she did manage to become quite good with Aether as well before graduating.

Two years after becoming a mother, at the ripe age of twenty two, she graduated The Academy, and has been given her first official orders as a Crolian mage. The Orc forces were on the move, and she was to head to the village of Embershard to assist in buying time for The Academy to mount a counterattack. Journeying to the village, she appeared to arrive with only a short time to prepare for an impending assault. It was a daunting task, but she had given her word that she would hold the line at Embershard and help the commander there in any way possible, and she could not forsake her word, after all, even that scary Kitsune woman had been true to her word, so what would it make her if she broke hers?

Pic:

The OOC section:
For use with SilentSilth’s character Kiera
 
Last edited:

thetwo

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Re: DG3 Character Sheets

Archived character sheet for Ashley as of the end of the DG2 timeline. The DG3 sheet will continue to be updated where this one used to be, but I'm getting worried about length and magnitude of changes. It's nice to have snapshots.

Sheet:
Name: Ashley
Class: Mage
Race: Badarian
Sex: Female

Body: 18 (10 + 8 (exceptional))
Mind: 52 (30 + 8 (exceptional) + 14 (experience))
Spirit: 10

Hit Points (HP): 49
Pleasure to Orgasm (PP): 66
Spirit Energy (EP): 45
Speed: 13
Dodge: 40
Armor: 0
Resistance: 26
Perception: 31 (23 + 8)
Stealth: 11 (13 - 2)
Grapple: 18


Experience: 34 (46 spent on 14 mind and 4 talents)
Corruption: 0 (200 spent on 2 mutations)


Talents:
Exceptional x2 (8 points to mind, 8 points to body)
Perceptive (+8 perception)
Lucky (+3 to all non-damage rolls. NOT reflected in Resistance, Perception, Stealth, Grapple, or Casting scores elsewhere on this sheet.)
Evoker (+1 to effective level for spell damage)
Concentration (+8 base casting)
Potent Spells (+12 to effective resistance for own spells)
Experienced Caster (access to all 3rd level spells)
Focus in Wind (Access to level 4/5 spells, +10 casting, improved damage, buffs, and summons)
Focus in Arcane (Access to level 4/5 spells, +10 casting, improved damage, buffs, and summons)
Magic Feats (Gain 2 additional Magical feats)

Flaws:
Sensitive (+4 to all PP damage taken)
Fetish[plants](+8 to all PP damage from plants)

Mutations:
Pheromones (-4 to Stealth checks and friendly characters are more interested in sex)
Tight (The character deals +2 pleasure to your opponent during penetrative sex. Can be taken up to 3 times.)

Base Casting: 34 (26+8)
Favored Elements: Arcane, Wind
Feats: 3(mind)+2(talent) = 5
Countermage - Dispel and Counter effects gain +8 bonus to resistance checks. Caster's own spells gain a +8 bonus against opposed Dispel and Counter effects.
Wind Caller - Wind spells of the line shape gain +1 effective level, and wind summons gain +10 body.
Maximize Spell - Pay 2 EP to maximize all dice for a spell.
Quicken Spell - Pay 4 EP and -10 to casting for the round to cast two spells in one round. These spells can't be further modified by metamagic.
Heighten Spell - Pay up to 5 EP to add four times that amount to the spell's resistance checks.

Spirit Ceiling: 9


Inventory:
Clothes (plain white robes)
Badarian Revolver (+18 to-hit) [2d8+4 damage, pierce 4 AV] (5 shots, 2 rounds reloading)
"an old four cylinder revolver with an extremely long barrel" (+18 to-hit) [??? damage] (4 shots, ??? rounds reloading)
- A single unusual cartridge, presumably for the same gun.

550 denarii


Description/Bio/OOC:
Description:
Ashley is a little over twenty at this point, slightly shorter then average and with long brown hair. Her light blue eyes flash grey when she is emotional or working powerful magic. She's a little on the skinny side, though not nearly as much as when she was living on the streets, and has only moderate breasts.

Bio:
Pre-DG:
Her mother was a serving woman in Badaria, and little better then a slave. She was killed when Ashley was young, and she ran away while accidentally destroying the entire town with lightning. Her father was a soldier, one of many her mother frequently "served".

After running away, she lived on the streets of the Badarian captial until the combination of her budding assets and her uncontrolled magic made hiding difficult. She wandered into the country, where she was rescued from near-rape by a kind old couple who also suggested an old wizard who might teach her to control her magic.

The wizard called himself Ozymandias, and tutored her in magic in return for help around the house as his health failed. He imparted her with the basic knowledge required to control her magic, and helped develop her strength. Unfortunately, he neglected magical theory and in particular the nature of demons and the various other corruptions of the natural world. Near the end of her stay with him, she came upon a Shorn Weed while gathering herbs deep in the forest, and lost her virginity to it before escaping. Shortly thereafter he passed away, leaving Ashley with a modest sum and no direction.

She took to the roads again, this time prepared to defend herself. An 18-year-old woman walking alone on the road, she had reason to soon enough, as a group of soldiers happened upon her camp one evening. Full of her newfound control of impressive powers, she was in no mood to talk, and ended up killing several of them before she exhausted her magical reserves. The remainder did not take kindly to this, and Ashley counted herself fortunate to escape the situation with her life. When she had found some clothes and recovered, she also found herself a gun and learned to shoot well enough that she wouldn't be helpless should her magic fail again.

DG1:
Somewhat wiser and better armed, she came a few months later on the town of Artmirst. On the outskirts, she found a house apparently abandoned, and inside discovered the demonic invasion. She easily killed the first demonic being, but was raped by the woman she had imagined she was saving before finally managing to throw her out a window. Over the next few days she killed many more demons without any more getting the advantage on her, and met the wizard Cornelius doing experiments in the town. As part of an effort to find specimines for him, she discovered a portal.

Fearing that the demons had made a second way into this world, Ashley passed through the portal and discovered that it only worked one way - a way into hell, but not back to earth. She quickly made herself invisible, and started searching for a way back. She eventually found a prison. Alone, unprepared, and running low on magic after quite some time spent invisible, she reluctantly concluded that she could do nothing to save the inmates, but vowed to return later. Finally she found the main portal back to the overworld, and fought her way through to the relative safety of Artmirst.

Back home, she found allies among the fey and other adventurers who were willing to chance an assault on the demonic prison to free whoever the demons thought it worth imprisoning, hoping to find allies or at least draw the demons back to hell to deal with threats on their homefront. She and her allies proved victorious, defeating a greater demon, but between her possession of the prisoners as human shields and the Daemon Mathias's victory over the local demonic leader the actual liberation of the prisoners had little effect.

