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DG3 Character Sheets


Tassadar

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Character sheets go here. Please keep them in spoilers, and try to avoid having more than one post if at all possible.

Here's a character sheet.
Name:
Class:
Race:
Sex:

Body:
Mind:
Spirit:

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


Experience:
Corruption:


Talents:


Flaws:


Mutations:


Skills:


Base Casting:
Favored Elements:
Magic Feats:


Wielder Aptitudes:
Powers:


Pleasure Damage:
Penetration =
Foreplay =
Succubus Powers:


Inventory:


Bio/Description:


The OOC section:
 
Last edited:

Hafnium

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Re: DG3 Character Sheets

Tamonten, slayer of trees and friend (with benefits) of the faeries! (Still needs an improved back story writeup but I'm waiting on that until after DG2's conclusion. For DG2 conclusion purposes, I'll leave her old biography in here.)
Name: Tamonten
Class: Warrior (Snake Charmer)
Race: Part Demon
Sex: Female

Body: 70 32 + 4 + 16 + 18
Mind: 14 8 + 6
Spirit: 18 10 + 6 + 8 - 6

Quick Status Copy & Paste
HP = 86, PP = 58, EP = 60, Status = Fine

Hit Points (HP): 86
Pleasure to Orgasm (PP): 58
Spirit Energy (EP): 60
Speed: 26 (25 w/ armor and enchanted boots)
Dodge: 51 (53 w/ enchanted boots, +10 while Unarmed or wielding a weapon in one hand)
Armor: 0 (17 w/ armor and enchanted ring)
Resistance: 35
Perception: 26
Stealth: 16 (10 w/ armor)
Grapple: 82
Spirit Ceiling: 12 (9 w/ armor)

Cheat Sheet
When taking HP damage: 15 non-natural Armor reduction from 6 DU, 40 TP darksteel scale mail and 2 armor and 15 fire/5 force resist from a misc. ring (and her demon mutation). She takes d4 + 9 pleasure damage, half of which is gained as EP.
When dealing HP damage: She takes d4+9 pleasure damage, half of which is gained as EP. On a killing blow, enemies must within 30 feet and line of sight must make a make a resistance check against (Damage/10)*Tier. Failing three of these checks in a single combat generally causes a creature to either retreat or surrender.
When wielding a Two-Handed Sword: She ignores 1/2 Non-Natural AV. On a killing blow she makes an attack against an adjacent target at -10 damage and -10 attack. Anytime she attacks an opponent below 30 HP remaining or reduces them below 30 HP, or deals more than half their HP in an attack, she makes a resistance check against them and if they fail then they are killed instantly.
Extras: She has self-control and will always use it when she takes PP damage as a result of attacking or being attacked, allowing her to make a 1d20 + resistance check against the amount of PP damage exceeding her limit as a DC in order to avoid orgasming that round.

When taking EP damage: She takes an additional 20 EP damage from Open Soul x4.

When taking PP damage: She takes an additional 5 PP damage from sensitive. She regains EP equal to half of PP damage taken. She has giving soul and takes 4 EP damage, causing her partner to regain 4 EP damage (24 and 24 respectively, as this stacks with EP damage).
When dealing PP damage: She has supernatural and corrupts as such.
Fetishes: She takes an additional 8 (overall 13) PP damage if her opponent is a member of the fey, a plant, has fox tails, fox ears, is a kitsune, is Krig, has violet hair, is a BISHIE, bondage is involved, is dominating her, or is draining her.
Extras: She impregnates and is impregnated on a roll of 3, due to potent.

Experience: 2 free, 90 used.
Corruption: 0

Talents:
[Gen] Exceptional x3: +24 PTD.
[Gen] Natural Spirit (Demonologist).
[Gen] Natural Succubus (Succubus Magic).
[Gen] Superior Succubus (Sexual Tyrannosaurus).
[Gen] Psyker: Roll dat psychic phenomena table when breaking spirit ceiling.

[War] Heavy Weapons Specialist: +10 damage with a two-handed weapon.
[War] Duelist: +2 damage with OH, +10 Dodge.
[War] Grapple Expert: +12 Grapple
[War] Unarmed Fighter: Better unarmed damage, +10 dodge when unarmed.
[War] Skill with Weapon [Two-Handed Sword]: +12 attack with a two-handed sword.
[War] Skilled x5: +15 skills.

Flaws:
[Race] Tainted Bloodline: x1.5 corruption gained.
[Race] Mutated: +3 mutations.

[Talent/Extra] Open Soul x4: +20 EP damage taken.

[Extra] Fetish [Fey]
[Extra] Fetish [Plants]
[Extra] Fetish [Krig]
[Extra] Fetish [Violet Hair]
[Extra] Fetish [Fox Tails]
[Extra] Fetish [Fox Ears]
[Extra] Fetish [Kitsune]: Basically kitsunes are her fetish.
[Extra] Fetish [Fighting]: +8 PP damage taken when receiving or dealing damage in combat.
[Extra] Fetish [Draining]: +8 PP damage taken while draining another character's energy or being drained.
[Extra] Fetish [Bondage]
[Extra] Fetish [Pretty Boys]: Tamo has a thing for them bishies.
[Extra] Fetish [Being Dominated]: She's a sub at heart. Especially when she feels her partner's really worked for/earned their place on top.
[Extra] Sensitive: +5 PP damage taken.
[Extra] Obvious: -8 Stealth
[Extra] Lustful: Tamonten is pretty horny.


Mutations: 12/12

Sadist: d4 + 1 PP damage taken whenever character deals damage.
Masochist: d4 + 1 PP damage taken whenever character receives damage.
Odd Skin
Tail
Vestigial Wings
1) Wings
2) Greater Wings
Battery
Pheromones: -2 to character's stealth, NPCs around the character are more interested in sex.
Horn
Giving Soul: Loses 4 EP when taking pleasure damage from another character, that character gains +4 EP.
Demon: -5 Fire and Force damage taken.
Supernatural
Potent: Preggers on 3 or more.

Skills:
20 Skills 1 + 70/10 + 12 = 16.2

[Heavy] Charge
[Heavy] Cleave
[Heavy] Supreme Might
[Heavy] Slay
[Heavy] Whirlwind
[Heavy] Guillotine

[Unarmed] Flurry of Blows
[Unarmed] Stunning Blow
[Unarmed] Trip
[Unarmed] Shattering Blow

[Grapple] Brawler
[Grapple] Fling

[General] Bladesinger – Use body instead of spirit for attack rolls with spirit powers.
[General] Focused [Two-Handed Swords] - +6 attack with two-handed swords.
[General] Specialized [Two-Handed Swords] - +4 damage with two-handed swords.
[General] Grandmaster
[General] Spirited Warrior
[General] Double Strike
[General] Quick Draw
[General] Terrify
[General] Challenge
[General] Giant Strength

[Weapon] Death from the Draw

Powers: Fell Might, Hellfire Blast, Vampiric Futanari

Succubi Powers: Self-Control, Deny Release, Desperate Avoidance.

Inventory:
(Tatters) Fey Clothes: AV = 3, EV = 0, TP = 29, DU = 3
(Equipped) Darksteel Scale Mail AV = 15, EV = 3, TP = 40, DU = 6.
+8 Greatsword (100) 2d12 + 60, OH: (92) 2d12 + 44. -6 Dodge.
Unarmed (72) 1d8 + 38
+2 Throwing Knives (74) 2d12 + 26 + 2d8 Force, 10 foot range, 5/5
Darksteel Bastard Sword w/ toothed edge, weighted toward the tip (-6 attack, +2d4 bleed damage, +2 damage) (67) OH: 2d12 + 43 + 2d4 bleed 2H: 2d12 + 59 + 2d4 bleed.
+4 Dagger (76) 2d6 + 41.
(Equipped) Ring: +2 AV, Fire Resist 10
(Equipped) Enchanted Boots: +2 Speed, +2 Dodge
(Equipped) Bracers: +4 Ranged Attack Damage, +2 Attack
Appolyon's Aegis: +5 to melee attack/damage rolls, +10 Dodge, and immunity to Fire/Heat damage. A flowing orange cape that seems to glow like embers when it moves, slightly distorting the wearer's outline and making them more difficult to predict.
Frostblade: Orcish pattern steel longsword that emanates a constant stream of soft mist and is icy cold to the touch. +2 to attack/damage and deals 2d8 ice damage, and the user gets an additional +5 bonus to Dodge when using Full Defense while it's equipped.
The Band of Ends: The user bonds this item to another ring, and may use Shortened Life Expectancy to exchange damage with that user at will at no EP cost. May never have any other spells or powers on it, but can be otherwise enchanted normally. Once bonded may only bond to another ring when the wearer of the bonded ring dies or hasn't worn it for over a year. Otherwise a standard silver ring with an opal in it.
Blue God's Eye: Gives +4 Dodge and +3 AV, also a 10 point EP pool. A white gold ring with a sapphire set into it and runes intricately worked in with turquoise dust in an unknown language.
Wand of Healing: 20 EP pool, enchanted with Lay on Hands.
Silver Ring with the spells Searing Light (Light level 3), Vibrating Touch (Force level 1), and Grease (Fire level 3). SOON.
1x Flour Bag of Catnip
3x Bags of Amazon Tea (20 denarii street value each)
3x Healing Potions
1x EP Potion
5x Aphrodisiac Poisons.
3x Paralysis Poisons
1x Hallucination Poison
4x Faerie Horns
3x Slime Ambers
4x Venom Sacks
3x Horror Carapace
12x Hound's Teeth
3x Camouflage skins.
4x Stalker teeth.
2x Shorn Syrup
6x Darkheart
44 denarii
Magic BDSM Bag (Items of Note: Strange Metal Cube, Wheel of Rape. Also crammed full of dildos both vibrating and non, bondage tape, ropes, straps, a few other goodies, and some outfits.)
(Fluff) Sealing Manacle
(Fluff) Regulating Manacle
(Fluff) Journal

(Coming after the Timeskip) Squire Sweeps, Brass Battle Broom [Modified Polearm] (+70) 2d10 + 31

Description: Tamonten is 5'5" (about 165 cm) with a slim, athletic build from years of training and strenuous physical activity. To her disappointment, her breasts are similarly small, especially when compared to those of the faeries, at barely a B-cup. She has very long, milky-white hair that falls freely to her waist. Her face is youthful and is usually full of the vim and vigor of that youth, if overall a bit average in terms of classical beauty. She has two, nubby white horns on her forehead. She has green eyes. She can usually be found wearing a set of silky pants and a shirt, dark green in color save for a black trim. Her clothing flares out slightly at the right wrist and both ankles. There is no sleeve on her shirt for her left arm. The back of her shirt is cut much lower than the front to allow her pair of small, black, bat-like wings freedom. The wings make it nigh impossible for Tamonten to wear a bra, so instead she uses cloth wrappings for her chest. She has a pitch-black, leathery tail with a soft, spaded tip but it's usually wrapped around her waist, hidden under her clothing. She doesn't wear panties, I'll pretend that this is for mobility or because of her tail or something.

The reason there is no sleeve for her left arm is because her left arm is manacled and as such difficult to fit inside of clothing comfortably. Two heavy, cast-iron manacles are fused to her skin, one on her left wrist and one on her upper left arm, a little below the shoulder. The two irons are connected by an iron chain. Her left arm is pitch-black and is constantly visibly shaking, though the severity depends much on the situation. In contrast to her arm, the rest of her skin is ghostly, unnaturally pale. Tamonten gives off a sweet, arousing scent as a result of her corruption. She tends to carry a greatsword with her, wrapped in leather and slung across her back. A belt around her waist is stocked with a hunting knife and a few satchels which carry odds and ends.

The OOC section: This space cleared 'cause text limit.

Biography (WIP, need to rewrite this stuff)
Tamonten was born in Badaria, south of the Necropolis, on a small family farm owned by her Amazonian parents. Her father was a retired mercenary, whose company was hired by the Empire during one of its many invasions of Crolia through the Pass of Ghosts. Her mother was a traveler of no particular renown who settled down in the Empire after running out of denarii. Tamonten was the only child of the two Amazonians and, as a result, was spoiled rotten. The young girl was taught to read and write and offered an education beyond that of the average farmer, let alone woman, in the Lich King's domain. Despite the opportunity offered to her, Tamonten was not a particularly gifted learner or student, and did not excel far beyond average in matters of knowledge or quickness of wit. Instead, the child was always far more interested in following in the calling of her more martial parent.

The growing child's spoiled nature extended beyond academics, however. There were few things that were deemed off limits to Tamonten by her parents but a forest, not more than a mile away from their farm, was one of them. Yet, her parents were never harsh in their punishments to their only child and as such the young girl would abuse their leniency towards her, often sneaking off to explore the forest while remaining heedless of their warnings. On one such expedition, she stumbled across a skull in the woods. The strange item gave off such a foul aura that even the wildlife wouldn't approach it but the curious child was undeterred. She moved to touch it. As soon as Tamonten had laid a finger on it, vines poured out of its mouth and sockets, one grabbing her left arm and digging into it with painful thorns. More reached for her free arm and legs, looking to continue the process, causing the young girl to struggle and flail wildly, suddenly very aware of the voice in her mind that had been telling her never to touch the skull in the first place. In her adrenaline-fueled panic, she managed to pick up a pointy rock and sever the vine constricting her arm. As soon as it was cut loose, she fled, not even stopping to remove the plantlike appendage from her arm until she was clear of the forest. Although she had broken their rules many times before, Tamonten never told her parents about the events of that day, fearful of the skull and of what their reactions to the events might be.

It wasn't as over as the growing girl might have liked to believe, though. After a time the young farm-girl found that she had gained an imaginary friend. A persistent voice in her head that talked to her and told her things. It spoke of faeries, of demons, of other worlds. Tamonten couldn't understand many of the things that it shared, especially at such a young age. Still, the voice was ever patient and calm, almost to an unnerving extent. It referred to her, almost lovingly, as dear child. It pressed her on in certain aspects of her life, as though it was grooming her for something. It didn't truly feel like just an imaginary friend at first, the girl feeling something foreign touching at her mind with every conversation. Yet, with every passing day, she remembered less and less about the skull. And, once she had forgotten about that day in the forest, the voice became less and less obvious, becoming just another part of her consciousness.

As Tamonten grew into a teenager, she became more and more tomboyish in nature. Being an only child and a relatively remote farm meant that most of her physical exertion was found in running, climbing, and general exploring. It was around her teenage years that she began to beg her father to teach her in the arts of swordsmanship. With much reluctance, he eventually succumbed to her consistent efforts. She settled into a routine over those years, chores in the morning until they were concluded, learning from her father, training by herself, and then exploring the woods nearby, all before settling into sleep eager for the next day's lessons. Her mother was less appreciative of the routine, always hoping that Tamonten would become a more proper young lady, but was nonetheless happy that her daughter seemed happy. The routine nature of her learning lasted half a decade before the young swordswoman's father refused to continue teaching her, claiming that he could teach her no more, and encouraging her to continue her path of swordsmanship alone. Tamonten wasn't sure what to make of the proclamation but had grown a love for the sword and as such continued her diligent practice of it.

It was on the day that she had seen her eighteenth year that her imaginary friend returned and, in doing so, seized Tamonten's body for itself. The skull that had attacked her all those years ago belonged to a demon who, in a last effort to remain alive, had worked a final spell, leaving its remains there to possess the first soul foolish enough to touch it. Her panicked removal of the vine which had grabbed her arm all those years ago had prevented it from completely taking the young girl's body in their first encounter, but over so many years it had slowly spread its influence throughout her entire self. The demon struck while Tamonten and her parents were on a carriage in a small town near the family farm. It lashed out using its new form, slaying the horses and turning with an intent to do the same to the parents and finishing the poorly staffed town militia before rampaging through the streets. It wouldn't find its victory easily, however, as Tamonten's own father fought his possessed daughter. It also quickly became apparent that he had lied through his teeth when he claimed to be unable to teach the swordswoman any further, as he beat her, even with demonic energies fueling her body, handily, knocking her into unconsciousness with an improvised club.

The militia had been called by that point and had no intentions on letting the demon go free. Tamonten's father wasn't so willing to let his daughter die that day and chose to abscond with her slung over his shoulder rather than handing the unconscious woman to the guards. He ended up fleeing to a friend who he had saved during his days as a mercenary, an alchemist. After finding no way to remove the swordswoman's demon, the alchemist instead forged a seal specially for Tamonten. The girl didn't wake up until several days after she had been sealed, with no idea where she was. When she did come to, however, she found that much had changed. The time the demon had spent in control of her had left its toll. The girl's skin, previously tanned from working in the farms, had become ghostly pale. Her black hair had become milky white. Her left arm had become black as soot and, worse yet, shook violently. Over several days, the alchemist and Tamonten's father worked with her to try to remove the demon and help her. During that time the regulator to steady her shaking arm was designed and placed on her, helping the girl with her shaking arm. The swordswoman sunk into hopelessness, lacking confidence that she would ever see her possession broken. When added to her concerns about the danger she was putting those around her in, Tamonten broke down into despair. Eventually she fled, leaving everyone behind.

Tamonten had no idea where she was after fleeing in the night but her time spent exploring served her well. For a time, the swordswoman lived off of the land with occasional trips near civilization to steal and scrounge for food. She eventually even stole a few weapons, though found that she couldn't use most due to her shaking arm. The swordswoman almost managed to find a sense of normalcy in her new vagabond lifestyle. It wasn't to last, however, as a few years later the voice returned, sounding as patient as ever. 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. 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.

(Stuff after she traveled to Artmirst to come)

Change Log
DG2
Spent a total of 46 XP. Gained 14 body, Unarmed Fighter, a third instance of Skilled, natural succubus (succubus magic), and psyker as a result.
Gained Pheromones, Warped, Vestigal Wings, Tail, and Battery during the course of the game.
Gained 2 mutations for knight and faerie dickings.
Gained 2 mutations for hellhound rape.
Gained a final mutation for Elawdrin rape.
Gained 2 xp for punching Elawdrin.
Gained 2 xp for convincing prisoners.
Gained 2 xp for punching a succubus.
Gained 6 xp for punches, spankings, and other such assorted fun times.
Gained 34 xp for prison breakout shenanigans.

-120 denarii and a buncha Elawdrin's swag.
+a bunch of Asp's swag.

Other Stats
Pregnancy Count: 2
Impregnated Others Count: 7
Offspring Count: 50 (20~ Shorn Weeds, 23~ Alraunes, 2 Nymphs, 1 Sidhe, 2 Kitsune, 2 Dragonkins)

Bitches Punched: 7 (Varthic, Elawdrin, Striga, 2 Battle Succubi, 2 Outsiders)

Defeated Count: 50 (2 Wolves, 4 Spiders, 7 Feral Stalkers, 2 Feral Creeper, 3 Alraunes, 4 Shorn Weeds, 3 Plant Hulks, 1 Black Oak, 1 Faerie Knight, 2 Stalkers, Varthic, Pano, 8x Hellhounds, Striga, 2x Battle Succubi, 4x Itty Bitty Baby Outsiders, 1x Demon Guard, 1x Googly-Eyed Centipede, 1x Bladebeast, Elawdrin)

Hue.
Satyr: ****
Jasmine: *****
Sirens: ****
Knight: ****
Elawdrin: ** (******)
Blue Dragonkin: ***
Green Dragonkin: ***
Giant Gruff: *****
Striga: *****

Krig: **********

Shopping List
 
Last edited:

thetwo

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Re: DG3 Character Sheets

Update to Ashley for DG4 timeline:

Old DG3 version:

Name: Ashley
Class: Mage
Race: Badarian
Sex: Female

Body: 18 10 + 8 (exceptional)
Mind: 58 30 + 8 (exceptional) + 20 (experience)
Spirit: 10

Hit Points (HP): 52
Pleasure to Orgasm (PP): 72
Spirit Energy (EP): 78 48 + 30(Massive Energy Pool)
Speed: 12 13 - 1(Cirrus)
Dodge: 61 43 + 6(Cirrus) + 10(Frost) + 2(Chastity)
Armor: 15 0 + 12(Cirrus) + 3(Chastity)
Resistance: 35 29 + 6(Cirrus)
Perception: 32 24 + 8(Perceptive)
Stealth: 9 13 - 2(Pheromones) - 2(Cirrus)
Grapple: 18


Experience: 0 (80 spent on 20 mind and 8 talents (one half price by GM fiat))
Corruption: 0 (200 spent on 2 mutations)


Talents:
Exceptional x2 (8 points to mind, 8 points to body)
Perceptive (+8 perception)
Lucky (+3 to all non-damage rolls. NOT reflected in Resistance, Perception, Stealth, Grapple, or Casting scores elsewhere on this sheet.)
Evoker (+1 to effective level for spell damage)
Concentration (+8 base casting)
Potent Spells (+12 to effective resistance for own spells)
Experienced Caster (access to all 3rd level spells)
Focus in Wind (Access to level 4/5 spells, +10 casting, improved damage, buffs, and summons)
Focus in Arcane (Access to level 4/5 spells, +10 casting, improved damage, buffs, and summons)
Magic Feats x2 (Gain a total of 4 additional Magical feats)
Skill with [pistol] (+12 to-hit with pistols; Gained half price and without 'natural warrior' prefix by GM fiat)
Natural Warrior: Skilled (gain 3 skills)
Natural Spirit Wielder: Massive Energy Pool (+30 EP)

Flaws:
Sensitive (+4 to all PP damage taken)
Fetish[plants](+8 to all PP damage from plants)

Mutations:
Pheromones (-2 to Stealth checks and friendly characters are more interested in sex)
Tight (The character deals +2 pleasure to your opponent during penetrative sex. Can be taken up to 3 times.)

Magic:
Base Casting: 46 29 + 8(Concentration) + 3(Cirrus) + 6(Frost)
Favored Elements: Arcane, Wind
Feats: 7 3(mind) + 4(Magic Feats)
Countermage - Dispel and Counter effects gain +8 bonus to resistance checks. Caster's own spells gain a +8 bonus against opposed Dispel and Counter effects.
Wind Caller - Wind spells of the line shape gain +1 effective level, and wind summons gain +10 body.
Maximize Spell - Pay 2 EP to maximize all dice for a spell.
Quicken Spell - Pay 4 EP and -10 to casting for the round to cast two spells in one round. These spells can't be further modified by metamagic.
Heighten Spell - Pay up to 5 EP to add four times that amount to the spell's resistance checks.
Martial Magician - Martial attack rolls use Mind instead of Body
Enchant Weapon - For DC20 casting check, 4 EP, and 1/round upkeep, as an instant action, add Mind/2 elemental damage to all martial attacks.

Spirit:
Spirit Ceiling: 15 16 - 1(Cirrus)

Body:
Skills: 3(Skilled)
Quick Draw (Draw weapon without spending a turn)
Quick Reload (Decrease reload time by 1 round)
Rapid Shot (Take up to 4 additional shots for -4 attack and -1 damage per additional shot. Penalties apply to all shots that round.)

Inventory:
Wind (worn)
Water (worn)
The Unseen (worn)
Frost (worn)
Escape (worn)
Thunder (in holster) (+77 58 + 12(skilled with pistol) + 2(enchant) + 5(Frost))[2d8+6 piercing +2d8 electric, pierce 8 AV](5 shots, 1 round reloading, DC32 stun on hit)
Cirrus (worn) [AV 12; EV 1; TP 43/43; DU 3; Weak to Slashing, Strong to Piercing]
The Chastity Belt (worn) [+3AV; +2 dodge; also vibrating touch (on wearer) on command]
"Daemon Killing Gun" (Hammerspace) (+7558 + 12(skilled with pistol) + 5(Frost)) [Unknown stats]
- A single unusual cartridge, presumably for the same gun.
22 denarii
1x Energy Potion

Details:
Wind - An earring showing a cloud and three wavy lines; the stylized symbol of wind in pearl-white. Worn against Ashley's left earlobe, on a silver fitting. Enchanted to draw on its wearer's energy to cast Gliding Winds should it freefall 10 feet. Ashley enchanted this herself, as well as the twin Jenn wears.
Water - An earring showing a water droplet; the stylized symbol of water in a cold blue. Worn against Ashley's right earlobe, on a silver fitting. Enchanted to draw on its wearer's energy to cast Water Breathing should it be submerged for 10 consecutive seconds. Jenn enchanted a pair of identical earrings, and wears the other herself.
The Unseen - A ring, clear at first glance, worn on Ashley's left hand. A closer look reveals clouds deep inside that darken and grow agitated at the sound of voices. Enchanted to draw on its wearer's energy to cast Invisibility if it is rapidly rotated 180 degrees in one direction, then the other.
Frost - A silvery ring with a small frosted blue stone, worn on Ashley's right hand, a gift from the Fey in recognition of Ashley's impressive magic worked against the Invaders. Enchanted to draw on a moderate internal well of energy (20) to cast Frost Armor (X=4) in response to the phrase "frigis frigis". A second enchantment provides immunity to cold, +6 casting, +5 attack, +2/level spell damage, and +10 dodge.
Escape - A pale stone about the size of a nickle set in a tight silver necklace. The stone is split in two, and contains a mechanism to allow the two halves to be rotated independently. Doing so reveals that the back half is burned black. Enchanted to cast the Instant Transmission power, drawing on a moderate internal well of energy (20). Twisting the bottom half to face burned-side up, then back, will activate the power by attempting to teleport the bearer to a room intended for magical arrivals in the Academy, kept secure but empty in a heavily frequented part of the grounds. Whispering "egress" at least twice, followed by a pause, will activate the same power to teleport the bearer in the direction they are facing, with an "X" value equal to the number of repetitions.
Thunder - A badarian revolver with the following enchantments: +2d8 electrical damage. +2 attack and +4 armor penetration. DC24 stun on hit. +8 to stun DC.
The handle is unmarred and polished in appearance, but touching it reveals intricate runes over the entire surface. The exterior metalwork is silvered, and covered in more apparent runes. The only obvious pattern are the twin bolts of lightning highlighted along the barrel in blue sparks when it fires. While this is the same gun Ashley has carried for years, the more recent work has turned it both into a much more effective weapon and into very nearly a fashion accessory in these troubled times. Generally worn on a holster on Ashley's hip or thigh, depending on the occasion.
Cirrus - Bramble armor with the following enchantments: +6 dodge/resistance, +1DU, +10TP. +2/level spell damage, +4 base casting, +1AV, +3TP. +2AV. +1AV.
Ashley commissioned a set of light armor, which covered her well and was easy to cast in. The fey brought her a slate-blue dress made of silk tougher than steel. True to her requirements it drops all the way to the floor and covers both arms to the wrist. It seemed to cling in a distracting way to her waist, almost showing off whatever she wore under it to anyone close enough who cared to look, and it showed a moderate amount of cleavage, but she was happy to wear a dress to battle if it meant being able to wear armor to a party.
The Chastity Belt - panties with the following enchantments: +3 AV and +2 dodge.
A gift from Jenn. A pair of ordinary blue panties seems an odd thing to enchant, but Ashley isn't going to say no to a little extra protection that nobody knows about, especially when Jenn did the enchanting herself. They cast vibrating touch on the wearer with the command "distraction", and reduce the intensity with the command "private". The command "banana" ends the vibration.


Description/Bio/OOC:
Description:
Ashley is about 24, slightly shorter then average and with long brown hair. Her light blue eyes flash grey when she is emotional or working powerful magic. She's a little on the skinny side, though not so much as to seem unhealthy, and has only moderate breasts.

