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Temple of the Elders: Character Sheets


Mamono Assault Force

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Here's a thread where you can put your potential Temple of the Elders characters.

As of yet the only rules behind TotE character creation is that you can have two talents and must have one flaw. As of yet, races in DG aren't properly balanced, so all races are purely cosmetic, meaning you can be an angel if you really want, but you won't have super angel powers. You can also be a kitsune, but you won't be able to become a .

Summary:

-You must take 2 talents and 1 flaw

-Races are purely cosmetic

-You have 20 denarii to spend on equipment / You start out with normal 1AV clothing

-These use the DG4 rules.
 
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xivvix

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Re: Temple of the Elders: Character Sheets

First test toon!

Name: Amelia
Class: Gunslinger (Warrior)
Race: Badarian (Human)
Sex: Female

Primary Stats:
Body: 26
Mind: 14
Spirit: 10

Secondary Stats:
Hit Points (HP): 38 (26 + 7 + 5)
Pleasure to Orgasm (PP): 32 (13 + 14 + 5)
Spirit Energy (EP): 30 (13 + 7 + 10)

Speed: 26 (25 + 1)

Dodge: 9d10+10 ([2d10 + 6] + [1d10 + 4] + [1d10] + [2d10 {base}] + [3d10 {talent}]

Armor Value: 1

Perception: 16

Stealth: 16

Grapple: 5d10 + 1

Spirit Ceiling: 6

Resistances:
Reflexes: 13 (26/2)
Focus: 9 (26/5 + 14/3)
Willpower: 8 (26/5 + 10/3)

Defensive Bonuses:
Agile: +3d10 dodge

Experience: 0
Corruption: 0

Talents:
Agile - The character gets a 3d10 bonus to Dodge.
Skill with [Pistol] - The character gets a 3d10 bonus to attack rolls with the chosen weapon.

Flaws:
Fragile - Whenever the character’s HP falls below ½ of its maximum value, the character gains an instance of the Weakened status.
Infertile - The character cannot for any reason become pregnant, nor can they cause anything to become pregnant.

Mutations: 0/18

[WARRIORS ONLY]
Weapon Attack: 5d10 + 1 (+3d10 with pistols)
Badarian Revolver: (+5 attack) 3d8 + 4 damage, 30 foot range, 6 shots before reload, 2 round reload, ignores 15 AV
Fires Type 14 Badarian slugs, 2 additional shots with rapid fire, Incremental Reload
Sawed Off Shotgun: (+5 attack) 3d12 + 2, 10 feet, 2 shots before reload, 1 round reload, 10 AV ignored
Fires Shells, may fire up to 1 additional shots with rapid fire, fires in 30 degree cone or in a line (Considered a Pistol)
One Handed Blunt Weapon: 2d4 + 1 + 13


Skills:
Bayonet (Passive) - The character can use their ranged weapon as a melee weapon in a pinch. Pistols are treated as One Handed Blunt Weapons. Attacks made with these weapons are made at a -1d10 penalty to attack rolls but no longer cause the penalties of attacking with a ranged weapon in melee combat, and benefit from all skills that would benefit their melee category if used for a melee attack.
Quick Reload (Passive) – Decrease the reload time of any weapon wielded by the character by 1 round. Requires Skill with (any ranged weapon.)
Rapid Fire Specialist - The character can take extra attacks with a ranged weapon at a reduced penalty, up to the number indicated in the description of the weapon. These attacks take a -1d10 penalty to attack and a -2 penalty to damage, rather than the usual -10 and -4. The penalties are cumulative and the same penalties apply to each attack.


Pleasure Damage
Penetration: (2d8 + 8)
Foreplay: (2d4 + 6)

Inventory:
Badarian Revolver
Sawed-off Shotgun
Clothing: 1AV


Bio/Description:
A Badarian bounty hunter, looking for a big score. Terse and moody. Etc.


The OOC section:
Test character, yay!
 
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Rathuris

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Re: Temple of the Elders: Character Sheets

Syan the Warrior
Class: Warrior
Race: Badarian Human
Sex: Futa

Body - 32
Mind - 10
Spirit - 8

Stats
Hit Points (HP) = 61 (41+ 20)
Pleasure to Orgasm (PP) = 30
Spirit Energy (EP) = 29
Speed = 30
Dodge = 9d10 +4
Armor = 8
Perception = 17
Stealth = 17
Grapple = 6d10
Spirit Ceiling = 5

Experience = 0
Corruption = 0

Resistances
Reflexes = 16
Focus = 9
Willpower = 9
Talents, Skills and Flaws
Talents
Healthy - + 20 hp
Agile- + 3d10 to dodge

Skills
Advanced and Basic Magic Tricks (Arcane) - The character chooses an element, and may cast first and second level spells in that element.
Spirited Warrior - The character may pay X EP (up to a max of 10) in order to increase their Dodge by 2X, their Natural AV by X, all Resistances by X, a single Resistance by 2X, 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. The bonuses to Resistance granted by this skill only benefit offensive Resistance checks when used for Reflexes checks. The value of X may not be greater than 10 on any given round, but the EP may be spread across multiple bonuses.
Quick Draw

Flaws
Magic Word - A special word will cause Syan to kneel submissively and submit to another's will for several minutes to an hour.
Mutated - Has three mutations
Mutations 3/18
Night Eyes - Can see in the dark.
Futa
Giving Soul - The character involuntarily leaks spirit energy, bestowing it upon their partner (if any) whenever they would take PP damage. The character takes 5 EP drain and their partner regains 4 EP, affected as normal by modifiers to EP damage taken but always giving at least 1 EP.
Combat Stats
Melee Attack
Weapon Attack - 6d10 +4
Weapon Damage - 2d6 +16

Pleasure Damage
Penetration: 2d8 + 10
Foreplay: 2d4 + 7
Inventory
Battlemages Robes: AV = 8, EV = 0, TP = 25, DU = 1
Longswords 2d6 + Body/2, one handed
Description
Syan stands roughly 6' 2". Her body is soft and thin. Her body is curvy with a wide bottom and a thin waist. Her chest is a modest C-cup. Her hair is long and reaches her shoulders and is a tad darker then her fur. A single streek of silver hair runs down from her left temple. her eyes are a startling white, though close inspection reveals them to be a very pale blue.