DG2:
The events at Artmirst finally convinced Ashley that she needed to find something more permanent to do with her life, and she set out on the long path to The Academy, where she could fill the gaps in her magical education and further her already considerable talents, not to mention finding a place among others with similar abilities. She did indeed learn much, and became close friends with a Water Mage, Jenn, before the Invasion.

When the monstrous mothership appeared over the Academy, Ashley acted instantly and decisively in defense of her new home, calling up a hurricane in an effort to prevent it from disgorging its payload of alien invaders. This gave her and the other powerful students and teachers time to organize their defenses, and before long she was helping to hold the ship in place while a massive blow was struck against it. The ship crashed, and she joined her fellows in purging the area of invaders and investigating the crash. There her group was saved from an ambush by the remains of another group, chasing their kidnapped fellows. Unfortunately, the combined groups were still not enough to beat the second ambush, and Ashley was taken by the invaders along with the rest of her party.

Ashley awoke to find herself prisoner to the Invaders, and taken to a chamber where the rest of her party was being raped. Here she was greeted as 'stormcaller' for the first time, and offered a chance to avoid rape by joining with the invaders. The voice of Matthias advised that she refuse, claiming that help would arrive before it was too late. She refused, and the elder lord who had made the offer responded by taking her himself. Some time later, after the Elder Lord broke her resistance and finished inside her, an apparent goddess appeared and saved everyone in the room, including Ashley herself, and gave them the strength to escape.

The journey back to the Academy did not go smoothly. A magical fog and some form of influence over divination spells conspired to force Ashley and her companions into the Church they had noticed during their earlier search. They sealed themselves inside as defense against a "thing" in the fog that seemed to mean them harm, and began exploring.


The OOC section:
Yar, I'm up for everything except guro/scat and sex change. Anything else is fair game, the more the better. :p

DG1 (artmirst) thread
DG1 wrap-up thread (assault on the prison, with other PC's)
DG2 thread (combined with Chole(ranger))

DG1 character sheet
DG2 character sheet
This post
DG3 timeline character sheet

XP log/changes:
2011/12/16 - Created sheet, added links to past sheet, formatting. Added inventory contents as of current point in DG2.
2011/12/16 - 4 XP from the first ambush. Fixed OOC section.
2012/01/01 - 4 XP from the second and more successful ambush.
2012/01/01 - Spent 8 XP on Maximize Spell. Updated DG2 section of bio.
2012/02/06 - Gained 174 corruption from getting raped by the Elder Lord. Spent 200 corruption on 2 mutations. Updated DG2 section of bio.
2012/04/03 - Version 3.5 time! Changed "maximize spell" talent to "magic feats" and "Plant Lover" to "Fetish[plants]". Choose five feats. Also, added correct penalty to stealth from "pheromones", and corrected a few other stats to NOT include the bonus from Lucky (previously it was inconsistent). Updated DG2 section of bio.
2012/04/13 - Clothes! And a strange gun!
2012/04/22 - 6 XP from the stalker movie monster.
2012/06/19 - 2 XP from the flesh golem.
2012/12/29 - 4 XP from another? flesh golem and 2 from a bunch of zombies
2013/01/13 - 16 XP from finishing DG2. And another 4 XP from No really, it's done now. Edit: Also 400 gold from here
 

Aust_Nailo

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Re: DG3 Character Sheets

Alexia Hanover-Naga "Mercenary" (Potentially retired)
Name: Alexia Hanover
Class: Warrior ("Contract" Warrior)
Race: Naga
Sex: Female

Body: 26+4+10=40
Mind: 14+2+4=20
Spirit: 10+2+2=14

Hit Points (HP): 57+30=87
Pleasure to Orgasm (PP):47 +20=67
Spirit Energy (EP): 45
Speed: 20
Dodge: 37
Armor:13+12=25
Resistance:20
Perception:20+8=28
Stealth:20-8=12
Grapple: 40+5+12=57
Spirit Ceiling:9


Experience:
Corruption:


Talents:

Racial-
Grapple Expert

Selected:
Skilled with Polearms (+12 to attack rolls)
Battle Hardened (+8 AV)
Exceptional (+8 Stat points)
Exceptional
Resilient: (+30 HP)
Perceptive (+8 to Perception)
Pain Resistant (+5 AV)
Just a Little Longer (+20 PP)


Flaws:
Racial-
Sluggish,
Tainted Blood line

Selected:
Honorable
Sensitive (Take additional 4 EP damage whenever anything would cause them to take any)
Obvious (-8 to stealth)


Mutations:

Racial-
Odd Skin
Tail
Whip Tongue
Natural Attack: The character has some sort of natural attack that allows them to deal a greater amount of unarmed damage than usual. Their unarmed attacks deal 2d12 + Body/3 damage. Characters that possess this mutation and the Unarmed Fighter Talent deal 2d12 + Body/2 damage instead.

Serpentine Body


Skills:
Deadly Reach
Sweep
Weapon Focus (Polearm)-(+6 bonus with Polearm Weapons)
Fling (The character throws a grappled opponent, or a willing ally, a short distance at another target. Deals 3d6 + Body/3 damage to both targets. Both the creature being thrown and the one being hit must win a Resistance check against the character or be knocked Prone. If the flung target was in a submission hold they automatically fail this check. This skill has a 15 foot range. Requires Grapple Expert.)


Superior Grappler (Passive) - The character gains a +5 bonus to Grapple. Requires Grappler Expert.

Inventory:
Halberd (Main weapon)-2d10+3+Body/2
Short Spear (Secondary weapon)-4d5 - 4 + Body/2
Longsword (Additional Weapon)-2d6 + Body/2

Breastplate: AV = 12, EV = 4, TP = 50, DU = 4.

Bio/Description:
Hatched in a relatively quiet section of Northern Badaria (Think near Colia Border), the young Alexia was found and adopted by a couple (Both former mercenaries) While her adoptive father was doubtful of the young naga, her new mother saw great potential in the child. The girl was raised as any normal child would have been, the only difference being the oddity of her lower half. Her mother trained the young Alexia to fight, knowing that she face many obstacles in her life. When old enough, Alexia departed home to seek work as a mercenary. She saw moderate success for many years, even holding out against the invaders when they arrived. However, when she was in her late 20's (29ish).

One particular job would change her life completely. While working for a low ranking noble, the naga failed to protect a particularly valuable item, and the noble placed the massive cost of the item on her shoulders. Being so deep in debt and unable to pay it off, said noble enslaved Alexia, forcing her to pay off the item by working directly for him. Instead of choosing jobs like any other mercenary, would instead be offered bids for the naga's service. Alexia would then become property of whoever paid the most for her services, at lest until the job was fulfilled. After that, she would return to her original owner, to await another job. She is to follow any order given and if she fails to complete said contract, she would become permanent property of the noble. Her gear would be sold off and she would lose what few rights she had, becoming little more then an exotic pet for the noble. Is currently 30 years old.

