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DG 2.0 Character Creation Thread


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Tassadar

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Character Sheet:

Name: Your characters name. Need I say more?
Class: Spirit user, warrior, mage, or succubus. Some variation of those titles are allowed, of course.
Race: Your race, chosen from the race list.

Body: ##
Mind: ##
Spirit: ##

Hit Points (HP): Body + Mind/2 + Spirit/2
Pleasure to Orgasm (PP): Body/2 + Mind + Spirit/2
Spirit Energy (EP): Body/2 + Mind/2 + Spirit
Speed: Square root of (Body * 10)
Dodge: Sum of Body, Mind, and Spirit divided by 2
Armor: Whatever you get from armor and talents.
Resistance: Your classes primary stat divided by 2. If you're a succubus, you can choose which stat determines your resistance, but the stat can never be re-chosen. If you are a succubus, please indicate which stat you choose here.

Experience: Starts at 0
Corruption: Also starts at 0

Talents:
Just list them.

Flaws:
Again, just list them.

[WARRIORS ONLY]
Skills: List your skills which you get to choose below.

[MAGES ONLY]
Base Casting: Mind/2
Favored Elements: List, taken from what Talents you pick. Please include all spells.

[SPIRIT USERS ONLY]
Spirit Ceiling: EP/6
Powers: Again, a list taken from what Talents you pick. Please include full descriptions/

Inventory:
The weapons and armor you have, along with any other minor items you gain in your travels.
Please list them as either:
Melee weapon (to-hit including bonuses from all Talents) [damage on hit including all dice and full bonuses from stats and Talents] {special attributes}
Ranged weapon (to-hit) [damage] {range; maximum shots before reload; reload time}
Armor [AV = Armor Value; EV = Encumbrance Value; TP = Tearing Points; DU = Durability]
Shield [Bash Damage = dX + Y; EV = Encumbrance Value; Dodge Bonus = Z]
Minor item [quantity in digits]


Bio/Description:
Fluff. Write whatever you like, and I'll try to work it into the game mythos I have crammed into my head. And don't be afraid to ask if you have any questions at all during any stage of character creation.

Here's a character sheet without all of the information, for easy copy/pasting.
Character Sheet:

Name:
Class:
Race:

Body:
Mind:
Spirit:

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

Experience:
Corruption:

Talents:


Flaws:


[WARRIORS ONLY]
Skills:

[MAGES ONLY]
Base Casting:
Favored Elements:

[SPIRIT USERS ONLY]
Spirit Ceiling:
Powers:

Inventory:


Bio/Description:
 
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Tassadar

Tassadar

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Re: DG 2.0 Character Creation Thread [New!!!]

Character Creation in 8 (Edit: 9) easy steps:

1) Think about what you'd like your character to be like. Come up with a concept, roughly based on the various abilities present in DG.

2) Come up with a name, choose your class, and, finally, pick your race. Remember, unless you ask me otherwise, all characters in DG are female.

3) Assign your stats. To start with, you have three stats: Body, Mind and Spirit, that you can put points into. You start with 25 "Character Points" each of which you can use to increase a stat by 2. Basically, you have 50 points to put into your stats, but they need to be doled out in twos, thus keeping everything even and making all the math that we need to do easier. Your highest stat should be the one your characters class is most reliant on, but it is completely possible to make a character that requires multiple stats (like a wizard that uses guns, or a warrior that uses spirit powers to buff up in a tough fight.) Once you're finished putting your points where you want them to go, add the stat modifiers you get from your race.

4) Math out your secondary stats. You've got a list of them, with the formulas, sitting just below the primary stats spot.

5) Choose your Talents. At character creation, you get 5 Talents to use as you see fit. Note, however, that you can only choose Talents from the "General Talents" List, and those from the list under your characters class. A warrior can choose "General Talents" and "Warrior Talents" for instance. You can also choose up to three Flaws, each of which will allow you to pick an additional Talent. Then, if you chose Talents/Flaws that give you changes to primary or secondary stats, add those numbers in at the appropriate places.
Note: Some races and classes will give you Talents and/or Flaws. If they do, these will be listed under the description. If such a Flaw could only be taken once, you cannot choose it again. Note, however, that these Talents/Flaws do not count against the amount you get to pick. IE: If your race gives 2 Talents and 2 Flaws, you can still choose to take 5 Talents and 3 Flaws as normal in addition to the ones you get from your race/class. In the above example, the character could have a total of 5 Flaws and 10 Talents.

6) Put any Skills, Magic, and/or Powers in the appropriate section in your character sheet. If any section is left empty after this step, please delete it from your sheet. You get no Skills or Powers at character creation regardless of your class, but Mages can cast any spell of level 2 or less without taking any Talents.

7) Choose your weapons and armor, if any. You can have 1 set of armor, 1 shield, and up to 3 different weapons. Ranged weapons now have unlimited ammunition, so you don't have to worry about that. Then, you also start with 50 denarii (read: gold.) Put all of this, with any RP-fluffy items you would like as well, under your inventory.

8) You may have already done this, but write up your back story for your character if you want. This can be from a full page biography, to a quick paragraph long summary. Once that's finished, you're all done and ready to post it in the Character Sheets thread!

9) Choose a location. Your character will start the game here, and it determines other PCs you might be able to interact with, among other things.



Descriptions of stuff.
Classes.

Combat
Knights, ninjas, samurai, archers, rogues, monks, sharpshooters, and most of the other characters based on inflicting physical violence on others come from here. Very simple, and don't need to worry about anything other than their skills and their weapons. 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, and as such, are heavily reliant on their willpower and concentration to cast spells. Also, every spell you cast will be more or less the same, until you increase your Mind stat or gain new Talents, so it isn't possible to increase the amount of damage each spell does on the fly except through Talents. 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, and do numerous other wonderful (or horrible) things. How much you put in is how much you get out, however, so don't expect to be one-shotting every enemy in the game just because your Spirit stat is through the roof if you're not pouring the energy into it. 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, depending on how you build your character.

Secondary Stats.

Hit Points (HP): How much damage your character takes before falling unconscious.
Pleasure to Orgasm (PP): How much pleasure your character takes before they orgasm.
Spirit Energy (EP): How much energy your character can use before they pass out.
Speed: How many feet per turn your character can move.
Dodge: How hard it is to hit your character with weapons and magic.
Armor: How much damage is taken off of any physical harm rendered to your character, whether it be from spell or sword.
Resistance: How much pleasure your character can resist before they start to get driven toward orgasm. Also determines how well they can resist certain magical affects.

Class Specific Stats
Spirit Ceiling: Equal to a characters max EP divided by 6. This determines the characters maximum value for X when using Spirit Powers. For every point by which a character exceeds their Spirit Ceiling, they waste an additional point of EP, and lose one HP. Only relevant to those with Spirit Powers.

Base Casting: Equal to a characters Mind/2. This determines how proficient a character is at concentrating when attempting to cast a spell. Only relevant to characters that cast Spells.
 
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Re: DG 2.0 Character Creation Thread [New!!!]

Races.

Amazonian (Human): Natives of the forested region far to the East, appearing anywhere from white to oriental. Their society is Iron Age and composed of many City-State Republics. Men and women generally have equal rights under their laws. Have many Spirit Warriors mixed within their ranks of common soldiers.
* No bonuses or penalties of any kind.

Badarian (Human): Natives of the nation of Badara, a feudalistic society with steam and gunpowder based technology, mostly lightly tanned to pale white. Possesses few mages not in the employ of the army, and Spirit Users are outright oppressed by the laws of the Necromancer king that rules it. Entirely patriarchal, as women are barely more than slaves. Contains a surprising mix of religions, ranging from the animistic, to monotheistic, and everywhere in between.
* +2 Body, -2 Spirit.

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.
* No bonuses or penalties of any kind.

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 tan to dark skin. Matriarchal and generally either shamanistic or polytheistic. Most also lack the schooling and discipline necessary to master non-Spirit magic.
* +2 Body, -4 Mind, +2 Spirit.

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; depending on how much bestial ancestry they have; that compete with the humans living in the Anudor desert, but possess technology comparable to the Badarians. They are a very closed, Republican society, and are completely patriarchal, with women often treated as slaves unless born of a noble house. 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 and beasts of burden.
* +6 Body, +2 Spirit, Gain Talent: Quick, Flaw: Mutated, and Flaw: 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. Their children are always taught to hold their word as their bond, so elves are always regarded as trustworthy to a fault. 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.
* +4 Mind, +4 Spirit, Gain Flaw: 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 in structure, but much more open and welcoming to outsiders. 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 among their ranks. They are known for their near-supernatural senses.
* +4 Body, +4 Mind, Gain Talent: Perceptive, Flaw: Demon Lover, and Flaw: Open Soul.

Fey Lords: The offspring of the highest ranked beings among the fey often choose to wander the world for a time once they become old enough to independent. 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, though their flighty nature makes them unlikely to use more disciplined forms of magic. Fey lords appearance varies at a whim, and they can look however they like, though they have never been observed as anything but a humanoid.
* +4 Body, -4 Mind, +8 Spirit. Gain the Flaw: Ironbane (Cannot use metal armor or guns. Takes double damage from weapons made of iron.)

Orcs: The powerful, industrial, steel age, theoretically shamanistic race of beings who live in the mountains to the South and to the North of the Badarian Empire. 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 seem like 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, rather than the raiders that they are often portrayed as.
* +6 Body, +2 Mind, Gain the Flaw: Fertile.

Dragon-kin: The powerfully magical, partially reptilian offspring of the more mortal races and the daemon-dragons. Can look anywhere from a human with a few strange scales to full half-dragon with scales, horns, a tail, and vestigial wings. Few and far between, there has never in recorded history been more than three together at any one place at any one time. Since they live for centuries, perhaps even millennia, unless slain, they tend to become incredibly powerful.
* +6 Body, +4 Mind, +6 Spirit, Gain Talent: Pain Resistant, Flaw: Open Soul, Flaw: Mutated, Flaw: Easy to Hit.

Part-Demon: The ancestors of some variety of demon and a mortal parent. Generally appear either human or elven, with a variety of different colors in their hair, eyes, and skin. Having no country of their own, they live throughout the land, though they generally stay among humans regardless of their parentage, since elves and orcs tend to attack them on sight.
* +2 Body, +2 Mind, +4 Spirit, Gains Flaw: Mutated.

Full Demon: A full blooded demon, born and raised in the wastes of Hell. Like the Fey, may have almost any appearance they like. Some have managed to reach the mortal world, and have started living there instead of Hell. Their society was, until recently, ruled by an all powerful prophet-queen who passed down the word of their God. Now however, the realms of Hell have become more anarchic, with the destruction of the Devourer and the disappearance of Natalie.
* Gains Flaw: Mutated and one other Flaw of the players choice, Gains Special Mutation: Full Blood Demon.

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.
*Average the stat changes between the two races, and combine the list of Talents and Flaws.

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.
*PM me during character creation.

Alraune (Plant Girl): A humanoid plant creature that is capable of reproducing with nearly anything, whether it be male or female. All of them are physically feminine. They all have a number of tentacles sprouting from somewhere on their body, usually their back, as well as the ability to release a powerful aphrodisiac.
* Gain the Plant and Tentacled Special Mutations, and gain the Flaw: Sluggish. Otherwise, Alraune have have no stat penalties or bonuses.

