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DG2 Character Sheets


Tassadar

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Post the character sheet for whoever you plan to play as in DG2 here, in spoiler tags as before. Don't forget to include your location. Threads will be created on a first come first serve basis.
 

Keylo

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Re: DG2 Character Sheets

((Copied from old thread...will be adding some more backstory too now that DG1 has ended for her.))

Enigma returns for DG 2...Let the tale of the "Mad" Wanderer (or Devourer to some) continue.


Character Sheet:
Name: Enigma
Class: Spirit (Necromancer)
Race: High Elf

Body: 12+0 = 12
Mind: 10+4 = 14
Spirit: 46+20 = 66

Hit Points: 12+ 14/2 + 66/2 = 52
Pleasure to Orgasm: 12/2 + 14 + 66/2 = 53
Spirit Energy: 12/2 + 14/2 + 66 = 79 + 20 = 99
Speed: 12/2 = 6
Dodge: 92/2 = 46
Armor: 4
Resistance: 33+6 = 39

Experience: 0
Corruption: 70

Talents:
Soul Drain Resistant
Necromancer: Life Leech and Call Spirit
Strong of Spirit x4
Soul Sense
Additional Power: Animate and Nightmarish Image
Massive Energy Pool
Demonologist
Resistant

Flaws:
Open Soul (Race)
Honorable
Sensitive

Mutations:
Tight x2
Demon Lover (Flaw)

[SPIRIT USERS ONLY]
Spirit Ceiling: 99/6 = 16.5 = 16
Powers: Animate, Life Leech, Call Spirit, Nightmarish Image, Gorgon’s Gaze, Summon Demon



Inventory:
50 Denarii
Melee weapon - Ceremonial Metallic Staff Nil. Base damage is 1 + 1d4 + 6. Always deal Blunt damage.
Ranged Weapon – x2 Evisceratory Throwing Knives - A quintet of blades that are easily concealable. Base damage is 2d6 + (50/4 = 12.5 = 13), range is 20 feet, come in packs of 5, and up to three can be thrown per round. Note that they must be retrieved from dead enemies to be thrown again.
Wanderer’s Enchanted Robe (Leather Armor: AV = 4, EV = 1, TP = 30, DU = 3. Weak against Piercing. Strong against Blunt.)

Minor item [quantity in digits]

Enchanted blindfold: Binds and conceals Enigma’s eyes, which now turn the weak-willed before her to stone, after beginning to delve into the realm of demon magic. Although Enigma can see through them, others can not.

Enchanted Traveler’s Cloak (Part of her “armor”): The old cloak returns to obscure her face…although is now a bit more water and stain resistant than before.

Tea leaves: After the last trip without a good cup of tea…Enigma makes it a point to keep a ready supply with her. If she could do the same with scones, she would.

Rope: Self explanatory

Collar: For any potential “pets” she may decide to keep, although she may be quite satisfied already with Lanai.

x2 Specimen Jars: To collect odds and ends for experiments.

Bio/Description:

"Enigma" is the name by which others address this traveling high elf. A name most fitting given her the mysteries that shroud her, for all that is known about her is speculation at best. Some say she is an exile from her home, for the practice of the necromantic arts. Others claim that she is in actuality, male, and a spy for the Badarian Empire. The only facts that are for certain is that she wanders around from town to town across the land, and is searching for something relentlessly... Either way, "Enigma" is a highly shady character, and should not be trusted by anyone...

That is, if you believe what most people say about her. "Enigma", in truth, is merely a highly inquisitive individual, albeit one that has little respect for cultural traditions, diplomatic relations, and such. From acts such as learning necromancy to sate curiosity despite the protests of her family and friends, to practicing the staff to see if a frail bodied person could fell a bear by herself (a feat that she nearly paid her life for), "Enigma" is highly whimsical and perhaps... insane person who does anything that happens to strike her fancy. Her travels across the land and her "searching"? A desire for knowledge at best, or simply because she "wanted" to travel to a certain destination. The "code of honor" she follows? Purely on a whim, where she decided that a "code of honor" was an excellent thing to have. Throwing her name and past away? Merely an experiment to see if anyone would ever be able to connect the dots. All in all, if anyone ever came to know who "Enigma" truly was, they would find her to be a horrible eccentric and perhaps "lunatic." The fact that she is traveling to a place infested with demons and monsters "for science" does not help in the slightest...

Asides from her bizarre mentality, there is also the matter of her physical appearance. From an average passerby's glance, she would appear to be a fairly normal elf, possessing the slim dainty frame and pointed ears that all elves had, albeit with a slightly disappointing bust size, but an elf nonetheless. That is...until one took a look at her face. Possessing long hair a mixture of purple and white with pink streaks and a pair of impossible heterochromic eyes (one eye being purple, while the other was red) due to a breast enhancing experiment gone wrong (in which her bust also decreased a size to barely a B-cup), her appearance is a fashion designer's worst nightmare, as well as the most probable reason for which she keeps her face hidden at all times...

(Keylo's tl;dr for "Enigma": Insane lovable eccentric I suppose?...)

DG 2:

As of Enigma's last trip though the elf has begun to change in the company of her demon pet, or more accurately...as a result of various forbidden experiments. In a horribly unsuccessful attempt at infusing herself with demonic magic, so as to increase the extent of her powers...Enigma found the energies from devoured foes over the years becoming...unstable, threatening to devour her from within and render a horrifying and truly mad abomination of unbelievable power. Through seals, magical contraptions, and the occasional help from her pet though...the high elf has managed to avoid such a fate for now...yet knows that it is inevitable unless a permanent solution is found. Eyes now possessing faint arcane glyphs inscribed in their center, whose gaze turn all but the strongest willed to stone, and an chaotic aura that attracts demons to her servitude... Enigma now travels the land with her pet, with her eyes bound by an arcane blindfold in search of a means by which to truly bring her power under control. Lest those which lie dormant within her consume her being...and make the remnants of her soul and conscience slave to all those others she had thought to attained dominance over.

Location
After an attempt to return to Godsreach in Croalia ended up in a rather unfavorable fight, being the outcast and "heretic" she was...Enigma's travels now bring her to Argent Vale as she makes ready for an expedition to Celesis...

Experience Log:
8/20/2011: Spent 16 EXP, to gain Resistant + Strong of Spirit Traits
 
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BlueSlime

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Re: DG2 Character Sheets

Nala the Night Elf Witch

Name: Nala
Class: Mage (Dark Witch)
Race: Night Elf

Body: 8 +4 =12
Mind: 34+4+16 = 54
Spirit: 8

Hit Points:43
Pleasure to Orgasm: 64
Spirit Energy: 41
Speed: 6
Dodge: 37
Armor: AV:1
Resistance: 27

Experience: 6
Corruption: 88

Talents:
Seduction
Perceptive
Strong of Mind x2
Concentration
Focus in Entropy
Focus in Nature
Natural Succubus: Knowledgeable
Evoker
Conjurer
Empower Spell

Flaws:
Open Soul
Demon Lover
Horny Slut
Fey Lover
Beast Lover

Mutations:
Whip Tongue*
Tight*

Base Casting:27+8=35
Favored Element: Entropy and Nature

Inventory:
Darkwood Staff: (+12) [Dmg: 1+1d4+6]

Notes:

Bio/Description: Nala is the daughter of a powerful Night Elf High Priestess, who has eschewed the spirituality of her family's sect to study the eroding properties of nature. She is a learned scholar, but very rebellious and sure of herself, to the point of being overconfident. She has taken many lovers within her mother's spiritual conclave, and has been a somewhat corrupting influence with her love-making amongst the neonates, causing some embarrassment to her family. As a punishment for her behavior, her mother has sent Nala to practice her skills in a distant land.

Nala stands at 5'7", with smooth purplish-blue skin, and long flowing, dark blue hair. Her breasts are on the petite side, but she is endowed with perfect hourglass curves and shapely legs, which she loves to show off by wearing provocative and revealing silks, usually dark green in color.

Location:

Pfithirian Jungle

Experience, Corruption and Mutations:

Total EXP: 8
Current EXP: 0 (Acquired Empower Spell (8)), (Acquired Seduction (Role Played))
Corruption: 88+50
Mutations: Whip Tongue (+2 pleasure damage dealt when using oral foreplay)
Tight (+2 pleasure damage dealt when being penetrated, but only if the penetrator is capable of deriving pleasure from the act.)

Nala's Specialized Talent Tree (Nala only)
Seduction: Whenever Nala causes her partner to climax, she can make a casting roll DC = pleasure she received for that round. If she succeeds, the targets will it slightly subsumed By Nala. Taking any action against Nala requires they make a Resistance check against her, even if she is helpless or not present. Every orgasm they take per day after the first increases Nalas Resistance by 4 for the purpose of this check.

Undistractable: Ignore the Penetrated penalty to casting, and decrease the penalty from having an orgasm by half. Pleasure damage no longer causes a casting penalty. Requires Seductive.

Climactic Casting: Fully ignore the penalty to casting from having an orgasm. Get a +12 bonus to casting while penetrated. Requires Undistractable.

Into His Head: The Resistance Check to resist Nala is increased by 8. Can be taken multiple times. Requires Seductive.

The Addiction: If Nala accumulates a Resitance Check bonus equal to the value of the victim's Resistance, then their will has been subsumed fully and they become Nala's thrall. Requires Seduction.
 
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plmnko

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Re: DG2 Character Sheets

I will use Mithra once again but, i will change her a little after saw than some talents and flaws have changed
Name: Mithra
Class: warrior
Race: High Elf

Body: 42
Mind: 8
Spirit: 18
Hit Points: 55
Pleasure to Orgasm: 38
Spirit Energy: 43
Speed: 42*10
Dodge: 44 and other +10 with dueling
Armor: 10
Resistance: 21
Experience: 18-16=2
Corruption: 63

Talents:

*Hard to Hit: Adds +10 to the Dodge stat.
*Dueling: While wielding only a single one-handed melee weapon, get +10 to Dodge and +5 to all damage rolls with that weapon.
*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.
*Natural Spirit:Spirit Warrior
*Natural Mage:Focus in {Nature}
*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 x 2: Gain your choice of 3 Skills, so long as you meet the requirements for them.
Skill with Weapon [One Handed Swords ] : Adds a +12 to hit with the selected weapon.
Perceptive: Get +10 to all Perception rolls.

Flaws:
Open Soul (racial): ### +4 to Energy damage
Fertile
Plant Lover: +8 to Pleasure taken from mutated plants.
Mutated: Lactation, Soft-Skin, Tight
Skills:
Lightning Jabs,
Defenseless
Smite
Ranger:+4 to Perception and Stealth rolls while in the wilderness
Defensive Strike{Activated}:don't attack, +12 dodge and gain an attack against any enemy that attacks you in melee and misses.
Battlemage: You can use your Body to-hit instead of your Mind to-hit when attacking with spells.

Magic: Base Casting: 4 lol
Favored Elements: Nature
Level 1:
Summon Creature {Summon}
Natures Breath {Heal}

Level 2:
Natures Might {Buff}
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.]
Natures Breath {Heal}
Summon Greater Creature {Summon}

Level 4:
Natures Might {Buff}
Summon Greatest Creature {Summon}
Summon Storm {Utility}
Shape Stone {Utility}

Level 5:
Summon Earth Elemental {Summon}
Inner Power {Buff}
Control Weather {Utility}

(an any magic from lv1 and 2)


Powers:Spirit Warrior
Battle Aura: Energy cost is 5 + X activation and then X upkeep. Increases melee damage, Speed, to-hit, and Dodge by 3X. No Stealthy

Flight: Costs 3 + X energy to activate, and X energy per turn to maintain. Can move 5X feet per round.

INVENTORY Bag with many adventurer items
2 One hand sword: (46) [1+ 3d6 +21+5] {none} dodge 50 when dueling (1 equiped)
Leather Armor: AV = 4, EV = 1, TP = 30, DU = 3 (bag)
The Bow: 2d6 + Body/3 damage, Range 120ft, reload time: 0 rounds
Clothes: AV = 1, EV = 0, TP = 25, DU = 2. (bag)
Elven Warplate: AV = 10, EV = 3, TP = 30, DU = 4. Weak against Heat. Strong against Piercing. (equiped)
Staff: 1 + 6d4 + Body/2 and grant a +6 to attack rolls. (bag)


Description:
She have an average height compared with other of her race, blond large hair than usually have it tied back. She always have admire her father and her dream is to be a proud warrior of her town like him and in order to do it she is ready to break even her word. Thanks to her trauma she have avoid any sex contact and she always use a full armor or clothes to hide her skin and well endowed figure. In the little time than have passed after DG1 the body of Mithra have changed even faster than before, making her have problems with her training, her now D+ cups always are tied by bandages than usually have to change when she start to lactate and hidden by a cape and armor, this have reduced the speed of Mithra
Background
Before DG 1
Mithra born in a Hidden High Elf Village, "Far Away" of the nation of Badara, usually the warriors go to support the army of the Gormoia mountains, leaving some to protect the town just in case than something could happen.

years before Mithra born, a large slaver army try to invade it.They fail to do it thanks to the father of Mithra and others few warrior left behind, but these waves were used as a distraction by some slavers who take some females before the Elf Warriors returned.

After saw than even her wife was taken Mithra´s father and a little group of his friends pursuit them and like was written in the other character sheet of Mithra her mother even so much corrupted was saved.

Years after Mithra was born in her childhood, some kind of tentacle beast that was inside her house attack her, she lost the memory of what happen to her in that night but from time to time she have nightmares of that night.

The time passed and she became a fine warrior thanks to the training of her Father, somehow Mithra cant control completely her spiritual energy so she trained hard to become a warrior. The townspeople never confidence in her around her town always have been rumors about her and her mother that's why she never was entrust any mission to go out her town until a day when her father ask her to leave to buy some lactose-free milk.
After DG1
Mithra was teleported to Artmist by a crazy mage and after some events she meet a mercenary named Thomas and some white spider who make her know the form of live of humans and fey beings, they "help her" in the time in Artmirst. Some days later she returned to her town where she explain what happen to herself in Artmirst in a heroic and modest way, that make than the young elves admire her and some even forget the hate again her. The elders in other hand saw this like a excuse to make her join the team in charge to rescue any elve than have been lost contact to the town. Of course she was not alone there was a mage, hunter and a warrior in the group. With the time she learned new skills from them.

Some month before DG2 she returned to her town for Familiar Problems (nothing of great importance) all was right until she heard the notice than some weird events were happen close Crolia:Gods-Reach , so she decide to leave and to meet her team in an town close the incidents there she found her friend Randomguy hurt in an inn who say her than he have lost contact to the other two members (the other two are girls) so after know than he was safe she left him and use the info than he give her to search them.

Location:
Crolia:Gods-Reach Outside

add mutation
Shadowy: +2 stealh
Soft skin
29ago-updated: exp, corruption,items, changed stats
buy skilled (Lightning Jabs, Defenseless and smite) and use 8 points in body, so many stats fer increased
28 sep end of update the new stats (weapon)
 
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Archer

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Re: DG2 Character Sheets

Character sheet
Name: Vivian
Class: Succubus
Race: Part-Demon

Body: 16
Mind: 18
Spirit: 24

Hit Points: 37
Pleasure to Orgasm: 38
Spirit Energy: 41
Speed: 8
Dodge: 25
Armor: 1
Equipment: Clothes: AV = 1, EV = 0, TP = 25, DU = 2.
Polished elm staff: Base damage is 1 + 1d4 + Body/2. Always deal Blunt damage.