She wears a pair of grey trousers, and a simple white tank top. A sleeveless grey robe overtop and leaving her thin arms bare. The robe hangs down to just below her knees and has a gap on each side. The robe looks like a kung fu robe.
Back Story
Syan was born in a simple town in the Badarian empire. When she could barely walk, a powerful wizard and his guards raided her village for supplies on their way home. After having captured the villagers and their stockpile he told his guards to chain three people and kill the rest. Three people were chosen, her sister and two of her friends. her sister and mother then begged the guards to spare Syan and take her with them. After they were refused they begged and offered sexual favours. After the two women throughly convinced the guards, they killed one of the other chosen prisoners and took the small girl. Knowing that the sister would not require breaking due to her younger sister being a possible target for her punishments and the prospects of having another guard.

And so Syan was raised as a prisoner within the mage's tower. Being trained from an early age to fight and guard the wizard. It was found out fairly early, that she was quite susceptible to suggestions and hypnosis, often requiring very little effort. After a few years the wizard was able to easily brain wash and condition Syan into the perfect guard. And was soon the wizard's favourite body guard, willing to do her master's every bidding and whim.

Syan earned her freedom one day when the mage was traveling to a city to visit a friend when they were attacked by a rival. After a brief and fierce struggle the rival laid waste to everything, and killing Syan's master. Syan was fortunate enough to be rendered unconscious by the magical battle, and awoke with very few wounds. After burying what was left of her master's body she set out to explore the world.
 
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thetwo

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Re: Temple of the Elders: Character Sheets

Katie Banert

Stats:
Class: Mage
Race: Badarian (Human)
Sex: Female

==Primary Stats==
Body: 10
Mind: 30
Spirit: 10

==Derived Stats==
HP: 30 (10+30/2+10/2)
PP: 40 (10/2+30+10)
EP: 30 (10/2+30/2+10)

Speed: 25
Stealth: 10 (sqrt(10*10))
Perception: 25 (sqrt(30*10)+8(Perceptive))
AV: 1 (clothes)
Spirit Ceiling: 6 30/5
Dodge: 7d10 (1d10+3d10+1d10+2d10(base))
Grapple: 2d10

Reflex: 9 (30/5+10/3)
Focus: 15 (30/2)
Willpower: 9 (30/5+10/3)

XP: 0
CP: 0

Talents:
Focus in Light (+10, +1d10 to-hit, +2 damage per level, +1 to buffed stats per level, and +2 body and 1 AV per level to summons, all for Light.)
Perceptive (+8 perception)

Flaws:
Fertile (+5 to pregnancy rolls)

Mutations: 0/18

==Mage Stuff==
Spell Attack: 6d10
Base Casting: 30
Favored Elements: Light
Magic Feats:
Mana Sculptor (Light) - Illusion utility spells gain +10 bonus on resistance checks. Light spells causing Blinded gain +8 to resistance checks.
Empower Spell - Pay 8 EP to increase effective spell level by 3, increasing DC by only 10 and upkeep (for buffs) by 3.

==Sex Stuff==
Penetration: 2d8+3
Foreplay: 2d4+3
+5 to pregnancy rolls

==Inventory==
Clothing (1AV) - A knee-length green dress, flat and plain. White cotton panties/bra.
2x Energy Potion (20g)

Fluff:
Description: A redhead, slightly below average height, and about twenty years old. Very conscientious of her appearance, which is one of beauty and almost naive innocence. A little flatter in the chest then she might like, but fairly average for that. Soft and pale, with freckles.

Bio: Katie was daughter to a wealthy noble in Badaria. Her life was easy and soft, and she reached adulthood almost completely innocent, living a life of luxury. And then the city was sacked. Things did not go well, but her family's privilege served her one last time, and delivered them unhurt from the city. Unfortunately, it cost them everything but the clothes on their backs. Katie watched as they were reduced to thieving and begging, and finally even realized that her mother was prostituting herself to feed them.

So Katie left. In the hopes that the reduced costs would spare her mother, and knowing that if she stayed she'd end up in the same place, eventually. It took a few very long months to get back on her feet, but learning her magic helped. And she managed it, eventually. She is still far from affording the silks and jewels that would have been a daily affair in her old life, but Katie knows now that the illusion of wealth is often as good as the real thing.

One day she hopes to have enough to find and 'save' her parents, if they still live. And in the mean time, the illusion of wealth gives her a chance to find the real thing.

OOC:
Extremely tentative character. May change my mind and save her for something else. But I'm provisionally interested in this sort of idea.

Log:
2014/06/10 - Initial Draft
 

Zilrax

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Re: Temple of the Elders: Character Sheets

Name: Laendis Silarks
Class: Spirit User
Race: Naga
Sex: Female

Body = 10
Mind = 10
Spirit = 30

Hit Points (HP) = 30 (10B+5M+15S)
Pleasure to Orgasm (PP) = 30 (5B+10M+15S)
Spirit Energy (EP) = 40 (5B+5M+30S)
Speed = 25
Dodge = 7d10 (7d10Ba)
Armor = 0 WA
Perception = 17
Stealth = 10
Grapple = 2d10
Spirit Ceiling = 8 (8EP)

Resistances
Reflexes = 9 (30S/5+10B/3)
Focus = 9 (30S/5+10M/3)
Willpower = 15 (30S/2)

Defensive Bonuses


Experience =
Corruption =


Talents
*Holy Mage - The character gains 2 + Spirit/20 Powers from the Holy Magic power list.

*Starseeker - The character gains 2 + Spirit/20 Powers from the Celestial power list.

Flaws
*Submissive (RP) - The character is naturally submissive, be it in bed, socially, or to a certain figure or idea. They are not naturally inclined to make choices for themselves.

Mutations: 0/18


Special Mutations

Weapon Attack = 2d10
Skills


Spell Attack =
Base Casting =
Favored Elements

Magic Feats


Power Attack = 6d10
Wielder Aptitudes
Power Gather - The character may, as a standard action, gather ambient energy from the air. They may use this energy only to pay the activation cost of a Power, and excess energy is wasted. They may gather an amount of energy (EP) equal to their Spirit Ceiling divided by 2 every round. This ability may be used for up to 3 consecutive rounds, and gathered energy doesn't affect whether or not a character spends over their Spirit Ceiling. Areas with higher or lower natural ambient energy changes the amount of EP that can be gathered from the air by 2 points per spell level (down for low energy and up for high energy), to a minimum of 1 EP per round. In addition, a character may trade their move action in a turn in which they use a power in order to get 2 free EP to spend on that power

Powers
Blessing
The character grants increased strength to themselves and their allies.
-Buff Power.
-The character pays X EP and X - 2 EP upkeep.
-The character gains a +3X bonus to attack rolls and Dodge, and a 2X bonus to Resistance checks, Bull Rush checks, Overrun checks, Swim checks, and Perception. Allied creatures within 30 feet of the character when this is activated gain a +2X bonus to attack rolls and Dodge, and a +X bonus to Perception and to defensive Resistance checks.

