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DG 1.0 Character Creation Rules


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Tassadar

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Rule #1: Female characters only unless you ask me for permission to make a male character first!!!

Main Attributes

There are three main attributes, Body, Mind, and Spirit, each of which start at 0. During character creation, you get 25 points to distribute among these three stats, however, each point increases a stat by 2. Get that?

25 points, each of which increases a stat by 2, divided among Body Mind and Spirit.

So, on your character sheet it should look like this:
Body: X
Mind: Y
Spirit: Z

Classes

There are four class types, each of which get a free Talent, and can freely take Talents from their Class Talents.

The four class types are:
Combat
Knights, ninjas, samurai, archers, rogues, monks, and most of the other physical violence based character types fall under this. Main stat is Body.
Magic
Things like wizards, sorcerers, druids, and priests fall under this. Use the latent energy of the world, along with their will and a bit of their own energy, to manipulate supernatural forces. Heavily reliant on their willpower and concentration to cast spells. Main stat is Mind.
Spirit
Rare individuals that use purely their own energies, rather than that of the world around them. This frees them from the need to concentrate on their attacks, but is a great deal more taxing. Capable of using their energy to protect themselves, fire bolts of energy, animate objects, ect. Main stat is Spirit.
Succubi
A greatly feared and hated minority, these individuals feed of the spiritual energy of others through..... intimate.... contact. They don't need to kill their partners/victims when they feed, but against demons and monstrous creatures, they really have no reason not to. Use all three stats.

Talents and Flaws

Talents are like feats, qualities, and such from other games, but they denote a characters abilities AND skills. This game is designed toward high combat, and the only people who would come into the game area aren't going to be architects and bakers anyway, so all of them are going to tend toward combat activities. There are general Talents, that any character can have, and Class Talents, which only characters of that class can have.

You get 3, count 'em, 3 Talents at character creation, plus 1 from your class.

Additional Talents can be gained at character creation through taking Flaws, which are about what you'd expect given the name. You can have a maximum of 3 Flaws. Flaws, unlike Talents, are all general.

Race

Which race your character was born of, the list of which will be included later. Some races get an automatic Talent/Flaw pair. These DO NOT count toward your maximum.

Derived Stats

Perception: Don't need to list it on your sheet, it uses whichever base stat makes more sense at the time against the same for your opponent if there's opposition, or a constant otherwise. Seeing or hearing the wolves sneaking up on you uses Body, spotting a hidden object uses Mind, and detecting the ghost haunting the room uses Spirit.

Hit Points: Body + (Mind/2) + (Spirit/2)
Spirit Energy: (Body/2) + (Mind/2) + Spirit
Pleasure to Orgasm: (Body/2) + Mind + (Spirit/2)
Resistance: (Highest Stat/2)

To hit: d20 + Main
Main = the main stat, swing a sword or throwing a punch takes Body, throwing around lightning or fire takes Mind, and hitting someone with an energy blast takes Spirit.

Speed: How quick your character is, indicates how many feet they can move in a turn. Body/2.

Dodge: How hard your character is to hit. Sum of all their stats divided by 2. (Body + Mind + Spirit)/2

Base Casting stat: When a mage tries to cast a spell, they roll a d20 and add (Mind/2) to see whether or not the spell fails.

Grapple: Effectively, how good your character is at getting out of (or into) a grapple. Not needed on the sheet since it's just Body.

Resistance: How well your character can resist pleasure during penetrative sex, Highest Stat/2 (stats being Mind Body and Spirit.)

Character Sheet Format

Just delete the explanation text and the bits you don't need, and here you go. I might change it a bit later as this all gets planned out.

Name:
Class:
Race:

Body:
Mind:
Spirit:

Hit Points:
Spirit Energy:
Pleasure to Orgasm:
Speed:
Dodge:
Resistance:

Experience:
Corruption:

Talents:
Just list them.

Flaws:
Again, just list them.

Weapons: Include a list of your characters weapons, in the format of
Weapon Name (Damage) [To-hit]

MAGES ONLY
Base Casting:
Favored Elements: List, from Talents.

SPIRIT ONLY
Powers: Again, a list from Talents.

Inventory:
The weapons and armor you have, along with any other equipment.

Bio/Description:
Fluff. Write whatever you like, if you decide to include a pic I'll cut it up and and put the face above your dialogue.
 
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Tassadar

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Re: Character Creation Rules

Note: Talents marked with a * before their title can only be taken once.

General Talents

Perceptive: Get +8 to all perception rolls.

*Lucky: Get +3 to all rolls. Can only be taken once.

Strong of Body/Mind/Spirit: Get +6 to the chosen stat.

Resistant to Pleasure: If dealt Pleasure damage, reduce it by 2.

Resistant to Soul Drain: If dealt Spirit Energy damage, decrease it by 2.

Resistant to Pain: If dealt Hit Point damage, decrease it by 2.

***Natural Warrior/Mage/Spirit: Each of these can only be taken ONCE! Gives a Talent from the selected Class' Talent pool.

*Natural Succubus: Grants any talent from the Succubi talent tree except for the "Greater Draining", "Superior X" and "Succubi" Talents. Can only be taken once.

Greater Energy Pool: Grants an additional 10 max energy.

Combat Talents

*Shield Fighter: Gains the ability to use a shield effectively, including the Shield Bash ability and a bonus to your dodge stat. Dodge bonuses and shield damage are listed in the equipment section.

*Two Weapon Fighter: Gains the ability to use two one handed weapons at once.

*Unarmed Fighter: Increases unarmed damage from its base to (d8 + 2) + Body/2

*Grapple Expert: Any action attempted by the character while in a grapple, such as escaping, or forcing the opponent into submission, gets +12.

*Dueling: Wielding only a single one handed weapon gives a +10 to hit and a +4 to dodge.

*Stealthy: Allows a character to sneak around effectively, giving a +8 to opposed Perception checks, and attacking an opponent that does not know you're there always hits and gives double damage.

Quick: Adds +8 to your Speed stat.

*Skill with Weapon [Weapon Name] : Adds a +12 to hit with the selected weapon. Examples include: swords, axes, maces, unarmed, bows, crossbows, rifles, pistols, staffs, spears, and polearms. Some weapons are one handed, while some require two hands. (Note: Only once for EACH weapon.)

*Hard to Hit: Adds +8 to the dodge stat.

*Strike the Weak Point: Whenever a character hits a living enemy, a d20 is rolled, and if it comes up 20, the enemy is stunned for that round.

*Pressure: If a character hits an enemy in melee, they get a cumulative +3 to their to-hit on that enemy until the end of the encounter.

Hard Hitter: All attacks deal an additional 4 points of damage.

*Whirlwind: The character gains the ability to strike two enemies per turn instead of one, at a -6 to both to-hit rolls.

Magic

*Evoker: When casting a spell of the Evocation type, the characters Mind is effectively 16 points higher.

*Transmuter: When casting a spell of the Transmutation type, the characters Mind is effectively 16 points higher.

*Conjurer: When casting a spell of the Conjuration type, the characters Mind is effectively 16 points higher.

