Touki SenBrawler
Human Female
Strength: 8 (+3)
Agility: 7 (+2)
Endurance: 7 (+2)
Intelligence: 5
Perception: 6 (+1)
Willpower: 5
Charisma: 2 (-3)
Appearance: 5
Health: 17
Base Damage: 4
Base Magical Damage: 3
Skills:
Mixed Combo - The first blow works in the same manner as any normal attack, and if lands the combo starts. A d20 is thrown, and if the result is higher than 10 the character hits and the d20 is throw again. This continue till the result of the d20 is 10 or less. After using the skill, the character won't be able to defend against any incoming attack for the turn
Personal Stance - When used, gives a +1 bonus to first next attack, defence or counter made while still keeping the stance
Self-Recoil - Passive: -1 damage taken by physical attacks when the character sees them coming and is able to move back
Features:
Fighting Veteran:
+3 bonus to attack and defense
x2 damage taken from critical hits
Cold:
+2 to resistance to being threatened, +3 if it's a threat involving violence
-3 to social interactions
CS:
Touki SenGinkoRanged / Naturalist
Fox Anthro Female
Strength: 5
Agility: 7 (+2)
Endurance: 5
Intelligence: 7 (+2)
Perception: 6 (+1)
Willpower: 5
Charisma: 3 (-2)
Appearance: 7 (+2)
Health: 10
Base Damage: 3
Base Magical Damage: 4
Skills:
Green Thumb - Depending on how it's used, the effect of this spell might change. A d20 plus intelligence modifier is used to determine the result of the spell, and it's successful if the result is higher than 10
Mystical Enhancement - Adds magical damage to the damage dealt by the next attack
Hunter's Eye - Passive: Hits become critical hits when the result of the d20 is 19 or higher instead of 20 or higher
Rampage - Activates only by effect of the Magical Monster Feature. When active, double strength, agility and endurance while halving all the other stats. The character will also be unable to use any weapons or skills
Features:
Magical Monster:
After using the skill Mystical Enhancement three times in the same fight, the next time it's used there will be a d20 roll. If the result is higher than 10 the character will remain herself, otherwise she'll go into a Rampage. The roll will be repeated every time Mystical Enhancement is used in the same battle while still being herself, and there will be a -1 stacking modifier for each new roll done.
Hunter's Presence:
-3 to opponents perception rolls while unaware of the character's presence.
Awkward:
-3 to social interactions
CS:
GinkoBlair AmellRouge / Entertainer
Human Female
Strength: 1 (-4)
Agility: 5
Endurance: 5
Intelligence: 5
Perception: 5
Willpower: 5
Charisma: 9 (+4)
Appearance: 10 (+5)
Health: 10
Base Damage: 1
Base Magical Damage: 3
Skills:
Seduce - Successful if the result of the d20 plus Appearance Modifier is higher than 10. The next sneak attack will surely be successful. A normal attack might nullify this effect
Quick Death - If the result of the d20 is higher than 10, the hit becomes a critical hit. If it's 10, it's considered a normal hit. If it's lesser than 10, the attack misses. If the result is 20 or higher, the opponent dies (usually)
Dancer Cover - Passive: -1 to perception's rolls of the opponents while they don't know the character's true colors
Features:
Loves cum:
Consuming cum will greatly reduce hunger and thirst.
-1 to social interactions for each time she's got cum on her, and larger amounts can further "increase" the modifier. Lasts until she bathes.
Dancer's Body:
+3 to "enticing" rolls
Greedy:
-3 resistance to requests involving money
Fertile:
The character gets pregnant when the result of d20 is higher than 10 instead of higher than 15.
The character gives birth after four hours instead of after a day.
CS:
Blair AmellHope AradineNaturalist (druid)
Elf Female
Strength: 3 (-2)
Agility: 4 (-1)
Endurance: 4 (-1)
Intelligence: 8 (+3)
Perception: 7 (+2)
Willpower: 6 (+1)
Charisma: 6 (+1)
Appearance: 9 (+4)
Health: 9
Base Damage: 2
Base Magical Damage: 4
Skills:
Shapeshifting - If the result of d20 plus intelligence modifier is higher than 10, the shapeshifting is successful. Character has to touch or to have touched something in the last five turns to be able to shapeshift into it. Each shapeshifting has it's own details. Lasts for three turns
Taming - If the result of d20 plus charisma is 20 or higher, the animal will be tamed and won't want anything. If the result is higher than 10, the animal will be tamed, but will want something in return for any help given. If the result is 10 or less, the taming fails. Offering something while timing might give further bonuses
Nature Affinity - Passive: +1 to perception rolls while in the wilderness.
