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Keylo

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Re: Character Sheets.

Rolls: 30, 30, 21



Name: Aegis
Class: Archer (Long bow)
Race: Elf
Alignment: Good

Level: 3
Fatigue Points: 30 + 16.25 = 46.25 = 46
Action Points: 24 + 5 = 29
Pleasure Points: 15
Armor Count: 39/2 = 19.5 = 20
Corruption/Broke Points: 0
Magic Points: 60


Red Stats: 30
Strength: 8 + 5 = 13 + 6 = 19
Dexterity: 15 + 10 + 2 + 5 = 32 + 5 = 37 + 9 = 46
Stamina: 7 + 5 = 12 + 3 = 15

Green Stats: 30
Speed: 10 +5 = 15 + 4 = 19
Finesse: 10 + 5 + 5 = 20
Senses: 10 + 5 = 15 +5 = 20

Blue Stats: 21
Will Power: 7 +5 = 12 + 3 = 15
Intelligence: 7 +5 =12 + 3 = 15
Depth: 7 + 5 = 12 + 3 = 15

Orange Stats
Charisma: 35/4 = 8.75 = 9
Aptitude:61/4 = 15.25 = 15
Mind: 30/4 = 7.5 = 8
Presence:35/4 = 8.75 = 9
Mentality: 23/2 = 11.5 = 12
Command: 48/6 = 8

Ascension: 0/200

Experience til next level: 13
Spendable Experience Points: 0
Aptitude: Longbow (Level 1)(84/100)
Mind: Life (Level 1)(0/200)
Technology Points: 0/300

ABILITIES:

Elves: Elves are known for their incredible long range skills. While not too many exist in all the Dimensions, some have been known to become Marines. Because of their dainty frame, they make their opponent orgasm faster.
+10 to Dexterity
+5 to Finesse
+5 to opponent’s orgasm.
+2 to pregnancy rolls.

Short Bows Short Bows specialize in the Heroine taking cover behind anything – including a Willing Tank!
Level 1: DUCK!: The Heroine immediately takes cover. Adds +5 to cover, 6 AP.
Level 3: Power Strike: Pulling the string to the breaking point,t he Heroine fires into her opponent. D20 damage, 25% knockdown, 10 AP.
Level 5: Better Duck!: Adds +10 to your cover score.
Level 7: Glance: The Heroine gets +3 to all attack rolls.
Level 9: Quick Shots: Adds another 10 to the Cover skill.
Level 11: Photographic Memory: Adds +5 to all attack rolls; overrides Glance.
Level13: Ricochet: The Heroine bounces an arrow off an object, overriding another Enemy’s cover. Ignores cover, 30 AP.
Level 15: Overhead Shot: Adds another 10 to the cover skill.

Long Bows Heroines who use Long Bows are perfect for taking the enemy out from afar.
Level 1: Eage Eye: Allows the Heroine to spot any enemy at least d40(minimum 20) feet away. 50% chance the Heroine(s) are seen also.
Level 3: Careful Shot: The Heroine forfeits a turn, gaining +20 to-hit, +10 damage. 10 AP.
Level 5: Light Touch: The Heroine barely needs to touch the bowstring to let an arrow fly. Regular attacks cost half AP.
Level 7: Volley: If the Heroine has not been spotted yet, she can fire an arrow at each enemy. 6 AP per enemy, -5 to-hit for every bad guy.
Level 9: Warning Shot: If a Heroine has been noticed, she can put an arrow at the foot of her opponent, making them run off. 45% chance of success on Humanoids, 35% chance of success on animals, 15% chance on PCs.
Level 11: Maim: The Heroine aims for a leg, hoping to slow down an opponent. D10 damage, 20 AP. 2 turns to move 5 feet; cannot chase after heroine.
Level 13: Calm Demeanor: So calm, nothing bothers her. +10 to-hit.
Level 15: One-Hit-Kill: BOOM! HEADSHOT! d(enemy HP)+10, 40 AP, 5% one-hit kill.

