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Planet of Pleasure: New Character Class Sheets!


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SiphonTalvesh

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So as promised, what will follow are the final character class sheets, skill descriptions and such.


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Warrior Class: They are the queens of brute force melee combat. You won't find a better class to soak up damage. Their strengths lie in close quarters combat, in order to keep foes distracted from less durable allies.

Starting HP: 1400
Starting Mana: 1220
Starting Sexual Stamina: 1410

Special Skills:

Cleave Chain: This series of attacks hits for 500 Damage, up to 3 times for a maximum of 1500 Total Damage.

Ferocious Strike Chain: This series of attacks hits for 700 damage, up to 4 times for a maximum of 2800 Total Damage. Has a ten turn cooldown.

Shattering Wave Chain: This series of attacks hits for 600 damage, up to 3 times for a maximum of 1800 Total Damage, and hits ALL enemies in the field of play. Mana Cost: 50.

Weakening Blow: This attack hits for 600 magic damage AND causes the target to take double damage from ALL attacks for 3 turns. This can't be stacked with the Necromancer ability Amplify. Has a 7 turn cooldown.

Shove: This skill knocks your opponent down, dealing 1000 damage. Target foe loses that turn. Mana Cost: 100 . Cool Down 3 turns.

Aerial Snare: This places your enemy in an energy hold, immobilizing them. While it does no damage, the follow up to it, Crashing Blow, deals 1400 damage. If the follow up misses, the enemy remains in the hold for 3 turns, opening themselves up to attacks. Mana Cost: 150. Has a 7 turn cooldown.

Springing Slice: This skill allows you to launch yourself at a foe, slicing with your weapon. If it hits, you hit for 1500 damage. Mana Cost: 250. Has a 10 turn cooldown.

Body Combo - The Warrior unloads 20 swings at her foe, dealing 200 damage per hit that lands. Mana Cost: 250. Has a 10 turn cooldown.

Tendon Slice - Deals 1500 damage to target foe and immobilizes it for five turns. Has a 15 turn cooldown. Mana Cost: 400.

Seething Thrust: This skill never misses, however it has a high price for it's high damage. Hits for 1500 damage. Mana Cost: 750. Has a 15 turn cooldown.

Final Thrust - Deals 1000 damage to target foe. If foe was under 30% health, deals 3000 damage. Mana Cost: 750. Has a 15 turn cooldown.

Enmity Boost - This passive skill causes all enemies to initially target ONLY the warrior until such time she has been grappled, or is actively being raped. This skill becomes useless however when your companion reaches KL 4 or higher, or when an enemy that has a specific favorite target class to attack is present. The latter applying to just the one enemy, with the former being in general. This also is negated if a sufficient threat character is in your group who demands your foe's attention first. Who might they be?

Warriors Revenge - When the Warrior is raped to an orgasm, she unleashes a burst of energy that deals 2000 damage to all foes on the battlefield. Has a 30 turn cooldown.


Additional Skills (Passive):

Adrenaline Surge: When raped to an orgasm, gain +10 to all rolls for 8 Turns. If raped to another orgasm while in this state, lose adrenaline and be stunned. See table below for stun duration. You cannot gain any more adrenaline rush until you've suffered a third orgasm in the same fight, or move to a different zone and fight.

Scan: Gives you updated, to the second information regarding your foes, and your allies status and vitals.

Passive Revive: Dead party memeber can be brought back to life with this once all foes are dead, or if the entire party dies.


Class Specific Weaknesses: +5 pleasure when double teamed (2 enemies raping her at once)

Orientation: TANK Class


Available Weapons: Axe, Sword.
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Amazon/Ranger Class: They are the queens of ranged physical attacks. There isn't a class that can surpass their skill with the Bow and Arrow. Their strength lies in their ability to attack from a distance with precision aim, whittling away their opponents HP while the Warriors tank them. The Amazon is capable of tanking damage herself if need be, but she's nowhere near as durable. The Amazon/Ranger is the only class who has an attack able to hit a foe actively raping a party ally due to her incredible precision aim.

Starting HP: 1290
Starting Mana: 1230
Starting Sexual Stamina: 1335

Special Skills:

Paralyze Arrow: This attack paralyze's an enemy, preventing them from attacking. Deals zero damage, and the paralyze effect lasts 3 turns, with a 12 turn cooldown. Physical Attack.

Arrow Deluge Chain: This chain hits for 490 damage up to 4 times for a maximum of 1960.

Power Arrow: This arrow hits for 1400.

Punishing Arrow Chain: This chain hits for 500 damage up to 3 times, stunning the target if all 3 connect for two turns. Max damage 1500. 6 Turn Cooldown on the stun if stun activates.

