Planet of Pleasure: New Character Class Sheets!

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SiphonTalvesh

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Nov 10, 2008
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#1
So as promised, what will follow are the final character class sheets, skill descriptions and such.


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Warrior Class: They are the queens of brute force melee combat. You won't find a better class to soak up damage. Their strengths lie in close quarters combat, in order to keep foes distracted from less durable allies. Warriors get 2 mana points per point into Energy. They also get 4 life points per Vitality point.

Starting Stats:

Strength: 40
Dexterity: 40
Vitality: 50
Energy: 10
Intelligence: 10

Starting Accuracy: 170
Starting Magical Accuracy: 50
Starting Evasion: 140
Freedom Rating: 170
Sexual Freedom Rating: 200
Magical Defense: 50
Speed Rating: 140

Starting HP: 200
Starting Mana: 20
Starting Sexual Stamina: 210

Special Skills:

Cleave Chain: This series of attacks hits for 75 Damage, up to 3 times for a maximum of 225 Total Damage. Each hit MUST connect to continue the chain. Melee skill.

Ferocious Strike Chain: This series of attacks hits for 70 damage, up to 4 times for a maximum of 280 Total Damage. Each hit MUST connect to continue the chain. Melee skill.

Shattering Wave Chain: This series of attacks hits for 55 damage, up to 3 times for a maximum of 165 Total Damage, and hits ALL enemies in the field of play. Each hit MUST connect to continue the chain. Mana Cost: 5. Melee skill.

Weakening Blow: This attack hits for 600 shadow damage AND causes the target to take double damage from ALL attacks it isn't immune to for 3 turns. This can't be stacked with the Necromancer ability Amplify. Melee skill despite it's damage type. This won't cause Shadow Damage dealing skills to do more damage.

Shove: This skill knocks your opponent down, dealing 25 damage. Once they are down, there is a follow-up to this called Crippling Cut that will attempt to execute automatically. If this hits, you deal 225 damage. Mana Cost: 5. Melee skills.

Wrathful Wave: This skill knocks your opponent down, dealing 75 damage. It is followed up by Crippling Cut, which hits for 225 damage. Mana Cost: 20. Level Gained: 5. Melee skills.

Aerial Snare: This places your enemy in an energy hold, immobilizing them. While it does no damage, the follow up to it, Crashing Blow, deals 150 damage. If the follow up misses, the enemy remains in the hold for 3 turns, opening themselves up to attacks. Mana Cost: 30. Level Gained: 6. Melee skills.

Springing Slice: This skill allows you to launch yourself at a foe, slicing with your weapon. If it hits, you hit for 250 damage. Mana Cost: 40. Level Gained: 8. Melee skill.

Seething Thrust: This skill never misses, however it has a high price for it's high damage. Hits for 1200 shadow damage. Mana Cost: 75. Level Gained: 15. Melee skill. This skill can't crit hit, and doesn't get a bonus from amplify.

Class Specific Skills:

Enmity Boost - This passive skill causes all enemies to initially target ONLY the warrior until such time she has been grappled, or is actively being raped. This skill becomes useless however when your companion reaches KL 4 or higher, or when an enemy that has a specific favorite target class to attack is present. The latter applying to just the one enemy, with the former being in general.


Sexual Rush - A Warrior can allow herself to get raped in order to 'absorb' sexual energy from the 'passion of the moment.' This power will continue to build as she's raped, and for every 10 points of sexual pleasure she takes, she'll add +1 damage. This skill does a baseline damage of 300. Upon her orgasm, the Warrior will release all of her pent up sexual energy in an all encompassing ball of fury, lashing out with shadow damage. This damage can't be reduced in any way, and it can't be 'blocked' or 'resisted', and hits all enemies on the field of play regardless of if they are raping a companion or not. This skill can only be activated once per enemy per encounter. Certain special abilities can negate this.


Weapon Mastery - A passive skill towards their melee weapon of choice, this grants double base damage with each hit that lands. This does not affect any skill dealing Shadow Damage. Gained at Level 20.


Class Specific Perks: +10 to all rolls and -10 pleasure vs. anything that has tentacles/vines. Plants, Sylvari, Nelvoken and all tentacled creatures Male or Female count.

Class Specific Weaknesses: Suffers double orgasms when hit with an attack that causes an instant orgasm, meaning she takes twice the KP on these attacks than is normal.

Race Notes:

If she is a Mathosian, she has a normal roll against all Male Tentacle Creatures.

If she is a Sylvari, she takes double pleasure and -10 against anything plant based.

Orientation: TANK Class


Available Weapons: Axe, Sword.
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Amazon/Ranger Class: They are the queens of ranged physical attacks. There isn't a class that can surpass their skill with the Bow and Arrow. Their strength lies in their ability to attack from a distance with precision aim, whittling away their opponents HP while the Warriors tank them. The Amazon is capable of tanking damage herself if need be, but she's nowhere near as durable. The Amazon/Ranger is the only class who has an attack able to hit a foe actively raping a party ally due to her incredible precision aim. Amazons receive 2 points of mana per Energy point and 3 life points per Vitality point.