Resistance: Spirit 34

Experience: 0
Corruption: 0

Talents:
Succubus
Succubus Magic x2
Lucky
Spunky
Fuck Me
Pull Out
Soul Drain Resistant
Resistant

Flaws:
Horny Slut
Mutated
Idealistic
Mutated
Sensitive

Powers/Skills
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. (Special restriction, Vivian must be able to dance or sing to charm someone)

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

Bio/Appearance
Vivian is the daughter of the retired mercenary known as the Red Asp and her lover Tabitha. The details of her birth are sketchy but it most likely had magic involved in it. Regardless Vivian has grown into a young woman who has fully embraced her demonic roots. She's developed much differently than either parent showing herself far more outgoing than Tabitha but turning away from serious combat and instead embracing the desert culture that Mina has taught her. The stories of her travels have taken root in Vivian's head though and she yearns for a chance to strike out on her own and have her own exciting adventures.


Mutations
Favored Enemy (Succubus) : 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. (Growning up around them Vivian has grown accostomed to the grace and beauty of succubi)

Massive Breasts: Vivian has a DD Cup bust

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

Fetish (Exotic Women) : The character gains a particular favorite thing that sets them off when they're in bed. Whenever the character comes on the receiving end of their fetish, they start taking +10 to all pleasure rolls. (Basically if her opponent is a woman thats far different from her, i.e. Naga, Fey, Aluraune etc. Vivian can't help but be fascinated by them)

Tight x2: The character deals +2 pleasure to your opponent during penetrative sex. Can be taken up to 3 times.

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

Location
The hidden village
 
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Hafnium

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Re: DG2 Character Sheets

Hopefully it's still okay for me to join in on this!

Important Character Stuff

Character Sheet:
Name: Tamonten
Class: Warrior (Weaponmaster)
Race: Part-Demon

Body: 60 (32 + 2 + 16 + 10)
Mind: 10 (8 + 2)
Spirit: 22 (10 + 4 + 8)

Hit Points: 76 (60+5+11)
Pleasure to Orgasm: 51 (30+10+11)
Spirit Energy: 57 (30 + 5 + 22)
Speed: 24
Dodge: 46
Armor: 2
Resistance: 30
Grapple: 60
Perception: 60 (64 in urban or wilderness environments)
Stealth: 56 (60 in urban or wilderness environments)

Experience: 0
Corruption: 50

Mutations:
*Masochist: when a character takes health damage, d4+1 of total taken is taken as pleasure damage as well
*Sadist: character takes d4+1 pleasure damage each time she inflicts health damage to something
*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. (Pitch-black left arm. Ghostly pale skin that gives off a dull glow in the light for the rest of her body.)
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. (A pitch-black sinewy devil's tail with a spade at the tip.)
*Pheromones: -4 to Stealth checks and friendly characters are more interested in sex (xivvix)

Talents:
[Gen] Strong of Body: +8 to Body Stat
[Gen] Strong of Body: +8 to Body Stat
[Gen] Strong of Spirit: +8 to Spirit Stat
[Gen] Natural Spirit: Lets you a Talent from the selected Classes Talent pool. Taking Demonologist.

[War] Heavy Weapons Specialist: While wielding a two-handed weapon, the character gets +12 to damage rolls on any melee hit.
[War] Unarmed Fighter: Increases unarmed damage from its base to its upgraded damage.
[War] Skill with Weapon (Two Handed Sword): Adds a +12 to hit with the selected weapon.
[War] Skilled: Gain your choice of 3 Skills, so long as you meet the requirements for them.
[War] Skilled: Gain your choice of 3 Skills, so long as you meet the requirements for them.
[War] Skilled: Gain your choice of 3 Skills, so long as you meet the requirements for them.

Flaws:
[Race] Mutated: Your character starts the game with 3 mutations of your choice.
[Talent] Open Soul: Whenever anything feeds on the characters spirit energy, it rushes out like a river. +4 to Energy damage.
[Talent] Open Soul: Whenever anything feeds on the characters spirit energy, it rushes out like a river. +4 to Energy damage.
[Talent] Open Soul: Whenever anything feeds on the characters spirit energy, it rushes out like a river. +4 to Energy damage.

[WARRIOR SKILLS]
[Heavy] 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.
[Heavy] 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.
[Heavy] 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.

[Unarmed] 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.
[Unarmed] 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.
[Unarmed] 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.

[Gen] Spirit-Oppressor: Gain +10 to Dodge and opposed checks against Spirit based attacks.
[Gen] Thief: Can open locks and disarm traps, no rolls required. Also gives +4 to Perception and Stealth rolls when in urban environments.
[Gen] 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.

[SPIRIT POWERS]
Spirit Ceiling: 10
[Demon]Fell Might: The user is filled with the power of Chaos! Costs 3 + X EP to activate and X EP to maintain. Increases melee damage, to-hit, Dodge, and Grapple by 3X, but causes the character to lose X HP per round in addition to the EP upkeep.
[Demon]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.

Inventory:
Greatsword (72) [2d12+45 Slashing Damage]
Unarmed (60) [2d8+31 Blunt Damage]
Hunting Dagger (60) [3d6+31 Piercing or Slashing Damage]
Clothes: AV = 2, EV = 0, TP = 25, DU = 3
Sealing Armlet [Fluff Item]
Regulating Bracelet [Fluff Item]
Journal [Fluff Item]
50 Denarii
13 Darkhearts
Location:
Artmirst - Wandering around looking for any information on the initial demon incursion that might help her to find a cure for her possession.
Description/Personality
Description: Tamonten stands at 5'5" (165 cm) with a lean build from years of training in the art of the sword. Much to her disappointment, this lean build also extends to her petite breasts. Her hair is milky white and falls to her waist. Her eyes are green and she has a youthful, if somewhat average, face. She wears roomy clothing, pants and a shirt, that flare out at her wrists and ankles, mainly intended for mobility. Her clothes are dark green with a black trim and are made of a durable fabric with an origin that even Tamonten isn't entirely certain of, but looks quite silky. The young woman tends to forego underwear (for mobility, honest!). Though since her adventures began the addition of a sinewy black devil's tail with a spade tip which she hides in her pants causes her worse mobility issues.

Her skin is ghostly pale and when she's in the sun it reflects light to give her a soft glow. Odder than Tamonten's pale glow is that her left arm is an entirely different color than the rest of her skin. There is no left sleeve on her worn, grey shirt, having been designed to end at the shoulder and revealing a left arm that is literally pitch black. Despite the color of her left arm it is still a fully healthy and mostly functioning appendage. On her left arm is a heavy cast-iron manacle with a chain that links it to a similar cast-iron cuff on her left wrist, both are fused directly to her skin, these being the reason she can't wear clothing over the arm in question. If any attention is paid it's easy to notice that Tamonten's left arm is constantly shaking, even if it's only slightly.
Biography
Tamonten didn't have the beginnings one might expect of someone classified as a part-demon. She was born to a retired Amazonian soldier turned farmer and his wife on a plain farm in the Empire. For several years her life was average, or perhaps above average as she was the only child her parents conceived and spoiled because of it. Occasionally she would stir up quite a bit of trouble but beyond that things of note rarely happened on the farm.

One day, the young girl snuck away from the farm to explore a nearby forest on one such trouble-making expedition. On her search she stumbled across a strange skull in the middle of the woods. The thing gave off such a foul aura that even the wildlife wouldn't approach it but curiosity overwhelmed young Tamonten and she inched closer to it. Against her better instincts she moved to touch it. As soon as her finger touched the skull plantlike vines poured out of it's mouth and sockets, one grabbing her left arm and digging into the skin with its thorns before she could react. The rest of the vines moved to restrain her but by pure instinct Tamonten managed to not only dodge them but to pick up a particularly sharp rock and cut the tendril that already had gripped her arm. With nothing but escape in mind Tamonten ran all the way back to the farmhouse, stopping only to remove the thorny tendril that was still in her arm. She never told her parents about the event as it was against their rules for her to step foot in the forest.

The event was not as over as Tamonten would have liked to believe, however. After that day Tamonten began to hear a voice in her head. It was a distinctly male voice that seemed to have a full range of emotions but preferred the tone of careful patience. It told her things, directions around the forest, information about the lands, and taught her fun games. As it worked its way into her confidence the memories of the incident in the forest seemed to fade day by day. Her memory loss was not entirely by coincidence. The girl's parents wouldn't know of the voice until one day at dinner her father spoke about a far away land he had been to when he was still a career soldier and Tamonten repeated something her 'friend' had told her about the place, which she had never been to. After explaining the voice in her head her parents were quick to wave it off as an imaginary friend. After a while it seemed true even to Tamonten, all according to the voice's plan.

By the time she was a teenager she had all but forgotten about the voice. Her old "imaginary" friend seemed like just another part of her mind. During her teenage years she began to take an interest in her father's former profession and begged him to teach her in using a sword. After some resistance her father eventually relented and taught her. Tamonten was a quick learner, thanks in part to her unseen friend, and within a few years was showing promise as a warrior. The voice couldn't have asked for better fortune than to have a host that already had some experience in fighting. Not more than five years after she had began learning Tamonten's father confessed to being unable to teach her much else and things became uneventful again as Tamonten began training on her own. Things wouldn't remain uneventful for too much longer, as it was less than a year later, on her eighteenth birthday, that the creature struck.

Striking when she was on her way to town with her parents to celebrate, her "friend" possessed her. There was no warning, no way for her to fight back. She convulsed, her hands turned into claws, her skin turned a pitch black, she gained tails, wings, and claws. The possessed Tamonten immediately lashed out, killing their cart's horse in a single blow. The demon turned her to do the same to her parents with an eye on rampaging throughout the entire town but her father was quicker than the creature had expected. Tamonten's father fought his possessed daughter for several minutes and eventually gained the upper hand and subdued her, knocking her unconscious. Much to the demon's surprise, the former soldier still had a lot he could have taught his daughter.

By that point the guards had been called and they had no intention of letting a possible demon go free. Tamonten's father, who still cared for his daughter and hoped to save her, escaped them while carrying the young woman's unconscious form. By chance he happened to know a talented inventor who dabbled into magical and spiritual power from the town that owed him a favor. The inventor and the swordsman had been friends during his years as a soldier and he had saved the man's life. Taking the young girl to the inventor he requested that she be saved. The man managed to craft the woman a seal after many days of work. Made of cast-iron with no small amount of enchantment on it. The inventor predicted that the seal would keep the creature from taking her body again without her inviting it in for some time.

When she finally came to her skin had changed, previously tanned from working on the farm, it became ghostly pale. Her hair had gone from black to a milky white. The last surprise came from her left arm, which had become pitch-black with the iron cuff literally fused to the flesh of her upper arm. The arm had also begun shaking uncontrollably as soon as she had come to. Despite the inventor's attempts over the next few days he was unable to remove the spirit from her body entirely, though he was able to make a cuff for her wrist intended to stop the shaking. Despite her father's promises that he would save her, Tamonten, who had become aware of what a danger she was to those around her, finally resolved to leave in the night to keep her family safe from her.

For several years after her choice to leave her family Tamonten lived as a wanderer. Finding her abilities with most other weapons ruined by her blackened arm's shaking, she stole a great sword and some clothes and only traveled into civilization when absolutely necessary. The experience of surviving on her own in the wild turned her into an impressive warrior, despite a great many close calls when she first set out. For a time she even began to think that she could live in the wild for the rest of her life. It wasn't to last, however, as the voice returned, sounding as patient as it always had. Worse, the voice's influence was seeping through the seal little by little. Every new intrusion onto her mind lasted a second longer than the last before she could banish the demon.

With the realization that the thing inside of her would eventually consume her entirely if she didn't do something about it, she vowed to find a way to seal the creature entirely and get her left arm back. Unable to find a mage, priest, or inventor capable of or willing to help her, Tamonten traveled to Artmirst in the hopes of finding a cure before it was too late.
Change and XP log:
[Running Total: 2 XP] Gain 2 XP for killing 2 Wolves.
[Running Total: 6 XP] Gain 4 XP for killing 4 spiders.
[Running Total: 0 XP] Spent 6 XP on 6 body. Gained Tail Mutation.
[Running Total: 10 XP] Gain 10 XP for killing a ton of plants.
[Running Total: 20 XP] Gain 10 XP for killing an evil tree.
[Running Total: 0 XP] Spent 4 XP on Body, 8 XP on Unarmed Fighter, 8 XP on Skilled, gained Pheromones.

Nonessential Notes
Babies Made: 23 Alraune

Tamonten's Personality:
The girl tries to be kind and honorable when possible, as it's how she was raised and her personal preference. Tamonten still has issues trusting other, more normal, humans, if only because of some of the things she went through while wandering. She's fairly simple in conduct and speech and as of recent when she wants to sound more eloquent she tends to borrow mannerisms from the fey, which were the first group she has socialized with since she ran from her home. She does tend to joke when nervous or tense.

She values her skills with a sword above most else. One day she hopes to open a school for teaching the art of wielding a weapon. Tamonten is very strict on herself about her swordsmanship. Anything short of perfection demands improvement. Her obsessive nature has left her quite talented as a swords-woman. It also tends to leave her charging in or refusing to retreat from situations where she really shouldn't and should, respectively. She's also found herself quite addicted to the respect and admiration her sword skills can bring about.

Tamonten has gone several years with minimal intimate or physical contact. While her raising was fairly prudish, her freedom and her desire for touch tends to leave her more susceptible to such advances, even if her mind tends to nag at her before and during such encounters. After her time with Jasmine, she's begun to actively consider seeking such trysts if only to avoid loneliness. The fey are a bit of a fetish for Tamonten, she's enchanted by the faerie folk's exotic nature, although that isn't to say that she hasn't begun fantasizing about Krig. She's still working on the love thing, but feels a pang for the violet-haired girl.

Overall, she's quick to care, quick to offer her aid, quick to fight, and quick to lust but not quick to trust or love.
Something or Other:
Path of the Weaponmaster: 3
"I can defeat the demon. I will defeat the demon and cast it from my body. Discipline and determination are all I need."
Path of the Berserker: 2
"The demon is a handicap. If I gain enough power then perhaps I could enslave it and make it my strength."
Path of Temptation: 2
"This demon isn't so unreasonable. Perhaps I can deal with it in order to borrow it's power and become a stronger warrior."
Path of the Fallen: 1
"No, I will not lose everything to the demon. Never again."
Tamonten's Journal:
On the inside of the cover there's old writing:
I still remember that day.
Floating in a sea of darkness, the demon's aura so thick that I couldn't breathe.
Trapped within my own body, chained inside my mind.
Waking to find my father over me and hearing those four words.

"It wasn't a nightmare."

Never again.


The rest of the pages are blank. Maybe there will be more when Tamonten gets somewhere safe enough to write! >.>
TL;DR Backstory (OOC Edition):
Little Red Ri- I mean, Tamonten was strolling through the woods and, like a dummy, touched a creepy skull. The skull was the last creation of a dying, spiritually strong creature (might have been a demon, might not have been). It's consciousness fused with her body (the idea is through corrupting spiritual power but I don't want to step on the lore's toes if that wouldn't be possible in this setting). It spent several years spreading it's corrupting influence throughout her body before finally taking it's prize. Unfortunately for it, the plot struck and a particularly clever mortal sealed it in with an enchanted iron cuff. Despite the seal, the creature's original possession of her body left Tamonten mutated in a few ways.

A few years of aimless wandering later and it's beginning to get past the sealing armlet. Tamonten is scared of the possibility of losing herself permanently so she decides to take a personal journey to a place where demons are or look for information regarding the demons and particularly powerful people who have fought them. Because what better way to seal the creature permanently than by murdering a bunch of demons and potentially being raped by their friends?
Misc Notes.
- Tamonten and the creature possessing her arm can still communicate through thought. With the seal Tamonten is able to force it to be silent, though as the seal has become less capable of containing the creature it becomes more and more difficult.

