Tainted Princess

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Tainted Princess

Postby Mark3000 » Mon Nov 30, 2015 5:09 am

Story

Spoiler (click to show/hide):

Once, the land of Avalon was threatened by the Demon King Lucien. His army crushed all those who opposed him. The key to his success was his harem. Military Leaders & Concubines, Fierce Warriors & Monster Breeders, these women could turn the tide of any battle and soon became known as Lucien’s Tainted Princesses. The name came from the dark tattoos that covered part of their body and the way one of their eyes seemed to glow a bright red. Before Lucien and his Tainted Princesses could conquer Avalon, The Order of Unbound Light sealed him away and defeated his Tainted Princesses.

300 years have passed and an earthquake has shaken the land. The Order of Unbound Light discovers that Lucien has escaped from his prison. There are also disturbing reports coming in from all around Avalon. Lucien has be spotted around land raping women were ever he goes. He seems to approach each of his targets differently. Some are seduced by him while others are taken by force. All of Lucien’s victims end up with a tattoo which seems to be similar to the ones found on the Tainted Princesses from the past. It also seems that the mark attracts monsters and men alike to the victim who will use them for their own desires. Many have broken under the power of Lucien’s influence.

You are also one of his victims. You now bare his mark and pursued by all manner of creatures. To free yourself of this curse you attempt to find Lucien and put an end to him machinations.


Mechanics

Main Stats:
Spoiler (click to show/hide):

Strength: For Physical Attacks, Grappling, Physical Feats
Dexterity: For Evasion, Sneaking, Throwing weapons
Constitution: For Guarding, Poison Resistance,
Intelligence: For Spells and Knowledge Rolls
Wisdom: Diplomacy, Tracking, Magical Resistance

To start out with you get five initial stats, 10 (0), 12 (+1), 14(+2), 16(+3) and 18 (+4) like in Ability scores D&D. You assign one to each stat. You can also take an 8(-1) instead of a ten and add 2 points to any other stat.

Health Points (HP): Base Value + Con Bonus
Orgasm Points (OP): Base Value + Wis Bonus
Evasion: 10 + Dex Bonus

The success of your character’s actions is determined by a d20 Roll. The difficulty of the action will determine what you need to roll to succeed.

Easy (5)
Average (10)
Hard (15)
Impossible (20)

A natural roll on the dice of 1 is a critical failure (worst case scenario) and a natural 20 on the dice is a critical success (best case scenario).

Currency:

The basic Currency of the Avalon is the Silver coin. Each character has a certain about of wealth based on a D20 roll to start out with.

1:10 SC
2-5: 50 SC
6-10: 100 SC
11-15: 250 SC
16-18: 350 SC
19-20: 500 SC


Combat:

Spoiler (click to show/hide):

When you confront an enemy, you and the enemy roll initiative to see in what order you go (D20 + Dex). The side with the highest initiative will go first. So if a player gets the highest initiative, it will go:

Players>Enemies>Players>Enemies>etc.

Every player gets 10 AP (Action Point) per post to act. Some of these actions include:

Attacks:
• Melee Weapons: 5-10 AP
• Ranged Weapons: 6-8 AP, +1 Hit for every additional AP used.
• Light Attack: Use half the AP to perform an attack at half strength
Full Retreat: 10 AP (Make a Retreat roll [Dex] to leave combat)
Knockdown Recover 4 AP (Get up from being knocked down)
Grapple: 8 AP (Grab opponent with a Str roll, Neither you or opponent can be attacked, grappled targets evasion drops to 5), Grapple Actions include:
• Submission Hold: AP 5 (Do HP Damage equal to your Str Bonus)
• Erotic Hold: AP 5 (Do OP Damage equal to your Wis Bonus)
• Strip: AP 5 (Remove the target's Armor with a Dex Roll)
Movement: 1-10 AP
Hiding or Stealth Movement: 2 AP
Guard: 4 AP (Don’t Evade next turn, Reduce Damage taken by half along with defense)
Dodge: 5 AP (+5 to Evasion)
Use Items (Including throwing weapons): 2 AP
Performing a check (Spot, Listen, Knowledge, etc): 2 AP

To attack:
Your Hit Roll: (d20+Bonus (Str, Dex or Int)) Against your opponent’s evasion
Damage: Weapon Damage + Bonus (Str, Dex or Int) – Defense (Armor + Con Bonus)
Spellcasting: Healing; No Roll unless stated for skill.
Damage Dealing; Hit Roll vs. Evasion, Damage: Magic Damage - (Wis Bonus)
Effect: d20+Int vs. d20 + Con or Wis bonus

When Defense is greater than Attack, Damage is reduced to 1.
Critical Damage results in 3 time the damage of a normal attack before subtracting for defense.


Positioning:

Spoiler (click to show/hide):

In combat you can be positioned at one of three distances way from an enemy, Striking distance, Rearguard or Long Range. Moving between these distances requires AP. The amount is listed below.

Enemy___(Striking Distance)__4AP __(Rearguard)____10AP___(Long Range)

You may also end up using additional AP to traverse terrain or reach a certain position (Uneven land, move up and down stairs)
Ranged weapons and Spells have a max range from where they can be used. When used outside that range you take a -4 penalty to hit.


(Rear)______>(Enemy)_____>(Front)
^
|
|
(Side)

Front: Normal Combat
Rear: Bonus to Grapple Rolls (+4) and Melee Zone attacks (+4 Hit, +2 Damage), Instantly targeted by enemy
Side: Bonus to Grapple Rolls (+2) and Melee Zone attacks (+2 Hit, +1 Damage)
Enemies will always face the character that attacked them last.
Going from Front to side requires 2 AP & a Dex roll (Average). While moving from the front to the rear requires 4 AP And a Dex Roll (Hard)


Magic:
Spoiler (click to show/hide):

Spells are made up of either the Four Elements (Water, Wind, Fire, Earth) or The 2 Divine Energies (Holy, Fel)

Use the elements and energies to describe a spell and list the effect. The more elements you use for the spell, the stronger it will become and the higher the AP cost. Spells used outside of combat have a limited uses. Spells are cast using an Int roll. Each mage class can create 5 Spells and each level a mage character can create a spell or update one of their old spells.

Spell crafting Rules:
• AOE spells and multiplayer buffs require 2+ Elements
• 1 Element Spells: (6-7 AP),
• 2 Element Spells: (8-9 AP), AOE, multiplayer buffs, One Turn Cooldown
• 3 Element Spells: (10+ AP), AOE, multiplayer buffs, Two Turn Cooldown


Skills and Classes
Each Player picks a base class that has a set of skills to choose from. You can pick 5 abilities on the list for your character. Every level you can add a skill or update one

Duelist
Spoiler (click to show/hide):

Fighters who put everything they have on the line to show their fighting prowess
Base HP: 10 Base OP 5
Skills
Heavy Weapon Proficiency: (+1 Hit for STR weapons) or Light Weapon Proficiency: (+1 Hit for Dex weapons)
Parry: Cost: 3 AP; Deflect an opponent’s attack next turn (Hit Roll) and launch a counterattack
Feint: Cost: 3 AP; Make a Wis Roll, if successful, opponent’s Evasion is reduced by half
Leaping Strike: Cost: 8AP, Perform a light attack from the Rearguard landing in Striking distance Does Double Damage
Wrath: At 25% HP Expand Critical Range from 17-20
Wide Maneuver: Cost: 2 AP, Move to the enemy’s side from the Rearguard
Combo Attack: Cost: 4 AP, Follow up a light attack with a regular attack that never misses.
Drawing Strike: +2 Hit, +2 Damage on your first attack
Back step: Cost: 2 AP, When using Dodge, if successful move back to the Rearguard Distance.
Side Swipe: Cost: 8 AP, Can only be done at an opponent’s side. (Weapon damage + 4)


Knight
Spoiler (click to show/hide):

Those charged with the duty to protect the weak. They are the shield which guards the land
Base HP: 12 Base OP 4
Skills
Vanguard: +3 to Initiative
Shield Strike: Cost: 4 AP, Damage equal to Str bonus & Stun target at Striking Distance
Skyward Shield: Cost: 2 AP, Block incoming Projectiles when moving towards target.
Provoke: Cost: 3AP, Attract attention of the enemy for three turns
Endure: 50/50 Chance of surviving a fatal blow with 2 HP
Battle Cry: Cost: 4 AP, All allies in melee range get +1 to Hit Rolls for three turns
Guardian: Cost: 3 AP, Protect an ally within Rear Guard range for a turn. +1 CON Bonus for turn.
Heavy Weapon Proficiency: (+1 Hit for STR weapons) or Shield Proficiency: (+1 CON Bonus for Shields)
Honourable Combat: When facing an opponent face to face at Striking Distance, get +1 hit & +1 CON Bonus
Charged Bash: Cost: 10 AP, Move from Rearguard to Striking Distance and follow with a attack (Weapon Damage + Knockdown)
Heavy Attack: Double the AP of your Attack and increase the damage by x2


Marksman
Spoiler (click to show/hide):

Be it a gun or a longbow, these archers never miss their shot.
Base HP: 8 Base OP 5
Skills
Sniper: +1 hit when attacking from Long Range
Adjustment: Cost: 1AP, +2 hit After missing an attack
Perch: When Hidden at Long Range, +1 Hit to attacks
Pre-emptive Strike: Perform one free action at the start of a battle
Lone Wolf: If there are no allies or enemies near you at long range +1 hit & +2 Damage
Marked Arrow: Cost: 8 AP, Targets hit with this arrow loses 2 evasions & take + 2 Damage for three turns
Rolling Kick: Cost: 4 AP, Kick an enemy in Striking distance to disable them (Str bonus + Knockdown)
Hawkeye: Double AP of your attack. Increase Critical Range of bow attacks from 17 - 20
Bow Proficiency: (+1 Hit for Bow weapons) or Gun Proficiency: (+1 Hit for Gun weapons)
Crippling Shot: Cost:10 AP, Regular Attack Damage +
Arm (Reduce enemy damage by 2) or
Leg (Reduce enemy evasion by 2, Can’t move)
Sniper's Pride:After using a Marksman skill, Reduce the AP used for your normal attack next turn by 2 AP


Ranger
Spoiler (click to show/hide):

