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Savannah Character Thread


SilentSilth

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Because I don't want the 'interest' thread to get too large, I've started a separate thread for character sheets to go.

LEADERS ARE FIRST COME FIRST SERVE. I'll only be taking two leaders, unless we have enough players for 3 tribes. You can always choose to become a leader later, but in the early stages, too many leaders will mean the death of a tribe.

Character Sheets: There are two sheets: One for furries and anthros, another for humans. Remember, each attribute and stat already has one point in it.

Furries/Anthros:
Name:
Gender: ((Please make sure your gender lines up with your class!))
Class:
Species: Choosing a certain species will give you different abilities. If you go very in depth (IE: saying a 'Bengal Tiger'), the more your bonuses will be crafted to your species. Yes, I'm open to suggestions.
Feats:
Stats:
Armor/Arousal Points: Your Armor. If you're being groped/fondled/sexed, when this drops to 0, you can't resist the urge to have sex.
Fatigue Points: Your hit points. When this hits 0, you either orgasm, or get knocked unconscious. Losing to an enemy means becoming their slave for a full day.
Stamina Points: Natural Classes only. Certain feats will require Skill Points. Leave this out if you're not a natural class.
Magic Points: Magic and Combo Classes only. Spells and feats will require Magic Points to use. Leave this out if you're not a Magic or Combo class.
Energy Points: How much you can do per day or in a battle. The more of these you have, the more you can do.

Attributes:
Strength: Determines Melee attacks, feats of endurance, and other things determining physical damage.
Dexterity: Spot checks, hide checks, ranged attacks, etc. Some spells will require a Dexterity check to hit.
Intelligence: Rolling for Magic use, artifacts being used and solving puzzles.
Will Power: Rolling for sex-based attacks, surviving any sort of mental assault, and fighting off the urge to do something a slave might be forced to do.
Items: None (your starting clothing won't count).

Humans:
Name:
Gender: ((Please make sure your gender lines up with your class!))
Class:
Star: Choosing a certain animal star you were born under will give you different abilities. If you go very in depth (IE: saying a 'Bengal Tiger'), the more your bonuses will be crafted to your species. Yes, I'm open to suggestions.
Feats:
Stats:
Armor/Arousal Points: Your Armor. If you're being groped/fondled/sexed, when this drops to 0, you can't resist the urge to have sex.
Fatigue Points: Your hit points. When this hits 0, you either orgasm, or get knocked unconscious. Losing to an enemy means becoming their slave for a full day.
Stamina Points: Natural Classes only. Certain feats will require Skill Points. Leave this out if you're not a natural class.
Magic Points: Magic and Combo Classes only. Spells and feats will require Magic Points to use. Leave this out if you're not a Magic or Combo class.
Energy Points: How much you can do per day or in a battle. The more of these you have, the more you can do.

Attributes:
Strength: Determines Melee attacks, feats of endurance, and other things determining physical damage.
Dexterity: Spot checks, hide checks, ranged attacks, etc. Some spells will require a Dexterity check to hit.
Intelligence: Rolling for Magic use, artifacts being used and solving puzzles.
Will Power: Rolling for sex-based attacks, surviving any sort of mental assault, and fighting off the urge to do something a slave might be forced to do.
Items: None (your starting clothing won't count).