*Focus in Element {Element Name}: Gives a +10 when casting any spell of the chosen element. (Note: Can only be taken once for EACH element.)

*Foehammer: Any damage spell deals an additional d6 damage to all targets. (Before any multiplication.)

Concentration: Increase Base-Casting by 5.

Spirit

*Spirit Warrior: Gives 2 of your choice of the Battle Aura, Energy Blade, Flight, and Energy Blast powers. Can only be taken once.

*Necromancer: Gives 2 of your choice of the Call Spirit, Life-Leach, Nightmarish Image, and Animate powers. Can only be taken once.

*Psychic: Gives 2 of your choice of the Telepathy, Pyrokinesis, Mind Cutter, and Telekinesis powers. Can only be taken once.

*Priestess: Gives 2 of your choice of the Blessing, Binding, Holy Fire, and Holy Wall powers. Can only be taken once.

*Shadowmancer: Gives 2 of your choice of the Dark Armor, Shadowstalker, Piercer, and Tentacle powers.

Additional Power: Gives two additional powers of your choice from a subtype that you already possess.

*Harmful Spirit: Spirit powers deal an additional d8 damage to all targets, even if they normally don't deal damage. Can be deactivated when using with friends.

*Massive Energy Pool: Increases EP by 20. Cannot be chosen with "Natural Spirit."

Succubi

Note: Succubi all automatically get the "Succubi" and "Horny Slut" Talent/Flaw at character creation.

*Succubi: gives the "Soul Drain" special power: whenever a succubi causes pleasure damage to an a opponent, they also steal half that many Energy Points and half that many Health Points from that creature. If a creature orgasms because of this, the amount taken is doubled. This comes at a price however, A succubis Energy does not restore itself on its own like a normal persons does. A succubi at 0 Energy is driven into an animalistic state, in which they hunt until they find something to feed upon or they die.

*Knowledgeable: Instead of using Body as their base stat for pleasure damage, the succubi uses Mind.

*Spunky: Instead of using Body as their base stat for pleasure damage, the succubi uses Spirit.

Greater Draining: Increases the amount of Health and Spirit Energy taken when feeding by 2 each per round.

*Suck You Dry: The succubi deal an additional 5 pleasure per round during foreplay. (Hands, feet, mouth, or tittyfuck.)

*Fuck Me: The succubi deal an additional 8 pleasure per round during sex. (Vaginal or anal.)

*Pull Out: The succubi can force a creature out just as they orgasm if they're not being raped in a submission hold, thus avoiding getting pregnant.

*Superior Warrior/Mage/Spirit: Because it isn't good practice to walk around fucking everything that moves into submission, many succubi practice a good deal in some other form of combat. Just like Natural, gives a Talent in another school. Also, Can only be taken ONCE. Not once for each.
 
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Tassadar

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Re: Character Creation Rules

Flaws

The ones with * can only be taken once.

*Fertile: Your character always automatically get pregnant when something cums inside of her, unless that something is sterile. Not as big a downside as it might seem, as you'll see once i get the fluff out.

Sluggish: Decrease your Speed by 8.

*Bloodthirsty: {RP} Your character will never back down from combat, even if they have little chance of victory.

*Honorable: {RP} Your character will never betray their word, though they might twist it now and then, even to their detriment.

*Cowardly: {RP} Your character will try to retreat from combat if they believe that there is even the slightest chance of defeat. Not going to run and hide at the sight of the enemy, necessarily, but if they're outnumbered or fighting something big and scary, they're going to retreat ASAP.

*Horny Slut: {RP} Your character is unlikely to pass up consensual sex, and more likely to give in should she be raped and start to enjoy it.

Sensitive: Pleasure taken is increased by 2.

Open Soul: Whenever anything feeds on the characters spirit energy, it rushes out like a river. +2 to Energy damage.

*Fey Lover: +4 to Pleasure taken from fey creatures.

*Demon Lover: +4 to Pleasure taken from demons.

*Plant Lover: +4 to Pleasure taken from mutated plants.

*Beast Lover: +4 to Pleasure taken from mutated beasts.

Poor Perception: -8 to all Perception checks.

*Idealistic {RP}: Should there be any hint of someone or something in distress you will rush headlong to aid them. Even if that damsel in distress is a succubus trying to lure in a cute new plaything. (Archer)

Poor Grappler: -12 to all Grapple rolls.

Easy to Hit: -8 to Dodge.
 
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Re: Character Creation Rules

Races

Amazonian (Human): Natives of the forested region far to the East, appear oriental. Their society is Iron Age and composed of many City-State Republics. Men and women have equal rights under their laws. Have many Spirit Warriors mixed within their ranks of common soldiers.

Badarian (Human): Natives of the nation of Badara, a feudalistic society with steam and gunpowder based technology, largely tanned-white. Few mages, and Spirit magic is outright oppressed by the Necromancer king that rules it. Entirely Patriarchal, women are barely more than slaves.
*Gains Gunner: +2 to attack when using gunpowder weapons.

Crolian (Human): Natives of the far Northern, bronze age democratic society, entirely white and often very pale. Their society being very accepting, have an almost equal mix of warriors, mages, spirit-users, and even a few open succubi. Despite this, their society is still largely Patriarchal.

Anudorian (Human): Humans from the Anudor desert, most of whom live in very small groups that trade with the Badarian Empire, a primitive hunter gatherer society with entirely tan to dark skin. Matriarchal.

Su-Ku-Ta (Cat people): A group of humanoids with very feline features such as fur, cat-ears, a tail, and even reverse-jointed legs, that competes with the humans living in the Anudor desert, but possessing technology comparable to the Badarians. They are a closed, Republican society. They are often very physically fit, but they are also cross-fertile with both humans and the Dok-Cats, large magically mutated feline creatures that they often use as mounts. Women are slaves unless of a noble house.
*Gains Strong of Body and Beast Lover.

High Elves: The pale skinned, pointy-eared, magically adept race of beings that were once of the fey, but became mortal. Small groups of loosely connected democracies that live in grand halls hidden in the mountains or enclaves secluded in the woods. Being once of the fey, they are powerful of both the Mind and Spirit, but this makes them tempting targets for beings that feed off of spirit energy.
*Gains Strong of Spirit and Open Soul.

Night Elves: Another offshoot of the fey that became mortal, skin colors range from pink to red to purple. Their society is much like their High Elven cousins, but much more open. Of all the known races, they have the most succubi, for reasons that no one has yet to ascertain, though many suspect that it's due to their common exposure to demons. Mages and Spirit-users are also common. They are known for their near-supernatural senses.
*Gains Perceptive and Demon Lover.

Fey Lords: The offspring of the highest ranked beings among the fey often choose to wander the world for their first century or two of life. The fey are of a secretive monarchic society with little organization and no technology to speak of. They fear the touch of iron, but are extremely powerful beings even when young. While they are the only Fey to reproduce "naturally," coupling with a Fey has never once failed to produce a child. Fey lords appearance varies at a whim, and they can look however they like, though they have never been seen as anything but a humanoid.
*Gains Natural {Choice: Pick Warrior Magic or Spirit}, Strong of Spirit, Fertile, and Ironbane: Unable to use or carry steel or iron weapons.