Fleshshredder Chain: This chain hits for 500 damage up to 4 times for a maximum of 2000. Mana Cost: 5.

Aether Arrow: This arrow hits for 1000 damage and causes a foe hit with it to take 300 Damage every turn for 7 turns. 15 turn cooldown. Mana Cost: 30.

Explosive Arrow: This arrow hits for 1000 damage on ALL enemies in the field of play. Mana Cost: 60. 10 turn cooldown.

Dead Shot Arrow: This arrow hits for 1825 damage on a single target. Mana Cost: 100. Has a 15 turn cooldown.

Arrow Storm: This attack hits for 1500 damage on all foes on the field of battle. Mana Cost: 200. Has a 15 turn cooldown.

Heart Shot: This arrow hits for 2000 damage on a single target. Mana Cost: 300. Has a 15 turn cooldown.

Seizure Arrow: This attack deals damage equal to 15% of the target's MAXIMUM Health Stat, but can only be used once per foe, and only on foes at 40% Health or Greater. There is no cooldown on this skill as it can only be used once per foe in a battle. Mana Cost: 400.

Evasive Boost - This passive skill increases the Amazon's defensive rolls by +3, giving her more of a chance to evade attacks.

Celestial Strike - Once per battle there is a 5% chance that the guardian of all Amazon women will suddenly appear, striking down all her chosen one's foes with a single arrow. If she appears in a boss fight, all minions will instantly be killed, and the boss will lose 25% of it's maximum HP value. She can only appear once per battle. The Amazon has no control over this, and in fact until it happens, she isn't even aware she has a guardian.


Additional Skills (Passive):

Adrenaline Surge: When raped to an orgasm, gain +10 to all rolls for 8 Turns. If raped to another orgasm while in this state, lose adrenaline and be stunned. See table below for stun duration. You cannot gain any more adrenaline rush until you've suffered a third orgasm in the same fight, or move to a different zone and fight.

Scan: Gives you updated, to the second information regarding your foes, and your allies status and vitals.

Passive Revive: Dead party memeber can be brought back to life with this once all foes are dead, or if the entire party dies.


Class Specific Weaknesses: +5 pleasure when given a blowjob.

Race Notes: If she is an Elf, +10 pleasure when given a blowjob.

Orientation: TANK Class
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Assassin Class: The assassin's are masters of recognizing traps, as well as quick strike melee damage. An assassin particularly shines when she strikes an enemy unaware of her presence, and quickly avoids a counter-attack to launch another attack. Assassin's are the only class that have a chance to double damage instantly. While an assassin could be a tank if she had to, it isn't her forte, and it limits her effectiveness dramatically. She is also the weakest of the melee-type fighters by far in terms of her resistance to rape.


HP: 1305
Mana: 1260
Starting Sexual Stamina: 1360

Special Skills:

Swift Edge Chain: This chain hits for 550 up to three times for a maximum of 1650 damage.

Rune Carve Chain: This chain hits for 500 up to five times for a maximum of 2500 damage. When this chain ends, the Assassin uses her limited magical powers to detonate invisible runes left behind by this chain. For each hit that landed, the detonation deals 500 damage, for a maximum of 2500 additional damage. Mana Cost - 15. Physical Attack on the Carves, Magical Attack on the Detonation. Magic Damage is not affected by Clear Focus, it requires a roll. Has a five turn cool down.

Beast Swipe: This attack deals 700 damage and stuns the target for two turns. Five turn cool down.

Signet of Agony Chain: This chain hits for 500 up to five times for a maximum of 2500 damage. When this chain ends the Assassin uses her limited magical powers to detonate invisible runes left behind by this chain. The detonation deals 500 additional damage, and if 3 or more attacks landed prior to this then the target is placed in an energy hold for two turns. Mana Cost - 25. Physical Attack on the Carves, Magical Attack on the Detonation. Magic Damage is not affected by Clear Focus, it requires a roll. Has a five turn cool down.

Clear Focus: This semi-passive skill allows the Assassin to deal triple the normal damge she normally would with each attack. This skill lasts for four turns and has a cooldown of fifteen. However, if the Assassin is raped during this time, the skill ends and enters a twelve round cool down from the time she escapes rape. Mana Cost - 5. This skill may be used to pre-buff before any physical damage dealing attack and does not consume your turn. This does not stack with critical hits OR amplify, essentially replacing them. This does not crit hit any magic damage dealing spells.

Dash and Slash: This skill deals 1110 damage to a target by lunging right at them. Mana Cost: 200. Has a three turn cooldown.

Assassination: Deals 1200 Damage to a foe. Deals double if the foe was under 30% Health. Mana Cost: 250. Has a 6 turn cooldown.