- Despite being classified as part-demon, Tamonten was born of two human parents. It isn't clear whether the consciousness that now resides in her body along with her own is actually a demon or not, though it claims to be and it is what originally mutated her.

- The iron cuff on Tamonten's upper arm is what seals the creature out of her mind. It does so by harnessing much of Tamonten's own energy and willpower to keep a barrier between the thing and the rest of her body. As a result of this she is unable to use her demonologist powers.

- Because of the amount of energy -- good and bad -- sealed in her left arm it constantly shakes, the severity of which varies. The regulator on Tamonten's wrist was created to counteract this. It functions by siphoning excess energy that the seal isn't using along with more of Tamonten's energy and releasing it in pulses in an attempt to disperse the energy of the creature inside her. As a result of this Tamonten can't purposely use any ability that would cost her energy and is easier to drain energy from.

- The choice to seal it in her left arm was made after discovering that it originated from there and simply grew it's own energy throughout the rest of her body like a weed. In a way the seeds are still there and attempting to grow and the seal is like a box to keep it cordoned off from the rest of her body, mind, and spirit.

- The seal and regulator can be shattered purposely by purposely overloading them with energy and hitting them with something or removed in one piece by any mage or spiritual power user given enough time. They can't be brute forced off or removed otherwise because they're fused to her skin. If the seal is ever shattered then Tamonten's consciousness will likely be overtaken quickly ((which basically equates to me RPing her in a more evil fashion, really)).
Mini Bios for Past Characters:
- Tamonten's father: He was a prodigal swordsman in his youth and Tamonten still believes that he's several times better than her. Despite being expected to go on to do the great things, however, he became a mercenary instead. He was involved in one of Badaria's several invasions, during which he saved the scientist who would eventually save his daughter. He came back from the wars a broken man, terrorized by the things he had seen during the war, and swore never to hold a weapon again. He became an alcoholic. Eventually, though, he would give up his alcoholism for the love of a woman who helped him through his brooding. In order to buy a farm he spent time teaching any who would pay him how to wield a weapon. After he had saved enough, he gave up the killing but not the art of swordsmanship, and purchased a farm to live on with his wife where she would eventually give birth to Tamonten. Reluctantly taught his daughter how to wield a sword but also was very careful to insure that she learned of honor and justice better than he had in his own youth. He stopped teaching the young girl in the hopes that taking the last steps of the journey by herself would teach her valuable lessons as a person.

- Tamonten's mother: A kind and patient woman. While Tamonten always associated more with her father than her mother she still loved both. Always hoped that Tamonten would give up her tomboyish ways and become a proper lady.

- The Inventor: A fairly eccentric man who always had his nose in a book. He signed up as a mercenary to escape poverty but wasn't very good with a sword. A talented man in areas of intellect, however. Tamonten's father saved his life and in turn he saved Tamonten.
Relationships
With Jasmine: Tamonten was surprised to be shown kindness after so many years of hiding. She considers Jasmine a great friend, despite the probable age and maturity difference between the two. Somehow still has not connected two and two about Jasmine's title. Tamonten is quite enchanted by the fey and it is probable that her faeophile nature began with the priestess. She's pretty much putty in the green woman's hands.

With Krig: Tamonten is becoming very protective of Krig. She cares deeply about her fellow mortal, especially amongst the fey who seem to have wildly different outlooks on life, beginning to put her safety even beyond the rest of her comrades. She is fairly confused at her feelings for Krig and secretly lusts over the violet-haired woman. She is, however, too dumb to realize that Krig probably has some feelings for her as well.

With the black oak: Tamonten hates ventriloquism now. :|
 
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thetwo

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Re: DG2 Character Sheets

Character sheet for Ashley:
Name: Ashley
Class: Mage
Race: Badarian

Body: 18
Mind: 52
Spirit: 10

Hit Points: 49
Pleasure to Orgasm: 66
Spirit Energy: 45
Speed: 13
Dodge: 40
Armor: 0
Resistance: 26

Experience: 0
(Spent XP: 38)
Corruption: 26

Talents:
Strong of Body (+8 body)
Strong of Mind (+8 mind)
Perceptive (Get +10 to all Perception rolls)
Lucky (+3 to all non-damage rolls)
Focus in {air} (+12 to {air} casting, level 2 cantrips)
Evoker (+1 to spell level for damage)
Concentration (+8 to base casting)
Experienced Caster (Cast any level 3 spell)
Focus in {arcane} (+12 to {arcane} casting, level 2 cantrips)
Potent Spells (+10 to effective resistance for own spells)

Flaws:
Sensitive (+4 to pleasure damage)
Plant Lover (+8 to pleasure damage from plants)

[MAGES ONLY]
Base Casting: 34
Favored Elements: Air, Arcane

Inventory:
Badarian Revolver (+16) [2d10+1] {50'; 5 round magazine; 3 rounds to reload; ignores 5 AV}

Canteen of water
leather coin purse with 150 denarii

Bio (abridged):
Ashley came into her magic at a young age, shortly after the death of her mother, and used it to call a storm to destroy the entire town she held responsible for her mother's death. She survived alone on the streets for some time until she hit puberty when her lack of magical knowledge really started to become a problem. She then spent a few years being tutored in practical magic by a traditional old mage who insisted that his name was Ozymandias.

Things turned sour in the year or two after she turned 18, with several unfortunate incidents. In the first, she lost her virginity to a Shorn Weed and was lucky not to have gotten pregnant. Then Ozy died before he could correct the mistake of shying away from teaching a teenage girl about exactly what Demons did when they invaded. Ashley ended up taking to the road for some time before finding a proper place for herself in the world.

Early on she picked up a pistol after a group of soldiers taught her that relying on magic alone left you in a poor spot when you ran out. And then she came upon the town of Artmirst, and its demonic incursion. After exploring the situation, she gathered a group of diverse allies - fey, an elf, a su-ku-ta, even a dragonkin - and led them in an assault on the demonic prison on the other side of the gate. (Ongoing, see "wrap-up")

When the gate finally closed, Ashley made her way to The Academy, where she hoped to close the gaps Ozymandias left in her education. She was making decent headway when the invasion began.

Starting location:
The Academy - Following the demonic invasion, it became clear to Ashley that while her training in practical magic had been quite good, her old tutor had hesitated in other areas, in particular anything to do with sex. She could hardly blame the old man, but following the events in Artmirst she felt it wise to seek out a proper institution of learning to round off her non-technical magical education, and perhaps even polish her practical magical abilities further.

Change Log:
2011/03/21 - Start with 50 denarii
2011/03/21 (2)- DG1 imports get 10 XP, not an extra talent. Also spending that on an extra talent and +2 to body. And correcting a talent.
2011/03/21 (3)- Added other possible starting locations
2011/03/27 - Changed starting location
2011/04/02 - Removed honorable and Stealthy
2011/04/02 (2) - Polished biography, removed "tentative" from a few places, generally made ready for the start of DG2.
2011/04/14 - Won 100 denarii
2011/05/09 - Gained 8 XP for killing dozens of flying things with an Epic spell.
2011/06/27 - Weapons rebalanced
2011/07/16 - Speed Changed
2011/07/30 - Looks like I missed a weapon change.
2011/08/21 - Gained 12 XP for like 50 things in that big hall
2011/09/08 - Gained 8 XP for the entire fucking mothership
2011/09/13 - Spending 8 XP on "Focus in Arcane", 8 XP on "Potent Spells", and 12 XP on mind. Added corruption from an ill-advised spell.
2011/11/17 - Forgot to update "mages only" section after spending XP.
2011/12/02 - Updated inventory to reflect loss of clothing.
2011/12/16 - Migrated to DG3 version
 
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Stratiros

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Re: DG2 Character Sheets

Name: Lia
Full Name: Aya'liatrin
Class: Succubus
Race: High Elf half demon

Body: 14
Mind: 14
Spirit: 38

Hit Points: 55
Pleasure to Orgasm: 40
Spirit Energy: 52
Speed: 7(6)
Dodge: 33
Armor: 4
Resistance: Spirit-19
Experience: 8
Corruption: 50

Talents: ^ is from class
^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.
Spunky: Instead of using Body as their base stat for pleasure damage, the succubus uses Spirit.
Succubus Magic: Sexual Healing: When your character drains EP, they may forsake the regenerated EP and instead gain 1/2 as much HP.
Superior Spirit: Demonologist
Lucky: Get +3 to all non-damage rolls.
Suck You Dry: The succubi deal an additional 12 pleasure per round during foreplay. (Hands, feet, mouth, or tittyfuck.)
Healthy: Grants an additional 15 max hit points.
Strong of Spirit: +8 to spirit
Side-Skill: 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+.

Flaws: * is from race, ^ is from class
*Mutated: Your character starts the game with 3 mutations of your choice.
^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.
Poor Grappler: -12 to all Grapple rolls.
Sensitive: Pleasure taken is increased by 4.

Mutations:
Fertile Mouth: If a character swallows a creatures cum, they get a pregnancy roll (even if that monster normally wouldn't need one.)
Masochist: when a character takes health damage, d4+1 of total taken is taken as pleasure damage as well
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.
Lactation: The character begins to lactate, and any pleasure they take due to their breasts being touched is increased by 2.

Powers:
Summon Demon: Summons a demon of the type of the casters choosing to peform some task. Costs 4 EP to make the call, plus some additional fee depending on the demon. 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 before they will depart. 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/Devouring Slime - 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.
Fell Might: The user is filled with the power of Chaos! Costs 3 + X EP to activate and X EP to maintain. Increases melee damage, to-hit, Dodge, and Grapple by 3X, but causes the character to lose X HP per round in addition to the EP upkeep.

Inventory:
Spear: 3d10+11 Slash/Pierce/Blunt
Leather Armor: AV = 4, EV = 1, TP = 30, DU = 3. Weak against Piercing. Strong against Blunt.


Description:
Lia is very tall for her race, at around 6'3" she'd outclass most of the other high elves people would see. Though this still makes her very short compared to many demons. Her hair and skin are both pure white, marking her heritage from a frost demon. she typically wears very little, just barely covering all of the important parts. With solid DDs for breasts this frequently results in her spilling our of her top.

Personality:
Lia is very happy-go-lucky, idealistic, and more than a bit naive. She's always had everything given to her and doesn't really understand how people take advantage of each other. She also really wants to help out everyone and make their lives great. Unfortunately for them Lia considers being captured and raped by demons to be one of the best things that can happen to anyone. After all, being hurt feels really nice and they'll take care of you.

Bio:
Lia was born around 50 years ago to a High elven woman who was kidnapped by demons. Since she can remember her mother has always been broken, always willing to serve them. Her father had different plans for Lia though.

She was trained as a succubus, harnessing her innate demonic powers. Yet, there were two restrictions placed on her, she was never allowed to have vaginal sex and she was only to have sex with other captured mortals. Her father did not want her to get pregnant so soon, it would apparently ruin several of his plans nor become incredibly corruped. Unfortunately, exactly this did happen 1 year ago. Somehow her body had become changed and despite being a virgin Lia had been impregnated. Disgusted her father removed all restraints on the other demons. Over the next five months she learned much more and her preferences changed significantly, though she never got broken.

Then one day she was summoned to him. He needed a pawn in the mortal world, someone willing to bring more mortals back to them. Lia'd always wanted to please her father so she happily agreed. After being taught basic summoning along with some combat training she set out before the portal was closed.

Now Lia will wander around the world finding fine young women and bringing them the greatest joy possible. At this point she has no idea that the portal has been closed and she actually would be doing a major job if she succeeds.

Location:
Celesis- probably wandering through the jungle trying to find people
 
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Guan Yu

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Re: DG2 Character Sheets

Just according to plan

Statistics
Tomoe
Miko (Combat with some spirit powers)
Amazonian

Body: 54
Mind: 10
Spirit:14

Hit Points: 66
Pleasure to Orgasm: 44
Spirit Energy: 61
Speed: 23
Dodge: 49
Armor: 5
Resistance: 37
Spirit Ceiling: 10 (Armor has no Encumberance)

EXP: 28
Corruption: 0

Talents:
Strong of Body
Skill with Katana
Hard to Hit
Hard Hitter
Pain Resistant
(flaw)Resistant
(flaw)Natural Spirit (Spirit Warrior)
(flaw)Greater Energy Pool
(EXP) Heavy Weapon Expert

Flaws:
Sensitive
Honorable
Open Soul

Powers:
Battle Aura (5+X activation, X upkeep for 3X increased Melee Damage, To-Hit, Speed and Dodge)
Instant Transmission (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 or being stunned. )

Inventory:
Kuchinawa (Tomoe's shrine katana +2, wielded in two hands) (+68)[2d10+62]{none}
Miko Robes (Cloth Armor AV=1 EV=0 TP=25 DU=2)
Sword care kit
10 denarii

Minor items:
Extra sets of clothes x2
Bedroll
Dried food rations x7
Backpack
Waterskin
Lantern

Background, personality and physical description
History
Born into a vassal family in the far eastern parts of the world, Tomoe has seen war from the day she was born. Being a woman, she wasn't allowed to touch the weapons of a warrior during her earliest years. Her family were friendly with a more prestigious family, and the children from both families played much together. But, one fatefull day, her destiny would change forever

During some of their games, the kids wandered a bit too far from the safe gardens of the family, and found themselves at the edge of the woods. A pair of hunger-starved wolves spotted them, and the higher-ranking son took it upon himself to defend them from the crazed wolves. But, his resolve was not strong enough, and he was tackled to the ground. As Tomoe saw the wolf bite down on his arm, she began to act. Picking up the tree branch the boy had dropped, she began to attack the wolves in a savage frenzy of attacks. After that, she passed out

Following the incident, her family was accused for staining the honor of the greater family, as a girl had saved their son, when they both just should've just died honorably. Her family began to lose their status, and she was blamed for it. A year after the incident, she abandoned her home and went to live with the nuns and priestesses in a monastery. But, she wouldn't be able to escape her warrior destiny, as these women trained themselves both spiritually and physically in the ways of the warrior.

Many years later, Tomoe has grown into a fine young woman, and her skills are amongst the best in her shrine. Her graceful form has impressed many a visiting noble. But, as much as she loves her sisters and the shrine, her heart desires for a journey, to see other far-away lands. So, the beautiful miko decides to leave her home shrine behind, promising to return when her heart is satisfied

Personality & looks

Tomoe is a 5'3 tall, 20-year old very well endowed young woman. Her eyes are purplish blue, and her lustrous black hair reaches down to her lower back. She wears her shrine's traditional miko wear, a white robe with long sleeves, red hakama, a red long bandanna, socks and sandals. Held across her back is Kuchinawa, the katana handed to her by the high priestess before she left.

Tomoe's noble upbringing has made her polite and honorable to a fault. She is kind and emphatizes with almost anyone. While she is a skilled warrior, her deepest desire is universal peace. Even with all her sword skills, the young miko is still very unsure about herself in socializing matters, having been living in a shrine most of her life. As a result, she is unusually shy and awkward around people she is not familiar with.

On matters of a sexual nature, Tomoe is almost unexperienced. She's still a virgin, only having rubbed herself a few times when aroused. Due to the disrespectful treatment she received as a child, she lacks trust in men. The time at the shrine has also made her into a stickler about modesty. This causes her to dress in the covering shrine robes almost all the time, the idea about exposing her body to any person outside her shrine sisters being an absolute no-no to her.