Half-Breed {Base 1} {Base 2} : Many of the species populating the world evolved from common ancestors, and cross breeding between the various races is not unheard of. How these offspring appear and act is dependent on their parents lineage.

Daemon Spawn {Base}: The extremely rare offspring between a lesser daemon and a being of this world, usually Spirit-users or Succubi. They are almost exclusively spawned from lesser daemons, as few truly powerful daemons would bother with keeping a living body or having sex.

Orcs: The powerful, industrial, steel age, theocratic race of beings who live in the mountains to the South. Usually highly muscular, tall, and with long red hair and green skin, otherwise appearing human. Some say they were once humans, but were twisted when a portal to another world allowed demons to spill into our world, which promptly raped and impregnated every human female they could find. Whatever the case, they are powerful, and reproduce VERY quickly, making them a threat to the Badarian Empire, which pays for their heads. Despite their negative reputation, they are almost to a member honorable and intelligent warriors.
*Gains Strong of Body and Mind, Fertile, and Honorable.

Note: More races to come as I think up how they'd fit into the world. The stuff in the descriptions is mostly just to show a general view of the race, if you want to play that particular race but want to differ from the generally accepted stereotype, you're free to play as a maverick.
 
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Tassadar

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Re: Character Creation Rules

Magic

Magic is divided into Elements, and Types. There are many elements, but only 3 types: Evocation (violent magic that often has to do with the manipulation of energy,) Transmutation (temporarily or permanently altering things,) and Conjuration (summoning or creating thing.)

Every Element has fives levels, which are the spells. All mages can use every element, but most specialize in a school so that they can cast the highest level spells in that element.

First Level Spells usually take no energy from the spellcaster, as all the energy can be easily drawn from the world itself. They also usually have not so dramatic effects, like giving off a meager light or healing minor cuts and bruises.
Second Level Spells don't take much energy, but still draw a small amount from the user. Their effects are minor, but useful, such as producing showers of sparks or freezing water.
Third Level Spells are the bread-and-butter spells of most magic users, and produce effects like fireballs, shocks of electricity, granting great strength, or healing moderate wounds. They come with appropriate cost, however.
Fourth Level Spells are restricted to those specialized in the school, and along with their great cost can produce effects like shaping stone, melting steel, bolts of lightning, or freezing the blood in an enemies veins. Powerful in both offense and defense.
Fifth Level spells are of the highest power level, and many casters are lucky to be able to get one off without failing. At great personal cost, a wizard can produce a beam of light that can melt through mountains and come out the other side, freeze the very air around them to perfect stillness, and call storms of thunder and lightning and hail to devastate entire armies of foes.

Energy Costs: (Spell Level - 1) x 2
This can change depending on whether you are in a high or low magic area, low magic areas increase the effective spell level by1 for the purpose of cost, and high magic areas decrease it by 1. This is only for cost, not casting.
Spells that can be maintained have their energy upkeep listed.

Casting: (12, 16, 22, 30, 40).

Multiple effects: You can only choose one per casting if a spell level has multiple effects listed.

Elements List

Fire
1) Warmth: Provides comforting warmth for a few hours. Also increases the Damage and Base Casting of Fire spells by 2 while active. Evocation.
1) Scorching Mine: Creates a mine of flame where the caster selects, dealing d10 + 4 + Mind/10 to all creatures within 10 feet when it goes off. Can support up to 10 at any one time. Conjuration.
2) Spark Shower/Heat: Provides showers of sparks or intense heat that may light flammable objects on fire. Using Heat on a metal object will make it painful to touch, and the sparks can cause minor damage, d4 + M/4 damage. Evocation.
3) Flame: Creates a flame that can be manipulated into various shapes and used for various uses. Using it in a burst effect causes (d8 + M/4) x 2 damage in a 10 foot radius, and may set things on fire. Using in a stream results in a 10 foot 90 degree arc and (d6 + M/6) x 2 damage per round, and requires a casting check and an additional 1 point of energy each round, but will set things on fire, and creatures in the flame will not be able to move toward you without high resistance to fire. Evocation.
4) Greater Flame: Same as flame really, except it does significantly more damage. Burst (d12+2 + M/4) x 3 in a 15 foot radius, stream 15 feet 180 degree arc with (d8 + M/4) x 3 damage, 2 points per round. Evocation.
5) Fire of the Gods: For when you really need that pleasant burning sensation. Burst (d20 + M/2) x 4 in a 20 foot radius, stream 20 feet 270 degrees with ((d12 + 6) + M/2) x 4 damage, 4 points per round. Evocation.

Lightning
1) Static: static electricity causes 1 damage to anything that touches your character, and increases Base Casting and damage by 2 for lightning spells. Evocation.
2) Charge: grants a bit of an electrical charge to an object, causing anyone touching it besides you to take a powerful shock. Useful for setting traps and practical jokes. Selected object does d10 + M/2 when touched. You just have to get them to touch it. Takes 1 energy per turn to maintain. Transmutation.
3) Shock: zaps an enemy with electricity, causes d8 + 2 + M/4 damage per round. Costs 1 energy per round and a caster check to maintain. Cackling is optional. Range is 10 feet, and anything interposing itself between you and the target becomes the new target. Target is held stunned unless they make a Mind check. Evocation.
4) Lightning: Range 50 feet, fires a bolt of lightning that hits the target unerringly. Does (d12 + 2 + M/2) x 3 damage to the target and anything in between.
5) Chain Lightning/Hellblast: Can produce one of two effects, the first being like a lightning bolt that jumps from target to target until it's hit 10 creatures or moved 100 feet, doing the same damage as lightning. Hellblast calls down dwarf lightning from the sky, lightning that's hotter than the sun, slamming into a target and dealing (d20 + 6 + Mind) x 4 damage to it and anything within 10 feet of it. Hellblast will go through any physical or magical barrier in its way. Evocation.

Body
All spells under Body are buffs and healing. Effectively, they can increase ONE of the following while active: a single to-hit stat, physical damage, dodge, perception, or speed by a number X, which is listed under the spell. They can also restore a stat by K, either HP or Pleasure. The level 4 and 5 spells can increase 2 of these abilities.
1) Minor Restoration/Buff: X = Mind/10, K = Mind/8, Transmutation.
1) Far Talk: Project your voice, either to a spot you can see or to a person you can identify. Costs 1 energy/round to use. Transmutation.
2) Eavesdrop: Far talk in reverse. If listening on a visible target, a Mind vs Mind check must be made each round or any creature within 5 feet becomes aware someone is magically listening. If listening on a distant target, a Mind vs Mind + 10 check must be made, or your attempt will be noticed and may be blocked at the target's discretion. Costs 1 energy/round to use. Transmutation.
2) Lesser Restoration/Buff: X = Mind/5, K = Mind/2, cost to maintain is 1 per round. Transmutation.
3) Moderate Restoration/Buff: X = Mind/4, K = Mind, cost to maintain is 2 per round. Transmutation.
4) Greater Restoration/Buff: X = Mind/2, K = 2 x Mind, cost to maintain is 3 per round. Transmutation.
5) Greatest Restoration/Buff: X = Mind, K = (d4 + 2) x Mind, cost to maintain is 4 per round. Transmutation.