Starting Stats:

Strength: 35
Dexterity: 45
Vitality: 40
Energy: 15
Intelligence: 25

Starting Accuracy: 205
Starting Magical Accuracy: 125
Starting Evasion: 185+20=205
Freedom Rating: 185
Sexual Freedom Rating: 195
Magical Defense: 125
Speed Rating: 185

Starting HP: 120
Starting Mana: 30
Starting Sexual Stamina: 175

Special Skills:

Precision Strike: This attack allows for her to interrupt a sex attack, damaging her target and forcing them to release their victim. Some enemies however cannot be forced to release their victims, however these foes will still take some reduced damage. These will be noted where applicable. Deals 55 Damage. Physical Attack.

Paralyze Arrow: This attack paralyzes an enemy, preventing them from attacking. Deals zero damage, and the paralyze effect lasts 3 turns, with a 12 turn cool down. Physical Attack.

Arrow Deluge Chain: This chain hits for 90 damage up to 4 times for a maximum of 360. Each hit MUST connect to keep the chain going. Physical Attack.

Magic Arrow: This arrow hits for 175 magic damage. Mana Cost: 0 Magic Attack.

Punishing Arrow Chain: This chain hits for 100 shadow damage up to 3 times, stunning the target if all 3 connect for two turns. Max damage 300. Each hit MUST connect to keep the chain going. 6 Turn Cool down on the stun, if stun activates. Physical Attack despite it's damage type.

Flesh shredder Chain: This chain hits for 100 damage up to 4 times for a maximum of 400. Each hit MUST connect to keep the chain going. Mana Cost: 5. Level Gained: 5. Physical Attack.

Aether Arrow: This arrow hits for 350 damage AND silences the target for 5 turns, has a 15 turn cool down. Mana Cost: 30. Level Gained: 6. Note: Silence means it can't use any special abilities, and it can't futa you/itself. This means if it's a female enemy she can attack you with her tongue, but she can't use any special abilities such as mating binds, etc. Magical Accuracy is used.

Explosive Arrow: This arrow hits for 600 damage on ALL enemies in the field of play, regardless. Mana Cost: 60. Level Gained: 8. Physical Attack.

Dead Shot Arrow: This arrow hits for 1500 Shadow damage on a single target. Mana Cost: 100. Level Gained: 15. Physical Attack. This skill can't crit hit and isn't affected by amplify.

Class Specific Skills:


Evasive Boost - This passive skill increases the Amazon's evasion stat by 20, giving her more of a chance to evade attacks.


Bow Mastery - Allows for double base damage with every bow attack. Does not double the damage of Shadow Damage skills. Gained at Level 20.


Celestial Strike - Once per battle there is a 5% chance that the guardian of all Amazon women will suddenly appear, striking down all her chosen one's foes with a single arrow. If she appears in a boss fight, all minions will instantly be killed, and the boss will lose 25% of it's maximum HP value. She can only appear once per battle. The Amazon has no control over this, and in fact until it happens, she isn't even aware she has a guardian.


Class Specific Perks: +10 to all rolls and -10 pleasure vs. Tentacle Creatures. (Mating bind creatures such as the Sylvari and Nelvoken do NOT count in this. Plants do not count.)

Class Specific Weaknesses: -10 to all rolls and +10 pleasure vs. Tar/Slime based enemies.

Race Notes:

If she is a Mathosian, she has a normal roll against Male tentacled creatures, but still takes -10 pleasure.

Orientation: TANK Class
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Assassin Class: The assassin's are masters of recognizing traps, as well as quick strike melee damage. An assassin particularly shines when she strikes an enemy unaware of her presence, and quickly avoids a counter-attack to launch another attack. Assassin's are the only class that have a chance to double damage instantly. While an assassin could be a tank if she had to, it isn't her forte, and it limits her effectiveness dramatically. She is also the weakest of the melee-type fighters by far in terms of her resistance to rape. Assassins receive 2 mana points per Energy point and 3 life points per Vitality point.

Starting Stats:

Strength: 30
Dexterity: 30
Vitality: 35
Energy: 20
Intelligence: 35

Starting Accuracy: 155
Starting Magical Accuracy: 175
Starting Evasion: 160+50=210
Freedom Rating: 155
Sexual Freedom Rating: 150
Magical Defense: 175
Speed Rating: 160

Starting HP: 105
Starting Mana: 40
Starting Sexual Stamina: 160

Special Skills:

Swift Edge Chain: This chain hits for 150 up to three times for a maximum of 450 damage. Each hit MUST connect to keep the chain going. Physical Attack.

Rune Carve Chain: This chain hits for 100 up to five times for a maximum of 500 damage. When this chain ends, the Assassin uses her limited magical powers to detonate invisible runes left behind by this chain. For each hit that landed, the detonation deals 100 damage, for a maximum of 500 additional damage. Mana Cost - 15. Physical Attack on the Carves, Magical Attack on the Detonation. Magic Damage is not affected by Clear Focus, it requires a roll. Has a five turn cool down.


Beast Swipe: This attack deals 300 damage and stuns the target for one turn. Three turn cool down. Physical Attack.

Signet of Agony Chain: This chain hits for 100 up to five times for a maximum of 500 damage. When this chain ends the Assassin uses her limited magical powers to detonate invisible runes left behind by this chain. The detonation deals 100 additional damage, and if 3 or more attacks landed prior to this then the target is placed in an energy hold for two turns. Mana Cost - 25. Physical Attack on the Carves, Magical Attack on the Detonation. Magic Damage is not affected by Clear Focus, it requires a roll. Has a five turn cool down.