Attuned with nature, these archers spend their time in the forest.
Base HP: 8 Base OP 5
Skills
Stalker: +1 to Stealth rolls when at Long Range or outside combat
Natural Acumen: +1 to all rolls when outdoors
Hunter Traps: Develop traps to ensnare targets. 4 AP to lay trap.
Double Arrow: Cost:8 AP, Perform two bow attacks at 75% damage each.
Animal Bond: Befriend an animal companion to come to your aid. Your companion gets you create.
Field Medic: Cost: 4 AP, Heal Ally for 5 HP and remove ailments. Must be within range of each other
Numbing Arrow: Cost: 7 AP, Bow Damage + Sleep Effect
Serpent Arrow: Cost: 7 AP, Bow Damage + Poison Effect
Bow Proficiency: (+1 Hit for Bow weapons) or Animal Proficiency: (+1 Hit to Animal companion attacks)
Trick Arrow: Cost:10 AP, Attack hits target the next turn with +5 Damage


Vagabond
Spoiler (click to show/hide):

A rogue who survives day by day, with a knife in one hand and a pistol in another.
Base HP: 8 Base OP: 5
Skills
Knockout Shot: Cost: 6 AP, Light Attack + Stun targets at Striking Distance
Swift Retreat: After you miss attack, from Strike to Rearguard with 1 AP
Jagged Dagger: Cost: 7 AP, Weapon Damage + Bleed
Grapeshot Blast: Cost:7 AP, 50% Pistol Damage to all enemies at Striking & Rearguard distance
Sneak Attack: Melee Attacks from the Rear do double damage. Range Attacks get another +4 Hit
Quick-Footed +1 Evasion against Melee attacks
Dual-Wielder: Switch to using Twin Pistols or Twin Daggers (Damage x 1.5 (round up))
Light Weapon Proficiency: (+1 Hit for Dex weapons) or Gun Proficiency: (+1 Hit for Gun weapons)
Smoke Bomb: Cost: AP 4, ( Attempt to Retreat at no AP cost or make a Dex Roll (Average) to make a sneak attack
Venom Vial: Cost: 2 AP, Apply poison to your weapon or throw it at an opponent.
Fan of Knives: Cost:7 AP, 75% Dagger Damage to all enemies at Striking Distance
City Slicker: +1 to all rolls when in the City.


Paladin
Spoiler (click to show/hide):

A warrior of The Order of Unbound Light. You crush those who would do evil onto the innocent.
Base HP: 12 Base OP: 4
*Create 1 Basic Holy Spell
Skills
*Choose 1-2 knight skill
Divine Protection: 6 AP Choose a player, they don't take OP damage that turn
Holy Shield: Block one Magic or Physical Attack
Piety: Reduce OP Damage by 1
Sacrifice: Cost: 4 AP, Reduce HP to give to an ally
Smite: Cost: AP 2, Holy Spells get +2 to Spellcasting Roll
Band of Brothers: When next to an Ally, receive +1 to Str & Con Bonus
Heavy Weapon Proficiency: (+1 Hit for STR weapons) or Shield Proficiency: (+1 CON Bonus for Shields)
Retribution: 10 AP Absorb damage for a turn, add that damage to your next attack
Divinity: 50% chance to resist poisons and lust effects


Bard
Spoiler (click to show/hide):

A traveler whose songs liven the hearts of all those who hear it. They travel trying to bring hope and joy to all those around them.
Base HP: 6 Base OP: 6
*Create 1 Basic Wind Spell
Skills
Song of Bravery: +2 To Str & Dex, 6 AP to Maintain
Song Of Shelter: +2 Con, 6 AP to Maintain
Song of Cunning: + 2 to Int & Wis, 6 AP to Maintain
Cleansing Ballad: Cost: 8 AP, Make a Wis Roll (Average) All allies recover 2 HP
Power Ballad: Cost: 8 AP, Make a Wis Roll (Average) All allies get + 2 AP for that turn)
Center Stage: 2AP: Double the effect of your songs. Enemies will focus on you for two turns.
Soothing Ballad: Cost: 8 AP, Make a Wis Roll (Average) , all players recover 1 OP)
Ballad of Heroism: Increase Ally’s Max HP by 5, 4 AP to maintain
Song of Encouragement: Wis Roll: Allies get +5 when performing an action


Spellblade
Spoiler (click to show/hide):

Ones who seek to train the mind and body. They use the elements to enhance their swordsmanship.
Base HP: 8 Base OP: 4
*Choose Two Elements or one Element and one Divine Energy, Create 2 Spells
Skills
Elemental Harmony: Learn to harness an additional element
*Choose two duelist or two mage skills
Enchanted Blade: Cost: 4 AP For ten turns, use your Int bonus for melee attacks
Delay Spell: Store a spell within your weapon using the AP cost. Launch the spell when you attack.
Counter spell: Cost: 6 AP (Evade or block an attack and counter with a spell)
Invigorated: +1 Evasion after casting a spell
Charge Attack: Cost: Weapon AP+ (Store magic in your blade to attack, Does Weapon Damage +1 damage for every additional AP spent charging the weapon. Can charge for 1 turn)
Mobile Mage: Reduce AP used for movement after casting a spell by half
Endowment:
Cost 4 AP, Use one of your chosen elements to enhance your blade:
• Fire ( +1 Damage)
• Water (+1 Evasion)
• Wind (+1 Spellcasting/Hit)
• Earth (+1 Defense)
• Holy (+2 HP on hit)
• Fel (Poison, -2 HP Per Hit)
Empowered Spellcasting: Sacrifice Normal Attacks to learn 2 additional spells


Sovereign
Spoiler (click to show/hide):

You are of royal blood which has afforded you every privilege. It is up to you to lead the people
Base HP: 10 Base OP: 4
Skills
Elite Education: Learn two skills from any class except Vagabond, Spellcaster
Divine Right: Players gets + 5 to initiative roll.
Monarch’s Punishment: Cost 10 AP, (Weapon Damage and Knockdown)
Order: Tactical Strike: Increase the critical range of your ally's attack to 18-20 but reduce your defense by 2 for one turn; Two turn cooldown.
Royal Command: Cost 4 AP, (Choose one ally, they get to move first that turn.)
Order: Dignity of the Crown: Cost 5 AP, Reduce OP damage by 1 for 3 turns
Order: Grace of the Crown: Cost 5 AP, Restore HP by 2 for three turns
Order: Protection of the Crown: Cost 5 AP, Increas by 2 for three turns
Marching Orders: Cost 10 AP, All allies +2 hit, +1 Damage. On the first turn, The AP consumption for all actions is reduced by 1
Reinforcement: Cost 4 AP, If in the Rearguard, Follow up an ally’s attack with your own, Player ends up in Striking distance)


Magic Users
Spoiler (click to show/hide):

Elementalist:
Student, Researchers and observers of the natural world. They apply their knowledge to manipulate the natural forces around them.
Base HP: 8 Base OP: 5
Elements: Wind, Water, Earth, Fire

Warlock:
Practices of the forbidden arts, their magic twists the world around them to fit their desires
Base HP: 8 Base OP: 6
Elements: Fel, Choose Two Elements

Cleric
Servants of The Order of Unbound Light or Priests and Priestesses of other religions. They seek to bring comfort to those who suffer.
Base HP: 10 Base OP: 4
Elements: Holy, Choose Two Elements

Skills:
Inscription: Store a Spell in a scroll, reduce spell AP cost but also strength
Focused Mind: When : If there are no allies or enemies in Long or Mid-Range +1 to spellcasting roll
Compression: Cost 1 AP,Reduce the range of a spell to striking distance, Increase it's power by 1.5
Summon Familiar: Summon a Familiar to aid you. This skill can be used to summoned your familiar to your location or revived them out of combat.
Fast Caster:The first spell during your first turn cost half AP
Prolonged Ritual: Double AP of your spell. Increase Critical Range of Magic attacks from 17 - 20
Heavy Impact: Increase the strength of you three element spells
Chain Casting: 4 AP: Follow up a One Element Spell with another One or Two Element Spell that uses the same element. The second spell must have a different name then the first. This can only be done once per turn.
Studious Mind: Reduce OP damage by 2 after a turn you've casted a spell
Favorited Element: Spells that use your favorited element gain +1 to spellcasting roll
Magic Circle: 2 AP: Turn a single target spell into a multi target or AOE spell, reduce the spell's power by half.


Lust Points:
Spoiler (click to show/hide):

As your character has sex, they accumulate Lust Points (LP). As they do, the tattoo on your body will begin to spread. At 100% the mark will cover your entire body and you will become a Tainted Princess. Whether you resist it or give in is up to the player at that point. Lust points can be decreased with the help of members of the Order of Unbound Light. As long as your LP is below 55, it can go away over time or a certain number of posts.

Loss by OP dropping to 0 - 1LP
Sex with non-magical person/creature - 1 LP
Sex with magical creature - 2 LP
Sex with multiple non-magical people/creatures - 3 LP
Sex with multiple magical people/creatures - 4 LP
Sex with multiple magical and non-magical creatures - 4 LP
Sex with an Elite Creature (Bosses) or another Marked Woman– 5 LP
Sex involving double penetration - +1 LP
Sex involving body alteration - +1 LP
Impregnation - +1 LP
Willing submitting - +1 LP
Sex with offspring or relative - +2 LP

Lust Thresholds - The different effects when your LP reaches certain points. These effects are cumulative. Someone with 100 LP will have every affect listed. Someone with 78 would every effect of 75 LP and lower. Someone with 15 LP would have the effects of 5, 10, and 15 LP.
Total LP 5 - Dirty Thoughts: Must roll willpower roll to resist sexual advances from the race or creature that brought you to 5 LP.
Total LP 10 - Addicted: Must roll a willpower roll (Average) to resist any kind of sexual advance
Total LP 15 - In Heat: All willpower roll to resist sexual advances are now classified as Hard, all LP gained is doubled.
Total LP 25 - Always Horny: Automatically fail all willpower rolls to resist sexual advances of magical creatures, Gain EXP when having sex equal to LP gained.
Total LP 35 - Cumdump: Automatically fail all willpower rolls to resist any sexual advance.
Total LP 55 – Tainted Maiden: Must have sex once every 24 hours or suffer -1 on all rolls due to physical/mental addiction. LP can only be lost via magic henceforth. EXP gain from sex doubled
Total LP 75 - The Scent: Magical creatures bent on sex can detect your presence within several miles.
Total LP 100 (MAX) – Tainted Princess - LP can no longer be lost under any means short of divine intervention. Your reputation is known and you will be sought out far and wide.