The Classes: There are several classes I use whenever playing the game. These classes are sometimes gender-specific:
Natural Classes: Natural classes use only their natural talent and little magic to succeed. They rarely use magic.
Natural classes get to spend 10 points on their statistics and 7 points on attributes. Unless they change classes later on, they cannot use magically-powered artifacts.
Leader: Male or Female. There can be multiple leaders per tribe; however, the tribe needs at least one leader; Whenever a party goes out with a leader into the Savannah, they get a bonus to the task being completed.
Starting Feat: Embolden: Leaders lead - and when they lead a party of their tribe members into any mission, they increase the chances of success + 4.
Carrying Capacity: 7.
Scout: Male or Female. Scouts are stealth specialists, who mainly go about hiding. They don't do well in combat and are poor scavengers; they're mainly used in finding enemy positions, as well as artifacts of old.
Padded Feet: The Scout has well worn feet, but this allows them to move further and faster than any other class. While exploring, 1 EP can move the scout two miles (with two random encounter rolls).
Carrying Capacity: 8.
Warrior: Males only. Warriors are combat specialists; their skills are rarely needed, but sending them out with a party makes it less likely for the group to be attacked; While not as virile as Studs, Warriors usually make good lays, too.
Starting Feat: Experience: When fighting, whether it be erotic or martial, the warriors have just been doing it longer, getting a +2 bonus to attacks.
Carrying Capacity: 5.
Hunter: Female only. Hunters go out and find fresh meat for those who eat it. They're skilled in combat, but not as good as Warriors; however, they have nearly the same speed benefits of scouts.
Starting Feats: Experienced Hunter: While hunting, the Huntress gains 2 random encounter rolls for every 1 EP; she also gains a +2 on her roll for yield when it comes to gathering meat.
Carrying Capacity: 9.
Foragers: Male and Female. Foragers go about finding fresh food, water, and other materials that can be used to build with. They have no combat skills, a slower speed than most, but Foragers have the largest carrying capacity.
Starting Feat: Green Thumb: When it comes to finding and planting crops, there's no better than a Forager; they gain a +2 modifier to finding veggies, as well as a +1 to success rolls for planting and growing them.
Carrying Capacity: 20.
Studs: Male only. Studs are the most virile group of males around. They literally excel so poorly at many other aspects in life, but have luckily been gifted with the greatest gift of all. Well... three gifts, if you count their testicles. The Children of studs are more likely to become another class like Warrior or Scout than Stud.
Starting Feat: Viable: Too Many studs means that there's too many mouths to feed; The chance a stud's offspring will be anything besides Stud or a Breeder is decreased to 5%.
Carrying Capacity: 4.
Breeder: Female only. Breeders are the most fertile women around the Savannah. They do have a higher carrying capacity than most other classes, and their gestation period is lower than all other classes, too.
Starting Feat: Healthy: The gestation period for breeders is reduced by d8 (at least 4) days, and their children grow to full maturity in just two weeks, as opposed to one month.
Carrying Capacity: 10.

Magic Based Classes: These classes use some sort of magic - some more dedicated to the Gods than others.
These classes have 6 points to spend on statistics, and 6 points to spend on attributes - but gain an immediate bonus of +2 to their Intelligence, and a +4 to MP.
Shaman: Male and Female. Shamans are dedicated to the God Kermack. While he doesn't necessarily frown on sex, he doesn't take well to meaningless sex - so if a shaman is raped, has sex not to breed, or just plain old debauches for fun, Kermack steals their power... but only for a day or two.
They focus mainly on making plant life grow and flourish without the help of a forager. They can make defensive fortifications out of most plants, and high-level Shamans can make plants and vines grow instantly.
Starting Feat: Fertile Aura- Shamans make everything around them more fecund. Pregnency rolls near a Shaman have a +1 bonus. Plants that a Shaman spends time around give a +1 bonus to food production for each day the Shaman spends a majority of time near (max bonus of +5). This bonus is instantly lost if the Shaman loses their magic.
Carrying Capacity: 5.
Elementalist: Male only. Elementalists serve the three Gods Kiln, Romulus, and Shiva - Fire, Lightning, and Ice, respectively. Each God has no views on sex, making the Elementalist free-natured and destructive. If they spur two of the other Gods to follow only one, they gain unnatural strength in that one Element.
Starting Feat:
Elementalism- Elementalists must choose to follow all three gods (Primal Elementalism) or focus on just one (Focused Elementalism). This choice determines the abilities they gain.

Primal Shot (Primal Elementalism)- The Elementalist can make an attack at range that deals 1 damage for each MP the Elementalist spends. This damage ignores armor. (Max 10)

Flame Shot (Fire Focused Elementalism)- The Elementalist can make an attack at range that deals 1 damage for each MP the Elementalist spends. The target takes half this damage again on the following turn unless they put themselves out. (Max 6)

Bolt Shot (Lightning Focused Elementalism)- The Elementalist can make an attack at range that deals 1 damage for each MP the Elementalist spends. The target takes a penalty on their rolls on their next turn equal to the damage they recieve. (Max 5)

Frost Shot (Ice Focused Elementalism)- The Elementalist can make an attack at range that deals 1 damage for each MP the Elementalist spends. The target takes a penalty to their movement on their next turn equal to the damage they recieve. (Max 6)
Carrying Capacity: 4.

