There are six slots currently open, one pre booked by Amaranis A'daragon, who also helped design the mechanics. I dunno if I'll add more but we'll see.
So this will be a pirate/nautical themed adventure. The locales will include: Boats, oceans, deserted islands, cursed islands, port towns and many more! Think Pirates of the Caribbean. Also: Technology levels are bordering on steampunk, if that helps.
Now! Allow me to set the scene and provide a little backstory on what's going on.
Spoiler (click to show/hide):
Long ago, the Isles of the Lost were a location of wonder, superstition and adventure. Pirates, sailors and adventurers alike quested towards the Isles in search of treasure. Many never returned. Those that did told tales of the Eye of a Thousand Suns. The Eye was a disc of solid gold, a multicoloured jewel set in the very center. Staring into the jewel gave one visions of other lands, other worlds, other times. Hence the name.
The Eye is alive. It told the visitors of the Isle what it could do and what it wanted. It granted a wish. One wish, without loopholes or strings attached. The wish would be granted to the specification of the user. And the Eye wanted to be used. It wanted to grant wishes.
But, as greedy ne'er do wells rushed to the Isles, the Eye gave a condition. Only those that it saw as worthy could use it. Whether they were good or evil did not matter, only whatever the Eye saw in them.
After a wish was granted, the Isles and their treasure troves would vanish for centuries at a time. Each time they returned, the Eye chose. Those it chose were granted a means to defend themselves by warping the minds of their foes. Each time it is different. Once the chosen could invoke wrath in others, or sadness or fear. But they were also susceptible to it themselves.
This time it is Lust. If that wasn't obvious. Those chosen by the Eye have with them a map that they can never be rid of. The map is ever changing, only when the Eye decides does the map show the path to the Isles.
The Eye will lay upon you trails and quests. Once one chosen completes the trial, the maps will clear for a time, and the victor shall gain yet another boon.
Now, the scene is set. Time to talk about our actors. Be you president, pirate or peasant, your fates are now intertwined. Seeking to use your wishes, the Pirate Queen, Bloody Marie has captured you. All of you. It wasn't easy, that's for sure.
But perhaps you were a part of her crew before this happened? Perhaps your presence on board her vessel was pure coincidence before being granted the boon of the Eye?
Regardless, she has laid claim to you. A cursed collar is around your neck, forcing you to stay within a certain distance of the Queen.
Your first Quest from the Eye of a Thousand Suns is to rid yourself of the Pirate Queen. Escape. Currently she is too powerful to take on. But perhaps she leaves the keys to your shackles in an obvious place? Be sneaky, find them. Be seductive, take them from her. Be brave, duel her for them.
Once one chosen earns their freedom, you all will.
But will you remain together?
Of course, there are others who seek to obtain your boons and use you for their own gains. Is the protection of the Pirate Queen is necessary for now?
Long ago, the Isles of the Lost were a location of wonder, superstition and adventure. Pirates, sailors and adventurers alike quested towards the Isles in search of treasure. Many never returned. Those that did told tales of the Eye of a Thousand Suns. The Eye was a disc of solid gold, a multicoloured jewel set in the very center. Staring into the jewel gave one visions of other lands, other worlds, other times. Hence the name.
The Eye is alive. It told the visitors of the Isle what it could do and what it wanted. It granted a wish. One wish, without loopholes or strings attached. The wish would be granted to the specification of the user. And the Eye wanted to be used. It wanted to grant wishes.
But, as greedy ne'er do wells rushed to the Isles, the Eye gave a condition. Only those that it saw as worthy could use it. Whether they were good or evil did not matter, only whatever the Eye saw in them.
After a wish was granted, the Isles and their treasure troves would vanish for centuries at a time. Each time they returned, the Eye chose. Those it chose were granted a means to defend themselves by warping the minds of their foes. Each time it is different. Once the chosen could invoke wrath in others, or sadness or fear. But they were also susceptible to it themselves.
This time it is Lust. If that wasn't obvious. Those chosen by the Eye have with them a map that they can never be rid of. The map is ever changing, only when the Eye decides does the map show the path to the Isles.