Bio:
Pre-DG:
Her mother was a serving woman in Badaria, and little better then a slave. She was killed when Ashley was young, and she ran away while accidentally destroying the entire town with lightning. Her father was a soldier, one of many her mother frequently "served".

After running away, she lived on the streets of the Badarian captial until the combination of her budding assets and her uncontrolled magic made hiding difficult. She wandered into the country, where she was rescued from near-rape by a kind old couple who also suggested an old wizard who might teach her to control her magic.

The wizard called himself Ozymandias, and tutored her in magic in return for help around the house as his health failed. He imparted her with the basic knowledge required to control her magic, and helped develop her strength. Unfortunately, he neglected magical theory and in particular the nature of demons and the various other corruptions of the natural world. Near the end of her stay with him, she came upon a Shorn Weed while gathering herbs deep in the forest, and lost her virginity to it before escaping. Shortly thereafter he passed away, leaving Ashley with a modest sum and no direction.

She took to the roads again, this time prepared to defend herself. An 18-year-old woman walking alone on the road, she had reason to soon enough, as a group of soldiers happened upon her camp one evening. Full of her newfound control of impressive powers, she was in no mood to talk, and ended up killing several of them before she exhausted her magical reserves. The remainder did not take kindly to this, and Ashley counted herself fortunate to escape the situation with her life. When she had found some clothes and recovered, she also found herself a gun and learned to shoot well enough that she wouldn't be helpless should her magic fail again.

DG1:
Somewhat wiser and better armed, she came a few months later on the town of Artmirst. On the outskirts, she found a house apparently abandoned, and inside discovered the demonic invasion. She easily killed the first demonic being, but was raped by the woman she had imagined she was saving before finally managing to throw her out a window. Over the next few days she killed many more demons without any more getting the advantage on her, and met the wizard Cornelius doing experiments in the town. As part of an effort to find specimines for him, she discovered a portal.

Fearing that the demons had made a second way into this world, Ashley passed through the portal and discovered that it only worked one way - a way into hell, but not back to earth. She quickly made herself invisible, and started searching for a way back. She eventually found a prison. Alone, unprepared, and running low on magic after quite some time spent invisible, she reluctantly concluded that she could do nothing to save the inmates, but vowed to return later. Finally she found the main portal back to the overworld, and fought her way through to the relative safety of Artmirst.

Back home, she found allies among the fey and other adventurers who were willing to chance an assault on the demonic prison to free whoever the demons thought it worth imprisoning, hoping to find allies or at least draw the demons back to hell to deal with threats on their homefront. She and her allies proved victorious, defeating a greater demon, but between her possession of the prisoners as human shields and the Daemon Mathias's victory over the local demonic leader the actual liberation of the prisoners had little effect.

DG2:
The events at Artmirst finally convinced Ashley that she needed to find something more permanent to do with her life, and she set out on the long path to The Academy, where she could fill the gaps in her magical education and further her already considerable talents, not to mention finding a place among others with similar abilities. She did indeed learn much, and became close friends with a Water Mage, Jenn, before the Invasion.

When the monstrous mothership appeared over the Academy, Ashley acted instantly and decisively in defense of her new home, calling up a hurricane in an effort to prevent it from disgorging its payload of alien invaders. This gave her and the other powerful students and teachers time to organize their defenses, and before long she was helping to hold the ship in place while a massive blow was struck against it. The ship crashed, and she joined her fellows in purging the area of invaders and investigating the crash. There her group was saved from an ambush by the remains of another group, chasing their kidnapped fellows. Unfortunately, the combined groups were still not enough to beat the second ambush, and Ashley was taken by the invaders along with the rest of her party.

Ashley awoke to find herself prisoner to the Invaders, and taken to a chamber where the rest of her party was being raped. Here she was greeted as 'stormcaller' for the first time, and offered a chance to avoid rape by joining with the invaders. The voice of Matthias advised that she refuse, claiming that help would arrive before it was too late. She refused, and the elder lord who had made the offer responded by taking her himself. Some time later, after the Elder Lord broke her resistance and finished inside her, an apparent goddess appeared and saved everyone in the room, including Ashley herself, and gave them the strength to escape.

The journey back to the Academy did not go smoothly. A magical fog and some form of influence over divination spells conspired to force Ashley and her companions into the Church they had noticed during their earlier search. They sealed themselves inside as defense against a "thing" in the fog that seemed to mean them harm, and began exploring. A few adventures later, Ashley found herself facing first the tortuously complex spells that gave the daemon inhabitant its power, and then the thing itself. Alone. She managed to strip its protection and bring it to the edge of defeat, but her final effort backfired and left her helpless with the monster not quite finished. Matthias arrived at the last second to finish off the rogue daemon.

DG3:
Back at the academy, an apology to Charles ended up going a little further then she expected, and Ashley found herself in a relationship for the first time in recent memory. It would only last a few weeks before the time she was spending in the library, among other things, made it clear that this wasn't going to work in the long term and the two amicably broke up, but the mere fact that she managed to get through a relationship with nothing horribly wrong opened Ashley up to more. Her research into gods and daemons meant a lot of time in the library, but a habit that had kept her apart from Charles brought her close to Jenn, until she finally realized that her long-time friend was in fact interested in something other than books.

The relationship was Jenn was more fun and less intense than the first, and it endured much longer. Ashley's studies continued, both her informal inquiries and continued classes that broadened her magical abilities. She studied enchantments, and started collecting them. She took lessons on shooting her newly-enhanced gun, and ways to use magic to use it more effectively. She studied with wielders of spiritual powers, and while she didn't expect to manifest any powers, it did help her greatly increase her own ability to hold energy. And of course her classes in general magic continued.

After the orc invasion was turned back, things seemed perfect. She and Jenn were still having fun. There was interest in Ashley from many people, including the Fey who had stayed on at the Academy for the fighting, even a puzzling interview with a fey Lord, but she had learned to deal with that sort of thing. Her final few required classes drew to an end, with only a few exams between Ashley and graduation, and the privileges that brought.

A party got a little out of hand, and facing serious punishment - or even expulsion - Ashley and Jenn chose to accompany the Winter Knight on a quest for his queen. They, along with two other students and one professor, joined the knight as they travelled North from the Academy.


The OOC section:

XP log/changes:
2013/01/13 - Spent 6 XP on increasing Mind. Spent 4 XP on 'skill with pistols', as discussed with Tassadar. Spent 8 XP each on "Natural Warrior: Skilled, "Natural Spirit Wielder: Massive Energy Pool", and Magical Feats. 0 XP remains. Spent 518 gold and various favors on 5 misc enchanted items, enchantments for my revolver, and enchanted armor, as discussed with Tassadar. 32 gold remains. Updated nearly every part of the character sheet to reflect changes to the rules, results of spending XP, and new items granting Ashley semi-permanent effects. Spent 10 gold on an energy potion.
2013/01/21 - Added a gift from Jenn, bio tweak
2013/01/28 - Added link to DG3 thread, finalized bio and fluff.
2013/02/25 - Updated "the chastity belt" based on information learned so far.
2013/11/06 - Updated "the chastity belt" with the rest of the commands, for reference.
2014/11/06 - Updated bio.
2017/05/01 - Added DG4 link. Further updates will be to that document.
 
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Guyver2216

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Re: DG3 Character Sheets

Character sheet/Description/Background
Name: Shadowcat
Class: Assassin (warrior)
Race: Su-Ku-Ta
Sex: Female

Body: (34) + (6) + (16) = 56
Mind: (10) + (2) + (0) = 12
Spirit: (10) + (0) + (0) = 10

Hit Points (HP): 67
Pleasure to Orgasm (PP): 45
Spirit Energy (EP): 44
Speed: 32 (24 base + 8 quick)
Dodge: 59 (39 base +10 Hard to hit +10 when unarmed)
Armor: 1
Resistance: 28
Perception: 33 (24 base + 8 perceptive +3 ranger -2 shadowy)
Stealth: 34 (24 base + 5 Stealthy + 2 Shadowy + 3 thief)
Grapple: 68 (56 base + 12 grapple expert)


Experience: 20 (20 spent)
Corruption: 0


Talents:
Racial: Quick: Increases Character speed by 8
Warrior: Unarmed Fighter: deals improved unarmed damage when attacking without a weapon. Character also gets +10 Dodge while not holding weapons.
Warrior: Stealthy: +5 stealth. When attacking a creature that is unaware automatically hit and deal double damage(after armor) on all attacks.
Warrior: Skill with (Unarmed): +12 to attacks roll swith Unarmed attacks.
General: Strong of Body x2: +8 Body (total 16)
General: Perceptive: +8 Perception
General: Hard to hit: +10 Dodge
Warrior: Grapple Expert: +12 grapple.
General: Natural Spirit(Shadowmancer)
Warrior: Heavy Hitter: +8 melee damage

Flaws:
Racial: Beast Lover: pleasure damage from beasts is +8
Racial: Mutated
Fertile: More likely to become pregnant. (rolls of 2 or more indicate success).
Sensitive: takes additional 4 PP damage whenever anything would cause them to take any.
Alien Lover: Pleasure damage from Alien creatures is +8


Mutations: 8 racial, 4 normal
Racial Special Mutation: Natural Attack: Unarmed attack deals 2d12 + body/3 damage. Damage becomes 2d12 + body/2 if also having the Unarmed fighter talent.
Racial: Tail(Black cats tail)
Racial: Funny Ears(Black cats ears)
Racial: Odd skin(Thin black streaks of fur all over body)
Racial: Reverse Jointed legs
Racial: Fearsome Maw: -4 pleasure when using mouth during sex. When dealing unarmed damage during a grapple may bite and deal +4 damage.
Racial: Strange-face(Cat like facial features)
Racial: Claws: +2 unarmed damage. -2 attack rolls with weapons or spells.
Mutated flaw: Greater claws: unarmed damage from claws becomes +5. Weapon and spell penalties become -4.
Mutated flaw: Razor fingers: Unarmed damage becomes +10. Cannot use weapons at all. Spells at -6 penalty.
Mutated flaw: Tight: +2 damage to opponent during penetrative sex.
Carryover: Shadowy: +2 Stealth, -2 Perception.

Skills: (6 warrior bonus skills)
Thief(passive): +3 to stealth. May pick locks and disarm traps.
Ranger(passive): +3 perception. May track creatures as long as they have stayed on the ground.
Defensive Grappler(activated): may make an unarmed attack when grappled. Attack is considered as not being grappled and takes -4 on attack roll for each creature grappling them.
Shattering Blow(activated): take -10 to attack rolls and damage, Any attacks that hit deal double damage(after penalties) until next turn.
Focused(unarmed)(passive): +5 on attack rolls with unarmed attacks.
Specialized(unarmed)(passive): +3 damage with unarmed attacks.

Spirit Ceiling: 9
Powers: 3
Patch of Darkness: cost 5 EP. Area up to 30x30x30 foot cube within 100 feet. Area may also be spread out as character desires. Area is instantly blacked out. Creatures in the area except the character and those it designates are considered blind until they leave the area.

Shadowstalker: cost 5 EP. Character takes their turn to move fro current position to anywhere within 100 feet. Movement must begin and end within spots that are not under direct sunlight. Movement is silent and grants no perception checks unless character appears in plain view of another creature.

Dark Armor: cost x EP with X upkeep every round. Gains bonus of 3x to armor, melee, and grapple. May pay additional 3 EP to grow wings and fly at their speed. Power may be used while bound or held in submission hold.


Inventory:
Unarmed attacks: 2d12+(body/2)+3+10+8 (2d12+28+3+10+8=51-73dmg)x2 sneakattack=102-146 Shattering blow=82-126 both=164-252

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

Bio/Description: Shadowcat has no other name as she threw it away with her past. Her appearence is fittingly dark with black stripes of fur crisscrossing an otherwise pale skinned form. Her eyes are a dark grey and are usually hidden beneath bangs of black hair. A long slender tail tends to dance about her form in a sensuos pattern. Her body itself is lean and and almost petite but that tight body is rather deceiving for the strength hidden within the firm muscle within. That firm muscle is not what is to be worried about as this cats fingers are tipped in what can only be considered razors instead of normal claws. Small wisps of shadow also emminate from her body at times making her hard to see in even normal conditions and even harder to be seen when she doesnt want to be.

She had a violent penchant at her young age and nothing seemed to beat it out of her the more anyone tried the more she struck back and given nothing onhand for weapons she went tooth and nail. As she grew that violent streak gained direction and focus and she simply vanished from her homeland one night never to be seen again as the woman she was. This catling would only be seen when someone was wanted dead. Her love for the taste of blood leading her to a life of killing. While she loved violence she certainly wasnt stupid and knew when best to strike and when to hide further earning her the simple nickname of Shadowcat. After the Demonic Invasion Shadowcat made a small fortune in hunting and selling the demon parts she collected. but she decided to stay in the course of demon hunting not for the money but for the fun and bloodshed it allowed. After leaving Artmirst she would begin returning to it many more times and stalk the ruined streets and buildings hunting demons or other foolish treasure hunters.


The OOC section:


XP log/Changes:
Sheet Added 12/16/11
 
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Mamono Assault Force

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Re: DG3 Character Sheets



Basic Stats
Name: Bakan
Class: Warrior (Paladin)
Race: Human

Body: 60 = (52 + 8)
Mind: 10
Spirit: 10

Corruption: 426/600
Experience: 4 (20 spent on stats, 32 on skills)

Hit Points (HP): 120
Pleasure to Orgasm (PP): 45
Spirit Energy (EP): 85
Speed: 24(21)
Dodge: 42(52 Against succubus powers)
Armor: 12(30)
Resistance: 38(48 Against succubus powers)
Perception: 24(36 WHEN FINDING HI-HO TREASURE!)
Stealth: 8
Grapple: 60

Talents, Flaws, and Abilities
Talents:
Strong of Body: +8 to Body
Healthy: +20 HP
Resilient: +30 HP
Greater Energy Poolx2: +40 EP
Resistant: +8 Resistance
Pain Resistantx2: +10 AV
Natural Spirit Wielder (Holy Magic)
Skill with [Two Handed Blunt Weapons]: +12 to attack rolls using said weapon.
Heavy Weapons Specialist: A character with this Talent deals an additional +10 damage on every attack so long as they are using a two handed weapon.
Starseeker: The character gains 2 + Spirit/20 Powers from the Celestial power list.

Flaws:
Honorable (RP) : The character cannot break their word once given. Every contract, agreement and promise is totally binding, and the character must seek to fulfill them even at their own detriment.

Idealistic (RP) : The character is unfailingly kind, no matter the circumstances. They will always try to help others to the best of their ability, even to their own detriment, and even if that help is not asked for or met with hostility. This does not mean, however, mean that they will let things attack them without responding. They’re idealists, not pacifists.

Obvious: The character takes a -8 penalty to their Stealth stat.

Sensitive: The character takes an additional 5 PP damage whenever anything would cause them to take any.

Weakness (FLUFFY TAILS) : The GM rolls a 1d4 whenever the character comes into contact with tails of especially fluffy and soft quality.

Fetish (Ashloriel): Whenever Ashloriel, Bakan's guardian angel and step mother and crush and best friend and teacher is present during any sexual stimulation, even as an onlooker, Bakan receives +8 PP damage.

Sexual Weakness: Orgasming causes an instance of Weakness until the victim has had a chance to rest.

Phobia (Large Groups of Women) [RP]: After an experience with evil Alraune, Bakan develops increasing anxiety as the number of females vs. males increase, to the point of being absolutely terrified if he is the only man in a room with ten women.

Fetish (Large Breasts): +8 PP damage when Large Breasts are involved. Visual sight or physical contact of said boobies required.

Weakness (Cute Girls): The GM rolls a 1d4 whenever the character interacts with a girl of adorable and cute quality.


Mutations:
Large: The character deals +2 PP to your opponent during penetrative sex.
Soft-Skin: Your character causes +2 PP during non-oral foreplay. This mutation can be taken up to 3 times.
Pheromones: The character takes a -2 penalty to Stealth checks and friendly characters are more interested in sex with them.
Vestigial Wings: The character has grown vestigial wings, which aren’t very useful but can look however the character likes.
1) Wings: The character's wings grow slightly, allowing them to glide. The character no longer takes fall damage. Requires that the character already have Vestigial Wings.


[SKILLS]
Skills: 7 (60/10 + 1 = 7)
Untemptable (Passive) - The character gains a +10 bonus to Dodge and Resistance against all succubus powers (and abilities,) including energy draining (read, pleasure damage.)

Knight (Passive) – The character gets a +2 bonus to AV, Dodge, all attacks rolls, and damage rolls for all melee attacks. Requires: Honorable.

Ground Slam (Activated) - Forsaking damage, the character strikes the ground with all their might, sending a shockwave that knocks any creature within 10 feet of the character prone unless they win a Resistance check against the character, who takes a -4 penalty to their check. Requires Skill with One Handed or Two Handed Blunt Weapons.

Golf Swing (Activated) - The character attacks with an upwards swing at a single opponent, taking a -10 penalty to their attack roll and Dodge until their next round. If they hit, the target is knocked back 10 feet and must win a Resistance check against the character or be knocked Prone. Requires Skill with Two Handed Blunt Weapons

Challenge (Activated) - The character chooses a single enemy with 30 feet that they have line of sight to. That enemy must win a Resistance check against the character or be unable to attack any creatures other than the character. The character gets a +4 bonus to attack and damage rolls against creatures they have challenged, but a -8 penalty to Dodge against attacks from all other creatures until their Challenge target is dead. This Skill can only be used when there are at least 3 actors in the combat.

Nose for Treasure: Your character is proficient at finding treasure, gaining a +12 bonus to all Perception checks made to locate treasure.

Spirited Defender (Activated): The character can pay EP in order to improve their defense for the round. For every point of EP spent, they gain an additional point of dodge and armor until their next round. More than 10 EP cannot be spent with this ability per round. EP expended on this skill does not trigger a character's Spirit ceiling, and this skill can still be used while Sealed or wearing a Sealing collar.



[SPIRIT POWERS]
Spirit Ceiling: 16(13)
Holy Powers:
Holy Wall
The character forms a wall of white light at any location within 50 feet. This wall can be of any reasonable size and shape, and the character that created it can pass through it at will and designate any creatures and allow them to do the same.
-The character pays 4 EP. In addition, they must pay 1 EP upkeep every round so long as the wall is maintained. Any creature not allowed to pass through the wall must win a Resistance check against the character in order to do so. Creatures attempting to pass through it take 2d6 points of damage that ignores Armor regardless of whether or not they succeed at the check. Demons and Undead attempting to pass through this wall have the damage against them doubled. The character may pay an additional 4 EP when using this power to give the wall a +20 bonus to Resistance, increasing the upkeep cost by 3. This can be done multiple times.
-Alternatively, the character may pay X EP to gain a shield with 0 EV and X + Spirit/4 DB, which deals 3d6 + Spirit/4 + 2X damage if used to shield bash. The X bonus to damage is doubled against Demons and Undead. This power costs 1 EP upkeep, but may be expended at any time to create an energy barrier around the character and any adjacent allies that absorbs 10X damage.

Fey Servant
The character summons a faerie to aid them in combat. Only one creature can be summoned at a time, and in addition to the EP cost for using this power each creature that can be summoned requires an additional cost.
-The character pays 3 * X * T EP, where X = the number of creatures that you would like to summon, and T = the tier of the creature, which is indicated for each.
1) Kobold, Satyr or Gruff
Tier 1 monsters focused in melee combat. If the character is female, they will require only a kiss (though they certainly wouldn't mind going further than that.) If the character is male, each will require that they turn over at least one item from the creatures killed or 20 denarii.
2) Sorceress or Siren
Tier 2 monsters capable of using magic. Sorcerers can be male or female while Sirens are always female. They require that the character have sex with them once their task is complete.
3) Knight
Tier 3 creature with powerful melee capabilities. Only one can be summoned at a time, but their only price is that the actions they take under the service of the character coincide with their goals in some way. Can be male or female.
4) Elder Mage, Troll or Warhound
Tier 3 monsters, one a powerful mage, one a heavy bruiser in combat, and the last an agile fighter. If the character is male, they will require that they be able to slay at least 1 demon within the course of their service. If the character is female, they can either fulfill the male cost or bear the creature's child.
5) Lord or Angel
Extremely powerful tier 4 creatures. Both require that the character fulfill some task of the summoned creature's choosing. Generally a task given by an angel will be far more strenuous than one given by a Lord.
6) Sphinx
A powerful but dangerous tier 4 creature. The character must correctly answer a riddle when they are summoned, or the sphinx will attack them instead of fulfilling the desired task.

Lay on Hands
The character heals the wounds of themselves or their allies with a touch.
-The character pays X EP.
-Then, they choose one of the following effects:
1) If used as a normal action, one touched creature regains 6X HP. If used as a move action, one touched creature regains 4X HP.
2) One touched creature gains 4X Temporary HP until the end of the encounter. Using this function twice on the same target in a single encounter discards the lesser temporary HP pool.
3) Negative status effects (Weakened, Blinded, Etc) can be removed from a targeted creature for 3 EP each.

Celestial Powers
Scrying [BLOCKED] (Bakan is unable to manually use this skill)
The character gains the ability to see the future.
-The character can do any one of the following, with the listed cost.
1) Paying 5 EP, the character glimpses into the future, seeing an event determined by the GM. They are allowed some say in the gist of what they're looking for, but the visions are often vague and unspecific, and the details are solely up to the GM. Also, there is never a guarantee that the vision will come true in full. This vision takes 1 minute.
2) Paying 5 EP, the character glimpses at another location, and may both see and hear what occurs at that location, though they generally cannot interact in any way with things on the other side. This can also be used to target a creature rather than a location, but the creature gets a Resistance against the character check to resist the effect.
3) Paying 4 EP in combat, the character gains the ability to automatically dodge the next attack sent against them or automatically hit with their next attack. This ability only takes up the character's move action, but does not allow them to avoid attacks that cannot miss or hit if an opponent cannot be hit due to some effect.
4) Paying 8 EP, the character astrally projects themselves to a location or creature, allowing them to communicate and interact (only using powers) with creatures and objects at that location.

Astrologer's Boon
The character grants a bonus to themselves or an ally.
-The character pays X EP. In addition, if using this power as a buff, it costs X-2 upkeep every round.
-The character does one of the following:
1) The character may grant X EP to an ally that they are able to touch.
2) The character may grant themselves or an ally that they are able to touch a +3X bonus to attack rolls, Dodge, Resistance to resist hostile effects, and Perception, as well as +X melee/weapon damage.

Meteor
The character calls down a meteor from the sky to crush their foes.
-The character pays X + 5 EP and targets a spot within line of sight.
-One round after the character uses this power, a meteor falls onto an area with a twenty foot radius, dealing (2d10 + 8) * (X + 2) damage to all creatures in that area, also causing massive property damage and quite possibly crushing them. The full implications of this power are to be decided by your GM.

Inventory & Bio
Inventory:

Fanged Warhammer: (2 Hound's Teeth, 6 Monster Fangs)
Total Damage: 2d8 + 59 = (2d8+5) + 12 + 30 + 10 +2 (Base Damage + Upgrade + Body + Heavy Weapons Specialist + Knight)
To-hit: (+74) +60 +12, +2 (Body + Skill with HAMMERZ + Knight)

Demon Horror Plate: (2 Demon Bloods, 2 Horror Carapace, 2 Slime Amber, 20 Denarii)
AV = 18, EV = 3, TP = 50, DU = 4.

95 denarii
1 faerie horn
4 Demon Blood
19 darkhearts
13 chameleon skins
7 slime ambers
13 greyhearts
2 Heal Potion (50 HP)
2 Corruption Cures (50 CP)

Bio/Description:

The men with fire, and weapons of murder came during the middle of the night. His mother and father slept soundly in their room, while Bakan and his brother, unable to sleep, watched through the window with anxiety in their hearts, watching the men heading towards their home. They set the house ablaze, before storming the place. Their parents were up by then, and went to confront the violent men. They barely got a word in edgewise before they were cut down. The man with the hammer broke his father's rib cage, while the man with the sword sliced his mother's head clean off her shoulders. It wasn't long before the invading men turned to the two boys who'd witnessed the scene. Bakan turned and fled in fear, while his brother, Idian, could only stare in shock. He ran as fast as he could from that house, tears pouring from his eyes as he turned to find his brother was still inside. For all he knew, he'd die next.

For all he knew, he was the only one still alive.

He kept running, as fast as his feet would carry him. It didn't sound like the men were chasing him, but that didn't stop him; he ran anyway. And he kept running, and running, and running, until he came upon the peculiar discovery of a witch's camp. He'd recognize the camp, as his parents went there on often occasion. Only difference from the usual was the fact that it wasn't so lively anymore. Those men with weapons had been here too. Most of the witches left in a hurry, but a few of them had seen both the hammer and the blade make their end the same way his parents had their's. He stopped for a moment as he recognized one of the girls as the one he used to play with. His expression was mortified as his whole world continued to crumble around him.

He couldn't stay. Or rather, he didn't want to.

And so he kept running. He ran past the encampment, and to a shrine some ways back that they didn't want anyone to come near. With no one around to guard it, Bakan was free to make his way up, and find a large arch waiting for him. Though his heart quivered with fear, and his legs trembled with exhaustion from his sprint, he felt allured by the strange arch. Reaching for it, he placed his palm against it, before he felt a strange sensation take the energy from deep within. Whatever it did, it opened soon after, revealing a strange portal to another plain of existence...

It's been many years since then. Since he's ended up in this world, since he was found by an angel by happenstance, and since he was raised by her. It was by her guidance that he took to fighting. During the demon and gemini invasion, he was there for both. The sight of death, other men killed by the demons, was something that made his head throb with anguish. The sight was one all too familiar to him. And the sight of women, impregnated and tortured by the creators from other plains, brought a whole new sense of horror.

The whole world seemed to be going mad.

Despite the conditions of the contract, there were a few times Bakan summoned Ashloriel to comfort him when he felt like the madness of the world around him was starting to get to him. Even if she'd have some task for him, he called on her anyway to comfort him, to be comforted by the one person who he knew wasn't completely out of her mind. He didn't get to fight any of the nastiest beasts, but he was surely around for more than enough of the aftermath, and all the creatures left behind to taunt him about the tortures they inflicted. Laugh at him, they did. At the one man arriving, they mocked his powerlessness to stop what had happened, and swore that he'd be next.

He didn't quite see eye-to-eye on them with that. And frankly, he didn't care for their words any more.

He came at them, hammer raised. They shot arrows at him, fired magics of all unsightly kinds, and bruised him up enough to crush any normal man. There were a good deal of them, and despite him being alone, he didn't want Ashloriel to become apart of this mad world. She was his one sanctuary, and by his might, he'd protect it. Protect her.

A lot of shouts, screaming, and vulgar sounds came from that village. In the end, they were dead, and he was not. His body was badly beaten. He had arrows sticking out of his shoulder, leg, and rib, and several burn marks all over his body. He took everything they had to throw at him in stride. For her, he'd never die. Ashloriel is the reason he survived this far, and by his own strength, he'd keep it that way.

By the end of that fight, he looked quite like a monster himself.

But his wounds did heal quickly over time, thanks to his gift with magic. And the wars eventually came to a close... With the world on it's way to calming down, he called Ashloriel one more time, and asked her a very important request...