Storm Mage: Male and Female. Storm Mages start out weak, but can quickly become a major force to deal with; they worship Tela, the Goddess of Water. Their first spell allows them to make water out of thin air, easing the jobs of foragers; But, when angered, an experienced Storm Mage can cause a massive storm over a certain area, flooding and decimating all those within it.
Starting Feat:
Weather Whisper- A Storm Mage can influence the weather around their location by one step. This costs no MP. The Storm Mage can change the level and direction of the change once per day. Changes take one hour per step to fully change.

Weather Steps (assuming tropical/sub-tropical climate):
-4-Hellish Heatwave (Unnatural)
-3-Severe Heatwave
-2-Drought
-1-Mild Heatwave
0-Clear sky
1-50% Cloud cover
2-Overcast
3-Fog
4-Light Rain (Drizzle)
5-Medium Rain (Rain Storm)
6-Heavy Rain and Thunder (Thunderstorm)
7-Hurricane
8-Hellstorm (Unnatural)

Summon Water: At the cost of 1 EP per gallon, the Storm Mage can make water from air - but there needs to be some sort of container to hold it in..

Carrying Capacity: 6.

Summoner: Female only. Summoners are the strongest magic-based class available. They serve no God or Goddess, but summon beings from another world to decimate their foes. Summoners can only replenish their mana by having sex with another being; if they become pregnant, they lose their powers for that duration.
Starting Feat:
Summon Minion- The Summoner can call a weak ally to assist her. For 1 MP, the Summoner can summon a tier 1 creature that will obay her every wish for 1 hour or until defeated or dismissed. The Summoner can extend the duration by 1 hour for 1 MP.

Tantric Magic- The Summoner doesn't regain MP through time, only through sex. Each round the Summoner spends on foreplay with another person, she regains 1 MP. Each round the Summoner spends on penetrative sex with another person, she regains 2 MP. When the Summoner climaxes, she regains half of her maximum MP (round up). Note: The Summoner cannot regenerate MP with any creature she summons.
Carrying Capacity: 8.

Combination classes: These classes balance Magic and Natural talents. They're mainly support classes because of this.
Combo Classes are able to spend 8 points in stats, and 8 points in attributes.
Builder: It sounds odd, but Builders need to have some sort of magical prowess. As they're truly independent, they use their powers to hold up scaffolding, seal together materials, as well as even smelt some metals. They possess some combat abilities.
Starting Feat: Builder- Builders can construct various things from houses to weapons with this feat. They'll need Materials (generic resource) and time.
A table is forth coming.
Carrying Capacity: 12.
Saboteur: Saboteurs are a mix between Warriors, Scouts, and somewhat builders. Their job is to sneak into an enemy area, destroy buildings with a magic-based charge, make someone succumb to lust, or even just cast a spell to make everyone sleep longer that they're supposed to. As some sort of jest, however, they have the second highest fertility rate next to Breeders...
Starting Feat: Sabotaging Aura- Saboteurs have an aura about them that just makes life hard for everyone around them... everyone they choose. Saboteurs can give a -2 to any action undertaken by anyone near them.
Carrying Capacity: 5.
Archaeologist: Archaeologists take whatever ancient items scouts or others find and provide power for them. They're the weakest of classes for combat, but are the only class with some healing abilities; sometimes they need to be escorted to dig sites.
Starting Feat: Power up- Archeologists can provide power not just to artifacts, but their allies as well. Allies near the Archeologist recover AP, FP and MP at twice the normal rate. The Archeologist can also use tier 1 artifacts without error.
Carrying Capacity: 8.
 
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Tassadar

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Re: Savannah Character Thread

Currently unfinished sheet. I'm waiting to see which way the wind blows before I decide between human and anthro/furry. So to speak.

Edit: And an anthro will I be.

Name: Natalie
Gender: Female
Class: Summoner
Species: Gray Fox

Feats:
Summon Minion- The Summoner can call a weak ally to assist her. For 1 MP, the Summoner can summon a tier 1 creature that will obay her every wish for 1 hour or until defeated or dismissed. The Summoner can extend the duration by 1 hour for 1 MP.