Mark of the Tainted Princess
Spoiler (click to show/hide):

The mark bestowed upon you by Lucien has special effects that imbue the holder with his power. But the power comes at a price. Those who have lain with Lucien may end up with one of three marks:

Mark of the Empress
http://www.buzzle.com/images/tattoos/pr ... tattoo.jpg

Empress’s Vitality: Reduce OP to 1, Recover half your Max HP.
+1 LP from
• Impregnation
• Sex with non-magical person/creature (s)
At LP 65 Must be Impregnated within 24 hours or suffer -1 on all rolls due to physical/mental addiction

Mark of the Lovers
http://www.tattoostime.com/images/501/T ... Design.jpg

Lover’s Embrace: Reduce OP to 1, Gain +4 to all Hit Rolls for the battle.
+1 LP from
• Willing submitting
• Sex with multiple partners
At LP 65 Must have sex with multiple partners once every 24 hours or suffer -1 on all rolls due to physical/mental addiction

Mark of the High Priestess
https://s-media-cache-ak0.pinimg.com/23 ... b14686.jpg

Priestess’s Wisdom: Reduce OP to 1, Increase AP by 5 for three turns.
+1 LP from
• Sex involving body alteration
• Sex with magical creature(s)
At LP 65 Must have sex with magical creatures once every 24 hours or suffer -1 on all rolls due to physical/mental addiction


Empowering The Mark

Spoiler (click to show/hide):

If you let yourself be drawn into the power offered by the mark, you can strengthen it. When you level, you can increase your LP you can enhance the effect of your mark. From Lv 1 -> Lv2 is 5 LP, From Lv2 -> Lv3 is 10 LP. This can be done after leveling or after doing something that nets LP.

Mark of the Empress:
Lv1: Empress’s Vitality: Reduce OP to 1, Recover half your Max HP.
Lv2: Empress’s Lasting Vitality: Reduce OP to 1, Recover ¾ of your Max HP
or Empress’s Grace: Reduce OP to 1, Recover your party’s HP by 2
Lv3: Empress’s Everlasting Vitality: Reduce OP to 1, Recover all of your HP
or Empress’s Everlasting Grace: Reduce OP to 1, Recover your party’s HP by 4

Mark of the Lovers
Lv1: Lovers’ Embrace: Reduce OP to 1, Gain +4 to all Hit Rolls for the battle.
Lv2: Lovers’ Lasting Embrace: Reduce OP to 1, Gain +8 to all Hit Rolls for the battle.
Or Lovers’ Passion Reduce OP to 1, Increase Critical Range to 17-20 for two turn
Lv3: Lovers’ Everlasting Embrace: Reduce OP to 1, your next two attacks can’t miss.
Or Lovers’ Everlasting Passion Reduce OP to 1, Increase Critical Range to 13-20 for two turn

Mark of the High Priestess
Lv1: Priestess’s Wisdom: Reduce OP to 1, Increase AP by 5 for one turn.
Lv2: Priestess’s Lasting Wisdom: Reduce OP to 1, Increase AP by 8 for one turn.
Or Priestess’s Serenity: Reduce OP to 1, Increase the effectiveness of your Natural Abilities. (Increase Buffs & Racial Bonuses by x2)
Lv3: Priestess’s Everlasting Wisdom: Reduce OP to 1, Increase AP by 10 for one turn.
Or Priestess’s Everlasting Serenity: Reduce OP to 1, Greatly increase the effectiveness of your Natural Abilities. (Increase Buffs & Racial Bonuses by x3)


Races:

Spoiler (click to show/hide):

Human
Humans are also said to be descendants of Titans. It is said in the Scripture of the Unbound Light that humans lived a wretched existence before they found the first light, the sun. The human race has spread to every inch of Avalon thanks to their industrious nature. They are also the most adaptable of the races which allowed them to deal with Lucien 200 years ago.

Racial Bonus: +1 to Any Stat Bonus

Elf
Because of their long lifespans, the most elves of Avalon remained secluded in their capital of Vestaheim within the Aurora Woodlands. This isolation led to a divide forming among them. There were those that wanted to interact more with the outside world and those that wanted to seal the forest from all others. This debate came to a head when humans visited their land seeking their help. However, even after opening up their land to assist in the battle against Lucien, this debate persists

Racial Bonus: +1 Hit

Beastman
The Beastmen were once made up of various clans spread throughout Avalon. During Lucien’s campaign, he enslaved the Beastmen and turned them into his mindless servants. When he was sealed, many of the different clans descended into madness and became nothing more than monsters. However, the one’s that remained sane devoted their lived to remaining free and became nomads.

Racial Bonus: +1 Evasion

Jotunn
The Jotunn are one of the older races to walk Avalon. They are said to be the descendants of the Titans that once walked the land and shaped the land. While not as large as the giants that roam the Kingdom, they tower over most other races at 7 to 8 feet. Because of their rouged bodies they tend to live in harsh areas such as the northern mountains and the southern desert.

Racial Bonus: +3 HP


Leveling:
Spoiler (click to show/hide):

Over the course of the game you earn xp. When your character gains a level, they get plus 2 to any stat and the chance to learn a new skill or improve an old one. Spellcasters must choose to improve a spell or a skill.


I'll be back to include starting weapons, armor and a character sheet if there is any interest.

Accepted Character Sheets:
Kassandra Honeydew- VintageBass
Spoiler (click to show/hide):

Name: Kassandra Honeydew
Age: 38
Race: Beastman (Holstaur)
Mark: Mark of the Lovers (Lover’s Embrace: Reduce OP to 1, Gain +4 to all Hit Rolls for the battle.)
Appearance: Image
10 inches when erect (because it can't be Kassy without being a herm)

Background: Kassy was, and still believes, to be a farmer at heart. While she grew up learning the ways of fighting against evil, her main interest was trying to keep everyone fed and working out in the field. This hasn't stopped her training, which allowed her to adapt using her tools in a way no other paladin would use them for. Plus she prefers a more non-lethal approach to things, and even then she would rather go for a peaceful route instead of taking up arms and fight it out. If it means that she can live a peaceful life keeping the people of her home well-fed and living solemnly without monsters or criminals coming in to ruin the peace, then it's all in a day's work.

Of course, this change when a mysterious handsome stranger came into town and invited the paladin for a night out. Accepting out of being entranced by the stranger, the next thing she knew was she got a tattoo and little memory of the events. She wasn't sure if it was from what she drank, ate or some other kind of magic, but whatever happened, Kassy wants to seek out who was responsible for this and make sure that this doesn't happen again.

Class: Paladin
Weapon: Halberd (Shovel (Lightened, Sharpened) (AP: 7, DMG 7)
Armor: Medium (Chain) (+2 DMG Resist, -1 Evasion)

Skill:
- Guardian: Cost: 3 AP, Protect an ally within Rear Guard range for a turn. +1 CON Bonus for turn.
- Hono(u)rable Combat+: When facing an opponent face to face at Striking Distance, get +2 HIT & +2 CON Bonus
- Piety: Reduce OP Damage by 1
- Band of Brothers/Sisters: When next to an Ally, receive +1 to STR & CON Bonus
- Divinity: 50% chance to resist poisons and lust effects

Spell:
- Holy Word: Cost 7AP Within 10 ft, any non-good creature that hears the holy word suffers from the following ill effects:
• Equal Level: deafening for 1d4 rounds
Blessed Milk: Cost 10 AP, allows Kassandra to lactate healing milk for 10 HP, while inflicting 1 LP to herself
• Produces ~2qts/day, Max. storage 6qts, drinking cures fatigue and counts as a meal


Stats:
Level: 3
Strength: 20
Dexterity: 8
Constitution: 20
Intelligence: 12
Wisdom: 14

Health Points (HP): 17
Orgasm Points (OP): 6
Evasion: 9
Defense:7
Lust Points: 3
EXP 6/30
Silver Coins: 300


MASigma-Preia Gleamgale
Spoiler (click to show/hide):

Name: Preia Gleamgale
Age: 20
Race: Human (+1 to Int Bonus)
Appearance
Image

Mark: The High Priestess (Priestess’s Wisdom: Reduce OP to 1, Increase AP by 5 for three turns.)
Background: Preia lost her family at a young age to a monster attack, having managed to survive herself only through a Paladin’s intervention, the kind warrior having taken Preia to a monastery where she was raised. Preia from a young age sought to both heal others and to make monsters like the ones whom took her parents from her pay, wanting to become the sort of hero the Paladin whom saved her had been… though she made due by becoming a Cleric as she made due with what she had available. As she grew her passion only skyrocketed, making for quite the headstrong young woman whom couldn’t get enough of the praise she got through healing those around the area of the Monastery and taking out small fry monsters. In time Preia moved on, wanting to truly make a difference in the world… though she found herself not as well off out in the world, doing all she could to heal people while never making it in time to deal with those responsible... the fact it wasn't always monsters being the enemy also was quite a shock to her, her upbringing having bit a tad sheltered as she ran into the evils people like herself could perform, in time making her less trusting in some cases. Of course in time her path met with Lucien's own... leading to the marking on her body and the loss of her innocence. Priea refuses to let what happened stop her, letting it fuel her anger at the monster she is now hunting before the mark he placed upon her ruins her forever.

Class: Magic User (Cleric)
Weapon:Oracle Staff (Str Weapon, AP 7, Damage 5, +1 to Spellcasting rolls and damage, +2 healing for Holy Spells)
Armor: Light Armor
Item:
Blessed Milk: +10 HP, 1 Uses
Elements: Holy, Fire, Earth
Skill:
Compression: Cost 1 AP,Reduce the range of a spell to striking distance, Increase it's power by 1.5
Fast Caster: The first spell during your first turn cost half AP
Heavy Impact: Increase the strength of you three element spells
Chain Casting: 4 AP: Follow up a One Element Spell with another One or Two Element Spell that uses the same element. The second spell must have a different name then the first. This can only be done once per turn.
Studious Mind: Reduce OP damage by 2 after casting a spell

Spells:
Heal: Cost: 7 AP Holy Spell that heals up to 8HP+1 per point INT bonus.

Fire Bolt: Cost: 7 AP Fire spell that deals up to INT + 5 damage.

Tremor: Cost 7 AP Earth Spell that knocks enemies close enough off their feet. (Con to resist)

Shining Gleam: Cost 6 AP Holy Spell that blinds the enemy, dealing 6HP of damage to anything weak to Holy Damage in addition. turns (Wis to Resist)

Fire Ball: Cost 8 AP Fire + Earth Spell A Large ball of fire that can take on all enemies before the caster. Does INT + 2 Damage to all enemies


Stats:
Level: 3
Strength: 10
Dexterity: 16
Constitution: 12
Intelligence: 20
Wisdom: 16

Health Points (HP): 11
Orgasm Points (OP): 7
Evasion: 13
Defense: 2
Lust Points: 0
EXP 4/30


Lorielle-Aria Halshefont (Withdrawn)
Spoiler (click to show/hide):

Name: Aria Halshefont(Hal-sha-font)
Age:26
Race:Human
Appearance:
Spoiler (click to show/hide):
Bio: A wandering Knight, maybe more of mercenary now. Aria has roamed the land helping those in need providing small towns with a serviceable militia acting as a trainer for hire after she decided that city life was too much for her. She stuck to the road never staying in one place for too long, though she did long for battle, but one unfortunate night during camp a shadowy but stunning figure found its way to her camp and had its way with her, after the event Aria awoke her spirit shaken, but also a new found purpose in her soul some sort of mark of right above her heart a sore reminder of the fate that has been bestowed upon her. Now she seeks out any information regarding the mark and how to be rid of the fate given to her and any allies who may help her.


