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DG3 Character Sheets


Chibichibi

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Re: DG3 Character Sheets

Taka, "I will hug you to death" Torvek
Fluff added, he has a sad


Name: Taka Torvek
Class: Warrior
Race: Oni
Sex: Male

Body: 40
Mind: 18
Spirit: 16

Hit Points (HP): 87
Pleasure to Orgasm (PP): 46
Spirit Energy (EP): 45
Speed: 29
Dodge: 27
Armor: 35
Resistance: 20
Perception: 20
Stealth: 14
Grapple: 64
Spirit Ceiling: 3


Experience: 0
Corruption: 0


Talents: Pain Resistant, Hard Hitter (+8 melee attacks), Resilient (+30 HP), Battle hardened (+8AV), Quickx2 (+8 speed), Exceptional (+8 stat points), Grapple Expertx2 (+24 Grapple), Skill with [One handed swords]


Flaws: Infertile, Mutated x2, Bloodthirsty, Easy to Hit, Hatred (Sidhe), Fetish (Anal)


Mutations: Horns, Odd Skin(Armored Hide x3), Warped, Oni Alcoholism, Demon, Odd Hair(perpetual Mohawk), Night Eyes, Clawed Feet


Skills: 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.

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.

Pummel - The character can choose to forsake all other actions for their turn. In exchange, unless they acquire some status that prevents them from taking any actions (such as being stunned or put into a submission hold,) they can make 3 attacks with their unarmed attack or a one handed weapon against the creature they are grappling. These attacks use attack rolls rather than grapple checks to determine success, and are treated as if the character was not grappled (causing their target to take a -10 penalty to Dodge due to being grappled.) Requires Grapple Expert.

Sturdy (Passive) – The character gets a +12 bonus to any Resistance checks made against attempts to move them, or to give them the Stunned or Prone statuses. They also gain a +2 bonus to AV.

Weapon Focus (Passive) – The character gets a +6 bonus on all attack rolls with a single weapon type. This can be selected multiple times, but each time it is with a different type of weapon. The weapon types are the same as those that can be selected with the Skill with (Weapon) Talent. (ONE HANDED SWORDS)


Inventory: 1 Scimitar: 2d6 + Body/2
Buckler: DB = 6. EV = 0.
Chainmail: AV = 10, EV = 3, TP = 40, DU = 5. Weak against Piercing. Strong against Slashing.
5 denarii
Jug of Ale
unarmed damage
Base damage 2d4 +10
Improved 1d8 + 1 +20

Bio/Description: This blue skinned, green eyed, orange haired Oni is all about cuddles. Unfortunately, due to the nature of his strength and his abilities no one he's met can withstand them without some sort of injury. All the women in his life went away with broken ribs and so he turned to men. Sadly the same occurred with his male companions. Desperately seeking true love and cuddles (such a romantic) he is off to search for that one(or many, he isn't picky) male or female Oni who can withstand his affection.


The OOC section:
I just wanna have fun D: Taka wants to break faces and find an enthusiastic cuddler like himself.


Talents
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 5.

The character gets +12 to attack rolls with the chosen weapon. The weapons that can be chosen are: One Handed Swords

Flaws
*Infertile: The character cannot, for any reason, become pregnant. Nor can they cause anything to become pregnant.

*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.

Easy to Hit: The character takes a -10 penalty to their Dodge stat.

Fetish: 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.

Hatred (Target) [RP]: You are possessed of an overriding hatred of some group(e.g Males), nationality (Badarians, Crolians), or race (Demons, Alraune). You may not aid a member of a group you hate without there being a compelling reason to do so

Mutations
Horn: The character gets a horn or horns, usually but not always located somewhere on their head.

Odd Skin: The character has unusual skin in some way, such as a particularly unusual skin color or by having fur or scales.
1) Armored Hide: The character's skin has become strong enough to resist attacks. Whether this is through a tough hide, thick scales or skin becoming as hard as steel, the effect is the same. The character takes a -1 penalty to Speed, but they also get a +2 bonus to Armor. This mutation can be taken up to 3 times.

Odd Hair: The character's hair changes color or adopts an odd texture.

Night Eyes – Your character can see very well in the dark. They no longer take penalties to Perception for being in darkened areas.

Clawed Feet: The character has claws on their feet. They cannot wear shoes, which doesn't really matter all that much mechanically. They get a +2 bonus to Resistance checks made to resist being knocked Prone, but also take a -1 penalty to Speed.

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.

Warped: The character has started becoming something other than completely human. Characters with this mutation cause any creatures that do not have this mutation to take an amount of corruption equal to 1/2 the pleasure that they deal. Racial Mutations and other Special Mutations do not count toward getting this.

Oni Alcoholism: Oni's that ingest alcoholic drinks are subjected to a unique effect. Every alcoholic beverage that an Oni consumes gives them a temporary +4 bonus to attack rolls, melee damage, AV, and Grapple. This effect can stack up to 5 times and lasts up until the alcohol passes from their system. The bonuses come with a price, however, as each one (up to the same limit of 5) also causes 2d6+2 Resistance damage (pushing them towards Aroused/Horny) and each drink causes an additional specific effect. Wine causes them to gain a temporary instance of Sensitive, ale/beer causes an instance of Tight/Large, and liquors cause an additional +2 Resistance damage.
 
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Rule 34

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Re: DG3 Character Sheets

And, corresponding, Mina Karsk, Oni Master of the Drunken Fist!
Name: Mina Karsk
Class: Drunken Fist (Warrior)
Race: Oni
Sex: Female

Body: 40 (28 + 12 Race)
Mind: 16 (12 + 4 exceptional)
Spirit: 18 (10 + 4 Race + 4 exceptional)

Hit Points (HP): 87 (57 + 30 Resilient)
Pleasure to Orgasm (PP): 45
Spirit Energy (EP): 46
Speed: 19 (20 - 1 Armored Hide)
Dodge: 37 (37 - 10 Easy to hit +10 while unarmed)
Armor: 16 (1 Clothes + 5 Pain Resistant + 8 Battle Hardened + 2 Armored Hide)
Resistance: 20
Perception: 20
Stealth: 20
Grapple: 52 (40 +12 Grapple Expert)
Spirit Ceiling: 9


Experience:
Corruption:

SEXY compilation:
Pleasure Damage:
Penetration = 2d8 + 13
Foreplay = 2d4 + 10

Flaws:
(Race) Fertile: Pregnant on 2 or more.
Excitable: Aroused/Horny when PP below ½ max.
Sensitive: +5 PP taken.
Fetish (Futanari): +8 PP taken from dickgirls.

Mutations:
(Flaw) Multi-orgasmic: PP resets to half, not full, after orgasm.
Fighting compilation:
Bonuses:
Hard hitter: +8 melee damage
Grapple Expert: +12 grappling
Unarmed Fighter: +10 dodge while unarmed.
Skill with Unarmed: +12 attack while unarmed.
Oni Alcoholism: +4 on attack rolls, melee damage, AV and grapple per alcoholic drink. 2D6+2 resistance dmg per alcoholic drink. Stacks up to 5 times. Wine = sensitive, ale/beer = tight/large, liquors = +2 resistance damage
Demon: Resistance to fire and force.
Natural Attack: 2d12 + Body/2 unarmed damage due to having Unarmed Fighter as well.
Weapon Focus: Unarmed (Passive) – Gets a +6 bonus on all attack rolls with unarmed attacks.

Math:
X = Drinks consumed
Unarmed attack rolls: d20+40+12+6+(4X) = d20+58+(4X)
Unarmed damage: 2d12+(Body/2)+8+(4*X)= 2d12+28+(4X)
To hit = d20+58+(4X) Damage = 2d12+28+(4X)
Initiating grapple: d20+52+(4X)
Grapple: d20+52+(4X)

Defensive Grappler: No other actions, one unarmed attack, treated as if not grappled. -4 damage and attack for each additional creature in the grapple past the first one.

Disarm: No damage, enemy must win resistance check or loses weapon.

Flurry Of Blows
+1 attack: To hit = d20+50+(4X) Damage = 2d12+23+(4X)
+2 attacks: To hit = d20+42+(4X) Damage = 2d12+18+(4X)
+3 attacks: To hit = d20+34+(4X) Damage = 2d12+13+(4X)
+4 attacks: To hit = d20+26+(4X) Damage = 2d12+8+(4X)

Shattering Blow
To hit = d20+48+(4X) Damage = 4d12+36+(8X)

Stunning Blow
To hit = d20+50+(4X) Damage = 2d12+20+(4X)
Win Resistance check or be stunned

Trip
To hit = d20+58+(4X) Damage = 0
Win Resistance check or be knocked prone
Stunned opponents:
To hit = auto-hit Damage = 2d12+28+(4X)
automatically knocked prone

The Drunken Woodsman (Flurry of Blows: Stunning Blow, Trip)
To hit = d20+42+(4X) Damage = 2d12+15+(4X)
If this attack hits, Trip automatically hits, dealing 2d12+23+(4X) dmg. Opponent is stunned and knocked prone.

The Drunken Woodsman describes a two-kick combination. Mina stumbles towards her opponent and, on the last step, launches her right knee up and against her opponent's head while spinning. Using her momentum, she then spins downward and on the next turn sweeps her opponent's legs out from under them with an extended leg.

The Drunken Woodsman Tosses The Caber (Two round combination: Drunken Woodsman, grapple as a free action in round two, Slam)
Mina trades in 10 grapple points for 20 additional damage.
Initiating grapple: d20+52+(4X)
Slam: To hit = d20+42+(4X) Damage = d20+40
If Slam hits, opponent is stunned once more.

Coming up from her spin and facing the opponent, Mina spins once more, stumbling and falling on top of her opponent. She wraps her arms around their waist and lifts them up, but can't find her balance and falls down again, spinning to slam her opponent against the ground with her on top of them.

Passing The Bouncer (Flurry of Blows: 3 Shattering Blows)
3 attacks
To hit = d20+32+(4X) Damage = 4d12+16+(8X)

Mina stumbles towards her opponent and raises an arm, pushing it and her torso past her opponent. She then rams her elbow backwards into the opponent's ribs three times.
Talents, flaws and mutations:
Talents:
(Race) Pain Resistant: AV +5
(Race) Hard hitter: +8 melee damage
(Flaw) Grapple Expert: +12 grappling
(Flaw) Unarmed Fighter: Improved unarmed damage, +10 dodge while unarmed.
(Flaw) Skill with Unarmed: +12 attack while unarmed.
Skilled x2: 6 more skills
Exceptional: +8 points
Resilient: +30 HP
Battle hardened: +8 AV

Flaws:
(Race) Fertile: Pregnant on 2 or more.
(Race) Mutated: 3 mutations
(Race) Bloodthirsty: Can't back down from a fight.
(Race) Easy to hit: -10 dodge
Excitable: Aroused/Horny when PP below ½ max.
Sensitive: +5 PP taken.
Fetish (Futanari): +8 PP taken from dickgirls.

Mutations: 3/12
(Race) Horns
(Race) Odd Skin: Red skin
(Flaw) Armored Hide: -1 speed, +2 AV
(Race) Warped: Deals half PP as corruption to unwarped creatures.
(Race) Oni Alcoholism: +4 on attack rolls, melee damage, AV and grapple per alcoholic drink. 2D6+2 resistance dmg per alcoholic drink. Stacks up to 5 times. Wine = sensitive, ale/beer = tight/large, liquors = +2 resistance damage
(Race) Demon: Resistance to fire and force.
(Flaw) Multi-orgasmic: PP resets to half, not full, after orgasm.
(Flaw) Natural Attack: 2d12 + Body/2 unarmed damage. Toughened joints and bones allow for harder punches and kicks.
Skills:
Defensive Grappler – Forsakes any other actions in order to make an unarmed attack against any creatures that are grappling her. Treated as though she was not grappled, but takes a -4 penalty to attack rolls and damage for each hostile creature participating in the grapple beyond the first. (Unarmed)

Disarm – Mina can forsake the damage done by her attack to instead disarm her 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 Mina, and must take a turn to retrieve it if they want to continue using it. (Unarmed)

Flurry of Blows – Mina can strike repeatedly against the same target. She may take up to 4 additional attacks, but for each attack beyond the first Mina takes a -8 penalty to attack rolls and a -5 penalty to damage for all attacks that round. The same penalties apply to each attack. (Unarmed)

Shattering Blow – Mina can choose to take a -10 penalty to their attack rolls and damage. Any attacks that hit deal double damage. The damage is multiplied after the penalty is subtracted. (Unarmed)

Stunning Blow – Mina can take a -8 penalty to their attack rolls and damage, but if she hits her target must win a Resistance check against them or be Stunned. (Unarmed)

(Skilled) Trip – No damage on a successful attack, instead forces opponent to make a Resistance check against her. 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 (optionally), and the target automatically loses the Resistance check. (Unarmed)

(Skilled) Brawler (Passive) - Grapple attempt against prone or stunned enemies as a free action. She no longer takes a penalty to Dodge when grappling, and can dodge AoE attacks as if she wasn't in a grapple so long as she isn't Bound or in a Submission Hold. (Grapple)

(Skilled) Fling - Mina throws a grappled opponent, or a willing ally, 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 Mina or be knocked Prone. If the flung target was in a submission hold they automatically fail this check. 15 foot range. (Grapple)

(Skilled) Pummel – Mina may forsake all other actions for her turn. In exchange, unless she acquires some status that prevents her from taking any actions, she can make 3 attacks with her unarmed attack or a one handed weapon against the creature she grapples. These attacks use attack rolls rather than grapple checks to determine success, and are treated as if the character was not grappled (causing their target to take a -10 penalty to Dodge due to being grappled.) (Grapple)

(Skilled) Slam - When grappling, Mina may make an attack at 2d12 + Body/2 damage. Target must win a Resistance check against her or be Stunned. If the target is in a submission hold, +8 bonus to this check. In addition, she may trade grapple modifier to damage at a 1:2 ratio with a 10 point cap. (Grapple)

(Skilled) Weapon Focus: Unarmed (Passive) – Gets a +6 bonus on all attack rolls with unarmed attacks.

Inventory:
Clothes: AV = 1, EV = 0, TP = 25, DU = 2

50 denarii
Fluff item: A huge gourd-like bottle to hold any alcoholic drink.
Bio/Description:
If all Oni are alcoholics, Mina is the purest Oni of them all. In a village where fighting while drunk is the standard, you better get good at it, and Mina has managed to turn bar brawling into a fine art form. Swaying to avoid punches, suddenly lashing out with wild, seemingly random flurries and falling down on purpose to lure an enemy in are all part of her repertoire. Due to her innate toughness and training on top, Mina has gained a spectacular resistance against physical harm. Her weakness is a different one – once you get the red Oni aroused, she will be putty in your hands. Short, shaggy white hair bobbing, tongue lolling out of her mouth, yellow eyes turned up into her skull, she will not stop until she drops from exhaustion. And if you happen to be a hermaphrodite? Forget about it. She will ride you until your hips shatter under her toned, yet curved body.
The OOC section:
What Mina likes:
Fighting! Especially while drunk, which is often.
To ride you like a bear. You have never ridden a bear before? She'll show you what it feels like.

What Mina dislikes:
Killing. Mina fights for fun, competition and occasional survival, not to break your neck.

What Mina wants:
To find new bars and new drinks.

Starting Point:
An Oni village.
Change log:
/

Rul'Dagon, Lavadargon extraordinaire:
Name: Rul'Dagon
Class: Breeder (Body-Succubus)
Race: Ember Draconian
Sex: Hermaphrodite

Body: 46 (26 + 8 exceptional + 12 Race)
Mind: 16 (10 + 6 Race)
Spirit: 20 (14 + 6 Race)

Hit Points (HP): 64
Pleasure to Orgasm (PP): 49
Spirit Energy (EP): 51
Speed: 15 (21 – 1 Armored Hide – 6 EV)
Dodge: 41
Armor: 15 (13 + 2 Armored Hide)
Resistance: 23
Perception: 23 (21 + 2 Glowing Skin)
Stealth: 0 (21 – 8 obvious – 2 glowing skin – 12 EV)
Grapple: 58 (46 + 12)
Spirit Ceiling: 5 (10 – 6 EV)


Experience:
Corruption:

Sex compilation:
Pleasure Damage:
Penetration = 3d10 + 45 (23 + 4 Tight/Large + 12 Fuck Me + 6 dazzling beauty)
Penetration (X Enemy Orgasm) = 3d10 + (45 + 6X Sexual Tyrannosaurus)
Foreplay = 3d6 + 21 (15+6 dazzling beauty)
Foreplay (X Enemy Orgasm) = 3d6 + (21 + 6X Sexual Tyrannosaurus)


Talents:
*Kama-Sutra: You are a very skilled sexual partner when you choose to be. Change the calculation for pleasure damage from foreplay to 3d6 + Body/3 and penetrative sex to 3d10 + Body/2.
(Flaw) Sexual Tyrannosaurus: Whenever Rul'Dagon causes another creature to orgasm or actives the Deny Release Succubus Power, she gains a +4 bonus to Resistance and a +6 bonus to PP damage dealt until the end of the encounter. Up to 5 instances of this bonus can be stacked at any given time.*
(Flaw) Fuck Me: Rul'Dagon deals an additional +12 pleasure whenever she is engaged in penetrative sex.*
(Flaw) *Enthrall: A creature made to orgasm by Rul'Dagon must win a Resistance check against her or gain the Charmed status, except that the status lasts for 24 hours. Every orgasm beyond the 1st within the same 24 hours gives Rul'Dagon a +4 bonus to this check and resets the duration as if she had used Charm on their partner.*

Flaws:
(Race) Fetish (Warmth/Heat): +8 PP damage taken when in a hot place.
Fetish (Size Queen): +8 PP damage taken when confronted with penises with at least a +2 Tight/Large OR Tight/Large + Snug/Stretching.
Easiliy Aroused: Horny instead of Aroused.
Fertile

Mutations:
(Race) Supernatural: Deals PP in Corruption.
(Race) Corruptive: Can corrupt Supernatural creatues.
(Race) Ember blooded: Fire damage to resistance. 1.5 times cold damage.
(Race) Egg Layer
(Flaw) Futanari
(Flaw) Breeder: Half gestation.
(Flaw) Potent: Messy Orgasms, +1 pregnancy
(Flaw) Multi-orgasmic: ½ PP instead of full after orgasm.
(Flaw) Tight/Large x2: +4 PP during penetration.
(Flaw) Snug/Stretching: 6 bonus/malus against ending penetration.
(Flaw) Unhinged Jaw
(Spec) Tentacles
(Spec) Soul Eater: Half PP dmg as drained EP.

Succubus Powers
Dynamic Entry (Activated): While in a grapple, the character can give a particularly forceful thrust, enabling them to penetrate - or be penetrated by - their sexual partner through their respective clothing by winning a Resistance Check at a penalty equal to double the total combined AV of the armor/clothing that they are attempting to penetrate through (both their own and their partners, where applicable). If the character attempting to penetrate fails the Resistance Check, they become Stunned for one round. Characters with the Tentacles Special Mutation do not need to be in a grapple to use this power if they are attempting to penetrate with one of their tentacles. This penetration takes a penalty equal to the combined DU of both armors.