Features:
Animal Friend:
No negative modifier when interacting with animals.
Charisma modifier doubled when dealing with animals.
Animals won't attack first (usually), but may attempt to mate.
-3 to fighting rolls against non-hostile animals, and damage is halved.
Potion Master:
Doubles effects of potions, poisons and drugs created.
Halves effects of potions, poison and drugs consumed.
Hunger and thirst are harder to satisfy as "effects" of food and drinks are halved too.
Immune to Cold: (this is a feature more than a skill ^^)
Halves damage from ice and water spells.
Halves eventual negative modifiers from being over-exposed to cold temperatures.
Doubles eventual negative modifiers from being over-exposed to hot temperatures.
CS:
Hope AradineDeimos of the Crimson ClanWarrior (Bezerker)
Lizard Anthro Male
Strength: 10 (+5)
Agility: 8 (+3)
Endurance: 8 (+3)
Intelligence: 5
Perception: 6 (+1)
Willpower: 4 (-1)
Charisma: 2 (-3)
Appearance: 2 (-3)
Health: 18
Base Damage: 5
Base Magical Damage: 3
Skills:
Berserk Rush - The character attacks three time each enemy around him. Doubles damage received
Berserk Strike - Doubles damage dealt by next attack if it's a normal hit. Quadruple the damage dealt if it's a critical hit. After using the skill, the character won't be able to defend against any incoming attack for the turn
Berserk Trance - Passive: +1 damage done with physical attacks for each quarter of health points lost
Pheromone Cloud - Usable in accordance with the Reptilian Pheromones feature. For each female in the area, the result of the d20 determines the state of arousal. If the result is 20 or higher, the female will be strongly aroused and will receive a -5 modifier to all rolls. From 15 to19, the modifier will be -4. From 10 to 14, the modifier will be -3. From 5 to 9, the modifier will be -2. From 1 to 4, the modifier will be -1. Each male in the area becomes hostile to the character
Features:
Lizard's anatomy:
Fully restore any injury while resting for three turns or sleeping.
-2 to fight rolls for each missing limb or great injury
Carnivore:
Meat greatly reduce hunger.
Non-meaty foods don't reduce hunger.
Doubles negative modifiers from hunger.
Lizard Scales:
-1 damage received for the firsts hits of the fight. Following attacks towards the same place won't suffer from this feature.
Reptilian Pheromones:
-1 to all rolls for females that remains near the character for five turns (light arousal). The modifier "increase" for each two additional turns spent near the character.
Once a day can use a Pheromone Cloud, but doing so nullify the effect of this feature for the rest of the day.
CS:
Deimos of the Crimson ClanVelmaEntertainer (Merchant) / Priest (Witch)
Human Female
Strength: 1 (-4)
Agility: 4 (-1)
Endurance: 3 (-2)
Intelligence: 8 (+3)
Perception: 5
Willpower: 4 (-1)
Charisma: 10 (+5)
Appearance: 10 (+5)
Health: 6
Base Damage: 1
Base Magical Damage: 4
Skills:
Dark Charm - If the result of the d20 plus intelligence is higher than 10, the opponent is charmed. If the result is 20 or higher, the opponent is enslaved. Every turn a d20 will be rolled for every charmed opponent, and if the result is 10 or less, the opponent will break free of the spell. The enslaved opponents can't break free until the character herself frees them (usually). Using the voodoo doll and something from the opponent's body might add further bonuses, but increase casting time
Hot Trades - If the result of the d20 plus appearance is higher than 10, any type of transaction will end as the character wants. If the result is 20 or higher things will go too well, and the other party might attempt to get into the character skirt
Shrewd Merchant - Passive: +1 to perception rolls during commercial transactions
Features:
Enchantress:
+2 to magical damage done
+2 modifier to Dark Charm's periodical rolls
+2 damage received from magical sources
Manipulator:
+2 to social interactions with most people (from 3 to 8 intelligence)
-2 to social interactions with extremely stupid or extremely intelligent people (1, 2, 9 or 10 intelligence)
Air of Nobility:
Easier to gain and to lose reputation with factions.