"Help me find my brother..."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​

Bakan stands six feet tall almost exactly. He has a kind and gentle disposition especially when meeting strangers, so much so that all one needs to do is ask for his help, and should the task not involve something dark, he will almost always agree. It only makes sense that he has a fondness for the legendary angels of the world, which he would explain them to be the sole reason he still knows that there is good in the crazy world all around him. Following the ways of the angelic beings, he strives to be an example for how all living things should treat each other. Even facing a being of most terrible power, he will attempt to force it to adapt his viewpoint should it be acting of ill intent either towards him, or others. Only if faced with no other choice will he actually kill another living being, even in the case mentioned before. "Do onto others as you would have them do onto you," he would explain, and then promptly say that he'd rather not be killed by a man with a large and powerful hammer.
 
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Unknown Squid

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Re: DG3 Character Sheets

~ Kali'Zhira~


(DG3 Time Period)
Name: Kali'Zhira Sarida
Class: Vengeful Sniper (Warrior)
Race: Anudorian

Body: 40
Mind: 18
Spirit: 10

Hit Points: 54 [40+9+5]
Pleasure to Orgasm: 43 [20+18+5]
Spirit Energy: 39 [20+9+10]
Speed: 20 + 8 = 28
Dodge: 34
Armour: 1
Resistance: 20
Perception: 20 + 3 = 23
Stealth: 20 + 5 + 8 = 33
Grapple: 28

Experience: Survived the stampede (18 Total) [10 Spent]
Corruption: Was kept warm (0)

Talents:

(Ⓕ = Gained via flaw, ⓧ = XP purchased)

① Exceptional
② Exceptional
③ Sniper: The character deals +8 damage on all ranged attacks.
④ Skill with [Rifles]: The character gets +12 to attack rolls with the chosen weapon.
⑤ Focus in [Light]: The character chooses an Element. This Talent allows the character to cast up to 5th level spells in that Element, and in addition, they gain a total of +10 to all Casting checks for spells of that Element, all spells of that Element that deal damage deal an additional +2 damage per spell level, Buffs increase the chosen stat by an additional +1 per spell level, and creatures summoned by spells of that Element gain a +2 bonus to their Body stat and a +1 bonus to AV per spell level. This Talent can be chosen multiple times, but each time a different Element must be chosen.

Ⓕ Stealthy: The character gets a +5 bonus to their Stealth stat. In addition, whenever the character attacks a creature that is unaware of them, they automatically hit and deal double damage (after armor) on all attacks. If the attack is an attempt to start a grapple rather than an attack that deals damage, the attacker instead gets a free grapple check against their target, and if they win this check the target is automatically placed into a Submission Hold.
Ⓕ Sneaky: The character gets a +8 bonus to their Stealth stat.
Ⓕ Skilled: The character can choose an additional 3 Skills.
Ⓕ Quick: Increase the character's Speed stat by 8.

ⓧ Heavy Hitter: The character deals +8 damage on all melee attacks.

Flaws:
Poor Grappler: The character takes a -12 penalty to their Grapple stat.
Fertile: Your character always automatically gets pregnant when something cums inside of her, unless that something is sterile.
Tainted Bloodline: The character gains corruption 1.5 times as fast as normal.
Sensitive: The character takes an additional 4 PP damage whenever anything would cause them to take any.

Skills:
1 + 4 + 3 = 8 Skills
Ranger (Passive) – The character gets a +3 bonus to Perception, and can track creatures so long as they have stayed on the ground.
Quick Reload (Passive) – Decrease the reload time of any weapon wielded by the character by 1 round.
Deadly Aim (Activated) – The character takes careful aim, forsaking all movement for the round. In exchange, they may trade up to 10 points of Dodge for the round in order to take a +1 bonus to attack and damage rolls for each point traded.
Called Shot (Activated) – The character acts last in the current turn and takes a -10 penalty to their Dodge until their next turn, but their attacks deal double damage. This doubling stacks with the doubled damage from a sneak attack if the attack is a sneak attack.
Far Shot (Passive) - The character can fire at extreme ranges. The penalty for firing at things at each range increment are halved, and the character may fire at an additional range increment away at a -32 penalty.
Weapon Focus: Rifles (+6 to attack rolls with rifles)
Weapon Specialization: Rifles (+4 to damage rolls with rifles)
Sudden Strike (Activated) – The character can take a -10 penalty to Dodge until their next turn. If they do, they may make a Stealth check at a -5 penalty against any creatures that they attack, and if they win those attacks count as sneak attacks.

Base Casting: +9
Favoured Element: Light (+19)
Level 1

Light (Utility) [Provides a simple light source, allowing the caster to see up to twenty feet away.]
{HF} Flash Mine (Ball, Trap) [Creatures hit by this trap must win a Resistance check against the caster or become Blinded.]

Level 2

{HF} Flash Grenade (Ball) [Deals damage as a spell one level lower. Targets affected by this spell must win a Resistance check against the caster or become Blinded.]
Radiance (Buff) [Can increase Perception, Resistance or Mind.]
{HF} Blinding Light (Line) [Deals damage as a spell one level lower, but targets affected by this spell must win a Resistance check against the caster or become Blinded.]

Level 3

{HF} Searing Light (Cone) [Targets affected by this spell must win a Resistance check against the caster or become Blinded. The caster gets a +4 bonus to this check.]
Illusions (Utility) [Allows the caster to create minor illusions, such as making duplicates of themselves that stand close together, creating a soundless image of a single creature, or hiding something from view. Creatures get a Resistance check against the caster to disbelieve an illusion that they try to interact with. If you are unsure if what you intend to do falls under the limits of this spell, PM your GM.]
Invisibility (Utility) [Makes the caster invisible, giving them a +20 bonus to Stealth and the ability to blend in to their surroundings, effectively hiding even when in plain sight. Creatures failing to perceive them are open to sneak attacks. Costs 1 EP upkeep.]

Level 4
Chains of Light (Utility) [The character may choose a creature within line of sight of them. That creature is hit by an effect identical to the Binding Spirit Power with an effective value of X equal to 1 + Mind/8. Costs 1 EP upkeep.]
Greater Illusions (Utility) [Can be used to create more powerful illusions, including large numbers of creatures with sound, create images of oneself that can spread out and seem to attack on their own, ect. Creatures get a Resistance check against the caster to disbelieve an illusion that they try to interact with.]
{HF} Searing Radiance (Emanation) [Creatures affected by this spell must win a Resistance check against the caster or become Blinded.]
Alter Self (Utility) [The caster can alter their appearance using an illusion, effectively disguising themselves. They still possess their original dimensions beneath the illusion, and creatures touching them may make a Resistance check against the caster in order to disbelieve the effect.]

Inventory:
Enchanted Rifle [Su-Ku-Ta Sniper Rifle] (+58 attack, 4d10 + 1d8 force element + 13 damage, 60 foot range, 1 shot, 2 round reload (QR Skill), ignores 16 AV)
Badarian lever action rifle (+58 attack, 2d12 + 20, 30 foot range, 6 shots, 2 round reload (QR Skill), ignores 8 AV)
Anudorian Dagger [One Handed Blade] (+40) 2d6 + 28 (20+8=28)
Small personal spell book

Pair of fake Su-Ku-Ta ears
Fake Su-Ku-Ta tail
Desert clothes
Water skins and provisions
One person tent
Ammunition Satchel
Small rifle care kit
Desert camouflage cloak
Sand goggles
Map + Compass
Lightstones

20 Explosive Rounds
19 Hollow Rounds
1 Universal Antidote
1 Healing potion
1 Morning After Potion

2 Slime Ambers

Small coin pouch (184 Denari)


Notes:
Unarmed (+40) 2d4 + 10
Spent 8 XP on "Heavy Hitter" and 2 on boosting Mind from 16 to 18.

Bio/Description:

Background:
Raised by her father, an Anudorian scholar Nasir Sarida, in the small oasis settlement of Al-Ahsa. Kali possesses no memory of her mother who passed away shortly after her birth. The non-nomadic village of Al-Ahsa being one of the rarer settlements called home by a more or less equal population of both Human and Su-Ku-Ta residents. Tutored by her father about the world around her, and growing up amongst both races, Kali'Zhira led an overall fairly happy childhood. Her father also passed on to her his skills in using a rifle, as well as some preliminary training in arcane magics less commonly seen in the desert land. Taking to the rifle and marksmanship particularly well, it became something of a hobby. Whilst she viewed it as a pastime rather than a means of combat, her skills on the target range impressed those that saw them.

A coincidental age gap within the village did leave young Kali growing up as the only human in her age range. When one day during her early years, she came home discouraged at having been shooed off by the Su-Ku-Ta children and their dismissal that she could not join in with their games without a tail, her father went about a means to fix the issue, under the reasoning given. Crafting his daughter her very own imitation Su-Ku-Ta tail and a pair of ears. When presented with the unexpected transformation, and a father figure seen looming in the background, the young Su-Ku-Ta were compelled to accept a new playmate into their fold. The friendship cemented smoothly from that point on, though regardless the art of crafting gradually more refined imitation catgear became an incidental yearly tradition, and one that Kali eventually took upon to do herself.

The fateful day that the Gemini came to the world threw her peaceful life into chaos. The village stormed by a small horde of alien monsters, she was forced to bear witness to her friends raped and stolen by strange and vile creatures, and her father crushed before her by a towering grey brute. She only escaped the same fate due to being knocked unconscious and trapped by the rubble of her home, demolished by the actions of the brute. She eventually awoke to a ruined ghost town. Left with no where to go and no way to fix what had happened, she picked up her fathers rifle and turned her thoughts to whatever tiny comfort revenge might bring.

Description & Personality:
Neck length dark hair, always cut and worn to cover her ears. Of humble stature, with a common lithe but rugged Anudorian build and a smooth tan. One stand out feature is her eyes, bearing more resemblance to the golden shine of Su-Ku-Ta eyes than those of a human. A single hint of some Su-Ku-Ta heritage in the family, stemming back from an ancestor unknown to both Kali or her father. Another reason most would be forgiven for mistaking her racial identity, would be the pair of imitation Su-Ku-Ta ears and a faux tail that that she wears at almost all times. Colour matched to her hair, the quality and realism of the items surprising and even fooling most all that view them. The lack of natural mobility in the tail being the most notable give away without making a closer inspection.

Since the invasion her personality has closed up to become straight forward and a little cold, due to a mind set on vengeance. A no nonsense survivor attitude, and a determination to endure whatever challenge is set before her. Having been pursuing her quest for two years now, she prefers to keep to herself and focus on the next target. Behind the hardened demeanour she has put on, she remains plenty human and can show her vulnerabilities when pressured.

Sexually she is inexperienced. Spare some playful attention from Su-Ku-Ta males, which never progressed into anything more serious, she remains essentially untouched. She possesses a fundamental idea of how things work, from both the plain factual education presented by her father, and the slightly more colourful gossip of her past playmates. Currently however she is far more interested in the penetrative capabilities of a good rifle cartridge than of any other kind.

 
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Hentaispider

Lord of the Tap Dance \oO.Oo/ (And Reputation Mana
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Re: DG3 Character Sheets

Character Sheet:

Name:pale
Class:Warrior
Race: Vampire Stat Adjustments: +10 Body, +4 Mind, +2 Spirit.

Body:64
Mind:14
Spirit:12

Hit Points (HP):97
Pleasure to Orgasm (PP):52
Spirit Energy (EP):51
Speed:25
Dodge:45+10(unarmed)
Armor:5
Resistance:32
Perception:28(640^1/2+3)
Stealth:41((640^1/2)+5+3+8)
Grapple: 64+12=76


Experience:8 total, 8 spent, 0 left.
Corruption:0
Spending log: Enthrall

Talents and flaws
Talents:
Healthy(racial): +20 HP
Shadowmancer(racial)
Stealthy: +5 stealth, sneak attack auto-hit, double damage
Unarmed Fighter: Improved unarmed damage, +10 dodge while unarmed
Grapple expert: +12 grapple
Sneaky: The character gets a +8 bonus to their Stealth stat.
Skill with Unarmed: +12 to attack unarmed
Strong of Body×3: +8 to body
Natural Succubus(enthrall):A creature made to orgasm by the character must win a Resistance check against them or gain the Charmed status, except that the status lasts for 24 hours. Every orgasm beyond the 1st within the same 24 hours gives the character a +4 bonus to this check and resets the duration as if they had used Charm on their partner.

Flaws:
Selfish(racial)
Open soul(racial)
Infertile
Mutated×2
Honorable

Mutations:
Vampire: The character is a member of the undead, and must feed off of the life essences of others in order to survive, but is also supernaturally resistant to damage. All damage against the character is reduced to 1/4. Av is subtracted from damage before this division, not after, and attacks that ignore AV also ignore this damage reduction. The character can attempt to bite creatures that they are in a grapple with, which deals 3d10 damage that ignores Armor if successful. Any damage done by this attack is recovered as HP by the character. In addition, if they have the Venomous Attack mutation, they can also inject venom while feeding. This can either be extremely painful, or extraordinarily pleasurable to the one being bitten at the players choice. If the player chooses pleasurable, the bite deals an amount of PP damage (that ignores Resistance) equal to the amount of HP drained to the creature being bitten. When the character rests, they cannot heal up to no greater than 1/2 of their maximum HP. The character can see perfectly in non-supernatural darkness, and takes no penalties to Perception due to darkness.
Supernatural: The character is magical in nature. They can no longer take corruption, and cause any pleasure they deal to other creature to cause an equal amount of corruption. Racial Mutations and other Special Mutations do not count toward getting this.
Daylight Weakness: The character cannot stay in direct sunlight. Doing so causes them to take 10 damage per round, which ignores all armor and damage resistances no matter the source. Clothing or an umbrella are insufficient to protect them. While taking damage in this way, the character cannot take any action except movement. If a character would be reduced to 0 or less HP by this damage, they are killed.
Venomous attack(paralyzing)(pleasurable)
Tight×3
Whip-tongue
Soft-skin


[WARRIORS ONLY]
Skills:
Sudden strike
Shattering blow
Thief
Defensive Grappler
Stunning blow
Ranger
Disarm

[MAGES ONLY]
Base Casting:
Favored Elements:

[SPIRIT USERS ONLY]
Spirit Ceiling:10
Powers:
Patch of Darkness
The character chooses a location, and after exerting a small amount of energy and will, a patch of inky darkness appears there. No creatures other than the character and those that they designateusing this power can see within or through it, even with supernatural senses, which can allow the character to escape or attack without being detected. It does not block sound, smell or touch, however.
-The character pays 5 EP.
-The character then chooses an area within 100 feet. This area can be up to a 30×30×30 foot cube, or the area can spread out as the character desires. That area is instantly blacked out, causing any creatures within it to have the Blinded status until they leave its area.

Shadowstalker
The character dematerializes, and moves from shadow to shadow in utter silence.
-The character pays 5 EP.
-The character takes their turn to move from their current position to any other position that is within 100 feet. This movement must begin and end within spots that are not under direct light, and is completely silent, not allowing Perception checks to detect it.

Dark Armor
Armor formed of living, moving shadow coats the character, not weighing them down in the slightest but protecting them from harm.
-The character pays X EP. In addition, they must pay X EP upkeep every round.
-The characters gets a bonus to their Armor, melee damage and Grapple equal to 3X.
-This power can be used while the character is Bound or held in a Submission Hold.

Inventory:
Clothes AV = 1, EV = 0, TP = 25, DU = 2
Su-Ku-Ta Bolt Action Rifle 4d6 + 6, 60 foot range, 5 shots, 3 round reload, ignores 12 AV
1 +2 attack/+2 damage dagger
(Thunderpriest's Robes AV = 7, EV = 0, TP = 30, DU = 2.)
216 denarii

Bio/Description: Preferring practical outfits that hint rather than reveal, Pale rarely shows much beyond her face, which is captivating and not-quite human in its own right, with pale skin and black eyes. She prefers to shy away from crowds, instead seeking a single victim beyond the sight of others. Even then, she prefers to stay unseen for as long as possible and rarely speaks much louder than a whisper.

Short Not so short version of backstory: Born in a little village in northern Badaria, April(as she was known then) lead a quiet life for most of her life. Her mother died when she was little more than an infant, and though she spent a lot of her time with other children, her father often took her to the forests surrounding the village and taught her to hunt. She proved to be quite adept at stalking prey. During the summer she was about to engage, demons raided her village. Somehow managing to stay hidden, she stole food, surviving mostly on scraps until they were gone. Nothing of the village or her people remained, so she spent her time wandering in the woods, occasionally happening across a village to get supplies she couldn't get by hunting. Then...something strange happened. It was weeks later her sense of self returned with only nightmares remembered from the lost time.

In her last memory, she had been stalking a prey just after nightfall. Now she was stalking again, but this time her prey was a human. In fact, she realized that preying on humans was somehow completely natural. Catching the man - a drunk - with ease, she drank deep on his blood, leaving him on the ground, not caring whether he survived or not. She spent rest of the night walking to another village, and hid in a hayloft during the day. After nightfall she slipped into the the tavern of the village, where a sleazy man all but assaulted her, leading her outside while her buddies watched approvingly. He lead her to a sidestreet - to rape or to mug, she didn't know or care - where she promptly bit him, paralyzing venom from her fangs keeping him from shouting for help. Only barely keeping herself from killing him, she only broke his leg as if he had fallen. Angrily she left the village, only for the same scene to repeat itself often. Sometimes she'd find someone who wanted to volunteer. Sometimes she'd bargain for blood or allow herself to be seduced and take only a little. Sometimes she had to kill, like when a band of raiders attacked her.

The OOC section:

Name: Lily/Banshee
Class:Sorceress(Mage)
Race: Sidhe
Sex: Female

Body: 18(10+8)
Mind: 70(30+8+4×8)
Spirit: 18(10+8)

Hit Points (HP): 62(18+35+9)
Pleasure to Orgasm (PP): 88(9+70+9)
Spirit Energy (EP): 62(9+35+18)
Speed: 13
Dodge: 53
Armor: 0+1
Resistance: 35
Perception: 26
Stealth: 13
Grapple: 18


Experience: Total: 6 Spent: 0 Usable: 6
Corruption: 0


Talents:
Experienced Caster
Focus in Arcane
Focus in Entropy
Evoker
Exceptional×4

Flaws:
(R)Sensitive
(R)Open Soul
Mutated×4
Honorable
Lustful
Fetish(Having Sex with Straight Women)
Fetish(Magic Induced Pleasure)

Mutations:
(R)Shapeshifter The character can change their physical form at will. At any time, they can change their physiology so that they functionally have any of the physical mutations. If they do not have the Supernatural Special Mutation, they cannot exceed the number of mutations that they already have, and cannot replace normal mutations with physical ones. This shapeshifting is limited to the base physical mutations, they cannot get any of the mutations that have requirements even if they have the base mutations. This mutation cannot be used to grant or acquire other special mutations. This can be used to hide the more unsightly greater mutations, however.
(R)Ironbane The character cannot wield weapons that can only be made out of metal, but this only restricts them from using guns. In addition, they take a +8 damage from any weapons made from iron or steel.
(R)Naturally Supernatural: The character was born supernatural, but don’t cause as much corruption as a demon or similar creatures would. They are immune to corruption as the Supernatural mutation, but only corrupt others as if they had the Warped mutation.
(R)Faerie The character is one of the fey. They gain resistance to Cold and Electricity, ignoring the first 5 points of damage from sources of either type.
(R)Selective Fertility: The character can choose whether or not they have children. Whenever they could potentially become pregnant or impregnate another, they may apply either the Fertile or Infertile Flaw if they so desire.
Appendage×4
Vestigial Wings: The character has grown vestigial wings. Not very useful, but can look however the character likes.
-Wings: The character's wings grow slightly, allowing them to glide. The character no longer takes fall damage.
-Greater Wings: The character's wings have grown enough that they can actually fly with them. The character can fly at their speed.
Tight×3
Soft-Skin×2
Tentacles: The character has a number of tentacles that they can use for a variety of purposes. If used for penetration, the character deals and takes pleasure as if they were penetrating their opponent, and can impregnate as if they had a penis. In addition, group grappling rules no longer apply against the character unless the creatures that they are grappling with also have this Special Mutation. The character can, while in a grapple, attempt to grapple another creature so long as they win their grapple check for that round, but if they do, they also need to succeed on an attack roll against the targeted creature.

Skills:


Base Casting: 35
Favored Elements: Arcane, Entropy
Feats:
Empower Spell
Intensify Spell
Maximize Spell
Wielder of Chaos


Spirit Ceiling: 12
Powers:


Succubus Powers:

Inventory: 41 denarii
Kris +18(body) to hit
2d6 + 9(Body/2)
Clothes AV = 1, EV = 0, TP = 25, DU = 2
A sewing kit

Bio:
It was a cold night...a mere child, even a sidhe, shouldn't be out alone on a night like that. Yet she persisted. Even though her parents had wanted her to be warrior like they were, her true talent lie elsewhere. She needed to learn, and her parents couldn't teach her. Moving easily despite the snow, the girl's feet barely broke the snow shell hardened by weeks of cold weather. Occasionally leaping into the air and using her wings to glide over obstacles, she continued onwards, the wizard's tower already visible to her.

Almost an hour later, the sidhe girl arrived to the tower and, after a moment of hesitation, knocked on the door. It was opened by a hunch-backed human, his beard gray with age and a hand holding a walking stick. "So. You've come to learn from the old Vincent, eh?" the wizard questions her. The girl answers with a nod, her blue eyes hard with determination. "My arts aren't suitable for little girls. But I'm not about to turn away company. What's your name, fae?" Hesitating, the fey girl answers: "I don't have one." Shaking his head, the old wizard speaks in a voice coloured by memories of better times. "I used to know a girl like you. Of course, she's all grown up now. I'll call you Lily. Come on in, there's a spare bed somewhere here." Pulling Lily inside, the hunchback closes the door and leads her upstairs.


During long years of her apprenticeship, Vincent treats Lily well. There's always plenty of work for an apprentice in a wizard's tower, of course, and hunchbacked as he is, Vincent can't walk very well so Lily is forced to take care of his affairs outside the tower, but overall he's a kind master.

It was the 8th and last year of her apprenticeship...As a surprise gift, Lily had decided to get her master a house at her home village. Everyone there had gladly agreed to help building one out of boredom, if for no other reason, and she was just on her way to see what the finished house looked like, when a bandit stepped out of the bush in front of her. "Now little missy, you might as well surrender so we won't have to hurt you too badly." The power seemed to rise inside her, and she smiled, feeling her appearance change. As other bandits surrounded her, the one who stopped her took a step back, his eyes widening with fear. Though she had not had to cast such spells before, she knew them well. Yet when she summoned the words to her mind, they refused to come out. Hastily she drew breath to try again, but what came out wasn't the spell, but an inhuman scream echoing with power. "A banshee!" the bandit leader said in horror as he stumbled backwards, away from Lily, the other bandits already gone. "Banshee" Lily replied, tasting the word. "Yes. That shall be my name." She could already feel another scream coming, and she let this one hit the bandit leader in full force, the echoes sending pleasant shivers down her spine.

In the end, Lily had to threaten to carry Vincent before she got him to even see the house. Surprised at the welcoming fae, for he had been ostracized by humans, the wizard agreed to stay, glad to spend his retirement using minor magic to help the village. Lily, after long talks with her parents and village elders, eventually decided to seek other tutors to continue her studies, having already mastered Vincent's teachings. There was supposed to be great many things to study about the near mystical Amazon, where her family had come from centuries before, and there would certainly be suitable tutors there. Almost itching to see forests other than her own, Lily set to the south after only a few weeks.

After some weeks of travel, Lily finally arrived to one of the port cities. After demonstrating her magical ability, she is given a passage for almost free. The voyage lasts for over a month, before arriving to a port nearly in ruins. Mostly managing to avoid trouble, Lily travels through the desert, arriving to the amazon with no idea where she is or where she should go.

Description:

Note: This is a place holder picture of Lily. It's mostly right, except for the clothing and wings. She should be wearing more and the wings should be pure white.


The OOC section:

The great Wizzard
Name:Rincewind
Class: Wizzard(mage)
Race:Human
Sex: Male

Body: 30
Mind:10
Spirit:10

Hit Points (HP): 40(30+5+5)
Pleasure to Orgasm (PP): 30(10+15+5)
Spirit Energy (EP): 30(10+15+5)
Speed:41(300^1/2+24)
Dodge:35(15+5+5+10)
Armor:0
Resistance:21(10/2+16)
Perception:18(100^1/2+8)
Stealth:17(300^1/2)
Grapple:30


Experience:0
Corruption:0


Talents:
Hard to hit
Lucky
Natural Succubus(Succubus magic)
Perceptive
Resistant*2
Quick*3

Flaws:
Cowardly
Selfish
Sensitive*2

Mutations:


Skills:


Base Casting: 5
Favored Elements:


Spirit Ceiling: 6
Powers:


Succubus Powers:
Apparent Innocence
Desperate Avoidance

Inventory:


Bio/Description:


The OOC section:

Unnamed Prostitute
Name:
Class: Mage
Race: Human
Sex:F

Body: 30(20base+10Exceptional)
Mind: 42(20base+22Exceptional)
Spirit: 10(10base)

Hit Points (HP):56(30+21+5)
Pleasure to Orgasm (PP):62(42+15+5)
Spirit Energy (EP):46(10+15+21)
Speed:17(300^1/2)
Dodge:41((30+42+10)/2)
Armor:
Resistance:21(42/2)
Perception:20(420^1/2
Stealth:17(300^1/2)
Grapple:30


Experience:0
Corruption:0


Talents:
Natural Succubus(Succubus Magic)
Natural Warrior(Grapple Expert)
Focus in Body
Healer
Blood Alchemy
Exceptional*4

Flaws:
Mutated*3
Lustful
Sensitive

Mutations:
Battery
Sadist
Masochist
Tight*2
Soft skin*2
Whip tongue*2
Warped

Skills:


Base Casting:21
Favored Elements:Body


Spirit Ceiling:9
Powers:


Succubus Powers:
Apparent Innocence
Pull out

Inventory:


Bio/Description:


The OOC section:
 
Last edited:

Guan Yu

GAUN
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Re: DG3 Character Sheets

Tomoe, the hapless miko in search of aid for humankind.