Clear Focus: This semi-passive skill allows the Assassin to deal twice the normal damage she normally would with each attack. This skill lasts for four turns and has a cool down of fifteen. However, if the Assassin is raped during this time, the skill ends and enters a twelve round cool down from the time she escapes rape. Mana Cost - 5. This skill may be used to pre-buff before any physical damage dealing attack and does not consume your turn. This does not stack with critical hits OR amplify, essentially replacing them. This does not crit hit any shadow damage dealing spells.

Shadow Strike: This skill deals 500 shadow damage. It is only usable against enemies immune to physical attacks. Level Gained: 6. Magical Attack. This spell can't crit hit.

Dash and Slash: This skill deals 750 damage to a target by lunging right at them. Mana Cost: 25 Level Gained: 8. Physical Attack.

Magic Slash: This skill deals 1200 magical damage to your target. Mana Cost: 45. Level Gained: 8. Magical Attack. Have a six turn cool down.

Assassin's Thrust: This skill deals 1000 shadow damage. If the target was a boss of any type, it deals an additional 500 damage. Mana Cost: 100. Level Gained: 15. Magical Attack. This skill can't crit hit and isn't affected by amplify or clear focus. Has a five turn cool down.

Class Specific Skills:

Evasive Boost - This passive skill greatly boosts the Assassin's evasion stat by 50, allowing her a greater chance to evade attacks. (Not factored into the character sheet.)

Dagger Mastery - Allows for double base damage per hit. Does not double the damage of Shadow Damage dealing skills. Gained at Level 20.

Assassin's Defense - When an Assassin is raped to an orgasm (pussy ONLY), her body can release a powerful muscular contraction which takes 5% of the enemies maximum health, and hurts them enough to prevent them from attempting any moves for a full turn, and eliminates their chance to avoid an attack for that round. If she is sucked off or gripped in a pussy, nothing happens.

Class Specific Perks: +10 to rolls and -10 pleasure vs. Male Enemies

Class Specific Weaknesses: -10 to rolls and +10 pleasure vs. Female Enemies

Race Notes:

If she is an Elf, she has normal rolls against Ogre and Balaur Females, but takes +10 pleasure. She also has a -20 roll to female demons.

If she is a Mathosian, she has a normal roll against Male Tentacle Creatures.

If she is a Norn, she has a -20 roll against the Female Norn.

If she is a Sylvari, she will take double pleasure then +10 more against any Female plant creature, while taking double pleasure -10 against Male plant creatures.

Orientation: TANK Class

Available Weapons: Dual daggers.
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Necromancer Class: The necromancer excels in the use of Curse based magics intended to harm the enemy indirectly. Her skills can range from anywhere of lowering their resistances (and sometimes stripping immunities) of an enemy, and even causing them to attack their own allies! A necromancer can be extremely useful at higher levels as she gains more and more mana for her skills. In a rare twist of things, the necromancer shuns the use of raising minions, preferring not to reanimate the corpses of a demons. She does however create a special golem. Her forte is clearly casting her curse spells from afar, and a few attack spells of her own. She does however, prefer to remain out of melee combat. Like the Sorceress and Ritualist, she is vulnerable to up close and personal attacks, however she is the most durable of the caster classes. Necromancers have a special Flesh Golem pet that comprises the bulk of their actual "attacks". Necromancers receive 3 mana points for each Energy point and 3 HP per Vitality point.

Starting Stats:

Strength: 25
Dexterity: 35
Vitality: 30
Energy: 25
Intelligence: 35

Starting Accuracy: 175
Starting Magical Accuracy: 175
Starting Evasion: 175
Freedom Rating: 155
Sexual Freedom Rating: 145
Magical Defense: 175
Speed Rating: 175

Starting HP: 90
Starting Mana: 75
Starting Sexual Stamina: 145

Special Skills:

Amplify Damage - This skill allows the Necromancer to curse her target to receive DOUBLE physical damage, or strips Physical Immunity. Mana Cost - 5. The curse lasts 15 turns, or until the Necromancer is raped. This spell can't be resisted. Magical Attack. If an enemy is under the effects of Amplify Damage, your attacks can't critical hit.

Lower Resist - This skill curses target foe to take DOUBLE elemental damage, or strips all elemental immunities. Mana Cost - 5. The curse lasts 15 turns, or until the Necromancer is raped. This spell can't be resisted and can't miss. If an enemy is under the effects of Lower Resist, your spells can't critical hit.

Spiteful Spirit - This curses a foe to take any damage it inflicts back onto itself, damaging itself. Mana Cost - 10. The curse lasts 5 turns, or until the Necromancer is raped. This spell can't be resisted or miss. Useful when you have an ally to curse the creature trying to rape her. Your companion won't resist while this spell is active on her would be rapist, and it will deal whatever their pleasure damage is to their health, while your ally takes no pleasure. Has a 15 turn cool down from cast.

Shadow Strike - This allows the Necromancer to hit for 400 Shadow Damage. Mana Cost - 0. This spell can't crit hit. Magical Attack.

Bone Spear - This magic projectile deals 600 magic damage to her target foe if it hits. Mana Cost - 35 Level Gained: 5. Magical Attack.

Weaken - Curses target foe to have half their final rolls on attacks and defense, making them easier to attack or defend against. Mana Cost - 55. This curse lasts 5 turns, or until the Necromancer is raped. Cannot target a foe who has grappled or is raping an ally. Has a 15 turn cool down once it ends. Level Gained: 6. This spell can't be resisted or miss.