Naga: This race appears to as any of the other sapient races, except that below usually either their waist or hips their body is that of a massive snake. They're most often found in swamplike environments, where mud and ponds keep their scales moistened, which keeps them from drying out. They have exceptional strength, due in part to their size - their tails leave them heads taller than average, even when they coiled. Their origin is unknown, but it's rumored that they are a rare result of union between a woman and a snake demon. Their chaotic and variable physiology support this theory - the snake portion has been found to start as high as the under-bust, to as low as mid-thigh; some give live births, while others lay eggs, and skin has been found to be completely "normal", completely scaled, and different combination's of the two.
* Gain Special Mutation: Serpentine Body, Special Mutation: Poisonous Bite, +6 Body, +2 Spirit, Flaw: Sluggish, Flaw: Easy to Hit, Flaw: Mutated, and Talent: Grapple Expert.
 
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Re: DG 2.0 Character Creation Thread [New!!!]

Talents


Note: Talents marked with a * before their title can only be taken once. Those marked with ** can be taken multiple times, but only once for each type on a specific list.


General Talents
Perceptive: Get +10 to all Perception rolls.

Resistant: Get +6 to Resistance.

*Lucky: Get +3 to all non-damage rolls.

Strong of Body/Mind/Spirit: Get +8 to the chosen stat.

Soul Drain Resistant: If dealt Spirit Energy damage, decrease it by 4.

Pain Resistant: If dealt Hit Point damage, decrease it by 4. IE: Increase Armor by 4.

***Natural Warrior/Mage/Spirit: Each of these can only be taken ONCE. Lets you choose a Talent from the selected Classes Talent list and add it to your sheet.

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

Healthy: Grants an additional 15 max hit points.

Just a Little Longer: Grants an additional 15 max pleasure.

Greater Energy Pool: Grants an additional 15 max energy.

Side-Skill: Lets your character gain 1 Skill of your choice that you meet the requirements for.

Warrior Talents
*Shield Fighter: Allows the character to Shield Bash and attack with a weapon in the same round.

*Two Weapon Fighter: Gains the ability to use two one handed weapons at once, allowing an attack with each per round. Each attack takes a -4 penalty to attack and damage rolls. Normally, a character fighting with two weapons could only make one attack, with a weapon of their choice.

*Dueling: While wielding only a single one-handed melee weapon, get +10 to Dodge and +5 to all damage rolls with that weapon.

*Unarmed Fighter: Increases unarmed damage from its base to its upgraded damage.

*Heavy Weapons Specialist: While wielding a two-handed weapon, the character gets +12 to damage rolls on any melee hit.

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

*Stealthy: Allows a character to sneak around effectively, giving a +10 to opposed Perception checks, and attacking an opponent that does not know you're there always hits and gives double damage.
(Note: Damage is doubled only after subtracting AV, not before.)

Quick: Adds +12 to your Speed stat.

**Skill with Weapon [Weapon Name] : Adds a +12 to hit with the selected weapon.

*Hard to Hit: Adds +10 to the Dodge stat.

*Strike the Weak Point: Whenever a character hits a living enemy, if they roll a 19 or a 20 on the to-hit, that creature is stunned for that round.

*Pressure: If a character hits an enemy in melee, they get a cumulative +4 to their to-hit and damage rolls on that enemy until the end of the encounter.

Hard Hitter: All melee attacks deal an additional 8 points of damage.

Sniper: All ranged weapons deal an additional 8 damage.

*Twin Slash: The character gains the ability to strike two enemies per turn instead of one, at a -8 to both to-hit rolls.

Skilled: Gain your choice of 3 Skills, so long as you meet the requirements for them.

Magic Talents
*Evoker: When casting spells that do damage, they are treated as 1 spell level higher for the purpose of how much damage they do.

*Conjurer: When summoning an ally to aid you, add 20 to that creatures Body stat and 4 to its Armor stat. These are added after any multiplications made to the creatures stats.

*Healer: When casting a spell that temporarily increases a stat or restores lost HP, they are treated as 1 spell level higher for the purpose of how much HP they restore or how much the stat goes up by.

*Blood Alchemist: In place of energy, when casting a spell or using a power, you can pay the energy cost in HP. You choose when to activate this ability, but you must pay the full cost in either EP or HP, not a mixture of the two.

*Empower Spell: A character can force an additional 10 energy into any spell when they cast it to double all of its numeric values. IE: If you Empower a fireball with a 10 foot radius that does d10 damage, it will now effectively do d10 x 2 damage in a 20 foot radius.

**Focus in {Element}: Gives a +12 to Base Casting when casting any spell of the chosen element. also allows up to 2nd Level spells in that Element to be cast without casting rolls.

Concentration: Increase Base-Casting by 8.

*Experienced Caster: The character can use up to 3rd level spells in each Element, instead of only up to 2nd level.

Potent Spells: Whenever the caster makes a Resistance check against an enemy to see if their spell was effective, they get +10 to their roll.

*Divine Pleasure: A Spirit User or Mage can take their turn to trade pleasure for additional energy at a rate of 1 EP for every 2 PP they cause themselves. Note, however, that this can only be done in battle, and the user must undress in order to use it. In effect, they trade a turn of masturbation (dealing foreplay damage to themselves) for a small amount of energy.

Spirit Talents
*Spirit Warrior: Gives 2 of your choice of the Spirit Warrior Powers.

*Necromancer: Gives 2 of your choice of the Necromancer Powers.

*Psychic: Gives 2 of your choice of the Psychic Powers.

*Priestess: Gives 2 of your choice of the Priestess Powers.

*Shadowmancer: Gives 2 of your choice of the Shadowmancer Powers.

*Demonologist: Gives 2 of your choice of the Demonologist Powers.

*Divine Pleasure: A Spirit User or Mage can take their turn to trade pleasure for additional energy at a rate of 1 EP for every 2 PP they cause themselves. Note, however, that this can only be done in battle, and the user must undress in order to use it. In effect, they trade a turn of masturbation (dealing foreplay damage to themselves) for a small amount of energy.

Additional Power: Gives 2 additional powers of your choice from a subtype that you already possess.

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

Soul-Sense: Increases Spirit to-hit by 10.

*Blood Alchemist: In place of energy, when casting a spell or using a power, you can pay the energy cost in HP. You choose when to activate this ability, but you must pay the full cost in either EP or HP, not a mixture of the two.

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

*Succubus: Gives the "Soul Drain" special power: Whenever a succubus causes pleasure damage to an a opponent, they also steal half that many Energy Points from that creature (rounded up.) If a creature orgasms because of this, the amount taken is doubled. This comes at a price however: A succubus EP does not restore itself on its own like a normal persons does. A succubus at 0 Energy is driven into an animalistic state rather than knocked unconscious, 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 succubus uses Mind.

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

Greater Draining: Increases the amount of Spirit Energy taken when feeding by 6 per round, regardless of how much pleasure you cause.

*Suck You Dry: The succubi deal an additional 12 pleasure per round during foreplay. (Hands, feet, mouth, or tittyfuck.)

*Fuck Me: The succubi deal an additional 10 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 of your choice. Note: Can only be taken ONCE, not once for each school.

Succubus Magic: Choose one Succubus power and add it to your list of powers. Powers may be used at will in addition to the characters other actions.




Flaws
*Fertile: Your character always automatically gets pregnant when something cums inside of her, unless that something is sterile.

*Infertile: Your character cannot, for any reason, become pregnant. Nor can they cause anything to become pregnant.

Sluggish: -6 to Speed.

Poor Grappler: -12 to all Grapple rolls.

Easy to Hit: -10 to Dodge.

Weak: -6 to Resistance.

Poor Perception: -10 to all Perception checks.

Obvious: -10 to Stealth checks.

Mutated: Your character starts the game with 3 mutations of your choice.

*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.

*Idealistic {RP}: Your character never fails to be kind and giving, to a fault. You will go out of the way to aid someone in need, even if it seems likely that they won't give you anything in return, or even attack you. You will never betray your word or leave your companions in a spot of trouble, even if it is detrimental to your health. (Archer)

*Evil {RP}: Your character is outright malicious and utterly selfish, to a fault. You won't go out of your way to aid someone in distress unless they are offering a significant reward that you can't just steal from them anyway. You will never trust anyone, nor will you keep your word unless it suits you at the time.

Sensitive: Pleasure taken is increased by 4.

Open Soul: Whenever anything feeds on the characters spirit energy, it rushes out like a river. +4 to Energy damage.

*Fey Lover: +8 to Pleasure taken from fey creatures.

*Demon Lover: +8 to Pleasure taken from demons.

*Plant Lover: +8 to Pleasure taken from mutated plants.

*Beast Lover: +8 to Pleasure taken from mutated beasts.

*Tainted Blood/Lineage: Some where deep in your family tree was a supernatural creature that is directly related to you. You may not have gotten their magic abilities but the taint in your blood hungers for more of it self. You gain corruption at an accelerated pace 1.25 time more every time would gain corruption. (ranger)

Succubus Powers
Rhythm: While penetrated in a hole other than the mouth, you may take an additional X Pleasure each round. Any beings penetrating you take an additional 2X Pleasure per round, so long as they would take pleasure from the penetration in the first place.

Sexual Healing: When your character drains EP, they may forsake the regenerated EP and instead gain 1/2 as much HP.

Charm: In exchange for 10 EP, a target creature must make a Resistance check vs the Succubus or be forced to attempt to immediately have sex with the Succubus that used this power. This effect lasts for a number of rounds equal to the difference between the rolls.

Mental Domination: A Succubus can attempt to dominate the mind of another creature in exchange for half of her max EP. A character that fails a Resistance Check vs the Succubus is stunned for 1d4+1 rounds. A character with less than half of their EP cannot use this.
 
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Re: DG 2.0 Character Creation Thread [New!!!]

Experience And Corruption

Over the course of the game, your character will gain experience and corruption. How much will be given at the appropriate time, and it is your responsibility to keep track of how much of each you get.

When you rest, you can spend your experience in the following ways:
You can increase any primary stat (Body/Mind/Spirit) by 2 at the cost of 2 exp.

You can buy a Talent that you could normally get at the cost of 8 experience.

Whenever your total corruption hits 100, it resets back down to 0, and you have to pick a mutation form the list below.

When a character has acquired 6 other mutations, they also automatically acquire the Warped special mutation.

Mutations
*Futanari: The character gains a penis. Can penetrate anything with the appropriate holes.

Appendage: The character gains a small tentacle growing from their body. Not nice to look at.

*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 EP, but they gain half of whatever pleasure they take as EP.

Lactation: The character begins to lactate, and any pleasure they take due to their breasts being touched is increased by 2.

Tight: The character deals +2 pleasure to your opponent during penetrative sex. Can be taken up to 3 times. (thetwo)

*Multi-orgasmic: After an orgasm you return to only Total - 10 of your maximum PP. (thetwo)

*Pheromones: -4 to Stealth checks and friendly characters are more interested in sex (xivvix)

Whip-Tongue: Your character causes +2 pleasure damage during oral foreplay (xivvix)

Soft-Skin: Your character causes +2 pleasure during non-oral foreplay.

*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. A character with this mutation does not take falling damage from a height of less than 30 feet.

Horn: The character grows a small horn. Somewhere. Not particularly useful for anything.

*Odd Skin: The characters skin becomes noticeably unusual. Either because it has somehow managed to turn a color that you wouldn't expect, or because it has started growing a thin layer of fur or scales.

*Claws: The character has grown claws from their fingers. Increase melee damage with unarmed attacks by 2, but decrease to-hit with all weapons by 2 as well.