Pic

Location
Argent Vale. This is where Tomoe's wanderings have brought her. Being a small town near the border of her native lands, it is an obvious stopping point for her

Changelog
2 exp
10 exp
2 exp
4 exp
10 exp

Total 28, Used 28, Usable 0
 
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maikochan

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Re: DG2 Character Sheets

Sheet:
Name: Phyrra
Class: Druidess (Succubus)
Race: Full Blood Demon

Body: 10
Mind: 54
Spirit: 18

Hit Points: 46
Pleasure to Orgasm: 68
Spirit Energy: 50
Speed: 4
Dodge: 41
Armor: 1
Resistance: 27

Experience: 2
Corruption: -

Talents:
Succubus
Natural Spirit (Priestess: Blessing, Fey Servant)
Natural Mage (Focus in Nature Magic)
Superior Spirit (Demonology: Fell Might, Vampiric Futanari)
Strong of Mind x2
Greater Draining
Knowledgable
Succubus Magic (Sexual Healing)
Suck you dry
Fuck me

Flaws:
(Innate)
Mutated
Idealistic
Horny Slut
(Chosen)
Fey Lover
Mutated

Base Casting: +27
Favored Elements: Nature (+39)
Level 1:
Summon Creature {Summon}
Natures Breath {Heal}

Level 2:
Natures Might {Buff}
Entangling Vines {Utility}

Level 3:
Cats Vision {Utility}
Claws {Utility}
Natures Breath {Heal}
Summon Greater Creature {Summon}

Level 4:
Natures Might {Buff}
Summon Greatest Creature {Summon}
Summon Storm {Utility}
Shape Stone {Utility}

Level 5:
Summon Earth Elemental {Summon}
Inner Power {Buff}
Control Weather {Utility}

Powers:
Blessing
Fey Servant
Fell Might
Vampiric Futanari

Mutations
:
Full Blood Demon
Fetish (Draining) - Because Phyrra almost starves herself for fear of corrupting people, when she does feed, the feelings are amplified.
2 Horns
Multi-orgasmic
Wings
Tail
Battery
Soft Skin x3

Weapons:
Staff (+10) [2d6+5] {Blunt}

Armor:
Clothes: [AV = 1, EV = 0, TP = 25, DU = 2]

Sex Attacks:
Non-Oral Foreplay: 2d6+24
Oral Foreplay: 2d6+18
Penetration: 2d10+27

Inventory: 50 Denarii
Pendant
Strange book

History:
Centuries ago, when the forces of hell had invaded earlier, one demoness used the chance to find her freedom. An average succubus, Phyrra had the potential to rise to become a powerful demon lord herself, but for one major problem: she cared for her fellow demons. And other beings too, and though she would carry her missions out, it was always with a heavy heart whenever she had to harm another being. When the time came, when the demonic host was in full retreat under the fey army's assaults, Phyrra fled into the wilds.

For decades she survived in the wilderness, moving from one logging outpost to another, staying just outside of town and reluctantly raping a girl from time to time to sate her hunger. In time, she learned to harness the energy of the forests, an power alien to most demons.

After learning of groups of people who worshipped nature called druids, Phyrra managed to find a circle that would accept her, despite her demonic nature. The circle was comprised mainly of other outcasts who had turned to nature for acceptance. Orcs and half-elves mingled alongside escaped slaves and demonspawn. There was even a fey sorceress named Tam-lin in the circle who took Phyrra aside and taught her how to turn her natural demonic abilities into beneficial supporting abilities.

Phyrra lived with the druids for many years, even falling in love with Tam-lin as the decades drew on, the two leading the circle as a refuge for the outcasts of society. Her peace was not to last however, as Badarian encroachment on the circle began to grow. As the Badarian loggers approached the circle's sacred grove, Phyrra advocated that the druids fight while Tam-lin suggested that they withdraw, finding even more secluded places to live. The circle was split into two camps, one, Phyrra's, wishing to fight, the other following Tam-lin. Although the two had opposing philsophies, Phyrra and Tam-lin remained close friends and lovers during the schism and the two parted ways with heavy hearts.

Phyrra's counterattacks against the Badarian loggers slowed the human's advancement, but they were outnumbered and outgunned. As the trees of the sacred grove fell, Phyrra realized Tam-lin's wisdom. Nature would always regrow, there would always be places to love the world. To an immortal like herself or Tam-lin, there would always be more trees. Fleeing into the wilderness once more, Phyrra became a hermit. She felt she had so much more to learn of nature, and wanted to reunite with Tam-lin only once she felt mature enough to do so.

Phyrra now lives just outside of a small town on the trade route from Badaria to Amazonia. She is known to the people of the town, some fear her as a witch, others respect her as a wise woman. A few know of her demonic nature, but Phyrra has obtained their silence in one way or another. She still has to hunt for sexual energy, but she focuses primarily on Badarians passing through the small town, or a few people who trust her and know her secret. Phyrra has taken the town under her protection and uses her magic to help the town, protecting crops and making them grow.

Phyrra and Tam-lin exchanged pendants shaped like the portions of a yin-yang symbol. While being of no real value, Phyrra guards hers with her life, feeling it to be her one link to Tam-lin.

Appearance: http://www.ulmf.org/bbs/picture.php?albumid=268&pictureid=5020
Phyrra is a typical looking demoness, wings, horns and a long tail. Phyrra tries to hide her demonic features whenever she is mingling with humans, but, because her wings and horns are nearly impossible to hide, she has to wear heavy, hooded robes. When she is around her home, she typically wears Amazonian silks, a guilty pleasure of Phyrra's.

Location:
Argent Vale - The small border town in Phyrra's background. More accuratly, just outside of it in a small house in the forest.

Changelog:
I derped on keeping track of experience, but the total is 26 as of Nov 5th.
Nov 5: Spending 24 to get Succubus Magic (Sexual Healing), Suck You Dry and Fuck me, leaving 2 left.
 
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GargantuaBlarg

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Re: DG2 Character Sheets

Therion, please!
Also open to grouping with other Therion people. My char was built all over the place and as a healer, with the worst choices possible, so I might need some homies to help hit stuff on my behalf. Hopefully I will not bog it down as much as I did in Mirafar

Naltaibur Slybelqua
Name: Naltaibur Slybelqua
Class: Mage - Physician
Race: Night Elf
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.

Body: 16
Mind: 34
Spirit: 24

Hit Points: 45
Pleasure to Orgasm: 53
Spirit Energy: 49
Speed: 12
Dodge: 37
Armor: 8 (6P/10B) (4 nat + 4 armor (2 vs Pierce; 6 vs Blunt))
Resistance: 17
Experience: 16/16 (spent/total)
Corruption: Level 5 / 0 for likely not much longer
Base Casting: 24
Spirit Ceiling: 8

Talents:
RACE - Perceptive: Get +10 to all Perception rolls.

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

***Natural Spirit: *Psychic: Telepathy, Mind-break

*Natural Succubus: *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.

*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.

**Focus in {Body}: 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.

**Focus in {Experimental Body}: 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.

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

Strong of Body: +8 Body.

Concentration: Increase Base-Casting by 8.


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

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

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

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

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

MUTATIONS
*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.

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

*Futanari: The character gains a penis. Can penetrate anything with the appropriate holes.
- *Doublecock: Twice the phallus, twice the fun!

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

[MAGES ONLY]
Base Casting: 21 [14-1+8] [Mind/2-EV]
Favored Elements: Body, Experimental Body

Body
Level 1:
Least Magic Might {Buff} [I'm sick of describing these. You get the damn picture.]
Touch; 1 stat +2, 1 EP/turn
Least Healing {Heal} [Regain some HP.]
Touch; 1d8 + [5] 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.]
Touch; 1 stat +4, 2 EP/turn
Lesser Healing {Heal} [Regain some HP.]
Touch; 1d8 + [5]x2 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.]
Touch; 1 stat +6, 3 EP/turn
Healing {Heal} [Regain some HP.]
Touch; 1d8 + [5]x3 HP
*Bone-Snap {Bolt} [Snaps a targets bones within their body, stunning them for a round unless they win a Resistance vs 32 check agianst you.]
50ft single-target; Bolt [2d4 + [5]]x3

Level 4:
Greater Magic Might {Buff} [I'm sick of describing these. You get the damn picture.]
Touch; 1 stat +8, 4 EP/turn
Greater Healing {Heal} [Regain some HP.]
Touch; 1d8 + [5]x4 HP
Quake of Agony {Emanation} [Causes unbearable pain to those around the caster as their muscles tear themselves apart.]
15 ft. radius on caster; 2d6 + [2]x4

Level 5:
Greatest Magic Might {Buff} [I'm sick of describing these. You get the damn picture.]
Touch; 1 stat +10, 5 EP/turn
Greatest Healing {Heal} [Regain some HP.]
Touch; 1d8 + [5]x5 HP
*Granulate {Bolt} [A bolt of energy that reduces a targets bones to dust if hit.]
50ft single target; 2d4 + [5]x5


[SPIRIT USERS ONLY]
Spirit Ceiling: 7 [EP/6]
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.

[Communications: 2/activate 1/turn/person upkeep]
[Mind probe: 2/activate 1/turn/person upkeep]
[Dominate: 2+X; 3X vs Resistance]


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.

[Brain Burn: 3+X; 4X vs Resistance]
[Memory Edit (req. Telepathic connection): 10 + X; opposed Resistance check, user +X]


Inventory:
50 Denarii

Ox-pulled covered wagon, carrying tools and able to conceal bodies and stuff Naltaibur takes home for research.

Home, healer's shop, and secret lab in Therion

Research Journal (written in cipher)

Plague/Beak Doctor Outfit - Slight personalizations for Naltaibur, it's made of heavy black waxed leather. Sort of like a medieval biohazard suit, it covers everywhere.
Leather Armor: AV = 4, EV = 1, TP = 30, DU = 3. Weak against Piercing. Strong against Blunt.


Punchin' (+16) [2d4 + [4]] {}; Blunt
Unarmed - Base damage is 2d4 + Body/4 damage. All characters have this, and it always deals Blunt damage. Unarmed strikes are always considered one handed.

Truncheon (+16) [2d12 + [8] - 3] {no special attr}; Blunt
A stout length of wood usually used to subdue unruly or unwilling patients.
[7-17-29; 18 avg]

Falchion (+16) [3d6 + 1 + [8]] {no special attr}; Slashing
A heavy sword, with a blade like a machete.
[12-18-27; 19.5 avg]

Hunting Crossbow - (+16) [3d8 + 3] {90 ft; 1 shot; 2 rd reload}
Crossbow - A mechanical bow, mounted on a stock. The lath (bow) is thick and heavy, and a metal stirrup protrudes from the far end.
DMG: 3d8 + 3 [6-15-27; 16.5 avg]
RNG: 90 feet
SHT: 1
RLD: 2 turns
Ignores 5 AV



Bio/Description:
Appearance:
A small woman, with a small bust. Naked, her body is a charcoal-gray. Her left leg is an orc's green all the way up to the top of the thigh; this green can be found on her face as well, where, in a large patch, it turns the skin around her right eye, right cheek, and extends back to color her long, pointed elven ear green. The left side of her torso - stretching from her collarbone to bellybutton, and reaching almost all the way around to her spine - is a deep purple, another shade found amongst Night Elves. Her hair is dyed the black it originally was, but the roots show through a fiery orange-red. Her other noteworthy features are a wiry musculature, barely visible under her skin, and bright green eyes.

In her mouth rests an unusual tongue, augmented by Nal's exposure to mutated creatures and her own flesh-warping magic. Pink and pointed, it's long enough to reach the base of Nal's neck, strong enough to lift small things like spoons and forks, and dextrous enough that Nal can move it any which way she wants.

Similarly warped by magic, her nether regions sport a phallus. In contrast with the rest of her modestly-sized figure, her penis grows to almost eight inches long, with a good-sized thickness as well. All three of her skin colors tint it, colors spreading and wrapping it vein-like from the base to the tip.

Her unusual skin, tongue, and penis are all resulting side-effects from her magical experiments. The experiments would probably ostracize her from her community, so she keeps her body hidden. She works as a doctor, so under the pretense of "sterility" she wears a plague doctor*'s outfit, concealing herself under heavy leather robes and a hardened ceramic bird mask.

The robes are dyed black and made out of waxed leather. Underneath, an undyed she wears a soft linen shirt, over which a set of wading trousers that come up high on her body is worn, kept in place with suspenders. Over this is a black robe, with a hood that fits snugly around Naltaibur's face. Leather gloves, dyed white, cover her hands, and heavy leather boots cover her feet. A black, wide-brimmed hat, with a flat top, sits on top of Naltaibur's head. A few ribbons of red silk decorate the other-wise plain outfit, wrapping around her hat and her left arm. A wider armband decorates her right arm, made of linen dyed white, with a red cross stitched into it. Finally, a gold brooch of a caduceus is pinned in the front of her outfit, with a small ruby topping the staff the snakes twine around.

Under the hood, a reinforced white ceramic mask, with a beak like a bird's covers Naltaibur's face, held in place with a few leather straps. The beak is hollow, with two airholes drilled in it at the further end. The beak can be loaded with disease-repellant herbs, but, as there is no epidemic in Therion, Naltaibur deigns not to. Two eye holes are covered by reflective glass - Naltaibur can see out of them, but if someone tries to look in they'll just see their reflection.

Bio:
Grew up in Crolia's Therion. Her parents were Night Elf adventurers, who left her at birth with the healer that delivered her - a kind, older man named Amlid. Keeping with Night Elf naming traditions - or at least trying to, anyway - he named her Naltaibur Slybelqua. Though she was a frail girl, she assisted the Healer as soon as she could, sweeping, cooking, fetching him things, and listening quietly as the Healer discussed ails with his patients. She acted has an aid and nurse, and learned healing magics from him.

She realized that everyone was unsatisfied with their body in some way - they were too short, or too tall, too fat, too skinny. People might wish for for different eyes, or for things they shouldn't have - tails, wings. Many agonized over the size or color of breasts or penis. And, of course, people almost universally cursed it for getting sick, and for having to die - like she did, when her guardian took ill and died, bedridden.

Afterwards, she left the city to attend The Magic Academy, to better and refine her knowledge of healing, both mundane and magical. She returned to Therion afterwards, where she reopened her guardian-father's healer's workshop. She's since become adept in the healing arts and spells that worked on the body. She eventually saved enough to buy second house, seperate from her father's home and workshop. She claims it's her home, but it also hides a secret laboratory and menagerie, where she experiments with the manipulation of flesh.

Using her extensive knowledge of the body magic used in healing, Naltaibur has begun to pioneer new magics, hoping to open up new avenues and further the things it can do. She hoped to make people more satisfied with their bodies - one's most basic posession. She could make people taller or shorter, more handsome, more beautiful, give them the wings or tails or horns they'd always wanted, make their bodies strong enough to eliminate disease and sickness. And maybe, a little thought that always niggled at the back of her mind, maybe she could bring her father back...?

BULLET POINT BIO-FLUFF:
- Reluctant to use live subjects, out of fear of twisting and shattering a being's soul. Tries to use already dead material (flesh) from the butchers, hunters, and morgue. Even non-sapient creatures bother her, and she will usually slaughter them unless the experiment requires them alive.

- Hold live specimens for breeding. She wrangles them herself and extracts semen via fucking. In the interests of keeping the seed "pure", she tries to make them pull out first. Extended practice of this is thus the reasoning behind Grapple Expert, Pull Out and Pain Resistance (they get rough).

- Performs live experimentation on self if necessary. Once tried to enhance strength with an infusion from an orc after unfortunate breeding incident (specimen got the better of her), but was only partially successful - got stronger, but not dramatically, and it turned her hair red, splotched her skin with green tint, and gave her orc fertility. Tried to remedy cosmetic condition with a night elf infusion - tinted her skin purple, but altered spiritual flow/mind shit and unlocked some small spiritual power.