Nature
1) Minor Restoration/Buff/Summon: Can produce an effect similar to that of the lowest level of Body, or summon/tame a minor creature of the wild to aid you, such as a rat, squirrel, house cat, ect. Transmutation or Conjuration.
2) Entangling Plants/Lesser Summon: plants around the creature begin to move, or roots spring up from the ground, resulting in the target being held. Must beat a (Your Mind+4) vs (Enemy Body) check, to escape. Costs 1 energy per turn to maintain. The vines are under the PCs control, and creative use is rewarded. Alternatively, can be used to summon a creature like a bobcat, dog, raven, ect. Conjuration.
3) Lesser Restoration/Buffs, or Moderate Summon: Just like Body level 2. Alternatively, can summon a creature like a wolf, black bear, mountain lion, falcon, ect. Transmutation or Conjuration.
4) Shape Stone or Greater Summons: Allows the user to shape 20 feet worth of stone into whatever shape they desire, requiring a (Body vs Mind x 2) check to see if it might be broken through. Costs 2 energy per turn to maintain. May also summon a creature like an eagle, grizzly bear, Dok-Cat, ect. Transmutation or Conjuration.
5) Greater Restoration/Buffs, Greatest Summon, or Control Weather: Control weather allows the caster to manipulate the areas weather as they see fit, including things like lightning, hail, and such. Greatest summon brings forth a powerful supernatural creature like a drake, roc, wurm, ect. Otherwise works just like the body spells. Transmutation or Conjuration.

Light
1) Lamplight or Dancing Lights: produces enough light to illuminate a small room, or a small illusion to trick enemies into investigating. Evocation or Conjuration.
1) Cryptic: leave a written message on any surface, readable only by the person or group described aloud as part of the spell. Lasts until a condition met by the caster is met, or the caster dies. (Group could be "females", "mages", "left-handed bow enthusiasts that are pregnant"... anything. But the simplest illusion spell can fool it if the caster can guess the target. For a person a name or description will do.) Costs 2 activation energy. Transmutation.
2) Blinding Light or Minor Illusions: Produces enough light to fill a large area and blind enemies in a directed cone that fail a Mind vs Mind check, or create a primitive image of a single person that the user controls. Evocation or Conjuration.
3) Searing Light or Invisibility: Brings up a powerful light that can burn the flesh of an enemy, or makes the caster appear invisible. Costs 1 energy per round to maintain for Invisibility, or deals d6 + 2 + Mind/4 damage to anything within the 20 foot 45 degree beam for Searing Light. Invisibility effectively doubles all Stealth checks. Evocation or Transmutation.
4) Burning Light or Greater Illusions: allows the caster to create complex illusions or summon a powerful burning light. Complex illusions can include multiple lifelike three dimensional images that the caster controls, costs 2 energy per turn to maintain. Burning light causes anything within the 90 foot beam to take (d10 + Mind/2) x 2 damage. Evocation or Conjuration.
5) Laser: a powerful, 300 foot beam of light that chars the flesh from any creatures hit by it. (d20 + 4 + Mind) x 4 damage. Evocation.

Cold
1) Chills: cools the air around the caster, weakens any creature coming within 10 feet. Also gives +2 to damage and Base Casting for other cold spells. Selected creatures can be protected from the effect. Transmutation.
2) Freeze Water: freezes water to ice, if used on a living thing results in Mind/4 damage. Evocation.
3) Extreme Cold: anything within 20 feet of the caster takes d6 + Mind/4 damage, costs 1 energy per round to maintain. Selected creatures can be protected from the effect. Transmutation.
4) Sub-Arctic: anything within 20 feet takes (d10 + 2 + Mind/4) x 2, costs 2 energy per round to maintain. Selected creatures can be protected from the effect. Transmutation.
5) Near-Zero: reduces the temperature around the character to nearly absolute zero, anything within 20 feet takes (d12 + 6 + Mind/2) x 3 damage. Costs 5 energy per turn to maintain. Transmutation.

Force
1) Resistance: Pushes against anything too close to the character. Anything within 10 feet of the character has its speed reduced by 2, and any attempt to attack the character takes -2. Transmutation.
2) Armor or Push: increases dodge by 6, or pushes a creature within 20 feet 5 feet away if it fails a (Your Mind) vs (Enemy Body) check, does 2 + d4 + Mind/8 damage. Conjuration or Evocation.
2) Feather Fall: Stop falling damage on yourself and anything you touch. Costs one energy per turn to maintain. Transmutation.
3) Wall of Force: Puts up a wall of force that monster cannot pass unless they make a (Your Mind + 10) vs (Enemy Body) check. Can be of any shape, and any realistic size. Costs 1 energy per round to maintain. Conjuration.
4) Greater Armor or Greater Push: Increases dodge by 2 + Mind/2, or forces an enemy within 20 feet back 10 feet and knocks it prone if it fails a (Your Mind + 10) vs (Enemy Body), doing (d8 + Mind/4) x 3 damage. 2 energy per round to maintain. Conjuration or Evocation.
5) Wall of Great Repulsion or Repulse: The wall works just like wall of force, except that the check is (Your Mind + 30) vs (Enemy Body) and they also take d6 + M/2 damage and are knocked prone. Repulse acts like a Push against every enemy within 20 feet. Does (d12 + 2 + Mind/2) x 2 damage, and knocks them prone. 3 energy per turn to maintain. Conjuration or Evocation.

Storm (thetwo)
1) Roiling Mists: Pull moisture from the surrounding air to create a patch of fog no larger then a room. Reduces the perception of things inside by 4, but may draw unwanted attention from the outside. Alternatively, a much smaller patch of mist may be used to "clothe" the caster in mist or storm clouds. Transmutation.
1) Rain shield: You gather energy by slowing individual raindrops and use that energy to deflect their path slightly, creating a 5-foot radius where it isn't raining at ground level. Ineffective against hail, snow, and even too much rain. Transmutation.
2) Freak hail: A large hailstone falls as you direct, dealing d4 + Mind/4 damage if it hits. Conjuration.
2) Dust storm: Redirects minute flows of air to create a dust devil, impeding movement and reducing perception by 4 in a 20 foot radius around the target and dealing Mind/8 damage each round. Costs 1 energy per turn to maintain. Transmutation.
3) Gust or Downburst: Manipulates the local air pressure to create an intense burst of wind in a horizontal or vertical direction. If the target fails a Mind vs Body check, it is pushed 10 feet, dealt (4 + d6 + Mind/4) x 2 damage, and stunned for one round. As Downburst, deals (d6 + Mind/3) x 2 damage in a 10 foot radius and stuns for one round. Transmutation.
4) Call Lightning: Manipulation of the local electrical properties pulls a bolt of lightning from above, dealing (d10 + 2 + Mind/2) x 3 damage to anything within a 20 foot radius. Anything within 20 feet is stunned for one round if hit. Anything within 5 feet is stunned for one round. Transmutation.
5) Wrath of the Gods: Radically alter the local weather, creating a devastating storm of lightning and hail. Anything within 40 feet of the target takes (d12 + 6 Mind/2) x 4 damage. Costs 5 energy per turn to maintain. Transmutation.
5) Air Drown: Create an area of pressure too low to breathe, dealing (d12 + 4 + Mind/3) x 4 damage to any creature within 20 feet of the target and drawing affected creatures up to 5 feet toward the center of the effect. Flight powers relying on air don't work within the area. Costs 5 energy per turn to maintain. Transmutation.

