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Character Sheet:
Name: Your character's name.
Class: Spirit wielder, warrior, mage, or succubus. Some variation of those titles are allowed, of course.
Race: Your character's race, chosen from the race list.
Sex: Is your character male, or female?
Primary Stats:
Body: ##
Mind: ##
Spirit: ##
When displaying any of these, please follow some variation of the following format so that I don't have to constantly check different portions of the character creation thread to make sure you have every correct.
Stat Name: # of points put in + # of points from racial bonuses + # of points from Talents, if any.
Secondary Stats:
Hit Points (HP): Body + Mind/2 + Spirit/2
Pleasure to Orgasm (PP): Body/2 + Mind + Spirit/2
Spirit Energy (EP): Body/2 + Mind/2 + Spirit
Speed: Square root of (Body * 10)
Dodge: Sum of Body, Mind, and Spirit divided by 2
Armor: Whatever you get from armor and talents.
Resistance: Your character's primary stat as determined by their class divided by 2. If your character is a succubus, you can choose which stat determines their resistance, but the stat can never be re-chosen.
Perception: The square root of your character's primary stat (as decided by their class) stat multiplied by 10, plus any appropriate modifiers. Square Root (10 * Stat)
Stealth: The square root of your character's Body stat multiplied by 10, plus any appropriate modifiers, and minus twice the EV value of the character's equipment. Square Root (10 * Body)
Grapple: Your character's Body stat, plus any appropriate modifiers.
Spirit Ceiling: EP/5, the maximum amount of energy that a character can use per round without harming themselves. If, at any time, a character pays an amount of EP in a single turn (including upkeeps and instances of powers or spells, but NOT energy drained) greater than this stat, he or she loses additional EP and an amount of HP equal to the difference between the amount of energy spent and the character's Spirit Ceiling.
Things you probably don't have to worry about at character creation, but need on your sheet anyway:
Experience: Starts at 0
Corruption: Also starts at 0
Talents:
A list of your character's Talents, preferably with the descriptions included so that I don't have to look them up. You can shorten them if you like, so long as I can understand them. Also, please have any Talents gained from race or class indicated in some way. For example:
Talent 1
Talent 2
*Racial Talent 1
*Class Talent 1
Flaws:
The opposite of Talents, but should be listed using the same guidelines. No Flaw can be taken more than 4 times.
Mutations: Current/12
A list of the mutations that the character has acquired. This section may be empty at the start of the game for most characters. List racial mutations with an asterisk, like with Talents and Flaws. The Current/12 is a counter, with the Current value equal to the number of mutations that the character has gained through corruption or the Mutated Flaw.
[WARRIORS ONLY]
Skills: List your chosen skills below, including their full descriptions so that I don't have to look them up.
[MAGES ONLY]
Base Casting: Mind/2, the stat used to determine how effect a character is at casting their spells.
Favored Elements: List, taken from what Talents you pick.
Magic Feats: Another list, but with what each feat does.
[SPIRIT USERS ONLY]
Wielder Aptitudes: A list, and maybe a description of what each does.
Powers: A list of powers taken from what Talents you pick. The full descriptions aren't necessary, as I refer to the character creation thread for these anyway.
[SUCCUBI ONLY]
Pleasure Damage:
Penetration = 2d8 + Body/3
Foreplay = 2d4 + Body/4
Succubus Powers: A list of the character's succubus powers.
Inventory:
The weapons and armor you have, along with any other minor items you gain in your travels. Their stats should more or less be copied from wherever you took them from, with all of the math added in as well. It would be nice if all characters also included their unarmed damage as well.
Bio/Description:
Fluff. Write whatever you like, and I'll try to work it into the game mythos I have crammed into my head. And don't be afraid to ask if you have any questions at all during any stage of character creation.
The OOC section:
Put what you want out of the RP here. In the intro post, there is a section saying what will and what will not be in the RP. Read that over, and if you didn't see something that you want, or saw something that you didn't want, or anything of the sort, put it here.
Have a general request of something that you want in your thread? Put it here. Have a story idea that you definitely want explored, a side character that you want to meet, or anything like that? Put it here.
Here's a character sheet without all of the information, for easy copy/pasting.
The Dark Gate 3 Character Creation guide!
The different bonuses for each of the classes.
The Story
DG3 starts 2 years after DG2 concludes, in early autumn. The entries below include what has changed about the world since then and show possible starting locations for characters. Other possible start locations are quite possible, you just have to tell me what you want.