SPELLS:
Element: Life
Direct Level 1: Gentle Touch: A calm touch filled with magic never hurt anyone. Restores d20 FP + User’s level, 10 MP.

World Only Level 1: Heal Corruption: The Heroine uses her magic to try and turn either herself or an ally away from becoming a slave to lust. Heals d30 CP, costs 3 MP per Corruption point healed. Heroine starts the next battle with that much MP missing.


ADVANTAGES:

Calm: The Heroine gains +2 Dexterity points when first taken, gaining +1 for every level.

Disadvantages:


Small Frame: When you’re in a hold, you’re screwed… literally! -5 to all rolls involving a grapple break.

ITEMS:

Stick and String (Longbow): d8 damage, -4 to hit. Special: Pointy: Bow can be used to stab at enemies close enough (strength roll). Starts with 50 Ammo of your choice
Medium Armor: Kevlar Laced Clothing: *Creator’s Note: Because I’m too lazy to come up with something cooler… +6 AC, 35 AHP. Fighter, Archer, Mage.
 
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Pale

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Re: Character Sheets.

Character Sheet


Name : Maskala Ke'Ka'Somen
Class : Mage
Race : Dragonkin
Alignment : Evil

<< Bio and Desc



FP = 47
AP = 23
AC = 14+6 = 20
MP = 108
PP = 20

Corruption Points = 0

Red Stats = 21 + 10 = 31

Strength: 12+5 = 14
Dexterity: 7+5 = 12
Stamina: 15+5 = 14

Green Stats = 27

Speed: 9+5 = 14
Finesse: 9+5 = 14
Senses: 9+5 = 14

Blue Stats = 28

Will Power:15+5=20
Intelligence:10+5+10+2 = 27
Depth: 3+5 = 8

Orange Stats

Charisma: 10
Aptitude: 10
Mind: 12
Presence: 6
Mentality: 16
Command: 7

Experience til next level: (10*Level)
Spendable Experience Points: 2
Aptitude: (Style)(Level)(AXP(100*Next Level)
Mind: (Element)(Level)(MXP(100*Next Level)
Technology Points: 0/300.
Ascension: 0/200

Racial Bonuses:
+10 Red Stats
+10 INT
1d5 Children
Heat
+50% Corruption


Advantages:
Gifted: Two Elements.
Witty: The Heroine gains +2 Intelligence points when first taken, gaining +1 for every level.
Skilled : The Heroine can take up to two more styles.

Disadvantages:
Secret Fetish: The Heroine chooses a very specific fetish, hoping no one finds out… +30 to all PP damage if fetish is discovered, even by accident. Adds +7 EXP.
A Small Itch : +2 Corruption
Devoured : +7 Corruption

Abilities:

Styles

Staves: These aren’t the strange little substitute for wands that most Mages use; these are the real deal.
Level 1: Sweep: The Heroine swings her staff in a circle, knocking opponents off their feet. D12 damage, 75% knock down, 6 AP.
Level 3: Solid Strike: The Heroine charges up her swing, hitting her opponent so hard, she sends them back a few feet. D15 damage, knockback 5 feet, 8 AP.
Level 5: Jab: A quick, straight jab with the end of her staff, which can sometimes stun an opponent. D6 damage, 55% stun for 2 rounds, 12 AP.
Level 7: Upwards Swing: Spinning her staff, the Heroine attempts to knock an opponent into the air. D12 damage + 4 (for hitting the ground), 35% knock down. 20 AP.
Level 9: Mighty Swing: The Heroine lines up a swing, hoping to take out three or more opponents! D20 damage, 60% knockback, Heroine hits the enemies that are to her top left, in front of her, and top right; 20 AP.
Special: If there are opponents behind the three she strikes, they take half damage from their allies falling back.
Level 11: Multi Strike: When surrounded, the best thing to do is just keep swingin’. The heroine can strike any opponent within range once; every opponent costs 10AP.
Level 13: Heavy Swings: Every attack the Heroine makes is empowered with heavy strikes. +10 to all damage, except special abilities (Multi Strike is the only exception).
Level 15: Shattering Blow: The Heroine swings her staff as hard as possible at an arm, hoping to break her opponent – literally! 85% chance to break an opponent’s arm, which means no weapon usage; If a PC, the heroine must be healed before she can pick up a weapon again, or wait 3 movement turns. 30AP.