Statistics
Tomoe
Shrine Maiden (Warrior w/ Spirit Stuffs)
Amazonian

Body: 62
Mind: 10
Spirit:20

Hit Points: 107
Pleasure to Orgasm: 51
Spirit Energy: 76
Speed: 25
Dodge: 62
Armor: 3
Resistance: 39
Perception: 30
Stealth: 21
Grapple: 62
Spirit Ceiling: 15 (Armor has no Encumberance)

EXP: 80
Corruption: 6 (three mutations gained)

Talents:
Strong of Body x2
Skill with Katana
Hard to Hit
Heavy Hitter
(flaw)Resistant
(flaw)Natural Spirit (Spirit Warrior)
(flaw)Greater Energy Pool
(human bonus) Skilled
(EXP) Heavy Weapon Expert
(EXP) Holy Magic
(EXP) Resilient
(EXP) Grapple Expert
(EXP) Skilled

Flaws:
(talent flaw) Sensitive
(talent flaw) Honorable
(talent flaw) Open Soul
(human flaw) Fertile
(game flaw) Sexual Weakness

Mutations:
Pheromones (-2 stealth and friendlies are more interested in sexing dat miko)
Massive Breasts (Them huge knockers grant +4 PP damage from boobjobs, in addition of making the mounds bigger)
Glowing Skin (+2 to perception and -2 to stealth due to shininess)
Lactation (MEGA MILK and +2 PP damage taken from boobie-related actions)
Soft-skin (+2 PP damage from all non-oral foreplay actions)

Skills:
Quick Draw (Passive) - The character can draw their weapons without spending a turn.
Death from the Draw (Activated) - The character can draw their weapon and swing with it in the same turn. When doing so, they get a +6 bonus to attack and damage rolls.
Knight (Passive) – The character gets a +2 bonus to AV, Dodge, attacks rolls and damage for all melee attacks.
Slay (Activated) – The character takes a -20 penalty on their attack roll, and a -10 penalty to Dodge until their next turn. They deal double damage on any attacks that hit until their next turn.
Cleave (Passive) – Whenever the character kills an opponent, they automatically take an attack on another nearby enemy, but this attack is at a -10 penalty to attack and damage rolls.
Terrify (Passive) - Whenever the character kills an enemy, all other enemies within 30 feet that have line of sight must make a Resistance check vs the character or be unable to attack that round. Failing 2 such checks in a single combat causes a creature to either retreat, or surrender. The character takes a -10 penalty on this check, but also gains a bonus to the check equal to the damage done on the killing blow /10, and multiplied by the tier of the monster.
Supreme Might (Activated) – The character can trade points from their attack roll for additional damage. These points are traded at a 1 to 1 rate, and the character cannot trade more than 20 points per round.
Bladesinger: Your character can use their Body stat to determine their attack rolls instead of their Spirit stat when attacking with powers.
Ranger (Passive) – The character gets a +3 bonus to Perception, and can track creatures so long as they have stayed on the ground.
Strong Willed (Passive) – The character gets a +5 bonus to any Resistance checks made against attempts to control or alter their actions. These include the Dominated, Charmed and Horny statuses.
Weapon Focus (Katana) - +6 to hit with a katana
Specialized (Katana) - +4 damage with katana
Grand Master (Katana - +2 to hit and damage with a katana. Also ignores half of non-natural AV with the chosen weapon.)

Powers:

Spirit Warrior

Battle Aura (X activation, X-2 upkeep for 3X increased Melee Damage, To-Hit, Speed and Dodge and X Resistance)
Instant Transmission (Out of battle: 6EP to go to any familiar place or spot they can see. In combat, teleports 15X feet to an unoccupied, visible spot)
Energy Blade (The character conjures a sword formed of pure energy attached to their arm. The character pays 1 + X EP. In addition, they must pay 1 EP upkeep every round. The blade can be of any color or shape that the character desires, and can range from 1-3 feet in length. Attacks with the blade deal (2d4 * X) + Spirit/4 damage that ignores armor. The character can attack in the same turn that this power is activated, but only using this power. If the character has the Duelist Talent, they can use this power as their weapon. If the character has the Two Weapon Fighting Talent, this power can be used as one of their weapons. If the character has the Unarmed Fighter Talent, this power counts as unarmed even if it is used to attack rather than that character's hands. The weapon conjured by this power counts as a one handed sword, and gets the attack bonus if the character has the Skill with X Talent.)

Holy Magic

Lay on Hands (6X HP Recovery, 4X Temp HP or 3X Negative Status Removal)
Blessing (Self and allies within 30 feet gain 3X To-hit and Dodge, 2X Perception and Resistance. X-2 upkeep)
Binding (One opponent must make a Resistance check against 5X or get the Bound status. Deactivates spells and powers on bound creature, new check each turn as long as user pays the 1EP upkeep)

The hitty stuff:

Kuchinawa (Tomoe's shrine katana +4, wielded in two hands) (+83)[1d12+67]{Grand Master AV halve}
Kirin (Longbow) (+62) [2d8+26]
Unarmed Strike (+62) [2d4+26]
Grapple (+74)
Foreplay Damage (2d4+20)

Inventory

Worn:
Kuchinawa, the ceremonial shrine katana with them fancy enchantments (+4)
Kirin, a longbow of Tomoe's own design
Miko Robes (Clothes: AV = 1, EV = 0, TP = 25, DU = 2. )

Other items:
107 denarii
Sword care kit
Extra set of clothes
Bedroll
Dried food rations x5
Backpack
Waterskin with water
Lantern
Ragged battlemage robes
Huge venom sacs from a spider
Spellbreaker Amulet (40 mind score, Dispel Magic and Counterspell, lighting res 10 and +4 dodge)

Background, personality and physical description
History (DG2)
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 fateful 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.

Prelude to DG3

Troubled travelers tell stories of being rescued from bandits or worse by a mysterious woman, beautiful and clad in a robe white as winter snow. These acts of benevolence have always happened near the ghost town of Argent Vale and the surrounding lands, within a dozen mile radius. Despite doing many risky things to help her chosen wards, the woman in particular never asked for any sort of compensation or even words of thanks, usually leaving and vanishing into the woods once the protected people had been guaranteed their safety.

After the incident at Argent Vale, Tomoe found the surrounding areas to be under attack or scoured clean from human habitation already, all following the fate of the little village that had started her adventure. Most places could show little that she hadn't already seen after the alien attack, thus drawing her away from the original intentions she had for the journey of discovery and into a more stationary existence for the following times. Once she had examined and familiarized herself with the surrounding lands, the young miko set herself up into a semi-hidden shack of her own build among the woods where she could look after the peace of the devastated villages and ensure the rest of the deceased. During the two years she spent there, the easterner learned to track, shoot a bow properly and general survival in the wilds while still maintaining her spiritual and physical condition, along with all the necessary things to maintain her still-intact purity. Not wanting any of the people to get drawn into trouble thanks to her, she had always ignored their attempts for further socialization. Something in the whole tower incident had left her unsure if her presence was a good thing to them.

As another day in the wilderness began, Tomoe found herself thinking about the rest of the world. There had been no search parties or troops visiting the towns and villages she had looked over for all this time. After an inquiry from a particularly well-traveled person in the forests, she found out the truth of the current world and it's outright desperate state. Remembering her sisters, a worry came over her. The shrine might not be standing anymore, if there had been a major attack directed towards it, more than likely with the all-female populace in there. With all the worrisome things going on, the miko saw it best for herself to leave the forests and head out into the world once more. Humanity needed help, and she would do her bit in the task regardless of anything that came in her way. Through fire, ice and steel she would go, hoping to find aid for humankind in the war against the alien invasion, no matter where it would come from and require her to do. Seeing her shrine would be a secondary task, as it was far from being all of the world, though she would go and see the sisterhood if her travels took her there. Once the wilderness establishment had been cleaned out and all the necessary preparations towards the coming journey made, Tomoe departed from her forest home. No more help for the wanderers in the area she thought, singing a song of lamentation as she stepped out on the forest paths and started out towards the newly-formed city of Acheron. That place and the demons were the first source of potential aid in her mind, despite the unsavory nature of the inhabitants.

Despite her initial reactions and doubts towards the friendly invader, Tomoe had made fast friends with the hunter that had come out from one of the kidnapped victims at Argent Vale's tower. The thing had grown into a strong member of it's species and had never shown any sign of aggression towards the miko, though it cast desiring looks at her whenever the easterner was out from her robes, usually sleeping or bathing. Once there was enough trust between them, she had named the thing Shenron, after a dragon of legend. Despite her doubts about the creature's willingness to help the current goal of Tomoe's along, she still decided to take him along. He had been a help in many situations, so the priestess didn't wan't to abandon him completely.

Personality & looks

Tomoe is a 5'4 tall, 20-year old (22 as of DG3) 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. Underneath the robes she wears a set of underwear, comprising of a bandage chestwrap and an uncharacteristically tiny set of panties. 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 inexperienced. 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

Changelog
DG2

2 exp
10 exp
2 exp
4 exp
10 exp
2 exp

DG3

Lost robes to a sling bullet. Damn you sharp projectiles.
4 exp for two encounters with dead bandits and such as the result.
8 exp for breaking swords and killing evil men. Huzzah.
Dirty sex and lost virginities with spidahs and alraune. All I got was this lousy 4 exp and two mutations. Using all exp to buy cross-class Holy Magic. Most likely a stupid and expensive idea, but a characterful one nonetheless. For mutations, Pheromones and Massive Breasts for further awkwardness.
6 exp for slaying yon giant undead spider and DEERWALKERS. Hard to get breakfast ho. Spent points on Spirit.
2 exp and 70 moneys for brutally killing off a knight and some rifle guys.
2 exp and 20 moneys for killing some random terrible soldiers fucking fast.
10 exp for knocking off helmets and fatally wounding surprise lady knights.
4 exp for destroying dead people and chairs along with a spider of huge proportions.
10 exp for dead den mothers.
2 exp and a mutation for getting fairyraped and sexing hunters consensually afterwards.
Alraunesmut and amulets.
Even more alraunesmut resulting in seedbabbies, 4 exp, flaws and mutation. Sexual Weakness, Lactation and Soft-skin selected.
2 exp for humonguous goatlewds

Total 86, Used 74, Usable 12

Starting location: Wilderness near the ghost town of Argent Vale
 
Last edited:

Iggy

Tentacle God
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Re: DG3 Character Sheets

Setia Alarra, the timid cockatrice.
Name: Setia Alarra
Class: Spirit Weilder
Race: Cockatrice (Part-Demon)
Sex: Female

Body: 16 (14+2)
Mind: 22 (16+6)
Spirit: 34 (20+8+6)

Hit Points (HP): 64 (44+20)
Pleasure to Orgasm (PP): 47
Spirit Energy (EP): 103 (53+30+20)
Speed: 19 (13+8-1-1)
Dodge: 36
Armor: 2 (0+2) [Clothes]
Resistance: 20 (17+3)
Perception: 21 (18+3)
Stealth: 12 (13+3-4)
Grapple: 19 (16+3)

Experience:
Corruption:

Talents:
-Exceptional
-Spirit Warrior
-Psion
-Demonologist
-Massive Energy Pool
-Lucky
-Greater Energy Pool
-Healthy
-Quick

Flaws:
-Mutated
--Tail (Scales)
--Wings (Feather)
--Odd Skin (Feathers & Scales)
-Mutated
--Clawed Feet
--Pheremones
--Whip Tongue
-Cowardly
-Fertile

[SPIRIT USERS ONLY]
Spirit Ceiling: 21
Powers:
-Spirit Warrior
--Battle Aura
--Flight
--Instant Transmission
-Psion
--Psychic Shield
--Telekinesis
--Mind Cutter
-Demonologist
--Fell Might
--Devil's Lightning
--Gorgons Gaze

Inventory:


Bio/Description:
Basic, general story: Setia is hatched/born, is grown up, sent off to find her own dwelling, finds cave, makes home there, forages for food daily and lives near a natural water spring. Lives in a cave dwelling deep in the woods near Acheron.

Bio still in develepoment...
 
Last edited:

the_taken

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Re: DG3 Character Sheets

I don't plan to actually play PbP, but I like making characters.

Here is a sex fiend:
Name: Meyjekt the Demon Pounder
Class: Fighter
Race: Nymph
Sex: Female

Body: 38 (19)
Mind: 14 (7)
Spirit: 14 (7)

Hit Points (HP): 72 ( 38 + 7 + 7 + 20)
Pleasure to Orgasm (PP): 60 (19 + 14 + 7 + 20)
Spirit Energy (EP): 60 (19 + 7 + 14 + 20)
Speed: 19 (aprox 19.493)
Dodge: 43 (19 + 7 + 7, +10 nekid bonus)
Armor: 0
Resistance: 22 (19 +3) (+10 vs. succubus powers, +5 vs. mind affecting, + 5 vs. moving her, +5 vs. Stunned, Prone, Dominated, Charmed and Horny statuses)
Perception: 65 (aprox 6.16 +3)
Stealth: 65 (aprox 6.16 +3)
Grapple: 50 (38 + 12 +3)


Unarmed Damage: 2d12 + 20
Foreplay Pleasure: 2d4 + 10 (aprox 9.5)
Penetration Pleasure: 2d8 + 13 (aprox 12.666 )
Lucky: +3 to all non-damage rolls

Experience: -
Corruption: -

Talents:
1 Natural Succubus - Succubus Magic: Meyjekt has two Succubus Special Abilities.
2 Grapple Expert: Meyjekt has a +12 bonus to her Grapple stat.
3 Unarmed Fighter: Meyjekt deals Improved Unarmed damage when attacking without a weapon. In addition, she has a +10 bonus to Dodge so long as she isn't holding any weapons, which is usually all the time.
4 Skilled: Meyjekt has 3 additional Skills.
5 Lucky: Meyjekt has a +3 bonus to all non-damage rolls.
6 Just a Little Longer: +20 max pleasure.
7 Healthy: +20 max health.
8 Greater Energy Pool: + 20 Spirit Energy

Flaws:
Racial Fertile: Meyjekt is more likely to become pregnant.
Racial Lustful: Meyjekt is a frequent enjoyer of physical pleasure. She often seeks sex from allies, will usually accepts it if it is offered to her, and is likely to give in if when raped.
1, 2, 3 Mutated: Meyjekt is incredibly mutated. She has 9 Physical Mutations

Extra Muated: You have no idea how mutated.

Mutations:
Default Physical Mutations:
Because of her Shapeshifter Power, Meyjekt's physical mutations are always changing. However she reverts to her default form while sleeping or knocked unconscious.
1, 2, 3, 4 Appendage: Instead of hair, Meyjekt has four large tentacles. She has the Tentacles Special Mutation as well.
5, 6, 7 Greater Wings: Meyjekt has six iridescent insectile wings and can fly at her normal movement speed.
8 Skyclad: Meyjekt isn't just a nudist on principle, her mutations and shapeshifting ability make wearing anything difficult if not uncomfortable.
9 Strange Face: Meyjekt's eyes are very fine compound eyes, and appear to be solid emeralds.
10 Funny Ears: Meyjekt does not have ears but instead two large wing-like antenna coming out the top of her head to the side.
11 Natural Attack: Meyjekt's tentacles are long and can be used as whips. Her unarmed attacks deal 2d12 + 19 damage.
12 Lactation: Meyjekt constantly lactates, and any pleasure she takes due to her breasts being touched is increased by 2.

Special Mutations
Racial Ironbane:
Meyjekt cannot use guns, or any weapons made primarily out of metal. In addition, she takes +8 damage from any weapons made from iron or steel.
Fully Warped: Meyjekt isn't a mortal. She causes any creatures that does not have this mutation to take an amount of corruption equal to 1/2 the pleasure that she deals. She also doesn't receive corruption points, being completely corrupted herself.
Racial Faerie: Meyjekt is one of the Fey. She has a resistance to Cold and Electricity, ignoring the first 5 points of damage from sources of either type.
Shapshifter: Meyjekt can change her physical form at will. At any time, they can change her physiology so that she has any of the physical mutations, up to her normal amount. Effectively, she trades her current mutations for other ones.
This shapeshifting is limited to the base physical mutations, and Myjekt cannot get any of the mutations that have requirements even if she has the base mutations. This mutation cannot be used to grant or acquire other special mutations. This can be used to hide the more unsightly greater mutations, however.
Tentacles: When she doesn't suppress them, Meyjekt's tentacles can be used for a variety of purposes. If used for penetration, she deals and takes pleasure as if she was penetrating her opponent, and she can impregnate as if she has a penis. In addition, group grappling rules no longer apply against Meyjekt unless the creatures involved also have this Special Mutation. Meyjekt can attempt to grapple multiple creatures, and does so as long she makes her Grapple rolls.

Skills:
1 Stunning Blow (Activated): – Meyjekt can take a -8 penalty to her attack rolls and damage on her attacks, but she hits, the target must win a Resistance check against her or be Stunned until after Meyjekt's next turn.
2 Trip (Activated): Meyjekt can choose not do damage on a successful attack, and instead force the creature she's attacking to make a Resistance check against her. If the creature loses this check, they are knocked prone. Stunned opponents automatically fail their check and fall prone.
3 Disarm (Activated): Meyjekt can forsake the damage done by her attack to instead disarm her opponent. A creature wielding a weapon that is hit by this attack loses any weapon they are holding, and must take a turn to retrieve it if they want to continue using it.
4 Untemptable (Passive): Meyjekt has a +10 bonus to Resistance against all succubus powers, including energy draining (read, pleasure damage.)
5 Sturdy (Passive): Meyjekt has a +5 bonus to any Resistance checks made against attempts to move her, and to give the Stunned or Prone statuses.
6 Strong Willed (Passive): Meyjekt has a +5 bonus to any Resistance checks made against attempts to control or alter her actions. These include the Dominated, Charmed and Horny statuses.
7 Fling (Activate): Meyjekt throws a grappled opponent, or perhaps an ally, a short distance at another target. When Meyjekt has a creature in a submission hold, she may throw that creature at another creature for 3d6 + 12 (Body/3) damage to both targets. Both the creature being thrown and the one being hit must win a Resistance check against Meyjekt or be knocked prone. This skill has a 15 foot range.

Base Casting: N/A
Favored Elements: N/A

Spirit Ceiling: N/A
Powers: N/A

Succubus Powers:
Racial Charm: Meyjekt can force people to be her friends by affecting their minds. To do so, she spends 10 EP, and chooses one target creature within 20 feet of her. That creature must win a Resistance check against Meyjekt, or gain the Charmed status.
Pull Out: Meyjekt can prevent herself from receiving pregnancy rolls from creatures that orgasm while penetrating them, if she wants.
Shapeshifter: Meyjekt has the Shapeshifter Special Mutation, and likes to change her appearance to please.

Inventory:
Meyjekt has a satchel to carry things she finds in. Mostly she has herbs and plants in it, and a few baubles from mortals she has encountered. She travels light.

Biography:
Fey come from the land of dreams, and this godling of delirious opiate orgies was dreamt up and had sex with a bunch of nymphs for four generations. Then the dreamer woke up and the orgie ended. The fifth generation of Nymphs born of this went out exploring and Meyjekt is one of them.

For a few years now, Meyjekt has been wandering the mortal realm looking for a group of friends to join. She hasn't been successful, constantly being drawn to human towns and getting chased out due to her stubborn nudity. Before she could waylay drunks coming out of a tavern late at night, a love affair ended by morning (either with tons of horrid screaming, or Meyjekt sneaking off before her one night stand wakes up.) But ever since the Aliens came, things haven't been the same. Most towns lay empty, and those that aren't empty have too few drunken men, since most are off fighting in the war or too tired from slaving away all day to pick up the slack.

Meyjekt has been experimenting with her shapshifting abilities. For the most part, this has involved attacking bandits in the woods and subduing them, but she once managed too fool some town guards into thinking she was a normal human woman.

Meyjekt has never encountered any Aliens as of yet.

Physical Description

The OOC section:
I wanted to create a demon that went around raping other demons, and what I got was a demonic Tinkerbell\Squidgirl hybrid.

Added an extra mutation flaw to make her look more like the pic.

Edit: Boy do I like making characters. Here's an Emo Werewolf Angel Mage

Name: Lupa el Lobo
Class: Mage
Race: Werewolf Angel
Sex: Female

Body: 24 (12)
Mind: 58 (29)
Spirit: 16 (8)

Hit Points (HP): 61 (24 + 29 + 8)
Pleasure to Orgasm (PP): 78 (12 + 58 + 8)
Spirit Energy (EP): 91 (12 + 29 + 16 + 30)
Speed: 15 (aprox 15.491)
Dodge: 49 (12 + 29 + 8, +10 when not using weapons)
Armor:
Resistance: 37 (29 + 8, +5 to Cold and Electricity)
Perception: 32 (24 + 8)
Stealth: -1 (aprox 15.491 - 16)
Grapple: 24

Experience:
Corruption:

Talents:
Template Unarmed Fighter: Lupa deals Improved Unarmed damage when attacking without a weapon. In addition, she gets a +10 bonus to Dodge so long as she isn't holding any weapons.
Natural Spirit Wielder: Massive Energy Pool: Lupa gets +30 max EP.
Resistant: Lupa's resistance stat is 8 higher.
Experienced Caster: Lupa can cast up to 3rd level spells in any Element.
Healer: Whenever Lupa casts a spell that restores HP, or casts a Buff spell, increase the effective spell level by 1 for the purpose of how much HP is restored or how powerful the Buff is.
Focus in Body Magic: Lupa can cast up to 5th level spells in Body magic, and gains a total of +10 to all Casting checks. All related attack spells deal an additional +2 damage per spell level, and related buffs increase the chosen stat by an additional +1 per spell level and round up instead of down.
Potent Spells: Whenever Lupa casts a spell that requires a Resistance check, she gets a +12 bonus to her roll.
Magical Accuracy: Lupa gets a +12 bonus to all attack rolls made with Spells.
Perceptive: Lupa gets a +8 bonus to her Perception stat.

Flaws:
Racial Open Soul: Lupa takes an additional 4 EP damage whenver she takes any.
Racial Idealistic: Lupa is unfailingly kind, no matter the circumstances. She will always try to help others to the best of her ability, even to her own detriment, and even if that help is not asked for or met with hostility.
Racial Honourable: Lupa cannot break her word once given. Every contract, agreement and promise is totally binding, and she must seek to fulfill them even at her own detriment.
Racial Tainted Bloodline: Lupa gains corruption 1.5 times as fast as normal.
Template Beast Lover: Any pleasure dealt to Lupa by Bestial creatures is increased by +8.
Template Bloodthirsty: Lupa cannot, under any circumstances, back down from a fight. Even if defeat seems certain, and/or engaging in battle endangers her allies, she must fight until she herself falls, or every enemy has been defeated. May conflict with Honourable and Idealistic for dramatic internal struggles.
Racial Fertile: Lupa is more likely to become pregnant.
Obvious: Lupa takes a -8 penalty to her Stealth stat.
Mutated: There is something about Lupa that's a bit off...
Sensitive: Lupa is vulnerable to the lightest of touches. +4 PP damage when she takes any.

Mutations:
Normal Mutations:
Fetish: Lupa really likes being mounted from behind doggy style. She can't help but feel really good, and takes +10 to all pleasure rolls when ever she's on all fours and it being held down.

Physical Mutations:
Racial Greater Wings: Lupa is an Angel, and has large white wings with silver highlights. She can fly.
Pheromones x2: Because of her curse, people really want to mate with her. - 8 Stealth

Special Mutations
Racial Warped: Lupa isn't completely human. Lupa causes any creatures that do not have this mutation to gain an amount of corruption equal to half of any of pleasure she deals.
Racial Faerie: Lupa is one of the fey. She has resistance to Cold and Electricity, ignoring the first 5 points of damage from sources of either type.
Template Werecreature: Lupa is cursed to transform into a wolf-angel hybrid/ The transformation happens either voluntarily or when any of the following conditions are met(but she isn't in control of herself during the transformation, regardless):
1) Full moon is on the sky after sunset
2) Lupa is brought to 0 hit points during full moon(either during the day or when moon is below horizon)
3) Lupa fails a resistance check against an effect such as Enthrall or Charm. In such case, Lupa gains another resistance check to ignore the effect during the transformation.
4) During battle or other such stressful situation, Lupa must make a resistance check once a round vs. DC 30+2/round
template Silverbane: Lupa cannot wield silvered weapons and takes +8 damage from such weapons. In addition, touching anything made from silver causes discomfort, though it's not actually harmful.

Base Casting: 29
Favored Elements: Body (+10 casting check, +2 damage/spell level, +1 buff/spell leve and round up)

Succubus Powers:
Drain through Pain (Passive): Lupa can drain a creature's EP by dealing HP damage. Any time that she deals melee damage to a creature, she also deals 2d6 + modifiers EP damage, and regains that much EP.

Inventory:

Biography:
Aurani is working on this, promise

Physical Description

Werewolf Form
Body: 44 (24)
Mind: 4 (2)
Spirit: 4 (2)

Hit Points (HP): 72 (44 + 2 + 2 + 20)
Pleasure to Orgasm (PP): 78
Spirit Energy (EP): 91
Speed: 27 (aprox 20.976 + 8 - 1 - 1)
Dodge: 28 (24 + 2 + 2, +10 when not using weapons)
Armor: +2 Armored Hide
Resistance: 37 (29 base, +5 to Cold and Electricity, +2 verses being knocked prone)
Perception: 35 (32 base + 3)
Stealth: 13 (aprox 20.976 - 16 + 8)
Grapple: 56

-------------------

Monster Name: Lupa's Beast!
Monster Type: Werewolf Form
Monster Class: Mage
Differences from Base Creature: She's a Werewolf! AWHOOOOOOOO!

Talents
Same as above plus:
Healthy: +20hp
Quick: +8 Speed
Stealthy: +8 Stealth

Flaws
Same as above plus:
Lustful (RP): Lupa's Beast is a horny bitch! She is likely to seek sex from her allies (if she can recognize them), or accept it if it is offered to them. Rape is love to her.

Mutations
Same as above plus:
Clawed Feet: Lupa ruins her shoes when ever she transforms. Also, she gets a +2 bonus to resistance to avoid being knocked prone, but takes a -1 penalty to speed.
Razor Fingers: Lupa's Beast deals +10 damage with her unarmed attacks, but she can't use weapons, and takes a -6 penalty on caster check to use spells.
Fearsome Maw: Lupa's Beast has a mouth filled with teeth designed to tear flesh. She deals -4 pleasure whenever using her mouth during sex. But whenever she deal unarmed damage to creature in a grapple with her, she can choose to bite them for +4 damage.
Natural attack: As Lupa has this Mutation and and the Unarmed Fighter Talent, she deals 2d12 + 24 damage. Also +10 for having Razor Fingers,
Armored Hide: Lupa's Beast has thick fur. +2 Armor, - 1 Speed.
Cosmetic effects: Reverse Jointed Legs, Odd Face, Wolf Ears, Strange Face, Tail. She's a werewolf! Arf! Arf!

Skills:
Ranger (Passive): Lupa gets a +3 bonus to Perception, and can track creatures so long as they have stayed on the ground.

Succubus Powers:
No new ones.

Description:
It's a werewolf with wings! FFFFFFFUUUUUUUUUUUU-

The OOC section:
Angelic Werewolf woof woof!
 