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 +10 pleasure damage against the character.

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)

Fearsome Maw: Your character has, to put it bluntly, really sharp teeth. As such, they deal -4 pleasure when performing oral on other creatures, but deal +4 damage on successful melee attacks so long as you include the fact that you're biting someone somewhere in the flavor text.

Reverse-Jointed Legs: Your character has reverse jointed legs, like those of any number of animals.

Strange Face: Your character has a strange, inhuman face. It might be like a horse or a cat or a dragon, or it might be something completely alien.

Giving Soul: Whenever the character receives pleasure, they involuntarily leak spirit energy, bestowing it upon their partner (if any). 4 Energy damage. (UnknownSquid)

Funny Ears: Your character has ears that are unusual for her race, IE: A human with elf ears, or an elf with bunny ears, ect. Has no other effects on the characters face.

Skyclad - You feel uncomfortable when wearing any sort of clothing or armor and take a -2 penalty to all non-damage rolls when not nude (save for belts or other gear). (maikochan)

Night Eyes - You see very well in the dark, but not so well in the light. The character receives a -2 to Perception in well lit areas, and a +2 to Perception in darkened areas.

*Glowing Skin - Your character shines slightly in the dark, making them more visible but granting them light to see by. The character gets +2 to Perception, but a -2 to Stealth.

*Shadowy - Your character is naturally one to stay in the dark, making them less visible but also blocking their own vision. The character gets -2 to Perception, but a +2 to Stealth.

Special Mutations
Special Mutations cannot be picked normally. They must be gained through special, in game means.

Full Blood Demon: The character has become a full fledged demon, and so any pleasure they cause is gained by their partner as corruption. The character also gets a permanent +4 to Body and Spirit and+8 to Mind, and ceases to gain corruption, but must choose 4 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.

Warped: The character has become partially supernatural, so much so that they can corrupt others. Half of any pleasure dealt by the character is also forced on their partner as corruption.

Plant: Your character is, or somehow has become, a mobile, sentient plant, rather than an animal. Your character can no longer be EP drained, and cannot drain EP themselves (and therefore cannot be succubi.) In addition, they gain the special ability: Pollen Shot: The plant girl can shoot a creature that is within 10 feet with a burst of aphrodisiac pollen. A character hit by this must win a Resistance Check vs the user or become immediately too horny to think straight.

Vampire: Your character has, somehow, become a member of the undead, possibly through a bonding with the spirit of a dead person, or possibly through a curse of some sort. You no longer regenerate HP, and instead, you automatically get the Grapple Expert Talent, as well as the Bite special ability while grappling which drains 4d6 HP from whoever you're grappling with and regenerates an equal amount.

Tentacled: Your character has tentacles attached to their body, which they can hide at will. They can be no longer than six feet, and you cannot have more than eight of them. This mutation is purely for flavor, and has no effect on stats.

Serpentine Body - In place of your legs, you have a long snake's body, powerful muscle covered in smooth scales. The effect this has on your genitals varies - you may retain your current genitalia as your snake body forms as your legs fuse under your crotch. In other cases, they may withdraw into internal pouches, revealing themselves when you become aroused. In addition, you gain a constriction attack with your tail while grappling. It does 1d6 + Body/3 damage. This is usable while in a Submission Hold, but the grapple check is made at -12.

Poisonous Bite - Nagas are known to have the ability to produce a toxin that they can transmit via bite. This causes short-term paralyzation in the victim, but the release is immensely pleasurable to the Naga, who takes 4d6 Pleasure damage. The victim is Paralyzed if they lose a Resistance Check against the Naga that bit them.
 
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Tassadar

Tassadar

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Re: DG 2.0 Character Creation Thread [New!!!]

Skills


Note: You start with 0 skills. If you want to have any, you need to get them through Talents.

Something new, which will hopefully balance the four classes a little better. Similar to spells/powers for Mages/Spirit Users. Once taken, they are always active unless otherwise noted. Supportive of both straight fighters and dual-class fighters. Each can only be taken once.


General Skills


Mage-Hunter: Gain +10 Dodge and opposed checks against Magic based attacks. Requires: Mind 14+.

Spirit-Oppressor: Gain +10 to Dodge and opposed checks against Spirit based attacks. Requires: Spirit 14+.

Thief: Can open locks and disarm traps, no rolls required. Also gives +4 to Perception and Stealth rolls when in urban environments. Requires Body 20+.
Normal: Locks must be broken, and traps can't even be detected, much less disarmed.

Ranger: Can track any target indefinitely, so long as it doesn't cross a large body of water or take to the air, and can determine what creatures are nearby. Also gains +4 to Perception and Stealth rolls while in the wilderness. Requires: Body 20+.

Smite{Activated}: On any melee attack, you can trade EP for damage at a rate of 1 EP for every 1 point of damage added. Requires: Spirit 14+.

Sudden Strike{Activated}: You can wait until the end of the round to make your attack, and take -10 on your to-hit and Dodge for that round, at which point you will make a Stealth check against your target. If you succeed, the attack for that round counts as a sneak attack. Requires: Stealthy.


Unarmed Skills


Disarm{Activated}: When wielding no weapons against an armed opponent, you can choose to have your attack deal no damage that round, and if it hits, you instead pluck the enemies weapon out of their hands, allowing you to use it if you so desire. Otherwise, it can be thrown aside in a direction of the users choosing. Requires: Unarmed Fighter.

Defensive Grappler{Activated}: When in a grapple, you can forsake all other actions for that round in order to make an attack (Attack vs Dodge instead of as part of a Grapple check) against any enemy attempting to perform a grapple action against you. If this attack deals damage, the enemies action automatically fails. Requires: Unarmed Fighter.

Stunning Blow{Activated}: When you make an unarmed attack, you can take -10 off of to-hit and damage in order to stun your target should they be hit. Requires: Unarmed Fighter.


Shield Fighter Skills

Defensive Strike{Activated}: You can forsake your attack for the round in order to firstly gain +12 to Dodge, and secondly gain an attack against any enemy that attacks you in melee and misses. Requires: Dueling OR Shield Fighter.

Shield Slam{Activated}: You can forsake your normal attack for this round to make only a Shield Bash, which, if it hits, causes your target to be knocked prone unless they win an opposed Body check against you. Your shield bash also does an additional 6 damage for that round. Requires: Shield Fighter.

Shield Cover{Activated}: You can forsake all actions for the round, including movement, in order to prevent all damage (or other negative affects) that would be dealt to you this round unless something hits you from behind (or all directions at once.) Cannot be used when grappled. Requires: Shield Fighter.


Dueling Skills

Defensive Strike{Activated}: You can forsake your attack for the round in order to firstly gain +12 to Dodge, and secondly to gain an attack against any enemy that attacks you in melee and misses. Requires: Dueling OR Shield Fighter.

Lightning Jabs{Activated}: You can take a -12 to-hit and -6 to damage for the round, but you can take 3 attacks instead of one. Requires: Dueling.

Defenseless{Activated}: When fighting against an unarmed opponent (IE: One with no weapon not attached to their body) You can take -4 to your damage for your attack to automatically hit them whenever you attack them. Requires: Dueling.

That's Mine Now {Activated}: When fighting an armed opponent, you can choose to make it so that you deal no damage this round and take -10 on your to-hit. If you successfully hit an opponent, they lose any weapon they are holding, and if they are using a one-handed weapon, you can choose to take it from them and use it as a second weapon. Otherwise, that weapon is sent flying at least ten feet away in a direction of the users choosing. Requires: Dueling.


Heavy Weapons Skills

Supreme Might{Activated}: When wielding a two handed melee weapon, you can trade your to-hit for additional damage at a rate of 1 damage for every 1 point of to-hit given up. No more than 20 points can be traded per round. Requires: Heavy Weapons Specialist.

Whirlwind{Activated}: When wielding a two handed weapon, you can choose to make an attack against all nearby enemies at once at a -10 to to-hit and damage. Requires: Heavy Weapons Specialist.

Slay{Activated}: When you attack, you can choose to take -30 from the to-hit roll and -10 to Dodge and Armor for the round, and in exchange, if your attack hits an enemy, they are immediately killed. Requires: Heavy Weapons Specialist.


Two Weapon Skills

Scissor Defense{Activated}: When using two weapons at once, you can sacrifice your attacks and take -10 on Dodge for that round, but gain +10 on Armor, and you automatically attack any enemy that successfully hits you (with both of your weapons.) Requires: Two Weapon Fighter.

Rend{Activated}: When wielding two weapons at once, you can take -6 on both attack rolls so that, if you hit with both weapons in the same round, you deal an additional 2d12 damage to your target. Requires: Two Weapon Fighter.

Whirling Death{Activated}: Gain +10 to Dodge and damage per hit, but lose 5 HP each round for as long as this remains active. Can be deactivated at any time, but automatically turns off once combat ends. Requires: Two Weapon Fighter.


Ranged Skills

Called Shot{Activated}: When using a ranged weapon, you can take a -16 penalty to your to-hit to inflict double damage on the target if your attack hits. This stacks with the doubling on a successful sneak attack. Requires: Body 20+.

Crippling Shot{Activated}: When using a ranged weapon, you can take a -10 on the to-hit in order to stun the target if it fails an opposed Resistance check against you. Requires: Body 20+.

Sudden Shot{Activated}: When attacking with a ranged weapon in melee combat, you can take -10 to Dodge for that round in order to make a Stealth check at -10 against an enemy that you are attacking. If you succeed, that attack counts as a sneak attack. Requires: Stealthy.

Bayonet: When using a ranged weapon, you can treat it as a melee weapon, either as a double-edged dagger (guns and crossbows) or as a club (bows.) Note: Using your ranged weapon as a melee weapon does not allow you to use Sudden Shot with it. Also, if you have Skill with [ranged weapon], the bonus to-hit still counts. However, because of how clumsy such a use can be, all attacks are made at -8 to attack and damage. Requires: Body 20+.

Quick Reload: Decreases the reload time with your preferred ranged weapons by 1. Requires: Skill with Any Ranged weapon.

Rapid Shot{Activated}: You can take -10 to attack rolls and -6 to damage rolls for the round, but in exchange you may take an extra shot. This skill can be activated up to twice in a round, allowing up to three shots at -20/-12.

Cross-Class Skills

Battlemage: You can use your Body to-hit instead of your Mind to-hit when attacking with spells. Requires: Any Focus in {Element} Talent.

Bladesinger: You can use your Body to-hit instead of your Spirit to-hit when attacking with powers. Requires: Any Spirit Talent that gives powers.

Wise Fighter: You can use your Mind in place of your Body stat to determine how much damage you deal on a successfully hit with a melee attack. Requires: Mind 20+.

Spirited Fighter: You can use your Spirit in place of your Body stat to determine how much damage you deal on a successfully hit with a melee attack. Requires: Spirit 20+.

Defensive Casting: When using offensive Magic, you can fight defensively as if you were using a weapon. Requires: Mind 20+.

Defensive Spirit: When using offensive Spirit powers, you can fight defensively as if you were using a weapon. Requires: Spirit 20+.
 
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Tassadar

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Re: DG 2.0 Character Creation Thread [New!!!]

Magic

Base Casting: This stat is normally equal to your Mind/2. When you attempt to cast a spell, I roll a d20 and add this number, apply assorted modifiers, and then check it against a pre-determined value.