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.*

Dazzling Beauty (Passive): The character is perpetually the center of attention, and will always be looked upon with lust. All creatures able to see the character take a -10 penalty to their Perception stat when trying to perceive creatures other than the character, and whenever they deal Pleasure damage to a creature it is increased by +6.*
Talents, flaws and mutations:
Talents:
(Race) Dragonfire Adept: 2 +Spirit/20 powers.
*Kama-Sutra: You are a very skilled sexual partner when you choose to be. Change the calculation for pleasure damage from foreplay to 3d6 + Body/3 and penetrative sex to 3d10 + Body/2.
Exceptional: +8 points.
Natural Warrior (Grapple Expert): +12 grapple stat
Superior Warrior (Skill With throwing weapons): +12 attack with throwing weapons.
Erotic Fighter: The character gains 2 skills and a +6 bonus to attack rolls. Requires Superior Warrior.
(Flaw) Sexual Tyrannosaurus: Whenever Rul'Dagon causes another creature to orgasm or actives the Deny Release Succubus Power, she gains a +4 bonus to Resistance and a +6 bonus to PP damage dealt until the end of the encounter. Up to 5 instances of this bonus can be stacked at any given time.*
(Flaw) Fuck Me: Rul'Dagon deals an additional +12 pleasure whenever they are engaged in penetrative sex.*
(Flaw) *Enthrall: A creature made to orgasm by Rul'Dagon must win a Resistance check against her or gain the Charmed status, except that the status lasts for 24 hours. Every orgasm beyond the 1st within the same 24 hours gives Rul'Dagon a +4 bonus to this check and resets the duration as if she had used Charm on their partner.*

Flaws:
(Clas) Lustful
(Race) Obvious: -8 stealth
(Race) Mutated: +3 mutations
(Race) Weakness (Cold damage): Loses turn on 1 of a 1d4 if cold.
(Race) Fetish (Warmth/Heat): +8 PP damage taken when in a hot place.
Fetish (Size Queen): +8 PP damage taken when confronted with penises with at least a +2 Tight/Large OR Tight/Large + Snug/Stretching.
Easiliy Aroused: Horny instead of Aroused.
Fertile
(Fluff) Mutated x3: +9 mutations

Mutations 12/12:
(Race) Supernatural: Deals PP in Corruption.
(Race) Corruptive: Can corrupt Supernatural creatues.
(Race) Demon: 5 points fire and force resistance.
(Race) Ember blooded: Fire damage to resistance. 1.5 times cold damage.
(Race) Immunity (Fire): No fire dmg to HP.
(Race) Natural Attack: 2d12/3 unarmed dmg.
(Race) Glowy Fluids: -2 stealth when body fluids are exposed.
(Race) Tail - Draconian
(Race) Glowing Skin: +2 Perception, -2 Stealth
(Race) Egg Layer
(Race) Odd Skin: Fire pattern on skin that slowly shifts. Also source of glowy skin.
(Race) Armoured Hide: -1 speed, +2 AV.
(Race) Horns
(Flaw) Futanari
(Flaw) Breeder: Half gestation.
(Flaw) Potent: Messy Orgasms, +1 pregnancy
(Flaw) Multi-orgasmic: ½ PP instead of full after orgasm.
(Flaw) Tight/Large x2: +4 PP during penetration.
(Flaw) Snug/Stretching: 6 bonus/malus against ending penetration.
(Flaw) Unhinged Jaw
(Flaw) Appendage x4
(Spec) Tentacles
(Spec) Soul Eater: Half PP dmg as drained EP.
Skills:
Bayonet: Can use her javelins as shortened polearms at -4 attack.

Leap Glomp - Rul'Dagon jumps up to her Speed towards a single target creature. Upon hitting the opponent with a grapple and making a successful grapple check, the opponent is placed into a Submission Hold. If the check or the attack fails, Rul'Dagon falls prone. Both grapple checks take a -10 penalty.*

Powers:
Dragon's Breath
The devastating fiery breath of a dragon!

Roar
The character emits a deafening roar, a sound both painful and frightening to those who are nearby to hear it.

Black Dragon
A black dragon made of living fire stretches out from the caster, seeking and destroying whichever of the caster's enemies seems to be the most powerful.
---
Dynamic Entry (Activated): While in a grapple, the character can give a particularly forceful thrust, enabling them to penetrate - or be penetrated by - their sexual partner through their respective clothing by winning a Resistance Check at a penalty equal to double the total combined AV of the armor/clothing that they are attempting to penetrate through (both their own and their partners, where applicable). If the character attempting to penetrate fails the Resistance Check, they become Stunned for one round. Characters with the Tentacles Special Mutation do not need to be in a grapple to use this power if they are attempting to penetrate with one of their tentacles. This penetration takes a penalty equal to the combined DU of both armors.

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.*

Dazzling Beauty (Passive): The character is perpetually the center of attention, and will always be looked upon with lust. All creatures able to see the character take a -10 penalty to their Perception stat when trying to perceive creatures other than the character, and whenever they deal Pleasure damage to a creature it is increased by +6.*
Inventory:
Javelins
4d6 + Body/4, 25 foot range, come in packs of 4, gives a -4 penalty to the target's Speed if hit

Scale Mail: AV = 13, EV = 5, TP = 40, DU = 5.
Metal

Round Light Shield: DB = 8. EV = 1.
Bio/Description:
TBA
The OOC section:
What Rul'Dagon likes:
To tap that. And that. And that over there.
Strong, healthy, adult partners.

What Rul'Dagon dislikes:
Bodily waste.
Torture.

What Rul'Dagon wants:
To spred the seed of the Ember Draconian race as far and wide as she possibly can.

Starting Point:
The Pfitherean Jungle.
Change log:
 
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Guan Yu

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Re: DG3 Character Sheets

Chars R Us. For a near future thing with XSI.

Name: Irise
Class: Warrior
Race: High Elf
Sex: Female

Body: 40
Mind: 14
Spirit: 20

Hit Points (HP): 87
Pleasure to Orgasm (PP): 44
Spirit Energy (EP): 47
Speed: 20
Dodge: 47
Armor: 13
Resistance: 20
Perception: 20
Stealth: 18
Grapple: 40
Spirit Ceiling: 4


Experience: 0
Corruption: 0

Talents: Exceptional
Exceptional
Hard to Hit
Resilient
Battle-hardened
Two-weapon Fighter
Skill with Axes
Natural Spirit (Alchemist)

Flaws: Open Soul
Mutated
Sexual Weakness
Hemophiliac

Mutations: Night Eyes
Unhinged Jaw
Odd Skin

Skills: Spell Resistance
Scissor Defense
Parry Mode
Weapon Focus (Axes)

Powers: Assemble Contraption
The character creates an animate minion from their surroundings or possessions, or possibly some mix of the two. Small primitive clockwork robots, walking scarecrows, and bundles of living rags are just a few examples of what kind of minion this power can create. These creatures are soulless, mindless, sexless, and utterly devoted to their creator.
-The character pays 2 + X EP.
-The creature created by this power always appears directly next to the character that summoned it and has the following stats: Body = 8X, Mind = 2X, a Melee Attack that deals 2d6 + Body/2, and a Ranged Attack with a 60 foot range that deals 3d4 + Mind damage and uses Mind or Body to attack, whichever is higher.
-In additional, the character can pay an additional 1 EP for any of these effects as many times as they like.
1) +6 Mind.
2) The contraption can fly at its Speed.
3) Double the range of the creature's ranged attack.
-Creatures summoned with this power cannot have a Dodge stat greater than 50 or a Resistance stat greater than 40.

Reshape
The character alters the shape of any one contiguous solid object that they can touch. They cannot change the actual physical properties of it, nor can they change the type of substance that they're touching. This Power cannot be used offensively in combat, but can be used to bind (or execute) helpless creatures.
-The character pays 3X EP. What the character can reshape is dependent on how much they pay and on how large the object they’re trying to reshape is. For an object about the size of an adult human or less, X = 1. For an object twice the size of a human or less, X = 2. For an object up to four times the size of a human or less, X = 3. For an object up to eight times the size of a human or less, X = 4. Larger objects cannot be reshaped.
-If the character is attempting to bind a helpless creature, the character pays 3X and the DC to escape the binding is equal to 15X.

Transformation
The character consumes (or has consumed in the past) some concoction that changes them in some way. Physically, this change can manifest however the caster likes, from practically no change at all from how they would normally look to turning the caster into a hideous monster. The same rules apply to the use of this power in terms of how it affects the character mentally, though the mental affects should make sense given the physical changes. For interesting examples of how this might work, think of Jekyll and Hyde or any sort of lycanthropy.
-A character using this ability pays X EP when they activate it, and must also pay X-4 EP every turn in order to upkeep this power.
-A character with this ability active gets a +4X bonus to either their Body stat, Mind stat, or Spirit stat, and a +X bonus to their Armor. This increase in stats gives the character most of the bonuses appropriate to having a higher stat save that the bonus to Dodge is divided by 2, including gaining more HP, but they do not gain additional PP or EP. If this stat increase would push the altered stat above the character’s main stat, their secondary stats become reliant on the changed stat rather than the character’s normal primary stat for the duration of this power.
-The HP gained from using this power lasts only until the character deactivates it, and the character can be knocked out when they deactivate this power if their HP would drop to 0 or less.
-This power can be deactivated at any time, but the transformation back to the character's normal form takes a turn to complete, effectively making them skip a turn when they turn this off.
-This power can be used while Bound or in a Submission Hold, but if it is used under those circumstances the character also takes X damage.
-By paying an additional 1 EP, the character may temporarily gain any 2 mutations that they meet the requirements for. This has no effect on upkeep.

Attack: +58 (4d5-4+20)

Inventory: 2x huge-ass cleaver (Axe)
Leather armor

Bio/Description: Born in an alchemist's lab, Irise has spent the vast majority of her life in dank experiment lairs. While she was a young little elf, they did not let her do anything, but that changed once she grew up. Upon reaching a certain age, she began to act as a lab assistant, knowing little else besides that life as she was practically never let outside from the place. And she did not really question it either, feeling safe at her home lab. Eventually she had to move to other labs, becoming exposed to the oddities of the outside world. All those animals and trees and grass, not to mention other people.

Going from lab to lab, the elf saw some changes in herself, but did little in the way of counteracting them. She had developed some sort of mood disorder, only feeling happy when she was doing some work with another person. If she had to wait around too much, a passive, gloomy persona would came over her. All the chemicals she had been working with had left their mark on her as well, the exposure giving Irise actual physical changes. The ability to see even in the shadiest of places, her skin becoming permanently white as a ghost, and finally an ability that ended up being a boon in the long hours of work. This particular talent allowed her to eat fast, for her jaw could temporarily detach and allow the consumption of things that were normally not fit to enter one's mouth. Maybe some of these things were the reason she ended up serving very little time with most alchemists and similar researchers. She even managed to pick up some basic skills of the trade, soon discovering that she had a knack for altering and creating things from existing material if she focused on the matter hard enough. After who knows how many exchanges of job, the girl ended up with a particular researcher, Xenus. How this person would work out with her, was up to be seen.

The life of a lab assistant has left Irise pretty skinny, almost unnaturally so as she eats little and works hard to feel happy. For some reason, she still has a good amount of feminine form on her, a thing that her selection of clothing, a full-body set of shiny form-fitting leather, only serves to highlight. Still, eerie orange glow-eyes and ghost-white skin manage to creep many away from her, quite out from the ordinary. At the age of 36, she is still a young lass of an elf, though her working-mood persona might appear younger than this, with all the childish enthusiasm and occasional giggly joy upon success. While out of work, she becomes a passive, grim and melancholic version of herself that is the more thoughtful and introspective one among the two of her personality facets. While she has little desire for it, Irise will use her tools in combat as weapons. Prime among these are the well-worn double cleavers, large things that the wielder has called a few different things along the line of their use. These include Steels, Choppers and Meatmakers, among other names.

 
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XSI

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Re: DG3 Character Sheets

For that thing with Guan Yu, bio, inventory, description and ooc will be added later(I also probably messed up the math(And some other stuff) somewhere, but I'll doublecheck that at some later date)

Name: Xenus
Class: Mage(1+1.5 magic feats)
Race: Human
Sex: Male

Body: 10
Mind: 30
Spirit: 10

Hit Points (HP): 30 (10+15+5)
Pleasure to Orgasm (PP): 40 (5+30+5)
Spirit Energy (EP): 50(5+15+10+20)
Speed: 10
Dodge: 25
Armor: 7
Resistance: 15
Perception: 19(17?)
Stealth: 10
Grapple: 10
Spirit Ceiling: 10


Experience: 0
Corruption: 0


Talents: (9/9)
Concentration: The character gets +8 to their Casting stat.
*Experienced Caster: The character can cast up to 3rd level spells in any Element.
Magical Accuracy: The character gets a +12 bonus to all attack rolls made with Spells.
Magic Feats: Choose two magic feats and add them to the caster’s list.
Magic Feats: Choose two magic feats and add them to the caster’s list.
Potent Spells: Whenever a spell cast by the character requires a Resistance check, the caster gets a +12 bonus to their roll.
*Psyker: Whenever you'd spend more EP than your spirit ceiling, the added cost of EP and HP isn't spent, and you instead roll on the random psychic phenomena table. The amount of points the character(you) would spend past your spirit ceiling is the magnitude of the phenomena, denoted M.
*Knowledgeable: The character uses Mind instead of Body to determine how much PP they deal.
Greater Energy Pool: Grants the character an additional 20 max energy. +20 EP, in other words.

Flaws: (4/4)
*Fertile: The character is more likely to become pregnant, or to impregnate their partner. Mechanically, rolls of 2 or more now indicate success.(Can males pick this?)
*Excitable: Whenever the character’s PP falls below ? of its maximum value, the character gains the Aroused status or the Horny status if they're already Aroused.
Fetish(Creampies)(Does this even work as fetish?)
Fetish(Multiple female partners)

Mutations:



Base Casting: 23 (15+8)
Favored Elements: None(?)
Magic Feats: (6/6)
Herbalist - The character is adept at mixing their own potions. The cost of the Create Potion and Love Potion rituals, both in terms of time to gather ingredients or costs to pay for them, are halved. The character's healing spells also restore and additional +2 HP per spell level when used to heal.
Enchanter - The character may enchant their own magic items, treating the denarii costs of all enchantments as if it were halved. Enchanting an item with a spell or power requires that the character doing the enchanting be able to use that spell or power. Using the Enchant Weapon and Bolster Power Feats costs 1 less EP to activate and deals an additional 2 damage.
Empower Spell ? The character may pay 8 EP in order to cause any spell to have its effects treated as if it were 3 levels higher.
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.
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.
Split Mind - The character can maintain an additional active effect, such as a Spell or Spirit Power. This Feat may be taken up to 3 times.

Pleasure Damage:
Penetration =
Foreplay =


Inventory:
Battlemage's Robes: AV = 7, EV = 0, TP = 25, DU = 1.
Pistol? Maybe. Check out stuff at some point


Bio/Description:
Xenus had lived most of his life in a secluded farming village, with most of the villagers simple farmers or craftsmen. While his family and the others pushed for him to take on the simple life as a farmer like them, he buried his nose in books from the local library. After a while it was as if he lived there, reading all there was to read about magic and mages, about enchantment and herbalism, and anything even marginally related to magic.
After learning from the books, he began to experiment with what he knew in an old abandoned barn, covered in dried old straw as he tried out this 'fireball' thing.

Several years later, he had a small shop dedicated to magic earning nothing and producing nothing of note in the small village. Nobody needed him there, so he gathered up all his possessions, sold his shop and hitched a ride with a merchant passing through town. By then he had read all he could read in the small village and did all he could in the cramped basement he called his lab, and done all he could with the limited resources available to the small village. He said his goodbyes to his family, certain that they would be fine as they had been for generations before that, and went on his way.

And with that, he was off to a bigger city, taking along his laboratory equipment and finding an old empty building to make his lab in with just a short search. After that he needed an assistant, someone capable in laboratory matters and capable of defending him while they were out to gather materials, and found Irise. As she seemed the most qualified and at the same time didn't ask for much, he hired her immediately. He was very interested in her, her appearance and abilities, being interested in finding out how those came to be, much like his interest in finding out how anything magical came to be.

(No picture available)
Currently aged 27, Xenus is a man of average length, growing up on a farm with plenty of food and more than enough exercise during childhood. By his own choice, he had spend most of his teen years reading, leaving him slightly more pale than most. With short black hair and a six o' clock shadow from a lack of shaving, he doesn't seem to be anything special at first sight. His facial features are soft, coming from his family's soft and friendly appearance. He has dark green eyes that are more than capable of reading through entire books in only hours. With the money he saved up, he bought some mages robes to wear instead of the simple farmer's clothes he wore in his childhood. Long purple robes with only a minimum of decorations and a simple hood hide his underwear - A plain white boxer with pink hearts on it.
For his own defence, he got a small pistol from a merchant, just in case magic would fail, a back up weapon would always be useful.

The OOC section:
Goals: SCIENCE!
Including spell creation, figuring out how magic works, and so on and so forth. Probably lots of theory.
Maybe move to a bigger better lab at some point? I don't know, will probably show up if it's needed or the townspeople begin complaining about explosions.

Fetishes: Nothing I'm particularly looking for. May just edit in stuff at some point if I think of anything.
Fetishes to avoid: Undead stuff, vore, gore, scat(Last three seem like they'll be avoided anyway, but I figured I'd list them for completion's sake)
 
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Aust_Nailo

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Re: DG3 Character Sheets

Setsuna, Oni Shamen (Character Retired until Further notice)
Name and Stats:
Name: Setsuna
Class: Shaman (Spirit User)
Race: Oni
Sex: Female

Body: 8+12=20
Mind: 10+4=14
Spirit: 32+4+12=48

Hit Points (HP):=51+20=71
Pleasure to Orgasm (PP): 48
Spirit Energy (EP): 65+30=95
Speed: 14
Dodge: 41-10=31
Armor: 5+7=12
Resistance: 24+8=32
Perception: 22+8=30
Stealth: 14
Grapple: 20
Spirit Ceiling: 19+2=21


Experience:
Corruption:

Talents and Flaws and Mutations:
Talents:
® Pain Resistant:+5 AV
® Hard Hitter: +8 Melee Damage
(Class) Rimewielder: 2+spirit/20 powers from Boreal List
Soul Sense: +12 to attack rolls for powers
Skilled Wielder: Extra Wielder Aptitude and increased spirit ceiling
Massive Energy Pool: +30 EP
Exceptional (x2): +16 Stat points
(Flaw) Healthy: +20 Health
(Flaw) Resistant: +8 To resistance
(Flaw) Perceptive: +8 to Perception



Flaws:
® Fertile
® Mutated: Take 3 mutations
® Bloodthirsty
® Easy to Hit:-10 to dodge stat
Idealistic (RP)
Sensitive: Takes 5 additional pp damage whenever anything causes character to take any
Easily Aroused: Whenever the character would gain the Aroused status, they instead gain the Horny status.



