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Derpgen Sheets


Tassadar

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Since people are putting them all over the place now, most annoyingly when in the actual character sheets thread, feel free to use this for all of your derpgenned character sheets. DG3, or DG4, doesn't matter. These can be theory crafted characters, efforts to break the game, or just ideas that you had with or without an actual sheet fully filled out. GMs can scout for interesting concepts that they might want to GM for, and if someone gets picked up you can leave it here or move it over to the proper thread, whichever you like. Can fill out the sheets here or just post googledoc links.

3.5 sheet.
Name:
Class:
Race:
Sex:

Body:
Mind:
Spirit:

Hit Points (HP):
Pleasure to Orgasm (PP):
Spirit Energy (EP):
Speed:
Dodge:
Armor:
Resistance:
Perception:
Stealth:
Grapple:
Spirit Ceiling:


Experience:
Corruption:


Talents:


Flaws:


Mutations:


Skills:


Base Casting:
Favored Elements:
Magic Feats:


Wielder Aptitudes:
Powers:


Pleasure Damage:
Penetration =
Foreplay =
Succubus Powers:


Inventory:


Bio/Description:


The OOC section:

4.0 sheet beta version.
Name:
Name:
Class:
Race:
Sex:
Backstory Template:
Template:

Body =
Mind =
Spirit =

Hit Points (HP) =
Pleasure to Orgasm (PP) =
Spirit Energy (EP) =
Speed =
Dodge =
Armor =
Perception =
Stealth =
Grapple =
Spirit Ceiling =

Resistances
Reflexes =
Focus =
Willpower =

Defensive Bonuses
Tumble Mod =
Bull Rush Mod =
Overrun Mod =
Orgasm Threshold =
Pleasure Resistance =

Class Bonus


Experience =
Corruption =


Talents


Flaws


Mutations: X/18


Special Mutations

Weapon Attack =
Skills


Spell Attack =
Base Casting =
Favored Elements

Magic Feats


Power Attack =
Wielder Aptitudes

Powers


Succubus Power Attack =
Succubus Powers


Pleasure Damage
Penetration =
Foreplay =


Inventory


Trades

Perception =
Stealth =


Bio/Description


The Out of Character Section

 

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thetwo

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Re: Derpgen Sheets

Kaitlyn

Class: Warrior
Race: Su-Ku-Ta
Sex: Female

Body: 34 =26+8(exceptional)
Mind: 30 =14+8(exceptional)+8(exceptional)
Spirit: 10

HP: 54
PP: 52
EP: 42

Speed: 30
Dodge: 12d10+2 =9d10+2+3d10(agile)
AV: 6 =0(natural)+6(worn)
Perception: 18
Stealth: 40 =18+5(Stealthy)+8(Sneaky)+3(Thief)-2(Pheromones)+8(armor)
Grapple: 6d10+4
Spirit Ceiling: 8

Reflex: 17
Focus: 17 =6.8+10
Willpower: 10 = 6.8+3.33

Bonuses:
  • +2 to perception checks involving sight or sound, no perception penalty for darkness.
  • Sneak attacks do doubled, maximized damage dice, and ignore worn AV and other defensive bonuses from armor. Melee attacks auto-hit, ranged attacks get +20.
  • +5 tumble (thief)

Penalties:
  • -5 penalty to avoiding being blinded or deafened
  • Additional -2 penalty to being blinded by bright lights.

XP: 0
Corruption: 0

Talents, flaws, mutations, skills, feats, and Trades (full descriptions):
Talents:
  • Agile - The character gets a 3d10 bonus to Dodge.
  • Stealthy - The character gets a +5 bonus to their Stealth stat. In addition, whenever the character attacks a creature that is unaware of them, they automatically hit (except for ranged attacks which get a +20 bonus to hit) and have their damage dice maximized and doubled on all attacks. If the attack is an attempt to start a grapple rather than an attack that deals damage, the attacker instead gets a free grapple action against their target.Only the first attack of any given round (or first two with two weapon fighting) can be a Sneak attack.
  • Sneaky - The character gets a +8 bonus to their Stealth stat.
  • Wealthy - The character starts the game with an additional 250 denarii, which they may spend immediately at character creation. May not be taken outside of character creation.
  • Exceptional (+8 body)
  • (flaw) Exceptional (+8 Mind)
  • (flaw) Exceptional (+8 Mind)
  • (flaw) Natural Mage: Focus in [Light] - The character chooses an Element. This Talent allows the character to cast up to 5th level spells in that Element. In addition, they gain a +10 bonus to all Casting checks for spells of that Element, get a 1d10 bonus to attack rolls for spells of that Element, all spells of that Element that deal damage deal an additional +2 damage per spell level, buffs increase the chosen stat (and only stats, not dice or other additions) by an additional +1 per spell level, and creatures summoned by spells of that Element gain a +2 bonus to their Body stat and a +1 bonus to AV per spell level. This Talent can be taken multiple times, but each time a different Element must be chosen.
  • (flaw) Natural Mage: Magic Feats - The character gains two Mage Feats.

Flaws:
  • Fertile. +5 to pregnancy Rolls
  • Sensitive - Take +5 PP damage.
  • Tainted Bloodline - Gain corruption at 1.5x the usual rate.
  • (racial) Fetish[beast dicks] +8 PP damage from non-human-mammal dicks (cats, dogs, etc)
  • (fluff) Mutated 3

Mutations: 3/18
  • Breeder - When the character is pregnant or has impregnated someone else, the gestation period of their offspring is shortened by half.
  • Pheromones: -2 stealth, friendly creatures interested in sex.
  • Heat. 1d6 per day. On 6, -6 to impregnation, +10 to avoid Aroused/Horny, -10 PP damage. On 1, +6 to impregnation, +10 PP damage, -10 grapple to avoid/escape penetration. Lustful[RP], Fetish[creampie], (RP: Fetish[gangbang]) and pheromones (doubled effect); lose 1d6 Willpower near virile males, at 0 Aroused, at 0 Horny.
  • Litters - When you first roll for pregnancy, roll 1d6+1d2(fertile)+2 for number of eggs. For 24 hours, roll pregnancy against each remaining egg.
  • Snug - -5 to rolls to escape penetration.
  • Keen Ears - +2 sound-based perception; -5 penalty to avoid being deafened.
  • Keen Eyes - +2 sight-based perception; -5 penalty to avoid being blinded.
  • Night Eyes - No perception penalty in the dark; -2 penalty to avoid being blinded by bright lights.
  • Tail - fluff
  • Fangs - fluff
  • Funny Ears - fluff

Special Mutations:
  • Beastman Genes - Genetically dominant. Except one with Naturally Warped or greater level of corruption, or also has beastman genes.

[Warrior Only]
Weapon Attack: 6d10+4
Skills: 4
  • From Behind - The character may spend their move action take a -10 penalty to Dodge for the round in order to make a tumble check against a single creature and any creatures adjacent to it. If they win, they move through their targeted creature to stand behind them, and any attacks made against that creature are sneak attacks. If they lose the tumble check, they are knocked Prone as usual and the creature they made the attempt against may start a grapple against them or attack them with a melee weapon as a free action. Requires Stealthy.
  • Thief (Passive) – The character gets a +3 bonus to Stealth and a +5 bonus to Reflexes checks relating to the Tumble maneuver, and gain 2 Disable Device trade dice.
  • Sneak – The character spends their standard action in order to make a Stealth check against all nearby opponents who are aware of them at a -10 penalty. If they win this check, they are no longer detected by any enemy that they beat in the check. Requires Stealthy.
  • Strike the Weak Spot (Passive) – Whenever the character would make a sneak attack, they may ignore the target’s Worn AV and any other bonuses to defense applied by their armor. Requires Stealthy.


[Mage Only]
Spell attack: 6d10+0
Base Casting: 15
Favored Elements: Light
Magic Feats:
  • Silent Magic – The character may sneak attack (gaining the bonus to hit and maximized and doubled damage dice) with spells and cast spells without revealing themselves. Spells with an obvious source, namely any spell that deals damage, will reveal the character even with this feat. Requires Stealthy.
  • Mana Sculptor (Light) – Illusion utility spells are granted a small amount of substance, and therefore gain a +10 bonus on any check to recognize them as illusions, even responding to touch and behaving as the caster believes the subject would behave. Light spells that cause the Blinded status also gain a +8 bonus to their Resistance checks. Requires Focus in Light.

Trades: 20 dice (su-ku-ta base)
  • Acrobatics: 4
  • Disable Device: 5 =2(thief)+3
  • Performance (acting, for purposes of thievery): 4
  • Reading/Writing: 3
  • Sleight of Hand: 6

[Sex]
Pleasure Damage:
Penetration: 2d8+11
Foreplay: 2d4+9
-5 to escaping penetration.
+5 to incoming pleasure damage

Pregnancy: +5; +11 in heat.
Babies: 1d6+1d2+2 eggs. Half gestation time.

[Inventory]
0d in a small pouch.
A double-sided dildo, for use in heat.

Thieves' armor: 6 AV; 0 EV; 30 TP; 2 DU; +8 stealth enchantment, chemical-resistance treatment
Dark green - nearly black - leather with a subtle pattern that shifts slightly under the influence of its odd, alien material. Secured by laces. Fitted very well, and worn tight.
Leather armor.
+Chameleon skin material (20d, +8 stealth, -4 AV)
+6 points (30d+4 AV, -1 EV)
+Chemical Treatment (5d, Armor is immune to Chemical Splash and similar abilities that deal damage through toxins and acid. Gives 30 Resistance against damage from such abilities)

Total cost: 55d

Darksteel Dagger: 4d6+17 damage; -2 attack, +1 attack per attack die; DC34 paralyze enchantment.
A long dagger, with a wavy pattern on its darkened blade. The edge gleams with a hint of the enchanted poison.
1h sword: 2d6+Body/2 damage, one handed melee
+darksteel material (+2d6 damage; +1 attack/die; 150d)
+Poison enchant[paralyze] (DC30 paralyze on hit; 50d)
+Debilitating blade (-2 attack, +4 to paralyze DC; 10d)

Total Cost: 210d

Light Crossbow: +5 attack, 3d6+12 (22); 40 feet. 1 shot, 1 round reloading (3x clockwork reloading enhancement)
A fairly plain device made of a dark-stained wood. Fires standard crossbow bolts, held in a small quiver.
+30 bolts.
Light Crossbow: [+5]3d6+12; 40 feet, 1 shot before reload, 1 round reload; silenced.
+Clockwork Automated Winder (1 free reload; 10d)
+Clockwork Automated Winder (1 free reload; 10d)
+Clockwork Automated Winder (1 free reload; 15d)

Thief Tools (basic tools from abandoned job; lockpicks, etc)
A long, thin rope (for climbing and totally not bondage)

Total Cost: 35d

Bio:
History:
Kaitlyn was born in Acheron, the fourth in a litter of five. Her mother was nobody special, a sometimes-maid, sometimes-whore, depending on how desperate she got, and periodic misadventures while in heat gave the poor woman an unfortunate number of children. It wasn't a great place for children, and with their mother's example of what waited for them if they stuck around, most left home early. Kaitlyn was one such. She and her youngest littermate left together for greener pastures.

They ended up in Southern Badaria, out of Acheron but not away from its influence. Their poverty, naturally lithe builds, and a little natural talent with magic eventually led them to join a thieves guild. There they had allies for the first time. Friends, even. Their new friends lent them gold to build their equipment, showed them where to loot other materials, and had them fitted for guild armor. For a while everything seemed to be going well, for once.

Then their "friends" started calling debts. The girls didn't have gold, or time to make - steal - it. But that was fine, because what their "friends" really wanted was favors. The first they asked was for them to come down to the guild hall when the su-ku-ta went into heat, instead of locking themselves in their rooms. And it was clear this was only the start. They refused, insisting that they'd pay their debt with the skills they'd learned and the tools they'd built.

The next job they got seemed too good to be true. They approached it carefully, though, and managed to spot the men hiding outside the vault door. Men armed with nets and collars instead of swords and guns. The sisters got the hint, and were out of the city without so much as stopping at their home. They arrived in the nearest port with only what they'd been carrying at the time, and quickly discovered that their names and descriptions had somehow made it ahead of them. Along with a bounty for their capture, as escaped and thieving slaves. Kaitlyn felt her stomach lurch as she saw the amount. They had to get out, and fast.

Over the next few hours they stole small items from half the buildings in the port, and at dawn the Lady Kaitlyn Everdine and her overburdened maid marched onto a ship that looked like leaving, and demanded passage immediately. The Everdine had kaitlyn's lithe build - there was little she could do about that - but her hair was a distinctive calico, and her dress was all done up with jewels and thread-of-gold, instead of glass and dirty silk. Unfortunately, her talent with illusions couldn't fix a disguise to her sister, so they had to make do with cosmetics and hope that keeping her head down would be enough that nobody would remark on how similar the lady and her maid looked. And that nobody would notice that the Lady had a total of 2 denarii to her name.

((Me and Knephi got bored and did a mission with the thieves' guild. . It's long and unedited, but whatever.))

Personality:
Takes a somewhat atypical approach to thievery and disguise, at first glance. Instead of blending into the crowd and hiding, she's likely to prance out into the middle of the room and demand attention, trusting her flashy facade and illusion magic to let her slip away with more than anyone notices. In private she seems more reserved and quiet. And on the job she tucks her flamboyant exterior under her dark armor along with her hair, when it's called for.

Extremely close with her little sister, Alyssa. Most people looking at them call them twins, and to a certain extent they would agree that this is accurate. They were born to the same mother, on the same day, a few minutes apart. But when confronted with being identical twins, they invariably insist that they are in fact not even really sisters, but half-sisters, with different fathers.

The pair were close even before they left Acheron together, and have only grown closer. The first time Kaitlyn went into heat, her sister pulled her back to their room, bound, and locked her there until Kaitlyn recovered her senses. And the next week she did the same thing back to Alyssa. They hit on a solution the first time both girls went into heat at the same time. Horny, locked in their bedroom, and desperate for reasons not to go out and find a party, they experimented. And then repeated their experiment. For the rest of the day. After that, things weren't quite so bad, and going into Heat was a little less unpleasant, though their "romantic" relationship was rarely exercised when neither of them was afflicted.

Appearance:

Kaitlyn stands at just under 5 feet tall, and has a slim, athletic build, emphasising agility over strength, as befits one of her profession. She has a modest bust, and red hair a little past her shoulder, usually worn loose. As a Su-Ku-Ta, she possesses feline features, though those outwardly visible are limited to her tail and ears, both red-furred in the same shade as her hair, her green-gold catlike eyes, and slightly elongated fangs. Internally, however, she has much in common with her more bestial counterparts. Most distressingly to her, her body's propensity for going into heat.

She generally dresses in outrageous colors and flattering clothes, basking in the attention brings like a warm sunbeam. On the job, unless a disguise is called for, she is all professional. Her "work attire" consists of a dark leather outfit, form fitting and emphasising stealth and mobility. Made from the hide of a creature with chameleon-like skin, it is able to shift in colour and pattern to better blend into the surroundings, and fitted perfectly to her frame to avoid unnecessary encumbrance.

Her and her sister are currently in disguise, Kaitlyn as a noblewoman with Calico hair, Alyssa as a maid, lacking the same sort of prowess in illusion magic Kaitlyn uses to enhance her disguise.

OOC:
Knephi has rolled her sister Alyssa, a few posts down in this thread. Together they will brave the lands of the wolfmen, and probably end up giving Arlos a substantial population of half su-ku-ta, half wolfir.

(Also totally not stolen from Knephi.)

Change Log:
2014/11/14; 1830 - First official version
2014/11/18; 1400 - Thread started; official 'stole in port' list included a double-sided dildo, which Kaitlyn has at the moment.
2014/11/20; 0130 - Keen Eyes, Keen Ears, and Night Eyes all updated with new penalties.
2014/12/10; 1930 - Trades are a Thing now. Corrected and changed some minor formatting.
 
Last edited:

Hafnium

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Re: Derpgen Sheets

Derpgen? Derpgen. I have totally already posted this in Mud Wrestling but now slated for a group thread so reposting here.

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

Body = 50
Mind = 12
Spirit = 12

Easy C&P Status: (Just add bracket in front of url since for some reason
Code:
 doesn't seem to revert the bbcode into plain text)
url=http://www.ulmf.org/bbs/showpost.php?p=618026&postcount=3]Kaida[/url]: HP = 92, PP = 43, EP = 43, Status = Fine.

Hit Points (HP) = 92
Pleasure to Orgasm (PP) = 43
Spirit Energy (EP) = 43
Speed = 35
Dodge = 10d10 + 2
Armor =  3 (19 w/ armor)
Perception = 25 (31 for smells, 27 for sights and sounds)
Stealth = 14 (6 with armor)
Grapple = 10d10
Spirit Ceiling = 9 (5 with armor)

Resistances
Reflexes = 25 
Focus = 14
Willpower = 24

[B]Defensive Bonuses/Notes[/B]
+5 against checks to avoid being disarmed when she’s wielding her naginata
+5 against parries while wielding her naginata, and +5 to overcoming parries when she's wielding a weapon in both hands and her target is at 1/2 HP or lower.
+5 to maintain penetration, -5 to escape it.
+12 to resistance checks against things that would alter her actions or control her mind, including the Dominated, Charmed and Horny statuses, and similar.
+10 resistance against attacks against her soul while her palanquin charm is equipped.
-2 to EP damage taken base, -12 total with her palanquin charm equipped.
Weakened when she's at 1/2 HP or lower.

Experience =
Corruption =

[B]
Talents[/B]
[Warrior] Heavy Weapons Specialist: +1d10 bonus to weapon attack rolls and a +8 bonus to damage on melee attacks so long as she’s using a two-handed weapon.
[Warrior] Skilled with Polearms: +3d10 to weapon attack rolls.
[Warrior] Resilient: +30 HP.
[Warrior] Skilled x3: +9 skills.
[Warrior] Warrior Exemplar - +1d10 bonus to Dodge and to weapon attack rolls, +3 bonus to natural AV, and +3 to body-based damage rolls.

[General] Good Willpower: +10 to Willpower.

[B]Flaws[/B]
[Race+Talent] Fertile 2: +10 to Pregnancy rolls.
[Race] Sensitive: +5 PP damage.
[Race] Tainted Bloodline: x1.5 corruption.

[Talent] Fragile: Weakened at ½ HP or lower.
[Talent] Obvious: -8 Stealth.

[Extra] Mutated 8: +8 Mutations.

[B]
Mutations: [/B]5/18

[Race] Funny Ears: Fox ears.
[Race] Tail: Fox tail.

Keen Eyes: +2 perception for seeing.
Keen Ears: +2 perception for hearing.
Keen Nose: +2 perception for smelling.
Scent Tracking: +4 perception for smelling, can track by scent.
Tight/Large: +2 PP damage.
Snug/Stretching: +5 to checks for maintaining penetration, -5 to checks for ending them.
Fangs
Breeder: ½ pregnancy times.

[B]Special Mutations[/B]

Kitsune Heritage
Shapeshifter
Naturally Warped


[B]Weapon Attack = [/B] 11d10
[B]Skills:[/B]
Break Guard - [size=1]The character may take a -10 penalty to attack rolls for the round in order to make a free feint attack. If this feint fails, the character takes a -10 penalty to Dodge.[/size]
Guillotine - [size=1]When the character makes an attack against a target with less than 30 HP or half health remaining (whichever is lower,) makes an attack that brings the target below or 30 HP remaining, or deals more than half their target's max HP in damage with a single attack, they make a Reflexes check against that target. On success, the target dies (or falls unconscious depending on fluff) instantly. Requires Heavy Weapon Specialist. The character also gets a +5 bonus to Parry checks against targets with less than half health.[/size]
Slay - [size=1]The character takes a -2d10 penalty on their attack roll and a -2d10 penalty to Dodge until their next turn. In exchange, their bonus to damage from Body increases by one step, usually from +Body/2 to +Body. Requires Heavy Weapons Specialist.[/size]
Supreme Might – [size=1]The character may trade points from their attack roll for additional damage. These points are traded at a 1 to 1 rate, and the character cannot trade more than 20 points per round. Requires Heavy Weapons Specialist.[/size]
Whirlwind – [size=1]The character attacks all enemies within range of them with their melee weapon or weapons, but take a -2d10 penalty to their attack rolls and Dodge and a -5 penalty to weapon damage rolls until their next turn.[/size]

Armored Champion - [size=1]The character is more comfortable when fighting in armor, allowing them to ignore the penalties caused to Dodge and Speed caused by the EV of their gear.[/size]
Double Strike - [size=1]The character may attack twice in one turn with a melee weapon if they take a -2d10 penalty to attack and a -10 penalty to damage for all attacks that round. This skill cannot be combined with other skills that allow for multiple attacks.[/size]
Meisterhau - [size=1]The character attempts to close the opponent’s line of attack with their own strike. The character takes a -2d10 penalty on their attack roll, and in exchange any target they hit with this attack must successfully make a Reflexes check against them when attempting any melee attack of their own or automatically miss. When used against a target that’s attempting to parry, the DC is disregarded and a Reflexes check happens. Whoever wins the Reflexes check gets to make their attack as normal.[/size]
Quick Draw (Passive) - [size=1]The character may draw their weapon or weapons or retrieve them from the ground without spending an action.[/size]
Ranger (Passive) – [size=1]The character gets a +3 bonus to Perception, and can track creatures so long as they have stayed on the ground. With Skill with a ranged weapon that uses ammunition, this skill allows for crafting special Arrows/Bolts/Bullets for materials costing half the listed shop price.[/size]
Spirited Warrior - [size=1]The character may pay X EP (up to a max of 10) as a free action in order to increase their Dodge by 2X, their Natural AV by X, all Resistances by X, a single Resistance by 2X, increase their damage on each attack by 2X if they make only a single attack or by X if they make multiple attacks, increase a Parry DC by X, or increase their attack rolls by 2X. This skill can be used even when the character is Sealed or wearing a Sealing Collar, and does not affect the maximum amount of EP useable per turn due to Spirit Ceiling. The bonuses to Resistance granted by this skill only benefit offensive Resistance checks when used for Reflexes checks. The value of X may not be greater than 10 on any given round, but the EP may be spread across multiple bonuses.[/size]
Strong Willed (Passive) – [size=1]The character gets a +12 bonus to any Resistance checks made against attempts to control or alter their actions, or any effect that would affect their mind. These include the Dominated, Charmed and Horny statuses, among other things. They also gain a +2 bonus to resisting EP damage.[/size]
Weapon Focus (Passive) – [size=1]The character gets a 1d10 bonus on all attack rolls with a single weapon type and gets a +5 bonus to Reflexes checks to avoid being disarmed or Parried when wielding that weapon. This can be selected multiple times, but each time it is with a different type of weapon. [/size]
Weapon Specialization (Passive) – [size=1]The character deals an additional +4 damage with the selected weapon type. Requires: Weapon Focus with the selected weapon type.[/size]


Sweep - [size=1]The character may take a -1d10 penalty to Dodge for the round and cause their attack to deal -6 damage, but if the attack hits the creature struck must win a Reflexes check against the character in or be knocked Prone.[/size]


[B]Pleasure Damage[/B]
[B]Penetration = [/B]2d8 + 19
[B]Foreplay = [/B]2d4 + 13


[B]Inventory[/B]

Naginata (Polearm): (16d10) 4d6 + 39
Katana (Bastard Sword): 2H: (12d10-3) 1d12 + 43, 1H: (10d10-3) 1d12 + 29
Wakizashi (One-Handed Sword) (11d10) 2d6 + 28
Scale Mail: AV = 16, EV = 4, TP = 50, DU = 5, strong against slashing. 
Fragment of the Palanquin: +10 Resistance to attacks against soul, -10 EP damage/drain taken while worn. (Misc. item which cost her 50 starting denarii)
Pack fulla fluff goodies, including:
- Wood carving knife.
- Reading glasses.
- Sword care kit with a small container of oil, a rag, and a whetstone.
- Traveling Dotet set.
- Short length of rope.
- Waterskin

[B]Trades[/B]
Languages - Badarian, High Amazonian
Lore (Myths) - 4d10
Medicine - 4d10
Reading/Writing - 5d10
Tracking/Woodcraft - 3d10
Woodworking - 5d10

[B]Biography[/B]
[spoiler]A woman of humble origins despite her supernatural birth, Kaida was raised by the last monk of an order in the Amazon after being left on his doorstep when she was but a baby. The shrine itself was an ancient one, erected not to worship the established gods or even the spirits at large but rather one Kaida’s many-tailed relatives who had centuries prior blessed a nearby village in a time of difficult hardship and aided it in overcoming famine and disease. The kitsune of legend didn’t remain in the village, instead choosing to wander to some new place after her work was done, but the villagers still erected a relatively simple building a short mile from the village which was left empty and maintained in her honor to serve as her home and refuge should she ever return.