Every time you cast a spell, you must make a Casting check equal to 10 x [spell level - 1], and it also uses up [spell level -1] x 2 EP

Base Casting and energy cost for spells:
Level 1: 0 to cast, costs 0 EP.
Level 2: 10 to cast, costs 2 EP.
Level 3: 20 to cast, costs 4 EP.
Level 4: 30 to cast, costs 6 EP.
Level 5: 40 to cast, costs 8 EP.

The Blast Shapes are:
Bolt [2d4 + Mind/5 damage to one enemy that the caster can see. No maximum range.]
Ball [1d8 + Mind/8 damage to each enemy within 10 feet of any spot the character can see that's within (50 x spell level) feet]
Cone [1d8 + Mind/8 damage to any enemy caught within a 20 foot 90 degree cone]
Stream [1d6 + Mind/6 damage to any enemy between the character and any spot within (50 x spell level) feet]
Emanation [2d6 + Mind/10 damage to any enemy within (10 x spell level) feet of the caster]
Buff [The character can effectively add Mind/5 to any rolls for any one Stat (Primary or Secondary) of their choice. Can be used on other people as well, so long as you can touch them.]
Heal [The character can cause any one touched individual to regain 1d8 + Mind/5 HP]
Summon [The character can summon a creature or being to aid them in combat for the duration of one encounter. This creature has the following Stats: Body=15, Mind=0, Spirit=0. Creatures summoned in this way have the Unarmed Fighter Talent.]

Spells have all of their non-range values multiplied by their spell level after all other computations are done with.


Elements List


Fire
Level 1:
Firebolt {Bolt} [Fires a small bolt of flame at one target of the casters choice.]
Warmth {Heal} [Restores some of the casters or allies strength through magical warmth.]
Torch {Utility} [Calls up a light, allowing the caster to see. Can be cast upon a weapon to cause it to deal an additional 1d6 fire damage if it isn't already enchanted in some way.]

Level 2:
Flame Wave {Cone} [Emits a wave of fire from the casters hands.]
Flaming Mine {Utility} [Spawns a mine at a location of the casters choosing, which immediately hides itself. When tripped, it emits a Fireball(Level 3 Fire spell) and ceases to exist. Cannot be cast during direct combat, and the caster can support up to 10 at a time. If the caster loses consciousness, all of their mines automatically disappear.]
Summon Salamander {Summon} [Summons a weak fire elemental in the former of a fiery reptile to aid the caster.]

Level 3:
Fireball {Ball} [The casters shoots a ball of fire that explodes when it hits its target.]
Burning Armor {Utility} [The casters body becomes encased in flames that deal 4d6 damage to any creature that touches them. Costs 1 EP Upkeep per round.]
Heat {Buff} [Grants the caster great strength through the power of fire.]
Flaming Orb {Bolt} [Fires a ball of fire that strikes a single creature.]

Level 4:
Greater Fireball {Ball} [Like fireball, but more powerful.]
Flaming Burst {Cone] [Like flame wave, but a lot more powerful.]

Level 5:
Fire of the Gods {Emanation} [The caster emits a massive wave of fire from their body that can even melt stone and metal.]
Call Fire Elemental {Summon} [Summons a fire elemental to serve the caster.]


Lightning
Level 1:
Static {Utility} [The casters body becomes charged, causing any creature touching them to take 2d4 damage. Lasts until the caster decides to deactivate it.]
Energize {Buff} [Grants the affected character a burst of energy.]
Zap {Stream} [Sends a weak blast of electricity out from the casters hands.]

Level 2:
Shocking Blast {Bolt} [Hits an enemy with a small bolt of electricity.]
Bolt Trap {Utility} [A trap that the character can lay that, when tripped, fires Zap(Level 1 Lightning spell) at any creatures within 15 feet of it. Cannot be cast during direct combat, and the caster can support up to 3 at a time. If the caster loses consciousness, all of their traps automatically disappear.]

Level 3:
Shock {Utility} [Strike one enemy with a Shocking Blast, but also stuns them for a round if they lose a Resistance check against you. The caster can spend 1 EP upkeep on their next turn in order to maintain the spell, giving up their action but acting as though they'd cast the spell again that round with no casting check.]
Lightning Bolt {Stream} [Sends a bolt of lightning out from the casters hands to harm her enemies.]

Level 4:
Call Lightning Elemental {Summon} [Summons a lightning elemental to serve the caster.]
Chain Lightning {Utility} [Hits any 8 creatures within 20 feet of one another with a Lightning Bolt (Level 3 Lightning spell) that bounces between each of the targets. The first target must be within 60 feet of the caster, and targets can be hit multiple times. The bolt always jumps to the closest target.]

Level 5:
Hellblast {Ball} [Calls powerful lightning from the sky that strikes a target, dealing massive damage to it and anything near it. Can be used to destroy buildings completely.]
Thunderstorm {Utility} [Calls up a full thunder storm that spreads out for several miles, similar to Control Weather only the caster cannot choose anything other than storms. The caster retains control of the storm by spending 5 EP upkeep, and can bring down 3 Lightning Bolts (Level 3 Lightning Spell) to strike a single creature each round.]


Wind
Level 1:
Sand Blast {Bolt} [Hits the target with a wave of sand and dirt brought up with a small gust of wind. Also causes the target to become Blinded unless they win a Resistance check against the caster.]
Gliding Winds {Utility} [Causes wind to support the caster if they should fall from a great height, preventing any harm from befalling them when they hit the ground.]

Level 2:
Gust {Stream} [Sends a gust of wind out from the caster, and those hit are knocked back 5 feet and stunned for 1 round if they fail a Resistance check against the caster.]
Air Cyclone {Emanation} [Creates a small tornado around the caster, picking up small objects and preventing any creature from coming within 5 feet of the caster unless they win a Resistance vs 30 check. Can be maintained by making a Caster check and paying 3 EP upkeep.]

Level 3:
Call Air Elemental {Summon} [Summons an air elemental to serve the caster.]
Greater Gust {Cone} [Like Gust, but better. The Resistance check to resist it gets a +4 bonus for the caster, and the target is knocked back 10 feet instead of 5.]
Downburst {Ball} [Causes a burst of air to strike the target area from above, crushing those in its area of effect.]

Level 4:
Dust Storm {Utility} [Summons up a local sandstorm, causing any creature other than the caster within 200 feet of the caster that isn't out of the way somehow to be hit by a Sand Blast(Level 1 Wind spell) and giving them -20 to all Perception checks. Costs 2 EP upkeep.]
Air Drown {Ball} [Creates an area of semi-vacuum in which any creatures find the breath literally torn from their lungs. Can be maintained with 3 EP upkeep and a caster check. Creatures that do not need to breath are not affected.]
Hurricane Gust {Stream/Cone} [Like Gust, but much more powerful. Can be used either as a Stream or as a Cone. Those hit by it have to make a Resistance check against the caster, who gets a +8 bonus, or be knocked back 15 feet and stunned for 1 round.]

Level 5:
Tornado {Ball} [Brings up a small tornado that can buffet and/or tear apart surrounding buildings, woodlands, and enemies. Any creatures affected must win a Resistance check against the caster, who gets a +8 bonus, or be knocked prone. Can be moved up to 10 feet per round, and maintained by giving 3 EP upkeep and making a caster check.]
Razor Wind {Utility} [Brings up a powerful gale that picks up and hurls any objects weighing less than 100 pounds. The gale affects an entire 1 square mile area for roughly a minute, and cannot be halted by a second caster or other spells.]


Force
Level 1:
Force Bolt {Bolt} [Strikes a target with a bolt of pure force.]
Manipulate {Utility} [Allows the caster to manipulate small objects as they see fit, though these objects cannot be used offensively to much effect. Functionally identical to Telekinesis, save that it cannot be used offensively.]

Level 2:
Push {Cone} [Hits nearby creatures with a wave of force that pushes them back 10 feet if they lose a Resistance check against the caster.]
Resistance {Buff} [Gives the caster an aura of Force that increases their abilities.]
Greater Manipulate {Utility} [Allows the caster to manipulate a slightly larger object, like a weapon.]

Level 3:
Greater Force Bolt {Bolt} [Like force bolt, but better. If it hits, the target is knocked back 10 feet unless they win a Resistance check against the caster.]
Armor of Resistance {Utility} [Increases the targets Armor and Dodge by Mind/3 until deactivated. Costs 2 EP upkeep.]
Repulsion Ball {Ball} [throws forth a ball that explodes, pushing all creatures out of its area of effect and knocking them prone for a round unless they win a Resistance check against the caster.]

Level 4:
Force Wall {Utility} [The caster can put up a wall of force of reasonable dimensions that no creature or attack can pass through unless they make a Body check against the casters Mind x 2. Spells and Spirit powers cannot pass through a wall of force without making a similar check, though spells use Mind and Powers use Spirit. If a Power, Spell or creature gets through the wall, it shatters. Costs 3 EP upkeep.]
Repulse {Emanation} [The caster sends a wave of force out from their body, pushing any and all creatures back out of its range unless they win a Resistance check against the caster, who gets a +8 bonus.]

Level 5:
Hammer Blast {Bolt} [Strikes a single target with a powerful blast of force, smashing bones into powder.]
Greater Repulse {Emanation} [Just like Repulse, but better. The caster gets +12 on the opposed check to push the enemy away.]


Water/Ice
Level 1:
Ice Bolt {Bolt} [Sends a bolt of magical cold to strike a target.]
Freezing Wind {Cone} [Sends a wave of icy cold wind out form the casters hands, harming those it touches.]
Freeze Water {Utility} [Freezes a patch of water.]

Level 2:
Call Water Elemental {Summon} [Summon a water elemental to serve the caster.]
Roiling Mists {Utility} [Summons up a fog that stretches up to 100 feet from its point of origin, which is always the casters current location. Any creatures inside of it get -20 to all Perception rolls. The cloud doesn't move from its original position.]
Draw Water {Utility} [Draws up water from the ground. Can be easily frozen, drunk, or used in any number of other imaginative ways if combined with other spells.]

Level 3:
Hail {Ball} [Summons a sudden hail storm to damage any creatures caught in its area of effect.]
Freezing Aura {Emanation} [Surrounds the caster in an aura of freezing cold, harming those that come within its range. Also freezes any water within range. Can be maintained by paying 3 EP upkeep.]

Level 4:
Call Ice Elemental {Summon} [Summon an ice elemental to serve the caster.]
Freeze/Drown {Bolt} [A target of the casters choice either has their lungs fill suddenly with water, or has the blood in their veins begin to freeze, depending on which version of the spell the caster chooses. Creatures without blood or lungs are not affected.]
Storm {Utility} [Calls up either a rainstorm, a hailstorm or a snowstorm, depending on what the caster wants. Can cause moderate damage, impedes travel, and causes penalties to Perception.]

Level 5:
Cone of Freezing Cold {Cone} [Sends out a cone of incredibly potent cold, freezing the casters targets in their tracks and stunning them for a round if they lose a Resistance check against the caster, who gets a +12 bonus.]
Blizzard {Utility} [Affects all creatures within 200 feet of the caster with Freezing Aura(Level 3 Ice spell) and gives -20 to all Perception rolls to all creatures not protected from it. Can be maintained by giving 3 EP upkeep.]
Drowning Doom {Ball} [All creatures in the affected area have their lungs suddenly fill with their own blood. Creatures without lungs are not affected.]