Mutations:
® Horns,
® Odd Skin: Blue Skin
® Warped
® Oni Alcoholism
® Demon
(Flaw) Skyclad: -2 penalty to all non damage roll when not nude
(Flaw) Tight:+2 PP damage to opponent during penetrative sex
(Flaw) Night Eyes: No penalties to perception from darkened areas

Magic Stuff
Wielder Aptitudes (3):

Ice Wizard: The character may choose to exclude creatures from Aurora by paying 1 additional activation EP per 2 creatures. The cold damage from Frost Armor, Ice Lance, Polar Binding, and Rimewind Blast treat Immunity to Cold as only resistance to the first 20 damage. Blood Freeze does 4X damage instead of 3X even on a failed check. A character may summon multiple Yetis at once with the Summon Yeti power.

Potent Spirit: Spirit Powers used by the character that require that their target make a Resistance check gain a +8 bonus to their effective Resistance or DC. In addition, they may spend up to 5 additional EP when using a power, increasing this bonus by 2 for each additional EP spent.


Harmful Spirit: For any Spirit Powers that deal damage, the damage rolls for those powers have their minimum value set to 1/2 the max roll of the dice.


Powers:

Boreal-4 Spells

Aurora: The character conjures a powerful, icy aura that weakens and damages their foes.
-The character pays X EP.
-Creatures within 30 feet of the character takes 3X damage per round so long as they are within the AoE of this power, and take a penalty equal to 2X to their attack rolls, Dodge, melee damage, and Base Casting.

Frost Armor: The character conjures magical armor formed out of ice in order to protect themselves.
-The character pays X EP. In addition, they must pay X-3 upkeep every round.
-They gain a +3X bonus to AV, and deal an additional amount of Cold damage equal to 3X on all melee attacks, and gain a bonus to Grapple checks made to escape equal to 4X.
-Creatures in a grapple with or striking the character in melee combat must win a Resistance check against a DC equal to 10 + 3X or gain the Weakened status.
-This power may be used while Bound or in a Submission Hold.

Ice Lance: The character conjures a lance formed of ice, and may either throw it or wield it as a polearm.
-The character pays X EP. In addition, if they wish to wield the Ice Lance as a weapon, they must pay 1 EP upkeep every round.
-Using the lance as a ranged attack, the character targets a single creature within 120 feet. If that creature is hit, it takes damage equal to (3d6 - 1) * X.

Blood Freeze
The character freezes the blood of his opponents within their veins.
-The character pays X + 2 EP.
-One target creature within 30 feet of the character must beat a Resistance check with a DC equal to 4X or die instantly. If they win this Resistance check, they take damage equal to 3X that ignores AV. For every 15 damage that this attack would deal, the targeted creatures gains an instance of the Weakened status.

Fluff
Inventory:
Weapon: Shaman Staff (Quarter Staff basically): 2d8 + 5 + Body/2
Armor: Battlemage Robes: AV = 7, EV = 0, TP = 25, DU = 1.

Bio/Description:

Bio:
For the longest time, Setsuna was a rather odd child growing up. She learned of her spirit powers fairly young and as a result was seen as slightly strange. Her people however hardly shunned her for her unique powers and she was brought under the care of the village elder, who at the very least understood her powers. The blue skinned oni was also much quieter then normal oni. Sure she drank and enjoyed life much like everyone else, but she also greatly enjoyed her time alone. She especially enjoyed her free time in the winter, because she felt closer to her powers that way. She enjoyed long meditation periods in the snow and ice. Despite all this, she did have one oddity about her. She enjoyed her time in the nude far too often then was normal. A good majority of her time was spent in this state growing up and the Elder recognized this. He let her retain her freedom, but would only ask that she dress when she was walking around the village or they had guests in the home. Other than that, he allowed her to indulge her quirk. But when she was old enough and practiced enough, the quiet oni was released from the elders care and given a staff to signify her mastery of her powers. She now seeks the opportunity to go out in the world and use her powers.

Description:
http://www.ulmf.org/bbs/picture.php?albumid=551&pictureid=12218

The OOC section
 
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Armacalic

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Re: DG3 Character Sheets

4Tek is here, and so is backstory

Name: Tek Edine Girion
Class: Spirit Wielder
Race: Kitsune
Sex: Male

Body: 0+18= 18
Mind: 12+8= 20
Spirit: 12+24= 42

Hit Points (HP): 49
Pleasure to Orgasm (PP): 50
Spirit Energy (EP): 61+30=91
Speed: 13+8=21
Dodge: 40+10= 50
Armor:
Resistance: 20
Perception: 20
Stealth: 13
Grapple: 18
Spirit Ceiling: 12


Experience: 0
Corruption: 0


Talents:
-Quick Increase the character's Speed stat by 8.
-Natural Succubus: Grants the character one Talent that they can only take from the Succubus Talents list. Cannot be chosen by succubi, and can only be take once.
-* Kama-Sutra: You are a very skilled sexual partner when you choose to be. Change the calculation for pleasure damage from foreplay to 3d6 + Body/3 and penetrative sex to 3d10 + Body/2.
-Soul sense: The character gets +12 to attack rolls for Powers.
-Spirit Warrior: The character gains 2 + Spirit/20 Powers from the Spirit Warrior power list.
-Hard to Hit: Increase the character's Dodge stat by 10.

Flaw induced
- Spunky: The character uses Spirit instead of Body to determine how much PP they deal.
-Massive Energy Pool: Grants the character an additional 30 max energy. +30 EP, in other words.

Class induced. (Spirit Wielder)
Shadowmancer: The character gains 2 + Spirit/20 Powers from the Shadowmancer power list.


Flaws:
Racial
-*Fertile: The character is more likely to become pregnant, or to impregnate their partner. Mechanically, rolls of 2 or more now indicate success.
-*Sensitive: The character takes an additional 5 PP damage whenever anything would cause them to take any.
-*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.

Normal
-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.
-Lustful: 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
Naturally Warped, Shapeshifting, Kitsune Heritage, Funny Ears, Tail. Must be foxlike.




Wielder Aptitudes:
Power Gather
Efficient Wielder

Shadowmancer:

Shadowstalker
Rupturing Shadows
Death Whip
Patch of Darkness


Spirit Warrior:

Energy Blast
Flight
Instant Transmission
Explosion

Pleasure Damage:
Penetration = 3d6 + 21
Foreplay = 3d10 + 14


Inventory:
(Dendari owned:18 )

Clothes: AV = 1, EV = 0, TP = 25, DU = 2.
(2 denarii)
Cloth
Paralysis Poison: The drinker of this poison must make a DC 45 Resistance check or gain two instances of the Paralyzed status. Noticing the poison in food or drink requires a DC 15 Perception check in clean water, a DC 25 check in lightly flavored food or water (soaked in plain bread, dosed in milk or lightly flavored water,) a DC 35 check in more flavorful substances (dried fruit or meat, fruit juices,) and a DC 45 or higher check in any food more potent than these (wine or spiced foods.) Detecting the poison only means that they know they've been poisoned, not that they don't suffer its effects. This poison can also be applied to weapons and lasts for 3 hits, but the check to resist it is dropped to 35.
Costs 20 denarii.
Energy Potion: Restore up to 50 EP.
Costs 10 denarii.


Bio/Description:
For as long as he could remember, Tek and his sister had lived alone, under no one’s guidance, a tough life to be certain, but the both of them had managed to remain. Learning everything they knew together, protecting each other, standing by each other’s side, the 2 of them grew together as a pair of inseparable tricksters, lovers and siblings.

Soon they learned where this place they called home was located at, the Crolian nation, and managed to grow into a fairly comfortable life at the, rims of the different cities, disguising themselves, fooling travelers, soldiers alike as best they could to get whatever they needed. The young pair had it all to survive.

However, they didn’t realize, luck wouldn’t always be on their side.

Before Tek knew it, everything went wrong. It was a simple stroke of luck, on the soldiers that found Tek’s sister when he wasn’t there. It was too late by the time he came back, only to find her drawing her last breath.

He killed them all, everyone present at the scene. But there was nothing else he could do, and his sense for revenge was not quenched at all, he started hunting them all, all the humans he came across, but it was not enough, it wasn’t what he was looking for. Killing was no fun, and worse, he was starting to garner some real attention. He dropped his act before it could kill him even as his rage was burned strong.

He knew that if he kept it all in he would crazy but he found an outlet soon, when in a moment of blind rage, he acted on his feelings, but managed to control himself at the last moment, leaving his victims at his mercy, something awakened within him, and so he degraded and humiliated them. Finding the pleasure he was missing from his reckless life claiming.

He came up with ways to fool people, to trap them, trample them and disgrace them. And he would enjoy every moment of it. Destroying people was one thing, but destroying their self worth, their trust and their hopes was that it that he was looking for.

As careful as he tried to be, however, he still gained notoriety, and was found out. Overwhelmed, he found himself under the blade of the humans, he was to be killed as pay back for all he had done, but along the way, he was met with an official that somehow seemed to understand him. The official talked to him, understanding his situation somewhat and mulled what to do with the mischievous kitsune.

She then approached Tek, and told him to do as she requested, and if he did, she set him free. His dwindling trust in humans kept him trying to trick her and she endured it all, until she convinced him… Starvation and torture might have had something to do with it.

She enlisted his help, much to the Kitsune’s own surprise, considering what he had been doing until then. He listened, wishing to get away from the place quickly, to the official who wanted him to deliver something to a ‘frontline’ outpost near the orc occupied territory, due to his easiness to evade and fool his way through obstacles. If he did as told and returned, the moment there was a confirmation from the outpost, his offences would be erased and he would be set free.

Whether or not she had the authority to do that much, he did not know nor question.

Tek accepted, begrudgingly. He found it even more surprising that… he made honor to his word for some reason, returning to the official. Confirmation quickly came, and he was rewarded with a life he could call his own again, he disappeared from Crolia and started wandering the world.
Appearance:


OOC section:
Likes: Any sort of dominance and humiliation play.
Dislikes: Humans
Is bisexual.
 
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Ranger9000

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Re: DG3 Character Sheets

Shri ymma, Arachne Face Breaker :p Hopefully nothing wrong with character.

Name: Shri ymma
Class: Warrior
Race: Arachne
Sex: Female

Body: 12+ 32 = 44
Mind: 6+14 = 20
Spirit: 6+ 4 = 10

Hit Points (HP): 59 +20 from Healthy - 10 from Spider = 69
Pleasure to Orgasm (PP): 47 +20 from Just a Little Longer = 67
Spirit Energy (EP): 42
Speed: 21 -1 from Clawed Feet -1 due to leather armour = 19
Dodge: 37 +10 from Unarmed Fighter +10 from Hard to Hit = 57
Armor: 5+8 from Spider = 13
Resistance: 22
Perception: 21
Stealth: 21 +8 from Sneaky + 5 from Stealthy -2 from leather armour = 32
Grapple: 44 +12 from Grapple Expert = 56
Spirit Ceiling: 2


Experience:
Corruption:


Talents: Unarmed Fighter, Stealthy, Healthy, Just a little Longer, Skilled, Grapple Expert, Hard to Hit, Heavy Hitter
Racial Talents: Sneaky.


Flaws: Antagonizing, Open Soul, Mutated, Fetish (Bondage)
Racial Flaws: Selfish, Honorable, Lustful, Fertile.



Mutations: Natural Attack, Talons, Night Eyes
Racial Mutations: Spider, Egg Layer, Naturally Supernatural, Fertile Mouth, Clawed Feet, Razor Fingers, Fearsome Maw + Venomous Attack(Aroused/Horny).



Skills: 1+44/10 +3 = 8
Stealth Skills:
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 any enemy that they beat in the check. Requires Stealthy.
Guileful Strike - The character may trade their double damage when making a sneak attack in order to force the creature they're attacking to make a Resistance check against them. If that creature loses this check, the character may instill any two of the following status onto them, choosing when they opt to activate this skill: Blinded, Stunned, Paralyzed, or Weakened. Even creatures normally immune to sneak attacks take this extra damage. Requires Stealthy.
Strike the Weak Spot (Passive) – Whenever the character would make a sneak attack, they may ignore any armor worn by their target. Natural resistances to damage still apply. Requires Stealthy.
Unarmed Skills:
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
Flurry of Blows – The character can strike repeatedly against the same target. They may take up to 4 additional attacks, but for each attack beyond the first the character takes a -8 penalty to attack rolls and a -5 penalty to damage for all attacks that round. The same penalties apply to each attack. Requires Unarmed Fighter.
Iron Body (Passive) - The character may use defensive fighting in order to exchange attack for AV. In addition, using Full Defense also grants the character Damage Reduction 1/2 for that round. Requires Unarmed Fighter.
Grapple Skills:
Leap Glomp - The character jumps up to their Speed towards a single target creature. Upon hitting the opponent with a grapple and making a successful grapple check, the opponent is placed into a Submission Hold. If the check or the attack fails, the character falls Prone. Both grapple checks take a -10 penalty.
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.



Inventory:
Leather Armour (AV 5, EV 1, TP 30, DU = 3)
Healing Potion x2
Energy Potion x2
(5 Denarii left)


Bio/Description:
Shri ymma has lived a rather standard life for an Arachne, if a rather isolated one. Born many years ago on the edges of Arachne territory, Shri was one of the few Arachne that survived long enough to gain her upper half. Her early years containing little of note important to her life, she hunted creatures for nourisment and learned to master stealth and striking before the enemy knew there was even someone to fight.

But once she gained her upper half Shri ymma her targets changed, instead of hunting beasts she began to work to expand her species borders. Making a border territory her home she hunted the night elves and amazonians that made their homes in the area, enjoying the games she played with them. As the first year went on though the hunting became worse as other Arachne moved past her lands, and so began a game of territory leapfrog between her and her kin.

Now she is once again on a border territory, though she likely won't be for long, and the Arachne has become rather fed up with having to move her hunting grounds so regularially. She has spent the last few months contemplating heading out to spread her species to places that it normally never reached, and play her games with any prey she finds entertaining along the way. Though she hasn't gone so far as to leave the Amazon yet, she is just waiting for the right time, as she is fairly sure her Lord would not stop her plan.




The OOC section:
What Shri ymma likes: Fem Dom, Entertaining Hunts/Targets, Most things that move and have either form of sex organ, Bondage (either way)
What Shri ymma dislikes: Orcs, Goblins, Fighting Mages.


DamageL 2d12+22+10+8 = 2D12+41
Foreplay Damage: 2d4+11 PP
Penetrative Sex Damage: 2d8+15 PP
11 PP Resistance
Succubi power: Web Shot
 
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Mads

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Re: DG3 Character Sheets

Name: Hebiko Tsumiji
Class: Warrior.
Style: Baji Quan and Wrestling adapted Judo.
Race: Oni
Gender: Female
Reminders For Tass
Chain handwraps/bracelets (+65) 2d12 + 42, ignore half of worn armor.
Masochism and Sadism: 1d4+1 pp on dealing or taking damage.
Attack Rating:
Unarmed Accuracy:d20+42+23=66~83+10= while raging.
Unarmed Damage: 2d12+21+19=42~64(+10 while raging) total damage.


Body:30+12=42
Mind:12+0=12
Spirit:8+4=12

HP:54+30=84
PP:40+20=59
EP:39
Speed:20-2=18
Dodge:33-10+10=33
Armor: 5+5+8=18+4=22 while raging.
Resistance: 21+2 against prone=21/23
Perception: 20
Stealth: 20-2=18
Grapple: 42+12=54
Spirit Ceiling: 8-1=7

Exp: 0
Crptn: 0

Pleasure Damage:
Foreplay = 2d4+11+2(non oral)-4(oral)
Penetration = 2d8+12+2

Experience: 0
Corruption: 0

Talents:
  • R*Pain resistant: +5 AV
  • R*Hard Hitter: +8 damage.
  • F*Skilled With Unarmed: +12 to attacks.
  • F*Unarmed Fighter: improved unarmed damage, +10 to dodge.
  • F*Grapple Expert: +12 to grapple
  • F**Resilient: Grants the character an additional 30 max hit points. +30 HP, in other words.
  • Battle Hardened: The character has suffered through numerous battles, developing scarring and mental resistance to pain. The character gains +8 AV.
  • Just a Little Longer: Grants the character an additional 20 max pleasure.
  • Skilled: +3 Skills
  • *(Extra) Skilled: +3 Skills

Flaws:
  • R*Infertile: duh?
  • R*Mutated: 3 mutations
  • R*Bloodthirsty: BITCH I WILL FIGHT YOU
  • R*Easy To Hit: -10 to dodge
  • 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.
  • Mutated*2: see above
  • Hatred: Priests


Mutations 9/12:
  • R*Horns: A pair of small blue horns adorning her hairline.
  • R*Odd Skin: Flushes completely red when excited in any way, be it anger, arousal, or drunk-off-her-ass-edness
  • R*Warped: cause any creatures that do not have this mutation to take an amount of corruption equal to 1/2 the pleasure that they deal.
  • R*Oni Alcoholism: Every alcoholic beverage consumed gives a temporary +4 bonus to attack rolls, melee damage, AV and Grapple, but a -4 penalty to Dodge. This effect can stack up to 5 times. Each one causes 2d6+1 Res damage+each drink causes another effect. Wine:temp. instance of Sensitive, ale/beer: instance of Tight/Large, liquors:+2 Resistance damage.
  • R*Demon: +5 fire+force DR
  • Fangs: Duh
  • Fearsome Maw: -4 oral pp damage, gains bite attack during grapple for +6.
  • Claws: +2 damage with unarmed, -2 attack roll with weapons.
  • Clawed Feet: Duh. They cannot wear shoes. They get a +2 bonus to Resistance against prone and -1 speed.
  • Soft-Skin: Your character causes +2 PP during non-oral foreplay
  • Tight: +2 PP during penetrative sex.
  • Natural Attack: unarmed attacks deal 2d12 + Body/3. Characters that have this and Unarmed Fighter deal 2d12 + Body/2.
  • Sadist: 1d4+1 pp on dealing hp damage.
  • Masochist: 1d4+1 pp on taking hp damage

Skills:
  • 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. The character may optionally choose to take or throw the disarmed weapon.
  • 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.
  • Pummel - The character can choose to forsake all other actions for their turn. In exchange, unless they acquire some status that prevents them from taking any actions (such as being stunned or put into a submission hold,) they can make 3 attacks with their unarmed attack or a one handed weapon against the creature they are grappling. These attacks use attack rolls rather than grapple checks to determine success, and are treated as if the character was not grappled (causing their target to take a -10 penalty to Dodge due to being grappled.)
  • Stunning Blow – The character can take a -8 penalty to their attack rolls and damage, but if they hit their target must win a Resistance check against them or be Stunned.
  • Trip – The character can choose not deal 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 (optionally), and the target automatically loses the Resistance check.
  • Berserker (Passive) – The character gets a +3 bonus to all attack rolls, and damage for all melee attacks. Requires the Bloodthirsty Flaw.
  • Rage – The character gets a +10 bonus to attack rolls, Grapple, and damage, as well as a +4 bonus to AV, but all attacks made against them automatically hit and the character must attack every round. While enraged, they cannot be afflicted with the Horny, Charmed, Dominated or Stunned statuses. Requires Berserker.
  • Bloodbath - While in a rage, a character can pay 4 EP in order to regain HP on successful attacks for that round. When active, any successful attack for the round heals the character for 2d6 + 6 HP. The +6 modifier is reduced by 2 for every additional attack on a round for all attacks on that round to a minimum of 2d6 + 0. In addition, as a passive effect during rage, if the character is hit by a blow that would knock the character unconscious or kill them, they may make a Resistance check against a DC equal to the damage above their maximum hit points. If they win, their HP becomes 0 and they transfer half of their current EP, rounded up, to their HP, but will automatically fall unconscious when their rage or the encounter ends. 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. Requires Rage.
  • Weapon Focus Unarmed (Passive) – The character gets a +6 bonus on all attack rolls with a single weapon type. This can be selected multiple times, but each time it is with a different type of weapon. The weapon types are the same as those that can be selected with the Skill with (Weapon) Talent.
  • Weapon Specialization Unarmed (Passive) – The character deals an additional +4 damage with the selected weapon type. Requires: Weapon Focus with the selected weapon type
  • Grandmaster (Passive) - The character gains a +2 bonus to attack and damage, and ignores ½ of the AV granted by their target's worn armor when wielding a weapon that they have Specialized in.