The Eye will lay upon you trails and quests. Once one chosen completes the trial, the maps will clear for a time, and the victor shall gain yet another boon.
Now, the scene is set. Time to talk about our actors. Be you president, pirate or peasant, your fates are now intertwined. Seeking to use your wishes, the Pirate Queen, Bloody Marie has captured you. All of you. It wasn't easy, that's for sure.
But perhaps you were a part of her crew before this happened? Perhaps your presence on board her vessel was pure coincidence before being granted the boon of the Eye?
Regardless, she has laid claim to you. A cursed collar is around your neck, forcing you to stay within a certain distance of the Queen.
Your first Quest from the Eye of a Thousand Suns is to rid yourself of the Pirate Queen. Escape. Currently she is too powerful to take on. But perhaps she leaves the keys to your shackles in an obvious place? Be sneaky, find them. Be seductive, take them from her. Be brave, duel her for them.
Once one chosen earns their freedom, you all will.
But will you remain together?
Of course, there are others who seek to obtain your boons and use you for their own gains. Is the protection of the Pirate Queen is necessary for now?
Regardless, time to set sail! The Quest for the Eye Begins!
Races:
A fantastical nautical adventure will give you some choice on what you can be. Now, I would like some differences between player characters. If everyone were a mermaid than this adventure will be a lot different than I have planned. Each Race has a bonus to their Stats (see below) and you may choose one of two racial abilities (also see below). You will gain more abilities as the game goes on, maybe tied to your Race. We'll see. Feel free to rename any abilities or equipment you get from picking a race to suit your character (eg, Pirate dagger = hook hand). It should be noted that 'Basic Armour (+ 1)' is just standard clothing.
If you would like to make a custom race, feel free to send me a message.
Keep things reasonable though.
Spoiler (click to show/hide):
Humans:
Human (Landlubber) - +1 Will, +1 Con. Choose 1: Superstitious (+2 on curse ability/defense) OR Mercenary (+2 on intimidation ability/defense)
Human (Sailor) - +1 Con, +1 Str. Choose 1: Sure-footed (+2 when dealing with difficult terrain/knockback attempts) OR Grog Blooded (Heal 1 lust or health damage when you drink alcohol)
Human (Pirate) - +1 Dex, +1 Cha. Choose 1: Superstitious (+2 on curse ability/defense) OR Grog Blooded (Heal 1 lust or health damage when you drink alcohol)
Humans are an odd, but extremely common race. I'm not going to go into much detail about them because everyone knows what humans are. Right? So, you've got some differences between humans. Those on the land are prone to superstitious behaviors, but many choose to take jobs as mercenaries to earn their keep. Sailors are a hardy lot. More importantly, they know where to put their feet (if they aren't drunk that is). Pirates are odd ones. They can be good, bad, noble, sneaky, you name it. They have a different brand of superstition than landfolk, oftentimes fearing curses more. The rum helps, of course.
Starting Equipment: Basic Armour (+1), hat, trinket from home
Landlubber: Ward/religious talisman OR Cutlass
Sailor: Cutlass OR Cannon
Pirate: Dagger OR Pistol
Beastmen:
Mermaid - +1 Cha, +1 Will. Siren Song (+2 on charming ability/defense), Water breathing. Choose 1: Natural armor (+2 armor) OR Shapeshift (Can walk on land with no penalty, but lose access to Siren Song). Drawback: -1 Dex while on land, dehydrates quickly (Lose 1 HP daily after being out of water, stacking.)
Beastman - +1 Con. Choose 1: +1 Dex OR +1 Str. Choose 1: Beast attack (+2 when attacking with natural weapons) OR Cuddly (+2 on charm skills/defense)
Harpy - +1 Dex, +1 Will, - 1 Con. Flying. Choose 1: Siren Song (+2 on charming ability/defense) OR Beast attack (+2 when attacking with natural weapons). Drawback: Weak to grapple/restraint attempts, can't carry much/weights are twice as effective.
When making a beastman character, you may decide what their animal half is.