Assassin's Thrust: This skill deals 1325 damage. If the target was a boss of any type, it deals an additional 425 Damage. Mana Cost: 300. Has a five turn cool down.

Death's Charge: Shadowstep to your foe and deal an unavoidable damage dealing strike. Hits for 2700 Damage. Has a 20 turn cooldown. Mana Cost: 400.

Shadow Burst: Shadowstep to your foes and deal an unavoidable damage dealing strike to all foes on the active field of battle. Deals 1700 Damage. Has a 20 turn cooldown. Mana Cost: 400.

Dagger Storm - Deals 2000 damage to a single targeted foe, and 1000 to all other foes on the field of battle. Mana Cost: 700. Has a 20 turn Cooldown.

Evasive Boost - This passive skill gives the Assassin's a +5 to evasive rolls, allowing her a greater chance to evade attacks. (Not factored into the character sheet.)

Assassin's Defense - When an Assassin is raped to an orgasm (pussy ONLY), her body can release a powerful muscular contraction which takes 10% of the enemies maximum health, and hurts them enough to prevent them from attempting any moves for a full turn, and eliminates their chance to avoid an attack for that round. If she is sucked off or gripped in a pussy, nothing happens. Has a 30 turn cooldown.


Additional Skills (Passive):

Adrenaline Surge: When raped to an orgasm, gain +10 to all rolls for 8 Turns. If raped to another orgasm while in this state, lose adrenaline and be stunned. See table below for stun duration. You cannot gain any more adrenaline rush until you've suffered a third orgasm in the same fight, or move to a different zone and fight.

Scan: Gives you updated, to the second information regarding your foes, and your allies status and vitals.

Passive Revive: Dead party memeber can be brought back to life with this once all foes are dead, or if the entire party dies.


Class Specific Weaknesses: +5 pleasure when ridden in a pussy.

Race Notes:

If she is a Mathosian, +10 pleasure when ridden in a pussy.

Orientation: TANK Class

Available Weapons: Dual daggers.
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Necromancer Class: The necromancer excels in the use of Curse based magics intended to harm the enemy indirectly. Her skills can range from anywhere of lowering their resistances (and sometimes stripping immunities) of an enemy, and even causing them to attack their own allies! A necromancer can be exteremely useful at higher levels as she gains more and more mana for her skills. In a rare twist of things, the necromancer shuns the use of using minions, preferring not to reanimate the corpses of a demons. Her forte is clearly casting her curse spells from afar, and a single attack spell of her own. She does however, prefer to remain out of melee combat. Like the Sorceress and Ritualist, she is vulnerable to up close and personal attacks, however she is the most durable of the mage-like classes.

Starting HP: 1290
Starting Mana: 1275
Starting Sexual Stamina: 1345

Special Skills:

Amplify Damage - This skill allows the Necromancer to curse her target to recieve DOUBLE physical damage. Mana Cost - 5. The curse lasts 5 turns, or until the Necromancer is raped. This spell can't miss. Magical Attack. Has a 4 Turn Cooldown before it can be cast again

Lower Resist - This skill curses target foe to take DOUBLE elemental damage. Mana Cost - 5. The curse lasts 5 turns, or until the Necromancer is raped. This spell can't miss. Has a 4 Turn Cooldown before it can be cast again.

Spiteful Spirit - This curses a foe to take any damage it inflicts back onto itself, damaging itself. Mana Cost - 10. The curse lasts 5 turns, or until the Necromancer is raped. This spell can't be resisted or miss. Useful when you have an ally to curse the creature trying to rape her. Your companion won't resist while this spell is active on her would be rapist, and it will deal whatever their pleasure damage is to their health, while your ally takes no pleasure or KP. Has a 15 turn cool down from cast.

Shadow Strike - This allows the Necromancer to hit for 800 Magic Damage.

Bone Spear - This magic projectile deals 1000 magic damage to her target foe if it hits. Mana Cost - 35. Magical Attack. 3 Turn Cooldown.

Weaken - Curses target foe to have half their rolls on attacks and defense, making them easier to attack or defend against. Mana Cost - 55. This curse lasts 5 turns, or until the Necromancer is raped. Cannot target a foe who has grappled or is raping an ally. Has a 20 turn cooldown. This spell can't miss.

Shadowy Apocalypse - This allows the Necromancer to hit for 1500 Magic Damage. Mana Cost - 200. Ten turn cool down.

Barbs - Hex Spell. When active on a foe, causes said foe to take +500 Damage every time they take any damage for the next 10 turns. Mana Cost: 250. Has a 15 turn cooldown. Can't miss.

Price of Failure - Hex Spell. Causes target foe to take 1000 Damage every time they fail to grapple or pleasure their grappled victim for the next 15 turns. Mana Cost: 300. Has a 20 turn cooldown.