Lay on Hands
The character heals the wounds of themselves or their allies with a touch.
-Utility Power.
-The character pays X EP.
-Then, they choose any combination of the following effects:
1) If used as a standard 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) Instances of the Blinded, Deafened, Paralyzed, Stunned, and Weakened status may be removed for 2 EP each.

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.
-Damage Power.
-The character pays X EP. A character with Blessing active does not pay the HP cost and may trade points from the X value of their active Blessing in order to add them into the X value of this power as a free action, effectively reducing their Blessing by however much they trade and thus paying a reduced upkeep but giving this power a greater X value.
-Then, the character chooses one of the following:
1) A bolt of white fire strikes one creature within line of sight, which 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.
3) Empower a melee weapon or bullets. A melee weapon enhanced has a maximum X of 5, with an upkeep of X - 3, and deals an additional Xd10 fire damage. A character may enhance up to X bullets each of which gets a 1d12 bonus to damage. Empowered bullets become mundane again at the end of the encounter.
4) As an emanation going 10 feet plus 5 feet per 3 EP put into X, which deals (1d4 + 2) * X damage and, when hitting demons and undead, pushes them back to the edge of this radius unless they win a Willpower vs Reflexes check.
-This power always deals fire damage. Demons and Undead takes an additional X damage from this power if it would deal damage, and it always ignores any natural resistances to Heat/Fire that they possess.

Astrologer's Boon
The character grants a bonus to themselves or an ally.
-Buff/Utility Power.
-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 rolls, Resistance checks to resist hostile effects, defensive Bull Rush and Overrun checks, Swim checks, and Perception, as well as +X to weapon damage rolls.

Astral Wings
The character conjures a set of brilliant magical wings that grant them unusual powers.
-Buff Power.
-The character pays X EP. In addition, they must pay X - 3 EP upkeep every round.
-The character gains the ability to fly at twice their Speed, +3X Dodge, +2X to all Resistances and to Overrun checks, and +2X AV.

Void Touch
The character exposes a creature to an aspect of the void, with the power to drive a person mad, or to kill them outright.
-The character pays 3 + X EP and chooses one of the following:
1) Sound - The target creature is exposed to the sounds of the universe, driving them to madness. Touched creatures must win a Resistance check against a DC equal to 5X or be driven at least temporarily insane. This version also causes 2X damage and Deafens the target.
2) Sight - The target is shown a vision of a star being born up close, rendering them Blind and causing intense pain. The targeted creature takes 4X damage and is Blinded for X rounds.
3) Touch - The target is exposed to the void in full, taking 12X damage that ignores all non-magical AV and DR.


Succubus Power Attack =
Succubus Powers



Pleasure Damage
Penetration = 2d8+3
Foreplay = 2d4+2



Inventory
Clothes: AV = 0, EV = 0, TP = 25, DU = 2
Cost = 3 denarii, Cloth

Bio/Description


Laendis hatched on her own in the Badarian wilderness by the side of the road, abandoned by the female her egg had been planted in. Naturally in tune with the stars from the start, she managed to eke a life out in the wilderness.

Coming into age, she's met fae and learned many things from other species, though she feels very shy and uncomfortable around others, feeling uncultured and inexperienced by comparison. So when others decided to go into a tainted temple of some dark design, she followed along, hoping she can help protect them.

The Out of Character Section
 
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Tassadar

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Re: Temple of the Elders: Character Sheets

Assuming Trades are ignored for this game. Dunno if I should bring in mutations for established characters. Also CHARACTERS and such, dunno if I will actually into play.

Kavika
Class: Warrior
Race: Human
Sex: F

Body = 30
Mind = 10
Spirit = 10

Hit Points (HP) = 40
Pleasure to Orgasm (PP) = 30
Spirit Energy (EP) = 30
Speed = 30
Dodge = 2d10 + 3d10 + 1d10 + 1d10 + 3d10 + 1d10 = 11d10
Armor = 0 (0)
Perception = 17 + 3 = 20
Stealth = 17
Grapple = 6d10
Spirit Ceiling = 6

Resistances
Reflexes = 15
Focus = 3 + 5 = 8
Willpower = 3 + 5 = 8

Defensive Bonuses
Tumble Mod = 15
Bull Rush Mod = 5
Overrun Mod = 5
Orgasm Threshold = 2
Pleasure Resistance = 9

Class Bonus
Warrior’s Skill - The character gets 1 + Body/10 Skills, rounded down.

Reliance on Might - The characters gets a +5 bonus to weapon attack rolls, Bull Rush, Overrun, and Tumble, and to Resistance checks when using skills.

Experience = 0
Corruption = 0

Talents
Skill with Bows +3d10 to hit with bows
Agile +3d10 Dodge

Flaws
Fertile +5 to pregnancy rolls


Mutations: 0?/18


Special Mutations
None?

Weapon Attack = 6d10 +5
Skills 1 + 3 = 4
Rapid Fire Specialist (Passive) - The character can take extra attacks with a ranged weapon at a reduced penalty, up to the number indicated in the description of the weapon. These attacks take a -1d10 penalty to attack and a -2 penalty to damage, rather than the usual -10 and -4. The penalties are cumulative and the same penalties apply to each attack. Requires Skill with (any ranged weapon.)

Aggressive Fighting (Passive) - The character may trade dice from their Dodge to give themselves a bonus on attack rolls, up to a maximum of four. They may either trade a d10 from Dodge to get a d10 to any single attack, or trade a d10 from Dodge to get a +2 bonus to all attack rolls for the round. This skill may not be used in the same round as Defensive Fighting, while in a grapple, or while trying to Parry.

Evasion (Passive) - If the character's Dodge exceeds the attack roll of an area of effect attack, they take no damage rather than the usual 1/4. The character also gains a 1d10 bonus to Dodge and a +10 bonus to checks made to Tumble.