Appearance:


The OOC section: Is currently 30 years old and is awaiting another job.


Second Character for civilian game (Retired)
Name: Amelia Sheppard
Class: Civilian (Shepard)
Race: Human
Sex: Female

Body: 24
Mind: 14
Spirit: 12

Hit Points (HP): 37+ 20=57
Pleasure to Orgasm (PP): 32
Spirit Energy (EP): 31
Speed: 15+8=23
Dodge: 25
Armor: 6 (1+5 from Pain Resistant)
Resistance: 12+8=20
Perception:15+8 =23
Stealth:15
Grapple: 24+12=36
Spirit Ceiling:6


Experience:
Corruption:


Talents:
Base Talents
Healthy (+20 Health)
Perceptive (+8 Perception)
Resistant (+8 Resistance)
Pain Resistant (+5 AV)
Quick (+8 Speed)

Flaw Talents:
Natural Warrior (Grapple Expert)
Resistant Soul (EP damage -4)
Side Skill




Flaws:
Honorable (RP)
Idealistic (RP)
Hatred (Bandits)



Mutations:


Skills:
Teamwork (Passive) - When choosing to defend another (as per the combat rules) the character is given the option boost to boost their ally's attack, dodge, resistance, or armor by sacrificing the character's attack at a 2 to 1 ratio (2 attack = 1 bonus.) They also gain +8 armor when intercepting blows for an ally. Finally, they may use their move action to charge at an allied character at 3x their Speed, taking a -10 Dodge penalty when doing so, in order to meet the range requirements for defending another. Requires Idealistic.


Inventory:
One Birthday Suit
Farmers Clothing (Female variant)
Sheep herder cane
25 Denari

Bio/Description:
Lone daughter and only child of a relatively small family of farmers, Amelia spent the better part of her life helping with the family herding business. The life was simple enough and her family did give their daughter an education in an effort to help her move on to a better life, perhaps working in the city as a clerk or assistant to some noble family. Her favorite activity in her downtime was reading stories of brave heroes and warriors. She especially enjoyed the ones with female leads, often wishing she could be like them, saving the land from all sorts of peril. So much so that she would imitate their exploits, using the sheep as monsters. Her parents tried their hardest to discourage such a lifestyle, telling her adventuring would only lead to terrible things. Regardless, she felt like she needed to move out from under her parents protective eyes in order to achieve her goal. She worked several part time jobs in town ranging from a messenger, a library clerk and even an herbalist. After a few years of hard work and penny pinching, she eventually had enough funds to move out, much to her parents chagrin. She bought a tiny far in a small town and about 6 sheep to start, feeling that she should stick to what she knows as far as work goes.

She kept at her trade for some time, but her herd never grew past ten sheep, with a few dying from sickness or being used as an emergency source of food for herself or the town. But she only saw this as a minor roadblock. She continued working, and training in her down time in the hopes that she would make it to her first step of becoming a great hero: becoming a guard for one of the few major cities left in the world. She knew the idea sounded crazy, but she figured everyone had to start somewhere.

Personality:
Amelia has always been known to have a fierce and determined personality, finding no obstacle too difficult to overcome. And despite being relatively rough around the edges, she's a good natured person at heart. She always seems to have a good amount of energy and never seems to tire out, even after a long day at work. Her time reading stories about great an noble heroes also made her quick to defend those in need. She would willingly throw herself in harms way at a moments notice, even if it comes at a great cost to herself. She carries more then a few scars from defending her herd from wolves and she even got a few bruises defending them from thieves. Tough, reliable, determined, energetic,quick to help those in need, and just a tad naive and idealistic, Amelia is a rather odd child from a very simple background.
Image:


The OOC section:
 
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Tsuki

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Re: DG3 Character Sheets

Linara
Name: Linara
Class: Mage
Race: Part Demon
Sex: Female

Body: 8 + 4 + 0 = 12
Mind: 34 + 6 + 0 = 40
Spirit: 16 + 6 + 0 = 22

Hit Points (HP): 43
Pleasure to Orgasm (PP): 57
Spirit Energy (EP): 68
Speed: 11
Dodge: 37 + 6 = 43
Armor: 7
Resistance: 20
Perception: 20
Stealth: 10.9
Grapple: 12
Spirit Ceiling: 14


Experience: 0
Corruption: 0


Talents:
Specialized Mage (Force+, Wind-) - Choose a single element in which the character has the "Focus in" Talent. The bonus provided by that Talent for that element double, and the character gains an additional +4 bonus to casting spells of that Talent, and may cast Level 1 spells of the element even while Bound or in a Submission Hold. The character must choose one other element in which they don't have the "Focus in" Talent. They cannot cast spells of that element higher than level 1, and may never take the "Focus in" Talent for that element.

Focus in (Force) - The character chooses an Element. This Talent allows the character to cast up to 5th level spells in that Element, and in addition, they gain a +10 bonus to all Casting checks for spells of that Element, all spells of that Element that deal damage deal an additional +2 damage per spell level, Buffs increase the chosen stat by an additional +1 per spell level, and creatures summoned by spells of that Element gain a +2 bonus to their Body stat and a +1 bonus to AV per spell level. This Talent can be chosen multiple times, but each time a different Element must be chosen.

Concentration - The character gets +8 to their Casting stat.

Greater Energy Pool - +20 EP

Exceptional - Additional 8 points to stats

Evoker - Whenever the character casts a spell that deals damage, increase the effective spell level of that spell by 1 for the purpose of determining how much damage the spell does. This has no effect if the character casts a spell that can either heal or do damage and the character chooses to heal.

Magical Accuracy - +12 to attack rolls made with spells

Magic Feats - Choose two magic feats and add them to the caster’s list.
Flaws:
Racial - Tained Bloodline - The character gains corruption 1.5 times as fast as normal. Note: Characters of a race that have Supernatural or Naturally Supernatural as a Racial Mutation cannot take this Flaw.

Racial - Mutated - The character gains 3 mutations of your choice.

Fetish (Breastplay) - +8 PP damage in relevant situation

Sensitive - +4 PP damage taken

Open Soul: +4 EP damage taken
Mutations:
Racial - Demon - The character is a demon. They gain resistance to Fire and Force, ignoring the first 5 points of damage from sources of either type.