Tantric Magic- The Summoner doesn't regain MP through time, only through sex. Each round the Summoner spends on foreplay with another person, she regains 1 MP. Each round the Summoner spends on penetrative sex with another person, she regains 2 MP. When the Summoner climaxes, she regains half of her maximum MP (round up). Note: The Summoner cannot regenerate MP with any creature she summons.

Stats:

Armor/Arousal Points: 3
Fatigue Points: 3
Magic Points: 5
Energy Points: 3

Attributes:

Strength: 2
Dexterity: 2
Intelligence: 4
Will Power: 4


Items:
None
Carrying Capacity: 8

Appearance:

Except with black hair/fur. And bigger boobs.

Backstory: Growing up, Natalie had few friends among her tribe, resulting in her being largely alone for most of her life, since she was largely ignored by her mother, who was the village shaman and her only parent. She'd inherited her mothers talent for magic, but took it in a completely different direction, learning to summon creatures from other worlds. Unfortunately, it didn't take her very long to figure out how to regain the magic she required to summon her friends, and when her mother caught her with one of the hunters when she was 17, she was kicked out of the village. Two years later, Natalie arrives on the Savannah, having learned a little more about how to use and direct her powers, as well as tricks in regaining her magic.
 
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BlueSlime

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Re: Savannah Character Thread

Name: Syn
Gender: Female
Class: Hunter
Star: Lion
Feats: Experienced Hunter: While hunting, the Huntress gains 2 random encounter rolls for every 1 EP; she also gains a +2 on her roll for yield when it comes to gathering meat.

Stats:
Armor/Arousal Points: 3
Fatigue Points: 4
Stamina Points: 3
Energy Points: 4

Attributes:
Strength: 3
Dexterity: 4
Intelligence: 2
Will Power: 2

Items: None (your starting clothing won't count).
Carrying Capacity: 9
 
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plmnko

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Re: Savannah Character Thread

Name: Turnipe
Gender: Female
Class: Leader
Specie: Antro/Monkey
Feats: Embolden: Leaders lead - and when they lead a party of their tribe members into any mission, they increase the chances of success + 4.


Stats:
Armor/Arousal Points: 3
Fatigue Points: 4
Stamina Points: 3
Energy Points: 4

Attributes:
Strength: 2
Dexterity: 3
Intelligence: 3
Will Power: 3

Items: None (your starting clothing won't count).
Carrying Capacity: 7.
 
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maikochan

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Re: Savannah Character Thread

Name: Experiment 94
Gender: Female
Class: Leader
Star: Housecat

Feats:
Embolden: Leaders lead - and when they lead a party of their tribe members into any mission, they increase the chances of success + 4.

Stats:
Armor/Arousal Points: 2
Fatigue Points: 5
Stamina Points: 2
Energy Points: 5

Attributes:
Strength: 1
Dexterity: 1
Intelligence: 4
Will Power: 5

Carrying Cap: 7
Items: None

Background:
In a technologically advanced country, a vicious plague had broken out, decimating the population used to its sterile, germ-free environment. A group of the country's top scientists retreated to a sealed bunker to work on a cure. 30 years later, their goals have shifted. Now obsessed with dreams of immortality and dreams of world domination, the scientists have begun sending out raiding parties into the ruins of their once great nation to collect 'volunteers'. Almost exclusivly young, attractive women (These were a group of men locked away for decades...), the scientists would take them and perform various experiments on them. Early on, these expermients were relativly tame, high-yield training, steroid regimens, and so on. However, as time went on, the scientists plans became more outragious. Attempts to breed the women with monsters spawned from the plague, body modification, mind control; one scientist even attempted to digitize a woman's brain pattern.

The most successful of these scientists however, was an expert in nanotechnology. Using his nanoviruses to sculpt his 'volunteers'' bodies, he was successful in creating what appeared to be human/animal hybrids or anthropomorphs. While still biologically human, these women had many animalistic features, from simple (non-functional) animal ears to (functional) tails, even a bat's echolocation. However, most women found these new features impossible for their brains to handle and most went insane. Only a handful of them did the scientist consider successes: 32, 77, 94, and 112.