Ranger (Passive) – The character gets a +3 bonus to Perception, and gains the Tracking trade or increases it by 2 dice. With Skill with a ranged weapon that uses ammunition, this skill allows for crafting special Arrows/Bolts/Bullets for materials costing half the listed shop price.


Pleasure Damage
Penetration = 2d8+10
Foreplay = 2d4+8

Inventory
Dagger (6d10+5) 2d6+15
Shortbow (9d10+5) 2d8+10 30 feet, 1 shot, 0 round reload. Fires arrows, may fire up to 2 additional shots with rapid fire, Silenced
Clothes AV = 0, EV = 0, TP = 25, DU = 2
2 denarii leftover from equipment purchases


Bio/Description
Needs no introduction to RJ


Lenalee
Class: Mage
Race: Human
Sex: F

Body = 8
Mind = 30
Spirit = 12

Hit Points (HP) = 29
Pleasure to Orgasm (PP) = 40
Spirit Energy (EP) = 31
Speed = 25
Dodge = 2d10 + 4 + 3d10 + 1d10 + 1 = 6d10+5
Armor = 0 (0)
Perception = 17
Stealth = 9
Grapple = 1d10+3
Spirit Ceiling = 6

Resistances
Reflexes = 3 + 5 = 8
Focus = 15
Willpower = 4 + 5 = 9

Defensive Bonuses
Tumble Mod = 0
Bull Rush Mod = 0
Overrun Mod = 0
Orgasm Threshold = 1
Pleasure Resistance = 10

Class Bonus
Sorcerous Feats - The character gets 1 + Mind/20 Magic Feats, rounded down.

Sorcerous Dedication - The character gets a +4 bonus to casting checks.

Experience = 0
Corruption = 0

Talents
Focus in Lightning +15 to cast, +1d10 to hit, +2 damage/level, +1 buff/level, summoned creatures +2 Body and AV /level for spells from lightning.
Evoker Damage dealing spells are treated as one level higher for the purpose of how much damage they do.

Flaws
Fetish: Demons +8 to PP damage from demons

Mutations: 0?/18


Special Mutations
None?

Spell Attack = 6d10
Base Casting = +19, +34 for lightning spells
Favored Elements: Lightning

Magic Feats
Stormbringer (Lightning) – Spells that deal Electricity damage deal an additional +2 damage per spell level, and if they deplete more than half of a target’s max HP they also cause that target to gain the Paralyzed status. Requires Focus in Lightning.

Intensify Spell – 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, etc. These additional damage dice are treated like they were part of the base dice.


Pleasure Damage
Penetration = 2d8+3
Foreplay = 2d4+2

Inventory
Battlemages Robes: AV = 8, EV = 0, TP = 25, DU = 1
10 denarii remaining


Bio/Description
Lightning witch that I play under Haf.


Nadia
Class: Warrior
Race: Angel
Sex: F

Body = 30
Mind = 10
Spirit = 10

Hit Points (HP) = 40
Pleasure to Orgasm (PP) = 30
Spirit Energy (EP) = 30
Speed = 30
Dodge = 2d10 + 3d10 + 1d10 + 1d10 = 7d10
Armor = 0 (0)
Perception = 17
Stealth = 17
Grapple = 6d10
Spirit Ceiling = 6

Resistances
Reflexes = 15
Focus = 8
Willpower = 8

Defensive Bonuses
Tumble Mod = 5
Bull Rush Mod = 5
Overrun Mod = 5
Orgasm Threshold = 2
Pleasure Resistance = 9

Class Bonus
Warrior’s Skill - The character gets 1 + Body/10 Skills, rounded down.

Reliance on Might - The characters gets a +5 bonus to weapon attack rolls, Bull Rush, Overrun, and Tumble, and to Resistance checks when using skills.

Experience = 0
Corruption = 0

Talents
Skill with Swords 3d10 to hit with swords
Two Weapon Fighter Allows the character to fight with a weapon in each hand at a reduced penalty. Normally, fighting with two melee weapons would cause the character to take a -3d10 penalty to their attack rolls and take a -10 penalty to damage. With this Talent those penalties are reduced to -1d10 and -5 instead.


Flaws
Fetish: Energy Drain +8 PP when being drained of EP


Mutations: 0?/18


Special Mutations
None?

Weapon Attack = 6d10+5
Skills
Flurry – The character takes two attacks with each weapon, totaling to four attacks, but all attacks are made at a -3d10 penalty to attack rolls and take a -6 penalty to damage. These attacks need not all be against the same target. Requires Two Weapon Fighter.

Rend – The character takes a -1d10 penalty to all of their attacks for the round. If the character hits the same creature with both of their weapons in the same turn, they deal an additional 2d12 + 2 damage to that creature. This damage is added to the damage dealt by whichever weapon the character hits with second, and may only be dealt once per round to any one creature. Requires Two Weapon Fighter.

Whirling Death – The character gets a +8 bonus to their melee damage and Natural AV and get a 1d10 bonus to attack rolls with melee weapons, but take 5 points of damage per round that ignores all AV and DR and must attack at least once every round or have this skill be automatically deactivated. This skill lasts until deactivated and may be activated only once per combat. If a character using this misses all of their attacks for the round, they automatically fall out of Whirling Death and lose their standard action next round. Requires Two Weapon Fighter.

Quick Draw (Passive) - The character may draw their weapon or weapons or retrieve them from the ground without spending an action.


Pleasure Damage
Penetration = 2d8+10
Foreplay = 2d4+8

Inventory
Sword (9d10+5) 2d6+15
Sword (9d10+5) 2d6+15
When wielding both, 8d10+5 to hit and 2d6+11 damage each
Clothes AV = 0, EV = 0, TP = 25, DU = 2

Bio/Description
Redheaded angel I played under thetwo before he vanished.
 

dragoon93041

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Re: Temple of the Elders: Character Sheets

Sivis, Orc Mage

Name: Sivis
Class: Mage
Race: Orc
Sex: Futa

Body = 10
Mind = 30
Spirit = 10

Hit Points (HP) = 40 (30 B + 10 T)
Pleasure to Orgasm (PP) = 50 (40 B + 10 T)
Spirit Energy (EP) = 40 (30 B + 10 T)
Speed = 25
Dodge = 7d10
Armor =
Perception = 21 (17 B + 4 Sp)
Stealth = 10
Grapple = 2d10
Spirit Ceiling = 8

Resistances
Reflexes = 8
Focus = 15
Willpower = 8

Defensive Bonuses
Tumble Mod =
Bull Rush Mod =
Overrun Mod = ?
Orgasm Threshold = 1
Pleasure Resistance = 9

Class Bonus
Sorcerous Feats - The character gets 1 + Mind/20 Magic Feats, rounded down.