Beastmen were once animals or humans that were cursed to hold the shape of the other. Now a days, crossbreeding has... stabilized them as their own race, one with as many differences as there are animals. A Beastman looks human at a glance, but has other traits beside.
Mermaids/men have many skin tones, ranging from the human ones to pure white or blue. From the waist down their body resembles a fish's tail. On land, a latent magical ability allows them to split the tail into two and walk like any other person, but they grow weaker the longer they are away from water. Though some are capable of transforming entirely into humans... They have gills and webbed fingers. For story purposes, I must ask that any player wanting to make a mermaid NOT pick a fish that is a deep sea one.
Beast Type Beastmen don't have a specific title like their aquatic cousins. These individuals have a pair of animal ears atop their heads and a tail. Their arms and legs are covered in furs, fingers and toes tipped with sharp claws. They are often slightly less intelligent than humans, but don't underestimate them when backed into a corner. Especially since they possess great strength.
Harpies have the bodies of humans, but their arms are instead replaced by wings and legs ending with talons. Some do possess hands like any other person, but most simply have wings instead. Their bones are light, allowing them the ability to fly freely. However, this lightness doesn't do them many favours when weighed down...
tldr; mermaids/men, cat/dog girls and guys, harpies. Have fun kids.
Starting Equipment: Natural Weapon (Claws and/or fangs), Bow/Range Weapon
Mermaid: Shell/Starfish Bikini/Necklace (Specifically not Basic Armour), Conch shell/Relic
Beastman: Basic Armour (+1), trinket
Harpy: Basic Armour (+1), shiny things, a fruit
Witches:
Witch - +1 Cha, + 1 Will, - 1 Con. Spellcraft (Select one ability of another Race, including Water Breathing or Flying). Choose 1: Fortune (Grant yourself or another an automatic victory on their next roll, but incur -5 to the one after.) OR Voodoo (Upon you or an ally being harmed, the attacker also takes damage. Also: You may temporarily command an unconscious/dead human). Drawback: Can't use mundane weapons, you cannot swim.
Witches are Humans or Beastmen (specifically Beastman type) that have gained supernatural gifts from years of study or exposure to certain relics. they may bend fortune to their will, use curses easier than any other... but the depths wish to reclaim those gifts. Without assistance, Witches lose the ability to swim in salt water. Mermaids are also naturally... opposed and unkind to Witches. It's in their blood.
Starting Equipment: Bone dice, crystal ball or relic, hat, wooden staff
Humans:
Human (Landlubber) - +1 Will, +1 Con. Choose 1: Superstitious (+2 on curse ability/defense) OR Mercenary (+2 on intimidation ability/defense)
Human (Sailor) - +1 Con, +1 Str. Choose 1: Sure-footed (+2 when dealing with difficult terrain/knockback attempts) OR Grog Blooded (Heal 1 lust or health damage when you drink alcohol)
Human (Pirate) - +1 Dex, +1 Cha. Choose 1: Superstitious (+2 on curse ability/defense) OR Grog Blooded (Heal 1 lust or health damage when you drink alcohol)
Humans are an odd, but extremely common race. I'm not going to go into much detail about them because everyone knows what humans are. Right? So, you've got some differences between humans. Those on the land are prone to superstitious behaviors, but many choose to take jobs as mercenaries to earn their keep. Sailors are a hardy lot. More importantly, they know where to put their feet (if they aren't drunk that is). Pirates are odd ones. They can be good, bad, noble, sneaky, you name it. They have a different brand of superstition than landfolk, oftentimes fearing curses more. The rum helps, of course.
Starting Equipment: Basic Armour (+1), hat, trinket from home
Landlubber: Ward/religious talisman OR Cutlass
Sailor: Cutlass OR Cannon
Pirate: Dagger OR Pistol
Beastmen:
Mermaid - +1 Cha, +1 Will. Siren Song (+2 on charming ability/defense), Water breathing. Choose 1: Natural armor (+2 armor) OR Shapeshift (Can walk on land with no penalty, but lose access to Siren Song). Drawback: -1 Dex while on land, dehydrates quickly (Lose 1 HP daily after being out of water, stacking.)