Over the centuries the reasoning for the building became muddled, and eventually it became a shrine to the fox woman of legend. In times of prosperity it received donations and expansions until it became a lavish construction and in times of hardship people began to flock to it in order to pray for the kitsune’s salvation. It was in a year of poverty that the building was robbed, which caused a group of the more piously minded villagers to form a volunteer group intended to defend and guard the shrine. The original reason behind the shrine’s group of defenders became muddled too, as more years passed, and eventually they became something more akin to the groups of warrior monks and warrior nuns found across Amazonian culture. In its glory days, even important officials from the cities would pay visits to the shrine and give gifts to it. The grandest gift of them all was from a man infatuated with the legend of the ancient kitsune who gave the temple a palanquin made entirely out of precious metal and encrusted in gems, intended to be used to ferry the fox woman to his home if she ever returned, and, as the item of greatest value in the shrine, defending it would eventually naturally become among the monks’ greatest duties..

By the time Kaida arrived on its doorstep, however, the shrine’s glory days were long over. The village that had seen it built was a shadow of its former self and few people visited the holy ground, with fewer still choosing to join the order that maintained and guarded it. The monk who raised her was the last of that order, his own master having died of old age and the two other disciples who had become initiates with him having died to disease and wildlife. The lack of traffic and interest in her life didn’t bother Kaida in the least, however, and she truly enjoyed the childhood she had under the monk’s care.

The kitsune was raised in the only way the monk knew how, which is to say the way he himself was raised and trained by his own master. He taught her the things he thought a child should know and then, as soon as she was able to pick up the staff, he taught her the art of defending herself and the temple as he himself had learned. She prayed, meditated, and read scrolls as he had, and once she was big enough she learned how to repair the temple and maintain the grounds. She spent more than her fair share of time cleaning and polishing the palanquin, which had long been the main draw of the shrine and was probably responsible for a full three-quarters of the few travelers who still visited. The monk was stern and unyielding in his upbringing of her, but Kaida became used to that, and while the two never formed a more traditional loving bond, instead remaining more as master and initiate, they became inseparable. When she had finally learned enough to be considered as ready to advance from being an initiate, an equal to the monk who had raised her, she chose to stay with him and become the next in the line of the shrine’s defenders.

The years would pass in an idyllic haze for her. Her days were spent maintaining the shrine, cleaning it, and very rarely defending it, though largely from bestial predators and only on less than a handful of occasions from a thief who sought the wealth promised by looting some of the ancient gifts to the shrine or even the palanquin itself for a brave, foolish few. Her nights were spent furthering her learning as a monk and as a denizen of Donevrion, reading histories of the temple and the lands and musings by the monks that came before her. In her spare time she picked up a few hobbies, some she had a knack for, including dotet and woodcarving, and some that she was less talented at, like playing the koto. When visitors arrived, she performed any necessary services for them when her former master was unable to and often escorted the frailer ones back to the village so that they could go unharassed by thieves and wildlife. During that time she would quickly learn to keep her features hidden, as her nature and the nature of the shrine she guarded led to a myriad of ludicrous rumors among those few who did visit.

But while Kaida could’ve spent an eternity settled into that easy routine, the monk who took her in didn’t share her lifespan. Though the kitsune spent two decades in whole with the man, she had reached maturity early and hadn’t aged a day since, whereas the ravages of time quickly turned the monk from a middle aged man into a frail elder, and when a fever struck him in his sixty-third year he never recovered. Kaida was all too soon left by herself, now the last defender of the shrine, and her first act as such was to cremate her former master’s remains and take his ashes, robes, weapons, and armor, and lay them all to rest in a tomb behind the building with all the monks who came before them. After that, she took up her former master’s place and defended the shrine in solitude for another half of a decade, stoically shouldering all of its responsibilities alone while continuing her daily routine, all the while supposing that she might its final defender.

And one day she would be right. The final raid that the shrine would ever see came late on one summer night, when a dozen bandits who had discovered that there was only one warrior left to defend it decided that they would earn their fortune off of the treasures inside. They attacked in the dark and Kaida only barely managed to arm and ready herself in time to fight them at the door. Even then she could only do her best to keep them at bay, unable to score a wounding blow against any of them without opening herself to defeat by the others. The standstill lasted for several minutes, until a lamp was knocked over in the melee and the spilled oil and fire quickly lit the shrine aflame. The distraction of the fire would be her undoing, one of the bandits using her lapse in focus to deal a savage blow across her temple which sent her to the ground. The attack left her dazed and helpless to do anything but watch and struggle to maintain consciousness as the raiding thieves took everything of value and quickly carried it out of the burning building, only to return and viciously dismantle the palanquin in order to carry it out piece by piece before fleeing and leaving her to burn along with her lifelong home. The shrine that had stood in honor of that unknown hero so many centuries prior would burn to a husk of its former self that night with Kaida inside it, the kitsune monk so disoriented by the experience and shocked by the loss of everything that her order had spent hundreds of years protecting that she had crawled to the spot where the palanquin had stood rather than escaping the fire and passed out there.

But Kaida didn’t perish. Though the fire had raged around her and she herself had suffered terrible burns, she still drew breath. The spot where the palanquin had once stood was the only part of the shrine not damaged by falling debris or flame, and that stroke of luck and the nature of her magical race may have been the only things to save her life from her failure. She was still left in bad shape. For many hours she couldn’t even move, forced to lay in the spot she had passed out in and contemplate the loss of the only home and life she had ever known and her own responsibility in the fall of the shrine. It took a day for even her supernatural body to recover enough for her to gain the strength to move again in order to get precious water and food, but it was as she moved to drag her injured body from the shrine’s debris that she found a new purpose. In the rubble was a small remnant of the metal that the palanquin had been made of, no bigger than a coin. She instantly understood her new role in life, she had survived to return that holy artifact, even if she had to bring it back in pieces.

Over the next few weeks, Kaida would nurse herself back to health while taking shelter in the rubble of the shrine, her magical body healing even the worst of her burns given the time and allowing her to survive on what little food and water as she was managing to scrounge up. The kitsune would retrieve her former master’s robes and equipment, for her own had been burned beyond repair by the fire, and would attach the remaining piece of palanquin to a rope and hang it around her neck to remind her of her quest. When her body was able again, she would set out on the road. She would return the palanquin to the place that had once been its home, even if she had to nestle it into the ashes.[/spoiler]

[B]Description:[/B]
Kaida stands at 173 cm tall with a gymnast’s build, she has spent a lifetime physically training herself and it shows. Her defined, pale frame is mostly unblemished, thanks in no small part to her supernatural nature, with the exception of burns on her arms and legs and back which are still healing. Her raven hair is long enough to reach the middle of her back, but it’s most commonly worn in a bun to keep it out of her way. Her face is feminine, boasting the full cheeks, small jaw, and plump lips seen so often in classical beauties, more a result of her supernatural nature than any effort to groom herself as such, but her golden eyes are so naturally piercing that they have a tendency to immediately draw attention away from any beauty that she might naturally display, and occasionally even manage to distract those speaking to her from the sight of the black, white-tipped, fox-like ears and tail on her head and at her back respectively.

She typically wears black robes made of a thick cloth that are just a little too big wrapped with a reinforced sash and on her head a loose white cowl. She often carries weapons, consisting of a naginata that stands a little bit taller than she does, along with a sword and a dagger that she keeps sheathed on her belt. She’s not unused to wearing armor either, especially given the nature of her order, and owns a lamellar breastplate, which, like her robe, is a little too large for her, consisting of alternating layers of boiled leather scales and metal ones, which she dons underneath her robe so that it can catch blows that her robes are unable to stop, along with a simple helmet that she wears underneath her cowl for the same purpose. In addition to her more visible gear is a simple traveler’s pack that she keeps on her back, containing a waterskin, some trail rations, cloth, a small length of rope, and a small flask of rice wine. Her most important possession by far is a small, bludgeoned piece of gold with an inset ruby is affixed to a simple rope that hangs around her neck.


[B]The Out of Character Section[/B]
Oh hey this might actually be a thing. If it is just see my derpy all-purpose f-list to figure out what I am and am not okay with in terms of fetish stuff. [url]https://www.f-list.net/c/testifications/[/url] 

As per her backstory, she’s searching for the pieces of the palanquin, which was broken into many pieces by raiding bandits so that they could take it along with the other treasures of her temple and sell it. She'd pretty much go anywhere or investigate any lead that might take her to a piece of that palanquin, no matter how small. Given that it was made out of ornately molded gold and set with precious gems, she'd probably start with tracking anybody who had come into fortune and was trading a lot of gold and gems lately.

She is a monk and her time spent studying and learning in solitude show. Her upbringing and training have had no small part in making her a very patient and usually calm woman, when it comes to finding clues about the lost palanquin she's fully capable of exhibiting both traits. She knows enough about her own race and supernatural nature to realize that she has centuries to search for the palanquin, so long as she's not slain before then, and has had enough dealings with humans to realize that not all rumors hold a nugget of truth. When she does find a lead that promises to bear fruit, however, she's prone to becoming very energetic and narrow-mindedly pursuing it.

She is not above fighting and killing, either in self defense, for her survival, or in the pursuit of her palanquin. As she travels across Heloras (probably primarily Amazonia) she would willingly take jobs such as guarding someone, escorting someone, or exterminating bandits and monsters in order to fund her search for the palanquin. She doesn't consider herself above manual labor either, doing temporary work such as assisting farmers bring in their crops, working at taverns, etc, in order to earn coin. When nothing else bears fruit, she uses her love of dotet and woodcarving to pay her way by playing betting matches and selling miniature carved shrines and deity statues, though for the latter her favored trinket to sell is a small replica of the palanquin that she's hunting.
[/spoiler]
 
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Knephi

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Re: Derpgen Sheets

Something I've been messing around with for a while, now set for possible future groupstuff.

Rashi, Oni Warrior.
Class: Warrior
Race: Oni
Sex: Female
Backstory Template: Basic

Body = 60 (32 + 12R + 16T)
Mind = 10 (10)
Spirit = 12 (8 + 4R)

Hit Points (HP) = 71 (60 + 10 / 2 + 12 / 2 = 71)
Pleasure to Orgasm (PP) = 46 (60 / 2 + 10 + 12 / 2 = 46)
Spirit Energy (EP) = 47 (60 / 2 + 10 / 2 + 12 = 47)
Speed = 37 (25 + [flr[60 / 20] * 5] = 40 – 3M)
Dodge = 5d10 + 3 ([2 + 60 / 20 + 10 / 20 + 12 / 20]d10 + R / 4 = 5d10 + 3)
Armor = 32 (22 Nat [5T + 10M + 7S] + 10 Worn) Natural: Strong vs. Slashing, Weak vs. Piercing.
Grapple = 12d10 + 2 ([60 / 5]d10 + R = 12d10 + 0 + 2S)
Spirit Ceiling = 9 (47 / 5 = 9)

Resistances
Reflexes = 30 (60 / 2 = 30)
Focus = 13 (60 / 6 + 10 / 3 = 13)
Willpower = 14 (60 / 6 + 12 / 3 = 14)

Conditional Bonuses/Penalties
+12 to Resistance checks vs. being moved, stunned, or knocked prone, and to resist Bull Rush or Overrun.
+5 to Reflexes checks vs. being disarmed or parried while wielding Two-Handed Blunt weapons.
+10 Bull Rush and Overrun while Raging.
+10 to Resistance checks vs. Horny, Charmed, Dominated or Stunned while raging.
+10 to offensive Reflexes checks, +5 to Willpower checks, and –5 to Focus and defensive Reflexes checks while Raging.
–5 Fire and Force damage taken.
–5 Speed, –4 Dodge and Stealth, and –2 Spirit Ceiling while wielding Gorefinder.

Experience =
Corruption =


Talents
(Racial) Heavy Hitter - The character deals +6 damage on melee attacks with one handed weapons, and a +8 bonus on melee attacks with two handed weapons.
(Racial) Pain Resistant - The character has some sort of natural resistance to pain, be it deadened nerves, scars, scales, thick skin or what have you. Increase the character's Natural Armor by 5.
(Base) Exceptional: +8 Body
(Base) Exceptional: +8 Body
(Base) Heavy Weapons Specialist (Style) - A character with this Talent gets a 1d10 bonus to weapon attack rolls and a +8 bonus to damage on melee attacks so long as they are using a two handed melee weapon.
(Base) Skill with Two Handed Blunt Weapons - The character gets a 3d10 bonus to attack rolls with the chosen weapon.
(Base) Natural Spirit Wielder (Demonologist) - Gain 2 + Spirit/20 Powers from the Demonologist power list.
(Flaws) Artifact Holder (RP) - The character holds an artifact that may be worth no more than 1000 denarii, the details of which must be worked out between you and the GM, but it is always sentient and always has at least 1 cursed property.
(Flaws) Skilled - Choose an additional 3 Skills.
(Flaws) Skilled - Choose an additional 3 Skills.


Flaws
(Racial) Bloodthirsty (RP) - The character cannot, under any circumstances, back down from a fight. Even if defeat seems certain, and/or engaging in battle endangers their allies, they must fight until they themselves fall, or every enemy has been defeated.
(Racial) Easy to Hit - The character only gains Dodge dice for every stat/20 instead of stat/10, and their static bonus from the remainder of theirs stats is halved and cannot exceed 4.
(Racial) Obvious - –8 Stealth.
(Racial/Base) Fertile (x2) - +10 bonus to Pregnancy rolls.
(Base) Tainted Bloodline - 1.5x Corruption Gain.
(Base) Fetish (Rough Sex) - The character has a particular kink or preference that sets them off in bed. Whenever treated to their favored fetish, they take +8 PP damage. She likes it rough, whether on the giving or receiving end.
(Extra) Cursed - The character has some sort of curse, or alternatively a cursed item. The details of it and how severe it is must be worked out with your GM.
(Extra) Mutated 6


Mutations: 6/18
(Racial) Horns
(Racial) Odd Skin
(Mutated) Armored Hide (x3) - +6 bonus Natural Armor.
(Mutated) Natural Armor - +4 Natural Armor. Natural Armor counts as strong against Slashing, but weak against Piercing.
(Mutated) Gore Horns - The character’s horns are usable as a melee weapon, giving a +5 bonus to unarmed damage with them but causing the character to take a -5 penalty to Dodge until their next turn when using them.
(Mutated) Natural Attack - The character has some sort of natural attack that allows them to deal a greater amount of unarmed damage than usual. Their unarmed attacks deal 2d12 + Body/3 damage, but no longer allow the character to benefit from the Unarmed Fighter Talent, though they may still use skills from it while unarmed.

Special Mutations
(Racial) Demon - The character is a demon. They gain resistance to Fire and Force, ignoring the first 5 points of damage from sources of either type.
(Racial) Oni Alcoholism - Oni's that ingest alcoholic drinks are subjected to a unique effect. Every alcoholic beverage that an Oni consumes gives them a temporary +4 bonus to melee damage, Natural AV, and Grapple, but a -4 penalty to attack rolls and Dodge rolls, and a -2 penalty to Resistance checks. This effect can stack up to 5 times and lasts up until the alcohol passes from their system. The bonuses come with a price, however, as each one (up to the same limit of 5) also causes 1d6+2 Willpower damage (pushing them towards Aroused/Horny) and each drink causes an additional specific effect. If the character gains Aroused from this, the only penalty they take from it is the inability to resist pleasure damage. Wine causes them to gain a temporary instance of Sensitive, ale/beer causes an instance of Tight/Large, and liquors cause an additional +2 Willpower damage.
(Racial) Warped - The character has started becoming something other than completely human. Characters with this mutation cause any creatures that do not have this mutation to take an amount of corruption equal to half the pleasure that they deal.

Weapon Attack = 12d10 + 0 ([60 / 5]d10 + R) | 16d10 + 2 Two-Handed Blunt (+ 4d10T + 2S)
Skills
(Base) Slay – The character takes a -2d10 penalty on their attack roll and a -2d10 penalty to Dodge until their next turn. In exchange, their bonus to damage from Body increases by one step, usually from +Body/2 to +Body.

(Base) Break Guard - The character may take a -10 penalty to attack rolls for the round in order to make a free feint attack before any other attacks are made. If this feint fails, the character takes a -10 penalty to Dodge.

(Base) Whirlwind – The character attacks all enemies within range of them with their melee weapon or weapons, but take a -2d10 penalty to their attack rolls and Dodge and a -5 penalty to weapon damage rolls until their next turn.

(Base) Golf Swing - The character attacks with an upwards swing at a single opponent, taking a -1d10 penalty to their attack roll and Dodge until their next round. If they hit, the target is knocked back 10 feet and must win a Reflexes check against the character or be knocked Prone.

(Base) Heavy Metal - The character delays their standard action until the end of the round. Targets hit by the character's attack must win a Reflexes check against the user or become Stunned. In addition, every attack made against the character until the end of the round, whether the attacks hit or miss, grants the user a cumulative +2 bonus to the stun check, along with a cumulative 1d10 attack and +3 damage bonus until the character's next action.

(Base) Animal Warrior - The character may attack both with a weapon and with a natural weapon. In doing so, they make two separate attacks, each with a -2d10 penalty to hit. One of these attacks is with the character’s normal weapon (or weapons in the case of a two weapon fighter,) which may be modified by other skills relating to that weapon as normal. The other is with a natural weapon, which may not be modified by any skills.

(Base) Berserker (Passive) – The character gets a +2 bonus to weapon attack rolls, Natural AV, Grapple checks, and melee weapon damage.

(Skilled) Rage – The character enters a frenzy as a free action, getting a 2d10 bonus to attack rolls and Grapple, a +6 bonus to melee weapon damage, a +10 bonus to Bull Rush and Overrun checks both offensive and defensively, and a +10 bonus to Natural AV. Their Dodge and Parry dice are all treated as if they had been a roll of 2, the character cannot communicate with other creatures or act in a rational manner, cannot go out of their way to avoid danger even if it is obvious if such would leave them unable to attack something, cannot cast spells or use powers, and must attack in some way (even if only to start a grapple check or by making a Bull Rush or Overrun check) every round or fall out of rage. While enraged, they get a +10 bonus to Resistance checks to avoid the Horny, Charmed, Dominated, or Stunned statuses, though they cannot enter Rage while under any of those statuses and then get a bonus to resisting it, and have a +5 bonus to Willpower checks otherwise and a +10 bonus to offensive Reflexes checks, but take a -5 penalty to Focus checks and to defensive Reflexes check. Leaving rage causes the character to gain an instance of the Weakened status that lasts until the battle ends. For the purpose of whether or not a character would leave rage, pleasure attacks do count as attacks.

(Skilled) Bloodbath - While in a rage, a character can pay 4 EP in order to regain HP on successful attacks for that round. When active, any successful attack for the round heals the character for 2d6 + 6 HP. The +6 modifier is reduced by 2 for every additional attack on a round for all attacks on that round to a minimum of 2d6 + 0. In addition, as a passive effect during rage, if the character is hit by a blow that would knock the character unconscious or kill them, they may make a Reflexes check against a DC equal to the damage above their maximum hit points. If they win, their HP becomes 0 and they transfer half of their current EP, rounded up, to their HP, but will automatically fall unconscious when their rage or the encounter ends. EP expended on this skill does not trigger a character's Spirit Ceiling, and this skill can still be used while Sealed or wearing a Sealing collar.

(Skilled) Giant Strength (Passive) - The character can wield a normally two-handed weapon in one hand, but takes a -1d10-3 penalty to attack, a -4 penalty to damage, and -1d10 penalty to Dodge while doing so. If the character chooses to wield another two-handed weapon in their offhand as well, they take this penalty on both weapons in addition to the penalties for two weapon fighting. During this time the weapon is considered a one-handed weapon for the purposes of penalties/restrictions for skill use and use in grapples. (i.e. no using heavy weapons specialist skills via a two-handed weapon held in one hand). A character may also wield a one handed weapon of a larger size category at no penalty, or a two handed one at a -5 penalty, may reduce the attack roll penalties for not mounting weapons that normally need it by 2 per -10, or a one handed weapon of a further size category larger in both hands at a -10 penalty to attack.

(Skilled) Sturdy (Passive) – The character gets a +12 bonus to any Resistance checks made against attempts to move them, or to give them the Stunned or Prone statuses, as well as to checks made to resist other creatures attempting to Bull Rush or Overrun them. They also gain a +2 bonus to Natural AV.

(Skilled) Smith (Passive) - The character gets a +3 bonus to Natural AV, and a character may smith their own items, gaining the Smithing trade or increasing it by 2 dice, and may enhance items by either adding upgrades or creating them from materials at half the listed cost in the shop. They may also fully repair their own armor for half the usual price in materials.

(Skilled) Superhuman Toughness (Passive) - The character's natural AV is no longer ignored by attacks that ignore all AV, and if the character has natural DR they treat it as one step lower rather than ignoring it completely. DR steps start at 1/4 and go lower by increasing both the denominator and the numerator by 2. IE: A character with DR 1/4 would get DR 1/2, a character with DR 1/2 would get DR 3/4, a character with DR 3/4 would get DR 5/6, etc. If their Natural AV would completely negate the damage of an attack, they take no damage rather than minimum damage.


Power Attack = 2d10 + 2 ([12 / 5]d10 + R)
Powers

(Demonologist) Fell Might
(Demonologist) Vampiric Futanari
(Demonologist) Hellfire Blast


Pleasure Damage
Penetration = 2d8 + 20 (2d8 + Body/3)
Foreplay = 2d4 + 15 (2d4 + Body/4)



Inventory

Gorefinder, Large Two Handed Kanabo (+2 Attack, 2d10 + 58, 2 EV, two handed)

Two-Handed Blunt weapon (2d10 + 2 + Body/2, two handed)
Material: Orcish Pattern Steel (+1 Attack and Damage)
Size: Large, +10 Damage, –10 Attack (–5 with Giant Strength)
Modifications: +2 EV, +6 Attack/Damage, +9 Damage.
Powers: Repulsion Ball (Level 3 Force), Unknown Power.
Stats: Mind 60, Spirit 60. Focus 30, Willpower 30. 30 EP, 10 Spirit Ceiling.
Will refuse to function for those it deems unworthy, Able to speak telepathically to its wielder and anyone within 30 feet. Drives its wielder to act in more violent ways, causes its wielder to be unwilling to part with it, and cannot physically leave her possession.