Racial Naturally Warped - The character was born with some degree of magic in their blood, but this doesn’t cause them to corrupt others. The character doesn't deal corruption to others unless they also have other mutations that would cause them to deal corruption, but they don’t take corruption from Warped creatures.

Horns

Masochist - Whenever a character takes health damage, they also take 1d4+1 PP damage. This PP damage is not affected by Resistance or damage due to resisting pleasure.

Night Eyes – Your character can see very well in the dark. They no longer take penalties to Perception for being in darkened areas.
Base Casting: 28
Favored Elements: Force

Magic Feats:
Spell Control - The character gains greater control over area of effect spells. Whenever the character would cast an area of effect spell, they may pay an additional X EP where X is the level of the spell in order to double the area of effect of that spell. The character also gains the ability to cause their Area of Effect spells to deal damage only to targets that they choose (sparing their allies from any harm) by taking a -6 penalty to casting for the round and causing the spell to deal damage as a spell one level lower.

Metaphysical Hammer (Force) – Force spells that would move a target push them an additional 5 feet. All Force spells gain a +8 bonus to their Resistance checks. Requires Focus in Force.

Quicken Spell – The character may pay 4 EP and take a -10 penalty to casting for their round in order to cast an additional spell per round. Other activated metamagic feats cannot be used in the same turn as this metamagic feat.

Maximize Spell – The character may pay 2 EP in order to cause the damage dice for any spell to be treated as if they’d rolled the maximum possible result.

Intensify Spell – The character may pay an additional 3 EP in order to double the number of damage dice (including modifiers specifically for the dice) for any spell that deals damage. In other words, a spell that would deal 2d4 now deals 4d4, a spell that would deal 1d6 + 1 now deals 2d6 + 2.

Inventory:
Rapier (one-handed sword): 2d6 + Body/2
Battlemage's Robes: AV = 7, EV = 0, TP = 25, DU = 1.
Buckler: DB = 6. EV = 0.
70 Denarii

Bio/Description:
Linara is of noble Badarian-Demon descent. As a child, she looked as a normal human would, with the only strange feature about her being her apptitude for magic and there was no real trace of her hidden demonic heritage. Luckily, being born into the upper levels of society did allow her access to study and expand upon her natural gifts. That is, until she grew older. The most obvious sign of something being not quite right would be the horns that grew out of her head. There would be no way to hide such an obvious trait, as her full-blooded demonic father could withshapeshifting, and it would be quite unacceptable for a noble to be such a 'monster.' So, for her own safety as well as to protect her family, she left her homeland.

Fortunately or unfortunately, she left home not long before the invasion. With no idea what happened to her family, and rather afraid to find out, she wanders, trying to prove to herself that she is not a monster.

The OOC section:
Linara is trying to stay as 'human' as possible (Badarian xenophobia), fearful of what her demonic side may bring as it manifests itself more. It's like puberty, but demon-y.
Common spells and actions
Magic to-hit: 1d20+52
Non-magic to-hit: 1d20+12

Normal Attack (Sword)
Attack Roll: 1d20 + 12
Damage: 2d6 + 6

Unarmed Attack
Attack Roll: 1d20 + 12
Damage: 2d4 + 3

{F} Greater Force Bolt (Bolt) [Targets affected by this spell must win a Resistance check against the caster or be knocked Prone and pushed back 10(+5) feet.]
Casting Check: 1d20 + 28 + 14 vs 20
EP: 4
Attack Roll: 1d20 + 40 + 12 vs dodge
Damage: 4(2d4 + 7 + 4)
Resistance Check: 1d20 + 20 + 8 vs Target resistance

{F} Push (Cone) [Targets affected by this spell must win a Resistance check against the caster or be thrown back to the end of the range of this spell.]
Casting Check: 1d20 + 28 + 14 vs 20
EP: 4
Attack Roll: 1d20 + 40 + 12 vs dodge
Damage: 4(1d6 + 1 + 5 + 4)
Resistance Check: 1d20 + 20 + 8 vs Target resistance

{F} Implosion (Bolt) [This spell deals damage as a spell two levels higher.]
Casting Check: 1d20 + 28 + 14 vs 30
EP: 6
Attack Roll: 1d20 + 40 + 12 vs dodge
Damage: 7(2d4 + 7 + 4)

{F} Gravity Crush (Ball) [Creatures affected by this spell are Stunned unless they win a Resistance check against the character, who gets a +8 bonus.]
Casting Check: 1d20 + 28 + 14 vs 40
EP: 8
Attack Roll: 1d20 + 40 + 12 vs dodge
Damage: 6(1d6 + 1 + 5 + 4)
Resistance Check: 1d20 + 20 + 8 vs Target resistance

Healing Touch, Lesser (Touch, Healing) [None]
Casting Check: 1d20 + 28 + 14 vs 20
EP: 2
Heal: 2(2d6 + 8)

Ashlin
Name: Ashlin
Class: Succubus
Race: Full Blood Demon
Sex: Female

Appearance:

Body: 34 =26+8
Mind: 20 =12+8
Spirit: 20 =12+8

Hit Points (HP): 54 = 34+10+10
Pleasure to Orgasm (PP): 47 = 17=10+20
Spirit Energy (EP): 47 = 17+10+20
Speed: 17 = sqrt(340)-1
Dodge: 47 = 37+10
Armor: 8
Resistance: 17 = 34/2
Perception: 18 = sqrt(340)
Stealth: 17 = 18-1
Grapple: 34
Spirit Ceiling: 9 = 47/5


Experience: 0
Corruption: 0


Talents:
*Succubus Magic - +3 succubus powers

Greater Draining - When draining, drain an additional 6EP
Seductive - +12 to resistance checks for Enthrall, Charm, Siren Song, and Stunning Gaze.
Exceptional - +8 stat points

Natural Warrior - Unarmed Fighter - +10 to dodge while unarmed and Improved Unarmed Damage
Superior Warrior - Skill with unarmed - +12 to attack roll when unarmed
Erotic Fighter - 2 skills and +6 bonus to attack rolls

Natural Mage - Mental Fortitude - +10 to HP, PP, EP

Natural Wielder - Shadowmancer - 3 shadowmancer powers

Flaws:
*Sensitive - Take +5pp damage
*Mutated - 3 mutations
*Fetish (bondage) - +8pp damage when bound
*Selfish (RP)
Class - Lustful (RP)

Fetish (Multipenetration) - +8pp damage
Fetish (Tentacles) - +8pp damage
Open Soul - +5 EP damage

Fetish (Angel) - +8pp damage
Mutated (2x) - 6 mutations


Mutations:
*Supernatural - Does not take corruption. Pleasure to others causes equal amount of corruption.
*Demon - Ignore first 5 point of either Fire or Force from sources of either type.
*Shapeshifter - Able to change physical form. Cannot gain those with requirement mutations, and can only gain one instance of each mutation. Cannot hide special mutations.
*Corruptive - Able to corrupt supernatural creatures if desired. Immune to other corruptive creatures.
*Selective Fertility - Choose between fertile, infertile flaws or neither at will.
*Soul Eater - Cannot regain EP beyond 1. At 1 EP, actively seek to feed regardless of consequences. Dealing pleasure drains half as much EP, doubled if drained creature orgasms. Above 1 EP, this can be suppress this.