Entropy
1) Life Leach: Deals Mind/10 Damage to all enemies within 10 feet, and regains that as HP. Ignores armor and resistances. 1 energy upkeep. Evocation.
2) Hex of Unluck: One target takes -2d8 to all rolls until the end of the encounter unless they make a Mind vs Mind check. Transmutation.
3) Agony: Target must make a (Target) Mind + 10 vs Mind (Caster) check or be stunned and take 5 damage, can be maintained with a casting check every turn, even if the target makes its save. Costs 1 energy per turn to maintain. Evocation.
4) Blightning: A single target takes d20 x 2 + Mind/2 Damage and is stunned for one round unless they make a Mind + 10 vs Body check. Evocation
5) Chaos Storm or Chaos Curse: Either any 6 enemies are hit by Blightning and Hexes of Unluck with all checks being dropped to a single Mind vs Body check, or all enemies within 20 feet suffer -((d10 + 2) x 2) to all rolls. These spells require no to-hit rolls, but still require that the saves be rolled. Evocation or Transmutation.

Water (thetwo)
1.) Humidity, conjuration. You conjure a small amount of water. You may choose to concentrate it in a cup, vessel, depression, or similar, in which case you get a bit of water. Alternatively, you can raise the local humidity level, giving a +2 cast to water spells to nearby mages.
2.) Drought, transmutation. You pull some water directly from target creature's cells, dealing d4 + M/4 damage. Can also be used on inanimate objects (for example to dehydrate food, or dry clothes).
2.) Water Walk, transmutation. You can walk on water. Costs an additional 1 MP/round, 2 mp/round if you carry more then 50 pounds of gear.
3.) Overhydration, conjuration. You swell the cells of creatures in a 10 foot radius of the target with excess water, dealing (d6 + M/4)*2 damage.
4.) Mass Drought, transmutation. You pull water out of all objects in a 15 foot radius, dealing (d12+2 + M/4) x 3 damage.
5.) Drown, conjuration. You fill target creature's lungs with water, dealing (d20 + 4 + Mind) x 3 damage. Target creature additionally takes (d20 + 4 + Mind) damage each round (including the first) until it passes a M+10 vs Body check.

Might add more later.
 
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Re: Character Creation Rules

Spirit Powers

They work differently from standard magic, in that they're not reliant on the worlds latent energies, and don't require concentration. Most have an activation cost, a "how-much-do-you-want" cost, and an upkeep cost. If you see an X, you can choose how much you put into that particular power.

Spirit Warrior

Battle Aura: Think glowing anime character and you're about where this is supposed to be. Energy cost if 3 + X activation and then X upkeep. This changes your melee attack, regardless of what kind of weapon you're using, to a Spirit attack (use your Spirit to-hit instead of body.) Increases melee damage, speed, to-hit, and dodge by 3X.

Energy Blast: Takes X energy, does (4 + 2d6) x X damage to any one creature within 50 feet, 2d8 x X damage to any number of creatures within a 10 foot radius or 20 foot 90 degree cone, or d6 + 4X damage to any number of creatures within 50 feet. Uses Spirit to-hit.

Energy Blade: Think Raziel or the plasma sword from Halo. Creates a burning beam of energy that extends three feet out from the users hand, acting like a sword. Costs 5 + X energy to bring out and 1 energy per turn to maintain. The blade may be of any thickness or color, up to the users choice. Attacking with it does Xd6 + Spirit/5 damage, and a successful hit drains d6 spirit energy from the enemy and adds it to the user. Can be used to attack on the turn it's activated, IE: Doesn't require an action to activate.

Flight: Self explanatory. Costs 3 + X energy to activate, and X energy per turn to maintain. Can move 5X feet per round. Can carry another person with them, but this doubles the value of X for the cost.

Necromancer

Animate: Costs 3X energy to activate, and X - 1 energy per turn to maintain. X is dependent on what you want to animate. For making inanimate objects, like swords or rocks, able to move along the ground, X =1. For animating corpses so that they move slowly (like zombies), or allowing inanimate objects to float and move effectively, X = 2. For animating corpses or inanimate objects to move quickly, producing more dangerous creations, X = 3. For animating large corpses or objects, like dragons or boulders, X = 4.

Call Spirit: Call up a dead creature and offer it a piece of your soul for assistance. Don't worry, it grows back. Costs 6X and no upkeep, but when the fight's over they leave. X depends on the relative power of the spirit and what you want it to do. for asking a minor spirit for information, X = 1/2. for a minor spirits aid in combat, X = 1. For asking a greater spirit for information, X = 1.5. For a greater spirits aid in combat, X =2. For an ancient spirit, X = 2.5 and 3, respectively. Just don't use it if there's a daemon around.

Life-Leach: Cost is 2X, deals 2 + Xd8 damage and regains X health points and X spirit points, stealing them from the creature.

Nightmarish Image: Covers the user in a dark aura, and causes their eyes to glow bright red. Anything looking on the character must make a (Your Spirit + 6X) vs (Enemies Spirit) check or flee. Costs 3 + X to activate, and increases dodge and melee damage by 4X. Costs X per turn to maintain.

Psychic

Telepathy: Allows mental communication with another being. Costs 2 energy to activate and 1 energy per round to maintain if you're only communicating. To attempt to dominate a target, the cost is 10 + X, and you must make a (Your Spirit + 3X) vs (Enemies Spirit + 5) check to succeed, and 2 energy per round to maintain.

Telekinesis: You should know what this is. Cost to activate is 3 + X, and the user can move anything up to (half their weight x X) in any way they wish, so long as they maintain line of sight. Damage is determined by what the user does.

Mind Cutter: Cut through creatures and objects alike with your mind, costs X energy and does (3 + d12) x X damage to one target.

Pyrokinesis: Manipulate fire with your mind, calling up the flame takes 3 + X energy. Fire deals 4d4 x X damage per round that it is within contact with a creature, and can be thrown at one target per turn.

Priestess

Blessing: Grants strength to the user, costing 2 + X to activate and X - 1 to maintain, increases to-hit, dodge, and perception by 3X.

Binding: Holds a creature in invisible, unbreakable chains. Costs 3 + X to activate and X - 2 to maintain. Creatures held must make a (5X + Your Spirit) vs (Enemies Body + Spirit) check to break free.

Holy Fire: Spiritual fire burns your foes, can be manipulated into shapes just like the Flame spells. Costs X to activate, and does (6 + 2d8) x X damage to one foe within 50 feet, or (2 + 2d6) x X damage in a 15 foot radius or 90 degree 30 foot cone.