Inventory:
  • Chain handwraps/bracelets
  • Leather Armor: AV = 5, EV = 1, TP = 30, DU = 3.
  • Fucklarge Sake Gourd
50 denarii

Bio/Description:
Hebiko, a former scapegoat/slave of a "mysteriously demolished" shrine, is currently out to enjoy herself, partaking heavily in any available fighting tournaments or drinking contests she can find in the wild urban landscape of Acheron. With only a feigned respect for laws, she fits in well, often taking or placing bets, primarily on her own escapades. Her hair is fiery red, offset at the forehead by little blue horns at the corners of her forehead, and is often "styled" to "look like" she just fell out of bed, or, more accurately, off the stool of the nearest bar that hasn't kicked her out. A carefree soul at heart, she hopes to one day win fame, and as such, has developed special "fighting techniques", most recognizable by the outlandish names she shouts while performing them. When asked why the techniques' names change, she becomes aggravated, insisting that she didn't change shit. Despite her childish height of 5 feet (4 and 10 inches, in honesty, but she violently disagrees, even with measuring tools) she brings a well-polished and extreme fighting style to any fight, doing her best to at least win the crowd, if not the match. Her chest is all but flat, measuring in at what she insists is a "high" A. She claims the under-endowment is a side effect of her rigorous training, but no one has ever actually seen her training. Her armor has been cut down to resemble a sarashi and shorts, leaving her toned midriff and legs exposed.

Super Extreme Fighting Arts!
Snake Bite/Heron Peck/Steel Breaker/Strong Metal Hand: A disarming strike the hand or wrist, sometimes even targeting the handle of the weapon, or, against blunt weapons, the business end itself.
Whirlwind Elbow/Typhoon Strike/Spinning Burner: A heavy elbow strike to the throat, gut, or other "sensitive" areas, designed to leave the opponent stunned by the ferocity.
Arrow Fist/Snake Punch/Battering Ram/Spirit Crusher: A full body chambered punch, hopping back before leaping forward to strike the opponent with a fist or rigid fingers, leaving them stunned... if it hits. Usually.
Hurricane Sweep/Double Spinning Mountain Breaker/Devil Spin: A low to the ground sweep that is intended to sweep enemies to the ground.
Rolling Double Crash/Flipping Eagle Killer/Cloud Striking Hell Spear: A somersault into a rising double kick, more effective at knocking enemies over than out.
Wyvern Drop/Dragon Dive/Rainbow Kick/Twin Beast Charge: A dropkick, only viable on stunned opponents, that knocks enemies over.
Hydra Bite/Snake Nest/Hell Mauler/Finishing Barrage/Absolute Total Final Victory Strikes: Three quick hits to a grappled enemy in overpowering succession.
The OOC section: I wanna fight things and fuck things, really. Guys or girls, doesn't matter. Feet(mine)=good, Bondage(them, mostly)=good, humiliation(them or me)=good. Winning=best. Pretty much everything, seriously. I don't have any real turn offs that my "flaws" don't take care of.
 
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Konpeito

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Re: DG3 Character Sheets

Sharte, The Devoted Star Priestess
Star Priestess Sharte

Name: Sharte
Class: Spirit Wielder
Race: High Elf
Sex: Female

Body: 10
Mind: 12+4 (16)
Spirit: 28+4+8 (40)

Hit Points (HP): 38
Pleasure to Orgasm (PP): 41
Spirit Energy (EP): 53 + 50 (103)
Speed: 10
Dodge: 33
Armor:
Resistance:20
Perception: 20
Stealth: 10
Grapple: 10
Spirit Ceiling: 20 (+4)


Experience: 0
Corruption: 0


Talents:
Holy Mage
Starseeker


Exceptional
Greater Energy Pool
Massive Energy Pool
Skilled Wielder
Powers
Skilled Wielder
Soul Sense

Flaws:
Open Soul
Honorable
Idealistic
Sensitive
Mutated


Mutations: 3/12

Soft Skin
Tight
Snug



Wielder Aptitudes:
Efficient Wielder
Soul's Strength
Far-Seer
Crusader


Powers:

Holy:
Binding
Lay on Hands
Blessing
Holy Wall
Holy Fire

Celestial:
Scrying
Starblade
Astral Wings
Astrologer's Boon


Spirit Warrior:
Instant Transmission





Inventory:
50 Denarii
Star Priestess Habit (Battlemage Robe)
Heavy Sacred Text (1h Blunt Weapon)


Bio/Description:
The World was just a place of light and duty, thats all Sharte has ever known of it. Even with the invasions, and the darkness spreading she lived a life of seclusion and intense devotion. Sharte dedicated her heart, mind and body to her pursuit of worshipping the Star god the one true god in her eyes, and continued her work at the grand cathedral in an effort to pay back the warmth and love she was given as a war orphan.

Through her intense studies and devotion, not through talent or gift, she received the blessings of the stars and divine power. However, she believed that with this power came the responsiblity to help those less fortunate. Perhaps it was a desire or duty crafted from within her own naivite.

Despite the protest of her peers, she embarked on a mission to spread the faith of the Star God and to shed light on the darknesses of those less fortunate. She donned her Priestess' Habit, and only armed with her sacred text, knowledge of the stars, and blessings of light she began her travels to help the needy.




The OOC section:
 
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Nakiato

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Re: DG3 Character Sheets

Amosi (Twin-Dicks) Vandir A'lmana

Name: Amosi Vandir A'lmana
Class:Succubus
Race: Ember Draconian
Sex: Female

Body:54 (42 creation, 12 race)
Mind:10 (4 creation,6 race)
Spirit:10 (4 creation,6 race)

Hit Points (HP): 64
Pleasure to Orgasm (PP): 72
Spirit Energy (EP): 42
Speed: 20(40 flying)
Dodge: 47
Armor:12
Resistance: 27
Perception:28
Stealth:10
Grapple: 66
Spirit Ceiling:6


Experience: o
Corruption: o


Talents:
Dragonfire adept +3 Dfa powers

Kama-Sutra: Change penetration and foreplay

Just getting Started: +30 pp

Natural Warrior(Expert Grappler)+12 to grapple

Superior Warrior(unarmed fighter)Imrpoved unarmed damage and +10 to dodge

Erotic Fighter: 2 skills, +6 to attack

Exotic Chamption: 54/10 skills +6 attack

Multitalented +2 skills

natural spirit weilder( Psion)


Flaws:
Obvious -8 stealth

Mutated x4 ( 12 choice mutations)

Weakness(cold)

Fetish(warmth/heat) +8pp damage when fetish

Lustfull- seeks sex

Fetish(dominant)

Fetish(Rape)+8 pp damage with fetish

phobia(spiders)



Mutations: (12/12)
Supernatural-No longer takes corrupt/deals corrupt with sex

Corruptive- Corrupt supers

Demon +5 resist to fire and force

Ember Blooded

Immunity(fire)

Natural Attack

Tail

Glowing Skin +2 per/-2 stealth

Egg Layer

Night eyes see in the dark

Whip Tongue +2 pp damage foreplay

Claws

Wings

Armored hide +2 Av - 1 speed

Soul Eater get ep as 1/2 pp damage

Futanari has a dick

Greater Wings Fly at double speed.

Greater Claws +5 unarmed

Potent +1 to prego

Dangerous Tail +4 attack when using tail

Venomous attack (aroused/horny)

Fangs

Venomous attack( Para)

Double Dick

Unhinged jaw

Massive breasts (32dd)

Soft Skin

Skills:
(9 skills from talents)

Brawler no dodge penalty

Iron body attack to AV for round

Spirited Warrior

Leap Glomp
Stranglehold
Blade singer
Untethered mind
Stunning blow
Ranger +3 to perception can track ground enemies.




Wielder Aptitudes:
Powers:
Black Dragon
Dragon's Pride
Roar
Mind Worm
Telepathy
Mind Cutter- (2d8+1)* X


Pleasure Damage:
Penetration = 3d10+27
Foreplay = 3d6+18
Succubus Powers:

Tonight, you can shift clothes/penetrate in a grapple

Dazzling beauty

Aphrodisiac Fluids Reduce res by 2d6 when in contact with my fluids

Inventory:
1x energy potion
3x Healing Potion

10 dinarii

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

Claw Attack 2d12+27+5 unarmed damage
Bite Attack 2d12+27 (-10 if vendom)
Tail Attack 2d12+27+4


Bio/Description:

Many who have seen an Ember-Draconian, know the specifics. Amosi is much like the rest in her brood. Humanoid in shape, but outlined with black scales and an odd glow from her skin. Her eyes a flaming red, glow with an amber light. Raven hair flows down her body, and ends at her rather voluptuous buttocks. Accentuating her curves and features, one of which is her large bust size.


Born just a month before the invasion, Amosi had priority training with the concubine demonesses. She was bless with two cocks, and her own honey-pot. Like most of her race, she was lustful, and wanted to make her own harem even during training. One month ago she set out on her journey. To bring glory back to her kind, through sex and reproduction. However her first encounter turned into something horrible. She was raped by an Arachne and it has permanently mentally scarred her. Causing her to fear even the smallest of spiders. She has yet to gain one member into her harem.

Personality: Amosi is not much of a thinker, while she excels at hand to hand combat. Her priorities are in raping any cute men/women she comes across. She is not much of one to be penetrated, and would rather be the one dominating the situation. She believes that any creature of notable breeding stock is hers to enslave. Be they man or woman.


The OOC section:

Red= Race

Blue=Class

Magenta= Creation

Black= Flaw

Preferences:

While i do enjoy some of the more unusual things. I can not stomach scat/vomiting/watersports. It is just an issue I have.
 
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Mamono Assault Force

Coon Tamer
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Re: DG3 Character Sheets

Abram, and the Journey along Badaria Trail.

Basic Stats
Name: Abram
Class: Warrior (Trader)
Race: Human (Badarian)

Body: 30
Mind: 10
Spirit: 10

Corruption: 0/100
Experience: 0

Hit Points (HP): 40
Pleasure to Orgasm (PP): 30
Spirit Energy (EP): 30
Speed: 17
Dodge: 35
Armor: 0(1)
Resistance: 15
Perception: 25
Stealth: 30
Grapple: 30

Talents, Flaws, and Abilities
Talents:

Skill with [Rifles]: +12 to attack rolls

Sniper: The character deals +8 damage on all ranged attacks.

Skilled: The character can choose an additional 3 Skills.

Stealthy: +5 Stealth, +10 to-hit on an unaware target at range, and double damage before armor.

Sneaky: +8 Stealth

Guardian Companion: The character gains a Companion that sticks with them through thick and thin. A Guardian Companion starts with 24 Body, 6 Mind, 10 Spirit, the Unarmed Fighter Talent, the Natural Attack mutation, and (1+(Body/10), rounded down) Skills. When making a Companion, contact the GM to work out the specifics of it (such as its mutations.) Companions have access to Non-Natural X General Talents and a few other talents through XP spending. A character can only have one Companion. Characters may, at character creation, sacrifice Talents for their own character in order to grant their companion an additional Talent (selectable from the list for their companion.)
Guardian Companions have access to the following Warrior Talents: Grapple Expert, Stealthy, Resilient, Heavy Hitter, and Skill with Unarmed. In addition, Guardian Companions can take a single Talent from the Spirit Wielder branch, but only one that grants Powers, and only once.

Wealthy: The character starts the game with an additional 100 denarii, which they may spend immediately.

Perceptive: The character gets a +8 bonus to their Perception stat.

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

Flaws:
Hemophiliac: After taking damage, will bleed for 2d4 points of dysentry damage every turn until encounter ends or is healed.

Unlucky: -3 To non-damage rolls, more likely to contract dysentry.

Easily Tired: Whenever the character’s EP falls below ½ of its maximum value, the character gains an instance of the Weakened status, and possibly dysentry.

Poor Grappler: The character takes a -12 penalty to their Grapple stat.


Mutations:
Nada


[SKILLS]
Skills: 7 (30/10 + 1 + 3 = 7)

Ranger (Passive) – The character gets a +3 bonus to Perception, and can track creatures so long as they have stayed on the ground.

Thief (Passive) – The character gets a +3 bonus to Stealth, and can pick locks and disarm traps.

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

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

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.)

Deadly Aim – 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.)

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 any enemy that they beat in the check. Requires Stealthy.

Inventory & Bio
Inventory:

Ye Olde Trusty Rifle
30 foot range, 6 shots, 3 round reload, ignores 8 AV
Total Damage: 2d12 + 20 = (2d8+5), +8, +8, +4 (Base Damage + Sniper + Weapon Specialization)
To-hit: (+45) +30, +12, -3, +6 (Body + Skill with - Unlucky + Weapon Focus)

Ye Olde Cotton Apparel:
AV = 1, EV = 0, TP = 25, DU = 2.

40 denarii
3 Heal Pots (50 HP)
1 Corruption Cure (-50 Corruption)
3 Universal Cures


Bio/Description:

Abram is just another man on Badaria Trail, which is a route that goes along various areas where merchants can make their trade, and to one of the most popular areas of late, Acheron. Being just a merchant, simply reaching that city without losing your way is something of a fine accomplishment. There are wild creatures and assorted people that wonder about and tend to give people like Abram a hard time. The more successful traders become, the larger of a target they become as well. To that regard, there's few who actually manage to end their careers without falling short along the way.

To that end, Abram's goal is to travel the road before him which he calls "Badaria Trail". Surely, if he can make it along these roads and profit from his trade, then he might make it to the point where he'll be set for life and live a happy retirement. However, it won't be so easy, as Abram possesses the worst luck imaginable. He acquired a group of body guards and a fine wagon to act as his vessel, before all the guards got dysentry, and shit all over the wagon before dying of mysterious causes. All the goods he was bringing along were made useless, and so he simply burned the shitty wagon rather than clean up the sea of feces that soaked it.

Without a wagon, without a crew, without goods to trade, Abram's journey was looking bleak from the very beginning. A town lie ahead as his only salvation. With determination leading him on, for lack of hope, he approached the town to seek a new mode of transportation, a new crew to defend him, and hopefully some goods to sell in another land that needs it.

On that note, he no longer had very much money.
 

Bloodshifter

Tentacle God
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Re: DG3 Character Sheets

Tori Breast Connoisseur and Rape Slime
Character
Name: Tori
Class: Succubus
Race: Living Slime
Sex: Female

Body: 32 (20 Creation, 12 Race)*Primary*
Mind: 20 (20 Creation)
Spirit: 14 (10 Creation, 4 Race)

Hit Points(HP): 59 (( 32B + 10M + 7S +10Talent ))
Pleasure to Orgasm(PP): 83 (( 16B + 20M + 7S + 40Talent ))
Spirit Energy(EP): (50) 109 (( 16B + 10M + 14S + 10Talent + 59HP ))
Speed:17
Dodge: 33 (16B + 10M + 7S)
Armor: 0
Resistance: 8 (16B - 8Flaw)
Perception:17
Stealth: 17
Grapple: 44 (32B + 12Talent)
Spirit Ceiling: 26 (109/5)

Experience: 2/8
Corruption: 0

Talents:
Just getting Started: +30 PP

Karma Sutra: Gain better Pleasure Damage Dice.

Natural (Mage): Gain 1 Magic Talent.
-Mental Fortitude: The character gains +10 HP, PP, and EP.

Superior(Mage): Gain 1 Magic Talent.
-Focus in Body: Cast up to 5th Level spell in Focused Element. +10 to Casting checks for that Element. All spells of that Element deal +2 Damage per spell level. Buffs give an additional +1 to stat per spell level. Creature summoned in Chosen Element Gain +2 in Body stat and +1 to AV per spell level.

Erotic Wizard(Enchanter): Gain 1 Mage Feat, can cast level 1 and 2 Spells, +4 to Base Casting. Talent may be chosen multiple times but each time in a different Element.

Erotic Magus: Gain 1 Magic Feat every Mind/20 rounded Down. Character can cast spells at no penalty while Taking PP Damage, Orgasms, being Penetrated.

Succubus Magic: The character chooses three succubus special abilities. They gain access to those abilities.

Multi Talented(Skills)x2: Character Gains 2 Skills

-Racial:
Grapple Expert: +12 to Grapple

Flaws:
Weakness(Giant Boobs): Rolls a 1d4 on 1 Lose turn due to imagining Fondling those Beauties. GM discretion as to what Size counts as Giant. Default is D cup and Up.

Excitable: at 1/2 PP lost Gain Aroused Status. If already Aroused gain Horny Status.

Easily Aroused:When Aroused is gained instead Horny is gained.

-Class:
Lustful: Character is more willing to accept sex.

-Racial:
Weak: -8 to Resistance

Open Soul: Take 5 extra EP Damage where EP Damage is taken.

Tainted Bloodline: Take 1.5x More Corruption where Corruption is Gained.

Mutations:

-Class:
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:
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.

Malleable Form: The character's body is made of a liquid instead of a solid. They can change their shape at will, but generally have some sort of normal form that they usually keep. This form is almost always feminine in nature. The character cannot become pregnant, and can only impregnate others through magical means. Instead, they reproduce by splitting once they have absorbed enough energy.
Unlike other races, Slimes do not have an HP stat, nor do they have a maximum EP. Instead, they add whatever their HP would be to their starting EP. This is considered their normal EP, but it can be exceeded by draining. Any damage that the character takes goes to their EP. Any HP they would regain or EP that they would drain causes their EP to increase even if it would exceed their normal maximum EP, but healing HP cannot cause them to go over their normal EP. Once a character with this mutation reaches 3 x their normal EP, they lose exactly 1/2 of it, gain 8 experience and split in half, producing another living slime with their memories, personality and skill and power set. The two generally diverge from there as they naturally don’t want to stay near each other.
A character with this mutation that is reduced to 0 EP is permanently destroyed. Characters with this mutation do not take damage from resisting pleasure and only take PP damage if they choose to, are immune to the Prone, Webbed and Stunned statuses, and cannot be put into a submission hold.