Bitter Chill - Deals 2000 Cold Damage to target foe. Additionally, causes target foe to be immobilized for 2 turns, rendering it a stationary, free target to be nuked and unable to move. Mana Cost: 400. Has a 12 Turn Cooldown.

Balance Tip - If target foe had more HP than you, deals 20% of it's MAXIMUM Life Pool as damage to it. If it had less HP than you, or this amount would be higher, deals 2000 damage to the target. Can only be used once per foe in combat. Mana Cost: 500.

Magical Armor - This skill activates at the start of any combative round, shrouding the Necromancer in a protective "armor" that deflects incoming sexual pleasure, 25% of each attack. It will continue to absorb until it has taken a total of 2000 damage, at which point the armor will fail and the Necromancer will be subject to the full intentisy of her rape. Once the armor has failed, the Necromancer must free herself, or be freed from rape and any grapples, and remain free for ONE full round of turns, starting from the time she was free. If she is grappled before a full round has passed, the timer will reset. When conditions are met, her armor will automatically regenerate. Note: The armor takes 25% of the pleasure damage per rape attack, so if an enemy did say 600 Pleasure, the armor would lose 150 'health'.

Deathly Touch - The Necromancer,upon her orgasm makes her bodily fluids toxic to demons. Her orgasm inflicts a poison status on her rapist. The poison does 600 damage every turn for six turns. 30 turn cooldown.


Additional Skills (Passive):

Adrenaline Surge: When raped to an orgasm, gain +10 to all rolls for 8 Turns. If raped to another orgasm while in this state, lose adrenaline and be stunned. See table below for stun duration. You cannot gain any more adrenaline rush until you've suffered a third orgasm in the same fight, or move to a different zone and fight.

Scan: Gives you updated, to the second information regarding your foes, and your allies status and vitals.

Passive Revive: Dead party memeber can be brought back to life with this once all foes are dead, or if the entire party dies.

Class Specific Weaknesses: +5 pleasure when filled by Tentacles.

Race Notes:


If she is a Sylvari, +10 Pleasure against 'Male ' Tentacle Creatures (Traps included).

Orientation: NEUTRAL Class


Available Weapon: N/A
 
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SiphonTalvesh

SiphonTalvesh

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Re: Planet of Pleasure: New Character Class Sheets!

Ritualist Class: The ritualist is a mystery to any who aren't of her way. She somehow communes with the spirits of fallen champions past and is able to use their spiritual energy to help heal the HP of her allies in combat situations where they take damage. She also has the unique ability to use soothing magics which when used on a character who is not grappled or actively being raped, lowers their accumlated pleasure. This can be highly useful to a tank companionhas been raped extensively, but hasn't orgasmed yet and has managed to break free. This would allow them to effectively last a bit longer should they be raped again during that combative round. They are also capable of utilizing various weapon spells to enhance the power of an ally's (or their own) spells/weapons. While they do not recieve any bonuses to a particular weapon, their weapon/spell buff spells, healing/soothing abilities and their powers of forcing information from fallen enemies souls more than makes up for their lack of any real offensive output. She is vulnerable to melee attacks herself, and has never really fought up close and personal. As such, if she is captured, she's a fairly easy rape victim, though not as easy as a sorceress.


Starting HP: 1275
Starting Mana: 1250
Starting Sexual Stamina: 1325

Special Skills:

Shadow Shot - This spell allows the Ritualist to hit an enemy for 800 magic damage.

Spirit Strike - This allows the Ritualist to hit for 1200 magic Damage instantly. Mana Cost - 70. Has a 3 turn cooldown.

Surge of Power - This spell allows the Ritualist to hit for 1400 Magic Damage instantly. Mana Cost - 70. Has a 5 turn cooldown.

Chain of Suffering - This spell allows the Ritualist to slam her enemy with 300 Magic Damage up to 5 times, for a maximum of 1500. Mana Cost - 75. Has a 4 turn cooldown.

Flash of Recovery - This skill allows the Ritualist to restore 50% of her target's HP, MP and Sexual Stamina instantly. Mana Cost - 100. Has a fifteen turn cool down. Useful for helping her ally avoid an orgasmic defeat for a little longer.

Thorns - Hex Spell. Causes target foe to take 300 Damage every turn for 8 turns. Cannot miss. MP Cost: 200. Has a 10 Turn Cooldown.

Entrap Spirit - Deals only 600 Damage, however this stuns target foe for two turns, leaving it open to attacks and unable to do anything. Mana Cost: 300. Has a five turn cooldown.

Call Lightning - This spell deals 2000 Lightning damage to her target foe. Mana Cost: 400. Has a 15 turn cooldown.