Siphon Energy - This curse allows the Necromancer to rip HP, MP and Stamina from an enemy, putting it into her own reserves. HP and MP gain is 50 while Sexual Stamina is 25. Damage dealt is 1000 Shadow Damage. This curse has a 5 round cool down. Level Gained: 8. Magical Attack.

Confuse - Curses target foe to become confused and attack a random allied monster with HP damaging attacks. Can only be used once on an enemy, and only twice in any combative round. Mana Cost - 150. This curse last for 5 turns, until the attacked enemy dies, or the Necromancer is raped, whichever happens first. This spell can't target a boss type enemy. Level Gained: 15. Magical Attack.

Shadowy Apocalypse - This allows the Necromancer to hit for 1500 Shadow Damage. Mana Cost - 200. Level Gained: 15. Magical Attack. This spell can't crit hit. Five turn cool down.

Class Specific Skills:

Magical Armor - This skill activates at the start of any combative round, shrouding the Necromancer in a protective "armor" that deflects incoming sexual pleasure, 25% of each attack. It will continue to absorb until it has taken a total of 200 damage, at which point the armor will fail and the Necromancer will be subject to the full intensity of her rape. As the Necromancer gains levels, the armor will absorb more damage, an extra 20 per level. Once the armor has failed, the Necromancer must free herself, or be freed from rape and any grapples, and remain free for ONE full round of turns, starting from the time she was free. If she is grappled before a full round has passed, the timer will reset.

Golem Strike - This skill is default, and so long as the Necromancer is free from rape and able to attack, the Golem will pound away with Physical Damage on her target. It does 100 damage per attack, increasing by 20 damage per level the Necromancer gains. It has a chance to critical hit along with her, and has it's own separate critical hit roll. It shares it's accuracy stat with the Necromancer, so if she doesn't buff up her melee oriented stats, the Golem will suffer.

Deathly Touch - The Necromancer has a small chance upon her orgasm to make her bodily fluids toxic to demons. She has a 10% chance of having her orgasm inflict poison status on her rapist. If she does, the poison does 100 damage every turn for six turns. If the enemy penetrates her again while under the effects of Deathly Touch, the poison will spread in it's body faster and be more aggressive, dealing 300 damage for each remaining turns she's being raped. Clever Necromancers may be willing to take a risk and if grappled, allow her attacker to penetrate her again and hasten it's demise.

Class Specific Perks: +10 to all rolls and -10 pleasure vs. demons of any kind.

Class Specific Weaknesses: -10 to all rolls and +10 pleasure vs. plant based creatures.

Race Notes:

If she is an Elf, she has a NORMAL roll against Female Demons, but still takes 10 less pleasure.

If she is a Mathosian, she has -20 rolls against tentacles penetrating her (Male Plants) and takes +10 Pleasure.

If she is a Sylvari, she takes double normal pleasure then adds +10 when facing a plant creature.

Orientation: NEUTRAL Class


Available Weapon: N/A
 

SiphonTalvesh

Lurker
Moderator
Nov 10, 2008
8,832
48
#2
Re: Planet of Pleasure: New Character Class Sheets!

Ritualist Class: The ritualist is a mystery to any who aren't of her way. She somehow communes with the spirits of fallen champions past and is able to use their spiritual energy to help heal the HP of her allies in combat situations where they take damage. She also has the unique ability to use soothing magics which when used on a character who is not grappled or actively being raped, lowers their accumulated pleasure. This can be highly useful to a tank companion has been raped extensively, but hasn't orgasmed yet and has managed to break free. This would allow them to effectively last a bit longer should they be raped again during that combative round. They are also capable of utilizing various weapon spells to enhance the power of an ally's (or their own) spells/weapons. While they do not receive any bonuses to a particular weapon, their weapon/spell buff spells, healing/soothing abilities and their powers of forcing information from fallen enemies souls more than makes up for their lack of any real offensive output. She is vulnerable to melee attacks herself, and has never really fought up close and personal. As such, if she is captured, she's a fairly easy rape victim, though not as easy as a sorceress. Ritualists receive 2 points of mana per Energy point and 3 life points per Vitality point.

Starting Stats:

Strength: 25
Dexterity: 35
Vitality: 25
Energy: 25
Intelligence: 40

Starting Accuracy: 180
Magical Accuracy: 200
Starting Evasion: 185
Freedom Rating: 160
Sexual Freedom Rating: 145
Magical Defense: 200
Speed Rating: 185


Starting HP: 75
Starting Mana: 50
Starting Sexual Stamina: 125

Special Skills:

Soothing Memories - This skill allows the Ritualist to restore 1D25 HP and 1D25 Sexual Stamina when cast. The skill can only be used on someone who is not being actively raped, and is not grappled. It may only be used once per six turns and only in combat areas. Mana Cost - 20 This skill gains more potential power with each level, upping it's D roll by +5 for every level you gain. Doesn't rely on accuracy ratings.

Splinter Weapon - This weapon spell allows the Ritualist to cause a weapon to magically attack all targets in the area for +100 damage. If this is placed on any weapon, and the attacker succeeds in hitting their target, the damage will be dealt in it's full to every enemy. This spell lasts 5 attacking turns, or until the Ritualist is raped. Mana Cost - 30. This spell also affects her OWN attack spells as well as that of her companions. It does not add to Shadow Damage skill. Doesn't rely on accuracy ratings.