Holy Wall: Creates a wall that no being may pass without your permission or a (Your Spirit x (1 + X)) vs (Enemies Spirit) check. Costs 4 + X energy to start and X energy to maintain. In addition, demons touching it take d6 x X damage.

Shadowmancer

Dark Armor: Costs 2 + X to activate and X to maintain, summons shadowy armor to protect the user. Increases melee damage, dodge, grapple, and damage resistance by 3X.

Shadowstalker: Walk from shadow to shadow silently and invisibly. Costs X energy, and allows you to teleport 5X feet so long as you begin and end your journey in a dark area, allowing you to bypass any obstacles (including Holy or Force Walls.)

Piercer: Sends a shard of shadow at a target within 50 feet, costing 1 + X energy and dealing Xd12 damage.

Tentacle: Summons a tentacle made of living shadow attached to the caster, which can be used as the caster sees fit. It has a Body of 30 + 5X, and you can maintain up to 5 at a time. Piercing d20, Slashing d12, Bashing d6. Costs 3 + X energy to activate and 1 to maintain.
 
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Re: Character Creation Rules

Weapons

Rules

Using a melee weapon in 2 hands increases the damage roll by half of the damage die it uses.
So, if a weapon does (d6 + Body/2) damage, roll the die, add three, then add Body/2.

Duel wielding weapons allows an attack with each weapon in a single turn, but can only be done if you have a Talent that allows it. Duel wielding without the Two Weapon Fighter gives a -12 penalty to both attacks.

You can duel wield two pistols, and fire each in a single turn.

Ranged weapons can be fired up to once per second (after reloading if necessary,) for a maximum of 3 shots per turn.

Damage Types

There are three damage types, Bashing, Slashing, and Piercing. Some creatures are more resistant to certain types of damage, and what type of damage indicates what you add to the weapon damage.

Bashing: Body/2
Slashing: Body/3
Piercing: Body/4

This may look a little lopsided in favor of bashing, but as you'll see bashing weapons tend to always do about the same amount of damage while slashing and piercing weapons have greater randomization, resulting in higher damage potential.

Melee

Below is a list of melee weapon, with a description followed by damage type and die. Some weapons can do multiple damage types.

Double Edged Swords: Broadswords, longswords, claymores, and such. Bladed metal weapons usually made from steel that have an edge on both sides of the blade and a triangular point. Can be one or two handed, and most can be used in either one or both hands. Slashing d8, Bashing (with the guard or flat of the blade) d2, Piercing d12.

Curved Blades: Katanas, scimitars, ect. Bladed weapons with a mild to extreme curve and an edge on only one side. Can be one or two handed. Slashing d12, Piercing d12.

Staffs: Long wooden sticks. Used to whack stuff on the head. Usually two handed. Bashing d4.

Maces: Clubbing weapons made from metal or wood, sometimes spiked. Essentially, a stick with a big heavy thing on one end. Examples include flails, clubs, morningstars, and such. Can be one or two handed. Bashing d4, Piercing d6 (if it has spikes.)

Spears: Long wooden sticks with a pointy thing on one end. Spears and pikes. Almost always 2 handed. Bashing d4, Piercing d12, Piercing d6 (for the butt spike, if it has one.)

Polearms: Long poles with something either bladed or heavy on one end. Halberds and naginata are examples. Always 2 handed. Slashing d10 or Bashing d6. Can be used to attack something up to 10 feet away.

Axes: Sticks with blades on them. Usually fairly heavy, and often used in two hands. Wood axes, battle axes, war axes, and great axes are examples. Slashing d10, Bashing d6 (with the handle or non-bladed side of it has one.)

Ranged

Work differently from melee weapons, in that they are sometimes not reliant on a stat for damage, and all of them have a range and a reload speed to determine how often they can be fired. Ammo is limited, but does not affect damage (I'm lazy, might change later.)

At Character Creation: For weapons with clips, you start with 3 clips. All weapons start with 50 rounds.

Bows
Amazonian Short Bows: Short, compound bows made of wood. Short range, moderate damage dependent on the users strength, high rate of fire. Range = 40 feet, Reload Speed = 10 - Speed, Damage = d6 + (Body/2).

Crolian Long Bow: Long, wooden bows with high range that can be fired up to a mile if fired at an arc. Range = 50 feet straight, Reload Speed = 12 - Speed, Damage = d6 + (Body/2).

Crossbows
Standard Crossbow: A simple crossbow with a single shot before needing a reload. Range = 30 feet, Reload Speed = 18 - Speed, Damage = d8 + 22.

Repeating Crossbow: A complex machine with a cylinder containing additional bolts below the main body of the bow, the cylinder must be removed and replaced to refill it. Range = 35 feet, Reload = 1 for a bolt or 30 - Speed for a cylinder, damage = d8 + 22.

Rifles
Badarian Breach Loader: a short barrel breach loading rifle, shells must be replaced after each shot. Can have 1-4 barrels, each with its own trigger. Range = 40 feet, Reload = 20 - Speed per shell (minimum 1 per shell,) Damage = d10 + 20.

Badarian Lever-Action Repeater: a long barrel rifle with a clip beneath the gun containing additional shells and a lever that loads another shell after each shot. Range = 50 feet, Reload = 1 per action 20 - Speed for a clip and 50 to refill a clip, Damage = d10 + 18.

Su-Ku-Ta Semi-Automatic Rifle: short barrel rifle with a loading port along the side for bullets. Bullets go into a reservoir that can hold no more than 10 rounds. Range = 35, Reload = 20 - Speed per bullet, Damage = d12 + 18.
Note: Bullets and shells are NOT the same thing.

Pistols
Badarian Hand Gun: simple, single shot, breach loading pistol. Range = 25 feet, Reload = 15 - Speed, Damage = d10 + 18.

Su-Ku-Ta Revolver: six shots in a rotating barrel. Range = 20 feet, Reload = 22 - Speed per bullet, Damage = d12 + 16.

Su-Ku-Ta Hand Repeater: a quick firing, clip fed hand gun. The clip holds 7 bullets. Range = 20, Reload = 22 - Speed for the clip or 40 to refill the clip, Damage = d12 + 13.
 
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Re: Character Creation Rules

Armor

Armor decreases your speed by its encumbrance value when worn, but decreases all Health Point damage by its armor value. Most forms of armor are very difficult to tear off, so monsters will usually just try to move them out of the way or take them off of you rather than tear it off with brute force.

To tear armor, make a d20 + Body Check vs the armors tearing point.
If an armors EV would reduce Speed to 0 or less, it is instead reduced to 1.

Any damage taken by a character causes damage to their armor. If an attack does X damage, then the character takes X - AV damage, and their armor takes X/Du damage to its TP. When TP is reduced to 0 or less, the armor falls apart, and the character ends up effectively naked. Armor can be repaired fully after any encounter, assuming the character has opportunity.

Cloth Armor: EV = 0, AV = 2, TP = 25. Du = 2.

Leather Armor: EV = 1, AV = 4, TP = 30. Du = 3.

Elven Bramble Armor: EV = 2, AV = 10, TP = 25. Du = 3.