Last edited:

Caulder

Is completely fucking irrelevant. And he's a bitch
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Re: DG3 Character Sheets

Michael

Name: Michael
Class: Warrior (Gunslinger)
Race: Badarian
Sex: Male

Primary Stats:
Body: 26+0+8(+8) [42]
Mind: 14+0+0 [14]
Spirit: 10+0+0 [10]



Secondary Stats:
Hit Points (HP): 54
Pleasure to Orgasm (PP): 40
Spirit Energy (EP): 38
Speed: 20+8-1 [27]
Dodge: 33
Armor: 6(+5) [11]
Resistance: 21
Perception: 20+8 [28]
Stealth: 20+5(-2) [23]
Grapple: 42

Experience: 16 (Spent: 16)
Corruption: 0

Talents:
*Warrior Talents:
Two-Weapon Fighting
Sniper
Skill with Pistols
Skill with Rifles
Skilled x2
Stealthy
*General Talents:
Quick
Perceptive
Exceptional


Flaws:
Mutated x4
Honorable
Bloodthirsty

Mutations (12/12):
*Physical Mutations:
Vestigial Wings
-Wings
-Greater Wings
Tail
-Tail Cock
-Dangerous Tail
-Venomous Attack, Paralyzing
Odd Skin
-Armored Hide
-Natural Armor (Strong: Slashing Weak: Bludgeoning)
Strange Face
Natural Attack
*Special Mutations:
Supernatural

Skills:
*Ranged Skills:
Quick Reload
*Stealth Skills:
Guileful Strike
Sudden Shot
*General Skills:
Quick Draw
Weapon Focus (Pistols)
*Specific skills:
Pistolero
Far Shot
*Witch Hunter Skills
Mage Hunter
Spirit-Oppressor
Spell Resistance
Banishing Strike

Inventory:
Badarian Revolver x2, 2d8+14 damage, +42 to hit (34 body +12 skill -4 TWF) 30 foot range, 5 shots, 1 round reload, ignores 4 AV
Badarian Lever-Action Rifle, 2d12+20 damage, +46 to hit (34 body +12 skill) 30 foot range, 6 shots, 2 round reload, ignores 8 AV
Leather Armor, AV 5, EV 1, TP 30, DU 3

Bio and description:
Bio:
Michael was a Badarian militiaman, what one might call a home-brewed trooper, serving to protect Badaria of his own accord, back before the Artmirst invasion. He would assist the Badarian army in their dealings in exchange for food and a place to stay. Like an underpaid mercenary. He was on the outskirts of Artmirst when the invasion began, and that was also when his body began to change. It started with his wings, then his skin, and then his mandibles. After the invasion, he fled to Anudorian territory to at least try and live some semblance of a life. But the call of his guns and his old country keep tempting him to fly back home and see just how Badaria has gotten along.

Description: Michael stands at 6'2". His skin is a thick scaly hide of black and yellow hues, and he has a bulbous tail extending from his hind end, complete with a stinger. He has a pair of large wasp wings extending from his shoulders. His face has a distinctly insectoid shape, complete with bulbous bug eyes, and large mandibles extending from the sides of his mouth. The scaly hide covering his lower body extends to cover his face, complete with the yellow and black coloration. From afar, one might see him as a gigantic wasp, were he not wearing any clothing. Speaking of, he does in fact wear clothing, in the form of a brown cotton shirt split at the neck in the form of a V and held together with pieces of rawhide in a crisscross pattern. He wears tan pants as well, and all of this is covered in a black leather duster which doubles as armor for him. Slung over his shoulder is an old Badarian rifle, and holstered on gunbelts wrapped around the waist of his duster are two identical Badarian revolvers.

OOC Stuff:
I honestly don't care what happens, so long as you leave out the homoeroticism.
 
Last edited:

TentanariX

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Re: DG3 Character Sheets

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+8+2=40
Mind: 10
Spirit: 18+8=26+8=34

Hit Points (HP): 40+5+17=62
Pleasure to Orgasm (PP): 20+10+17=47
Spirit Energy (EP): 20+5+34=59
Speed: 20
Dodge: 42
Armor:Clothes: AV = 1, EV = 0, TP = 25, DU = 2.
Resistance:20
Perception: 20
Stealth: 17 + 5=22+3=25-2=23
Grapple: 40
Experience: gained 30, spent 16= 14+4=18
Corruption:0

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

Mutations:
Soft Skin
Giving Soul
Lactation
Battery
Pheromones
Vesitgal Wings
[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.
Bladesinger: Your character can use their Body stat to determine their attack rolls instead of their Spirit stat when attacking with powers. Requires: Any Spirit Talent that gives powers.

[SPIRIT USERS ONLY]
Spirit Ceiling: 13
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.

Blessing
The character grants increased strength to themselves and their allies.
-The character pays X EP. In addition, they must pay X - 2 EP upkeep every round.
-The character and all allies within 30 feet gain a +3X bonus to attack rolls and Dodge, as well as a 2X bonus to Resistance and Perception.

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.
11-23-11 Gained 6 XP
3-3-12 Gained 8 XP
8-14-12 Gained 4 XP
8-14-12 Spent 18 XP gained +10 Body and +8 Spirit, and earned Bladslinger Skill.

If it would be cool with Plm and/or Tass Hsienko will be replaced by my catgirl nin, Bastet. If Tass and plm say nay to a second thread, then I'll promptly delete this part:

Bastet, Skilled yet lustful Catgirl Ninja
Name: Bastet
Class: Warrior
Race: Su-Ku-Ta
Sex: Female

Body: (6)+20+24(SoBx3)=50
Mind: (2)+16=18
Spirit: 14

Hit Points (HP): 50+9+7=66
Pleasure to Orgasm (PP): 25+18+7=50
Spirit Energy (EP): 25+9+14=48
Speed: 30
Dodge: 41
Armor: Clothes: AV = 1, EV = 0, TP = 25, DU = 2.
Resistance: 25
Perception: 25
Stealth: 30
Grapple: 50


Experience:
Corruption:


Talents:
Quick (r)
Strong of Body
Strong of Body
Strong of Body
Skilled
Skilled
Stealthy (Flaw)
Duelist (Flaw)
Skill with One Handed Sowrds (Ninjato) (Flaw)
Flaws:
Mutated (r)
Beast Lover (r)
Honorable
Selfish
Lustful
Mutations:
Claws (R)
Tail (R)
Funny Ears (R)
Clawed Feet
Fearsome Maw
Venomous Attack: Horny

Skills:
Defensive Stance (Activated) – The character forsakes all attacks for the round, but gains a +10 bonus to Dodge. The character gets a free attack on any creature that attacks them and misses. Requires Duelist OR Shield Fighter.
Lightning Strikes (Activated) – The character attacks three times instead of only once, but each attack takes a -12 penalty to its attack rolls and damage. These attacks need not be against the same creature. Requires Duelist.
Disarm (Activated) – The character can forsake the damage done by their attack to instead disarm their opponent. A creature wielding a weapon that is hit by this attack loses any weapon they are holding, and must take a turn to retrieve it if they want to continue using it. Requires Duelist OR Unarmed Fighter.
Sudden Strike (Activated) – The character can take a -10 penalty to their attack rolls and a -10 penalty to Dodge until their next turn. If they do, they may make a Stealth check at a -5 penalty against any creatures that they attack, and if they win, those attacks count as sneak attacks. Requires Stealthy.
Paralyzing Strike (Activated) - The character may trade their bonus damage from making a sneak attack in order to force the creature they’re attacking to make a Resistance check against them. If the creature loses this check, they gain the Paralyzed status until combat ends. Requires Stealthy.
Thief (Passive) – The character gets a +3 bonus to Stealth, and can pick locks and disarm traps.
Ranger (Passive) – The character gets a +3 bonus to Perception, and can track creatures so long as they have stayed on the ground.
Focused [Ninjato] (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 [Ninjato] (Passive) – The character deals an additional +3 damage with the selected weapon type. Requires: Focused with the selected weapon type.
Quick Draw (Passive) - The character can draw their weapons without spending a turn.
Death from the Draw - The character can draw their weapon and swing with it in the same turn. When doing so, they get a +6 bonus to attack and damage rolls. Requires Skill with One Handed Swords, Two Handed Swords, or Bastard Swords (Talents) and the Quick Draw skill.
Terrify (Passive) - Whenever the character kills an enemy, all other enemies within 30 feet that have line of sight must make a Resistance check vs the character or be unable to attack that round. Failing 2 such checks in a single combat causes a creature to either retreat or surrender. The character takes a -10 penalty on this check, but also gains a bonus to the check equal to the damage done on the killing blow /10, and multiplied by the tier of the monster. Characters with the Foul aura mutation get a +5 bonus on this check.

Inventory:
Cat's Paw: Ninjato (+65/+71 w/ Death from the Draw) 2d6 + 25 + 5
Clothes: AV = 1, EV = 0, TP = 25, DU = 2.
Throwing Knives: 2d12 + 13, 20 foot range, come in packs of 5, deals +2d6 damage if used in a sneak attack
Bio/Description:
Bio to come later
She speaks like normal humans usually and more often for exceptions of times of extremely emotional situations (ie: joy,sadness,anger,fear,etc) her true catness comes out.
The OOC section:
I would like interesting and fun NPCs for her to interact with, possibly some kind of rival like a Samurai/Miko or another Ninja, And lots of opportunity for her to utilize her skills like theft or assassination assignments. As far as smut goes I have an appreciation of BDSM, tentacles, since she's a beast lover some bestiality obviously, and I'm game for everything else save for guro, watersports, vore and that kinda thing. Also while it's not a personal fetish of mine, I think it'd be interesting if overtime through corruption I made her more furry with mutations.

Hsienko DG3 variant:

Hisien-ko

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

Body: (14)+20=34+4=38
Mind: 20+2=22
Spirit: 10+2=12

Hit Points: 38 + 11 + 6= 55
Pleasure to Orgasm: 19 + 22 + 6= 47
Spirit Energy: 19 + 11 + 12= 42
Speed: 19-8=11
Dodge: 36
Perception: 19
Stealth: 19
Armor: Leather Armor: AV = 4, EV = 1, TP = 30, DU = 3. Weak against Piercing. Strong against Blunt.*
Resistance: *19+8=27
Grapple: 38+12=50
Experience: 0
Corruption: 0

Talents:
Grapple Expert
Exceptional [Body]
Natural Warrior
Superior Warrior
Succubus Magic
Greater Draining

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

Side-Skill
Resistant
Flaws:

Sluggish

Mutated
Lustful
Bloodthirsty

Mutated

[WARRIORS ONLY]
Tainted Bloodline
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
*Charm: The character pays 10 EP, and chooses one target creature within 20 feet of them. That creature must win a Resistance check against the character, or gain the Charmed status.
*Stunning Gaze: The character pays 5 + 5X EP, and chooses one target creature within 20 feet of them. That creature must win a Resistance check against the character, who gets a +X bonus to their check, or become stunned for X + 1 rounds.
Dazzling Beauty (Passive) : The character is perpetually the center of attention, and will always be looked upon with lust. All creatures able to see the character take a -10 penalty to their Perception stat, and whenever they deal Pleasure damage to a creature, it is increased by +6.
Rhythm: While penetrated (or penetrating) in a hole other than the mouth, the character may take an additional 2X Pleasure each round. Any creatures penetrating them take an additional 3X Pleasure per round, so long as they would take pleasure from the penetration in the first place. The maximum value of X is 5.
Drain through Pain (Passive) : The character can drain a creature's EP through dealing HP damage instead of through Pleasure, but at only 1/2 the rate they normally would. No more than 1/5 the character's maximum EP can be drained in a single round through this power.
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 (+38) [2d12 +29] ; (+36) [2d6 + 27] 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 (R)
Claws (F)
Odd Skin (R)
Futanari (F)
Whip Tongue (R)
Soft Skin (F)
Sadist (F)
Wings (F)
Massive Breasts (DD) (F)
Strange Face ( Reptilian Eyes ) (F)
Skyclad (F)
Tail (R)
Natural Attack (RS)
Soul Eater (RS)
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.

Ran, the mischievous Kistune illusionist

Name: Ran-Yu Hoshihigi
Class: Spirit Wielder-Mage (primary)
Race: Kitsune
Sex: Female

Body: 14
Mind: 18(+12)=30
Spirit: 18(+12)=30
Hit Points (HP): 14+15+15= 44
Pleasure to Orgasm (PP): 7+30+15= 52
Spirit Energy (EP): 7+15+30= 52+20=72
Speed: 11
Dodge: 37
Armor:
Resistance: 30
Perception: 17
Stealth:11
Grapple: 14


Experience: 0
Corruption: 0


Talents:
Focus in Nature
Focus in Light
Concentration
Potent Spells
Magic Feats
*Pain Resistance
*Natural Succubus
*Greater Energy Pool
Flaws:
Sensitive
Honorable
Lustful
Mutations:
(R)Funny Ears
(R)Kitsune Heritage
(R)Naturally Warped
(R)Shapeshifting
(R)Tail

Skills:


Base Casting:38
Favored Elements: Light Nature
Magic Feats:Empower spell
Mana sculptor
Spell list:
Light



Level 1

Light (Utility) [Provides a simple light source, allowing the caster to see up to twenty feet away.]
{HF} Flash Mine (Ball, Trap) [Creatures hit by this trap must win a Resistance check against the caster or become Blinded.]

Level 2

{HF} Flash Grenade (Ball) [Deals damage as a spell one level lower. Targets affected by this spell must win a Resistance check against the caster or become Blinded.]
Radiance (Buff) [Can increase Perception, Resistance or Mind.]
{HF} Blinding Light (Line) [Deals damage as a spell one level lower, but targets affected by this spell must win a Resistance check against the caster or become Blinded.]

Level 3

{HF} Searing Light (Cone) [Targets affected by this spell must win a Resistance check against the caster or become Blinded. The caster gets a +4 bonus to this check.]
Illusions (Utility) [Allows the caster to create minor illusions, such as making duplicates of themselves that stand close together, creating a soundless image of a single creature, or hiding something from view. Creatures get a Resistance check against the caster to disbelieve an illusion that they try to interact with. If you are unsure if what you intend to do falls under the limits of this spell, PM your GM.]
Invisibility (Utility) [Makes the caster invisible, giving them a +20 bonus to Stealth and the ability to blend in to their surroundings, effectively hiding even when in plain sight. Creatures failing to perceive them are open to sneak attacks. Costs 1 EP upkeep.]

Level 4
Chains of Light (Utility) [The character may choose a creature within line of sight of them. That creature is hit by an effect identical to the Binding Spirit Power with an effective value of X equal to 1 + Mind/8. Costs 1 EP upkeep.]
Greater Illusions (Utility) [Can be used to create more powerful illusions, including large numbers of creatures with sound, create images of oneself that can spread out and seem to attack on their own, ect. Creatures get a Resistance check against the caster to disbelieve an illusion that they try to interact with.]
{HF} Searing Radiance (Emanation) [Creatures affected by this spell must win a Resistance check against the caster or become Blinded.]
Alter Self (Utility) [The caster can alter their appearance using an illusion, effectively disguising themselves. They still possess their original dimensions beneath the illusion, and creatures touching them may make a Resistance check against the caster in order to disbelieve the effect.]

Level 5

{HF} Laser (Line) [This spell deals damage as a spell two levels higher.]
Illusionary Terrain (Utility) [Creates an illusion that reshapes the terrain. All creatures within line of sight get a Resistance check against the caster, and all those that lose will believe the illusion.]
Summon Light Elemental (Summon) [Creatures that strike the light elemental in melee take 3d6 heat damage. Creatures in a grapple with it take 3d8 heat damage. This creature gets the 2x the Pain Resistant and the Hard to Hit Talents, as well as the Immunity (Heat/Fire) Special Mutation.]

Nature

Level 1

Spirit of the Rodent (Summon) [This creatures gets a +20 bonus to its Stealth stat, a +10 bonus to its Speed stat and the Stealthy Talent.]
Natures Breath (Bolt, Heal) [None]

Level 2

Inner Strength (Buff) [Can increase Body, Mind or Spirit.]
Entangling Vines (Summon) [This creature gets the Tentacles Special Mutation, the Sluggish Flaw, and the Grapple Expert Talent. When this creature is summoned, it automatically attempts to grapple the nearest three creatures.]
Touch of Time (Touch) [Creatures hit by this spell must win a Resistance check against the caster or become Weakened.]
Eyes of the Cat (Utility) [The target of this spell can see in the dark without penalty.]

Level 3

Spirit of the Wolf (Summon) [This creature gets the Hard Hitter and Hard to Hit Talents.]
Spirit of the Cat (Summon) [This creature gets the Stealthy, Sneaky and Quick Talents.]
Natures Lore (Buff) [Can increase Mind, Stealth or Perception.]
Healing Grasp (Touch, Heal) [None]

Level 4

Spirit of the Bear (Summon) [This creature gets the Exceptional, Hard Hitter and 2x the Pain Resistant Talents.]
Aspect of the Beast (Buff) [Can increase Body, Dodge or Speed.]
Way of Nature (Bolt, Heal) [None]
Regeneration (Utility) [The target of this spell, who must be a creature whom the caster touches, heals 10 HP per round. This spell lasts for 10 rounds, or until the subject reaches full HP and stays that way for 1 round. The effects of this spell are not multiplied by its level.]
Move Earth (Utility) [Allows the caster to animate a section of rock, dirt, sand, ect. This spell functions exactly like the Animate Power with X = 1 + Mind/8 if used to try and grapple a creature or creatures. This spell cannot be used to animate a creature or corpse.]

Level 5

Mass of Vines (Utility) [The character summons three groups of Entangling Vines (as the level 2 spell,) each of which gets a +10 bonus to Body.]
Earthquake (Ball) [Creatures affected by this spell must win a Resistance check against the caster or be knocked Prone.]
Call Earth Elemental (Summon) [This creature gets the Hard Hitter Talent and the Damage Reduction ½ Special Mutation.]
Natures Power (Buff) [Can increase Body, Mind or Spirit.]

Spirit Ceiling: 0
Powers:


Succubus Powers:

Inventory:



Bio/Description: Ran-Yu is a very beautiful creature with the body of an adult voluptuous woman, a slim waist, curvy hips and legs, large DD breasts, brilliant bright emerald green eyes, long wavy dirty blonde hair going down to just above her ass, and fluffy orange fox ears and tail. She stands about 5'9". Normally Ran-Yu doesn't wear clothes, as she is unaccustomed to such things living her most of her life in the forests. She is naturally very mischievous, playful, flirtatious and curious. When first encountering new people she will try to play pranks on them, stealing things from them running of and hiding them, or other such tricks. Though she usually refrains from doing anything overly mean spirited or cruel, unless that person himself is truly evil or malicious. To those she becomes truly friendly with, she is fiercely loyal and protective of.

Nude Ran:

Clothed Ran: - on the left

The OOC section:

((more to come later))
 
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Aurani

Unknown Squid's Husband
Joined
Aug 3, 2010
Messages
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Reputation score
103
Re: DG3 Character Sheets

Auralice (3.5)
Class: Cuddly Dongsnake / Succubus
Race: Naga/Nymph/Demon
Sex: Female

Body: 40 / 6 + 34
Mind: 10 / 4 + 6
Spirit: 30 / 4 + 26

Hit Points (HP): 60
Pleasure to Orgasm (PP): 45
Spirit Energy (EP): 55
Speed: 12 / 20 - 8
Dodge: 40
Armor: 1
Resistance: 20
Perception: 28 / 20 + 8
Stealth: 39 / 20 + 6 + 5 + 8
Grapple: 52 / 40 + 12
Spirit Ceiling: 11
Experience: 4

Reference/Cheat Sheet
Unarmed attacks: 2d12 + (Body/3), use (Body/2) if Slam.
Foreplay: 2d4 + 10 (Body/4). +6 if visible to opponent. +2 if Oral.
Penetrative: 2d8 + 13 (Body/3) +6 if visible to opponent.
On every successful grapple check, apply Powerful Embrace (2d10 armor ignore) and Drain through Pain (2d6+Mods EP drain, up to PE's dmg).
Auralice takes +8 dmg from iron/steel weaponry and -5 dmg from Cold, Electric, Fire and Force.

Talents
Exceptional: +16 stats (*2)

*Grapple Expert: Grapple stat +12. (Racial)

Natural Spirit: Alchemist

Natural Warrior: Stealthy; The character gets a +5 bonus to their Stealth stat. In addition, whenever the character attacks a creature that is unaware of them, they automatically hit (except for ranged attacks which get a +10 bonus to hit) and deal double damage (before armor) on all attacks. If the attack is an attempt to start a grapple rather than an attack that deals damage, the attacker instead gets a free grapple action against their target.

Perceptive: The character gets a +8 bonus to their Perception stat.

Sneaky: The character gets a +8 bonus to their Stealth stat.

Succubus Magic: The character chooses three succubus special abilities. They gain access to those abilities.

Superior Warrior: Skilled; Pick 3 Skills.

Flaws
Fertile: The character is more likely to become pregnant, or to impregnate their partner. Mechanically, rolls of 2 or more now indicate success.

Fetish: Glomping; Auralice likes hugs, whenever she ends her turn as a dominant grappler she takes 8PP dmg.

Lustful (RP) : The character is a frequent enjoyer of physical pleasure. They are more likely to seek sex from their allies or accept it if it is offered to them, and are also more likely to give in if they are being raped.

Mutated: The character gains 9 mutations. (*3)

Sluggish: The character takes a -8 penalty to their Speed stat.

Tainted Bloodline: The character gains corruption 1.5 times as fast as normal.

Mutations
Class/Racial
Demon: The character is a demon. They gain resistance to Fire and Force, ignoring the first 5 points of damage from sources of either type.

Egg Layer: The character has an ovipositor that they can use to lay eggs in other beings, allowing them to impregnate others without making a pregnancy roll.

Faerie: The character is one of the fey. They gain resistance to Cold and Electricity, ignoring the first 5 points of damage from sources of either type.

Ironbane: The character cannot wield weapons that are made out of iron or steel, but this only actually restricts them from using guns. In addition, they take +8 damage from any weapons made from iron or steel.

Natural Attack: The character has some sort of natural attack that allows them to deal a greater amount of unarmed damage than usual. Their unarmed attacks deal 2d12 + Body/3 damage.

Odd Skin: The character has unusual skin in some way, such as a particularly unusual skin color or by having fur or scales.

Serpentine Body: The character's lower body is that of a snake. They cannot take any mutations altering the way that their legs look or function, and they cannot wear Plate Armor or Orcish Battle Armor.

Soul Eater: The character must feed off of the souls of others in order to survive. They cannot regenerate EP beyond 1, and whenever they are at 1 EP they must actively seek to feed regardless of any possible consequences. Whenever they deal pleasure to a creature, they drain 1/2 as much EP from that creature as they cause PP damage. This draining is doubled if the drained creature orgasms. So long as the character is not at 1 EP they can willingly suppress this effect.

Tail: The character grows a tail. It can be of any kind that you like.

Whip Tongue: Your character causes +2 PP damage during oral foreplay.

Other
Appendage: The character gains a small tentacle growing from their body. These are usually not very nice to look at, but are also fairly harmless. (*4)

Chameleon Skin: The character’s skin can change color at will (or reflexively,) allowing them to blend in with their surroundings. The character gains a +6 bonus to Stealth, but the effect is very disconcerting to those that aren’t used to it. (*3)

Fangs: The character has a pair of fangs.

Futanari: If selected by a female character, they grow a penis. If selected by a male character, they grow a vagina and boobs. Generally futa's will be more feminine than masculine regardless of their original sex.

Selective Fertility: The character can choose whether or not they have children. Whenever they could potentially become pregnant or impregnate another, they may apply either the Fertile or Infertile Flaw if they so desire.

Tentacles: The character has a number of tentacles that they can use for a variety of purposes. If used for penetration, the character deals and takes pleasure as if they were penetrating their opponent and can impregnate as if they had a penis, or they may choose to only deal penetration pleasure to themselves. In addition, group grappling rules no longer apply against the character unless the creatures that they are grappling with also have this Special Mutation. The character can, while in a grapple, attempt to grapple another creature so long as they win their grapple check for that round, but if they do, they also need to succeed on an attack roll against the targeted creature as well. In addition, the character can attempt an action against all creatures that they are in a grapple with every round at no penalty.

Warped: The character has started becoming something other than completely human. Characters with this mutation cause any creatures that do not have this mutation to take an amount of corruption equal to 1/2 the pleasure that they deal. Racial Mutations and other Special Mutations do not count toward getting this.

Skills
Powerful Embrace (Passive) - The character is well versed in the art of the bear-hug. The character automatically deals 2d10 damage that ignores armor per round when in grapples when they're the dominant grappler (i.e. they've won the grapple check that round).

Pummel (Activated) - The character can choose to forsake all other actions for their turn. In exchange, unless they acquire some status that prevents them from taking any actions (such as being stunned or put into a submission hold,) they can make 3 attacks with their unarmed attack or a one handed weapon against the creature they are grappling. These attacks use attack rolls rather than grapple checks to determine success, and are treated as if the character was not grappled (causing their target to take a -10 penalty to Dodge due to being grappled.)

Slam (Activated) - SUPLEX THAT RAPIST. When the character has the target in a submission hold, they may choose to make an attack at 2d12 + Body/2 damage. In addition, they may trade grapple modifier to damage at a 1:2 ratio (IE: for every point of grapple that they sacrifice, they deal an additional 2 damage) with a 10 point cap.

Powers
Alchemist
~Assemble Contraption
The character creates an animate minion from their surroundings or possessions, or possibly some mix of the two. Small primitive clockwork robots, walking scarecrows made of animated wood and straw, and bundles of living rags are just a few examples of what kind of minion this power can create. These creatures are soulless, mindless, sexless and utterly devoted to their creator.
-The character pays 2 + X EP.
-The creature created by this power always appears directly next to the character that summoned it and has the following stats: Body = 8X, Mind = 2X, a Melee Attack that deals 2d6 + Body/2, and a Ranged Attack with a 60 foot range which deals 3d4 + Mind damage and uses Mind or Body to attack whichever is higher.
-In additional, the character can pay an additional 1 EP for any of these effects as many times as they like.
1) +6 Mind.
2) The contraption can fly at its Speed.
3) Double the range of the creature's ranged attack.
-Creatures summoned with this power cannot have a Dodge stat greater than 50 or a Resistance stat greater than 40.

~Reshape
The character alters the shape of any one contiguous solid object that they can touch. They cannot change the actual physical properties of it, nor can they change the type of substance that they're touching. No lead into gold, sadly! But this can be used to build walls, create stairs or openings, make pretty art work, or anything else you can think to do with it. This Power cannot be used offensively in combat, but can be used to bind (or execute) helpless creatures.
-The character pays 2X EP. What the character can reshape is dependent on how much they pay and on how large the object they’re trying to reshape is. For an object about the size of an adult human or less, X = 1. For an object three times the size of a human or less, X = 2. For an object up to nine times the size of a human or less, X = 3. If the character is attempting to bind a helpless creature, the DC to escape the binding is equal to 15X + 10.

~Seal
The character places a Seal on a single creature that it touches. This Seal effectively traps the target's soul within its body, firstly deactivating any magical or spiritual effects that it has active (effects from other sources are not affected,) and secondly preventing it from using any ability that would require that it expend EP.
-The character pays X EP.
-One target creature which must be within touching range has all active effects upon them dispelled and takes X damage. If that creature attempts to activate a Power, cast a Spell, or use any ability that requires EP, no matter what it is, they must win a Resistance check against 3X, or the attempt fails. If the creature that is the target of this power was helpless (has the Bound or Submission Hold status, is unconscious, ect,) when this Power was used on them then the check becomes 4X. This power ends only when the seal is removed by someone other than the targeted creature.