Spirit Bind - This channeling spell is two-fold. It may be used to either take information from a recently killed enemy that could prove useful, or it can be used to briefly bind the spirit of a fallen enemy to serve as an ally. If it is used to gain information, the Mana Cost is 35. If it is used to bind the spirit as an ally, the Mana Cost is 55. This spell only lasts 3 turns or until the Ritualist is raped. If she is raped before her turn comes up, then her spirit ally will vanish and not attack, as it will attack directly after she does. It deals the same damage as whatever attack the Ritualist was trying to use. If used for information purposes, you get two questions, and that is all you will have time for. Doesn't rely on accuracy ratings.

Shadow Shot - This spell allows the Ritualist to hit an enemy for 400 shadow damage. This damage is immunity ignoring and cannot be reduced by any known method. Mana Cost - 0. This spell can't crit hit. Magical Attack.

Spirit Strike - This allows the Ritualist to hit for 800 Shadow Damage instantly. Mana Cost - 70. Level Gained: 5. This spell can't crit hit and can't miss. Magical Attack.

Surge of Power - This spell allows the Ritualist to hit for 500 Lightning Damage instantly. Mana Cost - 70. Level Gained: 6. Magical Attack.

Chain of Suffering - This spell allows the Ritualist to slam her enemy with 300 Shadow Damage up to 5 times, for a maximum of 1500. All parts of the chain must hit to achieve maximum damage. Mana Cost - 75. Level Gained: 8. This spell can't crit hit. Magical Attack.

Flash of Recovery - This skill allows the Ritualist to restore 50% of her target's HP, MP and Sexual Stamina instantly. Mana Cost - 100. Level Gained: 15. Doesn't rely on accuracy ratings. Has a fifteen turn cool down that does not share with Soothing Memories.

Spirit Rift - This channeling spell is perhaps the most powerful spell in the world. The Ritualist summons a rift beneath her target foe, which strikes for 2000 shadow damage to every enemy on the field. This skill is highly exhausting, and can only be used once every ten turns, regardless of if it hits. Mana Cost - 200. Shadow damage is immunity ignoring and cannot be reduced by any known method. Level Gained: 15. This spell can't crit hit. Magical Attack.

Class Specific Skills:

Spirit Shield - This shield allows the Ritualist to channel the energy of her pleasure from rape into a reflective shield. The shield blocks 50% of the pleasure she would suffer, and redirects half of that deflection back into damage of her enemy. The shield will block a total of 350 pleasure before it is exhausted, becoming unusable until the Ritualist has spent one FULL round of combat free of grapples, like the Necromancer's ability. It gains 20 more points to block with per level of the character.

Spell Mastery - Allows all attacking spells to deal double base damage. Does not double the damage of Shadow Damage skills. Gained at Level 20.

Spiritual Salvation - The Ritualist has a small chance upon being forced to orgasm for a rapist of making it forever turn against it's old ways, causing it to fight for her. While the skill is worthless on a boss, it is useful against it's minions. It can only activate on one enemy at a time however. This has a 10% chance of triggering with each orgasm she suffers.

Class Specific Perks: +10 to all rolls and -10 pleasure taken vs. Tar/Slime based creatures.

Class Specific Weaknesses: -10 to all rolls and +10 pleasure taken vs. Spider based enemies.

Race Notes:

If she is an Elf, she has a NORMAL roll against the Tar Demoness, but still takes 10 less pleasure.

Orientation: MAGE Class

Available Weapon: N/A
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Sorceress Class: The sorceress is perhaps the character with the largest offensive arsenal available. She focuses almost exclusively on casting elemental magics from a distance, preferring to stay out of melee combat. Because of her distaste for melee, she is highly susceptible to melee attacks, and if she is captured by an enemy and raped, she will succumb to her pleasure faster than any other class. However, she more than makes up for her sexual vulnerability with an impressive arsenal of elemental magic. She is capable of using fire magics, cold magics and lightning magics with equal ease. Without a question, her offensive potential is one of the best available. Sorceresses receive 4 points of mana per Energy point and 2 life points per Vitality point.

Starting Stats:

Strength: 15
Dexterity: 40
Vitality: 10
Energy: 45
Intelligence: 40

Starting Accuracy: 200
Starting Magical Accuracy: 200
Starting Evasion: 200
Freedom Rating: 150
Sexual Freedom Rating: 125
Magical Defense: 200
Speed Rating: 200


Starting HP: 20
Starting Mana: 180
Starting Sexual Stamina: 85

Special Skills:

Elemental Shot - This spell hits for 200 elemental damage if it hits. Mana Cost - 0. Choice of Fire, Lightning or Cold. Magical Attack.

Energy Blast - This spell deals shadow damage, and hits for 250 Damage. Mana Cost - 0. Shadow damage has no immunity and cannot be reduced. This spell can't crit hit. Magical Attack.

Elemental Punishment - This spell hits for 300 elemental damage. Mana Cost - 50. Choice of Fire, Lightning or Cold. Magical Attack.

Elemental Annihilation - This spell hits for 400 elemental damage. Mana Cost - 100. Choice of Fire, Lightning or Cold. Magical Attack.

Power Blast - This spell deals 700 Shadow Damage. Mana Cost - 100. This spell can't crit hit. Level Gained: 5. Magical Attack.

Blackout - This spell deals 1000 Shadow Damage. Mana Cost - 125. This spell can't crit hit. Level Gained: 6. Magical Attack.