Beastman - +1 Con. Choose 1: +1 Dex OR +1 Str. Choose 1: Beast attack (+2 when attacking with natural weapons) OR Cuddly (+2 on charm skills/defense)
Harpy - +1 Dex, +1 Will, - 1 Con. Flying. Choose 1: Siren Song (+2 on charming ability/defense) OR Beast attack (+2 when attacking with natural weapons). Drawback: Weak to grapple/restraint attempts, can't carry much/weights are twice as effective.
When making a beastman character, you may decide what their animal half is.
Beastmen were once animals or humans that were cursed to hold the shape of the other. Now a days, crossbreeding has... stabilized them as their own race, one with as many differences as there are animals. A Beastman looks human at a glance, but has other traits beside.
Mermaids/men have many skin tones, ranging from the human ones to pure white or blue. From the waist down their body resembles a fish's tail. On land, a latent magical ability allows them to split the tail into two and walk like any other person, but they grow weaker the longer they are away from water. Though some are capable of transforming entirely into humans... They have gills and webbed fingers. For story purposes, I must ask that any player wanting to make a mermaid NOT pick a fish that is a deep sea one.
Beast Type Beastmen don't have a specific title like their aquatic cousins. These individuals have a pair of animal ears atop their heads and a tail. Their arms and legs are covered in furs, fingers and toes tipped with sharp claws. They are often slightly less intelligent than humans, but don't underestimate them when backed into a corner. Especially since they possess great strength.
Harpies have the bodies of humans, but their arms are instead replaced by wings and legs ending with talons. Some do possess hands like any other person, but most simply have wings instead. Their bones are light, allowing them the ability to fly freely. However, this lightness doesn't do them many favours when weighed down...
tldr; mermaids/men, cat/dog girls and guys, harpies. Have fun kids.
Starting Equipment: Natural Weapon (Claws and/or fangs), Bow/Range Weapon
Mermaid: Shell/Starfish Bikini/Necklace (Specifically not Basic Armour), Conch shell/Relic
Beastman: Basic Armour (+1), trinket
Harpy: Basic Armour (+1), shiny things, a fruit
Witches:
Witch - +1 Cha, + 1 Will, - 1 Con. Spellcraft (Select one ability of another Race, including Water Breathing or Flying). Choose 1: Fortune (Grant yourself or another an automatic victory on their next roll, but incur -5 to the one after.) OR Voodoo (Upon you or an ally being harmed, the attacker also takes damage. Also: You may temporarily command an unconscious/dead human). Drawback: Can't use mundane weapons, you cannot swim.
Witches are Humans or Beastmen (specifically Beastman type) that have gained supernatural gifts from years of study or exposure to certain relics. they may bend fortune to their will, use curses easier than any other... but the depths wish to reclaim those gifts. Without assistance, Witches lose the ability to swim in salt water. Mermaids are also naturally... opposed and unkind to Witches. It's in their blood.
Starting Equipment: Bone dice, crystal ball or relic, hat, wooden staff
I admit the list is quite limiting and perhaps the humans are more balanced than the rest, but lets have fun with these, shall we?
Time for Stats and Mechanics! Which I probably should have put BEFORE the races/classes, but whatever.
Spoiler (click to show/hide):
When you go to do something that would require a skill check, I (for safety's sake) will roll a D20. Whatever stat is used for that check is then added to your roll. Above 12 is a success. Nat 20/Nat 1 have... interesting outcomes too.
For Combat, the system is a little different. I will roll a D20 for the combatants. Whatever attack stat (STR, DEX, CHA or WIS) is then added to the score. Whoever rolled the highest wins that round of combat and damages the other. Damage is 1 + Attack Stat - Armour. If multiple characters are attacking another, then they will be hit if one of the attackers rolls higher but ONLY by that attacker.
Bosses, which will be group battles, will have... bonuses depending on how many are fighting.
Also, the effects of the Eye make seduction and teasing a viable combat strategy. Characters who are seduced enter a Horny state. Easy to take advantage of, or simply killed while they are... er, 'indisposed'.