Storm of Vengeance - This spell deals 2000 Magic Damage to all foes on the battlefield. Mana Cost: 400. Has a 15 turn cooldown.

Spirit Rift - This channeling spell is perhaps the most powerful spell in the world. The Ritualist summons a rift beneath her target foe, which strikes for 4000 Lightning damage to every enemy on the field. This skill is highly exhausting, and can only be used once every twenty turns. Mana Cost: 500.

Brilliant Protection - Target ally (or self target) is given a buff that protects them from taking any pleasure or KP from their rape for the next 4 turns. Pleasure that would have been dealt instead replenishes HP, MP and Stamina for the full amount each while this buff is present. Mana Cost: 600. Has a 12 turn cooldown.

Spiritual Bombardment - Lashes out at target foe, dealing 200 damage per hit, as she attacks her foe in a 20 'cast' spree of firepower. Can deal up to 4000 damage if all 20 attempts hit. Mana Cost: 600. Has a 20 turn cooldown.

Spirit Shield - This shield allows the Ritualist to channel the energy of her pleasure from rape into a reflective shield. The shield blocks 50% of the pleasure she would suffer, and deals back all of her pleasure into damage of her enemy. The shield will block a total of 2000 pleasure before it is exhausted, becoming unusable until the Ritualist has spent one FULL round of combat free of grapples, like the Necromancer's ability.


Additional Skills (Passive):

Adrenaline Surge: When raped to an orgasm, gain +10 to all rolls for 8 Turns. If raped to another orgasm while in this state, lose adrenaline and be stunned. See table below for stun duration. You cannot gain any more adrenaline rush until you've suffered a third orgasm in the same fight, or move to a different zone and fight.

Scan: Gives you updated, to the second information regarding your foes, and your allies status and vitals.

Passive Revive: Dead party memeber can be brought back to life with this once all foes are dead, or if the entire party dies.

Class Specific Weaknesses: +5 Pleasure when unable to fight their rape (IE: Magical Chair Restrained or some form of special restraint skill that effects them for either a singular turn, or over a long period of time.)

Race Notes:

If she is a Norn, +10 Pleasure when unable to fight her rape.

Orientation: MAGE Class

Available Weapon: N/A
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Sorceress Class: The sorceress is perhaps the character with the largest offensive arsenal available. She focuses almost exclusively on casting elemental magics from a distance, preferring to stay out of melee combat. Because of her distaste for melee, she is highly susceptible to melee attacks, and if she is captured by an enemy and raped, she will succumb to her pleasure faster than any other class. However, she more than makes up for her sexual vulnerability with an impressive arsenal of elemental magic. She is capable of using fire magics, cold magics and lightning magics with equal ease. Without a question, her offensive potential is one of the best available.



Starting HP: 1220
Starting Mana: 1380
Starting Sexual Stamina: 1285

Special Skills:

Elemental Shot - This spell hits for 600 elemental damage if it hits. Choice of Fire, Lightning or Cold.

Energy Blast - This spell deals magic damage, and hits for 800 Damage. Mana Cost: 10. Has a 3 turn cooldown.

Vapor Blade - Deals 900 Magic Damage to target foe. Mana Cost: 25. Has a 3 turn cooldown.

Elemental Punishment - This spell hits for 1000 elemental damage. Mana Cost: 50. Choice of Fire, Lightning or Cold. Has a five turn cooldown.

Blurred Vision - Causes target foe to suffer a -10 to all grappling rolls, making it more difficult for the foe to grapple someone. Lasts 4 turns. Mana Cost: 100. Has a 8 turn cooldown.

Tri-Elemental Annihilation - This spell deals a blending of all 3 elements, hitting for 1500 damage. Mana Cost: 200. Has a cool down of 10 turns.

Sandstorm - Deals 1200 Earth Damage to all foes on the battlefield and afflicts them with the bleeding status. Bleeding deals 300 damage per turn for 6 turns. Mana Cost: 250. Has a 15 turn cooldown.

Aether's Hold - Target foe is immobilized in the air for three turns and takes 1000 Damage. Mana Cost: 250. Has a 7 turn cooldown. If target foe dies while still in the Aether's Hold, skill automatically recharges and can be used again instantly.

Dark Apocalypse - This spell deals 2000 magic damage instantly to a target foe. Mana Cost: 250. This has a 10 turn cool down, and because of the drain on it you must wait 3 turns before casting Tri-Elemental Annihilation.

Maelstrom - Deals 1500 Elemental Damage to all foes on the battlefield. Mana Cost: 300. Has a 15 turn cooldown.

Static Field - Hits all foes on the battlefield for 25% of their MAXIMUM Health and cannot miss. Can only be used once per fight. Foe must be above 40% Health to have any effect on it. Mana Cost: 600.