Sorcerous Dedication - The character gets a +4 bonus to casting checks.


Experience =
Corruption =


Talents
1- Focus in Arcane
2- Mental Fortitude
3- Focus in Body


Flaws
Mutation (Futanari, Soft Skin, Keen Eyes)

Mutations: X/18


Special Mutations


Spell Attack = 6d10
Base Casting = 19
Favored Elements= Arcane, Body

Magic Feats
Countermage

Pleasure Damage
Penetration = 2d8+3
Foreplay = 2d4+2


Inventory
Clothes
Dagger
Healing Potion

Trades

Perception =
Stealth =

Bio/Description
Born to a clan of necromancers but never liked it. Instead found more interest in spells, rather than spirits. Ran away from home but still likes the clothes.

More to be added.

Currently has three buffs activate at all times:
Thorns (disguised as dark green tattoos): 2d4+3 damage per turn to those grappling Sivis
Static: 2d4+3 EL damage per turn to those touching Sivis
Arcane Brilliance: +4 to perception


The Out of Character Section
 
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cross_grave

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Re: Temple of the Elders: Character Sheets

Talia
Class: Mage
Race: Human
Sex: Female

Primary Stats:
Body: 10
Mind: 30
Spirit: 10

Secondary Stats:
Hit Points (HP): 30
Pleasure to Orgasm (PP): 40
Spirit Energy (EP): 30
Speed: 25
Dodge: 7d10
Armor Value: 8
Perception: 17
Stealth: 10
Grapple: 2d10
Spirit Ceiling: 6

Resistances:
Reflexes: 8
Focus: 15
Willpower: 8

Defensive Bonuses:
Tumble Mod = 0
Bull Rush Mod = 0
Overrun Mod = 0
Orgasm Threshold = 1
Pleasure Resistance = 9

Class Bonus:
Sorcerous Feats - The character gets 1 + Mind/20 Magic Feats, rounded down.
Sorcerous Dedication - The character gets a +4 bonus to casting checks.

Experience: 0
Corruption: 0

Talents:
Focus in Fire - can cast Fire spells up to 5th level, +15 to Focus checks, +1d10 attack rolls, +2 damage per level, +1 to stat buffed by spell per level, +2 to Body and AV of summoned creatures per level;
Specialized Mage: Fire - double bonuses from Focus in Fire, cast level 1 Fire spells when Bound or in Submission Hold, can only use level 1 Water spells, can't take Focus in Water;

Flaws:
Fetish: Bondage

Mutations: 0/18

Weapon Attack: 2d10
Fist: 2d4 + 2

Spell Attack: 6d10/8d10: Favored
Casting Bonus: +4/+34: Favored
Favored Elements: Fire
Magic Feats:
Holder of the Secret Fire - fire spells ignore 10 AV and Resistance and deal +2 damage per level;

Pleasure Damage:
Penetration: 2d8 + 3
Foreplay: 2d4 + 2

Inventory:
Battlemages Robes: AV = 8, EV = 0, TP = 25, DU = 1
Energy Potion

Bio/Description:

Talia is a young sorceress of humble birth who studied under a retired witch of considerable skill and power. Unlike her teacher, who likes to deal with problems using subtlety, the young girl is fascinated by the flashy side of magic and thus had elected to walk the path of Explosions, to the point of mastering spells she probably should not have touched.

After completing her education with the older and significantly more level-headed witch, Talia had set out to live a life of adventure so she could find opportunities to practice her skills in the venerable arts of blowing shit up and setting everything on fire. Though she frequently travels alone, her pyromania had served her well thus far, keeping the girl safe from harm (others, not so much).

The OOC section:
First attempt at Mage. Let's see how much it's gonna suck.
 
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Mind Flayer

The Sexy Futanari Admin Goon
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Re: Temple of the Elders: Character Sheets

Elise
Name: Elise Langray
Class: Spirit User
Race: Angel
Sex: Herm

Body = 10
Mind = 10
Spirit = 30

Hit Points (HP) = 25
Pleasure to Orgasm (PP) = 30
Spirit Energy (EP) = 70
Speed = 30
Dodge = 7d10
Armor = 0 (6)
Perception = 17
Stealth = 10
Grapple = 2d10
Spirit Ceiling = 14

Resistances:
Reflexes = 9
Focus = 9
Willpower = 15

Defensive Bonuses:
Tumble Mod =
Bull Rush Mod =
Overrun Mod =
Orgasm Threshold = 3
Pleasure Resistance = 12

Experience = 8
Corruption = 126/200

Talents:
*Holy Mage - The character gains 2 + Spirit/20 Powers from the Holy Magic power list.

*Massive Energy Pool - The character gets +30 max EP.

*Natural Succubus (Succubus Powers) - Grants the character one Talent that they can only take from the Succubus Talents list. Cannot be chosen by succubi, cannot be the Superior X/Cross-Class Talents, and can be taken an extra time beyond the first for every 30 points in the character’s primary stat.

Flaws:
*Cursed (A bellybutton ring) - The character has some sort of curse, or alternatively a cursed item. The details of it and how severe it is must be worked out with your GM, but it must always be a significant penalty or problem.

Elise's Cursed bellybutton ring:
Elise's curse was placed upon her by a succubus, that stalked her weeks some time back, and tricked her into trying on a bellybutton ring that locked itself in place upon her. The curse made Elise into a herm, and also causes Elise's balls to fill with cum after every 8 hours that she goes without cumming, and every 1 hour after that, they subsequently fill more and more, until she reaches a full 24 hour period without cumming, with her balls slowly growing in size until she cums again. Once she reaches a full 24 hour period, Elise's balls are incredibly large, sensitive, and full of cum, to the point that she cannot stop herself and must actively seek relief, as if she had the horny status. The other problem with the curse is, masturbation will not help after taking on 4 of the one hour stacks beyond the first 8 hours, and Elise must seek out someone to have sex with, and will beg, plead, and whatever else, to try and get her release.