Badaria
When the invasion came, the empire was caught completely unawares. Every major city was almost completely devoid of life within 48 hours, save for a handful of survivors at each of them that spread out to tell the tale. Even though the aliens had achieved almost total victory there, however, they generally left only small groups of their servants behind, departing with more than half of the country's population as suddenly as they had arrived. Some of the cities have been retaken and partially repopulated since then, while others remain abandoned and empty save for a few monsters and scavengers. The only exception to this is the necropolis, where a thriving colony of the invading forces yet remains, pushing back any attempts to wipe it out by the fractured groups around it.
With their undead overlord missing and assumed taken with many of his subjects, the remaining nobility of Badaria who hadn't been taken by the invaders quickly fractured and slowly fell to infighting until only a handful of dominant houses remained. These houses precariously control small subsections of the countryside, but none have been able to claim total dominance as yet, nor have they been able to eradicate the remaining forces of the invaders, much less continue the invasions that their former king had attempted against their nearest neighbors. These are not the only threats to the long embattled people of Badaria, however.
In the Southern corner of the empire, in what was once the village of Artmirst, the city of Acheron has risen. Controlled and populated by demons who had repaired and re-purposed the factories there, the demons have created a surprisingly peaceful and welcoming community. Any may stay in Acheron... For the proper price. A city of rampant debauchery of all kinds imaginable, the demons there trade not only in coin and weapons, but in souls, and many have flocked there to join them despite their reputations, for the demon's have created the one thing that no other group has: Order. Despite its inhabitants, Acheron is the only place that the invaders do not attack, even going so far as to outright avoid it lest they come to fact the wrath of Acheron's Queen.
Between the constant skirmishes between the ruling houses, the rise of bandit groups formed from groups of former imperial soldiers, the rise of Acheron and the ever-present threat of the cultists that serve the invaders, the fallen empire has never been a more dangerous place.
Crolia
Of all the nations in the world, Crolia handled the invasion the best. Though many of its cities were emptied by the sudden attack, the Academy, the greatest center of magical learning in the known world, managed to destroy the invaders completely with minimal casualties. The flying fortress that had been sent to Therion was destroyed following the intervention of the thunder god Doraleous, and one above the elven city of Gods-Reach was destroyed by a flight of angels summoned by a mysterious stranger that had arrived a day before the aliens arrived.
Still, the city states of Crolia were devastated, and even though all of the invaders fled the frozen Northlands following their numerous defeats, there was a new threat brewing. A warlord had risen amongst the orc tribes, who had been almost completely unbothered by the invaders. While the countryside was still reeling from the attacks by the invaders, the tribes unified and swept across the country, taking more than half of the remaining cities. Gods-Reach was one of the last to fall before the combined forces of Therion, the Academy and the Badarian city state of Lockacre halted the orc horde's advance. The beastmen have enslaved all they have conquered, and have since solidified their holdings and begun to replenish their numbers. All attempts to discern the identity of this warlord have failed, and he has held an iron grip upon his budding empire ever since the short period of peace began.
Skirmishes between the orcs and the now unified remains of the humans of Crolia have been a constant threat, even spilling into the Pass of Ghosts and adding to the corpses already piled high there. Though many attempts have been made, no negotiations have been successful between the two sides, and the already few in number high elves of Gods-Reach have remained enslaved to their captors.
The Amazon
The ancient magical cities and temples of the amazon, long held against the incredibly hostile native environment, were no match for the power of the invaders. The once mighty empire of the people of the Amazon has fallen to nothing, the cities emptied of life and many of the temples desecrated and destroyed. Their defenses annihilated, many of the smaller communities within the jungle were destroyed, either by lack of resources due to so many refugees fleeing the cities, attacks by the invading monsters, or by the lack of protection against the dangers native to the Amazon.
Their culture falling apart as large parts of it simply ceased to exist, many of the peoples of the Amazon have reverted to tribalistic state even as those few left who truly understood their old ways attempt to reassert order. With the emergence of even more monsters into the jungle as the arachne make themselves known and the shadow demons begin to spread, and the continued threat from colonies of invaders, the eradication of the Amazonian civilization seems certain unless someone can do something to stop it.
The Anudor Desert
The largely clustered and xenophobic Su-Ku-Ta were swiftly overwhelmed by the invaders, their cities taken over almost without a fight despite the technology and magical prowess possessed by the cat-folk. Unlike most other places, however, the invaders remained in the cities that they conquered. The Su-Ku-Ta culture was almost completely wiped out and replaced in under a week, the aliens setting up permanent settlements that quickly began to spread across the barren desert, slowly creeping toward the former Badarian empire.
A guerrilla resistance by the few remaining unturned Su-Ku-Tu and the Anudorian tribes has slowed, but not stopped their advance. Fighting desperately with no aid save what little support that the people in Western Badaria could offer, the people of the desert were fighting a losing battle against an enemy with nearly unlimited numbers and power rivaled only by the highest lords of the fey or the demons. Those that fall join their foes, only swelling their numbers and power as their very souls were torn from them.