Light
Level 1:
Light {Utility} [Calls up light, allowing the caster to see in a small area.]
Fortify {Heal} [Heals a target slightly.]
Dancing Lights {Utility} [Creates a small set of lights that enemies will try to investigate.]

Level 2:
Strengthen {Buff} [Empowers the target.]
Blinding Light {Utility} [Blinds all creatures it strikes unless they win a Resistance check against the caster. Range is treated as a Cone or Stream at the casters discretion.]
Cryptic {Utility} [Leave a permanent message upon a surface of the casters choosing. The message can only be seen by those the caster designates, and lasts until conditions met by the caster are met.]
Flash Bomb {Ball} [Drops a small mine that will explode in a blinding flash, when set off, dealing damage and all those within its radius must beat the caster in a Resistance check or become Blinded.]

Level 3:
Searing Light {Cone} [Summons up a flash of light to harm the casters enemies and Blinds them if they lose a Resistance check against the caster.]
Illusions {Utility} [Creates small illusions that creatures will believe to be real unless they win a Resistance check against the caster. What the illusions are or are meant to do is up to the caster.]
Alter Self {Utility} [Allows the caster to shape an illusion over themselves, making them appear differently. Creatures cannot see through the illusion, but if the image is of different dimensions of the caster, and an observer touches her, they will find out through touch that the caster is under an illusion. Minor alterations can be made to the illusion on the fly without a second casting. This spell can be deactivated at will. Coming under stressful conditions requires that the user make another casting roll (at the spells increased DC) or the spells effect is instantly lost.]

Level 4:
Mass Hallucination {Utility} [Fools all nearby creatures with a massive illusion unless they fail a Resistance check against the caster, who gets a +8 to their Resistance check. Otherwise, works just like Illusions.]
Searing Radiance {Emanation} [Burns all nearby creatures with powerful light. Can be maintained by paying 2 EP upkeep and making a caster check.]

Level 5:
Phantasmal Terrain {Utility} [Creates an illusion that covers the casters immediate area. Any creature caught within it must win a Resistance check against the caster, who gets a +12 bonus, or believe the illusion. The illusion spreads out to 300 feet, or to as far as the caster can see, whichever is shortest.]
Laser {Utility} [A powerful beam of light that burns enemies it strikes into dust. Has the range and shape of a Stream, but deals damage like a Bolt.]
Summon Light Elemental {Summon} [Summons an elemental of pure light to serve the caster.]


Nature
Level 1:
Summon Creature {Summon} [Summons a fairly weak wild animal to serve the caster.]
Natures Breath {Heal} [Heals a target slightly.]

Level 2:
Natures Might {Buff} [Strengthens a target.]
Entangling Vines {Utility} [Entangles any number of creatures within 10 feet of any point of origin within 50 feet of the caster with vines. The vines have a Body of 40, and immediately start a grapple against all affected creatures. Those that fail, or are grappled off, become inert.]

Level 3:
Cats Vision {Utility} [Allows the caster to see perfectly in the dark, and gives +12 to Perception rolls while active. No upkeep.]
Claws {Utility} [Gives the caster claws, giving her +8 to Grapple rolls and treating her as if she had the Unarmed Fighter Talent and Skill with Unarmed Talent when attacking in melee.]
Improved Natures Breath {Heal} [Heal a targets injuries.]
Summon Greater Creature {Summon} [Summon a powerful animal to serve the caster.]

Level 4:
Natures Might {Buff} [Strengthen the target greatly.]
Summon Greatest Creature {Summon} [Summon an incredibly powerful animal to serve the caster.]
Summon Storm {Utility} [Calls up a storm that covers miles of terrain, hitting nearby unprotected creatures with rain, hail, gusts of wind, and possibly even lightning bolts and tornadoes. Once called, the storm is completely beyond the casters control. The storm can be calmed with a second casting.]
Shape Stone {Utility} [Shapes a section of stone to the casters specifications, up to their Mind stat in cubic feet.]
Inner Decay {Bolt} [The caster causes the target to begin to swiftly rot out from the inside.]

Level 5:
Summon Earth Elemental {Summon} [Summon an earth elemental to serve the caster.]
Inner Power {Buff} [Natures power courses through the targets body, making them much more powerful.]
Control Weather {Utility} [Allows the caster to manipulate the weather for miles as they see fit, but once cast cannot be changed even with a second casting. Summoning a lightning storm to attack your enemies may cause just as much harm to you as to them, for instance. The weather needs to be naturally possible.]


Body
Level 1:
Least Magic Might {Buff} [I'm sick of describing these. You get the damn picture.]
Least Healing {Heal} [Regain some HP.]
Far Talk {Utility} [Lets the caster throw their voice as though speaking through a megaphone.]
Eavesdrop {Utility} [Lets the caster listen in on any target within 200 feet that they can see.]

Level 2:
Lesser Magic Might {Buff} [I'm sick of describing these. You get the damn picture.]
Lesser Healing {Heal} [Regain some HP.]
Allsight {Utility} [Gives +15 to all Perception rolls. Can be maintained by giving 1 EP upkeep.]

Level 3:
Magic Might {Buff} [I'm sick of describing these. You get the damn picture.]
Healing {Heal} [Regain some HP.]
Bone-Snap {Bolt} [Snaps a targets bones within their body, stunning them for a round unless they win a Resistance check against the caster.]

Level 4:
Greater Magic Might {Buff} [I'm sick of describing these. You get the damn picture.]
Greater Healing {Heal} [Regain some HP.]
Quake of Agony {Emanation} [Causes unbearable pain to those around the caster as their muscles tear themselves apart.]

Level 5:
Greatest Magic Might {Buff} [I'm sick of describing these. You get the damn picture.]
Greatest Healing {Heal} [Regain some HP.]
Granulate {Bolt} [A bolt of energy that reduces a targets bones to dust if hit.]


Entropy
Level 1:
Life-Steal {Bolt} [Drains some of a targets life force. The caster regains whatever damage this causes as HP.]
Shadows {Utility} [Causes the caster to be covered in shadows, giving them +8 to their Stealth checks.]

Level 2:
Wrack {Utility} [Stuns a target unless it wins a Resistance check, and deals 10 damage to it with incredible agony. This damage is not multiplied by spell level or affected by Armor.]
Hex of Unluck {Utility} [Creatures struck by a bolt take -10 on all non-damage rolls until the end of the encounter unless they win a Resistance check against the caster. Can target any number of creatures which the caster has in her line of sight.]

Level 3:
Mass Wrack {Utility} [Affects any number of creatures within 20 feet of a point of origin that is within 50 feet of the caster with a Wrack spell.]
Blightning {Ball} [Hits an area with a bolt of black lightning.]
Energy-Drain {Bolt} [Drains a target of its spiritual energy, causing EP damage instead of HP. The caster regains half of the damage caused by this spell as EP.]
Zombify {Summon} [Briefly animates a corpse to serve the caster. Can be used on any dead creature, and revives it to serve the caster. The creature loses any Spells, special abilities or Powers that it had in life, but maintains any skills it had with weapons, if any.]

Level 4:
Agony Beam {Stream} [Causes incredible pain in those it hits as it tears their souls apart. Those hit by it lose half as much EP as they do HP, rounded down.]
Agony Wave {Cone} [Causes incredible pain in those it hits as it tears their souls apart. Those hit by it lose half as much EP as they do HP, rounded down.]
Blackflame Blade {Utility} [Creates a blade of black fire that appears in midair and throws itself at the target and, when it strikes, deals 2d12 + Mind/4 damage. The flame can be maintained on the target by paying 3 EP upkeep, and doesn't require a second attack roll or Casting check.]

Level 5:
Summon Reaper {Summon} [Summon a reaper daemon to serve the caster. May turn on the caster after the encounter, but much more powerful than a normal summon. This creature gets x2 to all of its stats, but if it kills less than 3 enemies in the encounter, will attack the caster.]
Blight Storm {Utility} [Hits any 4 creatures within 50 feet with Blightning(Level 3 Entropy Spell.) ]
Chaos Curse {Emanation} [Creatures affected by this are not only harmed by its magics, but receive a Hex of Unluck(Level 2 Entropy spell) without the check to resist it.]
Essence Scatter {Bolt} [The caster strikes a single target with a bolt of pure chaos. Unless the enemy wins a Resistance Check against the caster, they are instantly killed, and their soul destroyed. If they win the Resistance check, they still take damage. Using this spell causes the caster to lose 2d6 HP, as summoning such entropy is harmful to their bodies.]


Arcane
Level 1:
Magic Missile {Bolt} [Magical bolts of energy strike at a target of the casters choosing. Unlike most spells, this attack automatically hits.]
Alarm {Utility} [The caster sets up a magical alarm trap, which will emit a loud noise if tripped. Can also be cast and then automatically tripped.]
Point Me {Utility} [Points the caster in the direction of magnetic North.]

Level 2:
Emergency Healing {Heal} [Quickly restores some of the casters health.]
Locate {Utility} [Allows the caster to form a link with an object or person they have been in contact with, pointing them in the general direction of it. Does not lead the caster around walls or other barriers, however.]

Level 3:
Exhaustion {Utility} [Deals damage to one target that is within line of sight of the caster equal to their Current EP - their max EP. That target has Base Casting and EP ceiling halved until the end of the encounter. Multiple castings on a single target do damage, but the penalties do not stack.]
Arcane Might {Buff} [Magical power augments the casters abilities.]
Dispel {Utility} [The caster can remove a magical effect or spirit power that is present on the caster. This includes things like Mind Control, Supernatural effects like Charm, Buff spells, spirit powers like Battle Aura and Energy Blade, ect. Walls of Force or Holy Walls can also be removed, but the caster must make a Resistance Check against the creator of the wall, or the effect is not dispelled. Summoned creatures can be banished, but the caster must make a Resistance check against the monster. Only one effect can be dispelled at once, and if multiple effects are present, the caster can choose which to remove.]
Eldritch Lantern {Utility} [A magical light source that also reveals all illusions within its 20 foot radius. The illusions are not dispelled, and moving away from the light causes the illusion to return as it was before the light source revealed it unless it is dispelled in some other way.]

Level 4:
Missile Storm {Ball} [Strikes all within its range with multiple magic missiles, which automatically hit their targets.]
Eldritch Blast {Bolt} [Fires a ray of eldritch power. Unlike most spells, this spell ignores the targets Armor value if it hits.]
Counterspell {Utility} [The caster prepares this spell against a single enemy. If that enemy attempts to cast a Spell or use a Power, the attempt fails, and they take damage equal to twice the EP spent on the Spell or Power. If the target doesn't cast a Spell or use a Power, the spell is wasted.]
Greater Dispel {Utility} [As dispel, but removes all effects, and requires not check to remove force or holy walls.]

Level 5:
Haste {Utility} [The caster gets to make two actions during her turn instead of one in the turns after this spell takes effect. Requires 4 EP upkeep.]
Mana Leak {Bolt} [The caster selects a single target, and drains a portion of their life force. The caster regains an amount of EP equal to the damage dealt by this spell. This spell deals damage as if it were one level lower (IE, a level 4 spell.) ]
 
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Re: DG 2.0 Character Creation Thread [New!!!]

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. Unless otherwise stated, powers take a turn to activate, and therefore you might have to wait a turn to make use of them. Once activated, the value of X in active powers cannot be changed unless you activate a new one that overwrites the old one.