Spidersilk Robes (AV = 10, EV = 0, TP = 35, DU = 2)
Battlemages Robes (AV = 8, EV = 0, TP = 25, DU = 1)
Material: Giant Spidersilk (+2 AV)
Modifications: (+1 DU, +10 TP for 20d)


Tekko (1d8 + 32)
Fist Weapon, deals improved unarmed damage

17 denarii


Trades

Acrobatics - 3d10
Engineering (Metallurgy) - 2d10
Language (Orcish) - 5d10
Language (Crolian) - 2d10
Leatherworking - 2d10
Reading/Writing - 2d10
Smithing - 6d10 (+2d10S)
Trading - 3d10

Perception - 6d10
Stealth - 2d10-8 (–8F)


Bio
Rashi was the runt of the litter, somewhat small even by human standards, much less those of her own people. This left her always feeling like she had something to prove, that she could be just as strong as anyone else. Her siblings towered over her, and while in most cases they didn't outright mock her, more than a few jokes were made at her expense, and she was never really taken seriously as a result of her less than imposing stature. Others went so far as to openly ridicule her for her apparent weakness, and she suffered more than a few beatings in her younger years when she tried to fight. She trained herself every day, often to the point of exhaustion, seeking to bridge that gap. It seemed for the longest time that nothing would ever come of it though, that she was just naturally weak, and there was nothing she could do to change that fact.

She later found a place as a smith, first as an apprentice, then eventually as a fully fledged smith in her own right. It was work she enjoyed, and while she may have been ridiculed for her weakness, she was still much stronger than her size would suggest. Even if her fellow Oni were more difficult to deal with, she’d proven capable of easily overpowering an adult human with her bare hands in the past, so she was well suited to the rigours of forge-work. The art of creation was something that appealed to her, and she felt an affinity of sorts with both the work and the creations. Though she also crafted armour and more mundane objects, to her the true joy was creating weapons. Any sort, it didn't matter, and there was something satisfying in seeing those who had ridiculed her weakness relying on her tools.

She didn't stop her training though, or her self-imposed quest to prove her strength. Among other races, the results she achieved would have made her a prime example of physical prowess, but she always seemed to fall short of being able to truly compete with the sheer strength her kin possessed. Eventually, however, she began to discover something else that separated her from others. All Oni had demon blood, but she found hers to show itself more strongly than others’. Perhaps it was the fact that her father had been a full-blooded demon, and his blood hadn't been diluted over generations, but she found a well of strength to call upon that she had never realized she had. It came as a surprise to everyone when she finally managed to best her elder brother in a fight, though much of that could be attributed to surprise at her sudden jump in capabilities, and the rematch went in his favour again.

Her victory had rekindled the spark of hope however, proven to her that she could do it. Her plans would be delayed, however, by the whims of fate. She often left her home, whether on business or simply to explore, and seek further ways to improve her abilities. It did wonders for her confidence as well, though she’d never admit it, seeing how well she stacked up against others outside of her kin. On one such journey, she came across an unusual weapon. Even at a glance she could tell it was supernatural in some way, but she had no idea just what she had found.

It had been in the possession of a seemingly mad warrior who had attacked her on the road. Despite being human, the man had reminded her more of her own kin, easily towering over her, and it was a hard fought battle, his strikes possessing a power and ferocity she had not expected from a human. When she finally prevailed, she took his weapon for herself, sensing the magic it was imbued with and seeking to study it for her own work. What she discovered, however, was that the weapon itself was what had likely driven the man to madness.

Upon first taking it in her hand, it spoke to her in her mind, and seemingly bound itself to her as its new wielder. Her first reaction was to throw the thing away, but she quickly found that not only had she become seemingly unwilling to part with it herself, it could not even be physically removed from her possession. Not only that, but she quickly realized just what she suspected had driven the man mad, as she felt it stoking her rage, driving her to act even more violently than she normally would.

She sought a way to break the curse on the weapon, or for a way to destroy it, but its compulsions were hard to fight, and she knew none with the expertise required. She set out once again afterwards, this time with a specific, if uncertain, goal in mind: To find a way to keep herself from suffering the same fate. Falling into a near mindless rage in battle had been something she had done even before it came into her possession, so she felt that she was already far too close to losing herself to the rage entirely.


Description

( ) ( )

Among her kin, it would be easy to mistake Rashi for a child at a glance, simply due to her short stature. Among humans, on the other hand, she would merely be considered a little shorter than average. Standing at a mere 153cm, or 5 feet, she is considerably smaller than the norm among Oni, though years of physical training and work as a smith have left her with a slim, but fit build. While she lacks much bulk, her body is visibly toned. Her skin is naturally pale, and a pair of sharp horns extend from either side of her forehead, the only obvious indication of her heritage. Her eyes are a vibrant gold, and long black hair reaches almost to her waist when worn straight, though she often ties it back when expecting a fight or doing forge work.

She generally forgoes armour, relying instead on her own natural toughness for protection. Her typical outfit consists of a set of red robes, simply tied at the waist with a black sash. She tends to prefer a somewhat loose fit, so as to not limit her movements, and wears a sling over her shoulder to hold her sole weapon, and the source of her quest, a heavy metal kanabo. She wears it at an angle, with the handle extending over her shoulder, to avoid having it drag along the ground, as the weapon is easily longer than she is tall. She carries little else on her person aside from travelling supplies and tools, though a flask hangs at her left hip, quite large for someone her size, always filled with some form of alcoholic beverage.

The Out of Character Section
She's basically out there looking for a way to get rid of her cursed weapon. She's not in a particular hurry, due in part to lack of direction (She knows what she wants, but has no idea where to look for it), but also due to the fact that it's a long-term problem, not an immediately urgent one. Also took some liberties with the effects of the weapon, but the idea of the weapon driving her mad is simply conjecture on her part, whether true or not, based on its tendency to feed her rage, and the behaviour of its previous owner (Who could very well have been mad to begin with, or just seemed that way to her).

On the other hand, she's always up for a good fight, or a good drink, and has a tendency to cause trouble whenever she does either. As far as drinking goes, she's actually a bit of a lightweight, and while she certainly enjoys drinking, she will try to control herself to avoid going too far. She's not too hard to convince to continue beyond her normal limits though, especially once she's already started to feel the effects of her previous drinks. This can get her into even more trouble, and she has more than likely been banned from more than a few taverns in her travels. Despite her penchant for drinking, however, and her tendency to get horny when drunk, she's not actually all that experienced when it comes to sex. She's had a reasonable number of partners in the past, but many were under the influence of alcohol, and none were for more than a single night before she moved on.

Having a cursed weapon compelling her to violence certainly doesn't help, and she was already pretty violent to begin with. She won't attack people without reason, and will actively fight its compulsions in such a case, but she doesn't need much in the way of justification to start a fight. This has most likely caused her more than a little trouble in the past as well.

She does a lot of mercenary work, and occasionally hunting bounties for money, though she doesn't mind occasional labour work. Occasionally, she may even find some work at a smithy, which are appreciated as chances to continue her work in her chosen trade. Most of her chosen jobs lean toward the violent side, partially just for the sake of keeping Gorefinder sated. She isn't willing to take just any work, though, and while some of her work in the past has been of questionable legality, she will refuse any which is outright illegal, or working with those who are clearly criminals.

 
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Knephi

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Re: Derpgen Sheets

Alyssa, the other sister, to go along with thetwo's.
Name: Alyssa
Class: Warrior
Race: Su-Ku-Ta
Sex: Female

Body = 34 (22 + 12T)
Mind = 30 (18 + 12T)
Spirit = 10 (10)

Hit Points (HP) = 54 (34 + 30 / 2 + 10 / 2 = 54)
Pleasure to Orgasm (PP) = 52 (34 / 2 + 30 + 10 / 2 = 52)
Spirit Energy (EP) = 42 (34 / 2 + 30 / 2 + 10 = 42)
Speed = 30 (25 + [flr[34 / 20] * 5] = 30)
Dodge = 9d10 + 2 ([2 + 34 / 10 + 30 / 10 + 10 / 10]d10 + R / 2 = 9d10 + 2)
Armor = 6 (0 Nat + 6 Worn)
Perception = 21 (√[34 * 10] = 18 + 3S)
Stealth = 40 (√[34 * 10] = 18 + 13T + 3S – 2M + 8I)
Grapple = 6d10 + 4 ([34 / 5]d10 + R = 6d10 + 4)
Spirit Ceiling = 8 (42 / 5 = 8)

Resistances
Reflexes = 17 (34 / 2 = 17)
Focus = 17 (34 / 5 = + 30 / 3 = 17)
Willpower = 10 (34 / 5 = + 10 / 3 = 10)

Conditional Bonuses/Penalties
+5 to Tumble checks
+2 to Perception relating to sight or sound.
+10 to Casting checks for Aether spells.
+2 damage per spell level, +1 to stats on Buffs per spell level, and +2 Body and +1 AV per spell level on summoned creatures for Aether spells.

+5 to any PP damage taken.
+5 to Pregnancy rolls.
1.5x Corruption gain.
-5 to escape penetration.
-5 to Resistance checks to avoid being blinded or deafened. Additional -2 to avoid being blinded by bright lights.

Experience =
Corruption =


Talents
(Base) Exceptional - +8 Body
(Base) Exceptional - +8 Mind
(Base) Exceptional - +4 Body, +4 Mind
(Base) Skill with Primitive Ranged Weapons - The character gets a 3d10 bonus to attack rolls with the chosen weapon.
(Base) Stealthy - The character gets a +5 bonus to their Stealth stat. In addition, whenever the character attacks a creature that is unaware of them, they automatically hit (except for ranged attacks which get a +20 bonus to hit) and have their damage dice maximized and doubled on all attacks. If the attack is an attempt to start a grapple rather than an attack that deals damage, the attacker instead gets a free grapple action against their target.Only the first attack of any given round (or first two with two weapon fighting) can be a Sneak attack.
(Flaws) Natural Mage (Focus in Aether) - The character chooses an Element. This Talent allows the character to cast up to 5th level spells in that Element. In addition, they gain a +10 bonus to all Casting checks for spells of that Element, get a 1d10 bonus to attack rolls for spells of that Element, all spells of that Element that deal damage deal an additional +2 damage per spell level, buffs increase the chosen stat (and only stats, not dice or other additions) by an additional +1 per spell level, and creatures summoned by spells of that Element gain a +2 bonus to their Body stat and a +1 bonus to AV per spell level.
(Flaws) Natural Mage (Magic Feats) - The character gains two Mage Feats.
(Flaws) Wealthy - The character starts the game with an additional 250 denarii, which they may spend immediately at character creation. May not be taken outside of character creation.
(Flaws) Sneaky - The character gets a +8 bonus to their Stealth stat.


Flaws
(Base) Fertile - The character is more likely to become pregnant, or to impregnate their partner. They get a +5 bonus to Pregnancy rolls.
(Base) Sensitive - The character takes an additional 5 PP damage whenever anything would cause them to take any.
(Base) Tainted Bloodline - The character gains corruption 1.5 times as fast as normal.
(Base) Fetish (Being Dominated) - The character has a particular kink or preference that sets them off in bed. Whenever treated to their favored fetish, they take +8 PP damage.
(Extra) Fetish (Beasts)
(Extra) Mutated 3


Mutations: 3/18
(Racial) Fangs
(Racial) Funny Ears
(Racial) Tail
(Racial) Keen Eyes - The character's eyesight is exceptional. +2 to perception checks so long as it's relating to the character can see or could potentially see, and the character's sight range is generally considered to be increased and they're more capable of noticing small movements or objects than a normal human's eyes. They take a -5 penalty to Resistance checks to avoid being Blinded.
(Racial) Keen Ears - The character's hearing is exceptional. +2 to perception checks so long as it's relating to something the character can hear or could potentially hear, and the character's hearing range is generally considered to be increased and they're more capable of being able to distinguish slight differences in noises than an average human's ears. They take a -5 penalty to Resistance checks to avoid being Deafened.
(Racial) Night Eyes – Your character can see very well in the dark. They no longer take penalties to Perception for being in darkened areas, but take a -2 penalty to checks to avoid being Blinded by bright lights.
(Racial) Litters - The character’s body naturally has multiple children at once. Rather than rolling for twins, the character rolls 1d6+2, with every bonus from induce ovulation mutation adding 1 to this number and every instance of fertile adding 1d2. The result represents the number of eggs, and whenever another creature would roll a pregnancy roll against a character with this mutation they roll a d20 for each egg in sequence. At the end of the encounter, continue rolling until every egg has been fertilized, or until every potential father has had at least three additional chances. The remaining eggs may be fertilized up to 24 hours after the first one, and if the different children would have different gestation times they always use the longest for all of them. Creatures that naturally produce multiple children impregnating the character roll that number instead of the one caused by this mutation. Only characters capable of giving birth may take this mutation. Roll once to determine the number of eggs the first time that a character would take a pregnancy roll, either since the start of the game or since they last gave birth, last menstruated, or last went into heat.
(Racial) Snug - The character is incredibly tight, resulting in a -5 penalty to Grapple checks against ending penetration.
(Mutated) Pheromones - The character takes a -2 penalty to Stealth checks, and friendly characters are more interested in sex with them.
(Mutated) Heat/Rut - The character's body has been mutated such that their fertility and level of sexual desire peaks on random days. At the beginning of each in-game day if the character is not pregnant (not applicable for futanari characters), the GM rolls 1d6. On a 6, for the rest of the day until the next roll the character takes a -6 penalty to rolls to be impregnated or impregnate and gains +10 to Resistance checks against attempts to inflict Aroused or Horny on them and reduces PP damage taken by the same amount. On a roll of 1, the character enters heat/rut for that day. They gain a +6 bonus on rolls to impregnate/be impregnated, take +10 PP damage, take a -10 penalty to grapple rolls to avoid or end penetrations, are considered as having the Lustful and Fetish: Creampie Flaws and the Pheromones Mutation complete with the stealth penalty (with the effects and penalties doubled if they already have pheromones), and lose 1d6 Willpower (2d6 against characters with pheromones) per round when in close proximity with a character that they can be impregnated by or impregnate. Upon reaching 0 Willpower they become Aroused and their Willpower is reset, at which point they become horny if they reach 0 Willpower again. Willpower damage only resets by resting away from the character who caused it or by having sex with that character. On a roll of 2 to 5, the character is treated as they normally would be.
(Mutated) Breeder - When the character is pregnant or has impregnated someone else, the gestation period of their offspring is shortened by half.


Special Mutations
(Racial) Beastman Genes - Whenever the character would impregnate a humanoid creature or be impregnated by such, unless that creature has the Naturally Warped mutation or one indicating a greater level of corruption or also possesses the Beastman Genes mutation or some other mutation indicating reproductive superiority, the resulting child will be a member of their race rather than a half breed.


Weapon Attack = 6d10 + 4 ([34 / 5]d10 + R) | 9d10 + 4 with Bows.
Skills
(Base) Thief (Passive) – The character gets a +3 bonus to Stealth and a +5 bonus to Reflexes checks relating to the Tumble maneuver, and can pick locks and disarm traps.
(Base) Ranger (Passive) – The character gets a +3 bonus to Perception, and can track creatures so long as they have stayed on the ground. With Skill with a ranged weapon that uses ammunition, this skill allows for crafting special Arrows/Bolts/Bullets for materials costing half the listed shop price.
(Base) Sudden Shot – The character may enter a special Overwatch with a weapon, giving them a 2d10 bonus to attack and allowing them to select a specific creature to focus on if they like. The first creature to attack them or move toward them triggers this Overwatch, or the creature they have selected. If the character has the Stealthy Talent, this attack also prompts a Perception check from the creature being attacked versus the character’s Stealth, making the attack a sneak attack if the character wins that check.
(Base) Sneak – The character spends their standard action in order to make a Stealth check against all nearby opponents who are aware of them at a -10 penalty. If they win this check, they are no longer detected by any enemy that they beat in the check.


Spell Attack = 6d10 + 0 ([30 / 5]d10 + R) | 7d10 + 0 with Aether.
Base Casting = 15 (30 / 2) | 25 with Aether.
Favored Elements

Magic Feats
(Magic Feats) Silent Magic – The character may sneak attack (gaining the bonus to hit and maximized and doubled damage dice) with spells and cast spells without revealing themselves. Spells with an obvious source, namely any spell that deals damage, will reveal the character even with this feat.
(Magic Feats) Herbalist - The character is adept at mixing their own potions, gaining the Alchemy and Herbalism trades or increasing them both by 2 dice. The cost of the Create Potion and Love Potion rituals, both in terms of time to gather ingredients or costs to pay for them, are halved (rounded up.) The character's healing spells also restore and additional +2 HP per spell level when used to heal.


Pleasure Damage
Penetration = 2d8 + 11 (2d8 + Body/3)
Foreplay = 2d4 + 9 (2d4 + Body/4)



Inventory

Black Oak Shortbow: +6 Attack, 2d8 + 1 + Body/3, 30 feet, 1 shot, 0 round reload.
An ornate shortbow crafted of polished black wood.
Shortbow (2d8 + Body/3, 30 feet, 1 shot, 0 round reload).
Material: Black Oak (Double damage dice, +5 Attack with Spells, Powers, and this weapon).
Customization: Reflex (+1 Attack and Damage)
Cost: 115

Shiversteel Dagger: -2 Attack, 2d6 + Body/2, one handed
A long-bladed dagger, mostly plain in appearance with only a sculpted pommel in the shape of a beast's fang. Its blade is perpetually cold to the touch.
One-Handed Sword (2d6 + Body/2, one handed)
Material: Shiversteel (Half of damage converted to cold damage, +4 to Weakened DC).
Customization: Debilitating Blade (+4 to Weakened DC, -2 Attack).
Enchantment: Creatures hit must make a DC 30 (38 after bonuses) Reflex save or become Weakened.
Cost: 110

Thieves’ Armour - AV = 6, EV = 0, TP = 30, DU = 2, +8 Stealth
Form-fitting dark leather armour made from the hides of alien creatures, and capable of mimicking their camouflage abilities to an extent.
Leather Armour (AV =6, EV = 1, TP = 30, DU = 2)
Material: Chameleon Skin (+8 Stealth, -4 AV)
Modifications: (+4 AV, -1 EV for 30d)
Treatment: Chemical Treatment (Armor is immune to Chemical Splash and similar abilities that deal damage through toxins and acid. Gives 30 Resistance against damage from such abilities).
Cost: 55

30 Arrows
20 Masterwork Arrows (+3 Attack/Damage. 8d)
10 Barbed Arrows (Cause 1d8+1 bleed damage every round until the arrow can be removed or magic healing or medical attention is received. 4d)
3 Exploding Arrows (-5 damage on hit, but explodes in a 10 foot radius for 4d8+8 damage. 6d)

A pack with miscellaneous items:
-A short length of rope
-lockpicks and other tools of the trade
-A strapon for "emergency use"
-A ballgag
-Clothing used for her maid disguise.

2 Denarii


Trades

Acrobatics - 4
Alchemy - 4
Disable Devices - 6
Herbalism - 3
Reading/Writing - 3
Sleight of Hand - 5
Tracking - 3


Bio
Alyssa was born in Acheron, the last of a litter of five, her mother's third by that point despite her youth. Her mother had little to her name, and many children as a result of her biology and presumably the sort of work she was forced to accept. Eventually, Alyssa fled with one of her sisters, a twin from the same litter—though they suspected they might have different fathers—before they could end up pushed into prostitution, or something equally unsavoury, as their mother had been. They didn't get far before a troublesome aspect of their biology reared its head, sending her sister into her first heat. Alyssa had little recourse at the time but to lock her sister in her room for her own protection, and ended up in the same situation a week later when her own hit.

With nothing to their name, and no other skills to make a living with, they ended up falling in with a thieves' guild in southern Badaria after a while, work they turned out to be well suited for after some training. Their new friends did much to help them get started, outfitting them with sets of the guild's armour, lending them money to outfit themselves with proper weapons and tools, and guiding them toward acquiring more for themselves. The two sisters remained together throughout this time, perhaps becoming even closer after a particular day when they both went into heat at the same time. Locked in a room together in such a state, it was only natural what followed. Their relationship was still that of sisters, not a truly romantic one, though it wasn't the last time they'd helped each other take the edge off the overwhelming lust their heats caused them.

They'd been successful in their work with the guild, and everything seemed to be going well for a time, but unfortunately it wasn't to last. Their supposed friends and comrades started trying to call in debts, debts the sisters didn't yet have the money to repay. It seemed that the money wasn't what their "friends" were really after though, looking for favours instead. They were aware of how the two would go into heat, and wanted them to come down to the guild hall the next time, instead of locking themselves in their rooms until it passed. It wouldn't end there either, they were certain, so they refused. They had all the skills they needed, and they'd pay back their debts that way.

On their next job, it began clear that their friends weren't going to take no for an answer, though, as they found men waiting for them with nets and collars. They didn't so much as stop at their home as they fled the city after that, knowing they had no time to waste if they wanted to get away. They made for the nearest port, only to find that their names and descriptions had made it there ahead of them, along with a bounty for their capture as thieves and escaped slaves. Not a small amount, either.

After spending a few hours "gathering" the necessary materials, Kaitlyn was able to disguise herself as a noblewoman, using her illusion magic to enhance the disguise. Alyssa herself, with only clothes and cosmetics to work with, played the part of her maid. It wasn't their best work, having had only a few hours to work with, and a closer look would reveal how similar the two looked, but it was enough to secure themselves passage on the first ship out of port. They were left with nothing more than a paltry two coins and the gear they'd had on them from the last job, but at least they still had their freedom.

(We got bored and did one of the sisters' missions, which can be found . Unedited, and fairly long. Also nearly half smut. You have been warned).

Description
Alyssa stands at just under 5 feet tall, and has a slim, athletic build, emphasising agility over strength, as befits one of her profession. She has a modest bust, and long red hair, usually worn tied up in the back. As a Su-Ku-Ta, she possesses feline features, though those outwardly visible are limited to her tail and ears, both red-furred in the same shade as her hair, her catlike eyes, and slightly elongated fangs. Internally, however, she has much in common with her more bestial counterparts. Most distressingly to her, her body's propensity for going into heat.

She generally dresses somewhat conservatively, even a little plain, though she is not afraid to flaunt her body a little, and she is not blind to its appeal. She generally prefers not to stand out too much, on or off the job, but doesn't mind attention when it is given. Though usually soft spoken and seemingly gentle on the surface, she is quick to anger when provoked, and can get quite loud and even violent.

On the job, on the other hand, she is all professional. Her "work attire" consists of a dark leather outfit, form fitting and emphasising stealth and mobility. Made from the hide of a creature with chameleon-like skin, it is able to shift in colour and pattern to better blend into the surroundings, and fitted perfectly to her frame to avoid unnecessary encumbrance.

Her and her sister are currently in disguise, Alyssa herself as a maid to the noblewoman her sister is playing the part of, lacking the same sort of prowess in illusion magic Kaitlyn uses to enhance her disguise.

The Out of Character Section

Bio is mostly the same as Kaitlyn's, since it was basically entirely a shared experience, and lots of other parallels.

Poor kittens, they're never going to be the same after this.

 
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Paramort

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Re: Derpgen Sheets

Here's a character I whipped up just recently. Possibly thinking of playing alongside Zilrax. Others welcome too. Anywho, here's Hera the Holy Dragon

Name: Heranoa (Hera) Kanelos
Class: Warrior
Race: Dragonkin
Sex: Female

Body: 64 (+10 Dragonkin, +24 Exceptional)
Mind: 14 (+4 Dragonkin)
Spirit: 20 (+10 Dragonkin)

Hit Points (HP): 111 (+30 Resilient)
Pleasure to Orgasm (PP): 56
Spirit Energy (EP): 59
Speed: 23 (-2 Armored Hide)
Dodge: 67 (+4 Evasion, +2 Knight, +12 Shield)
Armor: 25 (+2 Dragonkin, +4 Armored Hide, +5 Pain Resistant, +2 Knight, +12 Armor)
Resistance: 32
Perception: 25
Stealth: 5 (-8 Obvious, -12 EV)
Grapple: 64
Spirit Ceiling: 5 (-6 EV)


Experience:
Corruption:


Talents: Exceptional 3, Shield Fighter, Heavy Hitter, Natural Spirit Wielder – Holy Mage, Hard to Hit, Resilient,
Racial Talents: Pain Resistant

Flaws: Mutated, Idealistic, Honorable, Infertile
Racial Flaws: Easy to Hit, Obvious, Open Soul, Mutated, Prideful

Mutations: Greater Wings, Armored Hide 2, Pheromones, Warped
Racial Mutations: Dragonblooded, Odd Skin, Horns, Tail, Whip Tongue

Skills: Defensive Stance, Evasion, Spell Resistance, Shield Cover, Spirit Oppressor, Mage Hunter, Knight


Base Casting:
Favored Elements:
Magic Feats:


Wielder Aptitudes:
Powers: Binding, Lay on Hands, Blessing


Pleasure Damage:
Penetration = 2d8 + 21
Foreplay = 2d4 + 18 (+2 Oral Whip Tongue)
Succubus Powers:


Inventory:
Grace: Shortspear - +66 to Hit (+2 Knight) - 4d5 - 4 + 42 (+2 Knight, +8 Heavy Hitter)
Clemency - Kite Shield: DB = 12. EV = 2 - +66 to Hit (+2 Knight) – 3d6 + 31 (+2 Knight, +8 Heavy Hitter)
Breastplate: AV = 12, EV = 4, TP = 50, DU = 4.