Natural Attack - Improved unarmed attack
Wings - Negate fall damage and can glide
Horns
Fangs
Masochist - When taking hp damage, take 1d4+1 pp damage.
Lactation - Lactates and +2pp damage taken to breasts.
Healing Milk - Ingesting milk heals 1d6+4 per turn of drinking
Multi-orgasmic - After orgasm, reset PP to half instead.

Skills:
Flurry of Blows - Up to 4 additional attacks, but take -8 penalty to attack rolls and -5 to damage rolls for all attacks that round.
Disarm - Do no damage. Resistance check or lose weapon

Base Casting: 10
Favored Elements:
Magic Feats:

Wielder Aptitudes:
Powers:
Rupturing Shadow - 3+x EP. Deal 8X damage, ignoring AV, to a target within 30 feet.
Shadows Made Manifest - 2+x EP. Creates a summon with unarmed fighter talent and body stat of 10X. For 1 EP each, can add: Razor Fingers, Tentacled, Spider, Dangerous Tail + Venomous Attack (Paralysis) or Greater Wings. Dodge cannot exceed 50, restistance cannot exceed 40.
Shadowstalker - 5 EP. Move to another position in 100 feet, beginning and ending in areas not under direct light. Silent, and does not allow perception check unless within plain view of another creature.

Pleasure Damage:
Penetration = 2d8+11
Foreplay = 2d4+9
Succubus Powers:
Charm - Cost 6 EP. To a target within 20 feet, they must make a resistance check or gain charmed status.
Deny Release - Deny orgasm with a resistance check. Leaves PP at 0, and drain an additional 4 EP
Pleasing Touch - When dealing unarmed damage, able to deal pp damage instead of hp.
Self-Control - Resist orgasm. Recieve PP as normal, but make a resistance check against DC that is the number of PP past zero. If successful, set PP to zero and pleasure dealt to others is increased by 10. If failed, orgasm as normal.
Sexual Healing - Can regain HP instead of EP when draining
Tonight, you - When grappling, as an action make a resistance check against target. If successful, penetration occurs. In a submission, can be used as a free action.

Inventory:
Gauntlets: +2 to unarmed damage
Elven Bramble Armor - AV = 8, EV = 1, TP = 30, DU = 2. Weak against Slashing. Strong against Piercing.
30 Denarii

Bio/Description:
MARY SUE SHE FORGOT. BUT NOT REALLY BECAUSE I HAVEN'T THOUGHT OF ANYTHING YET.

The OOC section:

Common Actions
Unarmed attack
Attack roll: 1d20+52 vs dodge
Damage: 2d12+19 HP or PP

Flurry of Blows
Attack roll: 1d20+44 vs dodge
Damage: 2d12+14 HP or PP

Rupturing Shadow
Attack Roll: 1d20+20 vs dodge
Damage: 8X
Cost: 3+X EP

Charm
Resist check: d20 + 17 vs Resist
Cost: 6 EP
 
Last edited:

GargantuaBlarg

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Re: DG3 Character Sheets

:V For Aust and RJ's thing.
Name: Anthony Icegrave
Class: Man-Bayonetta (Warrior)
Race: Badarian
Sex: Male

Body: 26
Mind: 10
Spirit: 30

Hit Points (HP): 46
Pleasure to Orgasm (PP): 38
Spirit Energy (EP): 48
Speed: 16
Dodge: 33
Armor: 1 [0]
Resistance: 16 [16]
Perception: 16 [16]
Stealth: 16 [16]
Grapple: 38
Base Casting: - [5]
Spirit Ceiling: 10 [10]

Experience: 0
Corruption: 0/0


Talents:
x2 Exceptional

Natural Spirit: *Shadowmancer: The character gains 2 + Spirit/20 Powers from the Shadowmancer power list.

*Unarmed Fighter: The character deals Improved Unarmed damage when attacking without a weapon. In addition, the character gets a +10 bonus to Dodge so long as they aren't holding any weapons.

*Duelist: A character with this Talent gets +10 to Dodge and +2 to all damage rolls so long as they are using a single weapon in one hand and nothing in the other.

Grapple Expert: The character gets a +12 bonus to their Grapple stat.

Skill with [Gunshoes]: +12 attack when aiming from the hip.

x2 Skilled


Flaws:
Fetish (Scales)
+8 PP when delicious snakebutt. Alternatively dargonbutt, and other kinds of scalybutt.

Fetish (Oral)
+8 PP when nom.

*Selfish (RP): The character, no matter the circumstances, thinks and acts only toward their own interests. They cannot aid another unless the benefit of such an action is obvious to them, and will not shy away from abandoning or betraying their allies if it would benefit them enough.

*Tainted Bloodline: The character gains corruption 1.5 times as fast as normal. Note: Characters of a race that have Supernatural or Naturally Supernatural as a Racial Mutation cannot take this Flaw.


Mutations:


Skills:
DUELIST
Lightning Strikes – The character attacks three times instead of only once, but each attack takes a -12 penalty to its attack roll and a -6 penalty to damage. These attacks need not be against the same creature. Requires Duelist.

Battle Dance – The character gains a +12 bonus to Dodge and attack rolls, but must attack every round and takes 4 damage per round that ignores their AV. Requires Duelist.

Disarm – The character can forsake the damage done by their attack to instead disarm their opponent. A creature wielding a weapon that is hit by this attack loses any weapon they are holding unless they win a Resistance check against the character, and must take a turn to retrieve it if they want to continue using it. Requires Duelist OR Unarmed Fighter.

UNARMED
Trip – The character can choose not do damage on a successful attack, and instead force the creature they’re attacking to make a Resistance check against them. If the creature loses this check, they are knocked prone. Against opponents who are Stunned, an attack made with this skill automatically hits, deals damage as normal, and the target automatically loses the Resistance check. Requires Unarmed Fighter.

[Disarm]

GRAPPLING
Brawler (Passive) - The character may make a grapple attempt against prone or stunned enemies as a free action. The character no longer takes a penalty to Dodge when grappling, and can dodge AoE attacks as if they weren't in a grapple so long as they aren't Bound or in a Submission Hold. Requires Grapple Expert.