The size of Elise's balls grow to a max of about the size of grapefruits or so, maybe more with other flaws/mutations she might get. Dunno if the cursed item making her a herm would count as a mutation towards her 18, but I'm assuming it would.

*Hemophiliac - Whenever the character takes damage, they begin to bleed. For every round following and until the end of the encounter or until they are healed, the character takes 2d4 points of damage that ignores all AV and DR as if it were HP paid.

Mutations: 2/18
Futanari
Tail: A simple 4-5 foot long succubus like tail, but white, like Elise's wings, instead of black.

Special Mutations:


Class Bonus:
Mastery of Spirit - The character is better able to efficiently channel their power. They spend 1 less on summon and utility powers compared to non-wielders using powers, to a minimum of 3 EP. Their buffs costs 1 less EP to upkeep and 2 less to activate. Their damage and weapon powers except for Black Dragon are treated as if they had an extra 1 EP put into them for the purpose of how much damage they inflict.


Power Damage - 6d10
Wielder Aptitudes:
Crusader - The character gains a number of benefits when using Holy Mage powers.
-Holy Fire ignores resistances to fire damage and deals damage to creatures immune to fire as if they had fire resistance 20.
-The activation cost of Holy Wall is reduced by 2, and when activating it as a shield it grants an additional 4 DB.
-Blessing may also grant the character an aura that heals all allies within 30 feet by X for every round it's active for an additional 3 EP on activation and 2 EP upkeep after that.
-Lay on Hands may be used to remove any status effect or debuff save for Grappled, Bound, Webbed, or Submission Hold.
-When attacking with Cudgel of the Blessed the character may spend an additional 3 EP in order to force the target to make a Willpower check versus them or be Stunned.
-The character may pay an additional 2 EP when summoning faeries of tiers 1 or 2 using the Fey Servant power to ignore their secondary prices, and may summon faeries from different tiers and of different types at the same time.
-Binding gets a +3 per dice bonus to its attack roll and has its DC increased by 4.


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.
-Damage Power.
-The character pays X EP. A character with Blessing active may trade points from the X value of their active Blessing in order to add them into the X value of this power as a free action, effectively reducing their Blessing by however much they trade and thus paying a reduced upkeep but giving this power a greater X value.
-Then, the character chooses one of the following:
1) A bolt of white fire strikes one creature within line of sight, which takes (3d4 - 1)X damage.
2) All creatures within a 10 foot radius of any spot within 100 feet of the character take (2d4)X damage.
3) Empower a melee weapon or bullets as a free action. A melee weapon enhanced has a maximum X of 5, with an upkeep of X - 3, and deals an additional Xd10 fire damage. A character may enhance up to X bullets each of which gets a 1d12 bonus to damage. Empowered bullets become mundane again at the end of the encounter.
4) As an emanation going 10 feet plus 5 feet per 3 EP put into X, which deals (1d4 + 1) * X damage and, when hitting demons and undead, pushes them back to the edge of this radius unless they win a Willpower vs Reflexes check.
-This power always deals fire damage. Demons and Undead takes an additional X damage from this power if it would deal damage, and it always ignores any natural resistances to Heat/Fire that they possess.

Lay on Hands
The character heals the wounds of themselves or their allies with a touch.
-Utility Power.
-The character pays X EP.
-Then, they choose any combination of the following effects:
1) If used as a standard action, one touched creature regains 6X HP. If used as a move action, one touched creature regains 4X HP.
2) One touched creature gains 5X 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) Instances of the Blinded, Deafened, Paralyzed, Stunned, and Weakened status may be removed for 2 EP each with any other use of this power as a free action, or on their own as a standard action.

Cudgel of the Blessed
The character forms a weapon created from pure energy in their hands.
-Weapon Power.
-The character pays X EP and 1 EP upkeep.
-A blunt weapon appears in the characters hands, either one handed or two handed. This weapon deals (2d8 - 1)X + Spirit/4 damage. This weapon deals an additional X damage against Demons and Undead. In addition, this power grants the character the ability to use the Ground Slam skill so long as it is active, even if they do not have that skill normally.
-The character can attack in the same turn that this power is activated so long as they have used nothing else that takes up their standard action, but only using this power. This weapon counts as either a one handed or two handed blunt weapon depending on how it is described for all intents and purposes, and gets the attack bonus from the Talent if the character has the appropriate Skill with (weapon) Talent.



Succubus Powers:
Incredible Stamina (Passive) - The character can have 2 additional orgasms before gaining an instance of the Weakened status because of them, may choose to automatically ignore the first 5 PP damage that they would take every round even if they aren’t resisting pleasure via Willpower, and have the amount of EP that would be drained from them through PP damage that they take reduced by 5.

Self Control - The character can attempt to resist their orgasm. The character can only use this power when not resisting whatever pleasure they are receiving. They take pleasure as normal, and must win a Resistance check against a DC equal to the amount of pleasure exceeding their PP. Their PP is set to 0 at the end of the round if they win the check, and for every subsequent round in which this power is used add 4 to the DC of the check to stave off orgasm.. If they lose that check, they orgasm, and receive all of the penalties thereof. If a character would take multiple sources of pleasure, calculate them all at the end to determine the DC of the Resistance check. If the character would ever take more than their max PP in pleasure damage in a single round, the Resistance check for this succubus power automatically fails.

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 checks when trying to perceive anything other than the character. Whenever the character would deal pleasure damage to a creature it is increased by +5, even when via other succubus powers like Pleasing Gaze and Writhing Delight. A creature who is in danger of taking PP damage from a creature with this succubus power immediately gains the Excited status.


Pleasure Damage
Penetration = 2d8 + 3 + 5(Dazzling Beauty)
Foreplay = 2d4 + 2 + 5(Dazzling Beauty)


Inventory:
Elise's special sexy robes: AV = 6, EV = 0, TP = 30, DU = 2
Cost = 20 denarii, Cloth, (special created armor)


Bio/Description: (Elise Langray, just give her bigger and fuller angel wings. Also, since you can't see her boobs that well, they are perky DD-cups.)

Elise is a young and fairly innocent angel, who, while she's masturbated frequently, and by frequently, nearly every day, she has never actually had sex before. When she was a year off from coming of age, Elise met a hooded woman, who offered her a piece of jewelry, a bellybutton ring, to be exact, telling her that it would help make such a beautiful young angel, even more beautiful. Elise was intrigued by her offer, and decided to try said jewelry on, and when she did, it locked into place. As soon as the ring locked into place, Elise felt a change coming over her body, and collapsed to her knees, while the hooded figure flung her cloak off and cackled, revealing she was a .