Bio/Description:
Hera stands as a tall and statuesque champion at roughly six feet with a toned and very athletic build. There is hardly an ounce of body fat on her chiseled figure, aside from her modest B cup breasts. Despite looking quite fierce in her red and gold armor, her pretty face, emerald eyes, long legs, and lovely tush are more than enough to catch the eye of many men and some women. Her skin is a light bronze, and if one were to look closely they would see that her skin is actually made up of numerous very fine scales that are soft to the touch, but hard as steel when struck. Her lustrous red hair is drawn back into a high ponytail to keep it out of her face, though a few locks of her hair always seem to escape, draping themselves playfully to either side of her comely face. A pair of feathery white wings sprout from her back and give her an angelic look. The truth of her heritage though, is found in the backswept horns coming from her head, and the long whiplike tail covered in red dragon scales.

Hera never knew her real parents, having been left at a monastery as a child. Taken in, she was raised amongst the clergy and eventual was accepted into a sisterhood of knights who taught her how to fight. Of all the weapons she'd been trained with, the acuity of the spear, and the protective power of the shield were what stuck with her the most. Eager to help those in need and fight back against the evils of the world, Hera set out into the world with little more than the clothes on her back, her armor, and a hope that she could make a difference in the world.

The OOC section: Go hog wild aside from gore, watersports, and scat. If you have any other questions or are unsure of things, pm me. I always like bondage, and restraints and such. I prefer to play with other female characters, but I'm open to a lot of things.
 

Rathuris

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Re: Derpgen Sheets

My character idea for a character who will be focused on creating items and selling or trading them.

Calaerel the Buxom Shapeshifting Merchant
Name: Calaerel
Class: Merchant (Spirit wielder)
Race: Merfolk
Sex: Male

Primary Stats:
Body: 10 (6 + 4)
Mind: 24 (22 + 2)
Spirit: 24 (22 + 2)

Secondary Stats:
Hit Points (HP): 34
Pleasure to Orgasm (PP): 41
Spirit Energy (EP): 41
Speed: 45 - 35
Dodge: 9d10 + 4 - 4d10 + 2
Armor Value: 0 (8)
Perception: 17 (15 + 2)
Stealth: 10
Grapple: 5d10 - 3d10
Spirit Ceiling: 8
Blue in water, Brown on land

Resistances:
Reflexes: 7
Focus: 12
Willpower: 12

Experience: Starts at 0
Corruption: Also starts at 0


Combat and Pleasure
Weapon Attack: 4d10 + 8

Penetration: 2d10 + 27 (12 + 6 + 4 + 5)
Non-oral Foreplay: 2d6 + 19 (8 + 6 + 5)
Oral Foreplay 2d6 + 21 (8 + 6 + 2 + 5)

Talents
Powers: The character gains 2 Powers from any power list. They must still meet the prerequisites of the list to take powers from it.
Natural Succubus (Succubus Magic) : Learn three succubus powers
Superior Succubus ( Kama-Sutra): You are a very skilled sexual partner when you choose to be. Change the calculation for pleasure damage from foreplay to 2d6 + Body/3 and penetrative sex to 2d10 + Body/2. The minimum pleasure dealt by the character also increases by 3, both for foreplay and penetration.
Inherent Succubus: The character gains +6 PP Damage Dealt and a Succubus Power. They cannot regenerate past 1/2 their maximum EP naturally without having sex, regaining EP as a creature with Battery would.
Natural Warrior (Skilled) : Learn three skills
Spunky: The character uses Spirit instead of Body to determine how much PP they deal.
Wealthy: The character starts the game with an additional 250 denarii, which they may spend immediately.
Quick: Increase the character's Speed stat by 10.

Racial
Psion: The character chooses 2 + Spirit/20 Powers from the Psion list.
Quick (in water only): Increase the character's Speed stat by 10.
Hard to Hit (in water only): Increase the character's Dodge stat by 2d10.

Flaws
Racial
Sluggish (on land only): The character takes a -10 penalty to their Speed stat.
Poor Grappler (on land only): The character takes a -1d10 penalty to their Grapple stat, and their Grapple stat now increases at a rate of 1d10 per 10 Body rather than per 5 Body
Easy to Hit (on land only): The character only gains Dodge dice for every stat/20 instead of stat/10,
Poor Reflexes (on land only): -10 penalty to Reflexes
Open Soul: Lose 5 ep when drained or lose ep from damage.

Other
Honorable (RP) : The character cannot break their word once given. Every contract, agreement and promise is totally binding, and the character must seek to fulfill them even at their own detriment.
Sensitive: The character takes an additional 5 PP damage whenever anything would cause them to take any.
Mutated 3: The character gains 3 mutations of your choice.
Fertile - The character is more likely to become pregnant, or to impregnate their partner. They get a +5 bonus to Pregnancy rolls.

Mutations: Current/18

Racial
Funny Ears (fins)
Whip-Tongue: Your character causes +2 PP damage during oral foreplay.

Special Mutations:
Warped: The character has started becoming something other than completely human. Characters with this mutation cause any creatures that do not have this mutation to take an amount of corruption equal to 1/2 the pleasure that they deal. Racial Mutations and other Special Mutations do not count toward getting this.
Mermaid's Kiss: The character has the supernatural ability to grant a person the ability to breathe underwater by kissing them. This ability lasts until they break the surface of the water again, and can only be given by a willing merfolk.
Beastman Genes: Whenever the character would impregnate a humanoid creature or be impregnated by such, unless that creature has the Naturally Warped mutation or one indicating a greater level of corruption or also possesses the Beastman Genes mutation or some other mutation indicating reproductive superiority, the resulting child will be a member of their race rather than a half breed.
Aquatic: The character possesses a lower body resembling the tail of a fish (or other aquatic creature.) This allows them to swim as a creature of the sea would and breath underwater. Unlike most Special Mutations, this mutation can be hidden by the Shapeshifter Special Mutation, but cannot be taken unless the character already had this mutation.
Shapeshifter: The character can change their physical form at will. At any time, they can change their physiology so that they functionally have any of the normal mutations. If they do not have the Supernatural or Naturally Supernatural Special Mutation, they cannot exceed the number of normal mutations that they already have using shapeshifting. This shapeshifting is limited to the base mutations, they cannot get any of the mutations that have requirements unless they have the base mutations without shifting into them, and only one instance of each mutation can be shifted into. This mutation cannot be used to get or hide other special mutations.
Sonar: The character is able to use sound to examine their location. They can communicate underwater as if on land with other creatures possessing Sonar, and can essentially function as if they could see any creatures within a range of 150 feet, ignoring concealment effects like Invisibility.

Other
Slick: The character gets incredibly wet or otherwise produces an unusual amount of lubrication, resulting in a +5 bonus to end penetration or a -5 penalty against maintaining it, but also gaining +4 PP damage during penetrative sex.
Breeder: When the character is pregnant or has impregnated someone else, the gestation period of their offspring is shortened by half.
Keen Eyes: The character's eyesight is exceptional. They get +2 to perception checks so long as it's relating to the character can see or could potentially see (i.e. no bonus if they're, say, making a check to determine what flavor of pie they're smelling) and the character's sight range is generally considered to be increased and they're more capable of noticing small movements or objects than a normal human's eyes. They take a -5 penalty to Resistance checks to avoid being Blinded.

Skills:
Smith (Passive) - The character gets a +3 bonus to Natural AV, and a character may smith their own items, gaining the Smithing trade or increasing it by 2 dice, and may enhance items by either adding upgrades or creating them from materials at half the listed cost in the shop. They may also fully repair their own armor for half the usual price in materials.
Nose for Treasure (Passive) - Your character is proficient at finding treasure, gaining a +12 bonus to all Perception checks made to locate treasure.
Untemptable (Passive) - Gain 2d10 Dodge against succubus powers, all Resistance checks against Succubus abilities get a +10 bonus, and the character can resist an additional 5 PP when trying to resist pleasure.

Wielder Aptitudes:
Power Attack: 4d10 + 8

Multifocused: The character uses their Spirit stat in place of Body and/or Mind when making attacks using spell attack or weapon attack rolls. They may also pay 2 EP to add Spirit/4 damage to any spell or weapon attack relying on Body, so long as that attack would already deal damage.
Brainhulk: The character gains a number of benefits when using Psion powers.
The character may pay 4 extra EP in order to give themselves a +10 bonus to their Willpower checks when using Mind Worm, Empathy, or Telepathy. In addition, a character with Telepathy may pay 1 EP and take an upkeep slot in order to read the surface thoughts of all nearby creatures, controllably. Mind Cutter completely ignores all worn and natural AV. The character may use Telekinesis's first option directly against a target creature or character, but must win a Willpower vs Resistance check in order to move them and does not deal damage to them unless they strike something else. The size limit on the third option of Telekinesis is removed (see Engineer.) The character may upkeep Pyrokinesis's X value as a free action following successfully hitting a target in order to deal 2X damage at the end of the target's round each turn for as long as the character maintains the effect. Psychic Shield can be maintained on an allied target that leaves line of sight.

Powers:

Alchemist
Analysis

Necromancer
Animate

Psion
Mind Cutter
Telekinesis
Telepathy

Succubus Powers:

Succubus Power Attack: 4d10 + 8

Aphrodisiac Fluids (Passive): Creatures who swallow the character's sexual fluids have their Willpower stat take 2d6 damage. Creatures reduced to 0 Willpower by this ability gain the Aroused status and have their Willpower reset, and if their Willpower drops to 0 again they gain the Horny status. If the character with this power has the Enthrall talent and a target with the Horny status as a result of this power has or is made to orgasm this encounter then that target automatically becomes enthralled and the enthralling character gains a +10 bonus against attempts by the target to break free of their control. This Succubus Power can be taken up to 3 times, and the Willpower damage stacks. If a second stack of this exists, the potential targets of this take Willpower damage as if only one stack existed from minor amounts swallowed, taking the damage even in rounds that the creature with this hasn’t orgasmed. If a third stack exists, topical application deals damage as if there were two stacks fewer. A character with this power may reduce or deactivate its effects using Shapeshifting, and is also immune to Willpower damaging aphrodisiacs that would cause less Willpower damage than their own.
Apparent Innocence (Passive) : The character is less likely to be attacked by hostile creatures. If in a group, the character will usually be the last one to be attacked unless they obviously display that they're the thread. If alone, creatures will not (usually) attempt to kill the character, and will instead attempt either to knock the character out or rape them. This has no effect on non-intelligent creatures or on PCs, and characters that display plainly that they are a threat will be treated as such. In addition, the character gains a +5 Resistance bonus when attempting to Charm a target.
Charm: The character pays 5 EP and chooses one target creature within 30 feet of them, and one version of this ability.
1) The targeted creature must win a Willpower check against the character or gain the Charmed status. If this ability is used in a grapple, the character may deliver it through a kiss counted as a foreplay attack, dealing regular foreplay PP damage and giving the user a +4 bonus to their Willpower for the purpose of the check made by this ability. This ability is normally undetectable and untraceable.
2) The targeted creature must win a Willpower check against the character or gain the Horny status for 2 rounds. This version of Horny directs the creature to desire only the character using this ability, and lasts for an additional round for every 5 points by which the character beats the targeted creature. This ability is obvious, and points the target directly to the one using it even if it fails.
Dazzling Beauty (Passive) : The character is perpetually the center of attention, and will always be looked upon with lust. All creatures able to see the character take a -10 penalty to their Perception checks when trying to perceive anything other than the character. Whenever the character would deal pleasure damage to a creature it is increased by +5, even when via other succubus powers like Pleasing Gaze and Writhing Delight.
Energetic Foreplay: While causing pleasure to a creature in a way that does not result in the character taking pleasure themselves, the character may pay X EP in order to deal an additional 2X Pleasure. The maximum value of X is 10; when performing foreplay the maximum value is increased by 1 for every partner brought to orgasm or each time deny release is activated but resets if this character goes more than 3 rounds without performing foreplay on another character.
Siren Song: The character can, at any time, cause all creatures able to hear them focus solely on them. Each time this is used a Resistance check is made against the character if the affected creatures wish to try to ignore the effect. Each failed check causes affected characters to gain a +4 bonus (cumulative) to the next Resistance check; succeeding resets the bonus but doesn't remove already accumulated effects. If affected characters fail a first check they take a -10 Perception penalty for the purposes of opposing enemy stealth checks made by creatures other than the character using this power. Characters with the -10 Perception penalty who fail another check caused by Siren Song become Stunned. Characters who have been Stunned by Siren Song who fail a check become Charmed. Using this ability takes up the character's turn, and if the character stops using this ability for more than one round then all effects caused by it end. A character may use this ability as a move action, but if they do it cannot cause additional Resistance checks or provide additional penalties beyond maintaining the affected creature's attention on the character.

Inventory
Battlemage's Robes: AV = 8, EV = 0, TP = 25, DU = 1.
Simple Dagger: 2d6 + Body/2
300 Denarii


Trades
Animal Husbandry 3
Enchanting 3
Leatherworking 3
Navigation 3
Reading/Writing 3
Sewing 3
Smithing 3
Trading 3
Woodworking 3

Bio:
Calaerel was born amidst the waves, at home in the vessel of a sunken ship. As a child he found a few small tokens of the world on land, and like most thinking about an unknown world, wished to see it. So he learned everything he could from his home, and other wrecks he found upon the sea floor.

Upon reaching adulthood, he left his home and found his way to land. After finally getting his sea legs he set out to explore the wonders of the dry land. Though unfortunetly, it was a fairly short trip as he found that he had no skills to survive on land. He took up a job serving and cleaning at a local tavern. Earning gold to help him set out once more.

One day he realized that he wasn't making much, unlike the female barmaids. So after some experimenting with his ability to hide his tail and ears, he descovered that he could change much more then that. After shapeshifting into a female form, he went back to work.

Calaerel soon quickly earned enough money to set out once more, despite the numerious pinches to her new bottom and grabby hands. Realizing that having money would help, she decided to keep her feminine form for now and try to set herself up as a trader, so that she would not need to worry about money and food while she explored the delights of dry land.

Description:
In her dry land form Calaerel appears as a beautiful elven woman with golden blonde hair that hangs freely to her bottom. Her eyes a rich emerald green. Her face is almost unnaturally beautiful, and looks as if she is just on the cusp of becoming a woman. To help draw in customers and to often help with negotiations, her body is slim and curvy, with a large bosom, and plump shapely rear.

She often wears revealing and tin clothing to help herself in dealing with others. She will wear skirts to leave her legs bare should she suddenly need to shift into her true form.

In water, Calaerel appears very much like her land form with some differences. Below the waist she has a single fish tail in place of legs. A fin sprouts from each for arm, and are gossmer thin, and look almost like sleeves when she is not moving. Her ears are also elegant and translucent fins shaped similar to wings. She also has nearly invisible golden scale speckled across her beautiful face like freckles. Golden scales also trace along her sides and collar bone, though they are nearly invisible till the light strikes.

Gold scales start at her waist and cover her fish tail. When the light hits her scales, her scales shimmer like a rainbow. Several wispy and translucent fins run down the sides of her tail and flow around her when she is still. Her main tail fin is large and translucent and shaped like a cresent. Unlike her other fins which are a white, her main fins are a light gold, and shimmer like a rainbow with the light.
Though Calaerel gender is quite subject to change, Calaerel will generally take a feminine form or go all woman depending.
 
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GargantuaBlarg

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Re: Derpgen Sheets

DERPS. GENS. DERPGENS.

http://www.ulmf.org/bbs/showthread.php?t=2685

lol2cat Ninjer


Stupid derpgen involving taking only Spirit powers that grant different powers.

I think this might be the only one with like, even a modicum of fluffstuph written. <_>

BIG FAT CAT TATS. Specializes in draculapenising girls and then tittyfucking them.

May or may not roll like yuri Genghis Khan, as Hafnom put it.

EVILFLUFFY.


I think I was trying to get into another thread with yon Knephi with this one but then that didn't happen.



Now a thing for Astartepartnertimes.
 
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Tsuki

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Re: Derpgen Sheets

Emri, Fluffy Explorer
Name: Emri
Class: Warrior
Race: Kitsune
Sex: Female

Body
= 40 = 40
Mind = 14 = 2 + 12
Spirit = 20 = 8 + 12

Hit Points (HP)
= 57
Pleasure to Orgasm (PP) = 44
Spirit Energy (EP) = 47
Speed = 35
Dodge = 13d10+2 (-2 from Armored Vest) (-4 bow)
Armor = 14
Perception = 20
Stealth = 25 (-2 from armored vest) (-4 bow)
Grapple = 8d10
Spirit Ceiling = 5 (-1 from armored Vest) (-4 bow)

Resistance
Reflexes = 20
Focus = 13
Willpower = 12

Defensive Bonuses
Tumble Mod =
Bull Rush Mod =
Overrun Mod =

Experience =
Corruption =

Talents
- Two-Weapon Fighter
- Warrior Exemplar
- Agile
- Skilled x2
- Natural Wielder (Alchemist)
- Stealthy
- Skilled with combiweapon

Flaws
- Cursed
- Fetish (Bondage)
- Fetish (Ear fondling)
- Sexual Weakness
- Weakened Essence
- *Infertile
- *Sensitive
- *Tainted Bloodline

Mutations: 0/18
Futanari
Keen Nose
Lactation
*Naturally Warped
*Shapeshifting
*Funny Ears
*Tail

Special Mutations
*Kitsune Heritage

Weapon Attack = 8d10 + 3d10 (skilled) + 1d10 (WE) + 1d10 (WF) (+6 combi-bow mode)

Skills
- Called Shot
- Scissor Defense
- Dual Block Mode
- Create an Opening
- Shed Guard
- From Behind
- Spirited Warrior
- Weapon Focus (Combiweapon)
- Smith
- Thief
- Bladesinger

Power Attack = 8d10
Wielder Aptitudes

Powers
Alchemist
- Analysis
- Bombs
- Reshape

Pleasure Damage
Penetration = 2d8 + 13
Foreplay = 2d4 + 10

Inventory
Combi-weapon
2x Tonfa, 1x advanced compound bow
Collapsible
(One-handed blunt) 2d4 + 2 + Body/2, one handed

Advanced Compound Bow (+5 attack) 2d8 + 2 + Body/3, 40 feet, 1 shot, 0 round reload
Fires arrows, may fire up to 3 additional shots with rapid fire, Silenced, causes 2 EV
Reflex (+1 Attack + 1 Damage)
Armored Vest
Combi-weapon
10 x3 arrows
30 Denarii

Trades
Acrobatics - 5
Alchemy - 3
Herbalism - 3
Disable Devices - 3 (+2)
Engineering (Mechanical) - 3
Smithing - 3 (+2)
Sleight of hand - (+2)

Bio/Description

Just pretend there are some lovely matching fox ears and fluffy tail.

Up until she left on her grand adventure, Emri was surrounded by her loving family and, as to be expected of a family of kitsune, their lovers. Oddly enough, her favorite pastime was not the same as her sisters, despite rumors that Emri was some crazy dominatrix and had yet to find a sub that could survive a night under her 'care.' Instead, she loved learning and exploring. An environment that assailed her with the sounds, smells, and, far too often, sight of various family members with their new bed buddy of the day, was not a conducive environment for her own hobbies.

Getting away from the near-brothel of a home, she was off. Emri took up apprenticeships, learned various trades as she traveled. However, no single job could keep her interested for long. Eventually, she gave up on normal work and took up exploring. With old ruins and an ever changing and growing world, Emri doesn't see herself getting bored anytime soon.

The Out of Character Section
 
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thetwo

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Re: Derpgen Sheets

Ashley's descendant.

Class: Mage
Race: Human
Sex: Female

Body: 10
Mind: 46 =30+8(exceptional)+8(exceptional)
Spirit: 10

HP: 38
PP: 56
EP: 78 =38+30(Massive Energy Pool)+10(Spiritual Dam)

Speed: 25
Dodge: 8d10+3 =8d10+3
AV: 0 =0(natural)+0(worn)
Perception: 21
Stealth: 10
Grapple: 0d10 =1d10-1d10
Spirit Ceiling: 3 =78/10(weakened essence)-5(spiritual dam)

Reflex: 12=9.2+3.33
Focus: 33=23+10(Good Focus)
Willpower: 12 = 9.2+3.33

Defensive bonuses: None
Orgasm Threshold: 1
Pleasure Resistance: 11

XP: 0
Corruption: 0

Talents, flaws, mutations, skills, and feats (full descriptions):
Talents:
  • Focus in Water - The character chooses an Element. This Talent allows the character to cast up to 5th level spells in that Element. In addition, they gain a +10 bonus to all Casting checks for spells of that Element, get a 1d10 bonus to attack rolls for spells of that Element, all spells of that Element that deal damage deal an additional +2 damage per spell level, buffs increase the chosen stat (and only stats, not dice or other additions) by an additional +1 per spell level, and creatures summoned by spells of that Element gain a +2 bonus to their Body stat and a +1 bonus to AV per spell level.
  • Focus in Arcane
  • Specialized Mage (+Water, -Fire) - Choose a single element in which the character has the "Focus in" Talent. The bonus provided by that Talent for that Element double, and may cast Level 1 spells of the element even while Bound or in a Submission Hold. The character must choose one other element in which they don't have the "Focus in" Talent. They cannot cast spells of that element higher than level 1, and may never take the "Focus in" Talent for that element.
  • Magic Feats - The character gains two Mage Feats.
  • Magical Accuracy - The character gets a 3d10 bonus to all attack rolls made with Spells.
  • (flaw) Concentration - The character gets a +8 bonus to Base Casting
  • (flaw) Good Focus - The character gets a +10 bonus to Focus.
  • (flaw) Natural Spirit Wielder (Massive Energy Pool) - The character gets +30 max EP.
  • (flaw) Exceptional: +8 Mind
  • (flaw) Exceptional: +8 Mind

Flaws:
  • Poor Grappler - -1d10 grapple, grapple from body halved.
  • Weakened Essence - Spirit Ceiling is calculated at EP/10 instead of EP/5.
  • Sensitive - The character takes an additional 5 PP damage whenever anything would cause them to take any.
  • (racial 1) Weakness[slavers] - Whenever the character encounters [slavers] in combat, the GM rolls 1d4, and on a roll of 1 the character loses their turn.
  • (racial 2) (Either enslaved (start a slave) or Fetish(bondage))
  • (fluff) Mutated 2

Mutations: 3/18
  • Spiritual Dam - The characters gains +10 max EP, but also -5 Spirit Ceiling.
  • Masochist - Takes 1d4+1 PP damage when taking health damage

Special Mutations:
  • Psyker. Violating spirit ceiling has random effects, rather than costing extra EP and HP.