Spirit Warrior

Battle Aura: Think glowing anime character and you've got a good idea of what this does. Energy cost is 5 + X activation and then X upkeep. Increases melee damage rolls, Speed, attack rolls, and Dodge by 3X. Characters with this active cannot attempt to be Stealthy.

Energy Blast: A simple bolt of spiritual energy. Costs X to use, and can either deal 2d6 x X damage to a single target (no maximum range,) or 3X damage to every target within 50 feet, including those friendly to the caster.

Power Surge: The user sends forth a cone or ball of energy, dealing massive damage to massed enemies. Costs X to activate, and deals (1d6 + 1) x X damage to all creatures within a 10 foot radius of any spot within 150 feet of the caster, or all creatures within a 30 foot 90 degree cone, originating from the user.

Flight: Self explanatory. Costs 3 + X energy to activate, and X energy per turn to maintain. Can move 5X feet per round. The user can carry another person with them.

Instant Transmission: Costs 10X to activate, and allows the user to teleport themselves and anyone who is touching them to anywhere they've already been or have line of sight to within X miles. In combat, the effect is delayed by 1 round, and can be interrupted if the character is unable to maintain concentration on it. The effects that interrupt this ability include: Having an orgasm, getting into a submission hold, or being stunned or knocked prone. The character takes anyone they're touching with them when they teleport.

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 4 + 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/3 damage, and a successful hit drains 1d6 EP from the enemy and adds it to the user. This damage ignores all armor and pain resistances. The user can summon and attack with it in the same turn. This power uses the characters Spirit or Body for the attack roll, whichever is higher.



Necromancer

Animate: Costs 3X energy to activate. X is dependent on what you want to animate. For small objects roughly with size and weight roughly equal to (or less than) that of a small dog, X = 1. For objects roughly the size and weight of a human being, X = 2. For objects closer to a large horse, X = 3. Finally, for objects with size and weight much larger, X = 4. Objects larger than, say, an elephant, cannot be Animated. The animated object does not think or move on its own, and must be mentally directed by the caster.
Animating a dead creature with this ability produces a being identical statistically to what it was in life, but without any of its Spells, special abilities or Powers. For animating objects or corpses as creatures, treat it identically as the Call Spirit Power, but -1 to the functional value of X. Animated creatures cannot have their energy drained, but do not cause damage to those attempting to do so.
For shaping things (stone, dirt, ect,) this power can be used to create physical bonds, which give the creature the Bound status unless they win a Grapple roll against 12X.
This power cannot be used to cause damage by itself, and X cannot exceed 4 for any of the uses of this power.

Nightmarish Image: Covers the user in a dark aura, and causes their eyes to glow bright red. Anything looking upon the character must win a Resistance vs 5X check or flee, as an image drawn from their own nightmares appears in the place of the caster. Creatures must make this check only once, and are otherwise immune to it. Costs 3 + X to activate and X upkeep, and increases Dodge and melee damage by 3X.

Life-Leach: Cost is X, deals Xd8 damage to all creatures (including allies) within 20 feet, and the caster regains half of the damage dealt as HP.

Agony Bolt: Fires a beam of pure energy that sears through the flesh of those it strikes. Costs X energy, and deals 2d4 x X damage to all those within a 100 foot line.

Call Spirit: Call up a dead creature and offer it a piece of your soul for assistance. Costs 2X and no upkeep, but when the fight's over the spirit leaves. The spirit forms a corporeal body, with a Body stat equal to 10X. Spirits have a melee attack that deals 2d10 + Body/2 damage, and a ranged attack that deals 2d4 + Body/3 damage to a single creature that is within 50 feet. The spirit does not communicate with your enemies, and is immune to any abilities or powers that would attempt to alters its allegiance. Attempting to drain a spirits HP or EP instead deals an amount of damage to the user that they would normally regain. The Spirit still loses that much HP or EP.

Agony Lance: Similar to the Spirit Warriors Energy Blade, only in the form of a spear. Costs 3 + X energy to bring out and X - 1 energy per turn to maintain. Attacking with it does Xd12 + Spirit/4 damage, and a successful hit drains 1 HP and 1 EP from the enemy and adds it to the user. This damage ignores all armor and pain resistances. The weapon is always 10 feet long, allowing the wielder to attack enemies up to 10 feet away, and is almost always black, violet, or red. The user can summon and attack with it in the same turn. This power uses the characters Spirit or Body for the attack roll, whichever is higher.



Psychic

Telepathy: Allows mental communication with another being, allowing each to read the others surface thoughts in whatever form they take. The user can choose to shield her thoughts from one she opens communication with, thus allowing her to read an enemies surface thoughts. Costs 2 energy to activate and 1 upkeep per person involved if you're only communicating. To attempt to dominate a target, the cost is 2 + X, and the target must win a 3X vs Resistance check or follow the users orders until the end of combat, at which point they start to break free and must be dealt with in some other way. Actions that differ greatly from the creatures normal behavior might inspire another Resistance check to retain control of the creature.

Psychic Shield: Grants the user a shield that blocks attacks. Costs 2 + X energy to activate and X upkeep. Gives a 3X bonus to Dodge, Armor, and all grapple rolls.

Telekinesis: You should know what this is. Cost to activate is 3 + X, and the user can move anything weighing up to twice their weight in any way they wish, so long as they maintain line of sight. Striking a target with an object using telekinesis deals (2 + 1d6) x X to each target, but an object can only be directed in one direction per round. IE: If you want to hit more than one creature per round, you've got to get an object of the appropriate shape, or have excellent aim. An object can be moved up to 50 feet per round.

Mind Cutter: Cut through creatures and objects alike with your mind, costs X energy and does 2d6 x X damage to one target that is within line of sight. This attack ignores the first 10 points of the targets Armor.

Pyrokinesis: Manipulate fire with your mind. Calling up a flame takes 4 + X energy. Fire deals 1d10 x X damage per round that it is within contact with a creature, and can be used in any shape that the user can imagine to hit multiple targets in a single round. Each target after the first takes a cumulative -2 to the attack and damage roll from the Power. Fire already present can be manipulated for X EP. The fire must be within 50 feet of the user.

Mind-Break: The user invades the mind of a single target that is within 50 feet and erases their memories. Costs 3 + X energy, and unless the target wins a Resistance vs 4X check, their mind is erased, leaving them a helpless cripple. This ability can also be used to erase parts of the subjects memories. If used in such a way, first, the user and her target must be connected via Telepathy, and second, the user spends 10 + X EP. The user and her target then make an opposed Resistance check, with the user getting a +X bonus to their check. If the target wins, the energy was wasted, but if the user wins, they can examine and rewrite the targets memories as they see fit.



Priestess

Holy Wall: Creates a wall of reasonable size and shape that no being may pass without the users permission, or by winning a (Your Resistance x (1 + X)) vs (Enemies Resistance) check. Spells, special abilities, attacks and other Spirit powers cannot pass through or be cast through a Holy Wall without the casters permission. Costs 3 + X energy to activate and X energy to maintain. In addition, demons touching it take 2d6 x X damage.

Blessing: Grants strength to the user and her allies, costing 3 + X to activate and X upkeep. Increases attack rolls, Dodge, and Perception by 3X for the user and any allies within 30 feet.

Holy Fire: Spiritual fire that burns your foes. Costs X to activate, and does 2d6 x X damage to one foe within 50 feet, or 1d6 x X damage to all enemies within a 10 foot radius of any spot within 150 feet of the user. This Power does not harm those who are friendly to the user unless they explicitly desire it.

Fey Servant: Summons one of the Fey to aid the user in a task, but requires some additional service as payment. Will aid the user as they require, but will never fight against their own kind. Costs 4 EP to use. Only a single creature of each type can be summoned with each calling, though there is no limit to the number that can be supported at once. The Fey you can summon are:
Gruff/Kobold - A minor Fey warrior capable of aiding the user in combat. Requires nothing more than a kiss, though additional boons would certainly be... Appreciated.
Fey Sorceress/Troll - A more powerful Fey, either a potent caster or a mighty warrior. Requires that the user make love to them once they find a safe spot to rest.
Fey Knight - A powerful Fey warrior also capable of magic and spiritual powers. Can only be summoned when the user is up against a great many or very powerful demons, and then only if the user could not possibly win on their own. Requires only that demons be defeated in the course of their service.
Sphinx/Angel/Fey Lord - An incredibly powerful creature that brings untold amounts of power to bear against the users foes. Requires either that the user answer a simple riddle correctly, give them an impressive tale to tell, or grant them a boon similar to the one granted to the user. Which of these is up to the user and the fey itself.

Cudgel of the Blessed: Summons a club made of spiritual power. Costs 5 + X to activate and X to maintain. Allows the wielder to strike a creature with it for Xd10 + Spirit/3 damage. This damage ignores all armor and pain resistances. The user can summon and attack with it in the same turn. This power uses the characters Spirit or Body for the attack roll, whichever is higher.

Binding: Holds a creature in invisible, unbreakable chains. Costs X to activate and X - 2 to maintain. A creature held in this manner has the Bound status, and must win a (4X + Your Resistance) vs (Enemies Resistance) check to break free.



Shadowmancer

Tentacle: Summons a tentacle made of living shadow, either attached to the caster or on any piece of ground within 30 feet, which can be used as the caster sees fit. It has a Body of 20 + 5X, and you can maintain up to 5 at a time. Can deal damage as if it had the Unarmed Fighter Talent, and grapples as though it had the Grapple Expert Talent. Costs 3 + X energy to activate and 1 EP upkeep.

Patch of Shadow: Costs X to activate. Blots out all light in an area equal to 5X square feet that only the user and specified creatures can see within/through. Allows the wielder to make attacks against any creature within it as though they were sneak attacks so long as they have the Stealthy Talent. Also, creatures inside are treated as blind, and Light spells have no effect if cast within or through a Patch of Shadows. each patch requires 1 EP upkeep.

Dark Armor: Costs 3 + X to activate and X to maintain, summons chitinous armor made of pure shadow to protect the user. Increases melee damage rolls, grapple rolls, and Armor by 3X.

Piercer: Sends a shard of shadow at a single target within 70 feet, costing X energy and dealing Xd12 damage. Can also be used against multiple targets, but each additional target after the first decreases X by 1 for the purposes of damage and requires an additional attack roll.

Shadowstalker: Move from shadow to shadow silently and invisibly. Costs X energy, and allows you to teleport 20X 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.)

Death-Whip: Creates a whip of pure living darkness attached to the users wrist. Costs 3 + X to activate and 2 EP upkeep. Allows the user to attack any 3 creatures within 10 feet of her with an attack that deals Xd4 + Spirit/3 damage. This damage ignores all armor and pain resistances. The user can summon and attack with it in the same turn. This power uses the characters Spirit or Body for the attack roll, whichever is higher.



Demonologist

Vampiric Futanari: The character grows a penis temporarily. Can be released at any time for free. Half of any pleasure the character causes their partner with it is drained from their EP and gained by the character using this ability. A character with this active orgasms and impregnates as normal. Costs 5 EP to activate and lasts until deactivated or until the character rests.

Fell Might: The user is filled with the power of Chaos! Costs 1 + X EP to activate and X EP to maintain. Increases melee damage rolls, attack rolls, Dodge, and Grapple rolls by 3X, but causes the character to lose X HP per round in addition to the EP upkeep.

Devils Lightning: A line of dark lightning bursts out from the casters hands, striking all creatures behind it in an 80 foot line. Costs X, and deals (1d8 + 1) x X damage to all those that it hits.