Potential Starting Locations
Name: Your character's name.
Class: Spirit wielder, warrior, mage, or succubus. Some variation of those titles are allowed, of course.
Race: Your character's race, chosen from the race list.
Sex: Is your character male, or female?
Primary Stats:
Body: ##
Mind: ##
Spirit: ##
When displaying any of these, please follow some variation of the following format so that I don't have to constantly check different portions of the character creation thread to make sure you have every correct.
Stat Name: # of points put in + # of points from racial bonuses + # of points from Talents, if any.
Secondary Stats:
Hit Points (HP): Body + Mind/2 + Spirit/2
Pleasure to Orgasm (PP): Body/2 + Mind + Spirit/2
Spirit Energy (EP): Body/2 + Mind/2 + Spirit
Speed: Square root of (Body * 10)
Dodge: Sum of Body, Mind, and Spirit divided by 2
Armor: Whatever you get from armor and talents.
Resistance: Your character's primary stat as determined by their class divided by 2. If your character is a succubus, you can choose which stat determines their resistance, but the stat can never be re-chosen.
Perception: The square root of your character's primary stat (as decided by their class) stat multiplied by 10, plus any appropriate modifiers. Square Root (10 * Stat)
Stealth: The square root of your character's Body stat multiplied by 10, plus any appropriate modifiers, and minus twice the EV value of the character's equipment. Square Root (10 * Body)
Grapple: Your character's Body stat, plus any appropriate modifiers.
Spirit Ceiling: EP/5, the maximum amount of energy that a character can use per round without harming themselves. If, at any time, a character pays an amount of EP in a single turn (including upkeeps and instances of powers or spells, but NOT energy drained) greater than this stat, he or she loses additional EP and an amount of HP equal to the difference between the amount of energy spent and the character's Spirit Ceiling.
Things you probably don't have to worry about at character creation, but need on your sheet anyway:
Experience: Starts at 0
Corruption: Also starts at 0
Talents:
A list of your character's Talents, preferably with the descriptions included so that I don't have to look them up. You can shorten them if you like, so long as I can understand them. Also, please have any Talents gained from race or class indicated in some way. For example:
Talent 1
Talent 2
*Racial Talent 1
*Class Talent 1
Flaws:
The opposite of Talents, but should be listed using the same guidelines. No Flaw can be taken more than 4 times.
Mutations: Current/12
A list of the mutations that the character has acquired. This section may be empty at the start of the game for most characters. List racial mutations with an asterisk, like with Talents and Flaws. The Current/12 is a counter, with the Current value equal to the number of mutations that the character has gained through corruption or the Mutated Flaw.
[WARRIORS ONLY]
Skills: List your chosen skills below, including their full descriptions so that I don't have to look them up.
[MAGES ONLY]
Base Casting: Mind/2, the stat used to determine how effect a character is at casting their spells.
Favored Elements: List, taken from what Talents you pick.
Magic Feats: Another list, but with what each feat does.
[SPIRIT USERS ONLY]
Wielder Aptitudes: A list, and maybe a description of what each does.
Powers: A list of powers taken from what Talents you pick. The full descriptions aren't necessary, as I refer to the character creation thread for these anyway.
[SUCCUBI ONLY]
Pleasure Damage:
Penetration = 2d8 + Body/3
Foreplay = 2d4 + Body/4
Succubus Powers: A list of the character's succubus powers.
Inventory:
The weapons and armor you have, along with any other minor items you gain in your travels. Their stats should more or less be copied from wherever you took them from, with all of the math added in as well. It would be nice if all characters also included their unarmed damage as well.
Bio/Description:
Fluff. Write whatever you like, and I'll try to work it into the game mythos I have crammed into my head. And don't be afraid to ask if you have any questions at all during any stage of character creation.
The OOC section:
Put what you want out of the RP here. In the intro post, there is a section saying what will and what will not be in the RP. Read that over, and if you didn't see something that you want, or saw something that you didn't want, or anything of the sort, put it here.
Have a general request of something that you want in your thread? Put it here. Have a story idea that you definitely want explored, a side character that you want to meet, or anything like that? Put it here.
Here's a character sheet without all of the information, for easy copy/pasting.