[Mage Only]
Spell attack: 12d10+1 9d10+1+3d10(Magical Accuracy)
Base Casting: 31 23+8(concentration)
Favored Elements:
Magic Feats: 5 =3+2
  • Borealcaster (Water) – Spells that deal damage of the Cold type deal an additional +1 damage per spell level, and those spells that have a check to cause their targets to become Weakened gain a +8 bonus to their Resistance checks. Requires Focus in Water.
  • Countermage (Arcane) – Resistance checks made to dispel or counter the effects of others gain a +8 bonus. The character’s own spells also receive a +8 bonus against being dispelled or countered. In addition, the character may prepare one Counterspell per round as a move action, but doing so causes them to take a -20 to the Casting check for that counter and a -10 penalty to their casting checks in general for that round. Requires Focus in Arcane.
  • Heighten Spell – Whenever the character would cast a spell that requires the target to make a Resistance check, the character may pay X EP, up to a maximum of 5. The character gains a +4X bonus to the Resistance check for that spell.
  • Quicken Spell – The character may pay 4 EP and take a -10 penalty to casting for their round in order to cast a single spell as a free action. Other activated feats may not be applied to this spell, and this may only be used once per round.
  • Empower Spell – The character may pay 8 EP in order to cause any spell to have its effects treated as if it were 3 levels higher. Any spells cast with this feat have their casting DC increased by 10. For buffs, this feat increases the upkeep of a spell by 3.

[Sex]
Penetration: 2d8+3
Foreplay: 2d4+3
Takes +5 PP damage from Sensitive
Takes 1d4+1 PP damage when taking HP damage from Masochist

Pregnancy: +0
Babies: 1 egg

[Inventory]
50d - may decide to spend this later. Or to give it up, as a slave.
Naked, carrying nothing but a collar.

[Trades] (30 base dice from Human)
  • Alchemy - 2d10
  • Herbalistm - 2d10
  • Medicine - 2d10
  • Mathematics - 2d10
  • Reading/Writing - 4d10
  • Enchanting - 6d10
  • Lore (magic) - 6d10
  • Lore (slavery) - 6d10
Bio:
History: Jane, youngest daughter of a farmer, decided that she was meant for something larger. She went off to the Academy to learn magic. And then came home. To find that her parents had been consumed by their debt, and eventually enslaved by the local lord. Furious, she sought recourse. But found none. It had been done completely legally, and she couldn't afford to buy them.

So instead, she decided to oppose slavery everywhere. It would be some time before she could personally assault the lord who held her parents, but in the mean time she could kill lesser slavers on the road, speak in opposition to slavery, and gather allies to her cause. All seemed to be going well. At first.

She woke up wearing a collar and nothing else, to see the last lord whose caravans she had attacked talking to someone official, signing a document. He came over to gloat. For her crimes and inherited debt, she was now a slave. If she escaped, she would be hunted down and taken, completely legally. City guards wouldn't shelter her - they would return her to her new owner. But that wouldn't happen, because there were special instructions for her. She was to be brought on a tour of the country, shown off in each city. As a demonstration of why you don't oppose slavers. Especially if you're a pretty young virgin. Then she was dragged out into the town square, and she wasn't a pretty young virgin any more.

A month passed, and while Jane wasn't completely broken, she was close. She could no longer help but kneel before the slavers, and do whatever they said. She still didn't like to think of some of the things they asked her to do, but she did them anyway. Even the ones with the dog. But her dreams of escape aren't quite dead yet.

Personality: Determined, but folds around slavers, or really anyone with a penis or a whip in a position of authority over her. (Needs work)

Appearance: Much like Ashley. (Needs work)

OOC:
A Psyker, for DG4 main timeline. So probably not for a while. After some discussion, likely to be part of a group thread. Possibly with Knephi. And possibly someone else.

Change Log:
2014/12/04 0230 : First Official Version
2014/12/11 1730 : Humans get a second bonus flaw+talent.
2015/04/12 2315 : A few tweaks. Trade Dice. Still need to look at Elements.
2015/04/17 1230 : Weakened Essence changed. May need to tweak EP to up starting ceiling?
 
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Tsuki

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Re: Derpgen Sheets

Almase, the Runaway
Name: Almase
Class: Warrior
Race: Anudorian
Sex: Female

Primary Stats
Body = 32
Mind = 10
Spirit = 16

Secondary Stats
Hit Points (HP) = 45
Pleasure to Orgasm (PP) = 34
Spirit Energy (EP) = 57
Speed = 30
Dodge = 7d10 + 4
Armor = 0
Perception = 18
Stealth = 26
Grapple = 10d10 + 2 (+1d10 if whip)
Spirit Ceiling = 6

Resistances
Reflexes = 16
Focus = 10
Willpower = 7

Defensive Bonuses

Tumble Mod = +5 (Thief)
Bull Rush Mod =
Overrun Mod =

Experience =
Corruption =

Talents
Agile
Duelist
Exceptional
Grapple Expert
Greater Energy Pool
Natural Spirit Wielder (Shadowmancer)
Skill with One Handed Whip
Skilled x2
Stealthy

Flaws

Cursed
Excitable
Open Soul
Poor Willpower
Sensitive x2
Sexual Weakness
Unlucky
Weakened Essence

Mutations: X/18

Special Mutations
Psyker

Weapon Attack = 10d10+2 (+10 if grapple)
Skills
Carrot and Stick
Defensive Stance
Disarm
Fling
Powerful Embrace
Sneak
Spirited Warrior
Superior Grappler
Thief
Weapon Focus (One Handed Whip)

Power Attack
= 2d10+6
Wielder Aptitudes

Powers
Shadowmancer
- Death Whip
- Shadows Made Manifest
- Patch of Darkness

Pleasure Damage

Penetration = 2d8+11
Foreplay = 2d4+8

Inventory
Clothes

Trades
Acrobatics – 5
Disable Devices – (+2)
Herbalism - 2
Medicine - 2
Performance (singing) – 6
Performance (dancing) – 6
Sewing - 3
Sleight of Hand – 3 (+2)
Trading – 3


Bio/Description


Almase grew up a slave in the Anudorian deserts. Her life was devoted to serving a filthy and opulent merchant who traveled the sands. Naturally, one can imagine the sort of life Almase had; pleasuring the pig whether through sight, through sound, and through body.

As one might imagine, being so powerful, the merchant grew quite the ego and quite the temper. Everything must go without a hitch lest you cost him some coin. And, of course, a trade or two was bound to go wrong. Each time, he would need something to take out his frustrations and fury on and what better target than his poor servant. In one such rage, Almase was sure she was done for. She was beaten, and whipped, and more. It was obviously her fault. It was then that her spiritual powers came to light, a dark dome forming around her protecting her from the beast. The sudden darkness terrified her, but, through the shadows, she could feel as if the world was warping around her. In just a few moments, the dark walls faded and Almase found herself elsewhere in the sands.

The Out of Character Section
 
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Tsuki

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Re: Derpgen Sheets

Kamsa, Fluffy Ex-zealot
Name: Kamsa
Class: Warrior
Race: Kitsune
Sex: Female
Template: Basic

Body = 40 = 40
Mind = 14= 2 + 12
Spirit = 20 = 8 + 12

Hit Points (HP) = 57
Pleasure to Orgasm (PP) = 44
Spirit Energy (EP) = 47
Speed = 35
Dodge = 13d10 + 2
Armor = 11
Grapple = 3d10
Spirit Ceiling = 11

Resistances
Reflexes = 20
Focus = 13
Willpower = 15

Defensive Bonuses
Tumble Mod = +3 tumble
Bull Rush Mod =
Overrun Mod =

Experience =
Corruption =

Talents
- Agile
- Skilled x2
- Two-Weapon Fighting
- Warrior Exemplar
- Skilled with Combiweapon
- Stealthy
- Natural Wielder (Alchemist)

Flaws
- Fetish (Ear fondling)
- Fetish (Tail fondling)
- Sexual Weakness
- Mutated 5
- Open Soul
- Poor Grappler
- Sensitive
- *Infertile
- *Sensitive
- *Tainted Bloodline

Mutations: 2/18
Futanari
Keen Eyes
Keen Ears
Keen Nose
Multi-Orgasmic
*Funny Ears
*Tail

Special Mutations
* Kitsune Heritage
* Naturally Warped
* Shapeshifting

Weapon Attack = 9d10 (+3d10 with combiweapon)
Skills
- Dual Block Mode
- Scissor Defense
- Shed Guard
- Quick Reload
- Rapid Fire Specialist
- Strike the Weakspot
- Bladesinger
- Spirited Warrior
- Thief
- Pistolero

Power Attack = 8d10
Wielder Aptitudes

Powers
Alchemist
- Bomb
- Reshape
- Chemical Splash

Pleasure Damage
Penetration = 2d8+13
Foreplay = 2d4+10

Inventory
- 2x Combi-weapon
- Kradian Mark 7 Heavy Pistol (+10 attack) 3d10 + 4, 20 feet, 6 shot before reload, 2 round reload, 10 AV ignored Fires Type 7 Badarian Light Rounds, may fire up to 1 additional shots with rapid fire, no special abilities
- One-Handed Sword, 2d6 + Body/2
- Basket Hilt
- Collapsible

The pair of twin weapons were primarily a retractable dagger in design. A well guarded handle, somewhat akin to knuckle dusters, with a thickened grip accomodate a blade that would pop out on the pinky side. As for the pistol portion, in the closed position, would fold over the knuckles. A simple mechanism would rotate this into a more traditional position to be fired.

- Clothes - AV = 0, EV = 0, TP = 25, DU = 2 .

Trades
- Acrobatics - +4D
- Disable Device - +5D = (3 + 2 (Thief))
- Sleight of hand - +5D = (3 + 2 (Thief))
- Alchemy - +4D
- Herbalism - +4D
- Engineering (mechanical) - +3D
- Medicine - +2D
- Language (Badarian) - +5D
- Perception - +3D = 2D + 1D
- Stealth - +5D+6 = 2D +3D + 6 (Stealthy, Thief)

Bio/Description


Kamsa was down on her luck. A poor, homeless kitsune on the streets that barely making it by. She worked honest odd jobs when she could, but, truthfully, thievery is what got her by. That is until she was saved. A local charity organization took her in, giving her lodging, food, and caring people around her. They had found inspiration from a god that Kamsa hadn't heard of, but this was clearly a blessing. They had saved her from a lonely and cold death on the streets. And, so, she joined them.

She worked with these people day after day. They worked charitable jobs, collected donations where they could, and gave to the needy. They became her family.

As life became less of a struggle, as it wasn't threatened day after day to be snuffed out by the cold or by hunger, Kamsa was able to pursue hobbies. In her case, she took up tinkering. Months of little side projects and she ended up with her weapons. Of course she didn't expect to use them, but when kind people are willing to give back to the world, there will be those that want to take just that much more, and she was ready and willing to protect her new family if it came to that.

Eventually Kamsa was approached. She was invited into their inner circle for years of devotion. They told her that their god walked among them. This fox had been blessed with meeting the one she had devoted her life to.

Once into the inner sanctum, she saw him. A glorious being that towered over all of his worshippers and certainly of any non-believers. As she approached, however, something seemed off. Then when Kamsa kneeled, the illusion was broken and it terrified her. This was no god, it was a monster, an indescribable terror. But, before she was given a chance, the creature asserted his will upon the lowly kistune. And all was better.

Enthralled by the creature, Kamsa continued her work with the cult. On the surface, still the same old charitable organization. But, in that inner sanctum, Kamsa and the other elders did their true work, feeding sacrifices to the malevolent being. It wasn't until Kamsa watched the next poor soul be devoured that she was able to break free from the domination upon her mind. It was a young boy she recognized from the streets, all those years ago, and now he was a bloody mess upon the table, 'ascending' to a better place due to this god's grace.

And so, Kamsa ran.

The Out of Character Section
Speech color: #ff69b4
 
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Zilrax

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Re: Derpgen Sheets

Lorelai, Fire-phobic Necro-Medic
Name: Lorelai
Class: Mage
Race: Human (Crolian)
Sex: Female

Body: 14 (10B+4T)
Mind: 40 (30B+10T)
Spirit: 20 (10B+10T)

Hit Points (HP): 64 (14B+20M+10S+10T)
Pleasure to Orgasm (PP): 67 (7B+40M+10S+10T)
Spirit Energy (EP): 57 (7B+20M+10S+10T)
Speed: 11
Dodge: 37 (74/2)
Armor: 1 (1 Worn)
Resistance: 20 (40/2)
Perception: 20
Stealth: 11
Grapple: 14
Spirit Ceiling: 11 (57/5)

Cheat Sheet
When taking HP damage: 1 non-natural Armor reduction from 2 DU, 25 TP Clothing. If her hp drops below 1/2, gains an instance of the Weakened status.
When casting a spell: Anytime she casts a spell that requires opposed resistance checks, she gets +12 to the roll. When casting a spell of the Aether school, she gains +24 to the Casting check.
When taking EP Damage:Whenever her EP falls below ½ of its maximum value, the character gains an instance of the Weakened status.
When using Undeath type spells: Created units gain +4 Body per spell level and may pass as living creatures if possible.
Extras: May maintain a 4th spell/power. Can cast level 1 Aether spells while Bound or in a Submission Hold. Aether Damage spells get +4 damage per spell level, Aether Summons get +4 Body and +2 Av per level and Aether Buffs grant +2 stat per level.

Experience:
Corruption:


Talents:
Focus in [Aether]: The character chooses an Element. This Talent allows the character to cast up to 5th level spells in that Element, and in addition, they gain a +10 bonus to all Casting checks for spells of that Element, all spells of that Element that deal damage deal an additional +2 damage per spell level, Buffs increase the chosen stat by an additional +1 per spell level, and creatures summoned by spells of that Element gain a +2 bonus to their Body stat and a +1 bonus to AV per spell level. This Talent can be chosen multiple times, but each time a different Element must be chosen.
*Specialized Mage [Aether](Fire): Choose a single element in which the character has the "Focus in" Talent. The bonus provided by that Talent for that element double, and the character gains an additional +4 bonus to casting spells of that Talent, and may cast Level 1 spells of the element even while Bound or in a Submission Hold. The character must choose one other element in which they don't have the "Focus in" Talent. They cannot cast spells of that element higher than level 1, and may never take the "Focus in" Talent for that element.
Exceptional: The character gets an additional 8 points to spend among stats
Exceptional: The character gets an additional 8 points to spend among stats
Exceptional: The character gets an additional 8 points to spend among stats
*Natural Spirit Wielder (*Necromancer) : Grants the character one Talent that they can only take from the Spirit Talents list. Cannot be chosen by Spirit User, and can only be taken once.
-*Necromancer: The character gains 2 + Spirit/20 Powers from the Necromancer power list.
Potent Spells: Whenever a spell cast by the character requires a Resistance check, the caster gets a +12 bonus to their roll.
*Experienced Caster: The character can cast up to 3rd level spells in any Element.
Racial Talent: Mental Fortitude: The character gains +10 HP, PP, and EP.

Flaws:
*Easily Tired: Whenever the character’s EP falls below 1/2 of its maximum value, the character gains an instance of the Weakened status.
Racial Flaw: *Fragile: Whenever the character’s HP falls below 1/2 of its maximum value, the character gains an instance of the Weakened status.
Phobia (Fire) (RP) : There is something you are irrationally afraid of. You'd rather not be presented with the thing you're afraid of, and there must be good reason for you to approach or remain near it. Note that something that makes sense for you to fear can't be a phobia.
*Honorable (RP) : The character cannot break their word once given. Every contract, agreement and promise is totally binding, and the character must seek to fulfill them even at their own detriment.

Mutations:


Skills:


Base Casting: 20 (+24 Aether)
Favored Elements: Aether
Magic Feats:
Reanimator (Aether) - Animated corpses and summoned spirits from the Aether Element can be finely controlled by the character, allowing them to pass for living creatures if need be assuming they aren't obviously dead, and gain a +4 per spell level bonus to Body. The character may now use the Greater Undeath spell in order to raise up to three corpses as if they were animated by the Lesser Undeath spell by making the Greater Undeath casting check and paying the Greater undeath EP cost +2 per additional corpse raised.
Blood Magic - Whenever the character would cast a spell of 2nd level or higher, they may pay half of that spell’s cost in HP and half in EP. If they do, that spell is treated as if it were one level higher for the purpose of determining its effects. Healing spells cannot be improved with this feat.
Split Mind - The character can maintain an additional active effect, such as a Spell or Spirit Power. This Feat may be taken up to 3 times.

Wielder Aptitudes:
Powers:
Call Spirit
The character offers a portion of their soul to a spirit for aid. The more power that they offer to the spirit in question, the more powerful the spirit is liable to be.
-The character pays 2 + X EP.
-In any space that is not yet occupied within 50 feet of the character, a creature with a Body stat equal to 10X appears. This creature automatically has the Natural Attack Special mutation. In addition, the character may pay additional EP in order to add any of the following abilities to this creature:
1) For an additional 1 EP, the creature gains the ability to fly at its Speed.
2) For an additional 2 EP, the creature either gains a +50 bonus to Body and the Juggernaut Special Mutation OR the Unarmed Fighter Talent. Only one of these can be added to any one creature.
3) For an additional 1 EP, the creature gains a ranged attack that deals an amount of damage equal to 3d6 + Body/3 and has a range of 50 feet. They may also pay an additional 1 EP to do any one of the following: Remove the range limit against direct targets, OR make the attack ignore the AV of affected creatures, OR automatically hit all targets. In addition, they may pay an additional 2 EP to cause the creature's ranged attack to affect any one of the following areas: a 100 foot long, 5 foot wide line; a 10 foot radius area within 100 feet; or a 120 degree 30 foot long cone. Only one of each of the above categories can be added.
-Creatures summoned with this power cannot have a Dodge stat greater than 50 or a Resistance stat greater than 40.
Devour Magic
The character selects a single target, and as they attempt to make a working using their energy, the character steals that energy.
-The character pays 4 + X EP.
-The next time the targeted creature attempts to cast a spell or use a power, one of the following happens.
1) If the targeted creature attempts to cast a spell, that creature must win a Resistance check against the character or the spell fails, that creature takes damage equal to 2 * the spell level, and the character regains an amount of EP equal to the amount paid for the spell. The character gets a +X bonus on this check.
2) If the targeted creature attempts to use a power, it must win a Resistance check against the character or that power has no effect, and the character regains however much EP that creature paid for that power. The character gets a +X bonus on this check.
-Alternatively, the targeted creature has one currently active effect on it deactivated, suffering no further harm. The character can choose the effect to disable.
Animate
The character forces energy into a nearby inanimate object, be it a corpse, a chunk of rock, a door, a large section of sand, a weapon, or whatever else you can think of.
-There are a number of different things that this power can do, and each of them has different costs associated with it.
-If animating a corpse, the character pays 6 EP. That corpse retains its previous Body stat, Talents, Mutations and Skills, but its Mind and Spirit both drop to 0, and it loses all spells, powers and special abilities that it had in life. Animated creatures get a +12 bonus to Body, the Natural Attack mutation, the Undead special mutation, and have their Resistance and Perception become dependent on Body.
-If animating an object that has never moved on its own, one of three things can be done:
1) The object can be animated to bind a target temporarily. If used in this way, the character pays X EP. Unless the targeted creature wins a Grapple check against a DC equal to 6X (this DC does get a d20 roll,) they gain the Bound status. Multiple creatures can be targeted by increasing X by 1 without affecting the DC for each creature beyond the first. Creatures bound in this way can continue to make checks every round, and once the creature beats one of these checks they are free to go. The material is animated with only enough power to grab and then hold them, not enough to grab for them again if they get free.
2) The object can be animated into a creature that will fight by the characters side. If so, this power functions exactly like the power Call Spirit, only with the following differences: the creature gains 8 AV and none of the special additions can be used on this creature. The costs for this power are the same as those for Call Spirit.
3) The object can be reshaped to a size more useful to the character. If used as such, this ability functions exactly like the Reshape power from the Alchemist power list, but costs 3X EP instead of 2X.



Pleasure Damage:
Penetration = 2d8+4
Foreplay = 2d4+3
Succubus Powers:


Inventory:
Unarmed
Base Damage: 1d20+10, 2d4 + 3

Clothes: AV = 1, EV = 0, TP = 25, DU = 2.
(2 denarii)
Cloth


Bio/Description: Lorelai was born during the constant skirmishy war between Crolia and Badaria.

Lorelai grew up near the Pass of Ghosts, not a particularly safe place to grow up. From a young age, seeing the wounded and dying being brought from the front to the village for long term care was a common event.

Indeed, a fascination with the wounded and dying was soon apparent as she'd often be shooed away for her constant questions. It wasn't much surprise when Lorelai came of age that she apprenticed to the local healers.

There, she honed her fascination with death and anatomy into a practiced surgeon, as well as showing a talent and interest in magic, picking up minor magical tricks from her mentors.

However, Lorelai soon found herself frustrated. She was no sadist, she had no desire to cause her charges suffering, but she didn't want to just see anatomy, she wished to see it in function, to understand the mortal body. So when she heard tales of the Badarians beginning to field the walking dead against the Crolian army, she swiftly volunteered to join the front, and perhaps get a chance to see these dead men walk. It was a foolish desire and it's one she long regretted.

The conditions were grim, and while the Crolian's held, the constant stream of injured prevented her seeing much of the corpse men and the warmages who raised them. But she quickly learned that it wasn't just necromancy that the Badarian warmages could unleash.

In a vicious assault, the Badarian warmages unleashed a hail of fire over the Crolian front and blasted into the camp. The Field Medic tent was engulfed in an inferno. The screams of fiery pain about her, Lorelai tried to scramble out of the tent but it collapsed just as she slipped out, pinning her legs in it's burning bulk. With the camp in chaos, she was left to pull away herself, and her desperate desire to do so manifested her souls energies.Her soul Animated her own charred legs enough to kick her way loose. Her legs heavily scarred, she's had to keep them animated ever since to stave off the pain and to have mobility at all.

This battle scarred Lorelai, unable to see fire without hearing the screams of those she was supposed to heal, and the phantom agony of her burns awakening a primordial fear inside her. She could no longer stand to be near the warmth of the flame, and had to bundle extra thick just to survive the cold Crolian nights.

It wasn't long after she got back she went to the Academy, seeking proper training so she could prevent her wards from dying once more. And some dark part of her wished to perhaps mollify their spirits in some manner, to grant them vengeance on the men who has harmed them. She found little on necromancy once at the Academy though, and had to take to studying the other branches of magic, which she devoted to, except for the arts of Fire which she could never bring herself to study beyond making the simplest sparks, and she still refused to do such.

As the years of study passed, the study of necromancy became necessary, and defected warmages joined the Academy to teach it's arts in exchange for shelter. Her passion able to overcome her antipathy for the people who had burned her, she studied furiously beneath them, mastering the dark craft through learning and secret experimentation. Once she felt she had seen the pinnacle of the art, she took her leave of the Academy to rejoin the front. This time, the fallen of Crolia could have their revenge.

Her plans weren't fulfilled against the opponent she expected. As she reached her town, the sky broke open and nightmares were unleashed, slime covered beasts of tentacles and claws and potent magicks unleashed their terrible wrath upon Crolia. Immediately uniting with the local soldiers, they attempted to counter the assault, and with each the aliens fell, Lorelai let them rise back to their feet and return their fury upon the invaders. The aliens were repulsed.

While civillian cost was high, it was not as complete as it could have been. Still, her abberant magics were known, and while grateful, she recognised the scorn in the lives of those who survived and the disgust at her defilement of the fallen. Where she saw vengeance, they saw desecration. While she'd have liked to remain and aid her allies, she knew they'd not have her. There was only one place now she could master her craft. So she took to the pass to slip into the land of those she despised, Badaria. Least it would be warmer.

Lorelai spent the two years since then trying to study the anatomy of death and further her understanding of the living. She's secretive of her craft, staying hidden in the forests near the mountains where she has made a fine home for herself. From here she performs her experiments, using reanimation to study the function of organs as though they were alive, and to try and understand the intricacies of the afterlife, and how the forces of the Aether could affect various natural forces. If they could animate the unliving or decay natural matter. Could they decay natural forces? Make gravity decay, or reanimate the dimensions? She had much to study.