~Transformation
The character consumes (or has consumed in the past) some concoction that changes them in some way. Physically, this change can manifest however the caster likes, from practically no change at all from how they would normally look to turning the caster into a hideous monster. The same rules apply to the use of this power in terms of how it affects the character mentally, though the mental affects should make sense given the physical changes. For interesting examples of how this might work, think of Jekyll and Hyde or any sort of lycanthropy.
-A character using this ability pays X EP when they activate it, and must also pay X-4 EP every turn in order to upkeep this power.
-A character with this ability active gets a +4X bonus to either their Body stat, Mind stat, or Spirit stat, and a +X bonus to their Armor. This increase in stats gives the character most of the bonuses appropriate to having a higher stat including gaining more HP, but they do not gain additional PP or EP when they activate this power. If this stat increase would push the altered stat above the character’s main stat, their Perception and Resistance become reliant on the changed stat rather than the character’s normal primary stat for the duration of this power.
-The HP gained from using this power lasts only until the character deactivates it, and the character can be knocked out when they deactivate this power if their HP would drop to 0 or less.
-This power can be deactivated at any time, but the transformation back to the character's normal form takes a turn to complete, effectively making them skip a turn when they turn this off.
-This power can be used while Bound or in a Submission Hold, but if it is used under those circumstances the character also takes damage equal to X.
-By paying an additional 1 EP, the character may temporarily gain any 2 mutations that they meet the requirements for.

Succubus Powers
Aphrodisiac Fluids (Passive) : Creatures who swallow the character's sexual fluids have their Resistance stat decreased by 2d6 temporarily. Creatures reduced to 0 Resistance by this ability gain the Aroused status and have their resistance reset, and if their Resistance drops to 0 again they gain the Horny status.

Apparent Innocence (Passive) : The character is less likely to be attacked by hostile creatures. If in a group, the character will always be the last one to be attacked. If alone, creatures will not (usually) attempt to kill the character, and will instead attempt either to knock the character out, or rape them.

*Charm: The character pays 6 EP and chooses one target creature within 20 feet of them. That creature must win a Resistance check against the character or gain the Charmed status. (Racial)

Dazzling Beauty (Passive) : The character is perpetually the center of attention, and will always be looked upon with lust. All creatures able to see the character take a -10 penalty to their Perception stat when trying to perceive creatures other than the character, and whenever they deal Pleasure damage to a creature it is increased by +6.

Drain through Pain (Passive) : The character can drain a creature's EP through dealing HP damage. Any time that the character deals melee damage to a creature, they also deal 2d6 + modifiers EP damage, and regain that much EP. Modifiers basically include anything that affects EP damage, like Open Soul or Greater Draining. This cannot drain more EP than the attack causing it to activate deals in HP damage.

Selective Fertility: The character gains the Selective Fertility Special Mutation.

Sexual Healing: When draining the energies of another, the character can choose not to regain their EP, and instead regain an amount of HP equal to the amount of EP they would regain.

*Siren Song: The character can, at any time, cause all creatures able to hear them to focus solely on them. All affected creatures may make a Resistance check against the character to ignore this effect if they want to, and otherwise take a -10 penalty to Perception if they’re attempting to make a check against creatures using this ability. Using this ability takes up the character's turn. (Racial)

Inventory and battle spoils
110 Denarii
Clothes: AV = 1, EV = 0, TP = 25, DU = 2.

Other loot: Longbow, 2 Swords, 3 Knives.

Bio/Description
Background
Hatched alone in a forgotten ruin located deep inside a misty swamp, due to the sun never reaching the ground it was quite chilly. In order to not slowly freeze to death she would hunt down warm-blooded creatures using her serpent senses, carry them home and curl around them to absorb their thermal radiation, however due to her strong serpentine body she would oftenly find her cuddling to have lethal results.

As she explored the old ruins one day she stumbled upon a sealed study, finding various ancient junk lying around as well as tomes depicting the arts of alchemy. She quickly showed results in learning the powers that had tickled her fancy and eventually managed to construct a machine that could carry her skywards, upon testing it she slowly drifted up and above the thick mist and for the first time ever felt the warm embrace of the sun on her cheeks as a whole world opened up before her eyes. And so she decided to leave her birthplace behind to find a purpose and maybe even find out why she was left to live alone in this mire...

Appearance/Etc.

From head to tail she's 18 feet long with a 'standing' height of about 6 feet and her eyes are dark emerald green in colour with black sclera.
Her Naga heritage has given her body the ability to hide her tentacles and genitals inside her body through pockets in her skin, however should she become horny her genitals will swell and become exposed whether she wants to or not.
Just like a snake most of her senses are superhuman, she can smell and taste the air to detect entities, feel movement in the ground and even sense and see heat signatures as long as the environment isn't warmer than the creature.

Location
A swamp/ruin in north-east Badaria sorta close to the Crolia/Amazon border.

Some odd succubus that enslave people through Empathy
Name: Undecided as of yet, cuz derp
Class: Succubus
Race: Kitsune
Sex: Female

Body: 10
Mind: 12
Spirit: 52

Hit Points (HP): 42
Pleasure to Orgasm (PP): 73
Spirit Energy (EP): 63
Speed: 10
Dodge: 37
Armor: 0
Resistance: 42
Perception: 23
Stealth: 10
Grapple: 10
Spirit Ceiling: 13

Talents:
Resistant *2, +16 Resistance
Enthrall
Suck You Dry, +12 Foreplay
Just Getting Started, +30PP
Sexual Tyrannosaurus
Psion - Natural Spirit
Multitalented

Flaws:
Lustful
Sensitive, +4PP taken
Tainted Bloodline
Fertile
Mutated *3

Mutations:
Soul Eater
Naturally Warped
Shapeshifting
Kitsune Heritage
Funny Ears - Fuzzykind
Tail - Fluffykind
Night Eyes
Soft-Skin *3, +6PP dmg dealt with non-oral foreplay
Futanari
Odd Skin - Chameleon Skin *3, +6 Stealth
Lactation, +2PP dmg from foreplay involving breasts
Glowy Fluids - Grossly Incandescent Fluids, -6 Stealth if bodily fluids are exposed

Wielder Aptitudes:
Potent Spirit

Powers:
Empathy
Telepathy
Psychic Shield
Mind Worm
Pyrokinesis

Pleasure Damage:
Penetration = 2d8 +17
Foreplay = 2d4 + 25

Succubus Powers:
Deny Release
Energetic Foreplay
Self-Control

Inventory:
50 Dosh
 
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lurker

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Re: DG3 Character Sheets

Mithral, the relatively unbeknown adventurer!
Name: Mithral
Class: Wandering Spellcaster (Mage)
Race: Dragonkin
Sex: Female

Body: 20 (10+10)
Mind: 24 (4+20)
Spirit: 30 (10+20)

Hit Points (HP): 47 [20+(24+30)/2]
Pleasure to Orgasm (PP): 49 [24+(20+30)/2]
Spirit Energy (EP): 52 [30+(20+24)/2]
Speed: 13 [v-(20*10)-1]
Dodge: 37 [(20+24+30)/2]
Armor: 4 [0+4]
Resistance: 12 [(24/2)]
Perception: 15 [v-(24*10)]
Stealth: 6 [v-(20*10)-8]
Grapple: 8 [20-12]

Experience: 4
Corruption: 121 (1 Mutation Gained)

Talents:
Pain Resistant (Racial) +4 to AV
Evoker +1 Effective Spell Level on damage spells for purpose of damage calc. No effect on heal/hurt spells if used to heal.
Concentration +8 to Base Casting
Potent Spells If spells cast require Resistance check, caster gets +12 bonus
Magical Accuracy +12 bonus to all attack rolls made with Spells.
Natural Warrior - Duelist Gain Duelist Talent
Magic Feats +2 Magic Feats

Duelist: +10 Dodge and +2 to damage if strictly using 1-handed weapon only.

Specialized Focus in Water Can cast up to level 5 water spells, gains +24 Casting for Water Spells, Water Spells deal +4 Damage/Spell Level, Buff stats by +2/Spell Level, Summons get +4 Body & +2AV/Spell Level, and can never caster higher than Level 1 Fire Spells


Flaws:
Easy to Hit (Racial) -10 penalty to Dodge
Obvious (Racial) -8 penalty to Stealth
Open Soul (Racial) Takes additional 4 EP Damage
Mutated x1 (Racial) The character gains 3 mutations of your choice.
Poor Grappler The character takes a -12 penalty to their Grapple stat.
Sensitive Takes additional 4 PP Damage
Excitable Whenever the character’s PP falls below ½ of its maximum value, the character gains the Aroused status or the Horny status if they're already Aroused
Sexual Weakness Orgasming causes Weakness until the victim has rested
Fragile Whenever the character’s HP falls below ½ of its maximum value, the character gains an instance of the Weakened status.

Mutations: (4/12)?
Odd Skin (Racial) <Scaled Hide, Silver/Gold Shades>
Tail (Racial) <Fluffy Tip but otherwise lizardlike and scaly>
Horns (Racial) <Swept-back staglike horns, relatively short>
Claws (Racial) +2 damage unarmed attacks, -2 attack rolls with weapons
Whip Tongue (Racial) +2 PP damage during oral foreplay
Multi-Orgasmic Upon orgasms, reset PP level to max PP -10.
Clawed Feet +2 bonus to Resistance to resist knocked Prone, -1 to Speed.
Strange Face <Slight Muzzle>
Futanari Onoes, dickz!

Skills:

Base Casting: 20 [(24/2)+8]
Favored Elements: Water
Magic Feats:
Martial Magician Mind replaces Body for melee attack calcs
Borealcaster (Water) Spells that deal Cold damage do +2 damage per spell level, checks for Weakened from said spells get +8 bonus to check
Empower Spell May pay 8 EP to make chosen spell effect +3 Levels
Quicken Spell Pay 4 EP and take -10 penalty to casting to cast an additional spell per round. Other activated metamagic feats cannot be used in the same turn as this metamagic feat.

Inventory:
Rapier (One Handed Sword): 2d6 + Mind/2
Staff: 2d8 + 5 + Mind/2
Throwing Knives 5/5: 2d12 + Mind/4, 20 foot range, come in packs of 5, deals +2d6 damage if used in a sneak attack

Natural Attacks:

'Unarmed' Damage Roll:

Darkheart x 2
50 denarii

Bio/Description: Separated from her mother for being a nonhuman, Mithral has wandered the world, looking for a place to call home. Always strong in her aquatic magic arts, she always wishes to lend a hand.

The OOC section: Seriously unsure if we should just flip her into a DG3 story, as we practically got NOWHERE on Mithral's story before...

---

Six, the Part-Shadow Demon Horror of Shyness?
Name: Six
Class: Warrior
Race: Part Demon
Sex: Female

Body: 40 [4+36]
Mind: 16 [6+10]
Spirit: 10 [6+4]

Hit Points (HP): 53 [40+(16+10)/2]
Pleasure to Orgasm (PP): 41 [16+(40+10)/2]
Spirit Energy (EP): 38 [10+(40+16)/2]
Speed: 27 [v-(40*10)+8-1]
Dodge: 33 [40+16+10/2]
Armor: 10 [0+4+4+2]
Resistance: 17 [40/2-3]
Perception: 17 [v-(40*10)-3]
Stealth: 30 [v-(40*10)+5+8-3]
Grapple: 37 [40-3]

Experience: 11
Corruption: 63+57=120-100=20

Talents:
Unarmed Fighter: The character deals Improved Unarmed damage when attacking without a weapon. In addition, the character gets a +10 bonus to Dodge so long as they aren't holding any weapons.
Pain Resistant (x2): The character has some sort of natural resistance to pain, be it deadened nerves, scars, scales, thick skin or what have you. Increase the character's AV by 4.
Stealthy: The character gets a +5 bonus to their Stealth stat. In addition, whenever the character attacks a creature that is unaware of them, they automatically hit and deal double damage (after armor) on all attacks.
Heavy Hitter: The character deals +8 damage on all melee attacks.
Sneaky: The character gets a +8 bonus to their Stealth stat.
Quick: Increase the character's Speed stat by 8.
Hard to Hit: Increase the character's Dodge stat by 10.

Flaws:
Tainted Bloodline (Racial): The character gains corruption 1.5 times as fast as normal. Note: Characters of a race that cannot gain corruption cannot take this Flaw.
Mutated x1 (Racial): The character gains 3 mutations of your choice. This Flaw can only be taken up to 4 times.
Unlucky: The character takes a -3 penalty to all of their non-damage rolls
Bloodthirsty (RP) : The character cannot, under any circumstances, back down from a fight. Even if defeat seems certain, and/or engaging in battle endangers their allies, they must fight until they themselves fall, or every enemy has been defeated.
Sensitive: The character takes an additional 4 PP damage whenever anything would cause them to take any.
Mutated x2: The character gains 3 mutations of your choice. This Flaw can only be taken up to 4 times.
Phobia (Slimes) [RP]: There is something you are irrationally afraid of. You'd rather not be presented with the thing you're afraid of, and there must be good reason for you to approach or remain near it. Note that something that makes sense for you to fear can't be a phobia.

Mutations:
Demon (Racial): The character is a demon. They gain resistance to Fire and Force, ignoring the first 5 points of damage from sources of either type.
Reverse Jointed Legs: The character's legs are reverse jointed rather than forward jointed.
Tail (Racial): The character grows a tail. It can be of any kind that you like. This mutation can be taken as many times as the character likes.
-Dangerous Tail: The character's tail can be used to deal unarmed attacks. If so, it deals an additional +4 damage but has a -3 penalty to the attack roll. Using their tail to attack is optional.
Odd Skin (Racial): The character has unusual skin in some way, whether that be by just having an odd skin color, or by having fur or scales. (Black carapace fitted similar to bone structure)
Armored Hide: The character's skin has become strong enough to resist attacks. Whether this is through a tough hide, thick scales or skin becoming as hard as steel, the effect is the same. The character takes a -1 penalty to Speed, but they also get a +2 bonus to Armor. This mutation can be taken up to 3 times, and requires that the character have the Odd Skin mutation.
Fearsome Maw: The character has a mouth filled with Razor Sharp teeth. They deal -4 pleasure whenever they use their mouth during sex, but whenever they deal unarmed damage to creature that they are in a grapple with, they can choose to bite them. If they do, they deal an additional +4 damage.
Claws: Claws sprout from the character's fingers, causing them to deal +2 damage with unarmed attacks but to take a -2 penalty on any attack rolls made for Weapons and Spells.
Clawed Feet: The character has claws on their feet. They cannot wear shoes, which doesn't really matter all that much mechanically. They get a +2 bonus to Resistance checks made to resist being knocked Prone, but also take a -1 penalty to Speed.
Night Eyes (Racial) - You see very well in the dark, but not so well in the light. The character receives a -2 to Perception in very well lit areas, and a +2 to Perception in darkened areas.
Skyclad - You feel uncomfortable when wearing any sort of clothing or armor and take a -2 penalty to all non-damage rolls when not nude (save for belts or other gear)
Fetish (Overpowered) : 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.
Warped: The character has started becoming something other than completely human. Characters with this mutation cause any creatures that do not have this mutation to take an amount of corruption equal to 1/2 the pleasure that they deal. Racial Mutations and other Special Mutations do not count toward getting this.

Skills:
Sudden Strike (Activated) – The character can take a -10 penalty to their attack rolls and a -10 penalty to Dodge until their next turn. If they do, they may make a Stealth check at a -5 penalty against any creatures that they attack, and if they win, those attacks count as sneak attacks. Requires Stealthy.
Blinding Strike (Activated) – The character may trade their bonus damage from making a sneak attack in order to force the creature they’re attacking to make a Resistance check against them. If the creature loses this check, they gain the Blinded status until combat ends. Requires Stealthy.
Head Over Heels (Activated) – When the character makes a sneak attack, they can choose not to do damage, and instead knock the creature that they’re attacking on its ass. The creature must win a Resistance check against the character or be knocked Prone. Requires Stealthy.
Disarm (Activated) – The character can forsake the damage done by their attack to instead disarm their opponent. A creature wielding a weapon that is hit by this attack loses any weapon they are holding, and must take a turn to retrieve it if they want to continue using it. Requires Duelist OR Unarmed Fighter.
Defensive Grappler (Activated) – When the character is in a grapple, they can forsake any other actions in order to make an unarmed attack against any creatures that are grappling them. This attack is treated as though the character was not grappled, and takes a -4 penalty to attack rolls and damage for each hostile creature participating in the grapple. Requires Unarmed Fighter.

Inventory:
Empty...

Natural Attacks:
Dangerous Tail x1 - d20+37vsDodge (+4 Damage, Attack Roll -3)
Claws - d20+40vsDodge (+2 Unarmed Damage, -2 Weapon/Magic Damage)
Fearsome Maw d20+40vsDodge (+4 Damage during Grapple, -4 Oral Pleasure)

'Unarmed' Damage Roll - 2d4+13+2

Bio/Description:
Before her change, the being soon named Six was a explorer if little reknown, trying desperately to find a way to earn her fame and fortune finding the hidden secrets of the world. So she practically creamed herself upon hearing of a fabulous ruins that had been uncovered in the Pfithirian Jungle. Quickly as she could, she traveled into the wilderness after this treasure.

After spending weeks of looking, and a few bad run-ins with the local flora and fauna, she finally found the hints of the strange ruins- only to be suddenly attacked by a band of mercenaries. Easily overpowering her, she was led into the complex, where the true horror of the situation was learned.

A mad alchemist had made the ruins his home, and had stumbled upon a large collection of strange artifacts, which consulting some demons learned they were artifacts of a demon race known as Shadow Demons. Eager to find the power of these artifacts, he started the rumors to lead victims to the ruins, and already had a strain of failed subjects, left to fester into madness in their cages.

The new victim, dubbed Six by her captors, was then exposed to the Shadow Demon artifact, and the changes in the creature that resulted were remarkable. Transforming from a weak, scared human to a blacked, stealthy, monstrous killer, with dimly lit green eyes and biological weapons designed for murdering her prey.

However, Six wasn't the mindless victim they were hoping for. Though mind fragmented and shattered, with no memory of before her transformation, Six was nowhere near their puppet. Managing to break free as they came to try and control her properly, the halfbreed fled into the jungle, more then likely pursued by her captors...

The OOC section:
A. By her fetish, I mean a state in which a much stronger opponent (or in some cases, many weaker one) manage to capture her, forcing her to do their whims out of her, not nessisarily sexual, although it could also tie into rape, bondage, and monsters in some degree.
B. BIG thanks for Host in helping to tie in Six into Dark Gate :D
C. Six don't like cuddling, and finds signs of affection alien. Expect her to play hard to get for a while until she figures out that fact...

CHANGELOG:
1. Posted
2. MITHRAL - Gained Futanari thanks to Corruption (yet to show in thread)
3. SIX - Gained Armored Hide thanks to Corruption. Also added 'Phobia(Slimes)' for gratuity's sake, and added the (Racial) tag to the mutations gained via the Mutation (Racial) flaw.
4. SIX - Apparently I made a Snafu when I accidentally posted Unarmed Fighter twice in the character sheet. It has been replaced with Hard to Hit for similar effects. :S
5. SIX - Moar fixing and updated exp.
6. With GM approval, Mithral has been DG3'd.
 
Last edited:

Tiffanian

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Re: DG3 Character Sheets

Stats and Such
Natural
Racial
From Flaws
From Talents
From Experience

Name: Miranda
Class: Mage
Race: Crolian
Sex: Female

Body: 14 + 6 = 20
Mind: 20 + 8 + 20 + 12 = 60
Spirit: 16

Hit Points (HP): 20 + 30 + 8 = 58
Pleasure to Orgasm (PP): 10 + 60 + 8 = 78
Spirit Energy (EP): 10 + 30 + 16 = 56
Speed: Sqrt(200) = 14
Dodge: {(20 + 60 + 16) / 2} + 10 = 58
Armor: 0
Resistance: (60 / 2) + 3 = 33
Perception: Sqrt(600) + 8 + 3 = 35
Stealth: Sqrt(200) + 3 = 17
Grapple: 20 - 12 + 3 = 11


Experience: 18
Corruption: 0


Talents:
Perceptive
*Lucky
Strong of Mind
*Evoker
**Focus in {Fire}
Natural Warrior (Duelist)
*Empower Spell
Concentration
*Healer


Flaws:
Poor Grappler
*Plant Lover
Alien Lover
Open Soul

Mutations:
Fetish {Soul Draining}

Base Casting: 30 + 3 + 8 = 41
Favored Elements: Fire


Spirit Ceiling: 11

Inventory:
Rapier: 2d6 + (10 + 2) = 12 Damage, d20 + (10 + 3) = 13 to-hit

Calculations and Shit
Fire
to-hit = d20 + 63

Flaming Hands: {1d6 + (1 + 8 + 2)} * 2 = (1d6 + 11) * 2 damage (0 cost)
Firebolt: {2d4 + (1 + 10 + 2)} * 2 = (2d4 + 13) * 2 damage (0 cost)
Torch: Lolololol I can see. (0 cost)

Summon Salamander: (12 * 2) + 8 = 32 Body, 2 AV (2 EP)
Flaming Mine: {1d6 + (1 + 8 + 2)} * 4 = (1d6 + 11) * 4 damage (It's a trap!) (2 EP)
Heat: {2d6 + 12) * 3 healing (touch range) (2 EP)

Inner Fire: Increase spell level for damage purposes of all fire spells by 2, -1 EP per turn (4 EP)
Fireball: {1d6 + (1 + 8 + 2)} * 4 = (1d6 + 11) * 4 damage (4 EP)
Flaming Sphere: (2d4 + 12) * 4 damage (4 EP)
Incinerating Touch: (2d6 + 14) * 4 damage (touch range) (4 EP)

Greater Fireball: {1d6 + (1 + 8 + 2)} * 5 = (1d6 + 11) * 5 damage (6 EP)
Cone of Flame: {1d6 + (1 + 8 + 2)} * 5 = (1d6 + 11) * 5 damage (6 EP)
Disintegrate: (2d6 + 14) * 5 damage (touch range) (enemies must pass a res check or take Weakened status) (6 EP)
Fireheart: 12 * 5 = 60 to any stat (6 EP) (2 upkeep)

Godsfire: (1d8 + 10) * 6 damage (8 EP)
Summon Fire Elemental: (12 * 5) = 60 Body, 5 AV (Hard to Hit, Hard Hitter, Pain Resistant) (8 EP)
Explosion: {1d6 + (1 + 8 + 2)} * 6 = (1d6 + 11) * 6 damage (8 EP)
Flare: (2d4 + 12) * 6 damage (enemies must pass a res check or be Blinded) (8 EP)
Flamethrower: {1d6 + (1 + 8 + 2)} * 5 damage (enemies must pass a res check or be unable to approach) (8 EP)

Arcane
Arcane Brilliance: 10 * 2 = 20 to Mind, Resistance, or Perception (0 EP)
Magic Bolt: {(2d4 + 10) * 2} - 2 damage (automatically hits) (0 EP)
Missile Storm: {(1d6 + 1 + 8) * 2} - 2 damage (automatically hits) (0 EP)
Alarm: Sets off an alarm if anyone passes it (0 EP)
Point Me: Points towards magnetic north (0 EP)

Dispell: Removes a spell or effect from an enemy if the enemy fails a res check (2 EP)
Ray of Paralysis: (2d4 + 10) * 2 damage (enemies must pass a res check or be Paralyzed) (2 EP)
Arcane Armor: 10 * 3 = 30 to Dodge, Armor, or Resistance (2 EP)
Locate: Points towards a person or thing you've been in contact with (2 EP)

Body
Eavesdrop: Lets you hear sounds coming from up to 200 feet away (0 EP)
Megaphone: Amplifies your voice (0 EP)
Least Healing Touch: (2d6 + 12) * 2 healing or damage (touch range) (0 EP)
Least Strength: 10 * 2 = 20 to Body, Perception, or Speed (0 EP)

Lesser Healing Touch: (2d6 + 12) * 3 healing or damage (touch range) (2 EP)
Lesser Restoration: Removes Blind and Stunned status from target (2 EP)
Lesser Strength: 10 * 3 = 30 to Body, Perception, or Speed (2 EP)
Healing Bolt: (2d4 + 10) * 3 healing or damage (2 EP)

Buff related
Fireheart: 12 * 5 = 60 Body (6 EP)
Body: 80
Dodge: 88
Rapier: 2d6 + (40 + 2) = 42 Damage, d20 + (80 + 3) = 83 to-hit
Stealth: 28
Grapple: 71
-2 EP per turn

Fireheart with Empower Spell: 12 * 8 = 96 Body (17 EP, 3 HP)
Body: 116
Dodge: 106
Rapier: 2d6 + (58 + 2) = 60 Damage, d20 + (116 + 3) = 119 to-hit
Stealth: 34
Grapple: 104
-5 EP per turn

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.

Still 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.
Converted to DG3 stats because herp derp. Picked up Alien Lover flaw and Duelist talent because human racial thing.
Gain 4 exp for burning up a little girl.
Gain 10 exp for fucking up an alien army.
Acquired Clothes.
Gain 4 exp for killing off an ambush party.
Win the game, lol.
 
Last edited:

GargantuaBlarg

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Re: DG3 Character Sheets

Now in DG4! Sorta!

Naltaibur!

Name: Naltaibur Slybelqua
Class: Mage - Physician
Race: Night Elf
The elves of the jungle, who have long wandered the jungles. They were once like their norther cousins, but decades of trafficking with demons mutated them, causing their skin to change colors, becoming a range of blue, to violet, to bright pink, and even, very rarely red. They abandoned their worship of demons long ago, but the after-effects of it have left permanent marks upon their bodies.
Stat Adjustments: +4 Body, +4 Mind
Racial Talents: Perceptive
Racial Flaws: Open Soul, Demon Lover

Sex: Futa (formerly female)

Body: 16
Mind: 36
Spirit: 30

Hit Points (HP): 49
Pleasure to Orgasm (PP): 58
Spirit Energy (EP): 56
Speed: 12 [(12.6) 13-1] [sqrt body*10]
Dodge: 41 [stats/2]
Armor: 10 (Total); 5 (Natural)
Resistance: 19 [primestat/2]
Perception: 27 [(18.9) 19+8] [sqrt primestat*10]
Stealth: 11 [(12.6) 13-2] [sqrt Body*10-EV*2]
Grapple: 28 [16+12] [body]
BC: 25
SP: 11

Experience: 56/64 (spent/total) **sidenote: Keep better track of EXP**
Corruption: Level 7; 5/800

Talents:
RACE - Perceptive

*Natural Warrior (Grapple Expert)
*Natural Spirit (Psion): Telepathy, Mind Worm, Empathy
*Natural Succubus (Succubus Magic): Lead from the Bottom, Shapeshifting, Self Control

*Healer: +1 to spell level for buffs and heals

Pain Resistant

Exceptional (Strong of Body~)
x2 Concentration
Focus in [Arcane]

x3 Magic Feats

Flaws:
RACE - *Demon Lover:
RACE - Open Soul

*Fertile
Mutated
*Beast Lover

Mutations:
Warped

Normal
Tight/Large

x2 Whip-Tongue

Odd Skin - Some sort of weird dark-gray/green/purple rando-splotchy shit going on, what the fuck

Futanari - Dix
- Doublecock - Dixdix

Pheromones

SPECIAL
Shapeshifter


Base Casting: 24 (17+8[Concentration]-1[armor])
Favored Elements: Body, Arcane
Feats:
Physician (Body) – Heals always deal max. Buffs get +1 per spell level.

Controlled Spell (Activated)

x2 Split Mind

Herbalist - 1/2 price, time to brew potions (which can now do manually). +2 per spell lv to healing spells.
Enchanter - 1/2 price to enchant your shit (which you can now do manually). Also some other shit that I don't care about.
Glowing Presence - Buff/heal: +4 EP, +DC, +upkeep, -1 Spell Lv; radiate spell effect as an aura 30 ft (friendlies only).
Blood Magic - half costs between HP and EP to raise effect 1 spell lv. Healspells invalid.