Elemental Destruction - This spell deals fire damage in the form of a meteor, cold damage in the form of a chaos ice orb, and lightning damage via a thunderstorm all in one sudden cast. If this spell hits, target enemy foe is struck for 1500 total elemental damage, 500 from each element. Mana Cost - 200. This spell can only be used once every 10 turns as it is exhausting. Level Gained: 8. This spell can crit hit or be increased in damage by lower resist. Magical Attack. An enemy can be immune to part or even all of this attack. Not Subject to Spell Mastery Buff.

Tri-Elemental Annihilation - This spell deals a blending of all 3 elements, hitting for 1500 damage. Mana Cost - 200. Level Gained: 15. This spell can't crit hit or be increased in damage by lower resist. Can't Miss. Immunity ignoring. Has a cool down of 10 turns that is shared with Elemental Destruction due to it's exhausting toll. Not subject to spell mastery buff.

Dark Apocalypse - This spell deals 1500 Shadow damage instantly. Mana Cost - 250. Level Gained: 15. This spell can't crit hit. Magical Attack. This has a 10 turn cool down, and because of the drain on it you must wait 3 turns before casting Elemental Destruction or Tri-Elemental Annihilation.

Class Specific Skills:

Deflection Shield - This shield allows the Sorceress to block 75% of incoming sexual pleasure suffered when she is raped. The shield will continue to protect her until it has absorbed a total of 400 pleasure. Once it fails, the Sorceress will need to get free from grapples for a full turn of combat before the shield can be re-applied. It gains 20 points of extra blocking power per character level.

Spell Mastery - Allows all spells to have a double base damage. Does not double damage on Shadow Damage dealing skills OR Tri-Elemental Annihilation. Gained at Level 20.

Staying Frosty - When the Sorceress is raped to an orgasm, she has a small chance of unleashing a frigid blast of energy onto her rapist, causing it to suffer cold damage. She will deal 200 cold damage to her rapist, and cause it to be unable to move for a turn. However, if her attacker was immune to cold damage, or a boss monster she's in for a hot surprise.

Class Specific Perks: Takes 10 less pleasure from being stuffed by MALE cocks, and +10 to rolls. (Only for that attack). Tentacles do not count.

Class Specific Weaknesses: -10 to all rolls vs. a Succubus, and takes 10 extra pleasure from dick suckings by a succubus.

Race Notes:

If she is a Mathosian, she has a +20 roll AND -10 Pleasure taken when fighting Male Demons.

If she is a Norn, she takes -10 from her final pleasure number after it is halved, but -10 to her rolls for fighting another Norn.

If she is an elf, she takes 10 extra pleasure AND has -20 to her rolls when fighting Succubi.

Orientation: MAGE Class

Available Weapon: N/A
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Chantress Class: The Chantress is a mage/melee combo who focuses on buffs, and a few attack skills. Her buffs are EXTREMELY useful, both to herself and potential allies. She receives 2 life points per Vitality Point, and 3 Mana Points per Energy Point.


Strength: 20
Dexterity: 30
Vitality: 35
Energy: 40
Intelligence: 25

Starting Accuracy: 145
Starting Magical Accuracy: 125
Starting Evasion: 140
Freedom Rating: 125
Sexual Freedom Rating: 120
Magical Defense: 125
Speed Rating: 140


Starting HP: 70
Starting Mana: 120
Starting Sexual Stamina: 180

Mantra of Persistence - While this buff is active, each party member has 25% more Health, 20% More Mana and 30% more Sexual Stamina. This buff remains active from the time it is cast through an entire battle, unless the Chantress is raped. Once penetrated, the buff fails and must be recast later when she is free. Mana Cost - 50.

Mantra of Speed - While this buff is active, your companion is able to have two actions per turn. If they are being raped, they have two chances to escape penetration. If attacking, they can attack twice with the same skill at only the cost of one cast. This might be one of the more useful spells later in the game, along with Persistence. As with all buffs, if the Chantress is raped, the buff ends. This buff however only lasts for 10 turns regardless before it must be recast. Mana Cost - 50.

Replication - This skill allows the Chantress to replicate ANY ITEM in the game except an item that you can only have one of at a time upon their dropping. A highly useful skill, it is used at the end of a fight, so plan your mana usage wisely. Mana Cost - 60.

Holy Blast - This skill deals 300 Holy Damage if it hits, double against undead and demons. This damage cannot be reduced, nor enhanced, it will always do 300 damage to non demons or non undead, or 600 if they are demonic or undead. Magical Attack. Can't critical hit.

Smite - This skill deals 400 Holy Damage, double if against an undead or demonic opponent. Mana Cost - 50. Level Gained: 5. Magical Attack. Can't critical hit.

Beatdown - The Chantress goes into a flurry of hits with her staff, lashing out a total of 5 times, dealing 100 damage each time she lands a hit. She doesn't need to land a hit to keep the string going. Physical Attack. 3 turn cool down.

Divine Strike - The Chantress lands an immunity ignoring melee hit that deals 700 damage. Level Gained: 8. Physical Attack. 3 turn cool down. Doesn't stack with amplify damage, but it can critical hit.