Hazel grinned wickedly at Elise, and told her that the only way to break the curse, was to come find her and defeat her, and only then, would she release Elise from the curse, but that in order to get to her, she'd have to make it past her various succubi and other underlings first. With that, Hazel flew off, leaving Elise still sitting there in shock, as the changes on her body were finishing up, and she was turned into a hermaphrodite, her cock a full foot in length at full mast, and her balls that grew out of her, just in front of her extremely tight virginal pussy, were large orbs, nearly the size of her favorite fruit, limes.

After several weeks of trying to come to terms with her curse, and get used to having both sets of genitals now, Elise finally decided to set out in search of Hazel, to defeat her however she could, and hoping that she could manage to do so, and break her curse, which has constantly given her trouble on the road. She heard a rumor as she traveled, of a red haired succubus that might fit the description of Hazel, so Elise decided to take a chance and follow up on it.

OOC Stuff: Really I'd just prefer more female and futa foes, than male, aside from the more monstrous ones with tentacles, etc....

Aside from that, just no scat, guro, piss, and hardcore ryona and I'm okay with most anything else. If there's anything wrong with my sheet, lemme know so I can fix it.
 
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plmnko

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Re: Temple of the Elders: Character Sheets

Name: Qamra
Class: Warrior (grappler and unarmed style)
Race: Wolf girl
Sex: Female

[stats and all the stuff]
Body= 30
Mind= 10
Spirit= 10

Hit Points (HP) = 40
Pleasure to Orgasm (PP) = 30
Spirit Energy (EP) = 30
Speed = 30
Dodge =7d10
Armor = 0
Perception =17
Stealth =17
Grapple =6d10
Spirit Ceiling =5

Resistances
Reflexes =15
Focus =9
Willpower = 9

Defensive Bonuses
Tumble Mod = +5
Bull Rush Mod =+5
Overrun Mod = +5
Orgasm Threshold =
Pleasure Resistance =

Class Bonus


Experience = 0
Corruption = 0


Talents
Unarmed fighter(style) - The character deals Improved Unarmed damage when attacking without a weapon. In addition, the character gets a 3d10 bonus to Dodge so long as they aren't holding any weapons.

Grapple Expert - The character gets a 3d10 bonus to their Grapple stat.


Flaws
Mutated

Mutations: 0/18
Breeder
Craws +2 damage with natural weapons
Heat/Rut

Special Mutations

Weapon Attack = 6d10
Skills
Defensive Grappler –
When the character is in a grapple, they can make a single unarmed attack against any creature that is grappling them as a grapple action. This attack is treated as though the character and the creature were not grappled, but takes a -1d10 penalty to attack and a -4 penalty to damage rolls for each hostile creature participating in the grapple besides their target. Using this skill does not require that the character win the grapple check for the round and resolves before the grapple check, but they can take no grapple action in a round in which they use it. Requires Unarmed Fighter.

Flurry of Blows –
The character can strike repeatedly. They may take up to 4 additional attacks, but for each attack beyond the first the character takes a cumulative -1d10-2 penalty to attack rolls and a -4 penalty to damage for all attacks made that round. The same penalties apply to each attack. Requires Unarmed Fighter.

Brawler (Passive) -
The character may join grapples against prone or stunned enemies as a free action. The character no longer takes a penalty to Dodge when grappling, can dodge AoE attacks as if they weren't in a grapple so long as they aren't Bound or in a Submission Hold, and can move creatures into the way in order to take attacks if those attacks would miss, resulting in an automatic hit so long as they have won the most recent grapple check whenever an attack from outside of the grapple misses them. Requires Grapple Expert.


Pleasure Damage
Penetration: 2d8 + Body/3
Foreplay: 2d4 + Body/4



Inventory
Clothing: 1AV
(A skimpy translucid blue top with a painted cock and the words "FEED ME" on the front. skimpy short pants all of this cursed so she cant think in remove them)


Bio/Description

Bio
Qamra come from a dynasty of honorable warriors and their fame has grown with the time until soon or later they got the attention of something. This extraplanar thing randomly choice between them and teleport Qamra to the temple without anyone notice the event, but not before change her powerful wolf kind body into one more human sexy like and weak, corrupt her to be a natural breeder, dress her in shameless cursed clothes and let her without weapons for the strange spiritual being desires to see some fun and test her and her kind as secondary reason to do all this. It was a fortune than Qamra can defend herself without a weapon

OUT STUFF

No problem with any fetish out of Gore and hard Ryona. My favorites are tentacles and sluttyfication mutations on the MC until break and turn into a concensual breeder by a slow process of struggling and many defeats of course. Im not against futa, maybe i cant stant completely testicles on women and i preffer than the MC stay away of get turned into a futa until a long time.
 
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Fmokou

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Re: Temple of the Elders: Character Sheets

Name: Freya Estrelita
Class: Warrior
Race: Human
Sex: Futa

Body = 30
Mind = 10
Spirit = 10

Hit Points (HP) = 40 (B30+M5+S5)
Pleasure to Orgasm (PP) = 30 (B15+M10+S5)
Spirit Energy (EP) = 30 (B15+M5+S10)
Speed = 30
Dodge = 8d10 (B3d10, M1d10, S1d10, Ba2d10, T1d10)
Armor = 11 (T3+A8)
Perception = 17
Stealth = 17
Grapple = 6d10
Spirit Ceiling = 6

Resistances
Reflexes = 15
Focus = 8 (B5+M3)
Willpower = 8 (B5+S3)

Defensive Bonuses
Tumble Mod = +5
Bull Rush Mod = +5
Overrun Mod = +5
Orgasm Threshold = 1
Pleasure Resistance = 9

Class Bonus
Warrior’s Skill - The character gets 1 + Body/10 Skills, rounded down.

Reliance on Might - The characters gets a +5 bonus to weapon attack rolls, Bull Rush, Overrun, and Tumble, and to Resistance checks when using skills.

Experience = 0
Corruption = 0


Talents
Heavy Weapons Specialist (Style) - A character with this Talent gets a 1d10 bonus to weapon attack rolls and a +8 bonus to damage on melee attacks so long as they are using a two handed melee weapon.