- Somewhat unstable, all in all. The double life of healing people and then killing and twisting creatures and the thought that she is constantly debasing and altering herself torments her; the necessity of allowing no one to see her under her robes. The constant fear of being exposed or degenerating a creature's mind has left her paranoid. The constant presence of dismembered bodies and her caged and twisted menagerie livestock has jaded her. Previously compassionate to a fault, she now flies between extremes of her old gentleness and murderousness as necessary.
- Research goals: 1) Magic plastic surgery! 2) Understand the mutagenic effect of demons! Also, learn to control the mutation's manifestations, and to reverse it! 3) Develop her own, not-so-tainting strain of controllable mutation! 3a) Genetic manipulation! Improve sapient life by boosting immunities and increasing intelligence/strength/manifestation of magical/spiritual power and shit! 3b) Create an ubermensch! Similarly, create an uber-race! 4) Increase the capability of healing magic! 5) Fuel my monstergirl fetish by acquiring shapeshifter magic, so I can be a freaky tentacle-naga-something-or-other!


A custom element, Experimental Body. Needs approval and stuff.
There are a bunch of extraneous spells I'm throwing in here, like Diagnose, that I guess are for flavor/don't really have a mechanical purpose.
Experimental study and application of Body-sphere magic. Naltaibur wants to extend the capabilities of Body magic, and so she studies all the different ways magic can affect a patient and their body. Stimulating adrenaline, metabolism, and growth; allergies and disease; a few specialized applications of magic to help treatments. These techniques can also have destructive effects - uncontrolled regeneration means damage to the body, sorta like cancer; reversing the effect might cause atrophy, etc.

Does not cover effects on the mind or mutation - yet, at least. (will need more study for those)

///Body Alteration is an attempt to master the physical body. It also studies demonic mutation and corruption, in hope of finding some way to reverse it.
Possibly, once that goal is met, I could look into a "Soul" sphere of magic. "Up until now, I've been focusing on the health of the /body/. But, there's more to a person than just their body - people also have a soul. No one has ever successfully healed "death", right? We may be able to fix the body, but not the soul. Or, restore the the body's connection to the soul. When you're fading in and out on the brink of death, is that your soul losing it's grip on your body, or maybe the other way around? What of the mind, what's it's connection to the two? Why do the undead come back without one? If I can heal a body, can I heal a soul? Are the procedures for doing such the same for both? How can I manipulate a soul?"
derp
Expedited Healing, 1-5
Unnatural Healing - Heal 1d12 + Mind/4 HP; Minus Mind/10 spread to stats (default all to Body) for 3 turns. Touch range. Not effective on non-organic targets.
Currently, healing magic heals a patient safely and soothingly, but Naltaibur seeks to improve on it. Thus, methods of -very- rapid flesh regrowth are being researched. However, since they're experimental, they aren't refined like normal healing spells, however, and have all manner of unpleasant effects - the most noticeable being pain and discomfort as your body knits itself back together, haphazardly and as quickly as possible. In time, it's processes can be refined to make it less painful, but at the moment, speed of repair is the main focus, in order to exercise the caster's understanding of mending flesh.

Currently the spell works similarly to body's baseline healing spell, except virtually every safeguard, limiter, and extraneous effects like pain duller are discarded, and the entirety of the power used is crammed into fixing the body. Very crude.

Possible areas of improvement:
- Reduce pain caused ()
- Increase healing efficacy
- Ranged healing!

Tumesce, 1-5
Damage 2d4 + Mind/5 to one enemy; Stat damage Mind/10 for 3 turns. Touch range. Not effective on non-organic targets.
The methods used in the above healing can also harm. By simply removing the few remaining safeguards to the spell, the victim's affected flesh will regenerate in a rapid, painful manner. causing the affected flesh to tumesce, and appearing to boil under the skin. In general, manipulation of the flesh is being studied.

Inflame 1-5
(de)Buff [The character can effectively subtract Mind/10 to any rolls for any one Stat (Primary or Secondary) of their choice (duration?). Can be used on other people as well, so long as you can touch them.] Not effective on non-organic targets.
Magic is used to activate a body's various immune-systems. The target's body develops all manner of symptoms - rashes, swelling, tenderness - and suffers a weakening of the body and severe disruption of focus.
At levels 4-5, the affliction becomes contagious, like a pox, and affects all targets within 10 ft, like a ball.

Stimulate - 1-5
Bolt damage to pleasure. Touch range.
Magic sends the body's pleasure center into overdrive.
Maybe give the target Sensitive for a while or induce Horny?




"Manipulation of flesh" is one area Naltaibur is particularly interested in - fleshsculpting, altering outwards appearances and properties. In addition to her own personal problem with her appearance (the striping of orc and other-night-elf skintones), this ability seems to be in great demand, with people in general being dissatisfied with their bodies. Very interested in less superficial manipulation as well, like growing completely new arms, body parts a patient shouldn't even have (wings), and, if unable to grow outright new ones, taking them from somewhere else and fusing them on with magic.
Alter Appearance - 4-5 utility
This spell allows an organic target's flesh and bones to be resculpted - they will become pliable for a time, and can be molded without doing harm - thought it feels really weird.
L4 lasts an hour. L5 lasts a day. Naltaibur hopes to find a way to allow her to permanently alter a person's appearance. Only affects shape - Nal hasn't come up with a way to alter skin colors or whatever yet.


As a catalyst for drastic mutation in things both organic and non-organic, demonic influence is of great interest to Naltaibur. She hopes to understand how it does it, and if possible, devise a method to demutate people afflicted, and possibly even rip their minds away from demonic control.
Unravel Demon's Corruption - Level ?, utility, ritual-type? (unknown if possible)

Another goal is to use the knowledge gleaned from this to cause things to mutate as she dictates - controlled mutations.
Mutate - Level ?, utility, ritual-type? (unknown if possible)

Will require some sort of demon studies. For science!

Race the Heart - Level 4?
Bolt damage. Touch range.
This spell causes the target's heart to beat abnormally hard and fast. Not effective on stuff without hearts n' shit.
(possibilities: make body check to resist a stunning
2 checks; if fail 1, get stunned, if fail both, instantly unconscious
fatigue shoots up; double armor penalty/reduce speed)


Diagnose - Level 1 only, utility - Magic washes through the patient, highlighting abnormalities with a soft white light. If there's still an arrowhead, poison, or really anything in you that shouldn't be, this'll make it shine through your skin.

Prepare - Level 3 only, utility - Similarly to Diagnose, this spell affects abnormalities in the target's physiology. Rather that shining, though, this magic gathers around the target's afflictions, bolstering any healing magic affecting them. For [a couple turns or something?], the recipient of this spell rolls twice for each healing spell and takes the better result.

Anesthesia - Level 2 only - Used to knock a patient out to perform more complex or painful surgeries (makes them unconscious and paralyzed). An unwilling target easily resists the knockout effect.


Location
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, as spike of stone and metal that juts almost a thousand feat into the air, and is sustained by powerful magics.


Log
STARDATE. THREE. TWENTY-ONE. TWO... ZERO, ONE ONE. OH-FOURHUNDRED, FIFTY HOURS. SUBMITTED... CHARACTERSHEET. PUTIN... RIDICULOUS REFERENCE, IN... ALLCAPS, BECAUSE EMPTY, SPOILERTAGSDIDN'TSHOW. NEVER WATCHED. STAR TREK.
---
6/6/11, 100 corruption. Now 4 levels, gained Tight.

7/8/11, updated weapon dice and stuff. Light crossbow ;_;7
Light Crossbow - Base damage is 3d6 + 20. Range is 70 feet. Rate of fire is 1 shot per round. Reload time is 1 round. Magazine size is 3 shots.

7/29/11, updated to new whatsits. Speed change, BCasting and Spirit Ceiling recorded, crossbow changed from uh, the bow, to crossbow.

8/23/11, new mutation: Doublecock.

9/12/11, updated Psychic powers. Old:
Telepathy: Allows mental communication with another being. Costs 2 energy to activate and 1 energy per round to maintain if you're only communicating. To attempt to dominate a target, the cost is 5 + X, and you must win a (10X) vs (Enemies Resistance) check to succeed.

Mind-Break: The user invades the mind of a target and erases their memories. Costs 3 + X energy, and unless the target wins a Resistance vs 6X check, their mind is erased, leaving them a helpless cripple.

9/25/11, Okay so earlier I smashed 2girl's head, and now I blew another two's minds. I also dominated their male friend. Anyway I have... +2 and +6 EXP now, I think?

10/16/11, spent 8 xp, got concentration.

11/20/11, spent 8 exp, +6 mind, +2 spirit
 
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Unknown Squid

Aurani's Wife
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Re: DG2 Character Sheets

~ Maya ~


Character Sheet
Name: Maya
Class: Free Spirit
Race: Daemon Spawn (1/4 Su-Ku-Ta, 1/4 Anudorian, 1/2 Daemon)

Body: 24
Mind: 10
Spirit: 50 (+16 SoS)

Hit Points: 54 [24+5+25]
Pleasure to Orgasm: 47 [12+10+25]
Spirit Energy: 87 [12+5+50] (+20MEP)
Speed: 15
Dodge: 42
Armour: 1
Resistance: 25

Experience: Reptile exterminator supreme, and vengeful burninator of grey things. (16 xp) spent 8
C͙̗̾̄ͫ̈́̑̐ǒ̧͇̭͙̣͈̖̼̐͒̈̃ͤ̑r̮̼̙̝͉̫͒̔r̵͍̪̫̥̜ͯ̓̏͗ṳ̻̘̳̬̩ͤ̔̄ͅp͐͗ͣ̀t̨̺͕̹͓̠̦̳̓̓̋ĭ̝͊̌̏o̭̺̥͈̲ͮͭ̀ͫ͊ͣͅͅn͔̙̰̓͊̈́̽̿: Impressionable soul~ (One mutation + 0 cp)

Talents:
(Ⓡ = Racial, Ⓕ = Flaw, ⓧ = XP purchased)

Psychic Spirit Powers
+Additional Power
Spirit Warrior Spirit Powers
+Additional Power
Massive Energy Pool: Increases EP by 20.

Ⓕ(Natural Warrior) Grapple Expert: Any action attempted by the character while in a grapple, such as escaping, or forcing the opponent into submission, gets +12.
ⒻStrong of Spirit: +8 to Spirit
ⒻStrong of Spirit: +8 to Spirit

ⓇFuck Me: The character deals an additional 10 pleasure per round during sex. (Vaginal or anal.)

ⓧDemonologist

Flaws:
Open Soul: Whenever anything feeds on the characters spirit energy, it rushes out like a river. +4 to Energy damage.
Open Soul: Whenever anything feeds on the characters spirit energy, it rushes out like a river. +4 to Energy damage.
Plant Lover: Pleasure taken is increased by 4.

ⓇSensitive: Pleasure taken is increased by 4.
ⓇFertile: Your character always automatically gets pregnant when something cums inside of her, unless that something is sterile.

Mutations:
Fetish (Draining): Whenever the character comes on the receiving end of their fetish, they start taking +10 to all pleasure rolls.

Spirit Powers:
Spirit Ceiling: 15

Psychic
~Telekinesis: Cost to activate is 3 + X. Striking a target with an object using telekinesis deals (2 + 1d6) x X to each target, object can only be directed in one direction per round.
~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, Armour, and all grapple rolls.
~Mind-Break: The user invades the mind of a target and erases their memories. Costs 3 + X energy, and unless the target wins a Resistance vs 4X check, their mind is erased.
~Telepathy: Costs 2 energy to activate and 1 energy per round to maintain if you're only communicating. To attempt to dominate a target, the cost is 2 + X, and you must win a (10X) vs (Enemies Resistance) check to succeed.
Spirit Warrior
~Instant Transmission: Costs 10X to activate, teleport user and anyone touching them to anywhere they've already been or have line of sight to within X miles.
~Flight: Costs 3 + X energy to activate, and X energy per turn to maintain. Can move 5X feet per round.
~Energy Blast: Costs X to use, and can either deal 2d6 x X damage to a single target, or 3X damage to every target within 50 feet, including friendlies.
~Power Surge: Costs X to activate, and deals (1d6+1) x X damage to all enemies within a 10 foot radius of any spot within 150 feet of the caster, or all enemies within a 30 foot 90 degree cone.
Demonologist
~Gorgons Gaze: 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, unless they win a Resistance vs 4X check.
~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.

Inventory:
One slightly burnt birthday suit

Left behind:
-Some burnt rags
-One charred sandal, and one broken sandal
-Small burnt and scuffed soft leather backpack:
--Small pack of smushed dried food
--Water Skin
--Broken bottle of sterilised Shorn syrup
--Felt coin pouch: 50 Denarii

(No weapon.)

Notes:
Racial attribute bonuses +4 Body +4 Spirit (included in stats)
10 bonus xp applied at character creation.
Unarmed attack (+24) [d4 + 6] {None}

Bio/Description:

Background:

The daughter of a runaway circus girl and a long imprisoned daemon.

After leaving Artmirst Red continued her travels and left Baddaria, aiming to escape the threat of the bounty on her head. Eventually finding a small abandoned homestead surrounded by forest, she was able to evict the plant people squatters who had inhabited the farm, and claimed it as a home. In the midst of hunting, scavenging, learning to tend to her new land and fending off small plant people incursions attempting to reclaim it, she gave birth to her "Demi god" offspring. In a simplistic tip of the hat, she named her Maya.

After the supernaturally short pregnancy, Maya matured at a phenomenal rate. The manner in which Maya learned various simple skills and tasks seemed almost instinctive at times, picking up the basics virtually first time and never looking back. Red taught her all she knew to the best of her ability. Beyond the rudimentary schooling on the typical subjects, she also told about her own story and past, including the details of how she met Naya, and how Maya came to be. Red made all her best efforts to nurture a simple set of honest morals, and a down to earth view of the world as she knew it.

With the powerful daemon blood of her "father" and inheriting the energetic soul of her mother, Maya rapidly developed an impressive spiritual aptitude. Coming naturally and instinctively, she developed powers almost day by day, with a formidable reserve of energy to fuel them. She learnt to move things from afar, to move herself both from place to place in an instant and via levitation, to project forceful and dangerous blasts of energy, and how to look into and even manipulate peoples minds. When a further reaching persistent band of bounty hunters showed up at the secluded homestead, the family of two were quite able at driving the hunters off their land. The area's plant people entertaining the rest as they fled.

Previously Red had been at odds with the native plant folk, with only her blades and own single loyal "pet plant person" to maintain her territory. In time, Maya changed things. She got along well with the plant people that remained surrounding their home, and a more peaceful truce was established. They ceased to trample the crop patches, and stopped harassing her mother. When an opportunity came to test an idea Red came up with back in Artmirst, the pair introduced a new crop. Whether raw, dried, or baked into sweet blue buns, the wealthier folk of the nearest towns paid good money for Red and Maya's "Shorn Syrup" products. The revenue making the winter months much more bearable.

Eventually, Maya decided she wanted to see more of the world beyond just the forest homestead. Driven by a yearning to learn of and experience the world, as well as an unknown and subtle deep instinct to grow in power. One day turning her powers upon seducing her mortal mother, who proved severely incapable of resisting those nostalgic green eyes. As Red lay stunned in orgasmic bliss, she whispered her a farewell and promised she would return, leaving the farm for destinations unknown.


Description & Personality:

Lower back length black hair, with occasional subtle tints of green showing when catching the light at the right angle. Extraordinarily vibrant green eyes that seemingly take on a cat like gaze a certain times, before returning to a normal human shape. Bizarrely possesses both typical Human like ears, and Su-ku-ta cat like ears, though the cast back way the upper ears rest and emerge from the hair could potentially be mistaken as part of a quirky hairstyle at a distance. Just as unusual are the sleek twin tails that play in the air behind her. Both black. She has a lithe but smoothly rounded figure that looks as if it could develop further in latter years, but thus far retains modest proportions. Surprisingly flawless skin that retains a softness rare in a rough semi-wilderness lifestyle.