When attacking, you must use a weapon. If you cannot, you use unarmed, which gains no attack bonuses. You can use CHA/Seduction/Tease with no weapon. Beastmen are technically never devoid of weapons due to their Natural Weapon(Claws/Fangs). You can attack with any means in your reply, even if you don't actually use the weapon you still gain the mechanical advantages to it.
Melee weapons only give you bonuses to melee attacks, ranged weapons only give you bonuses to ranged attacks.
Talismans, Relics, Symbols and Staffs are used for Curse/Will attacks
Your base HP is 5 + twice your CON. At the start of each day you regain HP equal to your CON. When your HP is depleted you are Unconcious. The next attack on you will kill you.
You have 5 + your Will and Cha added together for your Lust HP/Heat Gauge (Working on name). When your Lust HP is gone, you are Horny and will begin to masturbate/engage with any other Horny individuals. The next attack on you will kill you... though enemies might lose focus first.
If you are Unconscious or Horny, an ally can use their round to bring you back to 1 HP/LHP and restore one of the other HP type. If they choose to do so, I will roll a d20 and add your CON. If above 12, you're back on your feet.
Note that, if you die, yall are dead. You can make a new character or quit the game, but that character is dead. Unless brought back by something, I don't know. The turn immediately after someone dies, an ally can make the same check as above to attempt to revive them. IF success, wooo, if fail, ded.
HP = Your life
LHP = How much you can resist temptation
STR = Physical strength, affects damage of large weapons (Swords, cannons)
DEX = Stealth, picking locks, rogue shit. Affects damage of small/hidden weapons (daggers, claws, pistols/bows)
CON = Affects HP, resistance to poisons etc.
CHA = Affects intimidation, persuasion, seduction and defense against them. Also coming out on top in sexual domination contests.
WILL = Affects magic/'Curse' abilities and defense against them.
You start with 1 in each stat. You have 8 stat points to spend on them from Level 1, which you are.
Now, your abilities. You have these things called Ability Points. You start with 2 and recover them all at the start of each day. You can spend 1 Ability Point to use an Ability.
Grog Blooded and Natural Armour are always on and free, though constant use of Grog Blooded (Like 3 times) will get you drunk and that causes a massive penalty to all of your abilities and stats. Shapeshifting costs an Ability Point to activate, but not to turn off.
Additionally, if you start with a weapon you gain access to the Focus ability. Spend an Action Point to deal double damage on your next attack, but become vulnerable on failure.
When you go to do something that would require a skill check, I (for safety's sake) will roll a D20. Whatever stat is used for that check is then added to your roll. Above 12 is a success. Nat 20/Nat 1 have... interesting outcomes too.
For Combat, the system is a little different. I will roll a D20 for the combatants. Whatever attack stat (STR, DEX, CHA or WIS) is then added to the score. Whoever rolled the highest wins that round of combat and damages the other. Damage is 1 + Attack Stat - Armour. If multiple characters are attacking another, then they will be hit if one of the attackers rolls higher but ONLY by that attacker.
Bosses, which will be group battles, will have... bonuses depending on how many are fighting.
Also, the effects of the Eye make seduction and teasing a viable combat strategy. Characters who are seduced enter a Horny state. Easy to take advantage of, or simply killed while they are... er, 'indisposed'.
When attacking, you must use a weapon. If you cannot, you use unarmed, which gains no attack bonuses. You can use CHA/Seduction/Tease with no weapon. Beastmen are technically never devoid of weapons due to their Natural Weapon(Claws/Fangs). You can attack with any means in your reply, even if you don't actually use the weapon you still gain the mechanical advantages to it.
Melee weapons only give you bonuses to melee attacks, ranged weapons only give you bonuses to ranged attacks.
Talismans, Relics, Symbols and Staffs are used for Curse/Will attacks
Your base HP is 5 + twice your CON. At the start of each day you regain HP equal to your CON. When your HP is depleted you are Unconcious. The next attack on you will kill you.
You have 5 + your Will and Cha added together for your Lust HP/Heat Gauge (Working on name). When your Lust HP is gone, you are Horny and will begin to masturbate/engage with any other Horny individuals. The next attack on you will kill you... though enemies might lose focus first.