Heavy Hitter - The character deals +6 damage on melee attacks with one handed weapons, and a +8 bonus on melee attacks with two handed weapons.

Flaws

Mutated 3 (Max 12) - The character gains a number of mutations, which DO count towards becoming Warped/Supernatural.

Mutations: 3/18
Futanari - If selected by a female character, they grow a penis. If selected by a male character, they grow a vagina and boobs. Futa's will generally be more feminine than masculine regardless of their original sex.

Lactation - The character begins to lactate, and any pleasure they take due to their breasts being touched is increased by 2. Can only be taken by female characters.
Healing Milk - Creatures/people that ingest the characters milk heals 1d6+4HP per turn drinking. Cannot be taken if the character has Drugged Milk.

Special Mutations
None

Weapon Attack =
6d10+5 (B6d10, W+5) Or with Two-handed weapons 7d10+5 (B6d10, T1d10, W+5)
Great sword
2d12 + 31 (B15+T8+T8)

Skills

Guillotine (Passive) - When the character makes an attack against a target with less than 30 HP or half health remaining (whichever is lower,) makes an attack that brings the target below or 30 HP remaining, or deals more than half their target's max HP in damage with a single attack, they make a Reflexes check against that target. On success, the target dies (or falls unconscious depending on fluff) instantly. Requires Heavy Weapon Specialist. The character also gets a +5 bonus to Parry checks against targets with less than half health.

Slay – The character takes a -2d10 penalty on their attack roll and a -2d10 penalty to Dodge until their next turn. In exchange, their bonus to damage from Body increases by one step, usually from +Body/2 to +Body. Requires Heavy Weapons Specialist.

Terrify (Passive) - Whenever the character kills an enemy, all other enemies within 30 feet that have line of sight must make a Willpower check vs a set DC or be unable to attack the character that round. Failing three of these checks in a single combat generally causes a creature to either retreat or surrender. The DC for this check is equal to the damage dealt on the killing blow divided by 10, and then multiplied by the tier of the monster. (Damage/10) * Tier in other words. Characters with the Foul Aura mutation get a +4 bonus to this DC, and characters with the Nightmarish Image power active gain the bonus to Resistance provided by that power to this DC as well.

Aggressive Fighting (Passive) - The character may trade dice from their Dodge to give themselves a bonus on attack rolls, up to a maximum of four. They may either trade a d10 from Dodge to get a d10 to any single attack, or trade a d10 from Dodge to get a +2 bonus to all attack rolls for the round. This skill may not be used in the same round as Defensive Fighting, while in a grapple, or while trying to Parry.

Pleasure Damage
Penetration = 2d8 + 10
Foreplay = 2d4 + 7


Inventory
Great sword
Revealing Armor: AV = 8, EV = 0, TP = 25, DU = 1

Bio/Description
Freya was born in an order of female knights that was famous for eliminating corrupted across the land. Freya’s mother, Tessa, was but a lowly servant of the order, and Freya was supposed to be raised as one. However, Esmeralda, the next in line to be the leader, saw potential in Freya as a warrior, and decided to take custody of her. Esmeralda treated Freya as a daughter, and raised her like one. Esmeralda taught Freya how to use her immense strength, and said that just like her, she was better off fighting with brute force rather than skill. At the same time Esmeralda taught Freya some half serious morals about knighthood. Esmeralda never intended Freya to follow those morals as strict as she does. Esmeralda noticed the affects her stories had on Freya, she would never attack someone unaware, and even let them draw their weapon or give them one. It was also no surprise that Freya refused to finish off or attack an unarmed or surrendering opponent, no matter how likely it was that they would take advantage of it. Esmeralda even saw Freya giving first aid to enemies that requested it. Of course, Esmeralda tried her best to teach Freya that sometimes you shouldn’t do those things, but she tried warning her way to late as Freya would always reply with “You told me yourself that’s what knights are like, and I strive to be just like the knights from your story.’’

While that was going on, the order was at its peak. They successfully eliminated corruption wherever they went, leaving quite a name for themselves. The order of Sylanna, named after the current leader, became swiftly well known. However, when a recruit named Valerie joined, everything started to go bad. Battles were lost, a lot of girls didn’t come back, and some a lot of them came back pregnant, and they showed multiple signs of the girls getting corrupted. The one behind this, Valerie, was a succubus that wanted to turn this little order of knights, into her own personal harem, which she could whore out to the corrupted. Her plan was to slowly corrupt the knights from the inside, while guiding them into ambushes, it worked a lot better than she expected. Those who she couldn’t seduce were sent on suicide missions, to be captured and enslaved or to fall to the corrupted beasts that roamed the lands.

After the ranks were thinned out enough, Valerie set her final plan in motion. She convinced one of her lackeys, to tell Sylanna and Esmeralda about a slaver corrupted slaver gang, which would utterly destroy them. With them out of the way, she could finally turn the order into her own personal playground. However, Esmeralda managed to survive, and what was worse, when she became the one in charge, she choose Freya as her right hand, instead of Valerie. Valerie already had trouble corrupting Freya, making things a lot harder for her. It didn’t help that Esmeralda seemed a lot more perceptive and intelligent then sylanna, it would only be a matter of time before she got found out, with Esmeralda in charge. Valerie had to get close and corrupt Esmeralda as quick as possible, but with Freya constantly close to Esmeralda, she couldn’t do anything. However, one of Valerie’s lackeys revealed a delicious secret about Freya, apparently no matter what they did to her in her sleep, she wouldn’t wake up. Apparently Freya had been a popular sex toy among those she seduced, as they would nightly rape, and clean her up before she woke up. This gave Valerie an idea, if she could corrupt Freya, and seduce her, Valerie might be able to have Freya betray Esmeralda, and send Esmeralda on a suicidal mission. Her plan seemed to be working, Freya started to lactate and grew a big cock, and to top things off, her milk became rejuvenating, making it the favorite drink amongst her lackeys. Freya wasn’t far off from becoming completely broken, as every morning she felt completely exhausted, and her nipples were always sore and swollen. She couldn’t talk about this to Esmeralda, the shame would could kill. Instead, she asked advice from the most intelligent person she knew, Valerie. Valerie almost wanted to jump in joy when she came to her, as she knew just the place to escort Freya too. Her mind would surely break at that temple, if she would ever return from it. So, Freya sets of together with Valerie, to “cure” what’s wrong with her.

The Out of Character Section
 
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