Lorelai is 27, 5' 9" with long raven black hair and icy blue eyes. Her skin is soft and pale white with no flaws to it, barring her legs up to just before her hips, which have been heavily burnt and are highly scarred. Her hips are wide, though her chest is not particularly large, on the smaller ends of a B cup. She wears long solid black stockings to hide her legs deformities, being rather ashamed of her scars, a rare show of vanity. She wears long black leather gloves for sanitation, and a thick black robe with hood. The robe has silver thread woven into the fabric, with it's exposed points making it appear the dress was the night sky with twinkling stars, and is hemmed with gold designs. She often wears a belt with pouches and carries a large bag to carry her surgical supplies and other needs. She tends to use a cane to move about as well, though she doesn't actually need it to move.

The OOC section: Not fan of watersports, scat or gore, otherwise fine with most things really.
 

Hafnium

Despair Fetishist
RP Moderator
Joined
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Reputation score
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Re: Derpgen Sheets

Not intended for play. Just a dumb nofluff shotgun and shield mage-murdering build for funsies.
Name:
Class: Warrior
Race: Badarian
Sex: Futa because unused derpgen why not.

Body = 50 (30 + 20)
Mind = 12 (10 + 2)
Spirit = 12 (10 + 2)

Hit Points (HP) = 92
Pleasure to Orgasm (PP) = 43
Spirit Energy (EP) = 43
Speed = 25
Dodge = 9d10 + 2 (10d10 + 41 w/ shield)
Armor = 12 (38 w/ plate armor on)
Perception = 22
Stealth = 14 (-10 with armor)
Grapple = 10d10 + 2
Spirit Ceiling = 9 (3 w/ armor on, technically -3 but minimum and all.)

Resistances
Reflexes = 25
Focus = 14
Willpower = 14

Defensive Bonuses
2d10 dodge against powers, spells, and succubus powers.
+10 resistance against powers, spells, and succubus powers.
Only takes ⅛ AoE damage on a missed AoE.
Has Spell Resistance, can dodge spells and powers that otherwise automatically hit at a -10 penalty to dodge, resists the first 10 damage dealt by spells or powers even if they would otherwise ignore all AV.
+12 resistance against being moved, stunned, proned, bull rushed, or overran. Also +12 against anything that would alter their actions or mindset such as charmed, horny, dominate, etc.
-5 PP damage taken when resisting, -2 EP damage taken in general.
Weakened at ½ HP and/or ½ EP.


Experience =
Corruption =


Talents
[General] Exceptional x3: +24 PTD.

[Warrior] Shield Fighter
[Warrior] Skilled with Rifles.
[Warrior] Skilled x3: +6 Skills.
[Warrior] Resilient: +30 HP.
[Warrior] Battle Hardened: +8 AV.


Flaws

Bloodthirsty: Like, just so mad.
Obvious: -8 Stealth
Sluggish: -10 Speed
Fragile: Weakened at ½ HP.
Easily Tired: Weakened at ½ EP.

[Extra] Mutated 1

Mutations: 1/18

Futanari: DICKS.

Special Mutations


Weapon Attack = 10d10
Skills

Shield Cover – The character can trade their standard action and move only up to half their Speed if they use their move action to move, but they and all creatures standing behind them (in relation to the direction of the attack) do not take damage (or other negative effects) from any attacks unless they are coming from behind the character using this skill, or would encompass the entire area. Attacks that do not require an attack roll ignore this skill unless the character also has the Spell Resistance skill, AoE attacks are treated as if they had missed but are not completely negated, and attacks that ignore the Dodge bonus from shields are not affected unless an enchantment or effect on their shield would allow them to block such. AoE attacks originating behind the character, such as ball spells thrown over them, ignore this skill. If an attack would automatically hit but the character has Spell Resistance while using this skill, count the character’s Dodge as if it had used Full Defense against such attacks and had taken no other attacks that round. Requires Shield Fighter.
Shield Specialization (Passive) – The character gets a +5 bonus to Dodge in addition to their shield’s DB so long as they are using a shield. Shield bash attacks get a 2d10 bonus to attack rolls and a +2 bonus to damage. Requires Shield Fighter.


Called Shot – The character acts last in the current turn and takes a -2d10 penalty to their Dodge and their attack roll until their next turn, but their attacks have their damage dice maximized and doubled and ignore any AV granted by armor. This doubling stacks with the doubled damage from a sneak attack if the attack is a sneak attack. This skill can be used in combination with the Rapid Shot skill, but all of the attacks take the penalty but only the first shot gets the bonuses. Requires Skill with (any ranged weapon.)
Deadly Aim – The character takes careful aim, forsaking their move action for the round. In exchange, they may trade up to 10 points of Dodge for the round in order to take a +1 bonus to attack and damage rolls with a ranged weapon for each point traded, or a +2 bonus to Reflexes checks to avoid having a shot Parried by a target with a shield. Requires Skill with (any ranged weapon.)

Armored Champion (Passive) - The character is more comfortable when fighting in armor, allowing them to ignore the penalties caused to Dodge and Speed caused by the EV of their gear.
Berserker (Passive) – The character gets a +2 bonus to weapon attack rolls, Natural AV, Grapple checks, and melee weapon damage. Requires the Bloodthirsty Flaw.
Giant Strength (Passive) - The character can wield a normally two-handed weapon in one hand, but takes a -1d10-3 penalty to attack, a -4 penalty to damage, and -1d10 penalty to Dodge while doing so. If the character chooses to wield another two-handed weapon in their offhand as well, they take this penalty on both weapons in addition to the penalties for two weapon fighting. During this time the weapon is considered a one-handed weapon for the purposes of penalties/restrictions for skill use and use in grapples. (i.e. no using heavy weapons specialist skills via a two-handed weapon held in one hand). Two handed ranged weapons with a Body bonus to damage may not be used in one hand, but those without a Body bonus to damage take no damage penalty. A character may also wield a one handed weapon of a larger size category at no penalty, or a two handed one at a -5 penalty, may reduce the attack roll penalties for not mounting weapons that normally need it by 2 per -10, or a one handed weapon of a further size category larger in both hands at a -10 penalty to attack.
Spirited Warrior - The character may pay X EP (up to a max of 10) as a free action in order to increase their Dodge by 2X, their Natural AV by X, all Resistances by X, a single Resistance by 2X, increase their damage on each attack by 2X if they make only a single attack or by X if they make multiple attacks, increase a Parry DC by X, or increase their attack rolls by 2X. This skill can be used even when the character is Sealed or wearing a Sealing Collar, and does not affect the maximum amount of EP useable per turn due to Spirit Ceiling. The bonuses to Resistance granted by this skill only benefit offensive Resistance checks when used for Reflexes checks. The value of X may not be greater than 10 on any given round, but the EP may be spread across multiple bonuses.
Strong Willed (Passive) – The character gets a +12 bonus to any Resistance checks made against attempts to control or alter their actions, or any effect that would affect their mind. These include the Dominated, Charmed and Horny statuses, among other things. They also gain a +2 bonus to resisting EP damage.
Sturdy (Passive) – The character gets a +12 bonus to any Resistance checks made against attempts to move them, or to give them the Stunned or Prone statuses, as well as to checks made to resist other creatures attempting to Bull Rush or Overrun them. They also gain a +2 bonus to Natural AV.

Dedicated Witch Hunter - The character may spend a standard action to seal off their soul in order to better fight succubi and similar creatures. The character becomes immune to the Charmed, Dominated, Aroused, and Horny status, as well as the Puppeteer Spirit Power, gets a 2d10 bonus to Dodge against Spells, Powers, and Succubus Powers, and reduces all PP and EP damage taken by 10, but is also treated as if they're Sealed at an impossible DC and also dispels any abilities which would be hindered by the Sealed status that they already had active. This lasts five rounds and cannot be dismissed, but can be dispelled as if it were a spell or power.
Mage-Hunter (Passive) - Gain 2d10 Dodge against spells, all Resistance checks against Magic based attacks get a +10 bonus, and AoE spells deal 1/8 damage if they miss. Requires Mind 14+ and cannot be taken by Mages or Succubi with Mind as their primary stat.
Spell Resistance (Passive) - The character ignores the first 10 points of damage that would be caused by any spell or power, even if that spell or power would ignore all AV. They may also Dodge spells and powers that would normally automatically hit, though they take a -10 penalty to Dodge against such attacks.
Spirit-Oppressor (Passive) - Gain 2d10 Dodge against powers, all Resistance checks against Spirit based attacks get a +10 bonus, and AoE powers deal 1/8 damage if they miss. Requires Spirit 14+ and cannot be taken by Spirit Wielders or Succubi with Spirit as their primary stat.
Untemptable (Passive) - Gain 2d10 Dodge against succubus powers, all Resistance checks against Succubus abilities get a +10 bonus, and the character can resist an additional 5 PP when trying to resist pleasure.


Pleasure Damage
Penetration = 2d8 + 17
Foreplay = 2d4 + 13


Inventory
Pump Action Trench Gun w/ Underslung Net launcher (3d10 + 13d10 + 7) 4d12 + 4, 20 feet, 6 shots before reload, 3 round reload, 10 AV ignored
Fires Shells, may fire up to 2 additional times with rapid fire, Incremental Reload and fires in a 30 degree cone or in a line

Todesmo Family Submachinegun (3d10 + 13d10 + 2) 3d6 + 4, 30 feet, 30 shots before reload, 2 rounds to reload, 10 AV ignored
Fires Type 7 Badarian Light Rounds, may fire up to 2 additional bursts with rapid fire, Automatic and Burst Fire


Tower Shield: DB = 34, EV = 4, Bash Damage = 3d4 + 17
Full Plate: AV = 26, EV = 8, TP = 60, DU = 8, strong against slashing.

36 Buckshot Shells
72 Type 7 Badarian Light Rounds
12 Hellfire Shells.
4 Basic Nets

(10 denarii toward underslung net launcher, 24 denarii hellfire shells, 16 denarii basic nets)


Bio/Description


The Out of Character Section
 

Astarte

Tentacle Monster
Joined
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Messages
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Re: Derpgen Sheets

Shani, FireFox. Emphasis on Fire.
One of the two characters I was considering using who didn't make the cut, but still a fun enough idea that I thought I'd post it here.
Name: Shani
Class: Spirit Wielder
Race: Firekin Kitsune
Sex: Female
Background: Educated

Body = 10
Mind = 30 (12, 8)
Spirit = 50 (12, 8)

Hit Points (HP) = 50
Pleasure to Orgasm (PP) = 60
Spirit Energy (EP) = 120 (50)
Speed = 25
Dodge = 11d10+0
Armor = 10 (10 Worn)
Grapple = 2d10+0
Spirit Ceiling = 31 (2, 5)

Resistances
Reflexes = 11
Focus = 18
Willpower = 25

Defensive Bonuses
Tumble Mod =
Bull Rush Mod =
Overrun Mod =
Orgasm Threshold = 1
Pleasure Resistance = 18
Fire Immunity

Miscellaneous Bonuses/Penalties
+2 Perception when hearing is involved.
-2 Stealth while bleeding.
-5 to Resistance checks against being Deafened.
+5 to Pregnancy rolls.
+5 to PP damage received.
+8 to PP damage received from her ears or tail being played with.
+25 to EP damage received.


Experience = 0
Corruption = 0


Talents

Focus in Fire - Cast up to 5th level Fire spells and when casting fire spells gain +10 to Casting checks, +1d10 to Attack rolls, +2 Damage per spell level, +1 per spell level to stats from Buffs, and +2 Body and +1 AV per spell level for Summoned creatures.
Greater Energy Pool - Gain +20 EP.
Exceptional - Gain +8 Spirit
Natural Mage: Specialized Mage (Fire / Water) - Double the effects of Focus in Fire, but may never cast Water spells above level 1 or take Focus in Water.
Natural Mage: Magic Feats - Gain 2 Mage Feats.
Demonologist - Gain 2+Spirit/20 Demonologist Powers.
Massive Energy Pool - Gain +30 EP.
Soul Sense - Gain +3d10 Power Attack.
Skilled Wielder - Gain 2 Wielder Aptitudes and +1 Spirit Ceiling.
Skilled Wielder - Gain 2 Wielder Aptitudes and +1 Spirit Ceiling.


Flaws

Fertile - Receive +5 to Pregnancy rolls.
Sensitive - Receive +5 PP damage.
Tainted Bloodline - Receive 1.5x Corruption.
Open Soul 5 - Receive +25 EP damage.
Bloodthirsty (RP) - Shani is incredibly vengeful against any sort of serious offense. While normally well-mannered, when someone harms her or something she cares about, she will not hesitate to repay such offenses many times over.
Obvious - Receive a -8 penalty to Stealth.
Fetish (Ear/Tail Play) - The character has a particular kink or preference that sets them off in bed. Whenever treated to their favored fetish, they take +8 PP damage.
Hemophiliac - Begin to bleed after taking damage. Take 2d4 damage that ignores all AV and DR as if it were paid HP each round until healed or the encounter ends.
Mutated 5 - Gain 5 mutations.


Mutations 5/18

Funny Ears - A pair of red-furred fox ears.
Tail - A red-furred fox tail which sometimes looks uncannily like a flame.
Keen Ears - Gain +2 to Perception checks where hearing is involved, the ability to hear things at greater distances, and a greater ability to distinguish slight differences in sounds, but take a -5 penalty to Resistance checks to avoid being deafened.
Night Eyes - Her eyes have slitted pupils, and give her improved night vision. No perception penalties in darkness.
Glowing Skin (Glowing Hair/Fur) - Her hair and the fur of her ears and tail emit a faint glow, brighter at the tip of her tail, which appears uncannily like a flame itself. Receive +2 Perception, but -2 Stealth.
Glowy Fluids - Her blood glows, giving a -2 Stealth penalty while bleeding.
Toxic Fluids (Burning Blood) - Her blood burns, inflicting 3d6 damage that ignores worn AV to anyone splashed by it. Vampires or other blood drinkers attempting to feed on her take double that damage.


Special Mutations

Kitsune Heritage
Naturally Warped - Cause no corruption in others, and receive no corruption from Warped creatures.
Shapeshifting - May alter her physical form at will as a standard action and gain or lose standard mutations (Without exceeding her normal mutation count). Limited to base mutations plus one step, and only one instance of each can be taken.
Immunity: Heat/Fire - Immune to Heat/Fire damage, and do not gain status effects from spells or powers which deal Heat/Fire damage.


Spell Attack = 10d10+5 (12d10+5 with Fire) (5)
Base Casting = 20 (40 with Fire) (5)
Favored Elements = Fire

Magic Feats

Holder of the Secret Fire (Fire) - Fire spells that deal damage ignore 10 points of AV and Fire Resistance and deal +2 damage per spell level.
Elemental Mastery (Passive) - Spells that deal elemental damage deal +1 damage per spell level. Spells that deal Fire/Heat damage deal additional damage equal to twice their spell level on the turn after they are cast to all targets that were dealt damage by them, and this extra damage ignores all AV.


Power Attack = 13d10+5 (5)
Wielder Aptitudes

Demonsummoner
-Devil's Lightning and Hellfire Blast ignore resistances to their damage type and deal damage to creatures immune to Electricity or Fire damage as if they only had energy resistance 20.
-The character may pay an extra 4 EP when using Gorgon's Gaze to gain a +10 bonus to their Resistance and attack roll with the power.
-The activation cost of Form of the Swarm and Vampiric Futanari are decreased by 2 each, and Vampiric Futanari can be used to allow a character to drain EP from a creature with the Plant special mutation or allow a creature with the Plant special mutation to drain other creatures. In addition, a character may choose to make a creature Infertile with Vampiric Futanari.
-Fell Might has its HP upkeep reduced by 3.
Burning Spirit - Involuntary EP drain causes the drainer to take an amount of damage equal to the EP drained, which ignores all AV and DR and causes double damage to creatures that don’t have an HP stat. Damage dealing powers deal an additional 2X damage.
Harmful Spirit - For all damage dealing or weapon powers, if any damage die results are less than half of their max, they are set to half their max instead. May pay an additional X/2 EP, where X is the EP input of the power, to do max damage dice on the power.
Potent Spirit - Spirit Powers that cause Resistance checks gain a +8 bonus to their effective Resistance or DC. May spend up to an additional 5 EP when using a power to grant an additional +3 bonus for each point of additional EP spent.
Efficient Wielder - Spirit Power buffs cost 3 EP less upkeep. Reduced Upkeep may be traded to instead increase one of the power’s stat buffs by X. May also change an active buff power to another as a free action by paying the activation cost of the new power plus two.
Multifocused - Use Spirit in place of Body or Mind when making weapon or spell attacks. May pay 2 EP to add Spirit/4 damage to any damage-dealing spell or body-based weapon attack.
Energy Shaper - May spend 2 EP to increase the radius of an AoE burst or emanation by 5 feet, increase the width of a cone by 30 (to a max of 90) or its length by 20 feet, increase the range of a line power by 40 feet or width by 5 feet once. Powers that could normally only be of on shape may use any of these shapes by spending an additional 2 EP, and may exclude creatures from the AoE by paying 1 EP per creature. Gain +1d10 attack with AoE powers.


Powers

Hellfire Blast
Fell Might
Form of the Swarm
Gorgon’s Gaze
Vampiric Futanari


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


Inventory

Devilblood Staff (1d10+5 Damage, +5 Spirit Ceiling, Base Casting, Spell and Power Attack, two handed)
Material: Devilblood Iron - Halved damage dice, modifier reduced to Body/4, but grants +5 Spirit Ceiling, Base Casting, and Attack rolls with spells and powers. Halved cost to turn into a focus item.

Warded Robes (AV = 10, EV = 0, TP = 30, DU = 1, bullet resistant.)

20 Denarii


Trades

Perception: 5d10+2 (2)
Stealth: 2d10-10 (-8, -2)

Alchemy - 3d10
Enchanting - 3d10
Herbalism - 2d10
Language (High Amazonian) - 5d10
Language (Low Amazonian) - 3d10
Language (Badarian) - 2d10
Lore (History) - 4d10 (2d10)
Mathematics - 3d10 (3d10)
Navigation - 3d10
Reading/Writing - 5d10 (3d10)
Sewing - 3d10


Bio/Description
Character Image (Alternate)

Shani’s earliest memory is one of fire. She had no recollection of her family or where she came from, only of a blazing inferno, and then waking up in the rain with a man looking over her. She was discovered by a traveling monk in the ashes of a burned village, miraculously unharmed despite even having the clothes burned from her body in the blaze. She was but a young child then, confused and terrified of what had happened, but with no idea what to do about it. What was presumably her home was burned to the ground, and even her name was one he gave her, she had nothing to link herself to any life before this. The man took her in, raising her as his own daughter as he had no children of his own. The monk was the caretaker of an old shrine, one which saw the occasional visitor or pilgrim, but had been largely forgotten.

He lived a fairly spartan lifestyle, owning a house in the village nearby to his shrine but having little beyond the necessities to live there. He began to add a bit more in the way of comfort and luxuries with a child under his care, but his income was limited, and Shani did not remain a child for long. Within a year of him first finding her, Shani had grown from a child to a young adult. Such was not uncommon among the more supernatural races of the world, but the monk was not aware of what Shani’s heritage was, nor could she tell him. She did not possess the inherent corruptive nature of a demon or one mutated by them, but neither was she any kind of fey creature he knew of, and despite the modest collection of books and scrolls of old lore he had collected over the years, he had never heard of one such as her.

Despite this lack of understanding, which in truth ate away at Shani herself far more than it did him, it did not change his decision to care for her. She eventually began to help him with his duties, and did some work around the village to help support the two of them. She was quiet and solitary, never seeking friends among the villagers, and she was, while not shunned, rarely approached by others thanks to both her personality and the oddity of her appearance. Much of her time was spent reading the monk’s collection, or books she managed to purchase from traders.

The most fateful discovery came several years later, when she managed to convince a travelling mage to give her some basic lessons after an amount of pestering quite uncharacteristic of the normally reserved girl. He wasn’t certain she’d even have the aptitude, but what she did was beyond anyone’s wildest guess. What was supposed to be a small spark to light a campfire started a blaze that engulfed the girl in mere moments. Both the mage and her adoptive father panicked, the mage quickly extinguishing the flames, only to find her still standing there, clothes burnt nearly to tatters but her skin entirely unmarred by the flames, simply staring in wonder at the ashes.

When the truth of her nature came to light, her incredibly strong natural affinity with fire to the point that she was all but immune to its effects left a number of disturbing questions in its wake. Most concerning of those to Shani was the question of the truth behind the fire she was found in as a child. Did she simply survive because of her immunity to the heat and flames… or had she been the cause of it? All it had taken was that spark to awaken her to it and she had come to realize the extent of what she was capable of. Experimentation in the days following this revelation proved that it was almost effortless for her to tap into that reserve, to burn away whatever stood before her. She was terrified of what she might be capable of, what she might have done in the past. What she might do in the future.

She wanted to leave, for everyone’s safety, but her adoptive father managed to talk her out of that course of action. Instead she swore not to use these powers, losing herself further in her hobby of simply reading. She continued this way for nearly a year, shifting from simply distant to cold and aloof toward others as she actively tried to avoid associating with others more than she needed to.

Trying to contain such a raging flame was bound for failure from the beginning however, all it would take was the right push to set it free. She grew more agitated over time, unleashing her power for the first time having awakened an itch that was impossible to ignore, slowly eating away at her will. What finally pushed her over the edge was visiting the shrine one day, only to find a pair of men ransacking it for the meagre treasures on display. When she demanded they return what they had stolen and they laughed her off, mocking her, years’ worth of anger finally erupted. Flames sprung to life all around her, striking at the men as if with a life of their own until they finally dropped what they had stolen and fled.

She didn’t speak of what had happened, ashamed of her loss of control. She simply replaced what had been taken and returned home as if nothing had happened. And then, a week later, she awoke to fire once again. Men rampaged around the village, killing whoever they came across and torching whatever would burn. Still staring at the scene in shock, Shani could only scream as she was grabbed from behind and brought face to face with a burn-scarred man she recognized as one of the two who had been robbing the shrine. Apparently he wasn’t simply some random thug, but the son of a bandit whose gang had been terrorizing the area for weeks now.

As she watched everyone being killed, everything burning around her, she snapped once again. She burned the man who’d grabbed her and gloated to her until nothing but ashes remained, embracing every bit of power she could muster in her desire for revenge. She didn’t stop until all of the attackers lay dead, having chased those who fled into the jungle to finish them off. When she returned though, she found the villagers as terrified of her as they had been of the bandits after witnessing her rampage. She had already made up her mind though, upon seeing her adoptive father dead, his home and all the knowledge he’d spent years collecting burned away to nothing. In the end she carried his body to his shrine, finally cremating him with her own powers and leaving his ashes with the shrine, to watch over it in her absence.

She was afraid of herself, but she couldn’t simply go back to what she had been doing before. She had been the reason the attack had happened, they had sought revenge on her because she hadn’t been able to control herself. Eventually, she decided to follow in her father’s footsteps. He had told her how he had found her on a pilgrimage, traveling between many ancient sites such as the one he was caretaker of. It would a solitary journey, which was exactly what she felt she needed. Perhaps she could learn more about herself along the way, but at the very least she would be away from those she could bring disaster down upon.


The Out of Character Section
 
Last edited:

Rathuris

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Re: Derpgen Sheets

Huh, went over the limit with him preventing two character sheets on a single post. XD


My kind human knight, Damian.
Name: Damian Thadæ
Class: Warrior
Race: Badarian Human
Sex: Male

Primary Stats:
Body: 46 (30 + 16)
Mind: 10
Spirit: 10

Secondary Stats:
Hit Points (HP): 76 (56 + 20)
Pleasure to Orgasm (PP): 38
Spirit Energy (EP): 38
Speed: 35
Dodge: 9d10 + 27 (3 + 22 + 2) With a Shield 10d10 +27
Armor Value: 63 (21 natural)
Perception: 21
Stealth: 4 (21 - 9 - 8)
Grapple: 12d10+2
Spirit Ceiling: 3 (7 -9)

Resistances:
Reflexes: 23
Focus: 12
Willpower: 12
2 Orgasms before Weakened.