Mantra of Power - This incredible buff COMBINES the effects of Speed and Persistence. It lasts from the time it is cast until the fight ends, or the Chantress is raped. Once it has been cast and broken, the skill enters a ten round cool down. Mana Cost - 250. Level Gained: 15

Holy Shock - This spell deals a wicked 1000 Holy Damage to every opponent on the field, doing double to undead, succubi or demons. Mana Cost - 300. Level Gained: 15. Considered a flash aura and does not need an accuracy rating. 10 turn Cool Down. This can't crit hit.

Class Specific Skills:

Sexual Frustration - The name to this is misleading to say the least. This passive skill doesn't block pleasure the Chantress suffers, nor does it increase her chances to avoid getting raped. Instead it allows her a little payback. When the Chantress is raped to an orgasm, her body rapidly channels the pleasure she suffers into raw energy, and upon her orgasm the Chantress's body will release this energy in the form of a directed blast of damage upon any enemy raping her at that time. The damage will be equal to her MAXIMUM Sexual Stamina, so to begin with an orgasm would deal 180 damage to any and all enemies who were alive at the time she suffered an orgasm.

Heavenly Delight - The Chantress can, once per battle, choose either herself or her ally to target with this. This spell allows for whoever is targeted to completely resist taking KP from that point on until she suffers an orgasm. Once the target has an orgasm, the spell is broken and she can gain KP again. Very useful in a situation where things aren't going well and you need a boost, or in combination with a class that can deal damage when they orgasm, allowing them a cheap way to kill something, or seriously mess it up. The only drawback to this spell is it consumes whatever mana the Chantress still had at that point, leaving her very limited until she can regen. If she has some potions though, this isn't such a loss. The Chantress can't cast if she is penetrated, or penetrating, but she can if she's grappled. Mana Cost: 100 to start. It has a 12 turn cool down after the protection ends, and can't be cast on both herself and an ally at the same time.

Melee Mastery - Allows the Chantress to deal double base damage with her melee attacks. Gained at Level 20.

Class Specific Perks: +10 to ALL rolls and -10 Pleasure against Bug type creatures.

Class Specific Weaknesses: -10 to ALL rolls and +10 Pleasure against Female Plant enemies.

Race Notes:

If she is a Sylvari, she will take double normal pleasure and add +10 more to that number vs. Female Plant Enemies AND have -20 to her rolls.

Orientation: NEUTRAL Class

Available Weapon: Staff.
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Spiritmaster Class: The Spiritmaster is essentially a mage similar to the sorceress, only she can summon spirits to aid her in battle. A Spiritmaster focuses on summoning Spirits and avoiding melee wherever possible. She can also attack from afar with her damage spells. A Spiritmaster may have multiple spirits out, but only one of each type of summon at a time. She receives 3 points of mana per Energy point and 2 life points per Vitality point.

Strength: 15
Dexterity: 30
Vitality: 15
Energy: 50
Intelligence: 40

Starting Accuracy: 160
Starting Magical Accuracy: 200
Starting Evasion: 170
Freedom Rating: 130
Sexual Freedom Rating: 105
Magical Defense: 200
Speed Rating: 170


Starting HP: 30
Starting MP: 150
Starting Sexual Stamina: 110

Summon Elemental Spirit - The Spiritmaster summons a Fire, Cold or Lightning damage dealing spirit, whichever one she chooses upon the casting of this spell. The Spirit can attack in one of two ways. If the Spiritmaster connects with an attack of any kind, the spirit instantly hits the enemy for the SAME amount of damage in it's element. If the enemy was cursed with lower resist, the elemental damage is doubled. If the Spiritmaster does not connect with an attack, this spirit deals 50 Elemental Damage by itself. Spirit attacks can't be avoided and will always connect, and will always attack the enemy the Spiritmaster is. This spirit lasts until it's HP is depleted by her special skill, or all enemies are slain, regardless of if the Spiritmaster is raped or not. However, if she is raped, the Spirit will randomly target the enemy with the lowest HP that isn't raping a player. Mana Cost - 0. This does not consume your turn unless you casted another spirit already this turn.

Summon Barrier Spirit - The Spiritmaster summons a spirit which forms a protective barrier around her, or an ally of her choosing. This barrier prevents an enemy from harming or raping the protected ally at a price. Each time the spirit protects it's target, it loses 50 HP. This spirit has 300 HP, so it can protect up to six times before it is slain. It will last either until it's HP is depleted, or it has been on the field for 10 turns. Mana Cost - 75. Once this spirit dies, it can't be summoned for fifteen turns. Does not consume your turn unless you casted another spirit already this turn.

Spirit Thrash - The Spiritmaster attacks with a shadow damage dealing attack which hits for 300 HP instantly. This type of damage can't be avoided, and there is no immunity to it. Mana Cost - 0. Magical Attack.

Spiritual Sap - This spell saps the energy out of a target enemy, causing them to be paralyzed for 5 turns, or until they are struck with an attack. While highly useful, this skill has a 10 turn cooldown, and can't be casted more than six times in a single fight, so use it wisely. It also can only be cast on an enemy who is not currently grappling or raping a woman. Mana Cost - 150. Magical Attack.

Spiritual Time Bomb - This highly useful spell simply is the best protection in the world. When cast, this spell instantly afflicts the target enemy with a prevention spell. This spell prevents an enemy from grappling for 3 turns, actually dealing 75 damage every time it tries to attack. As enemies will always try to attack, this can be highly useful to both prevent a grapple, AND deal damage. It may only be cast once every five turns, and only once per enemy in a fight, so use this VERY wisely. Mana Cost - 250. Level Gained: 5. Magical Attack.