CS:
VelmaTreya SalasPriestess
Horse Anthro Female
Strength: 2 (-3)
Agility: 2 (-3)
Endurance: 4 (-1)
Intelligence: 8 (+3)
Perception: 6 (+1)
Willpower: 7 (+2)
Charisma: 7 (+2)
Appearance: 8 (+3)
Health: 7
Base Damage: 1
Base Magical Damage: 4
Skills:
Holy Light - Magic attack. It's result is given by the d20 plus intelligence, and the damage dealt is calculated using the intellect instead of the strength. Can also be used to heal.
Holy Shield - Magic defense. It's result is given by the d20 plus intelligence
Chaste Redemption - Passive: +1 to healing done to raped characters. If the healed is female, virginity is restored (even if lost long before the rape)
Features:
Former slave: Treya has a weakness to sexual attacks, and is still submissive from her time as a slave, and has a problem resisting dominant males, and usually wears revealing clothing
-2 to defense rolls against sexual attacks and strong sexual advances.
-2 to social interactions with pushy males
Priestess of War:
+2 to fighting rolls
+2 to magic damage dealt
CS:
Treya SalasAdastraWarrior
Human Female
Strength: 6 (+1)
Agility: 5
Endurance: 5
Intelligence: 6 (+1)
Perception: 1 (-4)
Willpower: 2 (-3)
Charisma: 10 (+5)
Appearance: 10 (+5)
Health: 15
Base Damage: 3
Base Magical Damage: 3
Skills:
Swift Flurry - The character attacks five times a single enemy. Each blown after the first receives an additional +1 damage dealt for each of the previous successful hits during the skill. After using the skill, the character won't be able to defend against any incoming attack for the turn
Rebound - After successful defence it's usually possible to use this skill. If the result of the d20 plus agility is higher than 10 the character will counter his attack and deal the usual damage plus additional damage from the enemy's strength
Guiltless - Passive: If the enemy is not an orc or similar, when his health reaches 0 his fate is determined by the d20. If the result is higher than 10 he will pass out, otherwise he will die and trigger the Guilt feature. Passed out enemies will remain down for one turn after their defeat, and then will wake up depending un the result of a d20 plus their willpower. If the result is higher than 10, then they will wake up. Reaction upon waking up could vary
Features:
Hatred Orcs:
+1 to fighting rolls and damage dealt against Orcs and enemies resembling Orcs. Additional +1 for each orc or similar killed, for a max of +5. Expires two turns after the last kill.
Guilt:
-1 to fighting rolls and damage done for each kill of most living beings. Max of -5. Expires two turns after the last kill.
Naughty Mind:
-2 to defense rolls against sexual attacks and strong sexual advances, -4 if the "attacker" is an Orc, a similar, or plainly resembles an orc
CS:
AdastraKazukiSpellsword
Human Male
Strength: 10 (+5)
Agility: 8 (+3)
Endurance: 5
Intelligence: 10 (+5)
Perception: 5
Willpower: 5
Charisma: 1 (-4)
Appearance: 1 (-4)
Health: 12
Base Damage: 5
Base Magical Damage: 5
Skills:
Demoniac Enhancement - Adds magical damage to the damage dealt by the next attack. After using this skill three times in the same fight, every time it's used it will give a -1 to attack rolls for each additional time it's been used. Side effects will disappear two turns after the end of the last fight.
Demonic Storm - The character attacks three time each enemy around him. After using the skill, the character won't be able to defend against any incoming attack for the turn.
Demon Bound - Passive: Recover 1 health point per turn while in combat and 3 health points per turn while out of combat.
Features:
Dual Wield:
+1 to attack rolls while dual wielding.
Oboro Ninjutsu:
+2 to fighting rolls.
Demon's Curse
Halves damage received from magic sources
Halves heals received from magic sources
CS:
KazukiAmber RictoneRogue
Cat Anthro Female
Strength: 4 (-1)
Agility: 10 (+5)
Endurance: 3 (-2)
Intelligence: 5
Perception: 7 (+2)
Willpower: 5
Charisma: 5
Appearance: 6 (+1)
Health: 10
Base Damage: 2
Base Magical Damage: 3
Skills:
Robber Strike - If the next attack is successful, if the result of d20 plus agility is higher than 10, something random is stolen from the opponent.
Illusion - Successful if the result of d20 plus intelligence is higher than 10. Depending on how it's used, the effect of this spell might change
Thief's Stealth - -1 to opponents perception rolls while unaware of the character's presence.
Features:
Nimble fingers:
+1 to lock-picking and pickpocketing
+1 to attack rolls while using daggers and similar weapons
Night Burglar's Eye:
+1 perception in dark places
CS:
Amber Rictone