Name:
Class:
Race:
Sex:
Body:
Mind:
Spirit:
Hit Points (HP):
Pleasure to Orgasm (PP):
Spirit Energy (EP):
Speed:
Dodge:
Armor:
Resistance:
Perception:
Stealth:
Grapple:
Spirit Ceiling:
Experience:
Corruption:
Talents:
Flaws:
Mutations:
Skills:
Base Casting:
Favored Elements:
Magic Feats:
Wielder Aptitudes:
Powers:
Pleasure Damage:
Penetration =
Foreplay =
Succubus Powers:
Inventory:
Bio/Description:
The OOC section:
Class:
Race:
Sex:
Body:
Mind:
Spirit:
Hit Points (HP):
Pleasure to Orgasm (PP):
Spirit Energy (EP):
Speed:
Dodge:
Armor:
Resistance:
Perception:
Stealth:
Grapple:
Spirit Ceiling:
Experience:
Corruption:
Talents:
Flaws:
Mutations:
Skills:
Base Casting:
Favored Elements:
Magic Feats:
Wielder Aptitudes:
Powers:
Pleasure Damage:
Penetration =
Foreplay =
Succubus Powers:
Inventory:
Bio/Description:
The OOC section:
The Dark Gate 3 Character Creation guide!
1) Firstly, look through the class and race descriptions, and read the story filler and bombard me and my assistant GMs with questions so that you know the general layout of the setting.
2) Then, based on that, come up with a character concept based on what's available. Start by choosing your class and race, and work your way up from there. Feel free to question your local GM.
3) Next, assign your stats. Start with the stats given by your race, which by default are Body = Mind = Spirit = 0, and then distribute 50 points among the three primary stats. Body, Mind, and Spirit must each be evenly divisible by 2, so the 50 points should be spent in 2 point chunks. A character cannot have a 0 or less in any stat. A character with a Body stat less than 10 is considered too weak to do anything more strenuous than walk, a character with a Mind stat less than 10 is considered mentally retarded and/or illiterate, and a character with a Spirit stat less than 10 should have severe emotional problems. The latter two must be RPed out, but the first also has minor mechanical penalties associated with a low Speed stat and an inability to grapple with things. Also, it is advised that a character have at least a value of 30 in the primary stat for their class, if possible. Also remember that unless it says otherwise, every calculated number rounds naturally.
4) When you have your primary stats sorted out, choose your Talents and Flaws. At character creation, you can choose 5 Talents. In addition, for every Flaw that you choose up to 3, you are allowed to choose another Talent, totaling to 8 Talents and 3 Flaws. Talents or Flaws from the character's race and class DO NOT count toward the number that you're allowed to choose. You may choose additional Flaws if you feel as though they would better flesh out your character, but these do not grant the character any additional Talents. No Flaw can be taken more than 4 times.
5) Based on your character's Flaws, Primary Stats, and Talents, choose all of the Mutations, Elements, Mage Feats, Powers, Wielder Aptitudes, Succubus Powers, and Skills. What each of those are is discussed later on, but if you don't see anything that grants you some of a listed category from your Race, Class (see Class bonuses) or Talents, then you can feel free to erase that section from your sheet to save space.
6) When your character is finished with that, look at the formula's presented in the character sheet section down above, and math out all of your secondary stats.
7) Choose your character's equipment from the weapons and armor section, and then add all of the math from that onto your character's stats. Also, math out the attack and damage for all of the attacks that you plan to use on your sheet. A character starts the game with 50 denarii, up to three weapons, one shield, and one set of armor, but all items must be something that the character is actually going to use. Old characters keep any of their old equipment and items.
8) Finally, fill out your character's name, sex, backstory, and the section regarding what you want out of the RP. Please put any fetishes that you want or are uncomfortable with in the OOC section so that I know what I should and should not do in smut scenes, as well as any personal preferences in where you want the RP to go.
9) Your character sheet should be in a spoiler. You can make a spoiler tag by putting the word spoiler in brackets at the top of your post, and then putting /spoiler also in brackets at the bottom. Brackets are the square parenthesis that look like this [] and should include the entirety of the word enclosed, and nothing else. Please, don't cover your sheet in spoilers. They only make reading it obnoxiously difficult. One for the whole sheet and maybe one for the backstory and/or character picture is sufficient.
2) Then, based on that, come up with a character concept based on what's available. Start by choosing your class and race, and work your way up from there. Feel free to question your local GM.
3) Next, assign your stats. Start with the stats given by your race, which by default are Body = Mind = Spirit = 0, and then distribute 50 points among the three primary stats. Body, Mind, and Spirit must each be evenly divisible by 2, so the 50 points should be spent in 2 point chunks. A character cannot have a 0 or less in any stat. A character with a Body stat less than 10 is considered too weak to do anything more strenuous than walk, a character with a Mind stat less than 10 is considered mentally retarded and/or illiterate, and a character with a Spirit stat less than 10 should have severe emotional problems. The latter two must be RPed out, but the first also has minor mechanical penalties associated with a low Speed stat and an inability to grapple with things. Also, it is advised that a character have at least a value of 30 in the primary stat for their class, if possible. Also remember that unless it says otherwise, every calculated number rounds naturally.