Erosion - This spell causes an enemy to lose 400 HP every turn for 5 turns. Mana Cost - 175. Level Gained: 5. Magical Attack.

Elemental Bombardment - This spell deals 500 elemental damage of the girl's choice. Mana Cost - 200. Level Gained: 8. Magical Attack.

Shadows Grasp - This spell hits for 1000 Shadow Damage. Mana Cost - 250. Level Gained: 12. Magical Attack.

Deathly Embrace - This spell summons a one shot spirit who deals 1500 Shadow Damage with it's attack. Mana Cost - 350. Level Gained: 15. Magical Attack. Cool down of 6 turns.

Class Specific Skills:

Spirit Substitution - This skill allows the Spiritmaster to deflect 50% of the sexual pleasure she suffers when she is raped to be absorbed by her elemental spirit's HP. If for some reason she did not have an elemental spirit out then she will suffer the full brunt of the sexual pleasure crashing over her vulnerable body. If she had a barrier spirit active on someone else, then this skill will only reduce 25% of her sexual pleasure. Her elemental spirit starts with 350 HP, and gains 20 per level she gains. Once the spirit is killed, the Spiritmaster will have to cast it again before she can use this passive skill again. She must wait two turns after it dies and she is free to be able to cast a spirit again.

Kamikaze Spirit - The Spiritmaster may choose to send her Spirits on a suicide run, detonating them on any enemy not currently raping someone. Each Spirit will detonate their entire life force, so this skills damage is only limited by the remaining HP of ALL her spirits. The drawback to this skill is that she won't be able to summon any spirits for fifteen turns after using this skill. This skill is not affected by Mastery skills.

Spell Mastery - This allows the Spiritmaster to deal double base damage on all spells that don't deal Shadow Damage. Gained at Level 20.

Class Specific Perks: Takes 10 less pleasure when a cock is inside her, and +10 to rolls vs. Cock wielding opponents. (Only from that attack). Tentacles don't count.

Class Specific Weaknesses: Takes 10 more pleasure when gripped inside Succubus Pussy, and suffers -10 on all rolls vs. a Succubus.

Race Notes:

If she is a Mathosian, she has a +20 roll AND -10 Pleasure taken when fighting Male Demons.

If she is a Norn, she takes -10 from her final pleasure number after it is halved, but -10 to her rolls for fighting another Norn.

If she is an elf, she takes 10 extra pleasure (Pussy attack only) AND has -20 to her rolls when fighting Succubi.

Orientation: MAGE Class

Available Weapon: N/A
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There you have them, the new revised character classes. This thread will be used for posting the actual character sheets of your potential player characters, so post them here when you have decided which route to go. Leave all comments and such in the Signup thread, and keep this free for the character sheets. I will PM you if something needs fixing with your sheet.
 

SiphonTalvesh

Lurker
Moderator
Nov 10, 2008
8,832
48
#3
Re: Planet of Pleasure: New Character Class Sheets!

OK, so I was dumb and didn't include the races portion for these sheets.



Races:

Humans - Humans are the typical normal characters. Humans have no true natural weaknesses or strengths in terms of resisting rape.

Elves - Elves are a second race in the game. Elves are strong against Ogre and Balaur Rape but weak against Female Demonic Rape. +10 to all rolls against Ogre and Balaur Rape, -10 to all Female Demon Rape. Elves are more fertile than humans, so they require 1 less point on the dice roll to become pregnant, or impregnate their attackers. 8+ when raped by
anything other than an Elf or Mathosian. 7+ When raped by another Elf or filled by Mathosian seed. 6+ when forced to fill a Mathosian pussy.

Mathosians - Mathosian's are more powerful versions of humans and a third race in the game. Mathosians are strong against Male Demonic Rape but weak against Tentacle Rape. +10 to all rolls against Male Demon Rape, -10 to all Tentacle Rape. Mathosian's are more fertile than Humans, and give up their seed when pussy raped more easily than elves do. -1 point to
become pregnant, -2 points to impregnate their attackers. 8+ when filled by anything other than a Mathosian. 6+ when forced to fill an Elf pussy or filled by Mathosian. 5+ when forced to fill a Mathosian pussy.

Norn - Norn are larger and stronger than humans or Mathosian's, standing at nine feet tall. Norn are highly resistant to rape, taking only half the pleasure any other class does when raped. However, Norn have difficulty with resisting the call to mate with another of their kind, and when raped by one of them, Norn will suffer a -10 to all rolls against Corrupted Norn. Taking half pleasure does NOT reduce the KP they would gain, since they do take the pleasure, but they just don't feel it as much.

Sylvari - Sylvari are humanoid beings that are part plant. It is uncertain how these few survivors managed to escape the corruption of their species, but here they are. Sylvari are pure, meaning they take only half the KP from normal rape attacks, so they take longer to corrupt. However, Sylvari are extremely vulnerable to being raped by plant based enemies as they feel a kinship with them. When raped by a plant type enemy or trap, they will recieve double the pleasure, leading to faster orgasms.

Halflings - These are hybrid's between two species (Elves, Mathosians, Norn or Sylvari ONLY). The player chooses which two species to combine, and gains the benefits of both, but also the drawbacks to each as well.


You may officially begin posting character sheets in the thread that will be going up shortly for those purposes, and I will place approved sheets here.
 
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