Class:Knight
Weapon: Greatsword AP8 Damage6
Armor: Heavy +3 DR, -2 Evasion
Health Points 16/16
Orgasm Points 6/6
Evasion: 10
Defense: 7
LP:0
Level: 2
EXP 4/20
Silver Coins: 500
Mark: Mark of the High Priestess
Strength: 18
Dexterity: 14
Constitution: 18
Intelligence:8
Wisdom:14

Skills
Vanguard: +3 to Initiative
Endure: 50/50 chance to survive a fatal blow with 2 hp.
Battle Cry: Cost: 4 AP, All allies in melee range get +1 to Hit Rolls for three turns
Heavy Weapon Proficiency: (+1 Hit for STR weapons)
Honourable Combat: When facing an opponent face to face at Striking Distance, get +1 hit & +1 CON Bonus
Charged Bash: Cost: 10 AP, Move from Rearguard to Striking Distance and follow with a attack (Weapon Damage + Knockdown)


Sharya Rosimor-FragranceofMtDew
Spoiler (click to show/hide):

Name: Sharya Rosimor
Age: 22
Race: Elf
Appearance:
Image
Mark: Mark of the Empress (Empress’s Vitality: Reduce OP to 1, Recover half your Max HP.)
Background: Sharya has lived a very peaceful life in the Aurora Woodlands up until now, spending every day exploring, hunting, adventuring.... and being forced to study when her tutors catch her. Being a somewhat whimsical child, Sharya often gets bored studying the same things for too long, giving many a tutor headaches. As a result, her knowledge and skills are all over the place making her a jack of all trades. But whatever she learns, she always manages to find a way to put it to use in her daily adventuring.

During one such adventure she was attacked by a strange man in the forest. Despite her skills with magic and blade, she was defeated in an instant. When she awoke she was completely naked, with a strange mark on her body and little doubt as to what had happened to her after she lost. She set off the very next day in search of revenge, though that was little more than a pretense. What she really wanted was a real adventure, not exploring the same forest day after day, and to do that she would need to go out into the world that her elders insisted she was still too young to explore.

Class: Spellblade
Weapon: Rapier (Sharpened, Lightened) 5 AP 5 DMG
Armor: Light (cloth)
Items:
Talisman: +1 Magic Defense
Blessed Milk: +10 HP, 1 Uses
Elements: Fire, Holy
Spells: Holy Regeneration - 6 AP. Buffs self or ally for 5 turns. Regain 2 HP at the end of each turn. 3 charges

Flame Spear - 7 AP. A conjured flame spear is thrown long range at a target dealing INT + 5 Damage. +1 hit for every additional AP spent.

Phoenix Rising - 9 AP. Imbues the party with holy flame. Downed party members are revived with 1 HP. All others are healed for 3 HP.

Skill: Drawing Strike: +2 Hit, +2 Damage on your first attack
Combo Attack: Cost: 4 AP, Follow up a light attack with a regular attack that can't miss
Endowment:
Cost 4 AP, Use one of your chosen elements to enhance your blade:
• Fire ( +1 Damage)
• Holy (+2 HP on hit)
• Earth (+1 Defense)
Charge Attack: Cost: Weapon AP+ (Store magic in your blade to attack, Does Weapon Damage +1 damage for every additional AP spent charging the weapon. Can charge for 1 turn)
Mobile Mage: Reduce AP used for movement after casting a spell by half
Chain Casting:4 AP: Follow up a One Element Spell with another One or Two Element Spell that uses the same element. The second spell must have a different name then the first. This can only be done once per turn.
Elemental Harmony (Earth): Learn to harness an additional element

Stats:
Level: 3
Strength: 10 (0)
Dexterity: 20(+5)
Constitution: 12 (+1)
Intelligence: 18 (+4)
Wisdom: 14 (+2)

Health Points (HP): 12
Orgasm Points (OP): 5
Evasion: 15
Defense: 2
Lust Points: 9
EXP 7/30
Silver Coins: 370


MelissaB- Kailyne Thantasmulala
Spoiler (click to show/hide):

Name Kailyne Thantasmulala
Age: 24
Race: Elf
Appearance
Image
Mark: Mark of the Lovers Lv2 Lovers’ Lasting Embrace: (Reduce OP to 1, Gain +8 to all Hit Rolls for the battle)
Background: Kailyne grew up with her mother and father, learning to track hunt and live in the wilds and within the woodland realms of their home, Her family often favored sealing the forest and cutting off ties to the outside world. Impressing this belief on their daughter as she grew. Because of this they never offered their aid in stopping Lucian and kept to themselves Bringing Kailyne up with only her own kind and the animals within the home. Since she was a child she was taught how to handle a bow and use it to hunt and track animals, growing up in relative peace with a simple if happy life.

As she came of age Kailyne took it upon herself after never having been hunting alone since she started under her parents to get a second finding none that could keep up with her that she could stand it be around she finally found the one in an injured wolf cub, likely thrown away by it's mother as a runt of the litter and left to die. Nursing it to health and keeping it safe she trained it to follow her commands and help her track and hunt in the wilds, sharing their successes and failures with the beast. At night she'd retire and allow it to sleep in her home or go hunting alone feeling safe that the young wolf would watch her as she slept. Nighteyes she called her always hunting in two, the wolf would lean the prey into her shot and she would let fly the arrow to bring down their bounty. As a team they worked well together but Nighteyes always remained a beast and for that she never could find the companionship she longed for, a longing that led to her submission to Lucian.

The night she met Lucian he came to her as a traveler, all charm and grace, practically sweeping her off of her feet and encouraging all her little hopes and hobbies. That night she gave herself to him willingly, he made her swoon and cry out in bliss on the floor of the forest for him only to leave her there draped in nothing but the fallen leaves in the morning. Awakening cold and alone, Kailyne was confused and wondered where the man had gone, sadness filling her for how she was used well before she discovered the tattoo on her ass. Learning of her fate she felt betrayed and anger for the man vowing to slay him and put and end to his black heart.

Class: Ranger
Weapon: Felspark Bow: Range: (Long Bow, AP:8, Damage 6, Max OP +4, +1 Damage for every 5 LP, -1 OP every two attack, Can add two enhancements.)
Armor: Light Armor: +1 Damage Reduction
Item:
Skill:
Animal Bond: Befriend an animal companion to come to your aid.
Bow Proficiency: (+1 Hit for Bow weapons)
Natural Acumen: +1 to all rolls when outdoors
Field Medic: Cost: 4 AP, Heal Ally for 5 HP and remove ailments. Must be within range of each other
Double Arrow+: Cost:8 AP, Perform two bow attacks at Full damage.
Spirit of the Beast: 10 AP: Become one with your animal companion. Increase your Base Str & Dex bonus by +3 and AP by +5, cut you Int and Wis by half. Also gain their skills and abilities (Maul, etc). Taking this state consumes 1 OP per turn. At 0 OP you revert back to your separate forms at half OP.

Stats:
Level: 4
Strength 14
Dexterity: 22
Constitution: 16
Intelligence: 10
Wisdom: 12

Health Points (HP): 16
Orgasm Points (OP): 10
Evasion:14
Lust Points: 12
EXP 28/40

Animal Companion: Nighteyes
Level: 4
Strength 20
Dexterity: 12
Constitution: 14
Intelligence: 8
Wisdom: 10
HP: 10+2 (Con Bonus) = 12
Normal Attack: Cost: 6 AP 4 Damage + Str Bonus
Evasion: 10 + 1 = 11
Natural Armor: 1 + 2(Con) = 3
Skills:
Maul - Cost: 8 AP The wolf leaps upon target knocking it down before proceeding to bite them (Normal Attack Damage + Knockdown).
Lure - Cost: 5 AP The wolf proceeds to takes the target's attention and cause them to chase him, +2 to rolls to hit a target when they chase the wolf
Wolf Medicine - Nights eyes licks the wounds clean and nudges Kailyne awake should she be defeated, returning her to the field of battle on 5 hp.
Cornered animal: When HP is Below 50%, increase Evasion by 2 and STR Bonus by 1
EXP 16/40
Silver Coin: 175


Arrenhan- Alkalannar (Inactive)
Spoiler (click to show/hide):

Name: Arrenhan
Age: 18
Race: Elf
Spoiler (click to show/hide):
Mark: High Priestess
Background: Arrenhan is the younger twin to a prince among the elves, and so was able to spend more time learning to adventure than to govern. Always in the thick of battle, hard and precise while in it and fiery outside of it, she impressed her teachers, and her brother was somewhat jealous of her. She had just finished initial training and was journeying back to her city when one evening in the forest, she met a very male stranger, whom she took at first to be a druid. Strong alcohol, seduction, her virginity lost to a feral, virile male who kept on shifting shape as he mated with her throughout the night, leaving her with his mark starting to grow. She did not realize what it truly meant for her until a month later when the priests told her, and she now seeks to change her fate from being a broodmother to beasts.

Class: Duelist
Weapon: Greatsword (AP 8, Dam 6)
Armor: Heavy
Skill: Heavy Weapon Prof, Drawing Strike, Leaping Attack, Combo Attack, Parry

Stats:
Level: 2
Strength: 18
Dexterity: 10
Constitution: 12
Intelligence: 14
Wisdom: 16

Health Points (HP): 11
Orgasm Points (OP):8
Evasion: 10
Lust Points: 0
EXP 4/20


Shayde o'donnel- Cryosabre (Withdrawn)
Spoiler (click to show/hide):

Name: Shayde o'donnel
Age: 24
Race: Beastman (Nekomata)
Appearance:
Spoiler (click to show/hide):

Mark: Mark of the High Priestess

Background:
Ever since she could remember, Shayde had been moving about. Never stopping in one city or town for too long before she was either run out for causing trouble by stealing, fighting or catching the eye of married men and women or she just got bored of the place and felt it was time to move on. But despite the nomadic lifestyle Shayde was more a happy kitty, if a little rough around the edges sometimes. Her life had always been this way, she had learned from her mother's habits just as her mother had done before her, it was their way of life and, even though it was hard, Shadye wouldn't change it for the world. Growing up under her mothers tutelage, The only person Shayde truly respected, Shayde quickly became proficient in her crafts; learning to pickpocket rich folks, steal food while nobody was looking and, when the occasion called for it, how to defend herself as well as any other trained man or woman and as much as she wasn't a fan of killing things, she would do it if she had to.