4) When you have your primary stats sorted out, choose your Talents and Flaws. At character creation, you can choose 5 Talents. In addition, for every Flaw that you choose up to 3, you are allowed to choose another Talent, totaling to 8 Talents and 3 Flaws. Talents or Flaws from the character's race and class DO NOT count toward the number that you're allowed to choose. You may choose additional Flaws if you feel as though they would better flesh out your character, but these do not grant the character any additional Talents. No Flaw can be taken more than 4 times.
5) Based on your character's Flaws, Primary Stats, and Talents, choose all of the Mutations, Elements, Mage Feats, Powers, Wielder Aptitudes, Succubus Powers, and Skills. What each of those are is discussed later on, but if you don't see anything that grants you some of a listed category from your Race, Class (see Class bonuses) or Talents, then you can feel free to erase that section from your sheet to save space.
6) When your character is finished with that, look at the formula's presented in the character sheet section down above, and math out all of your secondary stats.
7) Choose your character's equipment from the weapons and armor section, and then add all of the math from that onto your character's stats. Also, math out the attack and damage for all of the attacks that you plan to use on your sheet. A character starts the game with 50 denarii, up to three weapons, one shield, and one set of armor, but all items must be something that the character is actually going to use. Old characters keep any of their old equipment and items.
8) Finally, fill out your character's name, sex, backstory, and the section regarding what you want out of the RP. Please put any fetishes that you want or are uncomfortable with in the OOC section so that I know what I should and should not do in smut scenes, as well as any personal preferences in where you want the RP to go.
9) Your character sheet should be in a spoiler. You can make a spoiler tag by putting the word spoiler in brackets at the top of your post, and then putting /spoiler also in brackets at the bottom. Brackets are the square parenthesis that look like this [] and should include the entirety of the word enclosed, and nothing else. Please, don't cover your sheet in spoilers. They only make reading it obnoxiously difficult. One for the whole sheet and maybe one for the backstory and/or character picture is sufficient.
The different bonuses for each of the classes.
Warriors
Those dedicated to the practice of the martial arts, no matter their specific expertise, are known as warriors. The actual title of a warrior may vary a great deal, but from the masters of the sword from the Amazonian jungles, to the armored knights of the North, to the rogues who dwell in the back alleys of every major city, each and every one possesses their own specific skills and tactics.
The most important primary stat for all Warriors is Body. Their Resistance stat is dependent on it, and it’s the stat that generally determines how effective they are at hitting their target in combat, and determining how much damage they do when they hit.
Characters of the Warrior class are more skilled in combat compared members of other classes. A Warrior can choose a number of Skills at character creation equal to 1 + Body/10. This total always rounds down, so a character with 38 Body would get 1 + 38/10 = 4.8, which would round down to 4 free Skills. If their Body stat later increases so that they would qualify for an additional Skill, they can choose that additional Skill.
Mages
Those have been trained to manipulate the energies of the world around them are called mages. They can focus themselves in any number of different ways, but some sort of training is necessary for one to be able to control their magic.
The most important primary stat for all Mages is Mind. Their Resistance stat is dependent on it, as well as the Base Casting stat. A mage with higher Mind also generally deals more damage with their spells, and are more likely to hit their targets with them.
All Mages, no matter their field of specialization or experience, are capable of using a great many different spells, able to cast 1st and 2nd level spells of any element by default. In addition, Mages are dedicated practitioners of their craft, and gain 1 + Mind/20 Magic Feats at character creation, rounded down. Mages who's Mind stat increases to a point that they would acquire an additional Feat may choose one then.
Spirit Wielders
Those rare individuals that can harness the power inherent within their own soul, and use it to affect the world around them are referred to as Spirit Wielders. There aren't many set rules on how a Spirit Wielder uses their powers specifically, but generally all of the actual powers that have been observed can be classified among a number of different groups of Powers.
The most important primary stat for all Spirit Wielders is Spirit. Their Resistance stat is dependent on it, and a high Spirit will give them the ability to put more EP into their Powers. In addition, Spirit Powers use Spirit to determine whether they hit.
Characters of the Spirit Wielder Class get an additional Talent at character creation. This Talent must be spent on a Talent that grants the character access to Spirit Powers. In addition, Spirit Wielders get a number of Wielder Aptitudes equal to 1 + Spirit/30, rounded down. Wielder's who's Spirit stat increases to a point that they would acquire an additional Aptitude may choose one then.