Slam - When the character has the target in a grapple, they may choose to make an attack at 2d12 + Body/2 damage. The target must win a Resistance check against the character or be Stunned. If the target is in a submission hold the character gains a +8 bonus to this check. In addition, they may trade grapple modifier to damage at a 1:2 ratio (IE: for every point of grapple that they sacrifice, they deal an additional 2 damage) with a 10 point cap. Requires Grapple Expert.

Fling - The character throws a grappled opponent, or a willing ally, a short distance at another target. Deals 3d6 + Body/3 damage to both targets. Both the creature being thrown and the one being hit must win a Resistance check against the character or be knocked Prone. If the flung target was in a submission hold they automatically fail this check. This skill has a 15 foot range. Requires Grapple Expert.

Powerful Embrace (Passive) - The character is well versed in the art of the bear-hug. The character automatically deals 2d10 damage that ignores armor per round when in grapples when they're the dominant grappler (i.e. they've won the grapple check that round). Requires Grapple Expert.


RANGED
Quick Reload (Passive) – Decrease the reload time of any weapon wielded by the character by 1 round. Requires Skill with (any ranged weapon.)

Melee Shooter (Passive) - The penalties for fighting in melee combat with a ranged weapon are halved. Requires Skill with (any ranged weapon.)




Base Casting:
Favored Elements:
Magic Feats:


Spirit Ceiling:
Aptitudes:
Powers:
HAIROMANCY
Hair Armor (Dark Armor)
Armor formed of living, moving shadow coats the character, not weighing them down in the slightest but protecting them from harm.
-The character pays X EP. In addition, they must pay X - 2 EP upkeep every round.
-The characters gets a bonus to their Armor, melee damage and Grapple equal to 3X. The character also gains a +X bonus to Stealth.
-The character may pay an additional 3 EP to grow wings formed of shadow. If they do, they can fly at twice their Speed. This increases the upkeep of this power by 1.
-This power can be used while the character is Bound or held in a Submission Hold. This power cannot be Countered or Dispelled.

Hair Whip (Death Whip)
The character conjures a whip formed of shadow, and uses it to attack their foes.
-The character pays X EP. In addition, they must pay 1 EP upkeep every round.
-A whip formed of pure shadow appears attached to their arm. It deals (2d8 * X) + Spirit/4 damage whenever it hits. It has a range of 15 feet, and can be used to Grapple creatures at that range at a +3X bonus (this bonus applies only to the initial grapple check,) and creatures grappled by it do not gain any benefits due to group grappling rules. It can also be used to attack up to 3 creatures per round, but each attack beyond the first takes a -8 penalty to damage.
-The character can attack in the same turn that this power is activated, but only using this power. If the character has the Duelist Talent, they can use this power as their weapon. If the character has the Two Weapon Fighting Talent, this power can be used as one (or both if they conjure two) of their weapons. If the character has the Unarmed Fighter Talent, this power counts as unarmed even if it is used to attack rather than that character's unarmed attack.

Hair Needles! (Piercer)
The character hurls shards of shadow at their enemies.
-The character pays X EP. In addition, they can pay 1 EP to target one additional creature with this power. This additional cost can be paid as many times as the character likes, but each creature can only be targeted once.
-One target creature within 80 feet of the character takes (1d12 + 2) * X damage.

Wicked Weave (Shadows Made Manifest)
Summons a creature made out of pure shadow to serve the character.
-The character pays 2 + X EP.
-The character summons a creature, choosing the size and shape of it however they can imagine that has the Unarmed Fighter Talent and a Body stat equal to 10X. In addition, the character may pay additional EP to grant the shadow creature any of the following mutations for 1 EP each: Razor Fingers, Tentacled, Spider, Dangerous Tail + Venomous Attack (Paralysis) or Greater Wings.
-Creatures summoned with this power cannot have a Dodge stat greater than 50 or a Resistance stat greater than 40.


Succubus Powers:

Inventory:
100 Doshnarii
Fancy Badarian Nobleman duds (Clothes): AV = 1, EV = 0, TP = 25, DU = 2.
(2 denarii)

Gunshoes.
(Combo weapon - Gauntlets + 2x Badarian Handcannons)


Bio/Description:
A noble's son from a poor border fief of Badaria. Has many brothers and sisters, and is the second youngest out of them all - is thusly extremely low on the familial totem pole. Disinclined towards administration, and possesses freaky spirit powers of the sort the Lich King usually oppressed, which the family kept secret to maintain their reputation, he is the black sheep of the family.

Has a fetish for reptiles, and is sad about it because his home is devoid of them because cold. Upon seeing Alexia, he popped like sixteen boners, decided "fuck it", and spent a boatload of the family's money to buy her. Orrrr rent her. Either way he doesn't really intend to return her - the money was sorta scooped out of the family coffers without permission, and the job - "campaign against bandits preying on our trade routes" - was kiiiind of a lie.

Normally has long black hair, though when using yon powers it of course grows out and gets wacky and whatnot. A bit of a prettyboy, who has especially long limbs and spindly fingers. Wears some fancy gold spectacles.


The OOC section:

For yon RJgaem.
Also I am sorry.
 
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Ubberific

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Re: DG3 Character Sheets

Well... don't think anyone will beat a g***** hair-o-mancer... still here's my half-elf assassin ^,^

Name: Trixi
Class: Warrior [Spirit Assassin]
Race: Half-breed [Dark Elf + Human]
Sex: Female

Body: 32 (30 +2r)
Mind: 10 (0+ 8t +2r)
Spirit: 20

Hit Points (HP)
: 77 (50 +30t)
Pleasure to Orgasm (PP): 36
Spirit Energy (EP): 40
Speed: 17
Dodge: 31
Armor: 7
Resistance: 16
Perception: 25 (17 +8t)
Stealth: 30 (17 +8t +5t)
Grapple: 32
Spirit Ceiling: 8

Talents:
[R] Perceptive [Nothing escapes the assassins sight]
+8 to perception
Two Weapon fighter [Double energy blades wielder]
Allows to Dual wield, -4 penalty to attack and damage rolls with both weapons
Stealthy [Picking locks and stealth comes as second nature for an assassin]
+5 stealth, Allows to pick locks; Insta-submision on stealth grapples
Skill with 1-h Swords [Trixi is deadly when using a blade phisical or spiritual.]
+12 to atk rolls when using energy blades/swords
Skilled [The Crimson Lotus trains their acolytes well]
+3 warrior skills
Natural (Spirit Warrior) [The Crimson Lotus order is reknown for their deadly energy manipulation]
Gain 3 powers from Spiri Warrior tree
Sneaky [Trixi is rarely ever seen… until it’s too late]
+8 stealth
Resilient [The Crimson Lotus does not go easy on their recruits mentally and physically]
+30 HP
Exceptional [Trixi is just one step above the rest]
+8 mind
Lucky [Everything just seems to go Trixis way]
+3 to all non-damage rolls