Potions: The best way to beat your enemy is to make them your friend… Then stab them in the back!
Level 1: Smash: Clubbing someone over the head with one of these always works. D12 damage, 6 AP. Can be used in grapples.
Level 3: Confusion Cloud: A 65% chance to confuse any enemies within a 10 foot radius. Enemies stay confused for d10 rounds (minimum five); 20 AP.
Level 5: Posion Cloud: Deals d6 damage for five rounds in a 5 foot radius, 12 AP.
Level 7: Hormone Cloud: A 50% chance to make your opponents horny in a five foot radius. 30 AP.
Special: If all opponents are affected, the Heroine(s) can run from the battle and receive full EXP.
Levl 9: Mix and Match: A random potion is chosen, with a 25% chance for a ‘dud’ batch. Costs only 2 AP.
Level 11: Futa Potion: Who needs the Love Element with this?! 1 Movement turn to make, casts the futa spell when drank. Lasts on battle/encounter.
Level 13: Acid: A corrosive material that can melt through armor. D(AHP), 30 AP.
Level 15: Deep Sleep: The Heroine drinks this potion and falls asleep, taking only 25% of corruption for the battle, or she can /try/ to pour it down an enemy’s gullet. She must be grappling/grappled to do this, however. The Heroine wakes up with 1 AP, 1 FP, and 1 MP.


Shortsword A small sword perfect for parrying and dodging. +5 to parry.
Level 1: Stab: A quick, powerful stab that pierces through armor. D20 damage, 20 AP.
Level 5: Parry: At every level of aptitude after 5, the Heroine gets another _5 to parry. Parry leaves her opponent(s) with a -20 to Initiative.
Level 9: Dualwield: The Heroine gets the ability to go insane with two swords. Strength required: Small: 10, Medium: 20, Large: 35.
Level 13: Retaliate: The Heroine chooses an action to be taken after a parry, immediately harming her opponents (AP willing).
Level 15: Finish: After a successful parry, the Heroine attempts to one-hit her opponents. D(Enemy’s HP), 20 AP.


Elements

Element : Fire

Spell: Burn It Down: As the Heroine steps into a new tile, she can light it on Fire. All enemies – including PCs – start at Half FP, AP and MP for the battle. For the rest of the Dimension, all characters (Fire Element exception) lose AP at double the rate. 120 MP.


Direct

Level 1: You’ve seen enough descriptions to know what Fireball is. D12 Damage, 6 MP.
Level 2: Flamethrower: A continuous stream of fire to light an opponent up. D10 damage over d7 rounds, 10 MP.
Level 3: Torch: The Heroine’s hands burst into flames. Adds d6 damage to Unarmed attacks, 6 MP.
Level 4: Ring of Fire: One enemy is held in place for d3 rounds, suffering all the way! D8 damage, 12 MP.
Level 5: Fire Breath: A quick breath of fire never hurt no one, right? D10 damage, d5 over 5 rounds; 20 MP. Special: Adds +20 to escape grapples.