Tentacles: The character has a number of tentacles that they can use for a variety of purposes. If used for penetration, the character deals and takes pleasure as if they were penetrating their opponent and can impregnate as if they had a penis, or they may choose to only deal penetration pleasure to themselves. In addition, group grappling rules no longer apply against the character unless the creatures that they are grappling with also have this Special Mutation. The character can, while in a grapple, attempt to grapple another creature so long as they win their grapple check for that round, but if they do, they also need to succeed on an attack roll against the targeted creature as well. In addition, the character can attempt an action against all creatures that they are in a grapple with every round at no penalty.

Reduction Damage 1/2:Whenever the character would take damage, the amount of damage subtracted from their HP is multiplied by 0.5, which will normally be a fraction. Armor and resistances are subtracted before this multiplication, and attacks that ignore armor also ignore this reduction. A specific type of damage can be placed in front of this mutation, and if so only that type of damage is affected by this mutation.

Reduction Physical Damage 1/2:Whenever the character would take physical damage, the amount of damage subtracted from their HP is multiplied by 0.5, which will normally be a fraction. Armor and resistances are subtracted before this multiplication, and attacks that ignore armor also ignore this reduction. A specific type of damage can be placed in front of this mutation, and if so only that type of damage is affected by this mutation.

Naturally Supernatural: The character was born supernatural, but don’t cause as much corruption as a demon or similar creatures would. They are immune to corruption as the Supernatural mutation, but only corrupt others as if they had the Warped mutation.

Skills:
Battlemage (Passive) - Your character uses their Body stat to determine their attack rolls when attacking with spells. Requires: Any Focus in {Element} Talent OR Experienced Caster.

Spell Resistance (Passive) - The character ignores the first 10 points of damage that would be caused by any given Spell or Power even if that spell or power would ignore AV. They may also Dodge spells and powers that would normally automatically hit, though they take a -10 penalty to Dodge against such attacks.

Brawler: Character may Grapple prone and stunned enemies as a free action. Character loses penalty to Dodge While in Grapple may Dodge AoE as if not in a Grapple unless in a Submission Hold or Bound. Requires Grapple Expert

Stranglehold: If character is in a Grapple they may Forsake all actions that round to make a Grapple Check at a -4 Penalty at their target. unless they are in a Submission Hold in which case it becomes a +4 Bonus. If Character wins then they Damage the enemy's Resistance equal to the Difference of the Grapple test. If Resistance falls to 0 target is knocked unconscious.

Base Casting: 14 (20M/2 + 4 Talent)
Magical Feats:
Enchanter: Character may enchant their own Items and All Enchantments Denarii cost 1/2 base price. Using Bolster Power and Enchant Weapons Feat cost 1EP less and Deal 2 Damage extra.

Physician(Body):Healing spells always roll Max for HP restored. Buffs from Body Element gain +1 stat bonus per spell level. Character may maintain Regenerative Aura as a free action. By making the Casting check as per normal and paying 4 EP.

Pleasure Damage:
Foreplay = 3d6 + Body/3
Penetration = 3d10 + Body/2

Succubus Powers:
Tonight, You: When in a grapple the character can, as a free action after making a successful grapple check for the round, make a Resistance check against their target. If they win, their target's clothing is shifted (if they have any) and they are penetrated/penetrate the character and everything that that entails. If they lose then nothing happens. If the target is in a submission hold, this can be used once per round as a free action.

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.

Shapeshifting :The character gains the Shapeshifter Special mutation. The character must have be Naturally Warped or higher to take this power.

Aphrodisiac Fluids (Passive)x3: 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. If the character with this power has the Enthrall talent and a target with the Horny status as a result of this power has or is made to orgasm this encounter then that target automatically becomes enthralled and the enthralling character gains a +10 bonus against attempts by the target to break free. This Succubus Power can be taken up to 3 times.
-Healing Fluids (Passive): Modification on Aphrodisiac Fluids, allowing people to heal 2d6 HP and gain a +10 bonus to Resistance checks against poisons and diseases when they ingest her fluids.

Spirit Powers:
Vampiric Futanari: The character grows a penis temporarily. If they already have a penis, 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.
-For 1 extra EP, the character (or the character they're using this power on) may gain an instance of the large mutation, up to a maximum of three and only gaining the PP damage bonus when penetrating other players, or may gain stretching, up to a maximum of one. This may be used at any time during or after activating Vampiric Futanari, and as a move action in the latter case.
-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.
Inventory / Bio
Inventory:
Enchanted Vibrating (Crystal) Chain:
These weapons have a range of 10 feet, and may be used to initiate a Grapple attempt against an enemy.
One Handed: Deal 1d8 + 1 + Body/2 damage.
Two Handed: Deal 2d8 + 3 + Body/2 damage.
-Weapon enhanced to deal an additional 1d8 damage of Force for 40 denarii. (Enchanter Feat 20 Denarii)
Level 1 spell ({F} Vibrating Touch (Touch)): 40 denarii (Enchanter Feat 20 Denarii)

One Clay Water Proof Jug - Holds 3 Units of liquids.

Denarii: 19

Bio: Tori began her life as a Regular Slime fissuring off her ‘mother’ and moving away to keep alive. Finding prey in the Jungle wasn’t hard it was a simple life until Tori got the Drop on a careless Succubus experimenting with an old magic book. She changed that day her wonderful sapphire blue jelly turning a rich dark crimson, which she was later told was like crystallized blood. Her need for fluids grew to include a craving for bits of souls of others something she hasn’t fully realized. Words for spells and the ability to channel magic grew in her as the book disappeared into her body she quickly found a knack for [body] magic and grew in proficiency of its use. The only remains of the book was a surprisingly long sapphire colored chain which she could tell was enchanted in some way she keeps the chain inside her when out of combat loosely ‘coiled’ in her torso pulling it out when she needs to subdue her food. Tori’s already blossoming skills for the Sensual Arts jumped by leaps and bounds as did her Need for Sex something her new mind briefly noticed before she shoved it away to indulge in the pleasure and her personal kink of fondling the breasts of her latest catch. Shifting into a full ‘humanoid’ form she sets off for the Monastery to learn more about this wonderful ‘magic’.
OOC
OOC Info:
not looking for much in ways of Special things. I like Breast play lactation especially and bondage situations. Pretty much it nothing I dislike its all good in the Smut department. The combat mechanics is what drew me into Dark Gate but that isn't all Quests, Jobs, and Missions looking for small to average length stories to first test the water some to speak might change later on.

Starting Loaction:
The Ironrose Monastery
-The largest remaining monastery, and holder of many of the arcane secrets discovered by the peoples of the amazon over the years. Unlike many of its kind, it has thrived following the invasion, a small community steadily growing around it.
Temporary Effects
[24 Hours] Healing Fluids allowing people to heal 2d6 HP and gain a +10 bonus to Resistance checks against poisons and diseases when they ingest her fluids.
CHANGE LOG
6 EXP- Fucks two monks in training into the ground
2EXP- Fights and gives one very sensual massage to one very busty mage.
-0EXP- GAINED Healing Fluid Mutation to Aphrodisiac Fluids.
-6EXP- GAINED Multitalented {Skills}<Battlemage><Spell Resistance>
20 Denarii heals Plague victims using Slime, sadly must rid patients of Aphrodisiacs because Orgies are not allowed.
-0EXP- GAINED Vampiric Futanari Spirit Power.
-1 Denarii Buys one Clay Waterproof Jug able to hold 3 units of a item.
Cheat sheet WIP
Dealing HP/EP Damage (Physical): May deal damage from 10ft away when using Chain, also part of damage dealt is as Force Damage.

Dealing HP/EP Damage (Magical): Body spells have a additional plus ten to cast and plus two to damage.

Receiving HP/EP Damage (Physical): Unless the attack ignores Armor all attacks are first divided by four after subtracting Armor and Resistance. Should the attack specify EP damage add five damage before reduction.

Receiving HP/EP Damage (Magical): Unless the attack ignores Armor all attacks are first reduced by half after subtracting Armor and Resistance. Should the attack specify EP damage add five damage before reduction. All magical attacks suffer a Malus of ten to damage which cannot be negated with ignoring armor. May also avoid damage even on unavoidable Spells and Powers with a malus of ten to Dodge.

Receiving Damage Notes (Grapple): Due in part to Brawler and Slime's inability to be bound or held doesn't take any Malus to Dodge while Grappling any number of opponents and may Dodge AoE without penalty.

Dealing PP Damage: May add 2-10 PP damage costing 1-5 EP anytime when dealing AND rereceiving PP damage.

Receiving PP Damage: May decide to not recieve PP damage from sex, unless through Vampiric Futanari.

Pregnancy:
 
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Crypt

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Re: DG3 Character Sheets

Brenhines

Basic Stats
Name: Brenhines Berth dan Balch a teyrnasu eira llenwi
Class: Succubus
Race: Dragonkin
Sex: Female

Body: 40 + 10 + 8 = 58
Mind: 10 + 4 = 14
Spirit: 0 + 10 = 10

Hit Points (HP): 70
Pleasure to Orgasm (PP): 48 + 30 from Just Getting Started= 78
Spirit Energy (EP): 46
Speed: 24
Dodge: 41 - 10 from Easy To Hit +10 when unarmed = 31 / 41
Armor: 7 + 5 from Pain Resistant + 8 from Battle Hardened = 20
Resistance: 29
Perception: 24 - 8 from Oblivious = 16
Stealth: 24 - 8 from Obvious = 16
Grapple: 58
Spirit Ceiling: 9

Experience: 0
Corruption: 0/100

Talents, Flaws, Mutations, and Powers
Talents:
[RACE] Pain Resistant - Increase the character's AV by 5.

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.

Just Getting Started - +30 bonus to max PP

Kama-Sutra - Change the calculation for pleasure damage from foreplay to 3d6 + Body/3 and penetrative sex to 3d10 + Body/2.

Seductive - +12 bonus to Resistance checks when using Enthrall, Charm, Siren Song, and Stunning Gaze, and a +12 bonus to attack rolls with all Succubus Powers.

Natural 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.

Superior Fighter (Battle Hardened) - +8 AV

Exceptional - 8 bonus stat points.

Succubus Magic - The character chooses three succubus special abilities. They gain access to those abilities.

Flaws:
[RACE] Easy to Hit - -10 penalty to Dodge.

[RACE] Obvious - 8 penalty to Stealth.

[RACE] Open Soul - The character takes an additional 5 EP damage whenever anything would cause them to take any.

[RACE] Mutated - Three mutations.

[CLASS] Lustful - 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.

Oblivious - -8 penalty to Perception.

Fetish- Night Elves - Whenever treated to their favored fetish, they take +8 PP damage.

Fetish- Nobility - Whenever treated to their favored fetish, they take +8 PP damage.


Mutations:
[RACE] Wings - Draconic vestigial wings

[RACE] Odd Skin - Draconic scales

[RACE] Horns - Draconic horns

[RACE] Tail - Draconic tail

[RACE] Claws - Draconic claws, +2 damage with unarmed attacks but to take a -2 penalty on attack rolls with weapons.

[RACE] Whip Tongue - Draconic, +2 PP damage during oral foreplay

[CLASS] Soul Eater - 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.

Futanari - Male sexual organs.

Natural Attack - Their unarmed attacks deal 2d12 + Body/3 damage. Characters that possess this mutation and the Unarmed Fighter Talent deal 2d12 + Body/2 damage instead.

Large - +2 PP to your opponent during penetrative sex

Unarmed Attack & Damage
Attack: 58
Damage: 2d12 + 29 + 2 from Claws

Pleasure Damage:
Penetration = 3d10 + 29 + 6 from Dazzling Beauty +2 from Large = 3d10 + 37
Foreplay = 3d6 + 19 + 6 from Dazzling Beauty +2 when using whip-tongue = 3d6 + 25 or 27

Succubus Powers:
Dazzling Beauty - All creatures able to see the character take a -10 penalty to their Perception stat when trying to perceive creatures other than the character, and whenever they deal Pleasure damage to a creature it is increased by +6.

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.

Weakening Arousal - Creatures dealt pleasure damage by the character take a penalty equal to the damage dealt to all Grapple checks for that round.

Apparent Innocence - If in a group, the character will usually be the last one to be attacked unless they obviously display that they're the threat. If alone, creatures will not (usually) attempt to kill the character, and will instead attempt either to knock the character out or rape them. This has no effect on non-intelligent creatures or on PCs, and characters that display plainly that they are a threat will be treated as such. In addition, the character gains a +8 Resistance bonus when attempting to Charm a target.

Sexual Healing - When draining the energies of another, the character can choose not to regain their EP, and instead regain an amount of HP equal to the amount of EP they would regain.

Tonight, You - When in a grapple the character can, as a free action after making a successful grapple check for the round, make a Resistance check against their target. If they win, their target's clothing is shifted (if they have any) and they are penetrated/penetrate the character and everything that that entails. If they lose then nothing happens. If the target is in a submission hold, this can be used once per round as a free action.

Inventory & Bio
Inventory:
Battlemage's Robes: AV = 7, EV = 0, TP = 25, DU = 1

2x Healing Potion (50 HP)
2x Energy Potion (50 EP)

Bio/Description:
Brenhines Berth dan Balch a teyrnasu eira llenwi, Simply called Brenhines by the impatient, is an excellent example of a sensual dragonkin. She stands a touch over seven feet tall and every inch of her sculpted to be lascivious, with waist curving in at just the right angle to force the eye to naturally flow from large and supple breasts to her wide hips and then down her toned thighs. Scales of scarlet cover her body, from face to feet, glinting and shining when properly polished. This is just a distraction from yellow slit-pupil eyes look out from beside a petite aquiline nose and above high cheekbones, full smiling lips of a shade brighter than even her scales, and a dainty chin. All that is set below a crown of two swept back horns, each turning against itself in a slow helix pattern so that the three corners of each spun to the tip of each foot long horn, the pair fighting for attention with raven hair long enough to dance around Brenhines’ tush. Framing the pale horns and dark hair, two extra limbs rise from her back, membranes semi-translucent between the fingers of these two wings whenever she extends them while below a long reptilian tail sways and whips like that of a cat.

Physicality aside, Brenhines is an oddity in other manners. Chief among those being her upbringing. Born without knowing of her mother, the dragonkin woman was raised in the lair of her dragon father Y Sgolor Mawr yr Haul a Cysgu Aur. Or Sgolor for those that can’t properly curtsy a dragon. Her young life was spent tutored and educated by the elderly dragon that was her father, fed stories and tales that were as much reality as imagination and played off as fact by the old being. His elaborations were all to appeal to Brenhines love of her draconic heritage, and Sgolor was delighted by this.

Fables that had once been about princesses stolen by dragons were turned on their head with the draconic being becoming the protagonist. Royal maidens were rescued from scheming monarchs, their villainous thugs that called themselves ‘knights’ sent to harass and harm the dragon that, ultimately, was doing what was best for the naive and innocent princesses. Who knew better than a dragon, after all? Ultimately the knights and selfish king were overcome, usually in a gout of fire after rending a few armies apart and tearing into the castle of the knavish knights. And such were just a small snippet of the various revised stories.

This had a profound effect on Brenhines, further entrenching her belief in the moral superiority of simply being a dragon, causing her to believe it was a dragon’s duty to do what was right by draconic morality, and that she herself was a full-fledged dragon. The last part being a result of white lies on the part of Sgolor, Brenhines convinced entirely that she would eventually grow to be of a draconic form such as his but that it would take many centuries for the apotheosis to occur. There was no-one else around to contest this, apart from a few notable exceptions, and thus she believes she is stuck being a humanoid dragon until that day occurs, but a dragon nonetheless.

While a child Brenhines was nonplussed by lack of any intellectual contact apart from her father and a few strays that wandered near his lair, although at that time she was an obedient girl and didn’t go near them while her father would subtly send them away or less subtly drop rocks on them. In the latter case she would often go and poke them with a stick a few times, sometimes collecting broken trinkets, weapons, and jewellery before getting bored and returning to the lair to listen to another story or get lessons on math, magic, and tussling. It was a carefree life. Then puberty hit and everything got a lot more complicated.

Unable to fully understand the implication of her unnatural succubus nature until later in life, and suddenly chafing against her father’s restrictions, a teenage Brenhines would often slip out of her father’s lair and go wander the forest. Often this led to her encountering one animal or another, wildly chasing the creature, and then losing it in the brush before returning home defeated and facing another lecture from her father. Those were always long and droll, with an emphasis on responsibility, and only left her more rebellious afterwards.

Years later, when Brenhines was more rebellious than ever and reaching the end of puberty, she caught a rather unusual being in the forest around her home after sneaking out for the umpteenth time. An elven woman dark of skin stalking the woods hunting one quarry or another, and oblivious to the scarlet Brenhines. She was captivated by the night elf, watching her slink through the forest without making so much as a sound or moving a single leaf as she moved from branch to branch. Then Brenhines got excited, shouted at her, and she fell from the tree. Not entirely sure what to do with the concussed elf, Brenhines quickly dragged her back to her father’s lair and resuscitated her. Predictably the elf, when in a carved out cave and faced with a dragonkin, bolted. She only made it as far as the entranceway before Sgolor returned from his hunt and incapacitated her with a single hand holding her down against the floor.

Brenhines and Sgolor had words, loud and angry words, over her actions and bringing guests home without asking permission. Eventually Sgolor relented and allowed his daughter to keep their ‘guest’, named Itzala. For the next month Itzala was as much a prisoner as a guest, entertaining Brenhines in varied ways by teaching her in many of the basics of turning sex into an art form or simply through sharing stories with her about the outside world yet always chafing at the accommodations provided. It was during this time, and her varied sensual exploits with her night elf de-facto concubine, that Brenhines learned of her potent and ever more present need to feed off of sexual pleasure and release. Unlike some individuals that would have chafed at or otherwise reviled their succubus nature, Brenhines was convinced that it was a blessing instead of a curse. Sure the pangs and hunger could be painful and maddening, but that was where having such an easy source of nourishment at hand eased her. The way she saw it, Itzala should be honoured to have a dragon feeding upon her intimately on a nightly, or sometimes hourly, basis.

This was not to last. Eventually Itzala escaped from the silken prison, slipping from Brenhines’ bedchamber and disappearing into the night while Sgolor was distracted with a rather vivid and loud argument with himself. Disappointed and saddened by the loss Brenhines stayed closer to home for next few years, far more content with her life even as the world changed around them, blissfully unaware of the alien invasion and its happenings apart from vague tales her father picked up or what she learned from the various humanoid presents he brought back to sustain her succubus nature. Ever eager she experimented with each new living toys, indulging her desires with amazons, night elves, and even a few orcs and faeries that were brought back to the lair before her father’s eccentricity and paranoia after Itzala’s escape demanded they leave in one form or another.