Flaws:
[r]Open Soul [The elven people were always prone to be easily drained of soul essence]
Gets drained +4 EP
[r]Fetish: Demons [Trixi can’t help, but skip a beat whenever thinking about sex with demons]
+8 PP dealt from demons
Fetish: Unorthodox [Trixi loves to try out new things... even if it is the things that are trying her out]
+8 PP dealt from any non-humanoid/non-beast(natural) creatures
Sexual Weakness [Getting fucked seems to drain the assassin girls willpower to fight on]
Apply Weakness post-orgasm
Selfish(RP) [Everyone else comes second to her mission and her subterfuge]
Phobia: Water(RP) [Trixis fear of drowning prevents her from entering a water source deeper than up to her knees]
Phobia: Ooze, Slimes(RP) [Trixis fear of drowning makes her panic when enveloped by ooze or a slime out of fear of asphyxiation in it]
Hatred: High Elves [Though rarely met each and every single snobish High-Elf did not think twice to spit in the half-breeds racial status...[/B]

Skills:
Whirling Death
The character gets a +8 bonus to their melee damage, attack rolls and AV, but takes 4 points of damage per round that ignores AV. Requires Two Weapon Fighter
Flurry
The character takes two attacks with each weapon, totaling to 4 attacks, but all attacks are made at a -12 penalty to attack rolls and take a -6 penalty to damage. These attacks need not all be against the same target. Requires Two Weapon Fighter
Scissor Defense
The character forsakes all attacks for the round and takes a -10 penalty to Dodge. In return, they get a +12 bonus to AV, and automatically attack (using both of their weapons) any enemy that hits them in melee. If an attack is a grapple attempt, these attacks resolve prior to the grapple being initiated. Requires Two Weapon Fighter.
Spell Resistance (Passive)
The character ignores the first 10 points of damage that would be caused by any given Spell or Power. They may also Dodge spells and powers that would normally automatically hit, though they take a -10 penalty to Dodge against such attacks.
Bladesinger (Passive)
Your character uses their Body stat to determine their attack rolls when attacking with powers.
Weapon Focus (1-h swords)(Passive)
+6 attack roll with swords/energy blades
Specialized [1-h swords]
+4 damage with swords/energy blades

Powers:
Energy Blade
Cost: X + 1 EP; 1 EP upkeep
Damage: ((2d4 + 1) * X) + 8; ignores armor
Works with Dual Wield
Apply sword bonuses
Instant Transmission
The character can teleport themselves and anyone they are in contact with to any location that they have been previously, or can see from where they are.
-If out of combat, the character pays 6 EP, and teleports to any location that they have previously been to or can see from their current position.
-If in combat, the character pays X EP and teleports to any location up to 15X feet away from where they currently are. The space they enter must be empty and visible to them.
Battle Aura
The character begins to glow as power surges through their body, granting them heightened strength and speed temporarily.
-The character pays X EP. In addition, they must pay X - 2 EP upkeep every round.
-The character gets a bonus to attack rolls, melee damage, Speed and Dodge equal to 3X, as well as a +X bonus to Resistance.
-In addition, the character cannot attempt to make any Stealth checks so long as this Power is active.

Pleasure Damage:
Penetration: 2d8 +10
Foreplay: 2d4 +8



Inventory:
Throwing Knives
2d12 + 8, 10 foot range, come in packs of 5, deals +2d6 damage if used in a sneak attack
Crimson Lotus Order Battlerobes (Battlemage's Robes
AV = 7, EV = 0, TP = 25, DU = 1.

Bio/Description:
TL;DR: Dark elf assassin in semi-eastern inspired robes.
And acolyte of the Crimson Lotus Order. Trixi was trained in the arts of assassination, manipulation, subterfuge and stealth from childhood. The young assassin excelled in most categories during her training and as the eve of her adulthood approached it was time

Trixi is a offspring of a human and night-elf. She never knew her parents, because she was left to the Order as a mere baby. Trixis dominant genes are those of a night elf, the girls skin has a light purple hue to it, her ears are a much smaller version of those of true elves, while still long and sharp they’re significantly smaller more akin to a humans. She has light blue eyes and long darn purple hair where she usually keeps a Lotus Flower ornament in respect to her Order. A gift from the Grandmaster.

Trixis weapons of choice are 2 energy blades, the blades are a fairly simple sharp edge forms, enveloping the palms and extending warrying length usually 1 or less feet.

For clothing Trixi dons the Ordrs robes with great pride, light pants with comfortable shoes, a chestguard with a light cut. Though her shoulders remain bare, Trixi always dons a light scarf around her mouth and shoulders protecting her identity. The whole outfit is made of black silk with golden grills, though Trixi also uses a purple waist band a the aforementioned purple scarf with her uniform.

Picture:
Outfit:


The OOC section:
The character was made for the more stealthy adventures: unraveling mysteries, killing corrupt officials or high ranking demons.
The Order ‘rules’ can be created by the GM or with collaboration with me. Heck I could create the full listing of what an Assassin of the Crimson Lotus has to abide to. Though think the usual ninja fanfare of unwavering loyalty to the order, do not tell your foes where the order rests in and the like.
The usual restrictions for sex apply: No watersports, gore inflicted on the heroine, vore in all it’s shapes and sizes. Everything else is pretty much a-okay.
Extra info – The Grandmaster of the Order should be Trixis father figure and he should eye her like his own daughter. No pervert old men here, unless the instructors or other acolytes…

Wanted to make this heroine for long while now, not a thief, but an assassin! :cool:
*sighs* Any assassin story lovers around? :rolleyes:
 
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Diagasvesle

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Re: DG3 Character Sheets

My Work in Progress Subduing Sex Fiend Gobbie Chan.