On the day of her 16th birthday, Shadye woke up to find her mother gone and a note left in her place. The note stated that her mother had taught Shadye everything there was to know about this lonely life and it was time to go out on her own and make her own way. It took the girl a while to adjust, but adjust she did and eventually Shayde was getting on by herself extremely well, she was happy, care-free and able to do whatever the hell she wanted with her life, who wouldn't want this kind of life? it was everything she had dreamed about...or at least it was until Lucian came along.

It had been just another pickpocket on some unsuspecting sap, get in get out, go buy something with his hard earned money, easy job, she had done it a million times before. Unfortunately for Shayde though, that sap would turned out to be a centuries old demon King who did not take kindly to her attempts to rob him. Looking back now, Shayde can only guess he had allowed her to steal his coin purse before starting his little game of cat and mouse...cat and demon King, every time Shayde turned a new corner to escape her pursuer, there he was standing just a little bit closer every time with his arms outstretched as if he was offering a hug until, finally, she rounded a corner and ran straight into the demonic man's embrace. She had struggled violently against him but it was no good, his superior strength quickly outmatched her and she was left at his mercy as he wasted little time in raping Shayde right there in the alley. The rape seeming to go on for hours before he finished and suddenly left the passed out Shayde on the ground. When she awoke, Shayde was overcome with a feeling of rage and shame at having been used to easily,making Shayde swear to herself that she would see the man who had sullied her body dead before her feet by any means necessary.... Even if she had to admit that the tattoo now adorning the right side of her neck was actually quite tasteful and to her liking.

Class: Vagabond
Weapon:
Dagger: AP Cost 5, Damage 3
Dagger: AP Cost 5, Damage 3
Armor:Light Armor (Leather): +1 Damage Reduction

Skill:
Jagged Dagger: Cost: 7 AP, Weapon Damage + Bleed
Sneak Attack: Melee Attacks from the Rear do double damage. Range Attacks get another +4 Hit
Quick-Footed +1 Evasion against Melee attacks
Dual-Wielder: Switch to using Twin Pistols or Twin Daggers (Damage x 1.5 (round up))
Venom Vial: Cost: 2 AP, Apply poison to your weapon or throw it at an opponent.


Stats:
Level: 2
Strength: 16 (+3)
Dexterity: 21 (+5)
Constitution: 14 (+2)
Intelligence:8 (-1)
Wisdom: 10 (+-0)

Health Points (HP): 8+2 = 10/10
Orgasm Points (OP): 5+0 = 5/5
Evasion: 10+6 = 16
Defense: 3
Lust Points: 0
EXP 6/20
Silver Coin: 50


An Ying Hu-Zalira Aelan'ne
Spoiler (click to show/hide):

Name: Zalira Aelan'ne
Age: 26
Race: Elf
Appearance:
Image
Mark: Mark of the High Priestess (Priestess’s Lasting Wisdom: Reduce OP to 1, Increase AP by 8 for one turn.)
Background: Zalira grew up in a secluded estate deep within the Aurora Woodlands. As her parents were of conservative proclivity they saw foreign intervention as a threat to their life and traditions, so their young daughter's interaction with other races was sparse, at best. This resulted in her social graces being less than those of other, more outgoing elves; though the time she could have spent socializing she focused on magic, a talent of hers since she was old enough to remember an enchanted uttering. Though she received tutoring in more socially acceptable spells, she spent many long nights delving into the darker side of the art, honing her skill quietly throughout the years without others knowing about any of it by using the help of forbidden tomes and an inspirited familiar.

When both her father and mother were killed unexpectedly during a business trip to Vestaheim, Zalira was thrown into the responsibility of maintaining an entire household, an act which soon proved to be too much for her to handle, especially since a rather dubious family advisor took the opportunity to pressure the young mage into selling the family grounds and household for almost nothing, veiled threats not being so far away if she refused. Soon after, a mysterious stranger arrived in her part of the forest, and as he politely asked for an audience, she grew to be fascinated with him, and not just because he was so very different from everything she had known in her life, but because he awakened in her an interest she had never thought of pursuing - lust. Promising her aid with her desperate situation, it was only after a night of relentless, fiery passion that she realized she had been tricked, left cursed with a mark who's origin she could not understand. Thus feeling betrayed and abandoned, she had no choice but to leave the Aelan'ne manor in the unfortunate hands of her adversary and went on her own to track down this man and either find a good reason behind his actions, or put an end to him once and for all.

Class: Warlock
Practices of the forbidden arts, their magic twists the world around them to fit their desires
Base HP: 8 Base OP: 6
Elements: Fel, Fire, Wind
Weapon: (Dex Weapon, AP 5, Damage 3, +1 to Spellcasting rolls and damage for Offensive Spells)
Armor: Medium Armor ( Chain Mail, Lighten + Blessed Weave): + 2 Damage Reduction , +3 HP

Skills:
Compression: Cost 1 AP, Strengthen a spell by reducing its size and casting range
Fast Caster: One Element spells only use half AP
Heavy Impact: Increase the strength of you three element spells
Chain Casting: 4 AP: Follow up a One Element Spell with another One or Two Element Spell that uses the same element.
Familiar: Summon a Familiar to aid you.

Stats:
Level: 2
EXP: 11/20
Strength: 8 (-1)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 20 (+5)
Wisdom: 16 (+3)

Spells:
Felbolt - A missile of dark energy aimed directly at a foe dealing up to INT + 5 Damage. (7AP) (Fel)

Paralyzing Chill - An icecold wind strikes all of the enemy's senses numb, making him or her unable to move or act for the next turn. (Wis to resist) (6 AP) (Wind)

Burning Dome - A protective shield of fire is conjured around one certain ally, allowing their own attacks to pass through whilst absorbing an amount of damage done to them. Enemies employing physical attacks against this shield have a chance of catching fire and taking additional damage. (7 AP) (Fire)(Reduce Damage by Half, Chance of catching fire Enemy CON vs Spellcasting Roll, fire does 2 damage for two turns)

Wave of the Damned - Strong gusts of wind channeled in front of the caster and imbued with fel energy cause the element to become unnaturally strong and knock enemies to the ground. turns (Con to Resist) (9 AP) (Fel, Wind)

Dark Inferno - A blaze of fel-fire can be launched towards any enemies in front of the caster, INT +3 Damage with a chance of the victims to catch fire and take -1 damage for two turns (Con to Resist). (9 AP) (Fel, Fire)

Health Points (HP): (8 + 2 +3(Pond) + 3 (BW)) = 16
Orgasm Points (OP): (6 + 3 - 1 (Pond)) = 8
Evasion: (10 + 2 – 1) = 11
Lust Points: 14
Silver Coin: 275

(Familiar CS)
Name: Ey'ala
Gender: Female
Race: Bird (Raven)
Appearance: Larger than most ravens, about this size compared to a human(oid).

Weapons: Beak and Claws
Armor: -

Skills:
Pluck - Ey'ala descends from the heavens with unnatural speed, plummeting through the air directly towards a foe's eyes intent on plucking them out with her claws. Causes damage with possibility of inflicting temporary blindness. (9AP)
Scout - Ey'ala scans the area with the keen eye of a bird, taking in the weaknesses of one single enemy and communicating them to her mistress. It exposes her to attack without any retaliation, but if succesful an enemy becomes easier for Zalira to hit. (5AP)
Nevermore - Ey'ala uses her magical voice in combat. If she gets very close to a humanoid enemy, she can launch an earsplitting, agonizing screech that drives the target berserk and causes them to attack their allies temporarily. This ability does not work on bosses. (7 AP) (Berserk lasts two turns, Ey'ala's WIS vs. Enemy's Wis)

Strength 8
Dexterity: 18
Constitution: 10
Intelligence: 12
Wisdom: 14
HP: 8
Normal Attack: Cost: 5 AP; 3 Damage + Dex Bonus
Evasion:10 + 3 = 13
Natural Armor: 1
EXP: 11/20


Silph 'Slugcat' Goreman: Nanospliccer
Spoiler (click to show/hide):

Name: Silph 'Slugcat' Goreman.
Age: Twenty-Two.
Race: Beastman (Ferret).
Mark: High Priestess.
Class: Marksman.
Height: 1.25 meters.
Weight: 33.4 kilograms, plus 6.1 kilograms of equipment in all.