While Sgolor might have only informed his daughter of worldly affairs in an extremely limited manner the old dragon was far more aware than he let on, growing more paranoid and protective than ever and training his daughter how to fight, as he saw it, like he did. Her lack of flight and abilities apart from those granted by her succubus nature meant he focussed on what she did have, her claws, strength, and charm. Dragging back various beasts and warriors to the lair the ancient wyrm forced Brenhines to use her claws as proper weapons, pressured her to adapt her abilities to survive, and then let her play and experiment with the leftovers before torching them and adding whatever valuables they had to his trove.

Throughout this regiment never lost her wanderlust or her desire to go out and be her own dragon, instead plotting and planning her escape in more depth while playing with the dozen or so mates kept on hand to sate her physical needs and practice her parasitic arts upon. At last one day, after fighting with and maiming night elf man her father had brought back and then recovering from her wounds by driving a particularly busty amazon mad with her tongue , Brenhines set a long laid plan in motion. It was rather simple, playing off Sgolor’s obsessive nature by having one of her obedient man-pets ruin some of his artwork and set him onto a passionate tirade that culminated in the poor soul Brenhines sent being in the epicenter of a gout of fire. At the same time Brenhines had a similarly helpless to disobey female concubine saturated in her scent through the most libidinous of means, doused red with body paint, and sent out into the wilds with a goal of aimless wandering. That would inevitably culminate in the lass getting caught and likely suffering draconic wrath, but Brenhines was too busy grabbing essentials and sneaking out while her father threw a tantrum at the cowering man-slave.

Slipping free of the caverns and hiding until Sgolor burst from his lair and set off after the scent of the decoy, Brenhines set off at a hurried pace with an armful of maps as well as a few potions, changes of clothes, and the desire to live out the stories she had been fed for over two decades.
 
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Quartz

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Re: DG3 Character Sheets

Lena

Sheet:
Name: Lena Kelem
Class: Mage
Race: Badarian
Sex: Female

Body: 10 = 10 (Spent)
Mind: 46 = 30 (Spent) + 16 (Exceptional)
Spirit: 10 = 10 (Spent)

Hit Points (HP): 48 = 10+23+5 + 10 (Mental Fortitude)
Pleasure to Orgasm (PP): 66 = 5+46+10 + 10 (Mental Fortitude)
Spirit Energy (EP): 48 = 5+23+10 + 10 (Mental Fortitude)
Speed: 10 = sqrt(10*10)
Dodge: 33 = (10+46+10)/2
Armor: 7 = 7 (Battlemage's Robes)
Resistance: 31 = 46/2 + 8 (Resistant)
Perception: 21 = sqrt(46*10)
Stealth: 10 = sqrt(10*10)
Grapple: 10 = 10
Spirit Ceiling: 10 = 48/5


Experience: 0
Corruption: 0


Talents:
Focus in Entropy (Can cast 5th level spells, +10 to Casting checks, +2 dmg per spell level for damage, +1 stat per level for buffs, +2 body and +1 AV per level for summons.)
Specialized Mage: Good with Entropy, Bad with Light (Doubles bonus from Focus talent, +4 Casting, may cast level 1 spells while bound/in a submission hold. Must pick another element and can only cast level 1 spells in that element)
Evoker (Damage spells gain 1 effective spell level)
Magical Accuracy (+12 to Spell attack rolls)
Magic Feats (+2 Feats)
Mental Fortitude (+10 HP, PP, and EP)
Exceptional x2 (+16 Mind)
Resistant (+8 Resistance)

Flaws:
Lustful (RP)
Infertile
Fragile (When HP falls below half, gain 1 stack of Weakened)
Sensitive (+5 to PP damage taken)


Mutations:


Base Casting: 23 = 46/2

Favored Elements:
Entropy (Specialized)

Magic Feats: 5 = 1+(46/20) + 2 (Magic Feats)
Empower Spell - The character may pay 8 EP in order to cause any spell to have its effects treated as if it were 3 levels higher.

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.

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.

Enchanter - The character may enchant their own magic items, treating the denarii costs of all enchantments as if they were halved from their prices in the shop. Enchanting an item with a spell or power requires that the character doing the enchanting be able to use that spell or power. Using the Enchant Weapon and Bolster Power Feats costs 1 less EP to activate and deals an additional 4 damage.

Wielder of Chaos (Entropy) - Luck spells are treated as if they always rolled at least one above the min, spells of the Entropy school deal an additional +2 damage per spell level and any that would require that their target make a Resistance check give the caster a +8 bonus to their check.


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



Inventory:
Battlemage's Robes: AV = 7, EV = 0, TP = 25, DU = 1.
Cloth

Unarmed Attack: +10 Attack, 2d4+3

50 Denarii

Bio and OOC stuff:
Bio:
A mage of the now defunct Incantarium, Lena was plucked away from her well to do merchant family in the Necropolis to recieve magical training as soon as she displayed signs of magical ability. Unlike many of her peers, she thrived in the school's hazardous training environment and quickly established herself as one of their more promising students. Possessing a natural talent for Entropy based magic, she cultivated a reputation for "testing" her various curses and hexes on any of her classmates hapless enough to let her.

When the Invaders arrived, she had the exceptionally good luck to have just completed her training and been assigned to act as a battlemage alongside the Badarian soldiers stationed along the Crolian border. She was still en route alongside a baggage train of supplies intended for the soldiers when news of the attacks hit, complete with stories of horrific monsters completely overtaking the cities and the Imperial troops in disarray. When the soldiers accompanying her began to violently turn on each other, with one half wanting to desert with the supplies they were guarding and the other intent on completing their delivery, she took the opportunity to slip away in the chaos. She made her way for the nearest safe place she could find, which happened to be Lockacre. With nowhere else to go, that's where she stayed, using her enchanting ability to eke out a living.

Appearance:

OOC stuff:
Obligatory no gore/scat/vore please, also I'm uncomfortable with anything that permanently destroys a characters identity like slime transformation/mind wiping/gemini transformation even if it's used on just NPCs. Other than that, it's pretty no holds barred as far as fetishes are concerned.
 
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Vyrian

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Re: DG3 Character Sheets

Name: Erin
Class: Spirit Binder
Race: Human
Sex: Female

Body: 10 (10 base)
Mind: 10 (10 base)
Spirit: 46 (30 base + 16 from Exceptional x 2)

Hit Points (HP): 38 = 10 + 5 + 23
Pleasure to Orgasm (PP): 38 = 5 + 10 + 23
Spirit Energy (EP): 86 = 5 + 5 + 46 +30(Massive energy pool)
Speed: 10
Dodge: 33 = (10+10+46)/2
Armor: 1 from clothes
Resistance: 23 = 46/2
Perception: 21
Stealth: 10
Grapple: 10
Spirit Ceiling: 19= 17+2(Skilled Wielder)


Experience: 4
Corruption: 0

Talents:
[Cla][Spi] Alchemist: 2+Spirit/20 (4) powers from Alchemist list
[Spi] Demonologist: 2+Spirit/20 (4) powers from Demonologist list
[Spi] Psyker: Going over the ceiling results in a psyker roll instead of its normal effects
[Spi] Soul Sense: +12 attack with powers
[Spi] Massive energy pool: +30 EP
[Spi] Skilled Wielder: +2 Spirit Ceiling, +1 Wielder aptitude
[Gen] Exceptional x 2: +16 spirit

8 total


Flaws:
Bloodthirsty: Cannot back off from a fight.
Tainted Bloodline: Gains corruption at 1.5 times the normal rate

2 total


Mutations: None, for now.


Wielder Aptitudes:

Engineer: Analysis has all of its costs reduced by 2. Reshape has its maximum size cap removed (just keep doubling the size and increasing the cost multiplier by 1 to determine EP cost) and can be used in combat as the Animate power, but only using its binding version. Transformation allows the user triple a given stat rather than just double it. Seals automatically hit.

Efficient Wielder:Buffs cost 3 less EP (minimum 0) to upkeep, or also give: +X Resistance, +X Dodge, +X bonus to attack rolls, +X bonus to melee damage rolls, +X Perception, +X Stealth.

Power Gather: Gather SC/2 EP as a move action for up to three rounds to pay activation cost of a power. Spend a move action while using a power to add 2 EP to it.

Powers:

Analysis
Seal
Transformation
Reshape

Devil's lightning
Form of the Swarm
Hellfire Blast
Futanari Vampire

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

Inventory:
50 denarii
One-handed leather whip, (1d8+1)+5
Two-handed staff, (2d8+5)+5
Clothes (AV = 1, EV = 0, TP = 25, DU = 2)

Bio/Description:

Standing at 5' 7" (approximately 170 cm), Erin's rather thin figure is framed by straight, waist-length brown hair, often kept in a long ponytail. At first sight, she looks relatively unremarkable, perhaps even fragile, but if she were to return that look, that impression would soon fade, her green eyes sparkling with life, flicking from one sight to another trying to take it all in, analyze it all, understand it all. Her hands are neither as callous as a farmer's nor as delicate as a noble's, having seen their fair share of abuse in the shape of spilled chemicals and minor cuts, though not used to hard manual work. She often wears a thick, woolen brown robe, coarse but comfortable, white cotton clothes and plain underwear underneath, and a waterproof, hooded cloak over it, same color as the robe.

Erin had always been an oddball, tinkering with anything she could get her hands on ever since childhood, a habit that drove her parents crazy. Sixth daughter of a rather poor family, she was encouraged to leave the household as soon as she could. That, a knack for making things, and an insatiable curiosity had her working as the local wise-woman's apprentice soon after her seventh birthday, despite the local rumors saying she was a witch - named Yaga, older than anyone else in the village, wrinkles and warts all over, she definitely looked the part. Unfortunately, this meant Yaga's bad reputation also spread to Erin soon and, where adults were happy to just avoid her if they didn't need anything, children were far happier to pick on her, which inevitably led to her trying to punch the living daylights out of the offender.

Her mentor was concerned about this fact, but initially, she sought to let the children solve this issue on their own, or let time fix it; and so for a while Erin was taught medicine and alchemy in the morning, and often had to use it on her own wounds in the evening. After a year or so of no progress, however, Yaga decided to begin teaching her some self-restraint. Several lessons later, it became clear that Erin had some hidden potential and so, after extracting a promise from her to avoid the fights as much as possible, Yaga began to teach her how to properly take advantage of and increase her spiritual power.

The fact that the old woman was actually a witch came as no surprise to Erin, who turned her whole attention to her magical studies with a passion bordering the obsessive, almost disappearing from the village. For a few years, this solved the issues with the antagonizing children as she was nowhere to be found most of the time and, when she was, she'd no longer fight upon being taunted but, eventually, one of the children - the blacksmith's apprentice - was the one to start a fight with her, and they were children no longer, so the potential for severe harm was there.

The fight went badly, as can be imagined - even had she known any offensive powers, they wouldn't have been enough to keep the apprentice's sheer brawn contained, and the first, short exhange of blows ended up with her being thrown against a wall, sharp pain shooting up her now limp arm. The pain dulled away quickly, blunted by the sheer rush of adrenalin as she grabbed a rock, staring with a scowl at the apprentice who seemed to consider the fight finished, by the way he turned around to leave.

It wasn't finished, not while she had any say in it, and the apprentice soon learned that as the rock smashed into the back of his head once, twice, knocking him on the ground, then again, and again, and again, until he stopped moving. Panting for breath, Erin stood there, still, as the red mist faded from her sight, suddenly noticing the onlookers. At a loss for actions, she just made her way back to the witch's house, the small crowd parting to let her pass among murmurs.

This incident had some severe repercusions for Erin, starting from the moment when her lessons stopped completely. The fact that her mentor had to care for the unconscious apprentice until he was healed did not make things any easier on her - and neither did the fact that, once he was healed, he took his revenge on her, and this time he made sure to keep bashing her until she was the one that couldn't keep fighting.

Her time in bed gave her more than enough time to think what she wanted to do - and none of it had anything to do with this town, or the people in it. Yaga was decent, the rest could rot for all she cared, the family that had thrown her out included. Her mentor seemed to think that some time on her own would teach her some restraint, too, and so they prepared together for her departure.

It couldn't come soon enough for Erin, who set out without any regrets the day the next caravan passed her village, heading towards Lockacre with little more than what she wore and a bag of provisions courtesy of her teacher.

A small village girl in a big city, she was quick to fall under the influence of the many temptations available there. Slowly, but surely, she moved from beer, to liquor, to soft drugs over the years, paying her vices with the small income she got from working in an alchemy shop - that is, until one of the new 'friends' she'd made while dedicating herself to that offered to introduce her to someone who could pay those for her in exchange for some favors.

So she accepted, of course. At first, the favors were nothing more than pinching something from the shop, talking with someone, maybe following them... But steadily, the demands kept rising in tone, and while Erin was buzzed most of the time, she was starting to have her doubts. She didn't voice them, though, as her talent had been discovered yet again, and she was being taught once again, though the subject of what she was learning made her more and more suspicious.

However, as a price for being taught, she'd agreed to participate in a ritual. Hesitantly, she drank the draught she was being offered, the last memory she had of the night. When she woke up with a pounding headache, she could hear voices talking near her - discussing, she realized, what the draught had done, and her plans for her. Pretending to still be out, she discovered with horror that the draught was supposed to have bound her to some sort of demonic figure, to make her even more fertile at the time when she'd be impregnated by an actual demon, something that sounded risky enough that they didn't want to endanger anyone valuable in it.

She managed to pretend she was asleep for a while longer and, when she woke up, there was nothing but escape on her mind. The following day she was leaving the city, hoping to never run into those people - the cult - again. Of course, they weren't too happy about her leaving, and are searching for her.

The OOC section: /wave. This is hopefully the right way to apply to play here? Besides scat, gore and, uh, worms, I don't know much more I dislike. I prefer breeding others to being bred, though dice rolls will determine that, I guess.

What more... The story's written from her point of view, so there's going to be no demonic spirit as far as I know. Oh, and Zilrax and I were hoping to put our characters in the same RP, would that be possible?
 
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Zilrax

Master of Kinky Fetishes. Or just Bitch if you pre
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Re: DG3 Character Sheets

Yeah I suck at backgrounds, I know.

Name: Denna "Den" Stromson
Class: Warrior
Race: Human
Sex: Female

Body: (40) 30 Base + 0 Racial + 10 Talent
Mind: (12) 10 Base + 0 Racial + 2 Talent
Spirit: (14) 10 Base + 0 Racial + 4 Talent

Hit Points (HP): 83 (40 B + 6 M + 7 S + 30 Talent)
Pleasure to Orgasm (PP): 39 (20 B + 12 M + 7 S)
Spirit Energy (EP): 40 (20 B + 6 M + 14 S)
Speed: 34 (square root of 400 = 20 + 16 Quick - 2 EV)
Dodge: 33[+6 Buckler] (66/2)
Armor: 12 AV
Resistance: 20 (40B/2)
Perception: 20 (square root of 400 = 20)
Stealth: 16 (square root of 400 = 20 -4 EV)
Grapple: 40
Spirit Ceiling: 6 (40/5 = 8 -2 EV)

Cheat Sheet
When taking HP damage: 12 non-natural Armor reduction from 4 DU, 60 TP Breastplate
When wielding a Two-Handed Sword: Anytime she attacks an opponent below 30 HP remaining or reduces them below 30 HP, or deals more than half their HP in an attack, she makes a resistance check against them and if they fail then they are killed instantly.
When taking EP Damage: She takes 10 less EP damage due to Resistant Soul x2. Whenever her EP falls below ½ of its maximum value, the character gains an instance of the Weakened status.
On Orgasm: Orgasming causes an instance of Weakness until the victim has had a chance to rest.
Extras: She impregnates and is impregnated on a roll of 2 or more, due to Fertile.

Experience: 4
Corruption:


Talents:
*Heavy Weapons Specialist: A character with this Talent deals an additional +10 damage on every attack so long as they are using a two handed melee weapon.
*Resilient: Grants the character an additional 30 max hit points. +30 HP, in other words.
Resistant Soul: The character is more resistant to attempts to steal their spiritual energies. Damage dealt to the characters EP is decreased by 5.
Resistant Soul: The character is more resistant to attempts to steal their spiritual energies. Damage dealt to the characters EP is decreased by 5.
Exceptional: The character gets an additional 8 points to spend among stats.
Exceptional: The character gets an additional 8 points to spend among stats.
Skill with [Two Handed Swords]: The character gets +12 to attack rolls with the chosen weapon.
Quick: Increase the character's Speed stat by 8.
Racial Talent: Quick: Increase the character's Speed stat by 8.

Flaws:
Racial Flaw: *Fertile: The character is more likely to become pregnant, or to impregnate their partner. Mechanically, rolls of 2 or more now indicate success.
Sexual Weakness: Orgasming causes an instance of Weakness until the victim has had a chance to rest.
*Idealistic (RP) : 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.
*Easily Tired: Whenever the character’s EP falls below ½ of its maximum value, the character gains an instance of the Weakened status.

Mutations:


Skills:
Guillotine (Passive) - When the character makes an attack against a target with less than 30 HP remaining, makes an attack that brings the target below 30 HP remaining, or deals more than half their target's max HP in damage with an attack, they make a Resistance check against that target. On success, the target dies (or falls unconscious depending on fluff) instantly. Requires Heavy Weapon Specialist.
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, 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 and may Dodge those attacks at a -10 penatly. 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.
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 attack rolls and damage. The character also takes a -10 penalty to Dodge until their next turn. Requires Heavy Weapons Specialist OR Shield Fighter.
Supreme Might - The character can trade points from their attack roll for additional damage. These points are traded at a 1 to 1 rate, and the character cannot trade more than 20 points per round. Requires Heavy Weapons Specialist.
Slay - The character takes a -20 penalty on their attack roll and a -10 penalty to Dodge until their next turn. They deal double damage on any attacks that hit until their next turn. Requires Heavy Weapons Specialist.

Base Casting:
Favored Elements:
Magic Feats:


Wielder Aptitudes:
Powers:


Pleasure Damage:
Penetration = 2d8+13B
Foreplay = 2d4+10B
Succubus Powers:


Inventory:
Weapons:
Claymore: Attack: 1d20+40B+12 Talent. Damage 2d12+1+20B+10 Talent
Dagger: Attack: 1d20+40B. Damage 2d6+20B
Bow: Attack: 1d20+40B. Damage 2d8+6+13B
Unarmed: Attack: 1d20+40B. Damage 2d4+10B

Shield:

Buckler: DB = 6. EV = 0

Armor:

Modified Breastplate (x2): AV = 12, EV = 2, TP = 50, DU = 4.
(30 denarii)
Metal

50 Denarii

Bio/Description: Den grew up in the small villages in Badaria. Her father was a retired mercenary, her mother a baker. In a world of soul sucking demons and mages with weird ideas, her father raised Den with sword in hand. "Demons don't take no for an answer unless that no is backed up with four feet of steel." he would say, and that quote has stuck with Den ever since.