Form of the Swarm: Costs 1 + 2X to activate and 1 EP upkeep. Allows the user to transform their body into a swarm of insects, rats, worms, bats, or other such unpleasant creatures. They cannot be attacked in this form, and can move up to 5X feet per turn, moving through or over things that they would have to go around in human form. Unfortunately, they cannot attack or use other abilities either, and cannot move over things that their swarm-like form could not naturally move over, such as bodies of water. Also, creatures can easily track you if they so choose, so long as they can keep up with you. This Power can be used when a character is Bound or in a Submission Hold at double the cost. Retaking human form takes a turn, for which the user is stunned and helpless.

Summon Demon:
Summons a demon of the type of the casters choosing to perform some task. Costs 4 EP to make the call, plus some additional fee depending on the demon called upon. When summoned, the demon obeys the casters order to the best of their ability, even going up against other demons, though they won't throw themselves to their deaths. Multiple demons of each type can be summoned for the price of a single calling, but each must be payed separately before they will depart. Demons summoned in this way that die are not destroyed, merely banished, but do not require payment unless they succeeded in whatever task the caster called them for. The demons are:
Stalker/Goblin/Demon Soldier - A minor demon warrior with moderate combat skills. Requires some form of sexual release as additional payment, though foreplay is generally sufficient.
Succubus/Stalker Lightmage - A more powerful demon, capable of powerful magic. Requires that the caster allow the demon to feed off of them until they are sated once their task is fulfilled.
Hellhound/Nightmare/Greater Tentacled Horror - An incredibly dangerous creature, capable of besting most other demons in single combat with relative ease. Requires that the user bear them a litter once their work is done, however.
Demon Lord- An incredibly powerful and dangerous opponent with almost unlimited options. Unfortunately, requires that the user return a favor to the demon lord of the demons choice once their obligation is fulfilled.

Gorgons Gaze: An incredibly powerful ability. Costs 5 + X to use. Causes a single creature that is within 50 feet and that the user looks upon to instantly turn to stone, and remain that way forevermore, or until the user releases them, unless they win a Resistance vs 4X check. Note: PCs affected by this will be Paralyzed instead of insta-killed.
 
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Re: DG 2.0 Character Creation Thread [New!!!]

Weapons and Armor

Weapons
Weapons deal one of three types of damage on a successful hit. Certain enemies have resistances to certain types of damage, while others are outright immune to certain types of damage. Certain armor is also weak to certain types of damage.

All weapons use the Body as their main stat to hit things.

Melee Weapons
Unarmed - Base damage is 2d4 + Body/4 damage. Increases with the Unarmed Fighter Talent. All characters have this, and it always deals Blunt damage. Unarmed strikes are always considered one handed. Upgraded via the Unarmed Fighter Talent, it becomes: 1 + 2d8 + Body/2

One Handed Swords - Swords meant to be used in one hand, leaving the other hand free. Base damage is 1 + 3d6 + Body/2. Can deal either Slashing or Piercing damage. Examples: Longsword, Ninjato, gladius, dagger, rapier, knife, tanto, ect.

Two Handed Swords - Swords that can only be used with both hands. Base damage is 3 + 2d12 + Body/2. Can deal only Slashing damage. Examples: Claymores, greatswords, nodachi.

Bastard Swords - Swords that can be used in either one hand or both hands. Base damage is 3 + 2d10 + Body/2, and has -3 to damage and attack rolls if used in only one hand while a +2 to damage if used in two hands. Can deal either Slashing or Piercing damage. Examples: Katanas, broadswords.

Staffs - Long pieces of wood wielded with two hands and used to bonk things on the head. Base damage is 1 + 6d4 + Body/2 and grant a +6 to attack rolls. Always deal Blunt damage. Examples: Bo staffs, wu-tang staffs, quarterstaffs.

Blunt Weapons - Heavy blunt objects, possibly with spikes on them. Can be wielded in either one or two hands. Base damage is 2d12 + Body/2, but take -3 to damage when wielded in only one hand, or a +3 to damage when wielded in two hands.

Polearms - Long wooden poles with things on the end meant to do damage. Can only be wielded in two hands. Base damage is 3d10 - 1 + Body/2. Can attack creatures up to 5 feet away, and can deal either Blunt, Piercing, or Slashing damage. Examples: Spear, scythe, halberd, greataxe, naginata, lance.

Axes - Poles with axe heads on them that can be used in either in one or two hands. Base damage is 7 + 2d8 + Body/2, but always take -4 to attack rolls, as well as -5 to damage if used in only one hand. Can only deal Slashing damage.

Ranged
Rifles

Badarian Breach Loader - A heavy rifle with high range and damage, but only holds a single shot. Base damage is 3d8 + 2, 70 foot range, holds 1 shot, 1 round reload, ignores 5 AV.

Badarian Shotgun - A long barreled gun with two only shots, short range but high damage. Its smaller, more spread out projectiles have trouble penetrating armor. Base damage is 3d12 + 6, 20 foot range, holds 2 shot, 2 round reload.

Badarian Lever-Action Rifle - A light, easy to use rifle with moderate range and damage. Base damage is 3d8 + 2, 60 foot range, holds 5 shots, 2 round reload, ignores 5 AV.

Su-Ku-Ta Sniper Rifle - A long barreled rifle with long range and high damage, but long reload time and only a single shot. Base damage is 4d10 + 3, 120 foot range, holds 1 shot, 5 round reload, ignore 10 AV.

Su-Ku-Ta Assault Rifle - A heavy rifle with a large magazine, but low range and damage. Base damage is 1d12 + 4, 40 foot range, holds 9 shots, 3 round reload, ignores 10 AV.


Pistols

Badarian Handcannon - A long barreled breech loading pistol with only a single shot, a short reload time and short range, but very high damage. Its rounds tend to shatter on impact, so it has trouble penetrating armor. Base damage is 4d10, 20 foot range, holds 1 shot, 2 round reload.

Badarian Revolver - A short range revolver with moderate range, damage, and ammunition. Base damage is 2d10 + 1, 50 foot range, holds 5 shots, 3 round reload, ignore 5 AV.

Su-Ku-Ta Repeating Pistol - A short range pistol with a large magazine, but only moderate damage. Base damage is 3d6 + 2, 30 foot range, holds 7 shots, 3 round reload, ignore 5 AV.

Su-Ku-Ta Wargun - A heavy, long double barreled pistol with a small magazine and short range but fairly high damage. Base damage is 2d8 + 4, 30 foot range, holds 3 shots, 2 round reload, ignore 5 AV.


Other

The Bow: 2d6 + Body/3 damage, Range 120ft, reload time: 0 rounds

Crossbows, courtesy of GargantuaBlarg
Light Crossbow
DMG: 3d8 + 3 [6-16.5-27]
RNG: 60
SHT: 1
RLD: 1t
AV 5
The lath of this crossbow is thinner than its counterpart, making it easier to pull back into position, but

increasing the rate at which the bolt's velocity drops off. Or something. Physics!
[3 2 3 4 0 3 1]


Crossbow
DMG: 3d8 + 3 [6-16.5-27]
RNG: 90
SHT: 1
RLD: 2t
AV 5
A mechanical bow, mounted on a stock. The lath (bow) is thick and heavy, and a metal stirrup protrudes from the far

end.
[3 2 3 7 0 0 1]


Heavy Crossbow
DMG: 3d12 + 1 [4-20.5-37] OR 4d10 [4-22-40]
RNG: 90
SHT: 1
RLD: 3t
AV 10
This crossbow's lath is made of metal. It delivers much more power, but it is harder to draw the string back,

Throwing Knives: 3d4 + Body/3 damage, range: 30ft, set of 6.
Note: Throwing knives count as one handed swords if used in melee, but take a -4 penalty to damage rolls. Skill with One Handed Swords applies its bonus to throwing knives. Using them in melee does not consume ammunition.

Throwing Axes: 2d6 + Body/3 damage, range: 20ft, set of 3.
Note: Throwing axes count as axes if used in melee, but take a -4 penalty to damage rolls. Skill with Axes applies its bonus to throwing axes. Using them in melee does not consume ammunition.

Javelins: 2 + 1d10 + Body/3 damage, range 40ft, set of 3.
Note: Javelins count as polearms if used in melee, but take a -6 penalty to damage rolls and can be used in one hand. Skill with Polearms applies its bonus to Javelins. Using them in melee does not consume ammunition.


Armor
Armor protects your characters body from harm, both magical and mundane. Until it falls apart at least. Increases your Armor stat by come amount when worn, but takes damage even as it protects you from harm, and weighs you down slightly decreasing your Speed stat and ability to make the gestures and motions necessary for casting Spells and using Powers..
AV = Armor Value. How much this armor adds to your Armor stat.
EV = Encumbrance Value. How much this armor decreases your Speed, Base Casting and Spirit Ceiling when worn. Note: Armor cannot decrease Speed below 1, and also cannot decrease Base Casting or Spirit Ceiling below 3.
TP = Tearing points. How much damage your armor can take before it falls apart on you and you need to repair or abandon it. Resets whenever you rest.
DU = Durability. Whenever you take damage, it gets divided by this number and subtracted from your armors TP.

Armor can be weak against or strong against certain types of damage. If so, it will be listed in the description. Armor weak to a certain type of damage has its AV and DU divided by 1.5 against that type of damage. Armor strong against a certain type of damage has its AV and DU multiplied by 1.5. If a type of damage is not listed, it is treated as normal.

Damage to armor is calculated without subtracting the armors AV.
IE: A character wearing armor with DU2 and AV 3 who takes 4 damage would take 1 damage, but their armor would take 2.

Clothes: AV = 1, EV = 0, TP = 25, DU = 2.

Leather Armor: AV = 4, EV = 1, TP = 30, DU = 3. Weak against Piercing. Strong against Blunt.

Elven Bramble Armor: AV = 8, EV = 2, TP = 25, DU = 3. Weak against Slashing. Strong against Piercing.

Elven Warplate: AV = 10, EV = 3, TP = 30, DU = 4. Weak against Heat. Strong against Piercing.

Breastplate: AV = 11, EV = 4, TP = 50, DU = 4.

Chainmail: AV = 12, EV = 5, TP = 40, DU = 5. Weak against Piercing. Strong against Slashing.

Scale Mail: AV = 14, EV = 6, TP = 50, DU = 5. Weak against Lightning. Strong against Piercing.

Splint Mail: AV = 17, EV = 8, TP = 50, DU = 6.

Plate Armor: AV = 20, EV = 10, TP = 60, DU = 5. Weak against Heat. Strong against Slashing.


Shields
Held in one hand and used to protect against attacks. Increases a characters Dodge stat by some amount when used, but cause the wielder to be slowed slightly due to the added weight, and can be used to Shield Bash.
DB = Dodge Bonus. How much your character gets added to their Dodge stat while using the shield.
EV = Encumbrance Value. Just like armor.
Bash Damage = How much damage this shield does when your character Shield Bashes with it.


Buckler: DB = 6. EV = 0. Bash Damage = 2d4 + Body/4.

Round Small Shield: DB = 8. EV = 1. Bash Damage = 1d8 + Body/3.

Targe: DB = 7. EV = 1. Bash Damage = 2d8 + Body/3.

Round Heavy Shield: DB = 10. EV = 2. Bash Damage = 3d6 + Body/3.

Kite Shield: DB = 12. EV = 3. Bash Damage = 2d6 + Body/3.

Tower Shield: DB = 15. EV = 4. Bash Damage = 3d4 + Body/3.
 