32- An early success, 32 also proved to be very loyal to the scientist and eventually becoming his personal assistant in the lab, as well as in the bed. A small woman with a few mouse features: large ears on her head, agile fingers and a thin tail. She is also a fully functioning hermaphrodite.
77- The scientist's most extensive transformation thus far, 77 appeared as a tall woman, covered in black and grey fur, with heavy feline features. She quickly formed a bond with the younger 94 when the two girls were paired for 'behavior monitering'. This bond became a problem later for the two girls.
112- One of the scientist's most ambitions experiments, 112 is a woman with features of several animals. Also, her nanomachines were never switched off, and continually change her appearance and features. 112 eventually gained control over her nanomachines with the help of the scientist and soon used her shapeshifting abilities to abduct more women for him to work on. Also responsible for 77 and 94's seperation and 94's eventual 'accident'.

94 herself is an unremarkable experiment of the scientist's, having only a few feline features, pointed cat ears and a tail, both the same blond colour as the woman's hair. In fact, beyond retaining her sanity, 94's only main success was in her internal biology. Initially planned to be nothing more than a sex toy for the scientist and his loyal 32 and 112, 94 has had several internal modifications to make her more suitable for this role. Her skin's sensitivity is heightened, especially around her erogenous zones, making even ordinary touches much more severe for the girl. Also, as 112 enjoyed the feeling of the girl's inner muscles tightening during orgasm, she had the scientist make it so that 94 would experiance countless 'micro-orgasms' during the normal course of sex. This had an unintended, but deemed pleasant side effect that when 94 reaches where she would climax normally, she experiances a very severe orgasm, often driving the girl into unconsciousness.

32 enjoyed experimenting on 94, the girl's body being particularly receptive to the nanomachine modifications. Possessed of a particularly large penis, 32 made it so that 94 could take very large objects into both of her holes without harm and without compromising what 32 called 'the compressionary experiance'. On a whim, 32 experimented with a pheromone gland that some other failed experiments had produced and found that 94's body accepted it readily, causing the girl to produce a scent that triggered a response in those who inhaled it making them smell whatever scent they found most appealing. This smell becomes much more noticable as 94 becomes sexually aroused.

At 32's urging, the scientist allowed 77 and 94 to share a room and the two girls quickly became attracted to eachother. As 112 began to show her jelously, she had the scientist again modify 94, preventing her from ever reaching sexual release unless there was someone, or something sizable (larger than a few fingers), penetrating her. Even this was not enough to keep 77 and 94 apart however, the two having a bond between them that seemed alien to the endlessly curious 32, the cruel 112, and the borderline-insane scientist. 112 soon had 77 and 94 split up, but even this was not enough for the vengeful shapeshifter. Eventually 112 determined that if she couldn't have 94 all to herself, neither would 77, or anyone else for that matter. One night, disguised as 77, she lured 94 into a cryogenic storage unit, loaded her onto one of the other scientist's works, a highly experimental teleporter, and sent her to who-knows-where.

The effect of the unstable teleportation caused complete amnesia in 94 when she awoke, having no recollection of anything, not even her 'name' and leaving her with a childlike outlook on the world, for now.
 
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T-A-B

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Re: Savannah Character Thread

Name: Gillea
Gender: Female
Class: Saboteur
Star: Panther
Feats: Sabotaging Aura- Saboteurs have an aura about them that just makes life hard for everyone around them... everyone they choose. Saboteurs can give a -2 to any action undertaken by anyone near them.

Stats:
Armor/Arousal Points: 2
Fatigue Points: 3
Magic Points: 3
Energy Points: 4

Attributes:
Strength: 2
Dexterity: 5
Intelligence: 3
Will Power: 2

Items: None

Background: As the middle sibling in a family of 11 children, Gillea has always been good at avoiding notice. She was born in an arid region east of the Savannah, in a land dotted by ancient ruins which she would often go exploring by herself. She quickly established a reputation as being a mischievous prankster who wouldn't hesitate to use her magical gifts for her own amusement. Although light on her feet and quick-witted, she is impulsive and doesn't often think of the long-term consequences of her actions.

She fled her homeland when her father arranged a marriage between her and a neighboring chieftain nearly four times her age. She wandered briefly before stumbling upon and joining her current tribe. Although she sometimes feels like an outsider, she is grateful to have a place she can call home.