Once grown, she did what most of those trained in the arts of combat did and took to mercenary work and bodyguarding for merchant caravans and such. It wasn;t something she enjoyed too much all considered. Politics irked her, and there was something about the whole war business that irked her, though she was wise enough to keep it all to herself. Then the aliens came.

She never did see her family again, one of the many places wiped off the map. She herself managed to avoid the worst of it, having been on the road at the time between jobs. A few minor encounters with the slimy beasts taught her to try and use a bow as much as possible on the beasts rather than risk their aphrodisiacs.

With the country in shambles, it's an ideal mercenary environment, but the petty squabbling and politics has made Den not want to return to it. Rather she's taken to a wandering life, fighting off bandits and doing odd jobs for a meal and a roof for a night if it could be afforded for her. The world had too many taking from it, and she would feel terrible making those less well off pay more for it.

Den is a tall, rather muscular woman with very short black hair and green eyes. She has fairly wide hips but a smaller chest due to her muscle tone. Several scars run down her back and hips from fights with the alien Hunters, and a tattoo of a greatsword runs down her right arm along the upper arm on the outside.

Den is 26 years old. She's sexually untouched, though not for lack of unwanted advances, and occasionally dreams of a simple marriage like her father had, though acknowledges with the world like it is, she's unlikely to have such an ideal fantasy.

The OOC section: Mostly fine with anything at all, preferably not watersports, scat or heavy gore, but other wise uh... enjoy preggins and interspecies much as anyone else, and any gender combination attentions. I'm as content watching Den get corrupted as watching her succeed, whichever way the dice fall so to speak haha. So yeah, I can work with about anything you wanna toss my way, regardless of how esoteric.

While I could start anywhere, I'd check with them if they have an idea where.
 
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Rathuris

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Re: DG3 Character Sheets

Hello, I am new and I hope I created my character right.

Basic Stats
Name: Aurae Willard
Class: Warrior
Race: Half-demon
Sex: Futanari

Primary Stats:
Body: 30 = 22 +4 +4
Mind: 22 = 14 +6 +2
Spirit: 22 = 14 +6 +2

Secondary Stats:
Hit Points (HP): 52
Pleasure to Orgasm (PP): 68 = 48 +20
Spirit Energy (EP): 48
Speed: 15 (17 -2)
Dodge: 39 (37 +2)
Armor: 7 (5+2)
Resistance: 15
Perception: 17
Stealth: 15 = 17 -2 Due to pheromones
Grapple: 30
Spirit Ceiling: 10
Experience: 12 unspent
Corruption: 597 of 700

Combat Stats
1 Sword
To hit +50(+30 +12 +2 +6 +2)
Damage 2d6 +29 (+15 +8 +2 +2 +4)
Note: Attacks ignore ½ of AV

Duel-wielding Swords
To hit +46(+30 +12 +2 +6 +2-4)
Damage 2d6 +25 (+15 +8 +2 +4 +2 -4)
Note: Attacks ignore ½ of AV

Whip
To hit +32 (+30 +2)
Damage 1d8 +24 (+15 +8 +1 +2)

Armour
AV = 5, EV = 1, TP = 30, DU = 3

Foreplay deals 2d4 +7+6
Penetrative sex deals 2d8 +10+6

Skills, Talents, Flaws, and Mutations
Talents:
Other
Natural Succubus - Succubus Magic grants 3 succubus powers
-Apparent Innocence (Passive) : The character is less likely to be attacked by hostile creatures. If in a group, the character will usually be the last one to be attacked unless they obviously display that they're the thread. If alone, creatures will not (usually) attempt to kill the character, and will instead attempt either to knock the character out or rape them. This has no effect on non-intelligent creatures or on PCs, and characters that display plainly that they are a threat will be treated as such. In addition, the character gains a +8 Resistance bonus when attempting to Charm a target.

-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.

-Dazzling Beauty (Passive) : The character is perpetually the center of attention, and will always be looked upon with lust. All creatures able to see the character take a -10 penalty to their Perception stat when trying to perceive creatures other than the character, and whenever they deal Pleasure damage to a creature it is increased by +6.

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

Superior Succubus - Seductive: The character gets a +12 bonus to Resistance checks when using Enthrall, Charm, Siren Song, and Stunning Gaze, and a +12 bonus to attack rolls with all Succubus Powers.
Exceptional - The character gets an additional 8 points to spend among stats.

Class Talent
Two Weapon Fighter - Allows duel wielding.
Skill with One-handed swords - The character gets +12 to attack rolls with the chosen weapon.
Heavy Hitter: The character deals +8 damage on all melee attacks.
Skilled: The character can choose an additional 3 Skills.


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

Weapon Focus - One handed swords. The character gets a +6 bonus on all attack rolls with a single weapon type.

Weapon Specialization - One handed swords The character deals an additional +4 damage with the selected weapon type.

Death from the Draw - The character can draw their weapon and swing with it in the same turn. When doing so, they get a +6 bonus to attack and damage rolls.

Grandmaster - The character gains a +2 bonus to attack and damage, and ignores ½ of the AV granted by their target's worn armor when wielding a weapon that they have Specialized in.

Knight (Passive) – The character gets a +2 bonus to AV, Dodge, all attacks rolls, and damage rolls for all melee attacks.

Spell Resistance (Passive) - The character ignores the first 10 points of damage that would be caused by any given Spell or Power even if that spell or power would ignore AV. They may also Dodge spells and powers that would normally automatically hit, though they take a -10 penalty to Dodge against such attacks.


Flaws:
Racial
Tainted Bloodline - Gains corruption 1.5 times faster then normal.

Mutated - Has 3 mutations

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

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.

Mutated - Has 3 mutations


Mutations: 6/12
Racial
Demon - Resistance to fire and force. Ignoring 5 damage of such attacks

Warped: The character has started becoming something other than completely human. Characters with this mutation cause any creatures that do not have this mutation to take an amount of corruption equal to 1/2 the pleasure that they deal.

Vestigial wings--> Wings - Demonic wings sprout from her back. Though they can not be used to fly, they can allow gliding. Character no longer takes fall damage.

Tail - Has a dark purple tail with a spade tip

Other
Night eyes - Can see in the dark as if it was day.

Pheromones: The character takes a -2 penalty to Stealth checks and friendly characters are more interested in sex with them.

Futanari - Changed from a male to a futanari. Has the equipment of both genders, also has breasts.
Inventory
25 denarii
2 Longswords - 2d6 + Body/2 each
One handed whip - Deal 1d8 + 1 + Body/2 damage
Leather Armour: AV = 5, EV = 1, TP = 30, DU = 3.
2 healing potions

Appearance, Personality, and Backstory

Appearance
Aurae stands 5' 4". Her hair is a dark bloody crimson and falls to the middle of her back. Her hair is generally kept in a ponytail and is almost always unkept and wild. Her face is unnaturally attractive and tends to draw peoples eyes, despite the often innocent look of her. Her eyes are a pale sky blue.

Her skin is very pale with a sparkling of freckles across her face and chest. Her body is lean and lightly toned from years of training. She has moderate sized breasts. She has a hourglass figure with wide curvy hips and small waist. The small dark lavender wings and long spade tipped tail reveals her unholy parentage. Her wingspan is currently 8' and allows her to glide, they are not yet strong or big enough to support flight.

She typically wears dark crimson armour with dark lavender inlays and is usually skin tight and formfitting for easy of movement.

She has a sweet smell to her like flowers, though something darker in the scent can often times inspire lust in those close to her.

Personality
She is quiet and reserved, usually only speaking when she needs to. She is not angered easily, but a few things can set her off without notice. Such things being slavery, rape, injustice and the harming of defenceless and innocent people. She is aspiring to be a force for good and a hero and will often rush to aid the weak or hurt even if it could be a trap. She is honourable to a fault and will keep her word no matter the risks or costs.

Since the changes brought on by her father she is shy and timid around men, and is often nervous around women when being part of their activities. Though she has no trouble trouble wearing revealing outfits, she does have an issue with dresses and skirts.

She is quite experienced when it comes to playing the man when it comes to sex as she was born male, however she has very little experience with men. Her succubus heritage makes her sensitive to another's touch and she usually caves and gives in to another beings advances if she can't escape or flee. She also gets a small amount of pleasure when raped despite her hatred for it and oft times gives in when pressed.

Backstory
Aurae was born Adam Willard and male. He was born to a female knight who had fallen victem to the advances of a demon in human guise. She quickly learned that the man she loved wasn't human and was infact a dangerous and evil creature, fearing retribution for her discovery she fled. After her child was born she found she didn't have the heart to abandon the boy and came to love him despite his origins and settled down at the borders of Badaria.

There she hid while raising the quickly growing boy and teaching him her codes and combat techinques. After a few years she let him wander more about and to the small local villages. It was not long before he was chased out of nearly every small farm or bar for sleeping with the wrong man's daughter. The angry fathers had no trouble tracking the boy, though they were not prepared for the skill of his mother. After throughly beating them his mother took him and moved further away into the wild.

They were able to avoid much of the invasion and went unnoticed. A few months later Adam was full grown and left with his mother to Acheron so that he might have a place were he was welcome and not hunted. There they bought a small little house in the slums with his mother finding a job as a body to local merchants and shops.

A year later while his mother was out one night, his father caught sight of her and followed her back home. The demon was quite surprised and quite jealous to see a strapping young half-demon lad living with her. One night while his ex was out guarding something the demon stole into the home when the mother and son lived. After a brief scuffle with the lad the demon beat the boy unconcious.

Adam awoke to find himself naked and bound within a dark glowing circle. The demon standing naked over him with a grin. The demon then shoved a phallic shaped gag into Adams mouth and then proceeded to exact what he thought was revenge on his ex's lover. He began to rape Adam whilst casting a ritual, changing the boy and mutating him further. When morning came the demon left the crying woman who had once been Adam bound on the floor, and fleeing before his ex returned.

After being found by his mother and explaining to her about what happened, and after a very long chat trying to prove his identity. His mother was shocked at the changes that had happened to Adam and explaained that the change was likely irreversablie. Forced to adapt he took on a female name and his mother began teaching him how to be a woman.

One day the demon arrived thinking to try and win back Adam's mother with the lad out of the picture. The demon was nearly hysterical with laughter when he found out the lad he had changed was his son. After a near death match with Adam now Aurae his mother stopped the fight and forced them both to be civil, knowing that it would be good for Aurae to know her father.

Aurae left home a few weeks later after being force to not kill her father and get to know him.

OoC Section: I am looking for a fun place to Rp. For fetishes I only dislike gore, watersports and scat.
 
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GargantuaBlarg

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Re: DG3 Character Sheets

I just realized I don't have a sheet on this page, so have this tentacle hobo.

Name: Saya
Sex: (Fem) Futa
Class: Succubutt
6XP for talents, Lustful, Soul Eater, 3 Succupowers
Race: Fullblood Demon
The immortal, immoral denizens of Hell itself. Like their closest counterpart in the mortal world, the fey, they are possessed of incredible power, and their appearances vary greatly from one individual to the next. All demons possess the ability to change their form drastically at will, and all full demons excel at whatever area they focus in.
Stat Adjustments: +8 Body, +8 Mind, + 8 Spirit
Racial Flaws: Sensitive, Mutated, Fetish (of the player’s choice,) Any one RP Flaw
Racial Mutations: Supernatural, Demon, Shapeshifter, Corruptive, Selective Fertility. All demons may optionally take Soul Eater.
Racial Talents: Full Blood Demons gain an additional racial Talent depending on their class. Warriors get Pain Resistant, Mages get Efficiency, Spirit Wielders get Greater Energy Pool and Succubi get Succubus Magic.
Taking the Mutated Flaw with a character of this race does not allow the character to take an additional Talent.

Primary Stats:
Body: 50
Mind: 22
Spirit: 10



Secondary Stats:
Hit Points (HP): 66
Pleasure to Orgasm (PP): 52
Spirit Energy (EP): 46
Speed: 22
Dodge: 41
Armor: 0
Resistance: 33 [Body]
Perception: 22
Stealth: 22
Grapple: 50
Spirit Ceiling: 9


Experience: 0
Corruption: Level 15, --/1600


Talents:
[RACE] Succubus Magic

Exceptional

Natural Spirit - Psion

Succubutt Magic

Fuck Me: The character deals an additional +12 pleasure whenever they are engaged in penetrative sex.

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

*Kama-Sutra: You are a very skilled sexual partner when you choose to be. Change the calculation for pleasure damage from foreplay to 3d6 + Body/3 and penetrative sex to 3d10 + Body/2.

Suck you Dry: The character deals an additional +12 pleasure whenever they perform any type of foreplay.

*Sexual Tyrannosaurus: Whenever the character causes another creature to orgasm or actives the Deny Release Succubus Power, they gain a +4 bonus to Resistance and a +6 bonus to PP damage dealt until the end of the encounter. Up to 5 instances of this bonus can be stacked at any given time.




Flaws:
[RACE] Sensitive - +5 PP taken.
[RACE] Mutated
[RACE] Fetish (Triple Penetration) - +8 PP taken when buttvagmouf
[RACE] *Idealistic (RP) : 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.

[SUCC] Lustful (RP) - SLUT.

Fetish (DVDA) - +8 PP taken when .

Fetish (Continuous orgasm) - +8 PP taken when making they cum every turn. AKA, ORGASM STUNLOCK. No Deny Release allowed, also.

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

*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.

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

(custom) Needs Glasses: The character takes a -12 penalty to their Perception stat regarding sight if they don't have their glasses.

Mutated x4


Mutations: YES/12
[RACE] Supernatural - You're magical! All dealt PP is also dealt as corruption.
[RACE] Demon - DR 5 against fire and force.
[RACE] Shapeshifter - You can change shape. Can acquire 1 level of any mutations. Can't hide special mutations.
[RACE] Corruptive - Can't be corrupted. Can deal corruption to Supernatural critters.
[RACE] Selective Fertility - Can apply Fertile and Infertile as you like.

[SUCC] Soul Eater - Don't regnerate EP beyond 1 - at 1, you're pretty hongry hombre and must bone something to acquire it's delicious EP. Loot 1/2 dealt PP as EP.

Appendage x4
Tentacles - counters group grappling unless the others have tentacles too. Can penetrate - taking pleasure and impregnating optional. Can multigrapple, too.

x2 Soft skin
(always has third instance shapeshifted)

x2 Whip-tongue
(always has third instance shapeshifted)

x2 Tight/Large
(always has the third instance shapeshifted, along with Snug/stretchy and odd textures)

*Potent: The character's orgasms are very messy--time to change the sheets. In addition, the character gets a +1 to impregnation rolls.

Futanari - girlcockkkk.

Vag-tongue - +2 to penetration.

*Glowy Fluids: Some or all the characters bodily fluids glows, and incur a -2 Stealth penalty when exposed (IE when aroused, bleeding). Fluids such as saliva, milk, semen, vaginal juices, blood.
1) *Grossly Incandescent Fluids: The glow from the characters fluids are so strong that it is equal to a small torch, and incur an additional -6 penalty to Stealth when exposed.

(Usual shapeshift+ list:
Potent
Breeder
Huge Breasts
Greater Vaginal Tongue
Odd textures
Slick
Pheromones
Overproductive
Doublecock
Lactation
The third level of Whiptongue, Softskin, Tight/large)

(Want: Delicious grey and darkhearts, so she can eat them to add on Lactation, Odd Skin, Armored Hide, and maybe Grossly Incandescent Fluids to her retarded list of things she doesn't have to shapeshift into)

[WARRIORS ONLY]
Skills:


[MAGES ONLY]
Base Casting: Mind/2
Favored Elements:
Magic Feats:


[SPIRIT USERS ONLY]
Wielder Aptitudes:
Powers:
PSION
Telepathy
Mind Worm
Empathy

[SUCCUBI ONLY]
Pleasure Damage:
Penetration = 2d8 + Body/3
Foreplay = 2d4 + Body/4
Succubus Powers:
Dazzling Beauty (Passive) : The character is perpetually the center of attention, and will always be looked upon with lust. All creatures able to see the character take a -10 penalty to their Perception stat when trying to perceive creatures other than the character, and whenever they deal Pleasure damage to a creature it is increased by +6.

Apparent Innocence (Passive) : The character is less likely to be attacked by hostile creatures. If in a group, the character will usually be the last one to be attacked unless they obviously display that they're the thread. If alone, creatures will not (usually) attempt to kill the character, and will instead attempt either to knock the character out or rape them. This has no effect on non-intelligent creatures or on PCs, and characters that display plainly that they are a threat will be treated as such. In addition, the character gains a +8 Resistance bonus when attempting to Charm a target.

Energetic Foreplay: While causing pleasure to a creature in a way that does not result in the character taking pleasure themselves, the character may pay X EP in order to deal an additional 2X Pleasure. The maximum value of X is 10; when performing foreplay the maximum value is increased by 1 for every partner brought to orgasm or each time deny release is activated but resets if this character goes more than 3 rounds without performing foreplay on another character.

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; when penetrated the maximum value is increased by 1 for every partner brought to orgasm or each time deny release is activated but resets as soon as this character is no longer penetrated in a hole other than their mouth.

Self-Control: The character can attempt to resist their orgasm. The character can only use this power when not resisting whatever pleasure they are receiving. They take pleasure as normal, and must win a Resistance check against a DC equal to the amount of pleasure exceeding their PP. Their PP is set to 0 at the end of the round if they win the check, and any pleasure they deal for that round is increased by 10. If they lose that check, they orgasm, and receive all of the penalties thereof. If a character would take multiple sources of pleasure, calculate them all at the end to determine the DC of the Resistance check.

Oil Up: The character uses a move action and oils their own skin (either by secreting it themselves or by some other fluff means). This oil causes the character to take a -10 penalty to attacks and attempts to put a target into a submission hold but gives the character a +10 bonus when attempting to free themselves from a grapple and causes characters coated in it to take +8 PP damage. The oil also halves resistance for the purposes of resisting pleasure and any damage caused by resisting pleasure is doubled. In addition, it doubles the maximum X value of rhythm and energetic foreplay. Any character who touches (i.e. grapples) a character currently affected by this oil is also covered in the oil and gains all of the bonuses and penalties listed above until the oil is removed. This oil lasts until the end of the encounter or until the character cleans themselves (spells such as Clean or other water producing spells and powers can work for this).


Inventory:
15 doshnarii

Tentacle-fu!

Knife!
(1h sword)

Walking stick/hobo pack!
(2h blunt weapon)

Chameleonskin cloak!
(Chameleonskin clothes)
+8 Stealth, 0 AV, EV = 0, TP = 25, DU = 2.