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Tassadar

Tassadar

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Re: DG 2.0 Character Creation Thread [New!!!]

Rules

[Attacking]
Attacking with an unarmed attack or a weapon uses d20 + Body + Any other modifiers.
Attacking with a spell that requires an attack roll uses d20 + Mind + Any other modifiers.
Attacking with a power that requires an attack roll uses d20 + Spirit + Any other modifiers.

[Health]
A character reduced to 0 HP or 0 EP is knocked unconscious. If there are other, friendly characters nearby, a character at 0 HP regains consciousness immediately if a healing spell or ability is used on them. If no friendly characters or creatures are present, the character(s) is/are defeated and captured.

[Combat]
When in combat, the characters and their allies will always move before the enemy. A round of combat takes roughly 5 seconds worth of in-game time. On their round, characters can move up to their Speed in feet per round and either attack, reload a ranged weapon, attempt to do something in a grapple or start a grapple, cast a spell, or use a power. If a character wants to, they can also spend their entire round moving, which allows them move twice their Speed, but prevents them from making any other actions. Any other rolls like Perception checks are automatic.

[Attacking]
When a character makes some form of direct attack with a weapon or magic, I go through the following formula: (d20 + Main Stat + bonuses) vs (Opponents Dodge) If the PC wins, it's a hit, and I roll damage. I keep the to-hit numbers hidden to minimize the amount of time and space that all the rolling takes up. Not all Spirit and Magic attacks require to-hit rolls, they merely produce damage in an area of effect. Abilities that do this cannot be directed to not harm certain creatures, so the caster can harm themselves if they aren't careful.
A character using a weapon can Fight Defensively, sacrificing up to 20 points worth of to-hit to add to Dodge. This is added at a 1-to-1 ratio, and you can only do it if you are attacking based on the Body stat in that round.
If they so choose, a character can also use Full Defense, in which they lose all other actions for the round, including movement, but add their Body stat to their Dodge for that round.
When two actors are in a grapple, they roll an opposed grapple check, and the winner gets their action, while the loser loses their action for that round.

[Grappling]
Trying to start a grapple with something is d20 + Your Body vs Their Dodge. Grapple actions are opposed Grapple rolls, ie: (d20 + Your Grapple) vs (d20 + Opponents Grapple.)
For every round that two creatures grapple, the loser will get a cumulative +5 bonus to their next grapple roll. This will last for the duration of the encounter. They do not get this bonus if they are not resisting the thing that is grappling them.
When in a grapple, your available actions include:
Force your opponent into a Submission Hold. (Normal)
Escape Grapple. (Normal)
Penetrate or perform foreplay. (Normal)
Remove your own or an opponents armor/clothing. (Aggressor gets -12 to their roll.)
Shift aside your or an opponents armor. (Aggressor gets -8 to their roll.)
Tear an opponents armor. (Deals difference between the rolls in TP if the aggressor wins. Ignores DU.)
Unarmed attacks or attack with melee weapons. (Normal)
Move up to half your Speed while dragging your opponent along with you. (Normal)

[Submission Hold]
When in a Submission Hold, a character can attempt no other actions except escaping from the hold. If a character submission holding another character orgasms while their victim does not, that character takes -12 on their roll to maintain that submission hold if their victim doesn't orgasm as well.

[Group Grapples]
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. A group of creatures grappling something function as a single being, and therefore only get a single action.

[Casting]
When a character attempts to cast a spell, they must make a Caster check against the level of the spell they are trying to cast, or the spell fails and they lose all of the energy they used with no beneficial effect. Characters in combat can take penalties to their Casting roll if they are in stressful situations. These penalties include:
-8 if the character has orgasmed in the same encounter. Cumulative.
-8 if the character has taken damage of any kind within the last two rounds.
-12 if the character is in a grapple.
-12 if the character is penetrated.

[Sex]
Foreplay of any kind results in the recipient taking 2d6 + Body/3 Pleasure.
If your character is being penetrated, both she and her partner take 2d10 + (Others Body)/2.
If a character is being raped, and are resisting, they subtract their Resistance stat from any pleasure they or their partner takes. If a character reaches 0 PP, they orgasm, are stunned next round, and have their PP reset to full.
A character takes 1d10 damage for every round of sex they have, which ignores Armor. This damage is doubled if they orgasm.
If a non-sterile and non-egglaying enemy orgasms inside of a character, that character gets a pregnancy roll (1d2, a character becomes pregnant on a 2) that I keep hidden until the end of the encounter. Pregnancy lasts for 6 in-game hours, at which point the character gives birth to their offspring. Enemies that lay eggs always successfully impregnate their victim.

[Regeneration]
At the end of each encounter, if the character doesn't roll an additional encounter, (and isn't a succubus or have some other problem that prevents regeneration,) they regain all their HP, PP, and EP. In addition, if a character takes no pleasure for 3 rounds straight, their PP resets to max.

[Corruption]
Whenever a character receives pleasure from a creature that's not entirely natural (in other words, any monster in the game,) that character will receive corruption equal to pleasure taken. In addition, getting filled with cum (in any hole) or orgasming will cause a character to gain 5 corruption. Also, any EP drained from a creature is gained as corruption. Finally, in rare instances, corruption can also be gained from other events.

[Movement]
A character can move up to their Speed in feet every round without penalty. A character can move up to 2x their Speed stat in a round, but by doing so they lose the ability to take any other action that round.

[Unarmed Combat]
A character, by default, deals 2d4 + Body/4 damage when they successfully hit with an unarmed attack.



Status Effects


Prone/Stunned: The character is knocked to the ground or knocked senseless. Requires a round to recover.

Blinded: The character can no longer see, any physical attack they make is at -16, their Dodge takes -10, and any Perception roll they make is at -20.

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, so long as they aren't also in a Submission Hold.

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

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. This includes all Powers, Spells, Attacks, Skills and Special abilities.

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 Resistance vs 30 check.

Horny: The character, quite plainly, needs to get laid. They cannot do anything that would prevent them from being satisfied, which includes killing or crippling any potential "partners." 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.

Pregnant: The character is pregnant. Need I explain more?

Bound: The character has their limbs bound so that they cannot move or fight. No actions except escape are possible, and any actions against the character automatically succeed. The check made to escape is a Grapple roll, and the target number is determined by the GM.
 
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Tassadar

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Re: DG 2.0 Character Creation Thread

Locations

Put here in case people didn't know about them.

Badaria:
Artmirst - The sight of the recent demonic invasion, which was pushed back a mere 2 years ago. It is nothing but a ruin now, with a few treasure hunters sifting through what's left, and an occasional demon still searching for prey. It sits in the Southern portion of the empire, and its crumbling industrial sector or the thick forests that surround this town are an excellent place for a person to hide.
(Any)

Necropolis - The capitol of the empire, a huge city filled with wondrous items of powerful magic and magnificent engineering, all owned by the Lich King. It is an urban jungle, filled with factories, warehouses, taverns, whorehouses, barracks, the palaces of the ruling class, and miles upon miles of slums.
(Badarian)

Argent Vale - A village on the Eastern edge of the empire, bordering on Amazonian and night elf lands. It is small and has little of interest, other than a few farms. It is surrounded by forest, with a road cutting through the center of the village that forms a cross, allowing travelers to go in any direction.
(Badarian)

The Hidden Village - A small village where groups of demons who had deserted the invasion gathered, and is home to numerous social outcasts of all types. It sits on the edge of a lake, somewhere in the South-West portion of the empire, and is surrounded by dense forest.
(Demons, Fey, Naga, Alruane, Dragon-Kin, Daemon-Spawn.)


Amazonia:
Celesis - The largest city nestled in the Amazon jungles, sitting far to the East of Badaria. It is a center of learning and culture unrivaled anywhere else in the world, with members of any race able to walk the streets freely, and guarded by fierce warrior-monks said to possess incredible spiritual power. It is surrounded by dense jungle spotted with small villages and orchards or pastures that grow the cities food.
(Amazons, Fey, Night Elves, Any within reason)

Pfithirian Jungle - An inhospitable section of jungle that borders South-Eastern Badaria, and populated by a few small scattered villages of Night Elves and Amazons. Local stories say that it is filled with hostile creatures, sentient mobile plants, and even wandering Fey, all of which are exceedingly hostile and dangerous.
(Amazons, Night Elves, Alruane)


Crolia:
Gods-Reach - The home of the oldest and largest enclave of high elves currently in existence, and a place filled with powerful arcane secrets. It sits atop a low mountain, overlooking one of the smaller passes into Crolia from Badaria, and it is surrounded by pine forests and other peaks.
(High Elves, Fey)

The Pass of Ghosts - The largest pass through the mountains that separate Crolia and Badaria, and the corridor through which the Lich King has sent his invading armies time and time again. The place is practically a graveyard, with the forests long ago cut down to build fortifications. Over a dozen forts and hideouts, some ruined and some occupied by scouts awaiting the next attack, dot the snowy tundra. Far to the North West is the city of Therion.
(Crolians, High Elves, Badarians, Orcs)

Therion - The largest City State in Crolia, it sits close to the frozen sea on the West, but also close to the Pass of Ghosts, which it has been the greatest defender of out of all the Crolian states. It is currently ruled by an Elven Queen, who rules from the Tower Goldspike, a spike of stone and metal that juts almost a thousand feat into the air, and is sustained by powerful magics.
(Crolians, High Elves, Orcs)

The Academy - A school and library where wizards and spirit users are trained to control their abilities, and new magical techniques are researched. It is surrounded by snowy woods where students are allowed to practice their abilities, and a small village called Buttersville sits a mile or so away, supplying the Academy with food and providing sanctuary to those traveling to the academy.
(Crolians)


Anudor Desert:
Shry-Kuth-Lus - The largest city in the desert, and with its back to the sea giving it abundant trade with the lands beyond it, this titanic walled metropolis is home to hundreds of thousands of Su-Ku-Ta of all classes. There are centers of industry centered around the docks, a section of the city devoted entirely to the homes of the richest lords, slave markets selling humans, orcs, elves, and even some Su-Ku-Ta women. The rest of the city is devoted to the slums of the working class who provide the labor behind the cities wealth. the city borders a massive, hostile desert.
(Su-Ku-Ta)

Haven - One of the few long term communities held by the nomadic Anudorian peoples, this small encampment borders the only river running through the desert, around which a small forest has grown. The ruins of a large stone fortress, built by some ancient culture long extinct, sits on the Western edge of the encampment, which is made up of small wooden buildings that are sunk low into the ground and have many windows to keep the relentless desert heat at bay.
(Anudorians)

The Expanse - An endless desert that stretches as far as the eye can see. It has little in the way of shelter from the desert sun, and no marked roads save for a single stone path laid by the Su-Ku-Ta that connects them to trade with Badaria. Only a few roaming bands of Anudorians live in this inhospitable region.
(Anudorians, Su-Ku-Ta, Badarians.)


Hell:

The Portal - Once the sight of the portal to Artmirst, now an empty desert with nothing but empty stone ruins and sand dunes.
(Demons)

The Heart of the Abyss - The capitol city of hell, once ruled by the Demon Queen, a throne that now sits empty. As such, the city has been in chaos since the invasion was pushed back, the lack of any clear leader having let the demonic inhabitants fall to infighting. The stone buildings of the city, which range form tiny stone huts to titanic castles, are all battle scarred, with most demons supporting one Lord or another.
(Demons)
 
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