Area of Effect:

Level 1: Rain of Fire: An attack that puts a 10 foot square in fiery rain! D12 damage, 20 MP, 5 rounds.
Level 2: Fire Blast: Fire radiates out around the Heroine, hurting everything around her. D20 damage, 25 MP.
Level 3: Ignite: The Heroine tries to get her opponents to light up like matches. 45% chance for d40 damage over 10 rounds, 60 MP per target. Special: A water Element can easily put out an Ally.
Level 4: Multiple Rings: Using this spell, the Heroine can get multiple Rings of Fire. D8 Damage, 12 MP.
Rules: The ring jumps from one opponent to the next opponent, who must be within 15 feet. If the spell misses, the fire stops jumping, or if the Heroine runs out of MP.
Level 5: Fire Storm: A combination of Fire Blast, Rain, and Fireball, this spell is as deadly as it looks. D60 damage, d10 rounds, 50 MP per round. The Heroine cannot move or attack while using this spell.



Element : Ice

Spell: Flash Freeze: A spell that makes it snow all over the world, making it harder for all Nagas and opposing Elements to operate. -5 to all stats in the next battle for Nagas + opposing Elements, costs 200 MP.

Direct

Level 1: Ice Blast: Summoning her energy, the Heroine forms a chunk of ice and sends it flying at an opponent. D12 damage, 8 MP.
Level 2: Freezing Breath: A very minor attack that is more for a distraction than anything else. D4 damage, 10 MP; +30 to next escape grapple attempt.
Level 3: Cold Body: With how cold the Heroine’s body is, it’s nearly impossible to derive pleasure from having sex with her. -6 to PP damage when active; 20 MP per round.
Level 4: Icicle: Because I started to run out of spells. Deals d20 piercing damage, 25 MP.
Level 5: Shard: Shards of Ice rip into opponents, doing massive damage and bleeding the enemies. D40 damage, d15 damage over 3 rounds, 40 MP


Area of Effect

Level 1: Slick: An Ice patch that sends enemies falling onto their backs. 85% chance knockdown; d8 damage, 10 MP. Slick stays for d10 rounds; spreads out 10 feet from affected area.
Level 2: Spikes: Small spikes appear on the ice, damaging the opponents even if they don’t fall.
D8 damage (walking), d20 damage (if falling); 16 MP instead of 10.
Level 3: Futa Ice: Sure, it looks funny, but falling on it is actually kinda fun… Deals d20 PP only if opponent falls on the ice ‘penis’.
Level 4: Hail: Hail comes flying down from the sky, sometimes the size of softballs, sometimes the size of peas – but they still hurt like hell. D30 damage in a 10 foot area, d6 rounds, 50 MP; increases Slick’s chance of Knockdown by 10%.
Level 5: Increased Slick: All spells that involve Slick do double damage, but cost double MP. Slick now has a 95% chance for knockdown.


Equipment

Weapon : My First Bo Staff: d4 damage, -2 to-hit, 15% chance for 1 round stun.
Armour: Medium Armor: Kevlar Laced Clothing: *Creator’s Note: Because I’m too lazy to come up with something cooler… +6 AC, 35 AHP. Fighter, Archer, Mage.
 
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BurningGold

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Re: Character Sheets.

( Still editing profile. )

Name: Navi.
Class: Fighter.
Race: Human.
Alignment: Good.

Fatigue Points: 65.
Action Points: 22
Pleasure Points: 12
Armor Class: 13
Magic Points: 40
Corruption/Broke Points: 0

Red Stats

Total points: 29
Strength:13
Dexterity:11
Stamina: 15


Green Stats

Total points: 27
Speed: 14
Finesse:13
Senses:10


Blue Stats

Will Power: 9
Intelligence: 10
Depth:6


Orange Stats

Charisma: 6
Aptitude: ( short swords) 8
Mind: 5
Presence: 4
Mentality: 10
Command: 6

Ascension: 0/200

Experience til next level: (10*Level)
Spendable Experience Points:
Aptitude: (Style)(Level)(AXP(100*Next Level)
Mind: (Element)(Level)(MXP(100*Next Level)
Technology Points: 0/300

ABILITIES: Short Swords.