Her favourite expressions include sly, playful and curious, which matches her common mindset. She is impulsive and wilful, with a relaxed attitude to potential threats and hardships. Restraint and caution are not traits she often displays. She knows what she is and enjoys occasional self glorifying moments, yet is plenty aware she's still really a small fry in a large and unknown world. Whilst intelligent and a quick learner, there remains a great amount of things she knows nothing of thus far, with some potentially unexpected gaps in her knowledge. Sexually, her "fertility goddess" origins are plenty apparent. Easily roused, affectionate and immediately curious about anything of a sexual nature. Her virginity was a fleeting moment in time, lost at around the same time the tiny family took to farming their new special crop. Ensuring that she tended for the shorn weeds in a proper, clean and cautious manner proving to be a constant struggle for her mother.

Ref images:
Add some Su-Ku-Ta cat ears and a pair of twin tails poking out a special hole in the dress, and these pics are about right.









XP Tracking
+10 DG1 existing player coupon, spent at character creation.
+2 XP for first encounter in the town.
+10 for fucking around whilst the party do the fighting! :D
-8, spent to take the Demonologist talent. 4XP remaining in the piggy bank.
+2, "Get over here!" for assisting in the slaughter of an unlucky hunter.
+10 for tower top boss fight.
Misc changes, Mutations and Notes
Changed the described hair colour to the one that I'd actually ended up imagining. Realised where my mind had gotten the mental image of her from, and so added some pics.

Preggers with mystery tentacle spawn. :eek:
Maya decides that virgins are cute and fun to play with.
Received corruption from combined attentions of wizard tentacle and Phyrra. Took a fetish mutation and reset to 0.
Maya "learns" an unusual trick from Phyrra~
Maya ponders sharp things. Telekienisis doesn't have to be blunt right?
Maya has learnt the pain that fire can bring.
Parenthood can be confusing and unexpected.

Note: The name Maya is derived from her Daemon "father", Naya, introduced in DG1. It's not related to the character in the pictures used, nor another existing character of the same name, who seems to also bear a slight physical resemblance. : |

Also: Daemon =/= Demon... ¬_¬
Location
Red's wandering after her brief time in Artmirst eventually led her to somewhere very near the Badarian/Amazonian border before she settled down to raise Maya. Upon deciding to leave the nest in search of adventure, Maya is initially headed in the direction of Argent Vale.

Starting game travelling with Tomoe (KakkaHousu)
 
Last edited:

ranger

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Re: DG2 Character Sheets

Character sheet for Chloe
Name: Chloe
Class: Mage
Race: Crolian


Body: 22
Mind: 42
Spirit: 22

Hit Points: 69
Pleasure to Orgasm: 64
Spirit Energy: 69
Speed: 14
Dodge: 43
Armor: 4 (tp 30/30 Dur 3)
Resistance: 21

Experience: current = 0 spent = 28
Corruption: 0/100 (4 mutations)

Talents:

General
Strong Spirit (+8 spirit)
Healthy (+15 hp)
Greater Energy pool (+15 max energy)
Strong Body (+8 body)
Strong Mind (+8 mind)

Magic
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.
Focus In Body 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.

Flaws:
Sensitive Pleasure taken is increased by 4.

Mutations:
Fetish: Triple Pentration
Tight: Dose +2 pleasure to partner in penetrative sex
Massive Breasts:
Odd Hair:


[MAGES ONLY]
Bc: 29
Favored Elements: Body
Bc: 39

Favored Element Body

Level 1: BC= 0 Epcost= 0
Least Magic Might {Buff}
Far Talk {Utility}
Eavesdrop {Utility}

Level 2: BC= 0 Epcost= 2
Lesser Magic Might {Buff}
Lesser Healing {Heal}
Allsight {Utility}

Level 3: BC= 20 Epcost= 4
Magic Might {Buff}
Healing {Heal}
Bone-Snap {Bolt}*


Level 4: BC= 30 Epcost= 6
Greater Magic Might {Buff}
Greater Healing {Heal}
Quake of Agony {Emanation}


Level 5: BC= 40 Epcost= 8
Greatest Magic Might {Buff}
Greatest Healing {Heal}
Granulate {Bolt}*

Other Spells up to level 2

Fire Bc=24

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.]

Lightning Bc=24

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.]

Wind Bc=24

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.]

Force Bc=24

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.]

Water/Ice Bc=24[/B]

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.]

Light Bc=24

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.]

Nature [BBc=24[/B]

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.]

Entropy Bc=24

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.]

Arcane Bc=24

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.]



Inventory


(hit)[damage]{spec}
Melee weapon: Dagger (D20+22) [1 + 3d6 + 11] {Piercing/Slashing}
Ranged weapon: n/a
Armor: Leather[AV = 4 EV = 1 TP = 30; DU = 3] Weak against Piercing. Strong against Blunt.
Shield: n/a
Minor item
extra sets of cloths x2
Bedroll
Dried food rations x10
backpack
water skin
Journal/notebook
246 Denarii

Bio/Description

Chloe stands at 5'3 and has a slim build. She has straight black hair which flows to the small of her back which contrasts with her bright green eyes and pale skin. While most men from her region would consider her cute she is often passed over for more endowed women much to her frustration.
Chloe wears a long black travelers shirt covering her pale skin tucked under some basic brown leather armor. As well as a pair of brown trousers which are soiled with travel. Muddy leather boots cover her feet and a gray hooded cloak covers her back. A small backpack and dagger appear to be her only belongings.

History:Note to readers Chloe's History is still in rough draft please forgive any grammar and spelling mistakes there will be many
Chole grew up in a small fortified town in Crolian the daughter of a merchant couple. Her father a Handsome man was often the attention of the upper class ladies before he met Tressa Chloe's mother. This of course caused no end of gossip as Tressa came out of the wilderness a total stranger a vagabond really and soon woes the most desirable man in the city. She had an exotic look about her even thought it was plain to all she was a Crolian. Her mere presence drew all eyes to her making the other woman jealous. Their jealousy bred an insidious rumor mill about her. In one tale she was High class courtesan on the run from a spurned lover in others she was some sort of she demon in disguise or even an fey kin with some plot to steal all the children in the town for her Feylord masters. While Tressa could deal with the hidden insults and rampaging rumors Chole on the other hand took to them poorly. She would often get into fights and cause some injury to those she was upset enough with to use her latent magic powers on. This only caused more rumors and accusations to circle around town calling her witch-ling.

Then one day an older boy from one of the Noble houses decided to put the witch-ling in her place. He and a few of his friends had chased Chloe into one of the many dead end lanes in the city. She had never liked fighting and always did her best to remain calm even refusing to fight for fear of hurting someone. Her refusal to fight back only prompted the group of boys to get more violent. As the insults and shoves turned into kicks and punches Chloe fell to the ground weeping. "See this boys" the young man stated "All you need to put a witch-ling in her place is to show them how much stronger you are to them. Heh and I thought you where going to put up a fight well then lets put her in her place."Chloe was surprised to see another young lady step between her and the group of boys. "Renard really I thought you where smarter than this" the other girl stated cool and calm. "Taunting a budding mage who could turn your bones to dust with a few small words is either bravery or stupidity." The girl cast a look over her shoulder at Chloe her bright blue eyes filled with compassion. "Yes stupidity wins out she didn't even try to fight back. Most likely was worried about hurting one of you though you all probably deserve it." "Grace! stay out of this!" Renard yelled "This is not your fight." Grace turned her head back to Renard. "It is now" Grace took them all on and sent them packing before returning to Chloe who was still crying on the ground. Chloe still remembers the first words her one and only best friend had said to her that day. "Shhhs its okay they won't hurt you again Ill watch out for you from now on."

From that point forward Chloe' and Grace where inseparable until the fateful expedition to Artmirst. Grace returned defeated and changed Chloe could sense and see the corruption that had taken hold of her dear friend and when Grace cried in despair it was Chloe's turn to say to her. "Shhhs its okay they won't hurt you again Ill watch out for you from now on."

Location
The Academy: Chloe is finishing up her final studies in wizardry before returning home

changes
8th/4/2011 -1 Denarii for candy apple
3rd/5/2011 -3 denarii for glass of wine and tip
?/5/2011 +200 denarii for contest win
30/7/2011 speed change
17/8/2011 gained 81 corruption
22/8/2011 gained 12 xp
23/8/2011 gained 20 corruption and 1 mutation
7/9/2011 gained 8 xp
14/9/2011 spent 20 xp on talents and stat increase.
?/12/2011 gained 4 xp
1/1/2012 gained 4 xp
1/1/2012 spent 8 xp on stats
25/01/2012 gained 48 corruption
31/01/2012 gained 57 corruption and 1 mutation
6th/2/2012 raped alot gained 2 mutations got pregnant


Grace's character sheet if anyone cares to look
Character Sheet: Mostly an exercise in character creation and an interesting npc for Chloe's history.

Name: Grace
Class: Knight
Race: Crolian

Body: 28
Mind: 16
Spirit: 14

Hit Points (HP): 43
Pleasure to Orgasm (PP): 36
Spirit Energy (EP): 36
Speed: 17
Dodge: 39
Armor: 11
Resistance: 14

Experience: NPC
Corruption: NPC


Mutations:
Battery: The character ceases to naturally regenerate EP, but they gain half of whatever pleasure they take as EP.
Multi-orgasmic: After an orgasm you return to only Total - 10 of your maximum PP.
Pheromones: -4 to Stealth checks and friendly characters are more interested in sex.
Soft-Skin: Your character causes +2 pleasure during non-oral foreplay.
Wings: The character gains small vestigial wings, resulting in a -1 to Stealth and Speed.
Odd Skin: Porcelain white
Warped:Half of any pleasure dealt by the character to non-demons is also forced on them as corruption.

Talents:
Strong of Body: Get +8 to the chosen stat.
Heavy Weapons Specialist: While wielding a two-handed weapon, the character gets +12 to damage rolls on any melee hit.
Skill with Weapon Greatsword: Adds a +12 to hit with the selected weapon.
Hard Hitter: All melee attacks deal an additional 8 points of damage.
Quick: Adds +12 to your Speed stat.
Hard to Hit: Adds +10 to the Dodge stat.
Skilled:see skills section

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


Skills
Smite{Activated}: On any melee attack, you can trade EP for damage at a rate of 2 EP for every 1 point of damage added. Requires: Spirit 14+.
Whirlwind{Activated}: When wielding a two handed weapon melee or two melee weapons at once, 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 -20 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.


Inventory:
Greatsword: +40 to hit +2d10 + 31 slashing damage
Breastplate:AV = 11, EV = 4, TP = 50, DU = 4

Bio/Description: Grace Stands at 5'8 and has an athletic build her now porcelain white skin draws attention to her Blonde hair and blue eyes. Gifted with a C-cup that her friend Chloe envies she now wears cloths that draw attention to them and her hips while much of her armor when she wears it has been altered to show off as much of her assets as decently possible.

History
Grace has always been a tomboy while growing up starting fights or ending them when ever her sense of honor came into conflict with those around her. Even with her sense of honor often getting her into trouble she was well liked growing up and none of her adversaries held a grudge for very long. Despite being well like around home her only close friend during her youth was a young girl named Chloe. Together they often ended up getting into a lot of mischief but with her combat prowess and Chloe s magical aptitude they often came away unscathed and for much of their teenage years they where near inseparable. The only time they where separated for any period is when Grace was assigned to a small scouting force to check the town of Artmirst. Despite wanting to come with her Grace told Chloe that she need to stay here where it was safe and that she would return and not to worry to much it was just a scouting mission. With those parting words Grace headed off to the town and to glory. However glory is not what she found. Instead her entire expedition was ambushed just inside the borders of Artmirst and Grace spent what seemed like weeks being rapped over and over again but all sorts of demons and corrupt creatures before she finally managed to escape.

Unfortunately she did not flee unscathed her time in Artmirst had taken its tole on her physically and mentally. Her once pale Crolian skin was now a porcelain white and unnaturally soft and she had grown small bat wings from her shoulders announcing the taint withing her. The worst part however was her own desires which seemed to be amplified. She often found herself unconsciously caressing her body and feeling this need to satisfy the urges she had suppressed during her training. Despite all these new difficulties she still managed to make it home and give her report before isolating her self from those around her with the exception of Chloe. Sharing her tales of her capture and treatment and the result there of Grace was surprised to hear Chloe tell her that she would do everything in her power to find a way to help her purge the corruption from her body and for many months they both worked on ways to do such a thing but it soon became apparent that Chloe skilled as she was in the healing arts needed more study.

While Grace enjoyed this time with Chloe she almost forget what happened to her in that demon corrupted town until one afternoon while collecting rare herbs from the garden. Chloe had tripped and collided with Grace sending them both tumbling to the ground. Grace having superior combat training and being by far the better athlete instinctively turned the tumble into a combat roll placing her on top with Chloe on the bottom. She grinned like a cat who had just caught a mouse. She looked down at Chloe taking in her green eyes and pale skin. The gentle rise and fall of her breasts from breathing she found captivating wondering how they would look exposed to the air. She could feel a warmth begin to grow in her womanhood. She could find out after all she was in the dominate position here and Chloe wasn't strong enough to resist her advances and by the flush on her face probably wouldn't resist to much if at all. Her mind wandered lost in a maze of what things to do or show to Chloe. “Um Grace” Chloe had spoke “We should get these herbs inside before they dry out to much”. The sound of her friends voice brought Grace back from her fantasy long enough to realize what she had almost done and quickly stood up and helped Chloe to her feet. “Yeah of course Chloe better get going I’m going to stay out here a bit longer to enjoy the fresh air”. After spending some quality time for herself in a secluded part of the garden Grace rejoined Chloe in the kitchen and apologized for the earlier event and told Chloe that it would not happen again. Chloe simply smiled and said no apology necessary that she knew that being pent up in this house could be frustrating to a warrior use to action. Grace breathed a sigh of relief Chloe hadn't realized what she had almost done to her and said a quick prayer to the Star god that her friendship with Chloe wasn't destroyed. After a few days things seemed to return to normal with the exception that Grace was drawn to Chloe more and began to feel more possessive her friend hardly even leaving her alone even moving her bed into Chloe room. She could feel the desires in her growing and Chloe was starting to notice them as well. A touch here a suggestive look there finding reasons to be close enough to smell her. The last part is what worried Grace the most she did not want to hurt her only friend in the world and it was her idea to have Chloe head to The Academy for further study. Maybe with the resources of the Academy Chloe just might find a way to heal her body and soul before both where overwhelmed by the taint within her.

 
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OAMP

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Re: DG2 Character Sheets

Character:
Name: Lexwyn
Class: Warrior
Race: Badarian (Human)

Body: 30
Mind: 16
Spirit: 6

Hit Points: 56
Spirit Energy: 29
Pleasure to Orgasm: 49
Speed: 15
Dodge: 26
Resistance: 25

XP: 6

Talents:

Perceptive: Get +10 to all Perception rolls
Resistant: Get +10 to Resistance.
Pain Resistant: If dealt Hit Point damage, decrease it by 4. IE: Increase Armor by 4.
Healthy: Grants an additional 15 max hit points.
Just a Little Longer: Grants an additional 15 max pleasure.
Stealthy: Allows a character to sneak around effectively, giving a +12 to opposed Perception checks, and attacking an opponent that does not know you're there always hits and gives double damage.
Sniper: All ranged weapons deal an additional 8 damage.
Skill with Weapon (rifles): +12 to it

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

Weapons:
Badarian Breach Loader (3d8 + 3)
Badarian Revolver (2d10 + 2)
Large Dagger/Double edged (2d12 + 12)

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

Other:
50 denarii

Bio/Description:
Lexwyn was a typical girl from Badara, until around the age of 12. It was noted that she had exceptional hand eye coordination, far surpasing the ordinary person on the street. A secret order of the King abducted her at the age of 15, they were hoping to train the perfect assassain. However, near the end of the training, Lexwyn escaped, killing upwards of ten guards in the process.