Skills:
Perch: When Hidden at Long Range, +1 To-Hit.
Pre-Emptive Strike: Attack an enemy while outside combat range.
Lone Wolf: If there are no allies or enemies near you at Long Range, +1 To-Hit and +1 Damage
Gun Proficiency: +1 To-Hit with Gun weapons
Crippling Shot(Leg): -8 AP, Light Damage + TargetEffect[-2 Evasion, Immobilized]
Spells:
None, she has a distaste for magic, and finds it commonly as the root of her problems.
Later Skills:
Lemon Grenades: The various uses for 'marking fluid'.
Leadcrafting: The ability to make bullets, flint strikes, satchets of powder, and soft-bullets with other materials inside out of stones, metals, and brewed drinks/cooked herbs.
Non-combat 'skills':
Cooking: The ability to make food in the forest.
Brewing: The ability to make alchoholic drinks in the forest.
Stats:
Str: 16(+3)
Dex: 18(+4)
Con: 8(-1)
Int: 12(+1)
Wis: 16(+3)
------------------------
HP: (Base[8] + Bonus[-1] =) 7
OP: (Base[5] + Bonus[+3] =) 8
Eva: (Base[10] + Bonus[+4] + Beastman[+1]) = 15
LP: 4
Exp: 5/10
Cur: "Don't bloody need th' stuff..."
Equip: {From Head to Hindpaws}
1 wide-brimmed straw-woven conical hat (not hers, worn)
1 vine-woven leaf eyepatch (over left eye, covering magical deformity)
1 set of vine-woven chest bindings (keeps her already small chest from getting in the way of shooting)
1 old leather satchel (right-shoulder to left-hip)
1 rifle harness (on back, placed on top of {satchel}'s strap, opposite orientation to {satchel})
1 pair of tree-bark sandals (heavily worn)
Inv(Satch):
3 old glass bottles (Empty)
1 small old wooden keg (Contents: 3 servings Kestrel Egg Moonshine Eggnog)
1 small old wooden box (Contents: ? bullets, ? rifle blasting caps)
1 deck of playing cards, wrapped in a tree-bark band (Contents: 49 cards. Missing Joker, Queen of Hearts, Ace of Spades, Rules Card)
1 blackened iron pot, with lid (Contents: {Cards}, {Keg})
1 small bag of rifle powder (Contents: ? Black powder)
1 crude handmade vine-woven muzzle brush
1 bundle of waterproof leaves, wrapped in a vine-woven band (Contents: 53 leaves)
1 old iron icepick, sharpened.
Inv(Holster):
1 old flintlock rifle, carefully maintained (Contents: 1 bullet, 1 leaf-wrapped satchet of rifle powder, 1 rifle blasting cap) {Modifiers: 1 old singed brass scope, carefully maintained, if applicable.}
7 waterproof-leaf parcels (Contents: 'marking fluid')
------------------------
Background: Not much ta tell, really. Big white bear came ta me in a dream, most beautiful puffball I've ever seen out here in th' weald. Gave me this mark 'round my eye, but I jus' had ta forgive the girl for it, since it's clearly more'f a mark of adoration rather than, say, a brand. Now, jus' 'cause this partic'lr fuzzball has been eludin' me so far, doesn't mean she can hide forever. I'm jus'... not lookin' in th' right spots, aye?
'Fore that, I... well, I can't 'member home all to well. Mostly, my days are 'survive-first' sorts of days, an' I've seen my share of trouble. Since I don't 'ave Ursula protectin' me yet, I've got to hold my own, as does any girl alone in th' weald.
Though... well, sometimes I do get memories... Buckles and chains and leather. It's always... well, it's a strange experience when I 'member these times, since it feels all hot n' angry n' confused n' humiliatin', n' I jus' wanna... Well, there's a lot I want then, after these thoughts come. I wanna slug somebody, for one, but I also get the strangest feelin' that it's where I belong...
...you will not tell a single bleedin' soul about this, aye..?
------------------------
Description: She's a small, lightweight ferret whom most might consider wirey and sinuous in form, something that doesn't make her an attractive target for carnivorous predators, but makes her quite attractive to most out in the weald with lascivious intent, especially since her short fur and supple form easily betrays a naturally rather spirited dexterity and strength, such as is perfect in the sorts of prey that sexual predators covet. Thus, she has learned much about keeping away from other creatures, beastmen, and the occasional elf, and she's gotten so good at it that she's almost forgotten how to smile or laugh. One simply doesn't need those skills in her line of work, or in her... 'company'. Her fur is black and white in stark contrast, with the only other colours on her being the grey of her mask and the dull hues of her equipment. Her back bears a fattened stripe of black which curls down her pipe-cleaner tail and the interior of her muscular hind legs, painted over her hindpaws. Her forepaws match this dark colouration, which gives her a resemblance to the Sable Mitt clan of ferret fuzzy-folk.


Gorbaz - Kari Brinjar
Spoiler (click to show/hide):

Name: Kari Brinjar
Age: 29
Race: Jotunn
Appearance: Image
Mark: Mark of the Lovers (Lover’s Embrace: Reduce OP to 1, Gain +4 to all Hit Rolls for the battle.)
Background: Originally living close to Nirvada, Kari was always going to be big. Her family being nomadic for the most part, she learned the basics of surviving in a harsh environment in her youth, but always had an eye to the horizon. Also, in her early days she developed a far less serious demeanour than the others, and would regularly dismiss advice given to her to avoid certain dangers, and instead rely on blunt force to deal with whatever would come her way. Or, more likely, whatever else she should get in the way of! The older she got, the more the wonderlust settled on her, and she eventually just hefted her large mace and wandered off one night just to see what was "out there". Over the next few years, she found out that there were things to fight, and booze to drink!

One night, while having a fairly raucus party in the local tavern, Kari had a little bit too much to drink. While normally resistant to open sex with the locals due to her standing belief that they would only be worthy if they could beat her in a fight, this night she got blind drunk and staggered out relying on a stranger for support. One thing led to another, and the next morning she woke up with a splitting headache, and a new tattoo. Not really thinking much of it, she set off once more for adventure, more drink, and the off-chance that she might run across the guy again and see if he knows any more designs!

Class: Knight
Weapon: Hammer (Mace) (AP: 8, DMG 6+1)
Armor: Light (Studded Leather) (+1 DMG Resist)

Skill:
Heavy Weapon Proficiency (+2 Hit for STR weapons) (improved)
Heavy Attack (AP x2, DAM x2)
Provoke (AP3, Attract enemy attention for 3 turns)
Charged Bash: (10 AP, Move from Rearguard to Striking Distance and follow with a attack (Weapon Damage + Knockdown))
Honourable Combat: When facing an opponent face to face at Striking Distance, get +1 hit & +1 CON Bonus

Spell:

Stats:
Level: 2
Strength: 20
Dexterity: 14
Constitution: 18
Intelligence: 12
Wisdom: 8

Health Points (HP): 19
Orgasm Points (OP): 3
Evasion: 12
Lust Points: 10
EXP: 14/20
SC: 500


Necrothorn - Lexi Thorn
Spoiler (click to show/hide):

Name: Lexi Thorn
Age: 22
Race: Human
Appearance:
Image
Bio:
While most of Lexi's past is hidden from her by amnesia, she has memories of her Father's voice, telling stories of magic, treasure, and adventurous, occasionally drunken companions. Lexi woke with only those memory fragments in a place where magic was not and still is not celebrated or practiced. When Lexi first showed signs of magical abilities, she was exiled from what she could only guess was her home land. Months later, the small raft she called home landed on the beaches of Red Hawk Port, where she began her exploration of the new and exciting land she had chanced upon.

Mark: Mark of the High Priestess (Priestess’s Wisdom: Reduce OP to 1, Increase AP by 5 for three turns.)
Class: Spellblade
Weapon: Straight Sword (AP: 6, damage: 4)
Armor: Light (Leather, +1 Damage Reduction)

Spells:
Element: Fire
Divine Energy: Holy
Heal, Mass (Holy): Cost: 8 AP, Heal up to 3 teammates for 3+target's constitution modifier HP
Burning Magic Missile (Fire & Wind): Cost: 9 AP, Fire two homing magical bolts of fire that deal 4 flame damage each (Must choose two separate targets)

Skill:
Elemental Harmony: Learn to harness an additional element
Charge Attack: Cost: Weapon AP+ (Store magic in your blade to attack, Does Weapon Damage +1 damage for every additional AP spent charging the weapon. Can charge for 1 turn)
Endowment: Cost 4 AP, Use one of your chosen elements to enhance your blade:
• Fire ( +1 Damage)
• Water (+1 Evasion)
• Wind (+1 Spellcasting/Hit)
• Earth (+1 Defense)
• Holy (+2 HP on hit)
• Fel (Poison, -2 HP Per Hit)
Enchanted Blade: Cost 4 AP For ten turns, use your Int bonus for melee attacks
Invigorated: +1 Evasion after casting a spell
Mobile Mage: Reduce AP used for movement after casting a spell by half

Stats:
Level: 2
Strength: 10 (+0)
Dexterity: 14 (+3, 2 natural, +1 from racial trait)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 18 (+4)

HP: 10
OP: 8
AC (Evasion): 13
LP: 0
EXP: 6/20
SC:50
Attachments
TP Map.png
World Map
Last edited by Mark3000 on Sat Apr 15, 2017 6:04 pm, edited 115 times in total.
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Re: Tainted Princess

Postby VintageBass » Mon Nov 30, 2015 5:14 am

Name: Kassandra Honeydew
Age: 38
Race: Beastman (Holstaur)
Appearance:
Spoiler (click to show/hide):

Image
10 inches when erect (because it can't be Kassy without being a herm)

Mark: Mark of the Lovers
Background: Kassy was, and still believes, to be a farmer at heart. While she grew up learning the ways of fighting against evil, her main interest was trying to keep everyone fed and working out in the field. This hasn't stopped her training, which allowed her to adapt using her tools in a way no other paladin would use them for. Plus she prefers a more non-lethal approach to things, and even then she would rather go for a peaceful route instead of taking up arms and fight it out. If it means that she can live a peaceful life keeping the people of her home well-fed and living solemnly without monsters or criminals coming in to ruin the peace, then it's all in a day's work.

Of course, this change when a mysterious handsome stranger came into town and invited the paladin for a night out. Accepting out of being entranced by the stranger, the next thing she knew was she got a tattoo and little memory of the events. She wasn't sure if it was from what she drank, ate or some other kind of magic, but whatever happened, Kassy wants to seek out who was responsible for this and make sure that this doesn't happen again.

Class: Paladin
Weapon: Halberd (Shovel) (AP: 8, DMG 6)
Armor: Medium (Chain) (+2 DMG Resist, -1 Evasion)

Skill:
Spoiler (click to show/hide):

- Guardian: Cost: 3 AP, Protect an ally within Rear Guard range for a turn. Increase CON by 4 for turn.
- Hono(u)rable Combat: When facing an opponent face to face at Striking Distance, get +1 HIT & +1 CON
- Piety: Reduce OP Damage by 1
- Band of Brothers/Sisters: When next to an Ally, receive +2 to STR & CON
- Divinity: 50% chance to resist poisons and lust effects


Spell:
Spoiler (click to show/hide):

- Holy Word: Cost: 7 AP, Within 10 ft, any non-good creature that hears the holy word suffers from the following ill effects:
• Equal Level: deafening for 1d4 rounds
- Blessed Milk: Cost 10 AP, allows Kassandra to lactate healing milk for 10 HP, while inflicting 1 OP to herself
• Produces ~2qts/day, Max. storage 6qts, drinking cures fatigue and counts as a meal


Stats:
Level: 2
Strength: 18
Dexterity: 8
Constitution: 20
Intelligence: 12
Wisdom: 14

Health Points (HP): 17
Orgasm Points (OP): 6
Evasion: 9
Lust Points: 0
"Just because you can put your dick in it, it doesn't mean you can fuck it"
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Re: Tainted Princess

Postby MASigma » Mon Nov 30, 2015 5:19 am

Oooooo, I am so interested in this, gonna work on my profile right now... well, what I can until a Character Sheet is set up lol
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Re: Tainted Princess

Postby Mark3000 » Mon Nov 30, 2015 5:34 am

In that case here are the starting weapons:

Str Weapons
Axes: AP Cost 7, Damage 5
Hammers: AP Cost 8,Damage 6
Greatsword: AP Cost 8,Damage 6
Halberd: AP Cost 8, Damage 6
Gauntlets: AP Cost 6,Damage 4
Straight Sword: AP Cost 6,Damage 4

Long Range Weapons (Dex)
Short Bow: Range: Rearguard; AP Cost 6, Damage 4
Long Bow: Range: Long Range; AP Cost 8, Damage 6
Pistol: Range: Rearguard; AP Cost 6, Damage 4
Musket: Range: Long Range; AP Cost 8, Damage 6

Dex Weapon

Dagger: AP Cost 5, Damage 3
Spear: AP Cost 7, Damage 5
Whips: AP Cost 6, Damage 4
Thrusting Sword (Rapier, etc): AP Cost 6, Damage 4
Curved Blade & Katanas: AP Cost 6, Damage 4

Finally Armor is divided into three classes:

Light Armor (Cloth, Leather): +1 Damage Reduction
Medium Armor ( Chain Mail): + 2 Damage Reduction , -1 Evasion
Heavy Armor (Plate): +3 Damage Reduction, -2 Evasion

All this equipment can be updated over the course of the RP.