Succubi
Those who, for reasons known by few, have such damage to their souls that they need to feed on the souls of others in order to survive. Some have the blood of the Fey, or demons, or daemons somewhere in their heritage, while others are simply born the way they are without any explanation. Whatever the reason for their condition, most succubi begin exhibiting symptoms of it around puberty, but the full effects of it, including their unnatural hunger, generally don’t appear until the person has reached full sexual maturity. Succubi feed through sex, the intimacy of such contact allowing them to drain the energies of their partner.
Unlike the other three classes, Succubi have no dedicated primary stat. The amount of pleasure dealt, a very important thing for any succubus, is normally based on the Body stat, but if the character has a higher Mind or Spirit stat they may substitute that instead without spending a Talent as a character of any other class would have to do. At character creation, one of the three primary stats is chosen as the stat that determines the character’s Resistance and Perception, as well as how much pleasure succubi deal with sexual attacks and their attack bonus with Succubus Powers, as if they had the Knowledgeable or Spunky Talent. This choice cannot be changed later no matter how the character’s stats change.
Every Succubus gets the Soul Eater Special Mutation and the Lustful Flaw. In addition, Succubi increase in power slightly faster than other classes. Buying Talents take only ¾ as much experience as it does for any other class. At character creation, succubi must choose 3 Succubus Powers, which they get for free.
Those dedicated to the practice of the martial arts, no matter their specific expertise, are known as warriors. The actual title of a warrior may vary a great deal, but from the masters of the sword from the Amazonian jungles, to the armored knights of the North, to the rogues who dwell in the back alleys of every major city, each and every one possesses their own specific skills and tactics.
The most important primary stat for all Warriors is Body. Their Resistance stat is dependent on it, and it’s the stat that generally determines how effective they are at hitting their target in combat, and determining how much damage they do when they hit.
Characters of the Warrior class are more skilled in combat compared members of other classes. A Warrior can choose a number of Skills at character creation equal to 1 + Body/10. This total always rounds down, so a character with 38 Body would get 1 + 38/10 = 4.8, which would round down to 4 free Skills. If their Body stat later increases so that they would qualify for an additional Skill, they can choose that additional Skill.
Mages
Those have been trained to manipulate the energies of the world around them are called mages. They can focus themselves in any number of different ways, but some sort of training is necessary for one to be able to control their magic.
The most important primary stat for all Mages is Mind. Their Resistance stat is dependent on it, as well as the Base Casting stat. A mage with higher Mind also generally deals more damage with their spells, and are more likely to hit their targets with them.
All Mages, no matter their field of specialization or experience, are capable of using a great many different spells, able to cast 1st and 2nd level spells of any element by default. In addition, Mages are dedicated practitioners of their craft, and gain 1 + Mind/20 Magic Feats at character creation, rounded down. Mages who's Mind stat increases to a point that they would acquire an additional Feat may choose one then.
Spirit Wielders
Those rare individuals that can harness the power inherent within their own soul, and use it to affect the world around them are referred to as Spirit Wielders. There aren't many set rules on how a Spirit Wielder uses their powers specifically, but generally all of the actual powers that have been observed can be classified among a number of different groups of Powers.
The most important primary stat for all Spirit Wielders is Spirit. Their Resistance stat is dependent on it, and a high Spirit will give them the ability to put more EP into their Powers. In addition, Spirit Powers use Spirit to determine whether they hit.
Characters of the Spirit Wielder Class get an additional Talent at character creation. This Talent must be spent on a Talent that grants the character access to Spirit Powers. In addition, Spirit Wielders get a number of Wielder Aptitudes equal to 1 + Spirit/30, rounded down. Wielder's who's Spirit stat increases to a point that they would acquire an additional Aptitude may choose one then.
Succubi
Those who, for reasons known by few, have such damage to their souls that they need to feed on the souls of others in order to survive. Some have the blood of the Fey, or demons, or daemons somewhere in their heritage, while others are simply born the way they are without any explanation. Whatever the reason for their condition, most succubi begin exhibiting symptoms of it around puberty, but the full effects of it, including their unnatural hunger, generally don’t appear until the person has reached full sexual maturity. Succubi feed through sex, the intimacy of such contact allowing them to drain the energies of their partner.
Unlike the other three classes, Succubi have no dedicated primary stat. The amount of pleasure dealt, a very important thing for any succubus, is normally based on the Body stat, but if the character has a higher Mind or Spirit stat they may substitute that instead without spending a Talent as a character of any other class would have to do. At character creation, one of the three primary stats is chosen as the stat that determines the character’s Resistance and Perception, as well as how much pleasure succubi deal with sexual attacks and their attack bonus with Succubus Powers, as if they had the Knowledgeable or Spunky Talent. This choice cannot be changed later no matter how the character’s stats change.