Level 1: Stab: A quick, powerful stab that pierces through armor. D20 damage, 20 AP.

SPELLS:
Element: Psychic: This Element is really both Telekinesis and Psychic Abilities, but is only called ‘Psychic’ – you know, to keep it simple. Spell: Mass Hypnosis: All other teams fall asleep for one world turn. Costs 120 MP.
Spell2
Spell3…
AoE1
AoE2…

ADVANTAGES:
Hard Hitter!: +5 to damage
Easy Target: +5 to-hit
Active: +2 Strength points when first taken, gaining +1 for every level.

Disadvantages:
Soft Will: Magic deals +5 damage
Gang Bang: -5 when outnumbered
Fertile: Whether it be hormones or just bad luck, the Heroine seems more fertile than others… +2 to pregnancy rolls. Can be taken 3 times.

ITEMS:
Used Short Sword: d4 damage, -8 to-hit.(Equipped)
Medium Armor: Kevlar Laced Clothing: +6 AC, 35 AHP. Fighter, Archer, Mage.
 
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24FM

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Re: Character Sheets.

http ://invisiblecastle/roller/view/2285216

Name:Makoto
Class:Martial Artist
Race:Human
Alignment:Neutral
Fatigue Points:10(2)+(33)/4=20+8=28 (rounded down )
Action Points:13+5(22/4)=18+6=24 (rounded up )
Pleasure Points:10+ 10/2=10
Corruption/Broke Points:0
AC =13+22/2 35/2=18 (rounded up ) BASE AC +2 =20 (baggy clothing)
Mana = 9*4=36
Red Stats(24)
Strength:5-15-2=22
Dexterity:5-6 =11
Stamina:3-5=8+2=10
Green Stats(26)
Speed:5-6=11+2=13
Finesse:5-15-2=22
Senses:5-5=10
Blue Stats(19)
Will Power:5-5=10
Intelligence:4-5=9
Depth:5-10=15
OrangeStats
Charisma:8
Aptitude:8+22/4=8xp Unarmed style
Mind:10+9/4=5
Presence:10+15/4=6
Mentality:5+10/2 = 8 (rounded up)
Command:22+22+8/6= 52/6=9

Advantage: +10 to Unarmed damage. 2 attacks per round and half AP spent
Disadvantage: Actions require full AP, -20 to rolls when penetrated, one action per round. When grappled, all break rolls suffer a penalty of -10

Psychic:This Element is really both Telekinesis and Psychic Abilities, but is only called ?Psychic? ? you know, to keep it simple. Spell: Mass Hypnosis: All other teams fall asleep for one world turn. Costs 120 MP.
Level 1: Lift: The most basic spell in Telekinesis, the Heroine forces energy from her body and lifts up an object normally too heavy to lift. Causes knockdown on opponentslu (100% chance), costs 20 MP.
PsychicLevel 1: Probe: At most, you can cause a headache in an opponent. Deals d10 damage, costs 5 MP.
Level 2: Sense Motive: Unsure of an ally or even a new acquaintance?s real motive? Costs 20 MP.

Level 1: Flying Round-House: A spinning kick, aimed directly at the head. D12 damage, 25% for one round, 6 AP.
Level 1: Arm Twist: Simple, and somewhat effective. D4 damage per round, 4 AP to activate.


Items= Light Armor:Baggy Clothing: +2 AC, 15 A(rmour)HP. Ninjas, Alchemists, Martial Artists.