Chainmail: EV = 5, AV = 12, TP = 40. Du = 5.

Splint Mail: EV = 7, AV = 16, TP = 50, Du = 6. Can't be shifted.

Plate Armor: EV = 10, AV = 20, TP = 60, Du = 5. Can't be shifted.

Shields

Every shield has a bash damage, an EV, and a dodge bonus.

Light Shield: Damage = 1 + Body/3, EV = 1, Dodge = 3.

Targe: Damage = 1 + d6 + Body/3, EV = 1, Dodge = 2.

Bladed Light Shield: Damage = 1 + d8 + Body/3, EV = 2, Dodge = 3.

Kite Shield: Damage = 4 + Body/3, EV = 3, Dodge = 5

Heavy Round Shield: Damage = 3 + Body/3, EV = 3, Dodge = 6.

Tower Shield: Damage = 1 + Body/3, EV = 5, Dodge = 10.

Other Equipment

Restoratives: Potions can be found that restore Spirit Energy or Health Points. Each rejuvenates 50 HP or EP.

Ammo: You'll need to carry ammunition if you're using a ranged weapon. Always come in packs of 50.

Items: Miscellaneous crap that you might sell or use for something. Usually creature parts or minor items.

Magic Items: Magic weapons and armor can be found, and enchanted jewelry exists that can increase a characters abilities when worn.

You will never need to worry about food or water.
 
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Re: Character Creation Rules

Experience and Corruption

Characters gain an experience as they slay monsters and discover the secrets held in the town.
Note: These are subject to change.
Raising at stat by 2 points cost 2 Experience.
Gaining a new Talent costs 8 Experience.

Very Important: Keep a record of some kind of what you've changed using experience, like the one Phoenix has for his character.

Mutations List

As usual, the ones with the * can only be taken once.

Corruption occurs as the character is exposed to the dark power of the portal and the creatures that issue from it.
Every 100 corruption accumulated resets the counter and results in a new mutation, which may result in a physical mutation or the character gaining a new Flaw. Mutations will be listed below.

*Futanari: The character gains a penis. Can penetrate anything with the appropriate holes.
Appendage: The character gains a tentacle growing from their back. Not nice to look at, but gives a +2 to Grapple.
*Fertile Mouth: If a character swallows a creatures cum, they get a pregnancy roll (even if that monster normally wouldn't need one.)
*Connection: Same as "Fertile Mouth" except for the characters ass.
*Battery: The character ceases to naturally regenerate energy, but they gain half of whatever pleasure they take as energy.
Lactation: The character begins to lactate, and any pleasure they take due to their breasts being touched is increased by 2.
Tight: deal +2 pleasure to your opponent during penetrative sex. (thetwo)
Multi-orgasmic: after an orgasm you return to only Total - 10 of your total pleasure. (thetwo)
*Pheromones: -4 to stealth checks and friendly characters are more interested in sex (xivvix)
Whip-tongue: character causes +2 pleasure damage during oral foreplay (xivvix)
*Masochist: when a character takes health damage, d4+1 of total taken is taken as pleasure damage as well (xivvix)
*Sadist: character takes d4+1 pleasure damage each time she inflicts health damage to something (xivvix)
Tail: The character gains a tail. Can be a tail similar to any animals, or of a design you make up. Might make the wearing of pants a problem, though it can be used during sex as a form of foreplay or penetration. (BurntToast)
*Wings: The character gains small vestigial wings, resulting in a -1 to Stealth and Speed.
Horn: The character grows a small horn. Somewhere. Not particularly useful for anything.
Fetish () : The character gains a particular favorite thing that sets them off when they're in bed. That fetish has to be simple and within my ability to facilitate in game without horrifying people (so, no guro, golden shower, scat, ect.) Whenever the character comes on the receiving end of their fetish, they start taking +10 to all pleasure rolls. Examples include anal, creampies, tentacles, nipple play, being impregnated, double penetration, triple penetration, gang bangs, oral (receiving or giving,) and bondage. All fetishes require approval.
Favored Enemy () : The character gets a favored enemy which they must have had some kind of sexual congress with before. That enemy always deals +5 pleasure damage against the character. Examples include stalkers, ogres, goblins, tentacled horrors, ect.
Foul Aura: The character has an aura about them that causes others to know to distrust them. Non-hostile NPCs are less willing to work with the character due to them being seemingly corrupted. (LoliDefenseForce)
Massive Breasts: The characters breasts increase in size. How much is up to the player, but it has to be a significant change. (BurningGold)

Special Mutations
Warped: Automatically gained along with a characters 6th mutation. The character becomes partially demonic themselves, having been so heavily corrupted, and begins causing any non-demonic or warped beings to take 1/2 of any pleasure that your character deals to them as corruption.

Tainted Soul: The character has joined with a dead spirit, becoming partially undead. Being in direct sunlight or bright light causes the spirit to try and free itself, causing -10 to all rolls. The character also ceases to regain HP naturally (except regaining one HP to regain consciousness.) The character still needs to eat, can still become pregnant, and looks mostly the same except for a pair of long fangs growing in their mouth and a slight increase in their curvature and muscle mass.
However, the character gains a permanent +20 to Body and +10 to Mind, along with a +10 to all grapple rolls.
The character can also bite a creature they've grappled if they get it into a submission hold and make a successful grapple check against it. This drains d20 + 10 HP from the victim per round, which the character regains. Draining from corrupted creatures also causes the character to gain that much corruption per round, and any corruption gained from contact with demons is doubled due to the vulnerable nature of the characters soul. Spirit users only.

Full Blood Demon: The character has become a full fledged demon, and gets a permanent +10 to Body and Spirit and +20 to Mind, one free Talent from the Succubus Talent pool, and ceases to gain corruption, but must choose 5 other mutations. Also gain the special ability: Hypnotize - Once every three rounds, the character can make an opposed Mind check against a single enemy. If they win, their opponent loses their next action.
Succubi only.

More later.
 
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Re: Character Creation Rules

Sample Character Sheets

1

Name: Alexandria of the Light
Class: Warrior
Race: High Elf

Body: 30
Mind: 10
Spirit: 16

Hit Points: 43
Spirit Energy: 36
Pleasure to Orgasm: 33
Speed: 15 (2)
Dodge: 36 (41)

Talents:
Natural Spirit: Priestess
Skill with Double Edged Swords
Strong of Spirit
Resistant to Pleasure
Shield Fighter
Hard to Hit

Flaws:
Honorable
Bloodthirsty
Open Soul

Weapons:
Sword Blade (d10 + 10 Slashing) [38]
Sword Guard (d2 + 15 Bashing) [38]
Sword Point (d12 + 8 Piercing) [38]
Shield Bash (11) [15]

Powers:
Blessing: Grants strength to the user, costing 2+X to activate and X-1 to maintain, increases to-hit, dodge, and perception by X.
Holy Fire: Spiritual fire burns your foes, can be manipulated into shapes just like the Flame spells. Costs X to activate, and does 2d8 x X damage to one foe within 50 feet, or d6 x X damage in a 20 foot radius or 90 degree 20 foot cone.