Deflection Shield - This shield allows the Sorceress to block 75% of incoming sexual pleasure suffered when she is raped. The shield will continue to protect her until it has absorbed a total of 2000 pleasure. Once it fails, the Sorceress will need to get free from grapples for a full turn of combat before the shield can be re-applied.

Elemental Retribution - When the Sorceress is raped to an orgasm, she unleashes an Elemental Blast of energy, dealing 2000 Damage to her rapist(s). Has a 30 turn cooldown after being used.


Additional Skills (Passive):

Adrenaline Surge: When raped to an orgasm, gain +10 to all rolls for 8 Turns. If raped to another orgasm while in this state, lose adrenaline and be stunned. See table below for stun duration. You cannot gain any more adrenaline rush until you've suffered a third orgasm in the same fight, or move to a different zone and fight.

Scan: Gives you updated, to the second information regarding your foes, and your allies status and vitals.

Passive Revive: Dead party memeber can be brought back to life with this once all foes are dead, or if the entire party dies.

Class Specific Weaknesses: +5 Pleasure when given a Blowjob by any Succubus.

Race Notes:


If she is an Elf, +10 Pleasure when given a Blowjob by any Succubus.

Orientation: MAGE Class

Available Weapon: N/A
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Chantress Class: The Chantress is a mage/melee combo who focuses on buffs, and a few attack skills. Her buffs are EXTREMELY useful, both to herself and potential allies.


Starting HP: 1270
Starting Mana: 1320
Starting Sexual Stamina: 1380

Mantra of Speed - Passive Skill, always on unless being raped. While this buff is active, you and your companion are able to have two actions per turn. If they are being raped, they have two chances to escape penetration. If attacking, they can attack twice with the same skill at only the cost of one cast. If the Chantress is raped, the buff ends until she is free, then automatically reapplies.

Replication - This skill allows the Chantress to replicate ANY ITEM in the game except an item that you can only have one of at a time upon their dropping. A highly useful skill, it is used at the end of a fight, so plan your mana usage wisely. Mana Cost - 60.

Holy Blast - This skill deals 700 Holy Damage if it hits, double against undead and demons.

Smite - This skill deals 1000 Holy Damage, double if against an undead or demonic opponent. Mana Cost - 150. Has a 3 turn cooldown.

Beatdown - The Chantress goes into a flurry of hits with her staff, lashing out a total of 5 times, dealing 500 damage each time she lands a hit. She doesn't need to land a hit to keep the string going. 3 turn cool down.

Holy Shock - This spell deals a wicked 1000 Holy Damage to every opponent on the field, doing double to undead, succubi or demons. Mana Cost - 300. 10 turn Cool Down.

Holy Flame - This spell deals 1200 Holy Damage to all foes on the battlefield, and double to undead or demons. In addition, it also causes foes hit to suffer 300 burning damage for 5 turns, each turn after use. Has a 15 turn cooldown. MP Cost: 300.

Divine Blast - The Chantress deals 1500 Holy Damage to all foes on the battlefied. Does double if they are undead or demonic. Mana Cost: 300. Has a 15 turn cooldown.

Enraged Beatdown - The Chantress enters a state of Berserker Rage and lashes out with a flurry of hits using her staff. This can land up to a total of 20 hits, with each hit dealing 200 Damage. Upon the final hit, the Chantress unleashes the last of her rage in a blast of energy that deals 2000 damage to all foes on the field of battle. MP Cost: 500. 20 turn cooldown.

Binding Word - Prevents an enemy from attacking for 5 turns and can't be avoided. Mana Cost: 500. 20 turn cooldown.

'No means NO!' - When cast on an ally who is being grappled, the foe, or foes trying to rape her will be unable to penetrate her on their next turn, allowing the target a chance to escape. Ends when the round ends, or she gets free, whichever happens first. If foe's roll would have allowed it to penetrate, then it takes 1100 damage as well as failing to penetrate it's victim. MP Cost: 500. 20 Round Cooldown. Can't be used if foe is already raping it's victim.

Sexual Frustration - The name to this is misleading to say the least. This passive skill doesn't block pleasure the Chantress suffers, nor does it increase her chances to avoid getting raped. Instead it allows her a little payback. When the Chantress is raped to an orgasm, her body rapidly channels the pleasure she suffers into raw energy, and upon her orgasm the Chantress's body will release this energy in the form of a directed blast of damage upon any enemy raping her at that time. The damage will be equal to 2x her MAXIMUM Sexual Stamina, so to begin with an orgasm would deal 2760 damage to any and all enemies who were alive at the time she suffered an orgasm. 30 Turn Cooldown.