Advantages
Every Advantage can give you a hand in battle, or even make it harder for enemies to defeat you. Each Advantage costs 5 EXP unless otherwise stated.
Active: The Heroine gains +2 Strength points when first taken, gaining +1 for every level.
Smooth: The Heroine gains +2 Finesse points when first taken, gaining +1 for every level.
Fit: gains +2 speed,gaining +1 for every level
Endure gains +2 stamina,gaining +1 for every level
Disadvantage
Every Heroine has a weak point (or twenty) ? and some monsters know how to identify them and exploit them. Disadvantages give you +3 EXP to spend on anything you wish.
Sensitive: As soon as sex starts, you find yourself fighting to not give in. +5 to all opposing pleasure rolls.
Secret Fetish(2): The Heroine chooses a very specific fetish, hoping no one finds out? +30 to all PP damage if fetish is discovered, even by accident. Adds +7 EXP.
Fertile=+2 to pregnancy
 

TentanariX

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Re: Character Sheets.

Name: Kurohasu
Class: Ninja
Race:Human
Alignment:Neutral

Fatigue Points: 20+5=25
Action Points: 18+2=20
Pleasure Points: 8
Corruption/Broke Points:

Armor Count: 12
MP: 48

Red Stats
Strength: 3+5=8
Dexterity: 6+5=11
Stamina: 5+5=10
Green Stats
Speed: 8+5=13
Finesse: 6+5=11
Senses: 8+5=13
Blue Stats
Will Power: 2+5=7
Intelligence: 7+5=12
Depth: 1+5=6

Orange Stats
Charisma: 5
Aptitude: 5
Mind: 4
Presence: 4
Mentality: 7
Command: 6

Ascension: 0/200

Experience til next level: (10*Level)
Spendable Experience Points:
Aptitude: (Thrown,Scrolls)(1)(AXP(100*Next Level)
Mind: (Death)(1)(MXP(100*Next Level)
Technology Points: 0/300

ABILITIES:
Level 1 Puncture
Deathly Cold 200MP
SPELLS:
Element: Death
Vampires Kiss: 10 MP
ADVANTAGES:
Fit
Disadvantages:
Gangbanging and creampies/Bukake

ITEMS:
Needles: d2 damage, -2 to-hit. Start with 50.
Thick Pins: d8 damage, -12 to-hit. 25 to start with.

 
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TentanariX

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Re: Character Sheets.

Name: Shizuka
Class: Martial Artist
Race: Dragonkin
Alignment: Good

Fatigue Points: 33
Action Points: 24
Pleasure Points: 13
Corruption/Broke Points:

Red Stats
Strength: 6+5=11
Dexterity: 6+5=11
Stamina: 9+5=14
Green Stats
Speed: 10+5=15
Finesse: 9+5+2=16
Senses: 5+5=10
Blue Stats
Will Power: 8+5=13
Intelligence: 6+10+5=21
Depth: 1+5=6

Orange Stats
Charisma: 9
Aptitude: 8
Mind: 8
Presence: 4
Mentality: 11
Command: 6

Ascension: 0/200

Experience til next level: (10*Level)
Spendable Experience Points:
Aptitude: (Martial Sword)(1)(AXP(100*Next Level)
Mind: (Lightning)(1)(MXP(100*Next Level)
Technology Points: 0/300

ABILITIES:
Level 1: Flying Round-House: A spinning kick, aimed directly at the head. D12 damage, 25% for one round, 6 AP.
Level 1: Arm Twist: Simple, and somewhat effective. D4 damage per round, 4 AP to activate.
Level 1: Slash(u): Besides a forum member, is also the first attack. D10 damage, 6 AP.
Level 1: Block: Adds a +10 to all dodging rolls. 1 AP per attack.

SPELLS:
Lightning
Lightning Storm: Lightning strikes randomly all over the world, only allowing the Heroine and her team safe passage. Costs 100 MP.
Level 1: Zap: A quick zap. D14 damage, 10 MP.
ADVANTAGES:
Smooth: The Heroine gains +2 Finesse points when first taken, gaining +1 for every level.
Disadvantages:
Weak Willed: It’s hard to not go without sex for a few days, amiright? -10 to all rolls after five battles have passed with no sexual contact; can be taken 3 times.

ITEMS:
Rusty Blade d4 -4 to hit
 
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