Appearance: Gillea (aka Gillie or Gill) has an average physical build, with deep amber skin, jet black hair and dark brown eyes. Since joining her clan she has adopted many intricate tribal tattoos, covering her shoulders, her right forearm, her right breast, and her entire right leg from toe to thigh. She is quite short, and is easily annoyed by this fact whenever it's pointed out to her.

(I'd be willing to modify her from a human into an anthro character if necessary)
 
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Farren

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Re: Savannah Character Thread

Name: Aili
Gender: Female
Class: Scout
Star:
Feats: Padded Feet: The Scout has well worn feet, but this allows them to move further and faster than any other class. While exploring, 1 EP can move the scout two miles (with two random encounter rolls).

Stats:
Armor/Arousal Points: 3
Fatigue Points: 3
Stamina Points: 3
Energy Points: 5

Attributes:
Strength: 5
Dexterity: 3
Intelligence: 1
Will Power: 2

Items: None.
Carrying Capacity: 8

Appearance: Similar to just with black hair, sans the silly ear like hair and with a more tanned complexion.
 
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GargantuaBlarg

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Re: Savannah Character Thread

Quite the clam bake we have going.


Name: Chiel
Gender: Male
Class: Storm Mage: Male and Female. Storm Mages start out weak, but can quickly become a major force to deal with; they worship Tela, the Goddess of Water. Their first spell allows them to make water out of thin air, easing the jobs of foragers; But, when angered, an experienced Storm Mage can cause a massive storm over a certain area, flooding and decimating all those within it.
Species: Rabbit

Feats:
- Weather Whisper- A Storm Mage can influence the weather around their location by one step. This costs no MP. The Storm Mage can change the level and direction of the change once per day. Changes take one hour per step to fully change.

- Summon Water: At the cost of 1 EP per gallon, the Storm Mage can make water from air - but there needs to be some sort of container to hold it in..



Stats:
Armor/Arousal Points: 3 Your Armor. If you're being groped/fondled/sexed, when this drops to 0, you can't resist the urge to have sex.
Fatigue Points: 2 Your hit points. When this hits 0, you either orgasm, or get knocked unconscious. Losing to an enemy means becoming their slave for a full day.
Magic Points: 5 Magic and Combo Classes only. Spells and feats will require Magic Points to use. Leave this out if you're not a Magic or Combo class.
Energy Points: 4 How much you can do per day or in a battle. The more of these you have, the more you can do.

Attributes:
Strength: 2 Determines Melee attacks, feats of endurance, and other things determining physical damage.
Dexterity: 3 Spot checks, hide checks, ranged attacks, etc. Some spells will require a Dexterity check to hit.
Intelligence: 4 Rolling for Magic use, artifacts being used and solving puzzles.
Will Power: 3 Rolling for sex-based attacks, surviving any sort of mental assault, and fighting off the urge to do something a slave might be forced to do.
Items: None

Chiel is a tall, fair-skinned man, whose form mixes many features from a rabbit with the basic form of a human. He has blue eyes and a lean figure. He has a humanoid figure, but differs from an average human in many respects - a puff-like tail, mobile rabbit ears that stand tall on his head, and whiskers sprouting near his nose and cheeks. Most notably, however, is his lower body's anatomy - he has digitigrade, oversized legs and feet.

Short white hair covers his head, the same color as his fur. Chiel's upper torso - lean, but lacking a bit in muscle definition - is hairless, with normal, fair human skin. A soft trail of downy white hair leads from his belly button to his crotch. It quickly spreads and thickens, and everything from his hips down is covered in soft white fur. A white nub sits on his crotch, sheathing his genitals. When aroused, Chiel's dick reveals itself, stretching and growing to much larger than the modest nub would indicate - nearly nine inches long, and pink and slick-looking.

In the baked, shadeless heat, usually wears a light, undyed burnoose, under which is worn an old pair of loose silk pantaloons, striped in white and sky-blue, tied with a rope, and a linen shirt with long sleeves. The pantaloons are a remnant of his old life, the only thing he was wearing at the time he fled - so it's very important to him.