Spirit Ceiling: 9 [49/5]-1 [EP/5]
Powers:
PSION
Telepathy
Mind Worm
Empathy

Succubus Powers:
Lead from the Bottom
Shapeshifting
Self-Control

Inventory:
50 denarii

Plague Doctor's Suit (Leather Armor)
AV = 5, EV = 1, TP = 30, DU = 3.

Punchin'
Base Damage: 2d4 + Body/4

Truncheon (One Handed Blunt Weapons)

Falchion (One Handed Sword)

Hunting Crossbow (Light Crossbow)


Research Journal


Bio/Description:
(copy-pasted from DG2, as I am technically still doing that)

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 two penises. In contrast with the rest of her modestly-sized figure, her penis grows to almost eight inches long, and are a good-sized thickness as well. All three of her skin colors tint them, 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!

The OOC section:
Planning on just sticking Experimental Body into regular Body when timeskip, replacing it with Focus in Lightning. HAIL DORALEOUS

Old sheet:
http://www.ulmf.org/bbs/showpost.php...4&postcount=11

SPENDING
9/21/14
6 xp into Spirit (+1 Psion power!); 2 xp into Mind
Exp. Body turned to Magic Feats (Split Mind x2)
8 xp for Talent: Magic Feats (Herbalist, Enchanter)
8 xp for Talent: Magic Feats (Glowing Presence, Blood Magic)
8 xp for Talent: Concentration

~Wishlist~
Entropy, for ZOMBIES and REVIVE RITUAL
Aether + Feat, for CHEAP ZOMBIE HORDES
More metamagic?


Nal's Swag:
Research Journal

A bag with mousey-feed and Dolly the winged-rat-wonder in it
Another bag with surgical gubbins, sample-taking equipment and spare manacles and shit in it.
--- Also, some sort of potiony goo made up of ALL THE CONTRACEPTIVES which is harmful to invaders.
Probably some other shit I can't remember
Yet ANOTHER sack, fulla herbs (15/100 denarii worth)

6 Chameleon Skins
(2 from 1st Hunter ambush, 3 from fubarfight at the clinic, 1 from BOSS BATTLE)
38 Greyhearts
+1 Greyheart of Sania
+2 Greyhearts from some nerd grabbers

2 Greybrains
- 1 from the Blue Falcon fight
- 1 from BOSS BATTLE

8 Energy Potions
4 Healing Potions
4 Morning After Potions
4 Deadly Poisons
2 Paralyzing Poisons

Some referencey shit.
Naltaibur: HP = 45, PP = 53, EP = 49, Status = Fine

Weapon attack bonus is +16

BC is 25

...Shit, I don't know what to put here.



Focus
Cast 5th level
+10 BC
+2 dmg/lvl for damage spells
+1 stat/lvl for buffs, round up
+2 stats, +1AV/lvl for summons
 
Last edited:

ranger

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Re: DG3 Character Sheets

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


Body: 24 (14+8 talent)
Mind: 50 (26+16 talent +8 xp)
Spirit: 22 (10+8 talent +4 xp)

Hit Points: 80
Pleasure to Orgasm: 73
Spirit Energy: 79
Speed: 15
Dodge: 78 (48+10e+10e+10e)
Armor: 7
Resistance: 35 (25+10e)
Perception: 22
Stealth: 15
Grapple: 24
Spirit celining: 16

Experience: current = 12 spent = 60
Corruption: 0/100 (4 mutations)

Enchanted Item Effects:
Immunity to Cold Damage
Immunity to Heat Damage
Damage reduction 3/4

Talents:

General
Exceptional Spirit (+8 spirit)
Healthy (+20 hp)
Greater Energy pool (+20 max energy)
Exceptional Body (+8 body)
Exceptional Mind x2 (+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 +10 to Base Casting and 5 level spells. All spells of that Element which deal damage deal an additional +2 damage per spell level, Buffs increase the chosen stat by an additional +1 per spell level and round up instead of down, and creatures summoned by spells of that Element gain a +2 bonus to their Body stat and a +1 bonus to AV per spell level.
Focus In Light Gives a +10 to Base Casting and 5 level spells. All spells of that Element which deal damage deal an additional +2 damage per spell level, Buffs increase the chosen stat by an additional +1 per spell level and round up instead of down, and creatures summoned by spells of that Element gain a +2 bonus to their Body stat and a +1 bonus to AV per spell level.
Concentration: Increase Base-Casting by 8.
Magical Accuracy: The character gets a +12 bonus to all attack rolls made with Spells. (racial talent)
Experienced Caster: The character can cast up to 3rd level spells in any Element.
Potent Spells: Whenever a spell cast by the character requires a Resistance check, the caster gets a +12 bonus to their roll.

Flaws:
Sensitive Pleasure taken is increased by 4.
Tainted Bloodline: The character gains corruption 1.5 times as fast as normal. Note: Characters of a race that cannot gain corruption cannot take this Flaw. (racial)

Mutations:
Tight x2: The character deals +2 pleasure to your opponent during penetrative sex. Can be taken up to 3 times.
Massive Breasts: (Chloe went form As to Ds) The character deals +4 PP damage whenever they would tittyfuck anything. (BurningGold) This mutation can only be taken by female characters.
Odd Hair: Black Hair with layered Blue Highlights that never grows longer than butt length and if cut grows back in a few minutes


[MAGES ONLY]
Bc: 39
Magic Feats: 3
Physician (Body) – Healing spells are always treated as if they’d rolled max when determining the amount of HP they restore. Buffs from the Body element give an extra +1 bonus per spell level to the stat that they increase. The character may maintain regenerative aura as a free action, allowing them to perform other actions, by making a casting check as per normally maintaining emanations and paying 4 EP. Requires Focus in Body.
Intensify Spell (Activated) The character may pay an additional 3 EP in order to double the number of damage dice (including modifiers specifically for the dice) for any spell that deals damage. In other words, a spell that would deal 2d4 now deals 4d4, a spell that would deal 1d6 + 1 now deals 2d6 + 2.
Empower Spell (Activated) – The character may pay 8 EP in order to cause any spell to have its effects treated as if it were 3 levels higher.
Favored Elements: Body,Light Bc: 49
Resistance Checks for her spells: +47
+62 to hit with spells



Inventory

(hit)[damage]{spec}
Melee weapon: Dagger (D20+37) [1 + 3d6 + 16] {Piercing/Slashing}
Ranged weapon: n/a
Armor: Battlemage's Robes: AV = 7, EV = 0, TP = 25, DU = 1.
Shield: n/a
Minor items
A pair of enchanted errings (simple gold small hoops engraved with tiny runes)
A enchanted pendent (silver chain with a hanging pendent shaped like a winged woman holding a ruby)
Enchanted items:
A small succubus holding a ruby attacked to a silver chain:
--- immunity to Heat damage, a +5 bonus to attack rolls and melee damage rolls, and a +10 bonus to Dodge (Essence of the Demon)
A pair of small golden hoop earrings:
--- +10 bonus to Dodge and Resistance, a +5 bonus to attack rolls, and Damage Reduction ¾ (Essence of the Dragon)
--- immunity to Cold damage, a +6 bonus to base casting checks, +5 to attack rolls, +2 to spell damage per level of spell, and a +10 bonus to Dodge (Essence of the Fae)
backpack
water skin
Journal/notebook
233 denari (total) 156 Denarii at school, 77 denari on person
Bio/Description

Chloe stands at 5'3 and has a slim build. Her former straight black hair is now colored with Electric blue layered highlights and flows down to her butt. Her hair contrasts with her bright green eyes and pale skin. Her new massive chest often hinders her movements as she not use to them and goes to show you should be careful what you wish for. Chloe wears a long black travelers shirt covering her pale skin hidden under her battlemage robes. As well as a pair of brown trousers which are worn with travel. Muddy leather boots cover her feet and a small satchle hangs off her shoulder. A dagger appears to be her only weapon. Her ears are graced with small golden hoop earings with intricate carvings. A silver chain around her neck flows down under her shirt heading the pendent she is wearing.

Image:

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."
Current History
In progress
Location
The Academy: Chloe realized there is far more to learn than she thought.

changes
8th/Apr/2011 -1 Denarii for candy apple
3rd/May/2011 -3 denarii for glass of wine and tip
11/May/2011 +200 denarii for contest win
30/Jul/2011 speed change
17/Aug/2011 gained 81 corruption
22/Aug/2011 gained 12 xp
23/Aug/2011 gained 20 corruption and 1 mutation
7th/Sep/2011 gained 8 xp
14/Sep/2011 spent 20 xp on talents and stat increase.
16/Dec/2011 gained 4 xp and updated for DG3
1st/Jan/2012 gained 4 xp
1st/Jan/2012 spent 8 xp on stats
25/Jan/2012 gained 48 corruption
31/Jan/2012 gained 57 corruption and 1 mutation
6th/Feb/2012 gained 2 mutations from massive rape orgy
18/Apr/2012 updates for DG 3.5
23/Apr/2012 gained 6 xp for helping kill a tank/boomer thing
19/Jun/2012 gained 2 xp for round two of tank/boomer thing
21/Jul/2012 gained 4xp for another tank/boomer thing (bad guy has to be running out of minons at some point right?)
3rd/Jan/2013 gained 16xp and 400 denari for enchanting
11/Jan/2013 gained 4xp
12/Jan/2013 spent 32 xp and 490 denari on enchants
24/Jan/2014 gaind 6 xp
25/May/2014 gained 4 xp
29/Feb/2016 gained 17 denari (22-5) and 2xp
5th/Apr/2016 gained 60 denari from work (80-20)
Emi Sora the demon tainted Samurai

Name: Emi Sora
Class: Samurai (war)
Race: Human (eastern lands)
Sex: Female

Body: 40
Mind: 13
Spirit: 13

Hit Points (HP): 52
Pleasure to Orgasm (PP): 39
Spirit Energy (EP): 39
Speed: 20
Dodge: 65 (55 other weapons)
Armor: 3
Resistance: 20
Perception: 20
Stealth: 20
Grapple: 40
Spirit Ceiling: 7


Experience:
Corruption:

Attacks:
Unarmed: +42 1d8 +32
Katana: +57 1d12 +36
Naganata: +42 2d10 +33
Bow: +42 2d8 +19

Combos:
Death from draw with Lighting Strikes (1-handed Katana only)
3 attacks at +51 hit d12 +36dmg
Death from draw with Lighting Strikes and Battle dance (first round only)
3 attacks at +63 hit d12 + 36 dmg +12 dodge (72) -4hp per round ignoring av
Lighting Strikes with Battle dance (1-handed Katana only)
3 attacks at +57 hit d12 +30 dmg +12 dodge (72) -4hp per round ignoring av

Talents: 9
R) Heavy Hitter: +8 damage on all melee attacks
Duelist: A character with this Talent gets +10 to Dodge and +2 to all damage rolls so long as they are using a single weapon in one hand and nothing in the other.
Unarmed Fighter: The character deals Improved Unarmed damage when attacking without a weapon. In addition, the character gets a +10 bonus to Dodge so long as they aren't holding any weapons.
Hard to Hitx2: +10 dodge
Skilled: +3 Skills
Skill with Katana (bastartdsword): The character gets +12 to attack rolls with the chosen weapon.
Exceptional +8 body
Exceptional +2 body +3 mind and spirit

Flaws: 4
R) Tainted Bloodline: The character gains corruption 1.5 times as fast as normal
Bloodthirsty (RP) : The character cannot, under any circumstances, back down from a fight. Even if defeat seems certain, and/or engaging in battle endangers their allies, they must fight until they themselves fall, or every enemy has been defeated.
Honorable (RP) : The character cannot break their word once given. Every contract, agreement and promise is totally binding, and the character must seek to fulfill them even at their own detriment.
Lustful (RP) : The character is a frequent enjoyer of physical pleasure. They are more likely to seek sex from their allies or accept it if it is offered to them, and are also more likely to give in if they are being raped.


Mutations: 0


Skills: 8
Quick Draw (Passive) - The character can draw their weapons without spending a turn.
Weapon Focus Katana (Passive) – The character gets a +6 bonus on all attack rolls with a single weapon type.
Specialized Katana (Passive) – The character deals an additional +4 damage with the selected weapon type.
Knight (Passive) – The character gets a +2 bonus to AV, Dodge, all attacks rolls, and damage rolls for all melee attacks.
Death from the Draw - The character can draw their weapon and swing with it in the same turn. When doing so, they get a +6 bonus to attack and damage rolls.
Spirited Warrior (Activated) : The character can pay X EP in order to increase their Dodge and AV by X, Resistance by 2X, OR increase their damage on each attack by 2X, OR increase their attack rolls by 2X. This skill can be used even when the character is Sealed or wearing a Sealing Collar, and does not affect the maximum amount of EP useable per turn due to Spirit Ceiling. X may not be greater than 10 on any given round, but the EP may be spread across multiple bonuses.
Lightning Strikes (Activated) – The character attacks three times instead of only once, but each attack takes a -12 penalty to its attack roll and a -6 penalty to damage.
Battle Dance (Activated) – The character gains a +12 bonus to Dodge and attack rolls, but must attack every round and takes 4 damage per round that ignores their AV


Base Casting: not used
Favored Elements: None
Magic Feats: 0


Powers: 0


Succubus Powers: 0


Inventory:
Cloths: AV = 1, EV = 0, TP = 25, DU = 2.
Spring Wind (Katana)
1d12 + 1 + Body/2, deals +6 damage if used in two hands. Takes a -3 penalty to attack rolls.

Warriors Reach (Naganata Polearm)
2d10 + 3 + Body/2

Shooting star (The Bow)
2d8 + 6 + Body/3, 100 foot range



Bio/Description:
Picture
Emi comes from a house of warrior's that serve an even larger house. This however was not always the case. During one of the many troubled times that plague the world Emi house was accused of allegiance to some of the demons that invaded the world every 50 years or so. Ever sense that her family and house have been outcasts. Having been disgraced they live no better than a roving band of rohnin with no lands to claim as their own and no honor to accompany their deeds. This unstable environment however let Emi become a samurai where as before her houses fall she would have been married off to solve some political crises or cement an alliance. Sadly the tails of the demonic corruption and taint that run in her house can be seen in her appearance. Emi has unnatural red eyes and dark purple hair her feminine face which always seems to be in a stern look has a small mouth with extra pointy canines, Emi has small b-cup breasts thin athletic body that hides her strength and speed. Often donning simple robes she keeps a tight bandage style wrap around her breasts to make sure they do not hinder her movements. Her purple hair is separated by a black headband with forgen writing stitched into it. Two long purple bangs frame her face and stretch to her neck while the rest of her hair is kept in a tight ponytail. She wields a Katana but the wakazashi is missing from the set she also has a naganata and longbow.


The OOC section:
Character made to play with Ubberific if he wants to use his kitsune. No gore or vore please scat and watergames are also a no no.

Other Characters
Asha Dorai , Grace, Yumi, and Ella can be found herehttp://www.ulmf.org/bbs/showthread.php?p=345040#post345040
 
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BlueSlime

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Re: DG3 Character Sheets

Nala the Slutty Daemon wot cuts down Goddess Trees! (Formerly known as a Night Elf Witch)

STATS MAY BE MISLEADING AND NOT REPRESENTATIVE OF HER CURRENT STATE OF BEING

Name: Nala of House Ch'hiesol
Class: Mage (Dark Witch)
Race: Night Elf

Body: 12
Mind: 72
Spirit: 18
~~~
~~~
Hit Points:57
Pleasure to Orgasm: 87
Spirit Energy: 90
Speed: 11
Dodge: 51
Armor: AV:1
Resistance: 36
Perception: 37
Stealth: 11
Grapple: 12

Experience: 94
Corruption: 0

Talents:
Seduction (see below)
*Perceptive (+8 to perception)
Strong of Mind x2 (+8 to Mind stat; twice)
Concentration(+8 to casting stat)
Focus in Entropy (level 5 Entropy spells)
Focus in Nature (level 5 Nature spells)
Focus in Arcane
----(Entropy and Nature spells gain a total of +10 to all Casting checks for spells of that Element, all spells of that Element that deal damage deal an additional +2 damage per spell level, Buffs increase the chosen stat by an additional +1 per spell level, and creatures summoned by spells of that Element gain a +2 bonus to their Body stat and a +1 bonus to AV per spell level. )-----
Natural Succubus: Knowledgeable (use Mind stat for pleasure damage)
Evoker (casting spells that deal damage are considered one level higher for purposes of damage calculation.)
Conjurer (Determine summoned creature's stats as if the summon spell was one level higher)
Additional Magical Feats x1
Demonologist (May use 3 powers from the Demonologist Spirit Power Tree)
Natural Spirit User: Massive Energy Pool (+30 to EP)
Undistractable: Penetration no longer interferes with casting, nor does pleasure damage. Half all penalties due to orgasm.
Climactic Casting: Orgasms no longer confer penalties to casting. Additionally add +12 to casting while penetrated.
Sexual Addiction: Seduction effects become permanent if Nala acquires resistance bonus = to the target's resistance.
Succubus Magic: Gain three Succubus Powers
--Charm: The character pays 6 EP and chooses one target creature within 20 feet of them. That creature must win a Resistance check against the character or gain the Charmed status.
--Shapeshifter: The character gains the Shapeshifter Special mutation.
--Dazzling Beauty: The character is perpetually the center of attention, and will always be looked upon with lust. All creatures able to see the character take a -10 penalty to their Perception stat when trying to perceive creatures other than the character, and whenever they deal Pleasure damage to a creature it is increased by +6.
Fuck Me!: +12 to Pleasure Damage during penetrative sex
Kama-Sutra: You are a very skilled sexual partner when you choose to be. Change the calculation for pleasure damage from foreplay to 3d6 + Body/3 and penetrative sex to 3d10 + Body/2.

Flaws:
*Open Soul (Takes an additional +4 EP damage if any attack harms EP)
*Demon Lover (Demons cause +8 pleasure damage)
Lustful (RP: Character seeks out sex with allies, or likely to accept if offered the chance for sex. Also more likely to give in to rape.)
Fey Lover (Fey cause +8 pleasure damage)
Beast Lover (Beasts cause +8 pleasure damage)
Infertile (Cannot become pregnant)

Mutations:
Whip Tongue x3* (+6 oral pleasure damage)
Tight x3* (+6 penetrative sex pleasure damage)
Soft Skin x2* (+4 non-oral foreplay pleasure damage)
Shapeshifter: The character can change their physical form at will. At any time, they can change their physiology so that they functionally have any of the normal mutations. If they do not have the Supernatural or Naturally Supernatural Special Mutation, they cannot exceed the number of normal mutations that they already have using shapeshifting. This shapeshifting is limited to the base mutations, they cannot get any of the mutations that have requirements unless they have the base mutations without shifting into them, and only one instance of each mutation can be shifted into. This mutation cannot be used to get or hide other special mutations.

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

Magical Feats:
--Empower Spell (May pay 8 EP to make a spell cast as though it were 3 levels higher)
--Druidic Secrets (Creatures summoned from the Nature element gain a +4 bonus per spell level to Body. The caster may share the senses of creatures summoned from the Nature element, and may directly control their actions. Requires Focus in Nature.)
--Wielder of Chaos (Luck spells are treated as if they always rolled at least one above the min, spells of the Entropy school deal an additional +2 damage per spell level and any that would require that their target make a Resistance check give the caster a +8 bonus to their check.)
--Conjurer's Trick (May pay 2 EP and take a -6 casting penalty to have a summoned creature come into play with a buff of the same element. All costs for both spells must be paid, maintained, and the buff counts towards the active buff limit.
--Finely Tuned (May use Mind stat to roll for using Spirit Powers)
--Maximize Spell (The character may pay 2 EP in order to cause the damage dice for any spell to be treated as if they’d rolled the maximum possible result. )
--Herbalist: The character is adept at mixing their own potions. The cost of the Create Potion and Love Potion rituals, both in terms of time to gather ingredients or costs to pay for them, are halved. The character's healing spells also restore and additional +2 HP per spell level when used to heal.
--Split Mind - The character can maintain an additional active effect, such as a Spell or Spirit Power.

Spirit Powers:
Demon Lightning (Black lightning crackles forth, firing in a line from the casters hand out to 100 feet away or until it hits some obstruction that it can't pass through.
-The character pays X EP.
-All creatures within 5 feet of a 100 foot line take (1d8 + 4) * X Electricity damage. )
Form of the Swarm (The character's body dissolves into a legion of tiny creatures of the casters choosing. Be it bees, locusts, rats, ants, bats, spiders, butterflies, or what-have you, the character becomes a swarm of them.
-The character pays 5 EP.
-The character can move at their Speed, but can fly and can generally get around obstacles very easily.
-Killing individual members of the swarm has no effect on the whole. Directed attacks against the character have no effect. Area of effect attacks deal ½ of their normal damage. If knocked out while in a swarm, the character regains their original form and falls to the nearest available location.
-This power can be used while Bound or in a Submission Hold.
-Reforming takes a turn during which the character can take no other action.
-The swarm doesn't have to stay completely together. While in this form, the character cannot attack, cast Spells, use Powers other than this one, use any special abilities, or communicate verbally with other creatures. )
Vampiric Futa (The character grows a penis temporarily. If they already have a penis, they can use this to alter the shape and size of what they already have, or to temporarily grow a 2nd one. A character with this active orgasms and impregnates as normal.
-Costs 2 EP to activate and lasts until deactivated or until the character rests.
-For 1 extra EP, the character (or the character they're using this power on) may gain an instance of the large mutation, up to a maximum of three and only gaining the PP damage bonus when penetrating other players, or may gain stretching, up to a maximum of one. This may be used at any time during or after activating Vampiric Futanari, and as a move action in the latter case.
-The character also gains the Soul Eater Special Mutation while this is active if they don't already possess it.
-This power can be used at any time, even when the character is Horny, in a Submission Hold, or Bound.
-This power can instead be used on another creature rather than the character, which may make a Resistance check against the character to resist it if they aren't helpless. If used as such, the character may choose to grant Soul Eater to the creature or to themselves, but if they choose themselves they may only drain energy from the creature targeted with this power. )

Spirit Ceiling: 17

Inventory:
Darkwood Staff: (+12) [Dmg: 1+1d4+6]
1 demon's blood, 3 slime ambers, 4 hound's teeth.

Notes:

Bio/Description: Nala is the daughter of a powerful Night Elf High Priestess from the temple of Ch'hiesol near to Celesis, who has eschewed the spirituality of her noble family's sect to study the eroding properties of nature -- as well as experimenting in many taboo sexual practices. 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 banished Nala, forcing her to practice her skills in a distant land until a time when Nala 'sees the error of her ways.'

Turned away from the great city of Celesis due to her mother's political connections, the prodigal daughter wandered the jungles, evading natural peril until she chanced upon a group of goblin demons holding about a dozen girls hostage, including a strange young woman named Violet. Rather than simply kill the goblins, Nala challenged for and won leadership of the motley crew through a mixture of fear, power, and seductive appeal. With a group of demons at her beckon call, Nala hatched a plot to overtake a nearby slavers mining camp, planing to pit the two reprehensible groups against one another. The plan went askew in several ways however -- Nala realized that there might be a few humans in the camp worth saving, but only moments before being shot and killed by a Slaver captain. Death was not the end for the witch elf. She met with a powerful Daemon who explained to her that she had a destiny to fulfill, as a powerful Alien force was about to destroy everyone in the camp unless she helped to ward them off. Nala agreed to return, partly because being dead was not much of an option, and also she had a self imposed sense of responsibility for the women she'd brought into this camp with her.

Upon returning from being dead with the help of the Daemon's magic, Nala 're-met' Violet, who had awakened out of her submissive demonic stupor and recalled her true powers as an Amazonian spirit warrior. Nala also came to an agreement with the Arcane mage, Demetrius, who had also been Nala's first experimental success with her unique line of sexual magic -- bending the man's sympathies in her direction. She also came face to face with her killer, who turned out to also be an serial abuser of women. Nala later found out that he had raped and nearly killed Amanda, one of the more lucid girls under her protection. Unfortunately, Nala didn't have the time to address this before she had to ally the goblins to the human slavers in time to prepare for the alien siege.

The Aliens attacked with full force, but because of Nala's preparations and warnings, there was an adequate defense waiting for them. A desperate battle broke out, but Nala managed to do a lot of key damage, summoning a powerful Reaper daemon to slay most attackers. As the battle drew to a close, Nala had to once again rescue the girls under attack, but she arrived too late, and Amanda's sister, Charlotte had been killed. Unwilling to let this stand, Nala summoned the Reaper spirit and asked it to help her travel the underworld and retrieve Charlotte's soul so that she could save the girl and right the wrongs that she couldn't prevent.

Journeying through the Reaper's memories, Nala slowly discovered that the Daemon she had 'summoned' was none other than Matthias, the Godslayer. Successfully navigating his memories, Nala freed herself, Charlotte's soul, and three spirits of long dead goddesses from within Matthias' spirit. These goddesses were Corini, demon queen of hell, Issir, goddess of murder and shadow, and Avadel, Shepherd of the Dead.