A sack, to put loot in.
Loot:
A sparkly rock
A big yellow feather
A neat pointy leaf (that has since dried up and powderified)
A trading card from Acheron's arena. Has a picture of Kherem or Oormi or someone on it, and is a little sticky.
Some village girl's panties
The bullet the village girl's dad put into Saya's back when she found them fucking.
The dad's underwear after she boned him too. Good times!
A blank book!
A pressed flower, in the blank book. Some lady showed her you could do that.
Cracked plate with a picture of a yellow duck on it.

Thick, wool traveller's blanket/towel/maybetent.


Bio/Description:
I guess?

Tentacle-monster monster-girl, touring the human world! It's so pretty, and the folks are fun to fuck. They get fucked up and a little crazy sometimes when she actually humps them, though, so instead she likes to link up brains and then brutally fuck herself, fuck yeah.

Things were blurry as fuck back in demontown, but then she got here and found out that glasses were a thing. After a buncha humping to afford a pair, she got some and now the pretty humieworld with it's blue sky and like trees and birds and shit are also clear and visible! She hugged the guy in response, which sorta broke his ribs, and then she rode him to make up for that, which broke his pelvis.

Wears a cloak and hood, but is otherwise naked under it, except for some sandals.

Tentacles sprout from her back in classic 'I'm not really sure how this works but that's where they come from' hentai fashion.


The OOC section:
BORING WALKING AND EXPLORING PUNCTUATED BY CRAZY SEX
 

Rathuris

Tentacle God
Joined
Jan 4, 2014
Messages
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Reputation score
8
Re: DG3 Character Sheets

My character for an adventure with Sprig.

Zarila Æmehla


Basic Stats
Class: Spirit Wielder (Dancer)
Race: Sidhe/Su-Ku-Ta half-breed
Sex: Male
Age: 28

Primary Stats:
Body: 18 (10 + 8)
Mind: 18 (10 + 6 +2)
Spirit: 40 (30 + 4 + 6)


Secondary Stats:
Hit Points (HP): 47
Pleasure to Orgasm (PP): 47
Spirit Energy (EP): 108
Speed: 21 (13 + 8)
Dodge: 48 (38 + 10)
Armor: 7 (1 if wearing her dancing outfit)
Resistance: 20
Perception: 20
Stealth: 11 (13 - 2)
Grapple: 18
Spirit Ceiling: 23 (21 + 2)
Experience: Starts at 0
Corruption: Also starts at 0

Combat Stats
Unarmed Attacks
To hit +44 (+40 + 4)
To Dameage 2d12 +25 (+20 +5)
May bite if in grapple for +6 damage

Pleasure Damage:
Penetration = 2d8 +19 (+13 +6)
Foreplay Oral = 2d4 +14 (+10 -4 +2 +6)
Non-Oral = 2d4 +18 (+10 +2 +6)

Other notes
Ignore the first 5 damage of cold and electricity
Take +8 bonus damage from iron and steel weapons
Takes an additional 5 PP damage whenever anything would cause them to take any.
Takes an additional 5 EP damage whenever anything would cause them to take any
Takes an additional +8 PP damage when it comes from Beasts, humans, or whilst wearing a collar

Talents:
Racial
Quick: Increase the character's Speed stat by 8

Class
Spirit Warrior: The character gains 2 + Spirit/20 Powers from the Spirit Warrior power list

Massive Energy Pool: The character gets +30 max EP

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

Skilled Wielder: The character gains a Wielder Aptitude and increases their Spirit Ceiling by 2.

Natural Succubus (Succubus magic) : Grants the character one Talent that they can only take from the Succubus Talents list. Cannot be chosen by succubi, and can only be take once.

Natural Warrior (Unarmed Fighter) : Grants the character one Talent that they can only take from the Warrior Talents 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.

Other
Spunky: The character uses Spirit instead of Body to determine how much PP they deal.

Greater Energy Pool: Grants the character an additional 20 max energy. +20 EP, in other words.

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

Flaws:
Racial
Mutated- 3 mutations

Fetish: Beasts +8 PP damage

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

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

Other
Fetish: Humans +8 PP damage

Fetish: Being collared +8 PP damage

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.

Mutations

Racial
Tail- Has a long fluffly and furry tail.

Funny Ears: Has a cute pair of cat ears.

Odd Skin: White fur covers his skin

Reverse Jointed Legs: Has digitigrade legs.

Fearsome Maw: The character has a mouth filled with Razor Sharp teeth. They deal -4 PP damage whenever they use their mouth during sex, but whenever they deal unarmed damage to creature that they are in a grapple with, they can choose to bite them. If they do, they deal an additional +6 damage.

Strange Face: Has a slightly pronounced muzzle, a small cat nose with long silky whiskers. Face looks cat like.

Whip-Tongue: Your character causes +2 PP damage during oral foreplay.

Night Eyes: Can see as well at night as during the day.

Claws: Claws sprout from the character's fingers, causing them to deal +2 damage with unarmed attacks but to take a -2 penalty on attack rolls with weapons.

Natural Attack: Hisr unarmed attacks deal 2d12 + Spirit/2 damage.

Shapeshifter: 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

Ironbane: The character cannot wield weapons that are made out of iron or steel, but this only actually restricts them from using guns. In addition, they take +8 damage from any weapons made from iron or steel.

Warped: The character has started becoming something other than completely human. Characters with this mutation cause any creatures that do not have this mutation to take an amount of corruption equal to 1/2 the pleasure that they deal. Racial Mutations and other Special Mutations do not count toward getting this.

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.

Other
Greater Claws: The character's claws grow even larger and more dangerous. Increase the unarmed damage bonus to +5, but the penalty to attack rolls with Weapons increases to -5.

Soft-Skin: Your character causes +2 PP during non-oral foreplay

Pheromones: The character takes a -2 penalty to Stealth checks and friendly characters are more interested in sex with them.

Wielder Aptitudes
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.

Harmful Spirit: For any Spirit Powers that deal damage, the damage rolls for those powers have their minimum value set to 1/2 the max roll of the dice.

True Inner Strength: For 3 additional EP on activation, Battle Aura grants a temporary HP pool of 3X when first activated, and a character with this Aptitude becomes immune to sneak attacks while Battle Aura is active. Instant Transmission and Flight cost 2 less EP to activate, Instant Transmission may be used as a move action for double the cost, and Flight's upkeep cost is removed. When activating Energy Blade, the character may choose to pick any warrior skills from the Heavy Weapons Specialist, Unarmed, Duelist, or Two Weapon Fighting trees for an additional 2 EP activation cost and 1 EP upkeep cost per skill chosen and can use them as if they possessed them normally until energy blade is deactivated. Explosion, Energy Blast, and Energy Wave now ignore 1/2 of any AV or resistances that would affect their damage and gain a +10 bonus to Resistance checks made to determine whether or not they would be reflected, avoided, or countered.
Powers
Necromancy
Life Leech
Animate
Devour Magic
Nightmarish Image

Spirit Warrior
Instant Transmission
Energy Blast
Energy Wave
Explosion

Succubus Powers
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.

Dazzling Beauty (Passive) : The character is perpetually the center of attention, and will always be looked upon with lust. All creatures able to see the character take a -10 penalty to their Perception stat when trying to perceive creatures other than the character, and whenever they deal Pleasure damage to a creature it is increased by +6.

Siren Song: The character can, at any time, cause all creatures able to hear them focus solely on them. Each time this is used a Resistance check is made against the character if the affected creatures wish to try to ignore the effect. Each failed check causes affected characters to gain a +4 bonus (cumulative) to the next Resistance check; succeeding resets the bonus but doesn't remove already accumulated effects. If affected characters fail a first check they take a -10 Perception penalty for the purposes of opposing enemy stealth checks made by creatures other than the character using this power. Characters with the -10 Perception penalty who fail another check caused by Siren Song become Stunned. Characters who have been Stunned by Siren Song who fail a check become Charmed. Using this ability takes up the character's turn, and if the character stops using this ability for more than one round then all effects caused by it end. A character may use this ability as a move action, but if they do it cannot cause additional Resistance checks or provide additional penalties beyond maintaining the affected creature's attention on the character.

Items and Gear
Inventory
Battlemage's Robes: AV = 7, EV = 0, TP = 25, DU = 1
x2 Energy Potion: Restore up to 50 EP
x2 Healing Potion: Restore up to 50 HP
A revealing cotton dress. Light blue with white flowers down one side.: AV = 1, EV = 0, TP = 25, DU = 2
x4 Trail rations
Backpack
Water skin
bedroll
Comb
10 denarii

Description

Picture. Ecept with gold eyes.


Zarila stands 5'2" and surprisingly weighs 180 pounds. He is covered in fluffy and soft snow white fur from head to toe, it is only an inch long everywhere but his face, where it is a few cms. He has a long white mane that is often tied into a braid that falls down to his bum, and is usually drapped over his shoulder and hanging down his front. He has small cat ears, with an unusal amount of fuzzy fur on them. His face is unnaturally pretty, and is very feminine. His face has a slight muzzle, a cute cat nose and long silky whiskers. His eyes are a bright gold and are slitted like a cat's. His teeth are sharp and pointed, with his two canines being slightly longer.

His body is lithe and well trimmed, with a small waist and large hips. He has a pair of slightly larger then average breasts. His bottom is bigger then average and has a cute heart shape to it. His fingers end in neatly trimmed and painted white claws. From above his bottom a long bushy white tail spourts. It is roughly 4 feet long and is well groomed. His legs are reverse jointed and end in smal cat paws, with small harmless claws.

He also gives off a sweet flowery smell, which seems to cause excitement in those close enough to smell him.


Personality

His mannerisms are often feminine. His voice is light and alluring, and sounds more suited on a female singer. He is often happy and cheerful. He is quick to make friends and can be quite naive when it comes to trust. He rarely gets angry, but when he does, he tends to hide and sulk then express it. He will often hum or sing to himself when he is happy.

He enjoys wearing pretty things and loves getting dressed up for events or social get togethers. He always ensures his fur is well groomed, and gets quickly depressed if his clothes and fur get dirty or messy. Giving him something pretty and/or shiny will guarantee a friend for life. He also absolutely loves lazying and relaxing in a soapy bubble filled tub.

Background
Zarila Æmehla was born in small village in the Anudor desert many years before the war. His mother was an enslaved Sidhe, and his father was an unknown Su-Ku-Ta male. As he grew up, he was taught how to sing and dance, so that he might partake of the shows his mother was in. As his talent grew, his master began to take his two slave around the world, performing for nobles and commoners alike, using his two unnaturaly beautiful slaves to earn him money. When he grew into adulthood, he was forced to join his mother in their master other business, as a pleasure slave.

His mother taught him how to use special powers in secret, hoping one day that he might free himself. And his chance came when strange grey skinned and tentacled monsters fell from the sky. In the confusion of the attack he was seperated from his mother and master, and could not search without being enslaved by the aliens. So he ran and escaped.

A few years later, he now travels the land, singing and dancing to the crowds for coin.
[/spoiler]

OOC Section
I am fine with anything, except scat, gore, and watersports
 
Last edited:

Sprig

Mystic Girl
Joined
Feb 25, 2014
Messages
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Reputation score
1
Re: DG3 Character Sheets

Name: Hecro Fangwing
Class: Warrior
Race: Human
Sex: Male

Basic stats
Body: 28 (26+2)
Mind: 20 (14+6)
Spirit: 10

Hit Points (HP): 93
Pleasure to Orgasm (PP): 39
Spirit Energy (EP): 34
Speed: 16
Dodge: 45 (29 +10 + 6)
Armor: 18 (16+2)
Resistance: 14
Perception: 16
Stealth: 1 (16 -15)
Grapple: 28
Spirit Ceiling: 3 (7 -4)


Experience: 0
Corruption: 0

Combat stats
Unarmed
To hit +46 (+28 + 12 +6)
Base Damage: 1d8 + 33 (14 + 6 +8 +2 +3)

Base Casting: d20 +3 (10 -7)

Foreplay deals 2d4 +7 PP damage.
Penetrative sex deals 2d8 +9 PP damage.

Talents, flaws, mutations, and Skills.
Talents:
Skilled: The character can choose an additional 3 Skills.
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.
Skill with Unarmed: The character gets +12 to attack rolls with the chosen weapon.
Heavy Hitter: The character deals +8 damage on all melee attacks.
Resilient: Grants the character an additional 30 max hit points. +30 HP, in other words.
Healthy: Grants the character an additional 20 max hit points. +20 HP, in other words.
Exceptional: The character gets an additional 8 points to spend among stats.
Quick: Increase the character's Speed stat by 8.
Natural Mage (Focus in body)

Flaws:
Fertile: The character is more likely to become pregnant, or to impregnate their partner. Mechanically, rolls of 2 or more now indicate success.
Weakness (Futas):Whenever the character encounters the thing that they are weak against in combat, the GM rolls 1d4, and on a roll of 1 the character loses their turn.
Weakness (Large breasts):Same as above.
Phobia (Spiders) (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.

Mutations:

None

Skills:
Terrify (Passive) - Whenever the character kills an enemy, all other enemies within 30 feet that have line of sight must make a Resistance check vs a set DC or be unable to attack the character that round. Failing three of these checks in a single combat generally causes a creature to either retreat or surrender. The DC for this check is equal to the damage dealt on the killing blow divided by 10, and then multiplied by the tier of the monster. (Damage/10)

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

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

Weapon Specialization (Passive) – The character deals an additional +4 damage with the selected weapon type. (Unarmed)

Sturdy (Passive) – The character gets a +12 bonus to any Resistance checks made against attempts to move them, or to give them the Stunned or Prone statuses. They also gain a +2 bonus to AV.

Skirmisher (Passive) - The character gains a +10 bonus to Dodge and a +4 bonus to attack rolls so long as they've moved at least 10 feet this round, and may move their full Speed while using Defensive Fighting or Full Defense. Requires Quick.

Base Casting: d20 +3 (10 - 7)
Favored Elements: Body
Magic Feats: None

Powers and Magic
Body
Touch (2d6 + Mind/5)
Bolt (2d4 + Mind/6)
Cone/Ball (1d6 + 1 + Mind/8)
Emanation/Line (1d8 + Mind/8)
Buff (Mind/6, spell level - 2 EP upkeep)
Trap (+1 Level for damage, cannot be used in combat)
Summon (Body = 10)

Level 1

Diagnose (Utility) [Highlight injuries and abnormalities, such as debris in wounds or poison, with a magical light.]
Eavesdrop (Utility) [Allows the character to hear in detail any sound originating within 200 feet of their position. Does not augment the character’s Perception stat.]
Megaphone (Utility) [Amplifies the characters voice, allowing them to be heard at a greater distance.]
Healing Touch, Least (Touch, Healing) [None]
Strength, Least (Buff) [May increase Body, Perception, or Speed]

Level 2

Anesthesia (Utility) [Knock a willing subject unconscious.]
Healing Touch, Lesser (Touch, Healing) [None]
Lesser Restoration (Utility) [Removes the Blinded and Stunned status effects from the target.]
Strength, Lesser (Buff) [May increase Body, Perception, or Speed]
Healing Bolt (Bolt, Healing) [None]

Level 3

Stabilize (Utility) [Force a subject to remain alive despite lethal wounds, barring things like decapitation or complete dismemberment, allowing for healing magics to possibly save them.]
Healing Touch (Touch, Healing) [None]
Strength (Buff) [May increase Body, Perception, or Speed]
Restoration (Utility) [Removes the Horny, Paralyzed and/or Charmed status effects from the target in addition to those removed by Lesser Restoration.]
Bone Snap (Bolt) [None]

Level 4

Healing Touch, Greater (Touch, Healing) [None]
Strength, Greater (Buff) [May increase Body, Perception, or Speed]
Bone Grinder (Bolt) [None]
Greater Restoration (Utility) [Removes any negative status effects from the target.]

Level 5

Healing Touch, Greatest (Touch, Healing) [None]
Strength, Greatest (Buff) [May increase Body, Perception, or Speed]
Regenerative Aura (Emanation, Healing) [None]
Body's Betrayal (Bolt) [None]

Inventory:
Tribal Knuckledusters: +3 to unarmed damage.
Buckler: DB = 6. EV = 0.
Splint Mail: AV = 16, EV = 8, TP = 50, DU = 6.
50 denarii within a pouch on his person.
Nomad tribal clothes - Allowing to keep cool through the desert and covers the majority of his body. Including his features, but allowing him to breathe regardless. (Colour matching the sands themselves.)
2x week worth of rations.
One backpack.
2x Waterskins.
Bone ocarina from his tribe.

Bio/Description:
Description:Hecro Fangwing stands at 6'10". And weights just a little over 220 pounds. His skin is naturally tanned, a combination of heritage and his time in the desert toning his skin. His features are fairly fair, cheekbones slightly higher than normal and eyes narrow. Giving some the impression that he has a little kitsune or vampire blood through his bloodline. His hair is a golden blond, a silky texture that curls down his head in a shirt cut. Dark green eyes shimmering like jewels in their narrow frames.

Like the rest of his clan his form is rather lithe, but the strength in his body is easily seen. Broad shoulders and muscles visibly showing more of themselves when he tenses up. But despite this he hasn't got anything like a 'bulky' or 'bodybuilder' physic.

The most noticeable features on his body is the scars littering his arms. The majority of the wounds seeming to have come from claws and blades, but odd scar seem jagged or from a set of fangs.

Personality: At first he appears to be a rather hard faced and unreadable person. Speaking plainly and quietly to those he hasn't got the time to know. But in truth that is just a front he wears to test the people he had yet to know. His features slowly altering in little ways the more he speaks with them.

Lips turning up into a small smile to show like and comfort around the person, a hint of red dashing against his cheeks to show embarrassment, and said lips turning down in the same manner to show his displeasure.

Despite the slight lack of expression on his face usually, that doesn't mean he is a untalkative. In fact, its quite the opposite. Should something catch his interest or he feels to need to speak with another, his words just seem to flow out.
Background:
He is a pure Anudorian, as far as he knows of anyway. Coming from the lands of Anudor desert he's used to a rather harsh environment and had stayed alive for that long thanks to that.

He grew up in a clan, one of the many that was scattered across the desert. But he was not born into it, they had actually found his mother deep into her pregnancy within the desert. And cared for her like one of their own through it. Unfortunately she had not survived her pregnancy, despite the witch doctor of the clan doing all she could for her. But failing.

The doctor had decided to take him in, raising him and giving him some knowledge over any form of magics that may of interested him...And he had grown with his interest forming in the body. Training himself with the clans fighters in hand to hand combat. And doing all he could to learn the magics that could asssit him and allow him to help others of his clan.

Despite the harsh studies and training he put himself into, he still took the time to enjoy himself. Taking up a musical instrument and playing it with his clan whenever a festival or any time of celebration should be had. Which was usually at least once a week. Enjoying the food, the drinks, the view of the dancers. The music, the scents, all of it. Relaxing with a soft smile and singing along whenever something like that takes place.

Currently hes on a journey of self discovery. Heading out to see the world and try to find a bigger purpose for himself. And just to see the world.


The OOC section:
I'm up for anything. But gore, scat and watersports. I've recently gained an interest in futas as they're new to me. But I'd like to be surprised as well, so surprise me ^^.
 
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