Born to a tribe far to the west. He enjoyed a relatively peaceful childhood, playing with the others in his age group and trying to avoid the lessons in training his inborn storm magic from the tribe's watercallers. Until a slaver army found them, at which point his village was ransacked. Chiel was able to flee the village, but he doesn't know what happened to the rest of the village.

With nowhere to go, he just walked off into the wastes. Extraordinary fortune and the ability to manipulate the weather and conjure water helped him to survive tremendously, but even then, he was on death's door when he finally found people again...

He'd found a tribe led by [???], and has worked under [him/her] since, using his magic in exchange for saving his life and being fed.

(Kinda inspired by the bunny from Bloody Roar. )
 

Tdreams

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Re: Savannah Character Thread

Name: Drusilla
Gender: Female
Race: Human
Class: Builder
Star: Prairie Dog
Feats: Builder- Builders can construct various things from houses to weapons with this feat. They'll need Materials (generic resource) and time.
Stats:
Armor/Arousal Points: 2
Fatigue Points: 2
Magic Points: 3
Energy Points: 5

Attributes:
Strength: 4
Dexterity: 2
Intelligence: 2
Will Power: 4

Items: None (your starting clothing won't count).
Carrying Capacity: 12

Back-story: Forthcoming.
Physical Description: Forthcoming.
 

Twisted1

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Re: Savannah Character Thread

Name: Sienna
Gender: F
Class: Storm Mage
Star: Pale Fox ( )
Feats:
Weather Whisper- A Storm Mage can influence the weather around their location by one step. This costs no MP. The Storm Mage can change the level and direction of the change once per day. Changes take one hour per step to fully change.
Weather Steps (assuming tropical/sub-tropical climate):
-4-Hellish Heatwave (Unnatural)
-3-Severe Heatwave
-2-Drought
-1-Mild Heatwave
0-Clear sky
1-50% Cloud cover
2-Overcast
3-Fog
4-Light Rain (Drizzle)
5-Medium Rain (Rain Storm)
6-Heavy Rain and Thunder (Thunderstorm)
7-Hurricane
8-Hellstorm (Unnatural)
Summon Water: At the cost of 1 EP per gallon, the Storm Mage can make water from air - but there needs to be some sort of container to hold it in..

Stats: 6 (+4MP)
Armor/Arousal Points: 2
Fatigue Points: 3
Magic Points: 2 + 4 = 6
Energy Points: 3

Attributes: 6 (+2INT)
Strength: 2
Dexterity: 2
Intelligence: 2 + 2 = 5
Will Power: 3
Items: None (your starting clothing won't count).
Carrying Capacity: 6.

Physical Description: Standing at a short five feet, Sienna is a rather small person. Her hair is a preternatural white, as though she had lived a century, but her face (and her attitude) is childish. Unfortunately, her chest size is almost as childish, forming two small bumps that could be barely called A's. Her posterior is a little more padded, but, like the rest of her body, is lean and small. She has little muscle definition and looks like a small gust of wind could knock her over. Sienna's eyes, however, are a pale sky-blue and shine when she grows excited.

Personality: Sienna is a quiet, intelligent young lady. She appears solemn in large groups and is obviously not comfortable with strangers or with crowds, but in private she sparkles. She is often quite exuberant and will often neglect to take care of her own needs -- which leads caring, more mature personalities to feel the need to mother her (which she doesn't mind too much).

Backstory: Sienna appeared to her tribe as a young teenager, wandering in from the wastes with no explanation and no background. The tribe eventually accepted her as one of their own after she continually continually pushed its goals over her own -- at one point, she nearly starved rather than let a few of the tribe's children go hungry. Some of the motherly woman informally adopted her, and she is now looked upon as the favored child of the tribe -- though she insists she is an adult now.
 
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AngelKara

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Re: Savannah Character Thread

Name: Leanna
Gender: Female
Class: Scout
Star: Red Fox
Feats: Padded Feet: The Scout has well worn feet, but this allows them to move further and faster than any other class. While exploring, 1 EP can move the scout two miles (with two random encounter rolls).
Stats:
Armor/Arousal Points: 3
Fatigue Points: 3
Stamina Points: 4

Attributes:
Strength: 1
Dexterity: 3
Intelligence: 2
Will Power: 1
Items: None

(Is this good?)
 
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