Inventory:
Plate Armor: EV = 10, AV = 20, TP = 60. Can't be ignored.
Elven Long Sword
Kite Shield: EV = 3, Dodge = 5

Bio/Description:
Paladin.


2

Name: Harry Dresden
Class: Mage

Body: 16
Mind: 22
Spirit: 12

Hit Points: 33
Spirit Energy: 31
Pleasure to Orgasm: 36
Speed: 8 (7)
Dodge: 25

Talents:
Natural Warrior: Skill with Pistols
Focus in Element [Fire]
Perceptive
Evoker
Lucky

Flaws:
Honorable

Weapons:
Su-Ku-Ta Revolver (d12 + 8) [24]

Base Casting: 11
Favored Elements: Fire

Inventory:
Leather Armor: EV =1, AV = 5, TP = 30.
50 Bullets.
Su-Ku-Ta Revolver.

Bio/Description:
Badass Wizard guy.
 
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Re: Character Creation Rules

Game Rules Upgraded

Movement: I count a "space" as 5 feet. I may or may not start using maps at some point, though I will have a map of the town itself soon enough. You can move your speed in feet per turn.

Grappling: Trying to grapple someone is d20 + Your Body vs Their Dodge. Grapple actions are opposed Grapple rolls, ie: (d20 + Your Grapple) vs (d20 + Opponents Grapple.) Grapple actions include forcing someone into submission, removing armor, shifting armor, tearing armor, unarmed attacks, penetration, and pleasure attacks. If something is successfully forced into submission, it's only available action is to attempt to escape, and all actions against them are at +4.
Shifting clothes: -4.
Removing Clothes: -8.
Tearing Clothes: Special Case, opposed Grapple Checks, the defender gets +20 to their roll instead of their Body, while the attacker gets their regular Grapple score. Defender takes the difference in TP damage to their armor.

Team/Assisted Grappling: When being assisted in a grapple, the group gets the total of 2 rolls of the d20 instead of just 1, and a bonus of half the "assisting" members grappling ability. When grappling, there is one "primary" member, and any number of "assisting" members. The team only gets their bonuses when working in concert, so for example: they'd get the bonus for forcing a character into submission, but not for avoiding an attack from the character they're grappling.

Submission: You have to escape from submission before you can do ANYTHING else, which includes escaping penetration. Maintaining a hold after the holder orgasms but the one held did not results in a -12 to the one trying to maintain their submission hold.

Armor: EV only reduces speed, not dodge or anything else.

Regeneration: Health, Pleasure, and Energy all regenerate at 1 point every 6 rounds. A round is 5 seconds, so you regain a point every 30 seconds. Note that you only regenerate if you haven't lost any points in that stat in the last 6 rounds.

Health/Pleasure/Energy damage: A character a 0 Health or energy passes out. A character at 0 pleasure loses 2 + d6 Health and orgasms, stunning them for one round. None of these values can go into the negatives, and pleasure damage going past a characters orgasm mark is ignored. Unconscious monsters can be executed, but unconscious characters cannot. During sex, characters lose 2 HP per round.

Pregnancy: All of the creatures in the area are of supernatural origin, so all of them can effectively get a character pregnant regardless of their race. While pregnant, a characters regeneration slows to every 10 rounds until birth. They give birth within three hours. Different monsters can get you pregnant in different ways, beasts and some demons do so through the traditional sperm and egg routine, most demons and fey plant a copy of themselves in their victims womb, and most plants and some demons lay eggs. Anything that gets a roll requires a 2 on a roll of d2 unless the subject has fertile.

Attacking and Fighting defensively: Attacking is (d20 + Main Stat + bonuses) vs (Opponents Dodge)
A character can choose to fight defensively, sacrificing points of to-hit for points of dodge. These are at a 1-2 ratio, so giving up one point of to-hit gives 2 points to dodge.
You can only attack once per round unless you're using two weapons or have the ability to shield bash.

Unarmed Damage: Unarmed attacks without the Unarmed Talent cause d4 + Body/4 Damage.

Pleasure: Foreplay of any kind results in the recipient taking 2d6 + Body/4 Pleasure.
If your character is being penetrated, both she and her partner take 10 + d12 + (Others Body)/2 - Resistance.

Rounding: All numbers round naturally, so a .5 or higher rounds up, anything less than that rounds down. No decimals or fractions on your character sheets please.

Reload Speeds: If your reload speed would be 0 or less, it instead becomes 1.

Introductions: I give priority to people with finished backgrounds for starting them off, and the more detail you put in the more interesting I can make your introduction post.

Epic Roleplaying: If the way your write your characters action is particularly impressive, I reward you with automatic success. So long as it's within reason given the characters abilities.

Casting: Casting a spell while grappled takes a -4 to the casting roll. Casting after taking any kind of damage takes -4. Casting while penetrated takes a whopping -12. This is due to the inherent stress caused by such things, which affect concentration.

Roll Transparency: For all of the Perception and Stealth rolls, I just say whether you pass or fail, and don't indicate what or why you passed or failed. This is to preserve secrecy, and I usually think quite a bit about those when I'm doing them so I don't screw them up. For combat, on the other hand, it's all fairly mechanical, so I post all of the rolls and bonuses, in case I screw up. Unless there is a public outcry against it, I also post the pregnancy rolls if there is one.

Resistance: A characters resistance to pleasure damage, equal to 1/2 their highest stat.

Character Creation Inventory: At creation, characters start with up to 2 weapons (with a 50-pack of ammunition for ranged weapons,) a single set of armor, and 50 denarii. Any other items you might want to include are only for RP purposes.

Massive Damage: Some of you might notice occasional inconsistencies in respect to enemy health, for example: Sometimes doing around 28 damage will kill an enemy, but other times it won't. This is half me being lazy and not wanting to force you to finish off a weak enemy, and half me reasoning that anything that does that much damage in one hit will sometimes kill the target outright. Since most of the lesser enemies have about 30 health, this means that sometimes they'll die a little bit quicker and sometimes they won't. My policy is to look at it by encounter and decide what will provide the most enjoyable gaming experience.
 
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Re: Character Creation Rules

Status Effects List

Prone/Stunned: The character is knocked to the ground. Requires a round to get up and any attacks against them are at +8.

Blinded: The character can no longer see, any physical attack they make is at -16 and dodge is at -10.

Submission Hold: the character is held in such a way that they are unable to move in any way, and have to free themselves before they can take any other action.
All actions besides escape are disabled.

Penetrated: Self explanatory, and the character has to escape penetration before they can escape from a grapple. They can, however, take any other action, like attacking.

Grappled: The character is in a grapple with an enemy. All attacks become grapple checks rather than To-hit vs Dodge.

Unconscious: The character is disabled, and can take no actions.

Paralyzed: The character is unable to take any action during their turn unless they succeed at a Body vs 30 check.

Horny: The character, quite plainly, needs to get laid. They cannot do anything that would prevent them from being satisfied. Wears off after 20 rounds of rest, 5 consistent rounds of sex, or they pass out for any reason. And no, masturbation is not enough.
 
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