Every Succubus gets the Soul Eater Special Mutation and the Lustful Flaw. In addition, Succubi increase in power slightly faster than other classes. Buying Talents take only ¾ as much experience as it does for any other class. At character creation, succubi must choose 3 Succubus Powers, which they get for free.
The Story
DG3 starts 2 years after DG2 concludes, in early autumn. The entries below include what has changed about the world since then and show possible starting locations for characters. Other possible start locations are quite possible, you just have to tell me what you want.
Badaria
When the invasion came, the empire was caught completely unawares. Every major city was almost completely devoid of life within 48 hours, save for a handful of survivors at each of them that spread out to tell the tale. Even though the aliens had achieved almost total victory there, however, they generally left only small groups of their servants behind, departing with more than half of the country's population as suddenly as they had arrived. Some of the cities have been retaken and partially repopulated since then, while others remain abandoned and empty save for a few monsters and scavengers. The only exception to this is the necropolis, where a thriving colony of the invading forces yet remains, pushing back any attempts to wipe it out by the fractured groups around it.
With their undead overlord missing and assumed taken with many of his subjects, the remaining nobility of Badaria who hadn't been taken by the invaders quickly fractured and slowly fell to infighting until only a handful of dominant houses remained. These houses precariously control small subsections of the countryside, but none have been able to claim total dominance as yet, nor have they been able to eradicate the remaining forces of the invaders, much less continue the invasions that their former king had attempted against their nearest neighbors. These are not the only threats to the long embattled people of Badaria, however.
In the Southern corner of the empire, in what was once the village of Artmirst, the city of Acheron has risen. Controlled and populated by demons who had repaired and re-purposed the factories there, the demons have created a surprisingly peaceful and welcoming community. Any may stay in Acheron... For the proper price. A city of rampant debauchery of all kinds imaginable, the demons there trade not only in coin and weapons, but in souls, and many have flocked there to join them despite their reputations, for the demon's have created the one thing that no other group has: Order. Despite its inhabitants, Acheron is the only place that the invaders do not attack, even going so far as to outright avoid it lest they come to fact the wrath of Acheron's Queen.
Between the constant skirmishes between the ruling houses, the rise of bandit groups formed from groups of former imperial soldiers, the rise of Acheron and the ever-present threat of the cultists that serve the invaders, the fallen empire has never been a more dangerous place.
Crolia
Of all the nations in the world, Crolia handled the invasion the best. Though many of its cities were emptied by the sudden attack, the Academy, the greatest center of magical learning in the known world, managed to destroy the invaders completely with minimal casualties. The flying fortress that had been sent to Therion was destroyed following the intervention of the thunder god Doraleous, and one above the elven city of Gods-Reach was destroyed by a flight of angels summoned by a mysterious stranger that had arrived a day before the aliens arrived.
Still, the city states of Crolia were devastated, and even though all of the invaders fled the frozen Northlands following their numerous defeats, there was a new threat brewing. A warlord had risen amongst the orc tribes, who had been almost completely unbothered by the invaders. While the countryside was still reeling from the attacks by the invaders, the tribes unified and swept across the country, taking more than half of the remaining cities. Gods-Reach was one of the last to fall before the combined forces of Therion, the Academy and the Badarian city state of Lockacre halted the orc horde's advance. The beastmen have enslaved all they have conquered, and have since solidified their holdings and begun to replenish their numbers. All attempts to discern the identity of this warlord have failed, and he has held an iron grip upon his budding empire ever since the short period of peace began.
Skirmishes between the orcs and the now unified remains of the humans of Crolia have been a constant threat, even spilling into the Pass of Ghosts and adding to the corpses already piled high there. Though many attempts have been made, no negotiations have been successful between the two sides, and the already few in number high elves of Gods-Reach have remained enslaved to their captors.
The Amazon
The ancient magical cities and temples of the amazon, long held against the incredibly hostile native environment, were no match for the power of the invaders. The once mighty empire of the people of the Amazon has fallen to nothing, the cities emptied of life and many of the temples desecrated and destroyed. Their defenses annihilated, many of the smaller communities within the jungle were destroyed, either by lack of resources due to so many refugees fleeing the cities, attacks by the invading monsters, or by the lack of protection against the dangers native to the Amazon.
Their culture falling apart as large parts of it simply ceased to exist, many of the peoples of the Amazon have reverted to tribalistic state even as those few left who truly understood their old ways attempt to reassert order. With the emergence of even more monsters into the jungle as the arachne make themselves known and the shadow demons begin to spread, and the continued threat from colonies of invaders, the eradication of the Amazonian civilization seems certain unless someone can do something to stop it.