Heavenly Delight - The Chantress can, once per battle, choose either herself or her ally to target with this. This spell allows for whoever is targeted to completely resist taking KP from that point on until she suffers an orgasm. Once the target has an orgasm, the spell is broken and she can gain KP again. Very useful in a situation where things aren't going well and you need a boost, or in combination with a class that can deal damage when they orgasm, allowing them a cheap way to kill something, or seriously mess it up. The only drawback to this spell is it consumes whatever mana the Chantress still had at that point, leaving her very limited until she can regen. If she has some potions though, this isn't such a loss. The Chantress can't cast if she is penetrated, or penetrating, but she can if she's grappled. Mana Cost: 100 to start.


Additional Skills (Passive):

Adrenaline Surge: When raped to an orgasm, gain +10 to all rolls for 8 Turns. If raped to another orgasm while in this state, lose adrenaline and be stunned. See table below for stun duration. You cannot gain any more adrenaline rush until you've suffered a third orgasm in the same fight, or move to a different zone and fight.

Scan: Gives you updated, to the second information regarding your foes, and your allies status and vitals.

Passive Revive: Dead party memeber can be brought back to life with this once all foes are dead, or if the entire party dies.

Class Specific Weaknesses: +5 Pleasure when raped with anything that has tentacles (plants count).

Race Notes:

If she is a Sylvari, +10 Pleasure when raped with anything that has tentacles (plants count).

Orientation: NEUTRAL Class

Available Weapon: Staff.
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Spiritmaster Class: The Spiritmaster is essentially a mage similar to the sorceress, only she can summon spirits to aid her in battle. A Spiritmaster focuses on summoning Spirits and avoiding melee wherever possible. She can also attack from afar with her damage spells. A Spiritmaster may have multiple spirits out, but only one of each type of summon at a time.


Starting HP: 1230
Starting MP: 1350
Starting Sexual Stamina: 1310

Summon Elemental Spirit - The Spiritmaster summons a Fire, Cold or Lightning damage dealing spirit, whichever one she chooses upon the casting of this spell. The Spirit can attack in one of two ways. If the Spiritmaster connects with an attack of any kind, the spirit instantly hits the enemy for the SAME amount of damage in it's element. If the enemy was cursed with lower resist, the elemental damage is doubled. If the Spiritmaster does not connect with an attack, this spirit deals 500 Elemental Damage by itself. Spirit attacks can't be avoided and will always connect, and will always attack the enemy the Spiritmaster is. This spirit lasts until it's HP is depleted by her special skill, or all enemies are slain, regardless of if the Spiritmaster is raped or not. However, if she is raped, the Spirit will randomly target the enemy with the lowest HP that isn't raping a player. Mana Cost - 0. This does not consume your turn unless you casted another spirit already this turn.

Summon Barrier Spirit - The Spiritmaster summons a spirit which forms a protective barrier around her, or an ally of her choosing. This barrier prevents an enemy from harming or raping the protected ally at a price. Each time the spirit protects it's target, it loses 50 HP. This spirit has 300 HP, so it can protect up to six times before it is slain. It will last either until it's HP is depleted, or it has been on the field for 10 turns. Mana Cost - 75. Once this spirit dies, it can't be summoned for fifteen turns. Does not consume your turn unless you casted another spirit already this turn.

Spirit Thrash - The Spiritmaster attacks with a magic damage dealing attack which hits for 700 HP instantly.

Spiritual Sap - This spell saps the energy out of a target enemy, causing them to be paralyzed for 5 turns, or until they are struck with an attack. While highly useful, this skill has a 15 turn cooldown, It also can only be cast on an enemy who is not currently grappling or raping a woman. Mana Cost - 150.

Spirit of Restraint - This spell causes the target foe to be restrained by a ghostly helper for two turns, making it unable to do anything or even evade attacks. Mana Cost: 200. Has a 6 turn cooldown.

Spiritual Time Bomb - This highly useful spell simply is the best protection in the world. When cast, this spell instantly afflicts the target enemy with a prevention spell. This spell prevents an enemy from grappling for 3 turns, actually dealing 1000 damage every time it tries to attack. As enemies will always try to attack, this can be highly useful to both prevent a grapple, AND deal damage. It may only be cast once every 5 turns, and only once per enemy in a fight, so use this VERY wisely. Mana Cost - 250.

Erosion - This spell causes an enemy to lose 600 HP every turn for 4 turns. Mana Cost - 175. Cooldown of 8 Turns.

Elemental Bombardment - This spell deals 1,000 elemental damage of the girl's choice. Mana Cost - 200. 3 Turn cooldown.

Shadows Grasp - This spell hits for 1200 magic Damage. Mana Cost - 250. Cooldown of 5 turns.