Experience: Starts at 0
Corruption: Also starts at 0

Combat and Pleasure
Weapon Attack: 13d10 + (2 + 2)
Weapon Damage: 2d6 + (23 + 2 + 3)

Penetration: 2d8 + 15
Foreplay: 2d4 + 11

Talents
Shield Fighter (Style) - Allows the character to attack using both their weapon and their shield in the same round. These attacks can be against different targets. Using a shield grants the character an additional 1d10 bonus to Dodge. When using Defensive Fighting and attacking with a shield bash, the character takes a -3 penalty to attack for every d10 added to Dodge rather than losing a d10 from their attack roll, but only for their shield bash. In addition, if the character has a shield but doesn’t use it to shield bash, they gain a +5 bonus to Dodge.
Skill with [One Hand Sword] - The character gets a 3d10 bonus to attack rolls with the chosen weapon.
Warrior Exemplar - The character gets a 1d10 bonus to Dodge and to weapon attack rolls, a +3 bonus to natural AV, and a +3 bonus to damage rolls with weapons whose damage is reliant on their Body stat, and a +3 bonus to Parry checks, Parry DCs, and max Parry DCs.
Battle Hardened - The character has suffered through numerous battles, developing scarring and mental resistance to pain. The character gains +8 Natural AV.
Artifact Holder (RP) - The character holds an artifact that may be worth no more than 1000 denarii, the details of which must be worked out between you and the GM, but it is always sentient and always has at least 1 cursed property, with more of them depending on the . May not be taken outside of character creation, and the artifact should be something found rather than something .
Exceptional x2 - The character gets an additional 16 points to spend among their main stats.
Healthy - Grants the character an additional 20 max hit points. +20 HP, in other words.
Natural Spirit Wielder (Powers) - The character gains 2 Powers from any power list. They must still meet the prerequisites of the list to take powers from it.
Pain Resistant - The character has some sort of natural resistance to pain, be it deadened nerves, scars, scales, thick skin or what have you. Increase the character's Natural Armor by 5.

Flaws
Fertile - The character is more likely to become pregnant, or to impregnate their partner. They get a +5 bonus to Pregnancy rolls. This Flaw may be taken multiple times, the second instance increasing the bonus to +10 and the third to +15.
Tainted Bloodline - The character gains corruption 1.5 times as fast as normal. Characters of a race that have Supernatural or Naturally Supernatural as a Racial Mutation do not gain a Talent credit for taking this Flaw.
Obvious - The character takes a -8 penalty to their Stealth stat.
Idealistic (RP) - The character is unfailingly kind no matter the circumstances. They will always try to help others to the best of their ability, even to their own detriment, and even if that help is not asked for or met with hostility. This does not mean, however, mean that they will let things attack them without responding. They’re idealists, not pacifists.
Honorable (RP) - The character cannot break their word once given. Every contract, agreement and promise is totally binding, and the character must seek to fulfill them even at their own detriment.


Mutations: 0/18
None. For now.

Skills:

Armored Champion (Passive) - The character is more comfortable when fighting in armor, allowing them to ignore the penalties caused to Dodge and Speed caused by the EV of their gear.
Knight (Passive) – The character gets a +2 bonus to Natural AV, Dodge, weapon attacks rolls, and damage rolls for all melee attacks. Requires: Honorable.
Quick Draw (Passive) - The character may draw their weapon or weapons or retrieve them from the ground without spending an action.
Smith (Passive) - The character gets a +3 bonus to Natural AV, and a character may smith their own items, gaining the Smithing trade or increasing it by 2 dice, and may enhance items by either adding upgrades or creating them from materials at half the listed cost in the shop. They may also fully repair their own armor for half the usual price in materials.
Perfect Block (Passive) - When a character is parrying with a shield, successive attackers only cause a -2 penalty to the Reflexes check’s DC rather than -5. When not attacking with a shield that round, the character may choose to split the DB of their shield between dodge and parry DC as they desire rather than go all one way or the other. The character can additionally now parry single target ranged attacks of any kind, including spells and powers, as well as melee attacks. Requires Shield Fighter.

Powers:
Power Attack: 2d10

Holy
Lay on Hands

Psion
Empathy


Inventory
Kite Shield - DB = 22, EV = 2, Bash Damage = 3d4 + Body/3
One Handed Swords - 2d6 + Body/2
Full Plate Artifact
AV = 42, EV = 9, TP = 75, DU = 9, strong against slashing. (60)
Material - Spell Forged Jade: +2 AV, +1 EV +10 Resist against spells and powers (200)
Armour upgrades
Sharpnel Protection - Bullet proof (20)
Electrical Treatment - 20 Electric resist, wear gains resist electic 10, +10 resistance against electic effects. (15)
Armour Enchantments
Self Repair - Repairs it's self automatically (200)
Astral wings power (120)
+3 To resistances, +6 AV (100)
+5 bonus to Dodge and Resistance checks, +4 AV, +1 DU, and +10 TP (120)
+4 AV, +5 TP (100)
Increase energy pool by 5 x3 (60)
Cost 995 denarii.


Trades
Reading/Writing - 6
Smithing - 9 (7 + 2)
Stoneworking - 7
Trading - 7

Bio:

Damian was born in a small town. He grew up apprenticed under his father who was blacksmith. As he grew up, he was often sent of to work with his uncle who had been a stone mason. He spent most of his youth working and aiding his family in their various trades to make a living. When he came of age, he set out to join the Undead King's armies.

When the aliens attack Damian's patrol was caught unaware. After fighting his way through the strange creatures, he ran into the forest. While he ran and hid from his persuers, he stumbled upon a hidden stone entrance. Fearing that he would collaspe before his persuers, he headed inside.

Inside he discovered it was some sort of ancient temple to a long forgotten goddess. As he hid, he tried to see what the cravings in the walls told of her, though due to age, he could not figure out much. Though seeing the lack of tried blood or bones, he assumed she was a good natured goddess. After a few hours of hiding near the entrance, he figure it was safe to leave.

Though like in most things, curiousity got the better of him and he decided to explore deeper into the temple. Upon entering the main temple room, he came across a pristine stone altar with the goddes carved onto the front, her arms open as if accepting her followers to her bountiful bosom. On each side he found two sets of plate armour. His attention was immediately draw to the second as it was just as pristine as the altar. The other had unfortunetly given into time and was little more then plates of rust.

After examining the gleaming white suit, he felt a little said that such an exquite suit would go unused and exposed to ravages of time. After hesitating to take it off the stand, he turned back to the altar. He knelt before the altar and looked into the carved face of the goddess and made a soft prayer to her that he would see the armour was looked after. After he stood up, he packed the suit carefully into a pack. After spending a few more hours in the temple staring at the goddess' beautiful face he decided it was safe to leave. Bowing once more to the goddess' visage, he set out of the temple.

A few years later, he quit the army after they lost much of the war and decided to wander the land. Though he had yet to don the armour he had acquire.

Description:

Damian stands about 6' 3" high. His hair is long and hangs to his shoulders. His hair is often tied back into a ponytail when he expects combat. His eyes are a dark blue. He keep his chin and face clean shaven, though he is not opposed to grow a beard should the weather turn cold. His body is toned and his arms are thick with muscles from working a forge.
Curses and the name of his artifact can be worked out later should a game ever get picked up.
 

Zilrax

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

Want's to be a hunter-gemini, Mieli

Name: Mieli
Class: Warrior
Race: Gemini Empowered
Sex: Female

Body: 40 (30Ba+8R+2T)
Mind: 14 (10Ba+4T)
Spirit: 20 (10Ba+10T)

Hit Points (HP): 87 (40B+7M+10S+30T)
Pleasure to Orgasm (PP): 44 (20B+14M+10S)
Spirit Energy (EP): 47 (20B+7M+20S)
Speed: 20
Dodge: 37
Armor: 2 (2Sk)
Resistance: 20
Perception: 23 (20B+3Sk)
Stealth: 34 (20B+6M+5T+3Sk)
Grapple: 52 (40B+12T)
Spirit Ceiling: 9 (45/5)


Experience:
Corruption:


Talents:
Racial Talent: Resistant Soul
Skill with [Pistols]
Grapple Expert
*Stealthy
*Resilient
*Natural Spirit Wielder (*Psion)
Exceptional x2
Skilled

Flaws:
Racial Flaw: *Lustful (RP)
Sensitive
Weakness (Hunters)
*Fertile
Mutated x3
Fetish (Ruining Chastity)

Mutations:
Racial: Alien
Racial: Tentacles
Racial: Warped
Racial: Soul Eater
Odd Skin
Chameleon Skin x3
Night Eyes
*Skyclad
*Breeder
*Potent
*Vaginal Tongue

Skills:
Pistolero (Passive)
Thief (Passive)
Leap Glomp
Brawler (Passive)
Ranger (Passive)
Quick Draw (Passive)
Sneak
Smith (Passive)

Base Casting:
Favored Elements:
Magic Feats:


Wielder Aptitudes:
Powers:
Telepathy
Pyrokinesis
Psychic Shield



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


Inventory:
Badarian Hand-Cannon:
1d20+40B+12T 4d10 + 3, 10 foot range, 1 shots, 1 round reload, ignores 8 AV
Badarian Hand-Cannon:
1d20+40B+12T 4d10 + 3, 10 foot range, 1 shots, 1 round reload, ignores 8 AV
Unarmed
1d20+40B Base Damage: 2d4 + 10B

Bio/Description: The past is ephemeral to Mieli. More like a splattering of colors and strange feelings than anything else. For her, memory starts amidst hunters, helping bare the spawn of her pack. Little thought was required then, simply a sort of dutiful sense of purpose.

But as time went, that strange feeling vanished, and they were cut off. She never really knew why or what happened, but she knew it to be true. And with absence of purpose came thought. Thoughts of the acts and how others seemed to enjoy yet fear it before thoughts fell aside and the appearance of her packmates and how they differed from herself, and how she could emulate them.

She didn't really know when she began to disappear or reappear like them or began to wander away at times to explore beyond the caves they dwelt in. She saw strange things out there as she snuck about, followed the hunters as they caught others. Eventually she roamed so far she wasn't sure how to get back anymore.

Nevertheless, Mieli tried, and as she went she often watched the creatures that looked like her, but different. She watched them build things, their weapons and how they used them. At one point she snuck in and borrowed some to try and use too as she went. After all, she couldn't hide from everything.

It turned out she had an aptitude for these weapons. She lacked the blades of her pack, but her new weapons worked wonderfully instead! She would sneak up and unleash them in a destructive display, then slip away again from danger.

Time passed though, and Mieli eventually came to the conclusion she wouldn't find her pack again. There was only one thing she could do then. She would have to make a new pack. So she went off to find new packmates she could make like the hunters did, to breed others to make more.

The OOC section: Usual, no gore watersports or scat. Mieli just wants to make friends! And babies. Course it doesn't help she thinks she's just a funny looking hunter.
 

ranger

Tentacle God
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Re: Derpgen Sheets

Angelic Warrior for DG4 concept Work In Progress 90% complete
Needed
-Combos
-General Clean up
-Bio

Name:
Class: Angel of Wrath (Warrior/Spirit hybrid)
Race: Angel
Sex: Female

Body = 40 (28 +12r)
Mind = 20 (8 +12r)
Spirit = 30 (14 +16r)

(HP) = 65
(PP) = 55
(EP) = 60
Speed = 35 (25+10)
Dodge = 15d10 + 0* (4d+2d+3d+2d+3d(T)+1d(T))
*14d10+0 if unarmed
Armor = 25 (8(T)+ 3(S) +14(A))
Perception = 20
Stealth = 4 (20-8(T)-8(A))
Grapple = 8d10 (40/5)
Spirit Ceiling = 13 (12+1(T))

Resistances
Reflexes = 20 (40/2)
Focus = 15 ((40/5) + (20/3)
Willpower = 18 ((40/5) + (30/3)

Defensive Bonuses
Warrior Exemplar = +3 to Parry checks, DCs, and Max DCs.
Spell Resistance = Ignores the first 10 points of damage that would be caused by any spell or power, even if that spell or power would ignore all AV. May dodge autohit spells and powers at -10 dodge
Faerie = 5 damage reduction vs Cold and Electricity
Untemptable = +10 all resistances and 2d10 dodge vs Succubi and Succubi powers
Burning Spirit = Any creatures that drain the character's EP against their will take an amount of damage equal to the EP drained. Damage caused by this aptitude ignores all AV and DR, and causes double damage to creatures that don't have an HP stat.
Orgasmic Threshold = 2 (40/20)
Pleasure Resistance = 5
Tumble Mod =
Bull Rush Mod =
Overrun Mod =


Experience =
Corruption = 0/400*
*gains 1.5 times corruption
*Treated as having 3 mutations due to Naturally Warped

Talents 8
Agile - The character gets a 3d10 bonus to Dodge.
Battle Hardened - The character has suffered through numerous battles, developing scarring and mental resistance to pain. The character gains +8 Natural AV.
Heavy Hitter - The character deals +6 damage on melee attacks with one handed weapons, and a +8 bonus on melee attacks with two handed weapons.
Heavy Weapons Specialist (Style) - A character with this Talent gets a 1d10 bonus to weapon attack rolls and a +8 bonus to damage on melee attacks so long as they are using a two handed melee weapon.
Natural Spirit Wielder (Holy Mage: 3 powers) - Grants the character one Talent that they can only take from the Spirit Talents list. Cannot be chosen by Spirit User, and can be taken an extra time beyond the first for every 30 points of Spirit possessed by the character .
Skilled Wielder - The character gains 2 Wielder Aptitudes and increases their Spirit Ceiling by 1.
Warrior Exemplar - The character gets a 1d10 bonus to Dodge and to weapon attack rolls, a +3 bonus to natural AV, and a +3 bonus to damage rolls with weapons whose damage is reliant on their Body stat, and a +3 bonus to Parry checks, Parry DCs, and max Parry DCs.
Skill with [Two Handed Swords] - The character gets a 3d10 bonus to attack rolls with the chosen weapon.

Flaws 3
(R) Idealistic: The character is unfailingly kind no matter the circumstances. They will always try to help others to the best of their ability, even to their own detriment, and even if that help is not asked for or met with hostility. This does not mean, however, mean that they will let things attack them without responding. They’re idealists, not pacifists.
(R) Honorable: The character cannot break their word once given. Every contract, agreement and promise is totally binding, and the character must seek to fulfill them even at their own detriment.
(R) Open Soul x3: The character takes an additional 5 EP damage or drain whenever anything would cause them to take any.
(R) Sensitive: The character takes an additional 5 PP damage whenever anything would cause them to take any.
(R) Tainted Bloodline: The character gains corruption 1.5 times as fast as normal.
Obvious: The character takes a -8 penalty to their Stealth stat.
Prideful (RP): - The character is possessed of immense pride in themselves, their race, their station, an organization that they belong to, or something similar. They will not suffer the dignity of whatever they take pride in to be insulted, will not allow its name to be besmirched, and will not allow it to go undefended under any circumstances. They will commit to violence in defending it if need be.
Slow Learner: The character loses 8 trade dice. May only be taken at character creation.
Mutations: 0(3*)/18
*considered having 3 due to Naturally Warped
(R) Aerial Warrior: The character can fight effectively in the air, negating the Dodge penalty when they are in the air.
(R) Greater Wings: The character's wings have grown enough that they can actually fly with them. The character can fly at twice their ground Speed.

Special Mutations
(R) Angelic Gift:
Angels are gifted with an extraordinary sense of duty that overrides their personal desires almost completely in most cases. An angel who grossly violates this sense of duty, willfully ignores it in favor of their own interests repeatedly, or is broken completely and irreversibly by a supernatural enemy (usually signified by becoming Supernatural) becomes Fallen. An angel who falls loses Idealistic and instead gains Selfish, permanently loses their Insight, may switch their class (without losing any of their previous abilities or gaining any new ones) to Succubus, and gains the Soul Eater Special Mutation.
(R) Faerie: The character is one of the fey. They gain resistance to Cold and Electricity, ignoring the first 5 points of damage from sources of either type.
(R) Naturally Warped:
The character was born with some degree of magic in their blood, but this doesn’t cause them to corrupt others. The character doesn't deal corruption to others unless they also have other mutations that would cause them to deal corruption, but they don’t take corruption as if they had the Warped special mutation. A Naturally Warped creature is always counted as having at least 3 mutations for the purposes of how many mutations they require in order to reach Warped and how much corruption they need to take in order to acquire another mutation unless they already have more.
(R) Selective Fertility: The character can choose whether or not they have children. Whenever they could potentially become pregnant or impregnate another, they may apply either the Fertile or Infertile Flaws if they so desire.
Weapon Attack(Greatsword) = 13d10 to hit and 2d12+39 damage
Skills
Charge -
Slay – The character takes a -2d10 penalty on their attack roll and a -2d10 penalty to Dodge until their next turn. In exchange, their bonus to damage from Body increases by one step, usually from
+Body/2 to +Body. Requires Heavy Weapons Specialist.
Armored Champion (Passive) - The character is more comfortable when fighting in armor, allowing them to ignore the penalties caused to Dodge and Speed caused by the EV of their gear.
Spell Resistance (Passive) - The character ignores the first 10 points of damage that would be caused by any spell or power, even if that spell or power would ignore all AV. They may also Dodge spells and powers that would normally automatically hit, though they take a -10 penalty to Dodge against such attacks.
Untemptable (Passive) - Gain 2d10 Dodge against succubus powers, all Resistance checks against Succubus abilities get a +10 bonus, and the character can resist an additional 5 PP when trying to resist pleasure.

Spell Attack =
Base Casting =
Favored Elements

Magic Feats


Power Attack = 6d10
Wielder Aptitudes: 2
Burning Spirit - The character's soul is dangerous to those attempting to take it. Any creatures that drain the character's EP against their will take an amount of damage equal to the EP drained. Damage caused by this aptitude ignores all AV and DR, and causes double damage to creatures that don't have an HP stat. In addition, damage dealing powers cause an additional 2 points of damage per point of X EP input.
Crusader - The character gains a number of benefits when using Holy Mage powers.
-Holy Fire ignores resistances to fire damage and deals damage to creatures immune to fire as if they had fire resistance 20.
-The activation cost of Holy Wall is reduced by 2, and when activating it as a shield it grants an additional 4 DB.
-Blessing may also grant the character an aura that heals all allies within 30 feet by X for every round it's active for an additional 3 EP on activation and 2 EP upkeep after that.
-Lay on Hands may be used to remove any status effect or debuff save for Grappled, Bound, Webbed, or Submission Hold.
-When attacking with Cudgel of the Blessed the character may spend an additional 3 EP in order to force the target to make a Willpower check versus them or be Stunned.
-The character may pay an additional 2 EP when summoning faeries of tiers 1 or 2 using the Fey Servant power to ignore their secondary prices, and may summon faeries from different tiers and of different types at the same time.
-Binding gets a +3 per dice bonus to its attack roll and has its DC increased by 4.​
Powers: 3
Blessing
The character grants increased strength to themselves and their allies.
-Buff Power.
-The character pays X EP and X - 2 EP upkeep.
-The character gains a +3X bonus to attack rolls and Dodge, and a 2X bonus to Resistance checks, Bull Rush checks, Overrun checks, Swim checks, and Perception. Allied creatures within 30 feet of the character when this is activated gain a +2X bonus to attack rolls and Dodge, and a +X bonus to Perception and to defensive Resistance checks.
Holy Fire
White fire springs forth from the character's hands, and streaks out toward their foes. This flame cannot harm those allied with the one using it.
-Damage Power.
-The character pays X EP. A character with Blessing active does not pay the HP cost and may trade points from the X value of their active Blessing in order to add them into the X value of this power as a free action, effectively reducing their Blessing by however much they trade and thus paying a reduced upkeep but giving this power a greater X value. Then, the character chooses one of the following:
1) A bolt of white fire strikes one creature within line of sight, which takes 3d4 * X damage.
2) All creatures within a 10 foot radius of any spot within 100 feet of the character take (2d4 + 1) * X damage.
3) Empower a melee weapon or bullets. A melee weapon enhanced has a maximum X of 5, with an upkeep of X - 3, and deals an additional Xd10 fire damage. A character may enhance up to X bullets each of which gets a 1d12 bonus to damage. Empowered bullets become mundane again at the end of the encounter.
4) As an emanation going 10 feet plus 5 feet per 3 EP put into X, which deals (1d4 + 2) * X damage and, when hitting demons and undead, pushes them back to the edge of this radius unless they win a Willpower vs Reflexes check.
-This power always deals fire damage. Demons and Undead takes an additional X damage from this power if it would deal damage, and it always ignores any natural resistances to Heat/Fire that they possess.
Lay on Hands
The character heals the wounds of themselves or their allies with a touch.
-Utility Power.
-The character pays X EP.
-Then, they choose any combination of the following effects:
1) If used as a standard action, one touched creature regains 6X HP. If used as a move action, one touched creature regains 4X HP.
2) One touched creature gains 4X Temporary HP until the end of the encounter. Using this function twice on the same target in a single encounter discards the lesser temporary HP pool.
3) Instances of the Blinded, Deafened, Paralyzed, Stunned, and Weakened status may be removed for 2 EP each.

Succubus Power Attack =
Succubus Powers



Pleasure Damage
Flaw: -15ep when being energy drained
Flaw: + 5pp damage received
Skill: +5pp damage resistance when resisting
Penetration = 2d8 + 13
Foreplay = 2d4 + 10


Inventory
Breastplate: AV = 14, EV = 4, TP = 40, DU = 5, strong against piercing and slashing.
Cost = 30 denarii, Metal.
Angelic Breastplate (Custom armor) AV = 14, EV = 4, TP = 50, DU = 6, strong against piercing and slashing. Cost = 50 denaii, Metal
Two Handed Sword
2d12 + Body/2, two handed

Trades 0/12 (20-8F)
Acrobatics 6
Lore 2
Reading 2
Navigation 2


Bio/Description

The Out of Character Section
 
Last edited:

Astarte

Tentacle Monster
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Re: Derpgen Sheets

More derp. Luminita, a Dragonkin out for revenge against some dragonslayers.

This time just an interesting character concept that was poking around in my head that I thought I'd put together into something.
Name: Luminita Alaric
Class: Spirit Wielder
Race: Dragonkin
Sex: Female
Background: Raised as a Warrior

Body = 30 (10, 16)
Mind = 10 (4)
Spirit = 50 (10)

Hit Points (HP) = 60
Pleasure to Orgasm (PP) = 50
Spirit Energy (EP) = 100 (30)
Speed = 35
Dodge = 8d10-1 (-3d10, -1)
Armor = 13 (7 Natural, 6 Armour) (5, 2, 6)
Perception = 5d10
Stealth = 2d10
Grapple = 6d10+0
Spirit Ceiling = 21 (2, -1)

Resistances
Reflexes = 18
Focus = 11
Willpower = 25

Defensive Bonuses
Tumble Mod =
Bull Rush Mod =
Overrun Mod =
Orgasm Threshold = 2
Pleasure Resistance = 18
Fire Resistance = 20

Miscellaneous Bonuses/Penalties
+2 to Resistance checks against being knocked Prone.
+4 to Resistance checks against Charmed, Dominated, Paralyzed, Stunned, or Weakened.
+5 to Reflexes checks against being parried while using natural weapons.
+5 to Pregnancy rolls.
+5 to EP damage received.
+8 to PP damage received from significantly larger partners.
1.5x Corruption gain.
Reroll 9s on Stealth checks.