One of the first things Lexwyn did upon escape was die her hair blood red, as a symbol of what she has been through. This simply adds to her already imposing aura, as Lexwyn stands well above average, but not too tall, and looks quite muscular, but not enough to be unattractive.

Lexwyn is a loner, never trusting anyone due to the trials she was put through in the name of "training". She has no problems with killing anyone and anything, and has a reputation for being downright cruel. However, that does not mean she is always looking for a fight. Despite always going full tilt in battle, once commited, Lexwyn has been known to let the odd enemy escape, but only if in a good mood, or in a hurry.

As for her fighting style, Lexwyn prefers firearms and other technology, putting full faith in them, and shunning magic and the like. However, Lexwyn is also well versed in several styles of martial arts, particularly fighting with daggers. She always keeps atleast one blade in a shin-strap at all times.

Picture:


Location:


Artmirst - After the events of two years ago, Lexwyn wandered around in the general area. The ruins seemed to fill the purpose she wanted them to originally, a safe place to hide from the authorities. She's made a few nice hiding spots for herself nearby, in the woods mostly. The assassin ventures forth from the area for weeks at a time, keeping herself informed of the world's situation, gathering supplies, and other such activities, even venturing to the border lands. However, she figures that the authorities still don't know where she is, and hiding under their noses is the best bet.

Changelog:
4/9/11 - defeated ogre, 6 xp
5/16/11 Inane weapons changes :p
 
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Asmodean

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Re: DG2 Character Sheets

Arina Sutlin

Name: Arina Sutlin
Class: White Knight (Combat)
Race: Crolian

Body: 30
Mind: 6
Spirit: 20

Hit Points: 43
Spirit Energy: 38
Pleasure to Orgasm: 31
Speed: 15 (5)
Dodge: 28

Experience: 14
Corruption: 0

Background: Arina Sutlin is the only daughter and only member of her family able to claim the title the "White Void". The title came about due in part of the pure white armor that the title holder wears and the straight forward "just" path they walk. The "white Void" can never kill another who is defenseless or has not attacked. One most only wear the armor when in the presents of others and never be seen nude or without the helm. Help those who need help and slay those who wish for the death of the defenseless. That is the code of the "White Void".

Arina from a young age was trained to fight as her mother died after her birth. She was her father's only child and as such was forced to take the title for the family's honor. Her training began with the testing for how powerful she was with her own spirit energy. As with every member of her family she was able to enhance her senses and form and spirit blade. It was unknown to her or any before why their family had the same spirit powers but it became as much a part of the "White Void" as the white armor or Nodachi.

Her early training was to control the spirit power she had. It came easy to control for her as if it was second nature to her. Why it came to easy for her where her father needed close to ten years to raw training to control. But it did bring a smile to the man. Once her father felt ready he started to train her with wooden models of the Nodachi. It long blade was hard for her to control with tiny frame at the age seven. But as she grew it became easier and easier both due to her training as well as her growth. At the age of thirteen she was able to matcher her father in swordplay. When she turned sixteen she allowed to live the life of normal girl in her village. She did train daily but she was allowed to live the life any one could have.

One thing that stuck out was the fact her father stop training her one on one. While this should have told her something was not right she failed to see it at the time. Her father would pass away a week after she turned eighteen. He left a note telling her about the sickness he was effected by. She would morn for a week before he was finally put to rest. She was left with a choice The path of the "white Void" or the path of a simple villager girl. Arina decided to walk both paths. The path of the "White Void" required three years of the code. Three years was a long time but she was willing should it put her father at peace in the grave.


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

Energy Blade: Think Raziel or the plasma sword from Halo. Creates a burning beam of energy that extends three feet out from the users hand, acting like a sword. Costs 5 + X energy to bring out and 1 energy per turn to maintain. The blade may be of any thickness or color, up to the users choice. Attacking with it does Xd6 + Spirit/5 damage, and a successful hit drains d6 spirit energy from the enemy and adds it to the user.


Talents:
Perceptive: Get +8 to all perception rolls
Lucky: Get +3 to all rolls. Can only be taken once.
Strong of Spirit: Get +6 to the chosen stat.
Natural Spirit--Spirit Warrior--Battle Aura & Energy Blade
Hard Hitter: All attacks deal an additional 4 points of damage.
Skill with Weapon [Nodachi] : Adds a +12 to hit with the selected weapon. Examples include: swords, axes, maces, bows, crossbows, rifles, pistols, staffs, spears, and polearms. Some weapons are one handed, while some require two hands.

Flaws:
Sensitive: Pleasure taken is increased by 2.
Honorable: {RP} Your character will never betray their word, though they might twist it now and then, even to their detriment.

Mutations List:

Fetish (triple penetration) : 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.
*Pheromones: -4 to stealth checks and friendly characters are more interested in sex
Tight: deal +2 pleasure to your opponent during penetrative sex.

Weapons: Include a list of your characters weapons, in the format of
Weapon Name (Damage) [To-hit]
Nodachi Blade (d12 + 10 Slashing) [45]
Nodachi Point (d12 + 7 Piercing)[45]
Energy Blade (Xd6 + 4 damage) [23]

Inventory:
Nodachi (Two-handed curved blade)
Plate Armor: EV = 10, AV = 20 , TP = 60, Du = 5. Can't be shifted.

Pic:



Change Log
1/2/10
XP total added (4)
Updated Armor
Lost background due to an update error Will get back late after some sleep

1/27/10
Added Corruption (47)

2/17/10
Mutations:
Tight
Pheromones
Fetish (triple penetration)
Corruption (0)

5/7/10
Redid background

5/14/10
Pic update. Thanks to Unknown Squid.

3/21/11
DG1 imports get 10 XP, not an extra talent.

The Pass of Ghosts

After DG1
Working on

Still making needed changes >.>;;
 

Host

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Re: DG2 Character Sheets

Character Sheet:

Name: Nerzalil
Class: Shadow Warrior (inventive of me, huh? :rolleyes:)
Race: Shadow Demon (Full Demon)
Gender: Female

Body: 36
Mind: 16
Spirit: 22

Hit Points: 70
Pleasure to Orgasm: 45
Spirit Energy: 48
Speed: 14
Dodge: 27
Armour: 12
Resistance: 28
Stealth: -1

Experience: 0
Corruption: Full / N/A

Spirit Ceiling: 3


Talents:
Natural Spirit (Shadowmancer)
Skilled
Two Weapon Fighter
Resistant
Pressure
Healthy

Flaws:
Full Blood Demon (Odd Skin, Tail, Claws, Whip-Tongue)
Mutated (Wings, Fetish (Dominating), Deadly Maw)
Plant Lover
Easy to Hit

Skills:
Scissor Defence{Activated}: When using two weapons at once, you can sacrifice your attacks and take -10 on Dodge for that round, but gain +10 on Armour, and you automatically attack any enemy that successfully hits you with both of your weapons.

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.

Whirling Death{Activated}: Gain +10 to Dodge and damage per hit, but lose 5 HP each round for as long as this remains active. You choose when to turn it off.


Powers:
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.


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.


Mutations:
Odd skin
Tail
Claws
Whip-Tongue
Wings
Fetish(Dominating)
Deadly Maw


Inventory:
SD Shortsword (+32) [3d6 + 15] {+ 4 to-hit & damage for each hit on the targeted enemy (Pressure)}
SD Shortsword (+32) [3d6 + 15] {+ 4 to-hit & damage for each hit on the targeted enemy (Pressure)}
Made out of the same strange, organic material as the carapace of the Shadow Demons themselves, these 60cm blades (12cm hilts) are fierce weapons. The blades are two-sided, with one side being smooth, sharp and straight, while the other is serrated and harshly uneven; it starts wide, thinning for the first half of the blade, and then suddenly becomes wide again, till thinning to a point. This unusual 'ditch' allows it to catch the blows of enemy swords and prevents them from easily sliding off and recovering, giving the wielder more time to hit with their off-hand weapon (or, for one-weapon users, it helps in pulling the opponent’s weapon away from them). The blade itself is thicker and wider than would be usual to cope with the structural stress of taking blows in such a manner, but the material is lighter than typical metals so it ends up evening-out. The weapon only has a guard on the uneven side, if the wielder isn’t careful they can lose a few fingers that accidentally creep up the straight side.

Ceremonial Golden Plate Armour (Chainmail) [AV = 12, EV = 5, TP = 40, DU = 5] Weak against Piercing. Strong against Slashing.
The origins of this armour are unknown even to the surviving Shadow Demons themselves, dating back to a time before the Devourer, believed to be either created as an experiment after seeing armour on the enemies of the Shadow Demons, or taken as spoils of conquest from some forgotten victory and modified for their use. The armour is probably not intended for anything other than ceremonial or decorative use, as it has a number of flaws none going into combat would want. Not only is it incredibly gaudy, marking the location of the wearer in any melee, but the armour has gaps in all the locations where the body of a normal spawn glows blue-white. It practically emphasises the weakest spots on the spawn’s body! Indeed, the armour does not seem to be designed to cover the whole body so much as shield some of the more likely to be struck spots. It does –look- really cool, though…
Due to this minimalistic design, the armour’s integrity and ability to absorb damage is lessened, but so is its weight; it also unintentionally solves part of the problem of plate armour’s tendency to turn into an oven in the presence of a heat source, but at the trade-off of failing miserably against anything able to pierce into the artistic gaps in the armour. The wearer themselves typically cannot sneak for hell in it, but due to its ability to attract a gaze, others in the battle have an easier time of it.
And it’s a right pain in the arse to get on.

The armour itself is not made totally out of gold as it looks, but a compound of copper, silver and gold, in unknown proportions, and created through a forgotten method. This left it with its golden colouration, and somewhat around the durability of steel, but without the ability to be tarnished. …In other words, the suit of armour is basically made out of .
There is supposed to be a matching set of ‘horse’-armour for a Stag Beetle, but it was left back in hell…


Bio/Description:
Nerzalil is a Shadow Demon, one of a near extinct insect species from the world Beyond the Dark Portal. Like most of her breed of the species, she is a humanoid covered in a thick, black carapace, with a pulsing, blue-white glow coming from various places on his body; the location of her eyes, claws both hands and feet, ribcage both front and back, breasts, abdomen, and the underside of her tail. Unlike most of her species, she has a pair of fairly large, but ultimately useless ‘wings’ of black carapace growing from her back, three pairs viciously sharp tusklike-mandibles surrounding her mouth, and, finally, free will; while most of her species are tapped into the Shadow Demon’s all-controlling Hive Mind, Nerzalil was an experimental creation, forced to endure the autonomy her brethren went without. Nevertheless, she is fiercely loyal to her kind and wishes only for their safety and proliferation. She has a considerable dislike of both sex and demons, the latter of which is tempered, somewhat, with pity considering that they’ve recently lost their all-encompassing deity, something the Shadow Demons can understand… and demons are more familiar to them effectively everything else on this world.

Nerzalil is a warrior, and she is built like one; not a waif, but neither what amounts to an overly muscled man with breasts – her muscles are defined, but so are her curves.
Nerzalil has breasts that would look unrealistic on a thin, incredibly feminine form, but are believable if still large on hers. E is probably a good real-world measurement. She has a certain air of maturity and command, which combined with her body type, gives her a somewhat MILFy feel – but while certainly fulfilling the “I’d like to fuck” part of the acronym.

Fighting style:
There are two usual types of combat involving dual-wielders. The first is the berserker style, using the overwhelming ability of dual-weapons to overcome defences, attacking madly and without reservation, stopping the enemy from sufficiently retaliating simply by the maddened zeal of the blows. The second is the rogue style, which uses the superior ability of dual-weapons to block single weapons, allowing them to nearly never be hit with enemy attacks while still being able to get in parries now and then.

Nerzalil uses modified versions of either style depending on the situation. Unlike a berserker, when attacking all out with her twin swords, she is entirely in control of her mind. The main difference is she attacks more with finesse than berserk fury… though despite being in control of her own actions, she still holds no regard for her own injuries, allowing her armour and natural resistance to soak damage as in one action, she makes a swipe, gets blocked, and guts the opponent with her offhand. She is similarly heedless towards her own damage while fighting in the rogue style, focusing on the movements of opponents but allowing her body to take a good deal of the damage, while she strikes back in the moment they are the most vulnerable. It would seem her self-preservation instinct is not all that strong…



Extra stat penalties and the like unlisted on the sheet:
+4 damage bites (Deadly Maw)
+2 damage unarmed non-bites (Claws)
-4 damage and to hit (two weapon fighting)
-2 oral pleasure bonus = +2 pleasure oral (Whip-Tongue) -4 pleasure oral (Deadly Maw)
+10 pleasure taken when dominating (Fetish)
+8 pleasure taken from plants (Plant Lover)
Pleasure given to opponent becomes their corruption (full demon)
Does not gain corruption (full demon)
Cumulative +4 to to-hit and damage on any enemy for each successful melee hit made by the character onto them. Lasts till the end of the encounter. (Pressure)
Armour’s AV and DU is 1.5 times lessened against Piercing (armour)
Armour’s AV and DU is 1.5 times increased against Slashing (armour)

Location is the Pfithirian Jungle for a number of reasons... one of which being that they are among a very small number of races in DG with the ability to actually pronounce that name.*Grin*
 
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Quartz

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Re: DG2 Character Sheets

Be sure to let me know if you see any mistakes. :3

Elizabeth

Character sheet:

Name: Elizabeth
Class: Succubus
Race: Badarian

Body: 52 (26+24+2)
Mind: 8
Spirit: 14 (16-2)

Hit Points: 63
Pleasure to Orgasm: 41
Spirit Energy: 44
Speed: 26
Dodge: 37
Armor: 12
Resistance: 26 (Body/2)

Experience: 0
Corruption: 0

Talents:
Succubus
Natural Warrior: Dueling
Superior Warrior: Skilled (Defensive Strike, Defenseless, and Lightning Jabs)
Natural Spirit: Spirit Warrior (Battle Aura and Power Surge)
Suck You Dry
Pull Out
Strong of Body x3

Flaws:
Horny Slut
Honorable
Open Soul
Sensitive

Inventory:
Duelist's Rapier (+52) [2d12+17]
[10] Throwing Knives (+52) [2d6+13]
Chainmail: AV = 12, EV = 5, TP = 40, DU = 5. Weak against Piercing. Strong against Slashing.
50 Denarii

Bio

Description: 5'8'' with pale skin, curly black shoulder length hair, and brown eyes.

Personality: Elizabeth has a calm and collected personality, and values her honor above all else.

Background:
The only child of Badarian Lord, Elizabeth's mother died shortly after childbirth and her father resented her somewhat for not being a son. From a young age, she was taught fencing by her father. She had a natural ability for swordplay and practiced whenever and with whomever she could, usually with the few guards who were willing.

In her late teens, everything began to go wrong for her. Elizabeth began finding herself compelled to sneak out and have sex with stable boys, strangers, whoever. Sometimes the men she had sex with would be left unconscious.. or worse. At the same time, she began to develop her spirit powers as well, and was unable to hide them from those around her. Confronted with the scandalous possibility of having a daughter who was both a spirit user and a succubus to boot, her father did the only sensible thing for a man of his stature and promptly disowned her. Elizabeth fled Badaria and spent the next few years wandering from place to place offering her skills as a mercenary to stay alive.