The Anudor Desert
The largely clustered and xenophobic Su-Ku-Ta were swiftly overwhelmed by the invaders, their cities taken over almost without a fight despite the technology and magical prowess possessed by the cat-folk. Unlike most other places, however, the invaders remained in the cities that they conquered. The Su-Ku-Ta culture was almost completely wiped out and replaced in under a week, the aliens setting up permanent settlements that quickly began to spread across the barren desert, slowly creeping toward the former Badarian empire.
A guerrilla resistance by the few remaining unturned Su-Ku-Tu and the Anudorian tribes has slowed, but not stopped their advance. Fighting desperately with no aid save what little support that the people in Western Badaria could offer, the people of the desert were fighting a losing battle against an enemy with nearly unlimited numbers and power rivaled only by the highest lords of the fey or the demons. Those that fall join their foes, only swelling their numbers and power as their very souls were torn from them.
Potential Starting Locations
Badaria
Acheron
-The demon city of vice
The Necropolis
-The seat of power for the aliens that remain in Badaria
Lockacre
-The largest city remaining in Badaria that is controlled and populated by humans. Despite being on the Eastern Border of Badaria, it has risen to prominence due to the river linking it both to Acheron and to Crolia.
Crolia
Therion
The Academy
The Pass of Ghosts
Gods-Reach
-The conquered fortress-city of Gods-Reach is now home to a regiment of orcish soldiers, human mercenaries, and elven slaves.
Wildehaven
-A city built by orcs high in the Eastern mountains, and the seat of power of the bestial race's empire.
The Amazon
Celesis
-The ruined city still crawls with the remains of the invading force, a small enclave having been set up within the palace district.
The Pfitherean Jungle
Glassmoor
-A large (by Amazonian standards) community on the edge of the jungle, Glassmoor has held against the invaders and the monsters of the hostile world around it, and even begun to spread. The seeds of reestablishing Amazonian culture are there, but whether they will germinate, or be killed before they can sprout, only time will tell.
The Ironrose Monastery
-The largest remaining monastery, and holder of many of the arcane secrets discovered by the peoples of the amazon over the years. Unlike many of its kind, it has thrived following the invasion, a small community steadily growing around it.
The Anudor Desert
Xidior (formerly Shry-Kuth-Lus)
-The coastal city has become the invaders strongest fortress, a flying fortress remaining above the city of the pyramids even after the rest had left.
The Expanse
Haven
-Now a constant battleground between the forces of the aliens who try to press westwards and the guerrilla resistance fighting against them, this small town on the doorstep of an ancient fortress has turned into a veritable fortress in itself, with the ancient structure that it had formed around their last line of defense against the invaders, as well as where they keep their ammunition and weapons stores.
Acheron
-The demon city of vice
The Necropolis
-The seat of power for the aliens that remain in Badaria
Lockacre
-The largest city remaining in Badaria that is controlled and populated by humans. Despite being on the Eastern Border of Badaria, it has risen to prominence due to the river linking it both to Acheron and to Crolia.
Crolia
Therion
The Academy
The Pass of Ghosts
Gods-Reach
-The conquered fortress-city of Gods-Reach is now home to a regiment of orcish soldiers, human mercenaries, and elven slaves.
Wildehaven
-A city built by orcs high in the Eastern mountains, and the seat of power of the bestial race's empire.
The Amazon
Celesis
-The ruined city still crawls with the remains of the invading force, a small enclave having been set up within the palace district.
The Pfitherean Jungle
Glassmoor
-A large (by Amazonian standards) community on the edge of the jungle, Glassmoor has held against the invaders and the monsters of the hostile world around it, and even begun to spread. The seeds of reestablishing Amazonian culture are there, but whether they will germinate, or be killed before they can sprout, only time will tell.
The Ironrose Monastery
-The largest remaining monastery, and holder of many of the arcane secrets discovered by the peoples of the amazon over the years. Unlike many of its kind, it has thrived following the invasion, a small community steadily growing around it.
The Anudor Desert
Xidior (formerly Shry-Kuth-Lus)
-The coastal city has become the invaders strongest fortress, a flying fortress remaining above the city of the pyramids even after the rest had left.
The Expanse
Haven
-Now a constant battleground between the forces of the aliens who try to press westwards and the guerrilla resistance fighting against them, this small town on the doorstep of an ancient fortress has turned into a veritable fortress in itself, with the ancient structure that it had formed around their last line of defense against the invaders, as well as where they keep their ammunition and weapons stores.
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