Next

Character Sheets

Name
Age
Race
Appearance
Mark:
Background

Class:
Weapon:
Armor:
Skill:

Stats:
Level: 1
Strength
Dexterity:
Constitution:
Intelligence:
Wisdom:

Health Points (HP): (Base Value + Con Bonus)
Orgasm Points (OP): (Base Value + Wis Bonus)
Evasion: (10 + Dex Bonus – Armor restrictions)
Lust Points: 0

I'm looking to run a game of about 4-5 people max. Anyone else will be put on Reserves. On a sidenote I may change AP costs if some abilities seem under or over powered.
Last edited by Mark3000 on Mon Nov 30, 2015 5:47 am, edited 1 time in total.
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Re: Tainted Princess

Postby FragranceofMtDew » Mon Nov 30, 2015 5:45 am

I am very interested in this. Soon a character sheet shall appear here.
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Re: Tainted Princess

Postby MASigma » Mon Nov 30, 2015 5:52 am

Question, how do we know how many points we have for stats?
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Re: Tainted Princess

Postby Mark3000 » Mon Nov 30, 2015 6:04 am

I forgot to add that. To start out with you get five initial stats, 10 (0), 12 (+1), 14(+2), 16(+3) and 18 (+4) like in Ability scores D&D. You assign one to each stat.
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Re: Tainted Princess

Postby VintageBass » Mon Nov 30, 2015 6:19 am

... Is there like a limit to our points, like a certain level? Can we do negatives to earn extra points?
"Just because you can put your dick in it, it doesn't mean you can fuck it"
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Re: Tainted Princess

Postby Mark3000 » Mon Nov 30, 2015 6:28 am

I wanted to avoid negative values in this rp so I set it to those five stating stats. How about this, you can take an 8 (-1) and add 2 points to one of your other stats.
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Re: Tainted Princess

Postby VintageBass » Mon Nov 30, 2015 6:56 am

Updated my original post. Now to see what needs to be changed...
"Just because you can put your dick in it, it doesn't mean you can fuck it"
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Re: Tainted Princess

Postby MASigma » Mon Nov 30, 2015 7:11 am

(Let me know if I need to fix anything)

Name: Preia Gleamgale
Age: 20
Race: Human
Appearance
Spoiler (click to show/hide):

Image

Mark: The High Priestess
Background: Preia lost her family at a young age to a monster attack, having managed to survive herself only through a Paladin’s intervention, the kind warrior having taken Preia to a monastery where she was raised. Preia from a young age sought to both heal others and to make monsters like the ones whom took her parents from her pay, wanting to become the sort of hero the Paladin whom saved her had been… though she made due by becoming a Cleric as she made due with what she had available. As she grew her passion only skyrocketed, making for quite the headstrong young woman whom couldn’t get enough of the praise she got through healing those around the area of the Monastery and taking out small fry monsters. In time Preia moved on, wanting to truly make a difference in the world… though she found herself not as well off out in the world, doing all she could to heal people while never making it in time to deal with those responsible... the fact it wasn't always monsters being the enemy also was quite a shock to her, her upbringing having bit a tad sheltered as she ran into the evils people like herself could perform, in time making her less trusting in some cases. Of course in time her path met with Lucien's own... leading to the marking on her body and the loss of her innocence. Priea refuses to let what happened stop her, letting it fuel her anger at the monster she is now hunting before the mark he placed upon her ruins her forever.

Class: Magic User (Cleric)
Weapon:
Armor: Light Armor
Elements: Holy, Fire, Earth
Skill:
Spoiler (click to show/hide):

Compression: Cost 1 AP, Strengthen a spell by reducing its size and casting range
Fast Caster: One Element spells only use half AP
Heavy Impact: Increase the strength of you three element spells
Chain Casting: 4 AP: Follow up a One Element Spell with another One or Two Element Spell that uses the same element.
Studious Mind: Reduce OP damage by 2 after casting a spell

Spells:
Spoiler (click to show/hide):

Heal: Holy Spell that heals up to 4HP+1 per point INT bonus (7 AP)
Fire Bolt: Fire spell that deals up to 4hp, can fire as many bonus bolts a turn equal to level (Level one would mean two bolts max, level two would be three, ext.) (6 AP)
Tremor: Earth Spell that knocks enemies close enough off their feet. (7 AP)
Shining Gleam: Holy Spell that blinds the enemy, dealing 6HP of damage to anything weak to Holy Damage in addition. (6 AP)
Fire Ball: A Large ball of fire that can take on all enemies before the caster, dealing 6 HP x Caster Level to any it hits (8 AP).


Stats:
Level: 1
Strength: 10
Dexterity: 15
Constitution: 12
Intelligence: 18
Wisdom: 16

Health Points (HP): 11
Orgasm Points (OP): 7
Evasion: 12
Lust Points: 0
Last edited by MASigma on Tue Dec 01, 2015 3:24 am, edited 3 times in total.
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Re: Tainted Princess

Postby Lorielle » Mon Nov 30, 2015 7:51 am

Let me know if theres anything missing! i was sorta interesting and i noticed your rather familiar mechanics haha, I assume that i was supposed to choose a mark now not later.

Name: Aria Halshefont(Hal-sha-font)
Age:26
Race:Human
Appearance:
Spoiler (click to show/hide):

Image

Bio: A wandering Knight, maybe more of mercenary now. Aria has roamed the land helping those in need providing small towns with a serviceable militia acting as a trainer for hire after she decided that city life was too much for her. She stuck to the road never staying in one place for too long, though she did long for battle, but one unfortunate night during camp a shadowy but stunning figure found its way to her camp and had its way with her, after the event Aria awoke her spirit shaken, but also a new found purpose in her soul some sort of mark of right above her heart a sore reminder of the fate that has been bestowed upon her. Now she seeks out any information regarding the mark and how to be rid of the fate given to her and any allies who may help her.


Class:Knight
Weapon: Greatsword AP8 Damage6
Armor: Heavy +3 DR, -2 Evasion
Health Points 16/16
Orgasm Points 6/6
Evasion: 12(10 with armor on)
LP:0
Mark: Mark of the High Priestess
Strength: 18
Dexterity: 14
Constitution: 18
Intelligence:8
Wisdom:14
Skills
Spoiler (click to show/hide):

Vanguard: +3 to Initiative
Endure: 50/50 chance to survive a fatal blow with 2 hp.
Battle Cry: Cost: 4 AP, All allies in melee range get +1 to Hit Rolls for three turns
Heavy Weapon Proficiency: (+1 Hit for STR weapons)
Honourable Combat: When facing an opponent face to face at Striking Distance, get +1 hit & +1 Con
Charged Bash: Cost: 10 AP, Move from Rearguard to Striking Distance and follow with a attack (Weapon Damage + Knockdown)
Last edited by Lorielle on Sat Dec 12, 2015 10:03 am, edited 3 times in total.
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Re: Tainted Princess

Postby FragranceofMtDew » Mon Nov 30, 2015 9:41 am

Questions comments and concerns are welcome! I wasn't too sure about what would be appropriate for spell values so what I have may be over or underpowered. Also for the endowment skill, does the buff only last one turn or is it until the end of the battle?


Name: Sharya Rosimor
Age: 22
Race: Elf
Appearance:
Spoiler (click to show/hide):

Image

Mark: Mark of the Empress
Background: Sharya has lived a very peaceful life in the Aurora Woodlands up until now, spending every day exploring, hunting, adventuring.... and being forced to study when her tutors catch her. Being a somewhat whimsical child, Sharya often gets bored studying the same things for too long, giving many a tutor headaches. As a result, her knowledge and skills are all over the place making her a jack of all trades. But whatever she learns, she always manages to find a way to put it to use in her daily adventuring.

During one such adventure she was attacked by a strange man in the forest. Despite her skills with magic and blade, she was defeated in an instant. When she awoke she was completely naked, with a strange mark on her body and little doubt as to what had happened to her after she lost. She set off the very next day in search of revenge, though that was little more than a pretense. What she really wanted was a real adventure, not exploring the same forest day after day, and to do that she would need to go out into the world that her elders insisted she was still too young to explore.

Class: Spellblade
Weapon: Rapier 6 AP 4 DMG
Armor: Light (cloth)
Elements: Fire, Holy
Spells: Holy Regeneration - 6 AP. Buffs self or ally for 5 turns. Regain 2 HP at the end of each turn. 3 charges
Flame Spear - 7 AP. A conjured flame spear is thrown long range at a target dealing 5 damage. +1 hit for every additional AP spent.
Phoenix Rising - 9 AP. Imbues the party with holy flame. Downed party members are revived with 1 HP. All others are healed for 3 HP.

Skill: Drawing Strike: +2 Hit, +2 Damage on your first attack
Combo Attack: Cost: 4 AP, Follow up a light attack with a regular attack
Endowment:
Cost 4 AP, Use one of your chosen elements to enhance your blade:
• Fire ( +1 Damage)
• Holy (+1 HP on hit)
Charge Attack: Cost: 10 AP (Store magic in your blade to attack, Weapon Damage +1 damage for every additional AP used)
Mobile Mage: Reduce AP used for movement after casting a spell by half
Chain Casting: 4 AP: Follow up a One Element Spell with another One or Two Element Spell that uses the same element.

Stats:
Level: 2
Strength: 10 (0)
Dexterity: 19 (+4)
Constitution: 12 (+1)
Intelligence: 16 (+3)
Wisdom: 14 (+2)

Health Points (HP): 9
Orgasm Points (OP): 6
Evasion: 15
Lust Points: 0
Last edited by FragranceofMtDew on Sun Jan 03, 2016 7:52 pm, edited 3 times in total.
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Re: Tainted Princess

Postby MelissaB » Mon Nov 30, 2015 10:15 am

Let me know if the bio needs changing but i figured i'd start with the animal companion

Name Kailyne Thantasmulala
Age: 24
Race: Elf
Appearance:
Spoiler (click to show/hide):

Image

Mark: Mark of the Lovers
Background: Kailyne grew up with her mother and father, learning to track hunt and live in the wilds and within the woodland realms of their home, Her family often favored sealing the forest and cutting off ties to the outside world. Impressing this belief on their daughter as she grew. Because of this they never offered their aid in stopping Lucian and kept to themselves Bringing Kailyne up with only her own kind and the animals within the home. Since she was a child she was taught how to handle a bow and use it to hunt and track animals, growing up in relative peace with a simple if happy life.