Name: Eeyie Proud-skin
Class: Subduing Sex Fiend (Warrior)
Race: Goblin
Sex: Female/Futa

Stats
Body: 30 + 16 = 46
Mind: 10
Spirit: 10

Hit Points (HP): 56
Pleasure to Orgasm (PP): 38
Spirit Energy (EP): 38
Speed: 21 + 8
Dodge: 33 (+10 When Knuckleduster Equipped
Armor: 1
Resistance: 23
Perception: 21 + 3 - 2 = 22 (+12 for detecting treasure)
Stealth: 21 + 5 + 8 + 3 + 2 = 39 (+6 When Chameleon Skin is Active)
Grapple: 46 + 24 + 5 = 75
Spirit Ceiling: 7.6


Experience:
Corruption:

Talents:​
9/9
*Stealthy: +5 to Stealth. In addition, whenever the character attacks a creature that is unaware of them, they automatically hit and deal double damage (before armor) on all attacks. If the attack is an attempt to start a grapple rather than an attack that deals damage, the attacker instead gets a free grapple check against their target, and if they win this check the target is automatically placed into a Submission Hold.
Sneaky: +8 to Stealth
Exceptional: 8 Bonus Stat Points
Exceptional: 8 Bonus Stat Points
Grapple Expert: +12 Bonus to Grapple
Grapple Expert: +12 Bonus to Grapple
Skilled: 3 Additional Skills
Quick: +8 to Speed

Flaws:​
4/4
*Fertile: Rolls of 2 or more now indicate success.
Weakness (Tentacles) : GM Rolls 1d4. If 1 loses turn that round.
Fetish: Inflation – Heavy belly bloating by some sort of gel or fluid. +8 PP damage.
Phobia (Goblin Males) [RP]: Fears males of her species to the degree of running at the sight of them.

Extra Flaws (Fluff):
Mutated: 3 Mutations Gained
Mutated: 3 Mutations Gained
Mutated: 3 Mutations Gained
Mutated: 3 Mutations Gained
*Lustful (RP) : Likes all kinds of sex, even when she is the one tied up and having no control over it.

Mutations:​
12/12
Futanari: Has a Cock
Shadowy – Always within the dark. +2 Stealth, -2 Perception.
Breeder: Gestation Period is halved.
Odd Skin: Orange Skin (Taken Chameleon Skin 3 Times.)
--Chameleon Skin: She can at will change her skin color to match the surroundings. +2
--Chameleon Skin: She can at will change her skin color to match the surroundings. +2
--Chameleon Skin: She can at will change her skin color to match the surroundings. +2
Night Eyes – No Penalties to Perception in Darkness.
Lactation: Please Damage Increased by 2 when messing with her breasts.
1) *Healing Milk: Creatures/people that ingest the characters milk heals 1d6+4HP per turn drinking.
Massive Breasts: +4 Pleasure Damage when tittyfucking. Has massive G cups.
Tight/Large: The character deals +2 PP to your opponent during penetrative sex.

Skills:​
8/8 (3 From Talents, 1 from standard, 4 from Body)
Sneak – The character forsakes all other actions for the round. Instead, they may make a Stealth check against all nearby opponents who are aware of them at a -10 penalty. If they win this check, they are no longer detected by the enemy that they won against. Requires Stealthy.
Brawler (Passive) - The character may make a grapple attempt against prone or stunned enemies as a free action. The character no longer takes a penalty to Dodge when grappling, and can dodge AoE attacks as if they weren't in a grapple so long as they aren't Bound or in a Submission Hold. Requires Grapple Expert.
Fling - The character throws a grappled opponent, or a willing ally, a short distance at another target. Deals 3d6 + Body/3 damage to both targets. Both the creature being thrown and the one being hit must win a Resistance check against the character or be knocked Prone. If the flung target was in a submission hold they automatically fail this check. This skill has a 15 foot range. Requires Grapple Expert.
Superior Grappler (Passive) - The character gains a +5 bonus to Grapple. Requires Grappler Expert.
Stranglehold - When the character has a target in a grapple, they may forsake all other actions for that round in order to make a grapple check at a -4 penalty against their target. If the target is in a submission hold, the -4 penalty becomes a +4 bonus. If the character wins, they deal the difference between the check in damage to the target's Resistance. When the target’s Resistance hits 0, they are knocked unconscious. Requires Grapple Expert.
Thief (Passive) – +3 Stealth check and can pick locks and disarm traps
Nose for Treasure (Passive) - +12 Bonus to Perception for Treasure checks
Ranger (Passive) – +3 Perception Checks and can track any creatures that stay on ground

Pleasure Damage:
Penetration = 2d8 + 11.5
Foreplay = 2d4 + 15.3

Inventory:
Denarii: 28
Clothes: AV = 1, EV = 0, TP = 25, DU = 2.
Additional: Clothes: AV = 1, EV = 0, TP = 25, DU = 2.
Knuckle Dusters: Unarmed Fighter Talent

Bio:
Eeyie was born in the hell side of the demon gate realm during the final years. She was transferred over to the over side as a prize for the goblin chieftain there. With her exotic orange skin and large breasts, Eeyie was a very exotic goblin women for many of the goblin males. Sadly for them, but luckily for her, in the aftermath days of the falling out of the dark gate and creation of the demon city, she managed to escape from the stranglehold that was placed effectively on her by the goblin chieftain.

Instead of dying as she ran about, Eeyie managed to happily live in this strange new land in comparison to the quickly dimming hell. Through the orange goblin female had many run-ins and quite a few attempts of her escaping from ending up as some sort of fuck pet, she had learned and gotten stronger! Instead of her being the one ending up as the fuck pet, she instead turned the tables onto them, to get them as her fuckpet! Even for a short amount of time.. In fact, Eeyie enjoyed the fact of her turning the tables or even losing at taking control so much that she found herself gravitating more and more to just having sex with random people~ Of course she soon stopped this when she barely dodged a few collars with leashes around her neck.

Of course during her long years of adventuring, at least she thinks was long, she couldn’t keep track of time all that well! Eeyie ran into quite a few people. She wasn't certain as to what these people were but she would tag along with them whether they wanted her too or not. Unless they went out of their way to actually hurt her, she generally helped... Through sometimes her help was that of being a slut and getting stuffed by the creatures while they came in to kill them.

(For Party with Alexia (Aust Slave Naga)) During one of her many.. adventures, Eeyie happen upon a strange pink naga. The naga woman was a first to Eeyie! Especially this up close! She was also very small in comparison to some of the larger naga she had seen. Through she wasn't as big as the regular nagas she was interesting. Interesting because she was pink! Like Eeyie was orange! The goblin gal stalked her for a day and night, not knowing that the woman was on a job and just wanting to have some fun with the big pink naga!

(More to add)

Description: Orange Skin and no horns sadly. Unless their fluff items accessories.


The OOC section:
Anything good, through I prefer if much inflation happens to Eeyie. Also that she has a fascination with anything that can be construed into looking like a tentacle. Ex: Kitsune Tails (Just fluffy tentacles) Naga tails (Just scaly tentacles) Etc...
 
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