Location:

Recently Elizabeth has been using a crumbling watchtower in the Pass of Ghosts as a makeshift home.
 
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Termite

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Re: DG2 Character Sheets

Alexandra

Stats
Name: Alexandra (Alex)
Class: Warrior
Race: Dragon-kin

Body: 40 (34 + 6) 6 + 28
Mind: 14 4 + 10
Spirit: 20 (18 + 2) 6 + 12

Hit Points: 57 40 + 14/2 + 20/2
Pleasure to Orgasm: 44 40/2 + 14 + 20/2
Spirit Energy: 47 40/2 + 14/2 + 20
Speed: 20 (14 equipped) SqRt(40*10) = 20
Dodge: 37 (47 equipped) [47 (57 equipped) vs Magic/Powers] (40 + 14 + 20)/2 + 10 - 10
Armor: 4 (15 equipped)
Resistance: 23 [33 vs Magic/Powers] 40/2


Mutations
*Odd Skin: Scales along her back and sides
Tail: Lizard tail Can be used for Foreplay/Penetration
Tight Enemy takes +2 Pleasure Damage from Penetration (Max 3x)
Horns: Two short but incredibly thick draconic horns that poke out of her hair


Talents
[Race]Pain Resistant Armor +4
*Lucky +3 all non-damage rolls
*Shield Fighter Can Shield Bash and attack in one round
*Hard to Hit +10 Dodge
Perceptive +10 Perception
Skilled x2 Gain 3 Skills per "Skilled" talent
Natural Spirit Gain 1 Spirit Talent
--- Psychic Gain 2 Psychic Powers


Flaws
[Race]Open Soul +4 Energy Damage
[Race]Mutated Gain 3 Mutations
[Race]Easy to Hit -10 Dodge
*Honorable RP: Always keeps her word


Skills
Mage-Hunter +10 Dodge and opposed checks vs Magic
Spirit-Oppressor +10 Dodge and opposed checks vs Spirit
Ranger Track targets, determine what creatures are near, +4 Perception & Stealth in wilderness
Defensive Strike{Activated} Abandon attack, +12 Dodge, Counter all enemy misses
Shield Slam{Activated} Only Shield Bash for turn, +6 Damage, can cause Prone (Body check)
Shield Cover{Activated} No action, prevent all damage/affects unless from behind


Powers
Spirit Ceiling = 8 (3) 8 - 6 (EV) = 2 (minimum is 3)
Psychic Shield Cost = 2 + X, Upkeep = X. Dodge/Armor/Grappling + 3X
Pyrokinesis Cost = 4 + X (creating fire), Cost = X (manipulating fire within 50 ft). Deals 1d10*X Damage/round fire remains, any shape, To-Hit/Damage -2 for each target after first


Inventory:
Unarmed (d20 + 40) [2d4 + 10, Blunt] {none}
Long Sword (d20 + 40) [3d6 + 20, Slash/Pierce] {none}
[3] Throwing Axes (d20 + 40) [2d6 + 13] {Range = 20}
Breast Plate [AV = 11; EV = 4; TP = 50; DU = 4]
-- TP = 50/50
Round Heavy Shield (d20 + 37) [Bash Damage = 3d6 + 8; EV = 2; DB = 10]
[50] Denarii
[4] Hunter Skins
Bio/Location
Description
Alexandra strikes an impressive figure. Taller than most men, the scales lining her back and the outer layers of her arms only serve to enhance the outline of her well-toned physique. Though she may not share the more drastic of her races traits her tail is quite apparent, and her ears and forehead hold the frills and ridges one would find on most reptiles. Aside from that she appears to be quite human. Her skin is surprisingly smooth for someone who appears so strong, and her head is covered by a short mess of jet black hair. Her eyes share the same vibrant green as her scales, and whenever possible she tries to incorporate the same lovely color into her armor and weapons.


Bio
As impressive as she is Alexandra's brother and sister are even more so. Those two take after their draconic father while she takes after her human mother. As such she was constantly teased during her formative years for being so soft to the touch. This annoyed her to no end, but whenever she tried to stand up for herself she would always end up in a scuffle and would always end up bloodied and humbled.

Constantly being degraded as nothing more than a scrawny little runt Alex vowed to strengthen herself to one day defeat her siblings and restore her honor. Ever since she has honed her body. Her skill with a sword has advanced, but her skill with a shield is amazing. For someone as large as her she can be surprisingly quick on her feet, and her reaction time allows her to deflect an attack in one motion while thrusting with the edge of her shield in the next. Those that witness her fight say she's more likely to take a man's head off with the shield on her arm than she is with the sword in her hand.


Location
Badaria - The Hidden Village
Alex has never truly staked a homestead for herself. But there is a place she feels most comfortable, and this lies within The Hidden Village. A small den of her brethren have taken root there, and the sight of other draconic beings helps put her mind at ease. It's also a surprising wealth of knowledge if one knows where to search. There's even been rumors that one from her clutch may be closer than she thought...
Change Log
 
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Tiffanian

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Re: DG2 Character Sheets

Miranda

Stats and such
Character Sheet:

Name: Miranda
Class: Mage
Race: Crolian

Body: 20
Mind: 60
Spirit: 16

Hit Points: 58
Pleasure to Orgasm: 78
Spirit Energy: 56
Speed: 14
Dodge: 48
Armor: 0
Resistance: 30

Experience: 0
Corruption: 0

Talents:
Perceptive
*Lucky
Strong of Mind
*Evoker
**Focus in {Fire}
*Empower Spell
Concentration
*Healer

Flaws:
Poor Grappler
*Plant Lover
Open Soul

Mutations:
Fetish (Soul Drain)


[MAGES ONLY]
Base Casting: 41
Favored Elements: Fire.
Inventory:
Melee Weapon: Rapier: (11 + 3d6) Damage, Can deal either Slashing or Piercing damage
Armor: None.
Minor item: 170 Denarii, 2 Darkhearts

Bio/Description/Location
Description: Miranda is short, standing about 5 foot 1 inch tall. She is quite thin, even for her height, which has long been a source of vexation for her. Less vexatious is her pale skin, which she regards as a mark of beauty. She has black hair to about her shoulderblades, and pale hazel eyes. She typically wears long, flowy dresses, thinking them fitting for a young lady; she prefers black, to contrast with and bring out the paleness of her skin.

Bio: Miranda was born to two powerful mages in the city-state of Therion, and she was blessed with a good deal of natural magical talent. As she grew up, they attempted to impart their knowledge to her and to refine her natural skill, but she was loathe to put in the effort necessary to improve, much to her parents' consternation. Also hampering her was a deeply rooted cowardice; she is very much afraid of fighting and being injured, and is especially afraid of death. Because of these things, Miranda's skill is sadly underdeveloped. She is also prone to panic under stress, which has led to her inability to hold a steady job. Still, her parents have grudgingly supplied her with whatever she needs. She is vain, carrying a rapier with her primarily because she can afford one (or rather, her parents can afford to buy her one), even though she has little if any skill with it.

Currently in Therion

Change Log
Clothes take 13 damage.
Clothes destroyed.
Gain 2 exp for killing one of those tripod-y things.
Gain Partial Possession rules after allowing a daemon to cohabit her body.
Gain 4 exp for killing the reptilian stalk-y things.
Gain 2 exp for killing some dark slime thing.
Gain 8 exp for killing a juggernaut and some terrible abomination.
Gain 4 exp for defeating Nero in mental battle.
Spend 20 exp to gain 20 Mind.
Acquired Clothes.
Gain 2 exp for killing a little slime.
Gain 4 exp for killing some tentacle thing.
Gain 4 exp for killing some big tripod-y things.
Gain 2 Darkhearts and 120 Denarii.
Gain 4 exp for killing some succubus-like things.
Gain 8 exp and the flaw Open Soul for sealing Nero.
Spend 4 exp to nullify the Cowardly flaw.
Gain Fetish (Soul Drain) and lose Clothes after an encounter with another dark slime thing.
Spend 18 exp to gain 6 Body and 12 Mind.
 
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TentanariX

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Re: DG2 Character Sheets

Hisien-ko

Name: Hisien-ko of the Marallith
Class: Succubus
Race: Naga

Body: (14)+20=34+4=38
Mind: 20
Spirit: 10+6=16

Hit Points: 34 + 10 + 8= 52+4=56
Pleasure to Orgasm: 19 + 20 + 8= 47
Spirit Energy: 19 + 10 + 16= 45
Speed: 19-12=7
Dodge: 37-10=27
Armor: Leather Armor: AV = 4, EV = 1, TP = 30, DU = 3. Weak against Piercing. Strong against Blunt.*
Resistance: *19

Experience: 0
Corruption: 0

Talents:
Grapple Expert
Strong of Body
Natural Warrior
Superior Warrior
Succubus Magic
Greater Draining

Suck You Dry
Natural Warrior-Hard Hitter
Superior Warrior-Unarmed Fighter

Succubus
Side-Skill

Flaws:
Easy to Hit
Sluggish
Mutated

Mutated
Horny Slut
Bloodthirsty


[WARRIORS ONLY]
Skills: Disarm{Activated}: When wielding no weapons against an armed opponent, you can choose to have your attack deal no damage that round if it hits, and instead have it pluck the enemies weapon out of their hands, allowing you to use it or throw it aside. Requires: Unarmed Fighter.*

Succubus Powers
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 a round. A character with less than half of their EP cannot use this.

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 (+34) [d8+27] Claws ; (+34) [2+d12+10] Ninjato
Ranged weapon N/A
Shield N/A
Minor item N/A


Bio/Description:




Coming Soon

SeaGreen=Talents/Flaws at creation.
RoyalBlue=Racial Talents/Flaws
Red=Class Talent/Flaw
Black=Talents gained through Flaws
DarkOrchid=Talents from Natural/Superior Warrior

Mutations:
Serpentine Body
Poisonous Bite
Claws
Odd Skin
Futanari
Whip Tongue
Soft Skin
Sadist
Wings
Massive Breasts (DD)
Strange Face ( Reptilian Eyes )
Skyclad
Location: The Hidden Village

Changelog:
10-02-11: Gained 4 mutations (Wings,Massive Breasts,Strange Face(serpentine eyes), and Skyclad); gained 5xp, spent 4 to increase body by +4.

Sister Karen "Pure of Heart" Celeste

Converted for DG3

.
Character Sheet:

Name: Sister Karen Celeste "Pure of Heart"
Class: Spirit Warrior
Race: Anudorian-Crolian

Body: 22+8=30
Mind: 10
Spirit: 18+8=26

Hit Points (HP): 30+5+13=48
Pleasure to Orgasm (PP): 15+10+13=36
Spirit Energy (EP): 15+5+26+20=66
Speed: 17
Dodge: 33
Armor:Clothes: AV = 1, EV = 0, TP = 25, DU = 2.
Resistance:15
Perception: 17
Stealth: 17
Grapple: 30
Experience: 16
Corruption:0

Talents:
Skill with Pistols
Sniper
Two Weapon Fighter
Natural Spirit
Strong of Body
Greater Energy Pool
Skilled
Strong of Spirit
»Priestess
Flaws:
Honorable
Idealistic
Open Soul

[WARRIORS ONLY]
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+.
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.
Bayonet (Passive) The character can use their ranged weapon as a melee weapon in a pinch. The Bow is treated as a Two Handed Club, Pistols are treated as One Handed Clubs, and Rifles and Crossbows are treated as Shortened Polearms. Attacks made with these weapons are made at a -6 penalty to attack rolls and damage, and Skill with (Weapon) Talents do not apply to them. Requires Skill with (any ranged weapon.)
Sudden Shot (Activated) – The character forsakes all other actions for the round. Instead, they automatically attack the first creature to attempt to attack them. They may make a Stealth check against that creature, and if they win, the attack counts as a sneak attack. Requires Stealthy AND Skill with (any ranged weapon.)
Thief (Passive) – The character gets a +3 bonus to Stealth, and can pick locks and disarm traps.
Focused [Pistol] (Passive) – The character gets a +5 bonus on all attack rolls with a single weapon type. This can be selected multiple times, but each time it is with a different type of weapon. The weapon types are the same as those that can be selected with the Skill with (Weapon) Talent.
Specialized [Pistol] (Passive) – The character deals an additional +3 damage with the selected weapon type. Requires: Focused with the selected weapon type.
Untemptable (Passive) - The character gains a +10 bonus to Resistance against all succubus powers, including energy draining (read, pleasure damage.)
Pistolero (Passive) – The character can reload two pistols at once without trouble. Whenever they choose to reload their weapons, they reload both at the same time instead of doing so one at a time. Requires Skill with Pistols.
[SPIRIT USERS ONLY]
Spirit Ceiling:
Powers:Holy Fire: White fire springs forth from the character's hands, and streaks out toward their foes. This flame cannot harm those allied with the one using it.
-The character pays X EP.
-Then, the character chooses one of the following:
1) One creature within line of sight takes 3d4 * X damage.
2) All creatures within a 10 foot radius of any spot within 100 feet of the character take (2d4 + 1) * X damage.
Binding: The character conjures astral chains to bind a creature, holding them in place and preventing them from moving or fighting.
-The character pays X EP. In addition, they must pay X - 3 EP upkeep every round.
-One target creature within line of sight must win a Resistance check equal to 5X or gain the Bound Status. In addition, Powers and Spells that could normally be used even with the bound status cannot be used while the creature is bound with this power. All active Powers and Spells on a creature that fails this check are instantly deactivated. The creature bound in this way can attempt a new Resistance check every round in order to escape at the same DC so long as they are not knocked unconscious and the character pays the upkeep cost.
Inventory:
Nun/Priestess habit, 50 dinar, and 2x Badarian Hand Cannons
(+47) 4d10+11 30 foot range, 1 shot, 1 round reload, ignores 8 AV
Bio/Description:
Description: Karen is a beautiful young woman who stands about average to slightly above average height for a woman, with long fuchsia hair, yellow eyes, and a beauty mark below left eye. She was blessed, or in certain situations cursed, with an incredibly endowed body, with a shapely waist, round buttocks and large breasts. She is extremely devout and prays and teaches the word of the holy beings and angels regularly. She is also quite stern and serious, and looks poorly upon acts of sexual promiscuity. She is a pure and untouched virgin and takes great pride in her cleanliness. She emits an air of piety, righteousness, and dignity. Her mother was a former Battle Maiden in the Badarian church who was greatly revered until the day it was discovered she a secret spirit user, she was forced to fight her way out of and flee her own country or be forced into a life of slavery. She eventually made her way to Crolia where she would start a church and branch of Battle Maidens there, until she became too old to continue. She would bring up and teach Karen in the ways of the Battle Maiden until she herself was the age to become one in proper and take over for her mother. Her pistols are her mother's that were handed down as family heirlooms for her to use in service. She has never been outside of Crolia, though and therefore has never been exposed to demons, allurane, naga or other beings of in human or near human species. She was born into a highly religious and pious family of Crolian nobility, and was dedicated to the church and blessed at a young age. She was trained in the righteous texts and use of spirit energy since childhood, when she was 15, she was taught in the use of fire arms and eventually became the star and top student of the academy. At the age of 21, she finally graduated from the school and was given the honorary and coveted title of Battle Maiden. She sets out from The Academy to spread the word of the Angels to the lost masses for the first time setting foot out into a strange and dangerous new world for the greater good.

Location: Crolia- The Academy

Changelog:
9-1-11 Gained 8 XP
9-5-11 Gained 8 XP
9-5-11 Spent 16 XP, Earned Stealth and Skilled Talents; Took Sudden Shot, Bayonet and Thief Skills.
 
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