As she came of age Kailyne took it upon herself after never having been hunting alone since she started under her parents to get a second finding none that could keep up with her that she could stand it be around she finally found the one in an injured wolf cub, likely thrown away by it's mother as a runt of the litter and left to die. Nursing it to health and keeping it safe she trained it to follow her commands and help her track and hunt in the wilds, sharing their successes and failures with the beast. At night she'd retire and allow it to sleep in her home or go hunting alone feeling safe that the young wolf would watch her as she slept. Nighteyes she called her always hunting in two, the wolf would lean the prey into her shot and she would let fly the arrow to bring down their bounty. As a team they worked well together but Nighteyes always remained a beast and for that she never could find the companionship she longed for, a longing that led to her submission to Lucian.

The night she met Lucian he came to her as a traveler, all charm and grace, practically sweeping her off of her feet and encouraging all her little hopes and hobbies. That night she gave herself to him willingly, he made her swoon and cry out in bliss on the floor of the forest for him only to leave her there draped in nothing but the fallen leaves in the morning. Awakening cold and alone, Kailyne was confused and wondered where the man had gone, sadness filling her for how she was used well before she discovered the tattoo on her ass. Learning of her fate she felt betrayed and anger for the man vowing to slay him and put and end to his black heart.

Class: Ranger
Weapon: Long Bow: Range: Long Range; AP Cost 8, Damage 6
Armor: Light Armor: +1 Damage Reduction
Skill:
Animal Bond: Befriend an animal companion to come to your aid.
Bow Proficiency: (+1 Hit for Bow weapons)
Natural Acumen: +1 to all rolls when outdoors
Field Medic: Cost: 4 AP, Heal Ally for 5 HP and remove ailments. Must be within range of each other
Double Arrow: Cost:8 AP, Perform two bow attacks at 75% damage each.
Spirit of the Beast: 10 AP: Become one with your animal companion. Increase your Base Str & Dex bonus by +3 and AP by +5, cut you Int and Wis by half. Also gain their skills and abilities (Maul, etc). Taking this state consumes 1 OP per turn. At 0 OP you revert back to your separate forms at half OP.

Spirit of the Beast Appearance:
Spoiler (click to show/hide):

Image


Stats:
Level: 1
Strength 14
Dexterity: 20
Constitution: 16
Intelligence: 10
Wisdom: 12

Health Points (HP): 17
Orgasm Points (OP): 6
Evasion:15 (-2 from huge breasts)
Lust Points: 0


(Animal Companion)
Name: Nighteyes
Gender: Female
Race: Animal
Appearance:
Spoiler (click to show/hide):

Image

Class: Wolf
Armor: Fur
Weapon: Teeth and Claws
Skills-
Maul - The wolf leaps upon target knocking it down before proceeding to bite them. 8 AP, Usable from Rearguard distance
Lure - The wolf proceeds to takes the target's attention and cause them to chase him, +2 to rolls to hit a target when they chase the wolf. 5 AP. Must be at Striking distance
Wolf Medicine - Nights eyes licks the wounds clean and nudges Kailyne awake should she be defeated, returning her to the field of battle on 5 hp
Stats -
Str: 18
Dex: 12
Con: 14
Int: 8
Wis: 10

HP: 12
OP: -
Evasion: 11
LP: -
Last edited by MelissaB on Sun Feb 28, 2016 12:19 am, edited 6 times in total.
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Re: Tainted Princess

Postby Alkalannar » Mon Nov 30, 2015 10:34 am

Name: Arrenhan
Age: 18
Race: Elf
Spoiler (click to show/hide):

Appearance: Image

Mark: High Priestess
Background: Arrenhan is the younger twin to a prince among the elves, and so was able to spend more time learning to adventure than to govern. Always in the thick of battle, hard and precise while in it and fiery outside of it, she impressed her teachers, and her brother was somewhat jealous of her. She had just finished initial training and was journeying back to her city when one evening in the forest, she met a very male stranger, whom she took at first to be a druid. Strong alcohol, seduction, her virginity lost to a feral, virile male who kept on shifting shape as he mated with her throughout the night, leaving her with his mark starting to grow. She did not realize what it truly meant for her until a month later when the priests told her, and she now seeks to change her fate from being a broodmother to beasts.

Class: Duelist
Weapon: Greatsword (AP 8, Dam 6)
Armor: Heavy
Skill: Heavy Weapon Prof, Leaping strike, Drawing Attack, Combo Attack, Parry

Stats:
Level: 1
Strength: 18
Dexterity: 10
Constitution: 12
Intelligence: 14
Wisdom: 16

Health Points (HP): (Base Value + Con Bonus)
Orgasm Points (OP): (Base Value + Wis Bonus)
Evasion: (10 + Dex Bonus – Armor restrictions)
Lust Points: 0
Last edited by Alkalannar on Tue Dec 01, 2015 12:56 am, edited 2 times in total.
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Re: Tainted Princess

Postby Mark3000 » Mon Nov 30, 2015 12:12 pm

@Vintage

For your stats, it would be Str: +4, Dex -1, Con +4, Int + 1, Wis + 2 so your HP would be 16, your OP is 6 & Evasion is 8. You also get to create one holy spell

@MASigma
You only take 5 Skills. You also have to create 5 spells, I'll look them over when their done.

@Lorielle

I'm glad you recognized the mechanic. And yes your character starts out already marked. Other then that everything looks good.

@FragranceofMtDew

I'll accept both your spells, Everything on you CS looks good. As an addition, Hono(u)rable combat is actually +1 hit, +2 Con

@MelissaB

Looks good

@Alkalannar

You CS looks good. I'll add you to the main group and close admission for now.

Once all the changes are made I'll make the first IC post
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Re: Tainted Princess

Postby cryosabre » Mon Nov 30, 2015 12:18 pm

Really hoping this isn't first come first serve!

Name: Shayde o'donnel
Age: 24
Race: Beastman (Nekomata)
Appearance:
Spoiler (click to show/hide):

Image


Mark: Mark of the High Priestess

Background:
Ever since she could remember, Shayde had been moving about. Never stopping in one city or town for too long before she was either run out for causing trouble by stealing, fighting or catching the eye of married men and women or she just got bored of the place and felt it was time to move on. But despite the nomadic lifestyle Shayde was more a happy kitty, if a little rough around the edges sometimes. Her life had always been this way, she had learned from her mother's habits just as her mother had done before her, it was their way of life and, even though it was hard, Shadye wouldn't change it for the world. Growing up under her mothers tutelage, The only person Shayde truly respected, Shayde quickly became proficient in her crafts; learning to pickpocket rich folks, steal food while nobody was looking and, when the occasion called for it, how to defend herself as well as any other trained man or woman and as much as she wasn't a fan of killing things, she would do it if she had to.

On the day of her 16th birthday, Shadye woke up to find her mother gone and a note left in her place. The note stated that her mother had taught Shadye everything there was to know about this lonely life and it was time to go out on her own and make her own way. It took the girl a while to adjust, but adjust she did and eventually Shayde was getting on by herself extremely well, she was happy, care-free and able to do whatever the hell she wanted with her life, who wouldn't want this kind of life? it was everything she had dreamed about...or at least it was until Lucian came along.

It had been just another pickpocket on some unsuspecting sap, get in get out, go buy something with his hard earned money, easy job, she had done it a million times before. Unfortunately for Shayde though, that sap would turned out to be a centuries old demon King who did not take kindly to her attempts to rob him. Looking back now, Shayde can only guess he had allowed her to steal his coin purse before starting his little game of cat and mouse...cat and demon King, every time Shayde turned a new corner to escape her pursuer, there he was standing just a little bit closer every time with his arms outstretched as if he was offering a hug until, finally, she rounded a corner and ran straight into the demonic man's embrace. She had struggled violently against him but it was no good, his superior strength quickly outmatched her and she was left at his mercy as he wasted little time in raping Shayde right there in the alley. The rape seeming to go on for hours before he finished and suddenly left the passed out Shayde on the ground. When she awoke, Shayde was overcome with a feeling of rage and shame at having been used to easily,making Shayde swear to herself that she would see the man who had sullied her body dead before her feet by any means necessary.... Even if she had to admit that the tattoo now adorning the right side of her neck was actually quite tasteful and to her liking.

Class: Vagabond
Weapon:
Dagger: AP Cost 5, Damage 3
Dagger: AP Cost 5, Damage 3
Armor:Light Armor (Leather): +1 Damage Reduction

Skill:
Jagged Dagger: Cost: 7 AP, Weapon Damage + Bleed
Sneak Attack: Melee Attacks from the Rear do double damage. Range Attacks get another +4 Hit
Quick-Footed +1 Evasion against Melee attacks
Dual-Wielder: Switch to using Twin Pistols or Twin Daggers (Damage x 1.5 (round up))
[*]+1 to evasion when dual wielding
Venom Vial: Cost: 2 AP, Apply poison to your weapon or throw it at an opponent.


Stats:
Level: 1
Strength: 16 (+3)
Dexterity: 21 (+5)
Constitution: 14 (+2)
Intelligence:8 (-1)
Wisdom: 10 (+-0)

Health Points (HP): 8+2 = 10/10
Orgasm Points (OP): 5+0 = 5/5
Evasion: 10+5+1(beastman)+1(Dual wielding level 2) = 17
Lust Points: 0
Last edited by cryosabre on Sun Dec 13, 2015 1:47 am, edited 4 times in total.
Who needs Skyrim when you have Oblivion?! - Pugna
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Re: Tainted Princess

Postby cryosabre » Mon Nov 30, 2015 12:19 pm

Crap I missed the deadline Dx! *sad* q.q
Who needs Skyrim when you have Oblivion?! - Pugna
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Re: Tainted Princess

Postby VintageBass » Mon Nov 30, 2015 2:28 pm

... Apparently I can math good. Note I'm not exactly used to that particular way of using points, my brain wasn't exactly thinking, plus it was late for me and I haven't been sleeping all that regularly well, so I was bound to screw up.

Anyway, I hope this is good enough.
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Re: Tainted Princess

Postby MASigma » Mon Nov 30, 2015 7:13 pm

I picked my 5 skills and I put up some spells, not sure on if they work or not but feel free to tell me how I can adjust them if needed
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