Deathly Embrace - This spell deals 1500 Magic Damage with it's attack. Mana Cost - 350. Cool down of 6 turns.

Spiritmaster's Wrath - Deals 2000 damage to all foes on the battlefield. Mana Cost: 400. Has a 20 turn cooldown.

Spirit Substitution - This skill allows the Spiritmaster to deflect 50% of the sexual pleasure she suffers when she is raped to be absorbed by her elemental spirit's HP. If for some reason she did not have an elemental spirit out then she will suffer the full brunt of the sexual pleasure crashing over her vulnerable body. If she had a barrier spirit active on someone else, then this skill will only reduce 25% of her sexual pleasure. Her elemental spirit has 3000 HP. Once the spirit is killed, the Spiritmaster will have to cast it again before she can use this passive skill again. She must wait two turns after it dies and she is free to be able to cast a spirit again.

Kamikaze Spirit - The Spiritmaster may choose to send her Spirits on a suicide run, detonating them on any enemy not currently raping someone. Each Spirit will detonate their entire life force, so this skills damage is only limited by the remaining HP of ALL her spirits. The drawback to this skill is that she won't be able to summon any spirits for fifteen turns after using this skill. This skill is not affected by Mastery skills.


Additional Skills (Passive):

Adrenaline Surge: When raped to an orgasm, gain +10 to all rolls for 8 Turns. If raped to another orgasm while in this state, lose adrenaline and be stunned. See table below for stun duration. You cannot gain any more adrenaline rush until you've suffered a third orgasm in the same fight, or move to a different zone and fight.

Scan: Gives you updated, to the second information regarding your foes, and your allies status and vitals.

Passive Revive: Dead party memeber can be brought back to life with this once all foes are dead, or if the entire party dies.



Class Specific Weaknesses: +5 pleasure when gripped inside Succubus Pussy.

Race Notes:

If she is a Mathosian, +10 Pleasure when ridden inside Succubus Pussy.

Orientation: MAGE Class


Available Weapon: Staff.
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There you have them, the new revised character classes. This thread will be used for posting the actual character sheets of your potential player characters, so post them here when you have decided which route to go. Leave all comments and such in the Signup thread, and keep this free for the character sheets. I will PM you if something needs fixing with your sheet.
 
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SiphonTalvesh

SiphonTalvesh

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Re: Planet of Pleasure: New Character Class Sheets!

OK, so I was dumb and didn't include the races portion for these sheets.



Races:

Humans - Humans are the typical normal characters. Humans have no true natural weaknesses or strengths in terms of resisting rape.

Elves - Elves are a second race in the game. Elves are strong against Ogre and Balaur Rape but weak against Female Demonic Rape. +10 to all rolls against Ogre and Balaur Rape, -10 to all Female Demon Rape. Elves are more fertile than humans, so they require 1 less point on the dice roll to become pregnant, or impregnate their attackers. 8+ when raped by
anything other than an Elf or Mathosian. 7+ When raped by another Elf or filled by Mathosian seed. 6+ when forced to fill a Mathosian pussy.

Mathosians - Mathosian's are more powerful versions of humans and a third race in the game. Mathosians are strong against Male Demonic Rape but weak against Tentacle Rape. +10 to all rolls against Male Demon Rape, -10 to all Tentacle Rape. Mathosian's are more fertile than Humans, and give up their seed when pussy raped more easily than elves do. -1 point to
become pregnant, -2 points to impregnate their attackers. 8+ when filled by anything other than a Mathosian. 6+ when forced to fill an Elf pussy or filled by Mathosian. 5+ when forced to fill a Mathosian pussy.

Norn - Norn are larger and stronger than humans or Mathosian's, standing at nine feet tall. Norn are highly resistant to rape, taking only half the pleasure any other class does when raped. However, Norn have difficulty with resisting the call to mate with another of their kind, and when raped by one of them, Norn will suffer a -10 to all rolls against Corrupted Norn. Taking half pleasure does NOT reduce the KP they would gain, since they do take the pleasure, but they just don't feel it as much.

Sylvari - Sylvari are humanoid beings that are part plant. It is uncertain how these few survivors managed to escape the corruption of their species, but here they are. Sylvari are pure, meaning they take only half the KP from normal rape attacks, so they take longer to corrupt. However, Sylvari are extremely vulnerable to being raped by plant based enemies as they feel a kinship with them. When raped by a plant type enemy or trap, they will recieve double the pleasure, leading to faster orgasms.

Halflings - These are hybrid's between two species (Elves, Mathosians, Norn or Sylvari ONLY). The player chooses which two species to combine, and gains the benefits of both, but also the drawbacks to each as well.


You may officially begin posting character sheets in the thread that will be going up shortly for those purposes, and I will place approved sheets here.
 
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