Returning to the normal realm, Nala revived Charlotte, then killed the evil captain who had raped Amanda and murdered Nala earlier. In the aftermath, Nala healed the wounded and restored order to the township. With Demetrius and Violet and Matthias' help, Nala set in place a system of co-dependence that helped the former slaves, slavers, goblins, and women to get along and form their own small society in the dense, cut-off jungle in the ensuing two years.
~~~
Nala stands at 5'7", with smooth purplish-blue skin, and long flowing, dark blue hair. Her breasts were once on the petite side, but demonic influence has made them grow to fit her naturally endowed, perfect hourglass curves and shapely legs. When dressed, she likes to show off her body by wearing provocative and revealing silks, usually dark green in color.

Changelog:
Total EXP: 94
Current EXP: 0

Talents and stat increases gained:
Empower Spell
"Seduction" (Role Played)
+10 to Spirit (Role-Played)
Spirit Demonologist Tree (Role-Played) (Swarm Form; Vampiric Futa; Demonic Lightning)
Undistractable
Climactic Casting
Sexual Addiction
Natural Spirit User (Massive Energy Pool)
Succubus Magic (Shapeshifter, Charm, Dazzling Beauty)
+18 to Mind
Fuck Me!: +12 to Pleasure Damage during penetrative sex
Kama-Sutra: You are a very skilled sexual partner when you choose to be. Change the calculation for pleasure damage from foreplay to 3d6 + Body/3 and penetrative sex to 3d10 + Body/2.
Additional Magic Feats:
--Herbalist: The character is adept at mixing their own potions. The cost of the Create Potion and Love Potion rituals, both in terms of time to gather ingredients or costs to pay for them, are halved. The character's healing spells also restore and additional +2 HP per spell level when used to heal.
--Split Mind - The character can maintain an additional active effect, such as a Spell or Spirit Power.
Focus in Arcane



Current Corruption: 287+?

Mutations:
Whip Tongue x3 (+6 pleasure damage dealt when using oral foreplay)
Tight x3 (+6 pleasure damage dealt when being penetrated, but only if the penetrator is capable of deriving pleasure from the act.)
Soft Skin x2 (+4 pleasure damage dealt when using non-oral foreplay.)

Flaws: Infertile (Role-Played, due to dying)

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.

Sexual 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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Courage Wolf

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Re: DG3 Character Sheets

So it Begins......:cool:
Name:Anthriel
Class:Spirit Wielder
Race:Angel
Sex:Female

Body:12
Mind:12
Spirit:106

Hit Points (HP):71
Pleasure to Orgasm (PP):71
Spirit Energy (EP):148
Speed:11
Dodge:75
Armor:0
Resistance:53
Perception:33
Stealth:11
Grapple:12


Experience:4
Spent:8
Corruption:257/600
Purity:0

Talents:Spirit Warrior--(Purity Shift- Demonologist)
Shadowmancer
Massive Energy Pool (+30 EP)
Hard to Hit (+10 Dodge)
Strong of SpiritX5 (+40 Spirit)
Spunky (Spirit rather then body used to calculate Pleasure Dealt)

Flaws:Tainted Bloodline (Corruption Gained 1.5X faster)
Idealistic
Honorable
Open Soul (+4EP Dmg)
Plant Lover (+8 PP From Plants)
Bloodthirsty
Mutated



Mutations: Odd Skin (See Description)
Strange Face (See Description)
Skyclad (-2 Penalty to all Non-Dmg rolls when not nude)
Greater Wings (Flight at speed)
Warped (Half Pleasure dealt also taken as corruption)
Faerie (Resistance 5 to Cold and Electricity)
Tail. (Demonic Spade, Black, thin and long, a pair of Anthriel's tattoos taper at her tail-bone to meet with the new limb, If the tail is grabbed or pulled, Anthriel is immediately suffers an orgasm o.o; )
Glowing Fluids [Blood] (Anthriel's blood now shimmers a sharp white rather then the usual red as her soul and body become further intertwined by her corruption)
Selective Fertility

Spirit Ceiling:30 (29.6 rounded naturally)
Powers: (To reflect recent changes, Anthriel has access to Every Spirit Power in any tree she takes)
Current Trees: Demonology, Shadowmancy.

Aptitudes:

Harmful Spirit: For any Spirit Powers that deal damage, the damage rolls for those powers have their minimum value set to 1/2 the max roll of the dice.

Master Blaster: The character is a master of the destructive aspects of their abilities. Spirit Powers that are treated as if they had put an additional 3 points of EP into their attack. This bonus may be traded in order to force any creatures struck to make a Resistance check against a DC equal to 4 times the EP input or gain one of the followings statuses: Blinded, Paralyzed, Stunned, or Weakened. The player chooses which status effect to inflict when they make the attack.

Soul's Strength: The character's buff powers are more potent. Whenever the character's Powers would increase a Secondary Stat by X multiplied by some amount, increase the value of that amount by 1. For example: X becomes 2X, 3X becomes 4X, etc. If a power would increase a Primary Stat, it instead increases the multiplier by 2.

Efficient Wielder: Buffs activated by the character cost 3 less EP (minimum 0) to upkeep, or provide an additional bonus from the following list: +X Resistance, +X Dodge, +X bonus to attack rolls, +X bonus to damage rolls, +X Perception, +X Stealth.
Inventory:50 Denarii


Bio/Description Anthriel, arriving in the middle of a swamp on this plane would have normally caused quite a stir among the populace, The angel simply popping into existance in a blinding flash of light, Nude save for the swirling tribal tattoos burned into her pale skin, a deep black against the alabaster white, constantly changing shape slightly with the time of day, and changing color when she used her power, burning a bright blue. Her enormous white wings draped around her, she surveyed her surroundings, "Greeeaaat, a swamp, why a swamp. You would think that the Angel of balance and harmony would be sent to somewhere a little more comfortable than a swamp" Continuing her rant, she beat her wings slowly in time and floated off trying to find somewhere a little drier to set down.
Full Description: At 5'10" Anthriel is tall and slender, with defined curves and a generous chest, her hair a short cropped raven black. The tattoos that adorn her entire body with their thick curving lines and detailed swirls shift slightly based upon the time of day, sinking more towards her back during daylight hours and shifting more forward on her form at night. Her eyes have no pupils, instead they're jet black with golden flecks throughout the entirety of the eye, reminding anyone looking into them of the night sky between summer and fall. Her Wings are Long, Wide, and gloriously thick, their feathers straight and true. Her facial structure is calming, neither antagonistic nor overly plain, with wide cheekbones and a high brow, her nose small and her lips usually formed into a tight thoughtful expression. As Anthriel is the Angel of Balance she is both parts Mercy and Wrath, Always showing kindness to those who require it and bringing down mighty retribution on those who would dare challenge her authority.



The OOC section:Really just looking to have some fun. Anything goes. Now 3.5'ed
Full Backstory and Mechanic notes
Anthriel, Power of the Third Choir, Sire of the Grigori, Last of the Nephilim.

Many people remember tales of Fallen Angels, But few remember the fall of the Grigori, The Watchers, from grace and the birth of the Nephilim, The Titans. When the Grigori, who were tasked with the observation of the mortal races, looked upon their charges they came to love them so much as to exercise their free will and take mortal bodies. The Grigori taught the lesser races the forbidden arts of weapon and armor smithing, sorcery, astrology, and the reading of signs. These Angels also took human wives (As the Grigori were one and all Male) and these women sired immensely powerful half-breed children known as Nephilim. As these beings aged they began to consume. First all available food, than the flesh of mortals, finally coming to turn on one another. For their sins the Grigori were cast from the halls of heaven and the Nephilim and their mortal followers were wiped from the face of the land by a catastrophic flood, any survivors being put to the sword by Archangel Michael himself.
One of the Grigori, Asaradel, who taught mortals the motions of the moon, was the last of the Grigori to sire a child, and rather than beg forgiveness, appealed to Archangel Gabriel, asking that his daughter be spared. The infant, being innocent in Gabriel's eyes, caused the Archangel pause and he consulted with Michael. Michael, being unable to find the infant guilty of any sin conceded and Gabriel took the child into the Halls of the Divine. Because of this choice Archangel Michael became responsible for Anthriel until she came into her authority as a Power, an instrument of the collective Archangels' will and divine enforcer of heavenly wrath.
As Anthriel is not actually a pure angel she is not bound by certain rules, and as a sire of the Grigori, her love of the mortal races, specifically humans, runs very deep. This is a problem, Unlike her forebears she cannot choose to fall, and bears a collar wrought of silver as a mark of her father's shame, and a reminder to watch her own behavior carefully. Anthriel bears an overwhelming hatred of demons AND angels, never having been truly accepted and having spent several hundreds of years in purgatory in penance of her father's sins, Where she acquired the tattoos that mar her flesh and follow the motions of the moon, she has never loved her fellow divine, Only showing respect to the Archangels and the Seraphim.
Should Anthriel truly become a pure angel, her collar will release her and she shall have power rivaling that of her adoptive father Gabriel. Bathing her enemies in holy fire and defending humanity regardless of the cost. Should she ever fall her collar will grow into a gilded mask bearing the Eye of the Grigori and her contact with the Divine will forever be lost.
This is Anthriel, Child of Mercy. Enforcer of Divine Wrath.

Spoiler

As this character is unique, she must be RP'ed accordingly. And apart from the regular penalties of Corruption, she also has a purity level that must be watched constantly. Numbering from -50 to +50. Anthriel will start at 0, for every good act her purity will increase based on the severity of the act. Giving a beggar a single Denarii adding 1 or 2, saving 30 orphans, old people, and kittens from a burning building, adding 10. At full purity Anthriel will lose access to both Shadowmancer and Spirit Warrior and will gain 6 powers from the Holy Magic Tree instead. Moving in the opposite direction has similar results, (And yes, Anthriel will attack other angels should sufficient reason present itself). At Full Impurity, which automatically happens if she becomes Fallen, Anthriels stats will change as she loses her connection to the Divine which grants her so much power, and her physical form will become substantially more powerful, As she gains 6 powers from Demonology rather than Holy Magic. At +or- 25 she will lose shadowmancer and gain 3 from either Holy Magic or Demonology accordingly. Every Time Anthriel Gains Corruption I will flip a coin and note whether or not Anthriel's Purity changes. If the Corruption comes from one of the Gemini or a pure Demon than the Coin Flip is negated and her purity will automatically change. If it would come from one of the Fey, the same applies, but her Corruption will actually decrease and her purity will improve.

Purity Changes based on Combat
Angels and Demons [anything below tier 3 not counting] +/- 10
Mutated Animals [0]
Gemini [+3]
Gemini Empowered [-2] (Although she may be called to do so, she despises ever having too as these being were once normal mortals and doing so shakes her faith)
Humans [Entirely Class Based, Mages are heretics in her eyes and slaying them is seen as divine will [+1] Warriors are neutral [0] and Spirit Wielders are respected in Anthriels Eyes [-1]
Everything else is entirely up to the GM's discretion with the exception of Fey Lords, which are variable depending upon their interference upon this plane
Special Note. Anthriel will attack Vampires and other undead on sight without a single thought to the consequences, This includes the Lich King, the only one who can stop her from making said attack is a direct intervention from Gabriel, Should Michael show up he will also be attacked as Anthriel has not forgiven him for his slaughter of the Grigori and the Nephilim
 
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Termite

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Re: DG3 Character Sheets

Alexandra Alistar

Stats
Name: Alexandra "Alex" Alistar
Class: Warrior
Race: Dragonkin
Sex: Female

Body: 54 (40 + 14) 10 + 30
Mind: 22 (14 + 8) 4 + 10
Spirit: 30 (20 + 10) 10 + 10

HP: 80 (54 + 22/2 + 30/2)
PP: 64 (54/2 + 22 + 30/2)
EP: 88 (54/2 + 22/2 + 30) + 20
Speed: 21 (SqRt(54*10)=23.2) - 2
Dodge: 65 (+18 Round Heavy Shield) (+2 Aescila's Gift) (+10 Unarmed) (+10 vs Magic/Powers/Succubus) (1/8 Damage taken from Magic/Powers if dodged)
--- (54 + 22 + 30)/2 - 10 + 10 + 10 + 2
Armor: 13 (+16 Breastplate) 5 + 2 + 4 + 2
Resistance: 27 (+3 Lucky) (+6 Breastplate) (+10 vs Magic/Powers/Succubus/PP.Damage) (+5 vs Paralyzed/Stunned/Weakened) (54/2)
Perception: 36 (+3 Lucky) (+2 Aescila's Gift) (SqRt(54*10)=23.2) + 10 +3
Stealth: 15 (+3 Lucky) (+12 Breastplate) (SqRt(54*10)=23.2) - 8
Grapple: 54 (+3 Lucky) 54
Spirit Ceiling: 20 88/5 + 2 = 19.6


TALENTS
[R] Rain Resistant AV +5
*Lucky +3 to all Non-Damage rolls
*Shield Fighter Can Attack and Shield Bash in the same round, Defensive Fighting applies only half hit penalty to Shield attacks
Hard to Hit Dodge +10
Perceptive Perception +10
Skilled x3 (2 + 1) Gain 3 Skills per Skilled Talent (9)
Natural Spirit Gain 1 Spirit Talent
--- Dragonfire Adept Gain 2 + Spirit/20 Dragonfire Adept Powers (2 + 30/20 = 3.5 ~ 4)
Greater Energy Pool EP +20
Kama-Sutra Foreplay becomes 3d6 + Body/3, Penetration becomes 3d10 + Body/2
Focus in Fire Can cast up to Lv 5 spells in Fire, Base Casting +10 for Fire Spells, Damage Dealt +2 per Spell Lv,
--- Buff Bonus +1 per Spell Lv, Summon Bonus Body +2 and AV +1 per Spell Lv

Magic Feats Gain 2 Magic Feats
Unarmed Fighter Improved Unarmed damage, Dodge +10 when both hands are free
Insight (Hard to Hit) Dodge +10
Skilled Wielder Gain 1 Aptitude, Ceiling +2


FLAWS
[R] Easy to Hit Dodge -10
[R] Obvious Stealth -8
[R] Open Soul EP Damage Taken +5
[R] Mutated Gain 3 Mutations
[R] Prideful RP: Proud of being a dragon
*Honorable RP: Always keeps her word
Fetish (Submission) PP Damage Taken +8 when sexually dominated


MUTATIONS Warped Counter: 5/6
[R] Dragonblooded Ignore 20 Damage from fire, AV +2, Resist +5 vs Paralyzed/Stunned/Weakened
Odd Skin Lv1 - No effect
Tail Lv1 - Can be used for Foreplay/Penetration
Tight PP Damage Dealt +2 when Penetrated
Horns Lv1 - No effect
Soft Skin PP Damage Dealt +2 during non-oral Foreplay
Armored Hide x2 AV +4, Speed -2
Whip-Tongue PP Damage Dealt +2 during oral Foreplay


SKILLS 1 + 50/10 + 9 = 15
Charge Can move 3x Speed in straight line, Damage/Attack +4, Dodge -10
Defensive Stance Abandon attack, Dodge +10, Counter all enemy misses
Shield Cover Cannot move/attack, Protects character/others from all attacks that aren't behind them
Shield Slam Only Shield Bash for turn, Damage +10, Can cause Prone (Resist check)
Shield Specialization (Passive) Shield DB +4, Shield Attack +10, Shield Damage +2
Triple Strike No Defensive Fighting, can attack with shield twice, Dodge/Attack -6, Shield Damage +4
Stunning Blow Attack/Damage -8, Can cause Stun (Resist check)
Bladesinger (Passive) Can use Body instead of Spirit for Powers Attack
Knight (Passive) Dodge/Armor/Attack/Damage +2
Quick Draw (Passive) Change weapons and act in the same turn
Ranger (Passive) Perception +3, Can track creatures that haven't flown, can craft specialized ammo at 1/2 price
Mage-Hunter (Passive) Dodge/Resist +10 vs Magic, 1/8 Damage taken from Magic if dodged
Spirit-Oppressor (Passive) Dodge/Resist +10 vs Spirit Powers, 1/8 Damage taken from Spirit if dodged
Untemptable (Passive) Dodge/Resist +10 vs Succubus powers + Energy Drain (Pleasure Damage)
Spell Resistance Ignore 10 Damage from all spells/powers, can dodge auto-hit spells/powers at Dodge -10


MAGIC
Base Casting: 11 22/2
Favored Elements: Fire


FEATS
Empower Spell
The character may pay 8 EP in order to cause any spell to have its effects treated as if it were 3 levels higher.
Holder of the Secret Fire
(Passive) Spells that deal Fire damage ignore the first 10 points of a target’s AV, and any time that a Fire spell would deal more than half of any target’s max HP in damage, that target becomes Weakened. Requires Focus in Fire.


SPIRIT POWERS
Black Dragon
Some dragons do not manifest physical bodies when called upon. Some simply stretch their power into the mortal plane, and pull whatever they please into the void with them to be eaten. The ones whose use this power call upon such dragons. Doing so is extremely dangerous, but the devastating power of these creatures is not to be taken lightly. A black dragon made of living fire stretches out from the caster, seeking and destroying whichever of the caster's enemies seems to be the most powerful.
-The character pays 4 + X EP and takes 2 + X damage that damage ignores AV.
-One targeted creature within line of sight takes 15X damage. This damage ignores the target's AV and any special resistances they might have. This power cannot miss, and destroys any obstacles that might appear in its way without lessening in effect, including magical ones.
-Additional targets may be added for 2 EP each, or the power may be changed to a 10 foot radius burst for 5 EP.
-X cannot be less than 4 for this power.
Draconic Transformation
This power transforms the character into an imitation of a dragon, granting the character claws, scales, and all those other wonderful dragon-esque physical features. The actual specifics of how this transformation changes the character’s appearance are up to the player.
-The character spends X EP. They must also pay X - 2 EP every turn in order to upkeep this power.
-The character gets a +3X bonus to melee damage, attack rolls, and Grapple. In addition, they get a +X bonus to Armor.
-The character may pay an additional 2 EP to grant themselves Flight at their Speed for the duration of the power.
Dragon's Breath
The devastating fiery breath of a dragon!
-The character pays 1 + X EP.
-Choose one of the following ranges. All creatures caught within that range take (2d6) * X Heat/Fire damage.
1) A 10 foot radius explosion, anywhere within the character's line of sight.
2) A 120 foot long line, originating from the character.
3) A 60 foot long, 90 degree cone originating from the character.
Dragon's Pride
Dragons are proud creatures. It only follows suit that those who venerate them begin to manifest much the same sort of invigorating arrogance when confronted by lesser creatures.
-The character pays X EP. They must also pay X - 3 EP every turn in order to upkeep this power.
-The character gets a +4X bonus to Dodge and Resistance, as well as a +2X bonus to Perception and grapple rolls to escape a grapple, binding, or submission hold.
-This power cannot be countered or dispelled, and is not deactivated by sealing effects.


WIELDER APTITUDES
Efficient Wielder
Spirit Power buffs activated by the character cost 3 less EP (minimum 0) to upkeep, OR provide one additional bonus from the following list: +X Resistance, +X Dodge, +X bonus to attack rolls, +X bonus to melee damage rolls, +X Perception, +X Stealth.
Soul's Strength
The character's buff powers are more potent. Whenever the character's Powers would increase a Secondary Stat by X multiplied by some amount, increase the value of that amount by 1. For example: X becomes 2X, 3X becomes 4X, etc. If a power would increase a Primary Stat, it instead increases the multiplier by 2.
Harmful Spirit
For any Spirit Powers that deal damage, the damage rolls for those powers have their minimum value set to 1/2 the max roll for each dice.


PLEASURE DAMAGE
Foreplay: 3d6 + 20 54/3 + 2
Penetration: 3d10 + 29 54/2 + 2


INVENTORY
Unarmed: (d20 + 59) [1d8 + 31] {Blunt}
Celestial Nail (Longsword): (d20 + 68) [2d6 + 35] {Slash/Pierce}, +2d10 Cold, Ignore AV
AV Ignore Enchant (400 Denarii), Attack/Damage Enchant x3 (225 Denarii), Fairie's Blood Enchant (100 Denarii)
--- Sell Cost = 745 Denarii

[3] Throwing Axes: (d20 + 59) [3d10 + 14 if thrown] [3d10 + 16 in melee]{Slash}, 30 ft
Round Heavy Shield: (d20 + 69) [3d6 + 26] {Blunt}, DB = 18, EV = 0
EV Enchant x2 (150 Denarii), DB Enchant x2 (100 Denarii)
--- Sell Cost = 270 Denarii

Hide of Alistar (Breastplate): AV = 16, EV = 0, TP = 62, DU = 5, Stealth +12, Resist +6
EV Enchant x4 (635 Denarii), Stealth Enchant x2 (75 Denarii), Fairie's Blood Enchant (100 Denarii), TP Enchant x3 (90 Denarii)
DU Enchant (100 Denarii), AV Enchant x4 (210 Denarii)
--- Sell Cost = 1240 Denarii

Summer Signet Ring: 30 EP, Hard Ceiling = 18 Sell Cost = 315 Denarii
--- Fey Servant
The character summons a faerie to aid them in combat. Only one creature can be summoned at a time, and in addition to the EP cost for using this power each creature that can be summoned requires an additional cost.
-The character pays 3 * X * T EP, where X = the number of creatures that you would like to summon, and T = the tier of the creature, which is indicated for each.
1) Kobold, Satyr or Gruff
Tier 1 monsters focused in melee combat. If the character is female, they will require only a kiss (though they certainly wouldn't mind going further than that.) If the character is male, each will require that they turn over at least one item from the creatures killed or 20 denarii.
2) Sorceress or Siren
Tier 2 monsters capable of using magic. Sorcerers can be male or female while Sirens are always female. They require that the character have sex with them once their task is complete.
3) Knight
Tier 3 creature with powerful melee capabilities. Only one can be summoned at a time, but their only price is that the actions they take under the service of the character coincide with their goals in some way. Can be male or female.
4) Elder Mage, Troll, or Warhound
Tier 3 monsters, one a powerful mage, one a heavy bruiser in combat, and the last an agile fighter. If the character is male, they will require that they be able to slay at least 1 demon within the course of their service. If the character is female, they can either fulfill the male cost or bear the creature's child.
5) Lord or Angel
Extremely powerful tier 4 creatures. Both require that the character fulfill some task of the summoned creature's choosing. Generally a task given by an angel will be far more strenuous than one given by a Lord.
6) Sphinx
A powerful but dangerous tier 4 creature. The character must correctly answer a riddle when they are summoned, or the sphinx will attack them instead of fulfilling the desired task.
--- Summon Nature's Ally
The character calls upon the powers of the natural world for aid, summoning any one of the below for the listed cost.
1) A gruff, satyr, nymph siren, or nymph sorceress will come to the character's aid for the same associated price as they would for the Fey Servant Power under Holy Magic.
2) A tribe of 1d6 + 4 kobolds will come to the character's aid for the cost of 1 EP per kobold, determined by the die roll. These kobolds will require that the character have a party with them once the battle is over.
3) A pack of 2d4 + 2 wolves or feral stalkers will come to the character's aid for the cost of 1 EP per creature, determined by the die roll. The creatures must be fed after combat.
4) A plant hulk will come to the character's aid for the cost of 10 EP, but the character must then allow it to seed someone.
5) A group of 2d6 alraune, in a random assortment of normal alraune, dryads, and siamese alraune will come to the character's aid for the cost of 2 EP per alraune.
6) The character may summon only one alraune, of a random type unless a previously encountered character is called, at the cost of 2 EP, but they must then have sex with said alraune when her task is finished.
7) The character may call upon a pack of 1d4 + 3 dire wolves at the cost of 4 EP per wolf. Like the normal wolves, these must be fed after combat.
8) A bear, wild cat, or other powerful natural beast may be called for the cost of 5 EP. It must be fed after combat.
Aescila's Gift (Ring): Dodge +2, Perception +2, 10 EP, Mystery Power Sell Cost = 200 Denarii
[154] Denarii
[7] Chameleon's Skin
[1] Infertility Potion
Mystery Box
Amethyst Rose
Royal Robe

Bio
DESCRIPTION
A rather impressive and somewhat imposing creature Alex stands almost a head taller than the average man. The horns that sprout nearly straight up from her forehead add an additional six inches, and though her scalp has some scaling it's mostly hidden by her short dark hair. Her scales continue down her back and her sides before converging on her smooth reptilian tail which leave her more enticing feminine qualities exposed, and though there is a clean break when venturing out to her limbs more sprout to closely resemble armored bracers for her arms and legs. A layer of powerful muscle lays just underneath her skin, and it gives her warrior's body the look of someone ready to vault into battle at a moment's notice.

But strength is not the only quality that defines her. Her mother was quite the Crolian beauty, and Alex has inherited that trait quite well. It flairs in rather striking ways around her chest and her hips, and her human skin feels surprisingly soft even with all the muscle it contains. And that softness has spread to her scales. Though they look rough a simple touch would reveal a certain smoothness that nearly rolls beneath your fingers, and their deep emerald sheen almost perfectly matches the rather vibrant green found in her eyes. Simply looking into them would show the same thing. Power and finesse, strength and beauty, they combined into an almost perfect model of an Amazonian goddess.


BIO
Youngest daughter to the noble Aureus, her childhood was not an easy one. Her older brother and sister developed at a far faster rate, and as they grew into rather fearsome beings that had more in common with their father they took great glee in flaunting their superiority over the runt. For days on end she was constantly poked and prodded by them both, her sense of self-worth constantly under attack as they chided her for being nothing more than a soft-skinned whelp.

But Aureus instilled a deep sense of self-respect in each of his children, one that bordered on utter arrogance, and though little Alex didn't truly realize it herself she just couldn't stand being used as their her siblings' punching bag. It all came to a head one day, and with a strength that surprised even herself Alex managed to lay out her siblings with one fierce punch. It left everyone shocked for a few seconds, but that shock eventually changed to anger and fury. She was attacked, and before she could even struggle she was laid flat. She would have died right then, crushed beneath her brother Akorvick's massive heel, but her sister Annabeth stopped it. She had other plans, and after stripping Alex nude with multiple lashes with her spike-tipped tail she used it to steal the very last of the young girl's dignity. Akorvick gave her the same with his even more massive tail, and once they were done they simply dropped the whelp and left her for dead.

Some hours later Alex's mother happened to find her child, and Armecia feared that her baby had been killed, but a few ragged breaths showed there was still some life left in that broken little body, so she rushed her child to her room and immediately started caring for her. Thanks to Alex's heritage her body started to show a quick recovery, but the wounds needed to be cleaned, and even though Armecia knew it must have hurt like hell she never heard Alex grunt or groan as she was cleaned. It was only when the worst of the mess was tended that Armecia noticed some blood still trickling down the inside of the girl's leg. It puzzled her for a few moments, but before she could ask where it was coming from her daughter turned and used her tail to guard her young intimacy.

For a few seconds not a single sound was made, and for all intents and purposes that would have been fine for the young dragon, but eventually she felt a pair of arms wrap around her head and pull her close. She was held against her mother, the touch itself barely enough to hold her still even in her weakened state, but the quiet sobs that followed struck her hard. She could feel them echoing in the chest she was held against, and the tears that landed on her cheek caused her heart to slowly break. She tried to hold herself back, to remain stoic, to stay proud, to show some bit of dignity in an otherwise hopeless situation, but her mother simply held her even tighter and continued to cry. It was all simply too much for that young little girl, and though she never did make a sound her mother's tears weren't the only ones that fell that day.

When Alex finally recovered she devoted herself to training her body. Each passing day was spent honing herself into a weapon, and she wasted no time in talking with anyone beyond what needed to be said. Armecia was the only one who ever received any open response, but not even she was given any warning the day that Alexandra suddenly vanished from their home. A part of the young dragon knew she was no longer the person she once was, but even then she felt that giving her mother no more than a stoic farewell would somehow be a shame to all the woman had done for her.

For years Alex traveled the land looking for opportunities to test her skill and strength, and eventually she felt her training complete enough to finally find her wayward siblings and challenge them for some redemption. This is what led her to the Hidden Village. One would have expected a heartless, ruthless beast to wander into that village of outcasts, but the woman that arrived was far more complete than the girl who left her home without a word. Something had changed during her travels, something that restored a bit of her sense of self, and though she still looked forward to having her vengeance she was no longer fighting to keep the joy out of her life.

Change Log
Experience: 8
8 gained post battle
8 gained from this battle
16 spent for +6 Body, +2 Spirit, Natural Spirit (Psychic)
Exp use changed to +8 Body and Natural Spirit (Dragonfire Adept) for DG3 Conversion
24 gained post battle
16 spent for +2 Body (Quick Draw), +6 Mind, Greater Energy Pool
12 gained for DG2 completion
20 spent for Unarmed Fighter, Focus in Fire, Magic Feats
12 gained from the Arena
18 gained from all the things
30 spent for Skilled Wielder (Harmful Spirit), Skilled (Triple Strike, Stunning Blow, Spell Resistance), +4 Body, +2 Mind
6 gained post orgy
2 gained from TENTACLES


Corruption: 72/600
Horns gained Aes smut
Soft Skin, Armored Hide, and Whip-Tongue gained from DG3 transition
Mutation Counter reduced by 3 after speaking with Tass
125 gained from faerie smut
35 gained from faerie wake-up call
163 gained from dat orgy
Corruption cleared by druidic tea
Fetish (Submission) gained because it just felt right
572 (Armored Hide) gained because Dammit, Aes...
 
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