Experience = 0
Corruption = 0


Talents

Pain Resistant - Gain +5 Natural Armor.
Exceptional - Gain +8 Body
Exceptional - Gain +8 Body
Natural Warrior (Skill with Natural Weapons) - +3d10 attack with natural weapons. Gain 1 skill.
Natural Warrior (Skilled) - Gain 3 skills.
Dragonfire Adept - Gain 2+Spirit/20 Dragonfire Adept powers.
Massive Energy Pool - Gain +30 EP.
Skilled Wielder - Gain 2 Wielder Aptitudes and +1 Spirit Ceiling.
Skilled Wielder - Gain 2 Wielder Aptitudes and +1 Spirit Ceiling.

Mastery of Spirit (Spirit Wielder Inherent) - The character is better able to efficiently channel their power. They spend 1 less on summon and utility powers compared to non-wielders using powers, to a minimum of 3 EP. Their buffs costs 1 less EP to upkeep and 2 less to activate. Their damage and weapon powers except for Black Dragon are treated as if they had an extra 1 EP put into them for the purpose of how much damage they inflict.

Flaws

Easy to Hit - The character takes a -3d10 penalty to Dodge.
Obvious - The character rerolls 9s for Stealth checks.
Open Soul 1 - Take an additional 5 EP damage.
Prideful [RP] - More so than pride in herself, Luminita takes immense pride in her bloodline, and especially her Draconic heritage. She will not suffer any insults to her family, both the draconic and human sides of it, and will often respond violently if someone refuses to apologize for any such insults.
Fertile 1 - Receive +5 to pregnancy rolls.
Tainted Bloodline - Receive 1.5x as much corruption as normal.
Fetish (Size Difference) - Receive +8 PP damage whenever her partner is significantly larger than her (Which is going to be most people/creatures larger than the average human).
Mutated 4 - Gain 4 mutations.


Mutations 4/18

Claws - Claws sprout from the character's fingers, giving them natural weapons that deal +2 damage but also causing the character to take a -2 penalty on attack rolls made with weapons.
Dangerous Tail - The character's tail can be used to deal attacks. If so, it deals an additional +4 damage but takes a -2 penalty to the attack roll.
Horns - The character gets a horn or horns, usually but not always located somewhere on their head.
Greater Wings - The character's wings have grown enough that they can actually fly with them. The character can fly at twice their ground Speed.
Aerial Warrior - The character can fight effectively in the air, negating the Dodge penalty when they are in the air.
Natural Attack - The character has some sort of natural attack that allows them to deal a greater amount of unarmed damage than usual. Their unarmed attacks deal 2d12 + Body/3 damage, but no longer allow the character to benefit from the Unarmed Fighter Talent, though they may still use skills from it while unarmed.
Multiattack - The character may make multiple attacks with natural attacks. Each of their natural weapons may be used as a melee attack each round, but every attack for the round takes a -5 penalty to attack rolls, and for each attack beyond the second every attack takes an additional -5 penalty to their attack and damage rolls. Each attack must be made with a different natural weapon, but claws and wings may be used twice, and there is no upper limit. The multiple attacks granted by this mutation may not be used along with skills granting multiple attacks.
Clawed Feet - The character has claws on their feet. They cannot wear shoes, which doesn't really matter all that much mechanically, and can use them as natural weapons. They get a +2 bonus to Resistance checks made to resist being knocked Prone.
Talons - The claws on the character’s feet have become long and sharp enough to use in combat. Unarmed attacks with the claws on their feet gain a +5 bonus to damage, but they cannot move more than 10 feet in the same turn that they make such an attack unless they are flying.
Striking Wings - The character can use their wings as natural weapons, and even if they don’t have multiattack they can attack with both separately at a -15 penalty to attack. All attacks with wings take a -3 penalty to damage, and if uses as part of multiattack or flurry of blows it takes this penalty on top of that abilities penalty.
Storm of Claws - The character can take more attacks with their claws using multiattack, allowing them to take a total of 4 attacks using only their claws. They may still make other natural attacks as normal.

Special Mutations

Dragonblooded - The character has the blood of dragons flowing through their veins. They possess resistance to fire allowing them to resist the first 20 damage that any attack using fire might deal, are difficult to harm in general giving them 2 natural AV, and are difficult to cripple in battle or control, giving them a +4 bonus to any Resistance check against anything that would give them the Charmed, Dominated, Paralyzed, Stunned, or Weakened statuses.


Weapon Attack = 10d10+2 (2) (13d10+5 with natural weapons, 15d10+5 with Dragon’s Ferocity).
Skills

Weapon Focus: Natural Weapons (Passive) - The character gets a 1d10 bonus on all attack rolls with a single weapon type and gets a +5 bonus to Reflexes checks to avoid being disarmed or Parried when wielding that weapon.
Natural Warrior (Passive) - The character is adept at using their natural weapons, giving them a +3 bonus to all attack and damage rolls involving natural weapons. In addition, any natural weapon attack that a character doesn’t use contributes a +5 bonus to the DC when they try to Parry, to a max of 4 sacrificed attacks.
Storm of Claw and Fang (Passive) - The character is adept at using their natural weapons for multiple attacks. Whenever using Flurry of Blows with natural weapons or Multiattack, they reduce the penalty to attack and damage rolls. When using multiattack, the penalties to damage are reduced to -3 attack and -3 damage per added attack respectively. When using Flurry of Blows with natural weapons, they trade a -4 penalty to attack instead of -1d10 for each extra attack, and the damage penalty is reduced to -3 for each extra attack.
Swooping Strike - The character may make a swooping attack as a full round action while flying. They must move their full flight movement in a straight line, but it may include vertical movement up and down so long as they don’t touch the ground. This attack gets a +2d10 bonus to hit and a +10 bonus to damage, but the character also takes a -10 penalty to Dodge.
Mauling Strike - The character attacks with multiple natural weapons as one attack at a single -10 penalty to attack and damage. They make only a single to-hit roll at the highest natural weapon attack value they have, but add both the dice and any bonuses from the specific natural weapon for all of their natural weapons to the damage roll. The AV of worn armor is doubled against attacks from this skill.


Power Attack = 10d10+0
Wielder Aptitudes

Dragonborn - The character gains a number of benefits when using Dragonfire Adept powers.
-Using the Roar power also knocks back targets to the edge of its Area of Effect if they lose the Reflexes check, and that power may be used in a Cone that extends out 5X feet from the character in a 90 degree angle. Warding cannot negate it.
-Draconic Transformation and Dragon's Pride can be used when the character is Bound or in a Submission Hold but deal X damage to the character, and Dragon's Pride may additionally be used even when Sealed for an additional cost of 4 EP. In addition, AV from Draconic Transformation may not be ignored.
-Attacks with Dragon's Ferocity can be made to deal an additional 4d8 Fire damage by paying 2 EP when it is activated, and Dragon's Ferocity ignores Fire Immunity and all resistance to fire.
-Dragon’s Breath also ignores all resistances to fire and treats Immunity to fire damage as if it were 20 resistance, and Warding cannot negate it.
Harmful Spirit - For any damage dealing or weapon powers used by the character, if any of the damage dice they roll come up as less than half of their max, they are set to half the max instead. In addition, the character may pay X/2 EP in order to ensure that they deal max damage on all damage dice on any attack, where X is the X EP input of the power.
Multifocused - The character uses their Spirit stat in place of Body and/or Mind when making attacks using spell attack or weapon attack rolls. They may also pay 2 EP to add Spirit/4 damage to any spell or weapon attack relying on Body, so long as that attack would already deal damage.
Soul Soldier - The character may use Weapon Spirit Powers twice in one turn and still get their attacks. They get the reduced penalties to fighting with two weapons as if they had the Two Weapon Fighting Talent. Weapon powers are treated as if 3 additional EP was put into X when they were activated, and attacks with weapon powers gain a 2d10 bonus to hit. In addition, the character may make up to three attacks with weapon powers as a standard action, splitting their attack bonus dice between each attack as they see fit while getting the base attack dice and any static bonuses to each attack.
Soul’s Strength - The character's buff powers are more potent. Whenever a power would increase a secondary stat by a multiplier based on X
- Increase a single secondary stat's buff multiplier by 1 for free.
- Increase another secondary stat's multiplier by 1 for +1 upkeep. This can be done multiple times.
- Increase a single secondary stat's multiplier by 2 for +2 upkeep. This can only be done once.
- For buffs that increase a primary stat increase the multiplier by 2 for +1 upkeep.
For example: X becomes 2X, 3X becomes 4X, etc.
Efficient Wielder 2 - Spirit Power buffs activated by the character cost 6 less EP (minimum 0) to upkeep. This reduced upkeep may be traded in order to increase the bonus granted to any one stat by an active power by X. In addition, the character may change an active buff power to another one that they know as a free action by paying the activation cost of the new power plus one.

Powers

Draconic Transformation - Buff Power.
-The character spends X - 1 EP. They must also pay X - 4 EP upkeep. .
-The character gets a +2X bonus to melee damage, Bull Rush checks, Overrun Checks, Swim checks, and weapon and power attack rolls, a +X bonus to AV and Grapple checks, and a +X bonus to damage rolls with ranged weapons dependent on Body.
-The character may pay an additional 2 EP to grant themselves Flight at their Speed for the duration of the power without increasing its upkeep. When activating this power, they may also activate Dragon’s Ferocity and/or Dragon’s Pride as a free action.
Dragon’s Ferocity - Weapon Power.
-Weapon Power.
-The character pays X EP. In addition, they must pay 1 EP every round.
-The details of transformation are entirely up to the character to decide, but for mechanical purposes the weapons can reach no further than standard attack range. Successful attacks deal (1d10 + 2) * X + Spirit/4 damage.
-Every killing blow made with the summoned weapon heals the user for 2 + X HP.
-The character can attack in the same turn that this power is activated so long as they have used nothing else that takes up their standard action, but only using this power. This weapon counts as a natural weapon attack for all intents and purposes, and gets the attack bonus from the Talent if the character has the Skill with Natural Weapons Talent. For use with Multiattack, this power counts as claws and a tail for a total of three possible attacks.
Dragon’s Pride - Buff Power.
-Buff Power.
-The character pays X - 2 EP and X - 5 EP upkeep.
-The character gets a +2X bonus to Dodge, a +2X bonus to Perception and grapple rolls to escape, and a +X bonus to all Resistance checks and an additional +X bonus to defensive Resistance checks.
-Alternatively, this may be used to add a +X bonus to resisting pleasure damage, a +2X bonus to penetrative pleasure damage and a +X bonus to foreplay pleasure damage, and forces both the user and any partners to make a Willpower check against each other, at which the user gets a +X bonus, the loser of which takes Willpower damage equal to the difference that causes Aroused if they reach 0 and Horny if they reach 0 again.
-This power cannot be countered or dispelled, and is not deactivated by sealing effects, though a sealed creature still cannot use it.
Roar - Damage Power.
-The character pays X EP.
-All creatures within a radius equal to 5 feet plus an additional 5 feet for every 3 EP put into X of the character take (2d4-1)X damage. In addition, all creatures that take damage from this power take a -2X penalty to Dodge, Perception, Focus, and attack rolls until the end of the encounter, and must win a Reflexes check against a DC equal to 4X or become Deafened. Multiple Roars do not stack, only the highest penalty is counted.
-A character using this power may activate Dragon’s Ferocity in the same turn as a free action.
Dragon’s Breath - Damage Power.
-The character pays X EP.
-Choose one of the following ranges. All creatures caught within that range take (2d6 -1) * X Heat/Fire damage.
1) A 10 foot radius explosion anywhere within the character's line of sight.
2) A 120 foot long line originating from the character.
3) A 90 foot long 30 degree cone originating from the character.
4) A 60 foot long 60 degree cone originating from the character.
5) A 30 foot long 90 degree cone originating from the character.
-Alternatively, the character empowers a melee weapon or ammunition as a free action. A melee weapon enhanced has a maximum X of 5, with an upkeep of X - 3, and deals an additional Xd6 + 2X fire damage. A character may enhance up to X units of ammunition, each of which gets a 2d6 bonus to damage. Enhanced ammunition becomes mundane again at the end of the encounter.



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


Inventory

Leather Armor (AV = 6, EV = 1, TP = 30, DU = 2 )

Ryluth’s Horn (+2 to Melee Damage rolls.)
A fragment of the tip of the horn of Luminita’s father, broken off during the battle in which he was slain and his soul locked away. Luminita carries it as a constant reminder of her mission.

14 Denarii


Attacks

Claws (14d10+5 Attack, 2d12+19 Damage) (2)
Tail (14d10+3 Attack, 2d12+21 Damage) (2)
Talons (14d10+5 Attack, 2d12+22 Damage) (2)
Wings (14d10+5 Attack, 2d12+14 Damage) (2)

Dragon’s Ferocity (16d10+5 Attack, X[1d10+2]+20 Damage) (2)


Trades

Perception: 5d10
Stealth: 2d10-9

Acrobatics - 5d10
Language (Crolian) - 5d10
Lore (Dragons) - 4d10
Mathematics - 2d10
Medicine - 2d10
Reading/Writing - 3d10
Tracking/Woodcraft - 3d10


Bio/Description
Character Image


Of the Dragon Ryluth’s children, Luminita is the youngest, and the runt of the litter in many ways. Standing at a mere 148cm (or 4’10”) and both short and slim, she is quite small even by human standards, although a closer look reveals the results of her physical training in a well-toned body. Her tan skin, long silver-grey hair, and red eyes, especially when combined with her draconic features, give her a very exotic look among the native Crolians. Her fingers and toes end in short claws, a pair of draconic horns grow from the sides of her head, and both a tail and large wings grow from her back. Her wings can fold enough to avoid being overly obtrusive, but have a very wide wingspan when fully extended, enough to allow her true flight.



Luminita is the youngest child of the Dragon Ryluth, and the human Lavinia, a former Crolian knight. She had two elder siblings: Her brother Arythas being the eldest and her sister Narith three years younger than him, with Luminita herself four years younger than Narith. Compared to her much more physically-endowed siblings, Luminita was always the small one. Despite her obvious draconic features, she seemed more human than dragon, her small, almost frail frame poorly suited to combat, despite all of her attempts to emulate her siblings, who both trained as warriors like their mother before them, and were served well by their natural strength.

Eventually, she began to discover that she had other ways to bridge the gap between them. While rigorous training and physical activity in her youth had left Luminita with an admirable level of fitness, and surprising strength for someone her size, but she still couldn’t come close to matching her elder siblings. Despite her progress, she simply couldn’t match them in strength, and she performed poorly with weapons. Over time, however, she discovered a reservoir of power she had never tapped into before, drawing upon the power of her draconic ancestry to empower herself far beyond what she had been able to accomplish prior.

She didn’t have the chance to truly master these powers before everything about her life was turned on its head, however. She never did learn their reasons, or what they were after, but an odd group, the sort often referred to as ‘adventurers’, barged their way into their home. When Ryluth told them all to stand back and allow him to answer this insult, neither Luminita nor her siblings or mother thought anything of it. After all, he was a true dragon, against mere mortals he might well have been invincible.

They had underestimated these adventurers however, all of them had. In his pride, Ryluth had never even entertained the thought that he might be defeated, and even if his body was slain, he would not truly die. He was caught by surprise, however, when they fought with far more skill and power than he expected, and managed to mortally wound his physical body, and simultaneously sealed his soul within an artifact they had brought with them for that very purpose.

When what had transpired finally set in, Luminita was the first to strike back at the attackers, savagely attacking with claws, tail and wings, but she was quickly beaten back once she’d lost the element of surprise. She still hadn’t learned to utilize her powers well, and even wounded and exhausted from their battle with Ryluth, the adventurers far outstripped her in skill. At some point her siblings had joined the battle, but Luminita soon fell, wounded and exhausted to the point of losing consciousness through overuse of her powers. When she finally awoke, having been left for dead, she found her mother and brother slain, her sister simply missing, and her home vandalized and plundered.

She had never caught the names of any of the attackers, but she had seen their faces, and she would never forget them. Once she’d recovered from her own wounds, and buried her mother and brother, there was only one course left for her to take: Vengeance. She would find them, and she would visit upon them exactly what they had to her family. She might even find some clue as to what had become of her sister, and if she was lucky Narith might yet live. If she could find the vessel in which her father’s soul had been sealed, it was possible that he might be restored as well. First, however, she had to find them, and unless the adventurers had chosen to boast of their deeds, finding them by description alone would not be easy.


The Out of Character Section
 
Last edited:

Hafnium

Despair Fetishist
RP Moderator
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Re: Derpgen Sheets

Herpwitch.

Name: Ffion
Class: Spirit Wielder
Race: Kitsune
Sex: Female

Body = 10
Mind = 12
Spirit = 52

Hit Points (HP) = 42
Pleasure to Orgasm (PP) = 43
Spirit Energy (EP) = 93
Speed = 25
Dodge = 9d10+2
Armor = 3 (11 w/ armor)
Perception = 34
Stealth = 10
Grapple = 2d10
Spirit Ceiling = 20

Resistances
Reflexes = 13
Focus = 14
Willpower = 26

Notes:
+12 to resistance checks against charmed/horny/things that would alter her actions.
-2 EV damage taken.
If a spirit damage dice roll would come up as less than half of its max, it’s instead set to half of its max.

Experience =
Corruption =



Talents
[Spirit Wielder] Massive Energy Pool: +30 EP.
[Spirit Wielder] Alchemist: +5 Alchemy powers.
[Spirit Wielder] Celestial: +5 Celestial powers.
[Spirit Wielder] Skilled Wielder: +2 Aptitudes, +1 Ceiling

[General] Arcane Companion: MAGIC CAT.
[General] Natural Mage (Magic Feats): +2 Metamagic Feats
[General] Natural Warrior (Skilled): +3 Skills
[General] Perceptive: +8 Perception

Flaws
[Race/Talent] Fertile 2: +10 to preggers rolls.
[Race] Sensitive: +5 PP damage taken.
[Race] Tainted Bloodline: x1.5 corruption taken.

[Talent] Fragile: Weakened at ½ HP or below.
[Talent] Excitable: Aroused at ½ PP or below.

Mutations: 0/18

Funny Ears (Fox ears)
Tail (Fox Tail)

Special Mutations

Naturally Warped
Shapeshifting
Kitsune Heritage

Weapon Attack = 10d10+2
Skills
Ranger (Passive) – The character gets a +3 bonus to Perception, and gains the Tracking trade or increase it by 2 dice. With Skill with a ranged weapon that uses ammunition, this skill allows for crafting special Arrows/Bolts/Bullets for materials costing half the listed shop price.

Smith (Passive) - The character gets a +3 bonus to Natural AV, and a character may smith their own items, gaining the Smithing trade or increasing it by 2 dice, and may enhance items by either adding upgrades or creating them from materials at half the listed cost in the shop. They may also fully repair their own armor for half the usual price in materials.

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


Magic Feats
Enchanter - The character may enchant their own magic items, gaining the Enchanting trade or increasing it by 2 dice and treating the denarii costs of all enchantments as if they were halved (rounded up) from their prices in the shop. Enchanting an item with a spell or power requires that the character doing the enchanting be able to use that spell or power, but this requirement may be worked around by paying an additional 30 denarii. For every 20 denarii worth of enchantments on an item, the process requires one hour of dedicated work, but this may be spread across multiple periods of time so long as it is done in one hour increments. Using the Enchant Weapon and Bolster Power Feats costs 1 less EP to activate and deals an additional 4 damage.

Split Mind - The character can maintain an additional active effect, such as a Spell or Spirit Power. This Feat may be taken up to 3 times.


Power Attack = 10d10+2
Wielder Aptitudes
Engineer
Far-Seer
Harmful Spirit
Master Blaster
Multifocused


Powers
Analysis, Assemble Contraption, Reshape, Seal, Transformation
Astrologer’s Boon, Meteor, Scrying, Starbeam, Void Touch


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


Inventory
Sweeper (Combiweapon combining a Pump Action Trench Gun and a Two-handed Blunt Weapon)
Gun mode: (3d10 + 10d10 + 7) 4d12 + 4, 20 feet, 6 shots before reload, 3 round reload, 10 AV ignored
Fires Shells, may fire up to 2 additional times with rapid fire, Incremental Reload and fires in a 30 degree cone or in a line
Melee mode: (3d10 + 10d10 + 2) 2d10 + 7 damage.
Underslung Net Launcher.

Battlemages Robes: AV = 8, EV = 0, TP = 25, DU = 1

36 Buckshot Shells
5x Basic Nets
1x Drugged Pleasure Net
2 Denarii


Trades
Alchemy - 2d10
Enchanting - 8d10
Smithing - 8d10
Reading/Writing - 2d10
Tracking/Woodcraft - 2d10

Bio
Another kitsune orphan -- Kitsune Eve is probably to blame for the high abandonment rate, in part because of how many she personally abandoned and because of how many of those continued the cycle since she was never around to teach them responsibility -- pursuing her dreams. It just so happens that her dreams are pretty tame. No adventures to far off places and certainly no delving into dangerous dungeons, just smithing and enchanting the goods she creates. She likes making weapons and dabbles in simpler armor, though prefers the former if only because they’re less time-consuming than the latter and it’s easier to make weapons that fit all hands. She dreams of her crafts becoming famous and leaves her signature in the form of an inscribed fox tail somewhere on all of her finished works. She’s been at it for nearly thirty years, having trained herself from the moment she could walk.

Her quest has been made a bit harder by the fact that she chose to set up shop in the middle of a forest, using her natural prowess with spiritual powers to make herself a little hut and carve out her own little space. As it turns out, owning real estate in a forest with no directions pointing toward it isn’t conducive to business. Worse than that is being known by those few who stumble across an enterprising shopkeeper as the witch of the forest, which really limited visits to occasional attempts by an inexperienced village youth to vanquish her. Her occasional dalliances with those visitors to relieve the loneliness hasn’t helped either, gaining her a reputation for enthralling and enchanting innocent young men to her wiles. If only she could, an extra set of hands to help with the chores would be well appreciated.

But she’s not a very sociable person either, nor is she fond of hiding her ears and tail, so prolonged time in the city or even just around others doesn’t appeal to her. Besides, she’d keep making the weapons even if nobody ever picked them up or even found them. Thanks to her spirit powers, enchanting prowess, and a familiar she befriended in her youth, she can pull up all the ore she needs to produce serviceable blades until the end of her biologically immortal life.

Description
I don’t feel like into-ing a description right now and probably will completely forget to later but to be honest I was just going to straight up yoink a picture of Metallica from The Witch and the Hundred Knight

The Out of Character Section
Just a derpgen.

And her herpcat.

Name: Teangi
Class: Magic Companion (Mage)
Race: Black Cat
Sex: Male

Body = 6
Mind = 24
Spirit = 10

Hit Points (HP) = 23
Pleasure to Orgasm (PP) = 32 (You sick fuck.)
Spirit Energy (EP) = 25
Speed = 25
Dodge = 5d10 + 5
Armor = 0
Perception = 15
Stealth = 8
Grapple = 1d10
Spirit Ceiling = 5

Resistances
Reflexes = 7
Focus = 12
Willpower = 8

Defensive Bonuses


Experience =
Corruption =



Talents
Focus in Earth


Flaws
Lack of opposable thumbs, most likely.


Mutations: 0/18
Fuckin’ cat mutations or whatever I don’t know.

Special Mutations

Spell Attack = 4d10 + 4
Base Casting = 12
Favored Elements: Earth

Magic Feats


Pleasure Damage
Penetration = I assume nothing was being expected here after reading the race.
Foreplay = I mean really.


Inventory
Witch’s Hat
Stylish Collar


Trades
The first cat alive to be able to read and write, no doubt.


Bio/Description
A black cat that wears a witch’s hat. Actually an earth spirit given the physical body of a housecat. Ffion befriended him early in her youth. By befriended I mean she gave him tuna and he’s still hanging around and helping her out in exchange for the occasional meal of fish.

The Out of Character Section
As a black cat, it would be very out of character for him to wear plaid.
 
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