If you are Unconscious or Horny, an ally can use their round to bring you back to 1 HP/LHP and restore one of the other HP type. If they choose to do so, I will roll a d20 and add your CON. If above 12, you're back on your feet.
Note that, if you die, yall are dead. You can make a new character or quit the game, but that character is dead. Unless brought back by something, I don't know. The turn immediately after someone dies, an ally can make the same check as above to attempt to revive them. IF success, wooo, if fail, ded.
HP = Your life
LHP = How much you can resist temptation
STR = Physical strength, affects damage of large weapons (Swords, cannons)
DEX = Stealth, picking locks, rogue shit. Affects damage of small/hidden weapons (daggers, claws, pistols/bows)
CON = Affects HP, resistance to poisons etc.
CHA = Affects intimidation, persuasion, seduction and defense against them. Also coming out on top in sexual domination contests.
WILL = Affects magic/'Curse' abilities and defense against them.
You start with 1 in each stat. You have 8 stat points to spend on them from Level 1, which you are.
Now, your abilities. You have these things called Ability Points. You start with 2 and recover them all at the start of each day. You can spend 1 Ability Point to use an Ability.
Grog Blooded and Natural Armour are always on and free, though constant use of Grog Blooded (Like 3 times) will get you drunk and that causes a massive penalty to all of your abilities and stats. Shapeshifting costs an Ability Point to activate, but not to turn off.
Additionally, if you start with a weapon you gain access to the Focus ability. Spend an Action Point to deal double damage on your next attack, but become vulnerable on failure.
Curses:
This game's version of magic. Depending on your Race/Starting equipment you can use them. They can range from basic attacks to more... interesting things.
However, curses have a mind of their own and delight in chaos.
When casting, word your curse carefully, for it might go out of control (This is just fluff).
Spoiler (click to show/hide):
If you have an item capable of using Curses (listed above), you can use them. The most basic is essentially a ranged attack that can target an enemy's HP or LHP. Other ones are more powerful and situational.
Here are some examples.
Flame Curse: Create a large burst of flame near you, deal damage to all within
Curse of Tongues: Make someone say the wrong thing (Lower their CHA)
Twisting Curse: Make an object or someone's body... contort. (They cannot act for several turns. You can be specific on your contortion if you want)
Etc. I'll add more as we go along. Basically: Attack or support abilities.
List:
Those who can use curses start the game with the basic attack, one of their choice(Or custom).
I haven't put as much thought into curses as I have the other skills, so input and help from players is appreciated.
If you have an item capable of using Curses (listed above), you can use them. The most basic is essentially a ranged attack that can target an enemy's HP or LHP. Other ones are more powerful and situational.
Here are some examples.
Flame Curse: Create a large burst of flame near you, deal damage to all within
Curse of Tongues: Make someone say the wrong thing (Lower their CHA)
Twisting Curse: Make an object or someone's body... contort. (They cannot act for several turns. You can be specific on your contortion if you want)
Etc. I'll add more as we go along. Basically: Attack or support abilities.
List:
- Curse of Life: (Heal half of a target's HP
Clarity: (Heal half of a target's LHP)
Flame Curse: Create a large burst of flame near you, deal damage to all within
Curse of Tongues: Make someone say the wrong thing (Lower their CHA)
Those who can use curses start the game with the basic attack, one of their choice(Or custom).
I haven't put as much thought into curses as I have the other skills, so input and help from players is appreciated.
Character Creation:
Name:
Gender:
Race:
Bio (At least 2 sentences, 2 paragraphs max)
Appearance:
HP = Your life (5 + twice your CON)
LHP = Mental clarity (5 + CHA and WIS)
I have 8 Points to spend. Each stat starts at 1.
STR = Physical strength, affects damage of large weapons (Swords, cannons)
DEX = Stealth, picking locks, rogue shit. Affects damage of small/hidden weapons (daggers, claws, pistols/bows)
CON = Affects HP, resistance to poisons etc.
CHA = Affects intimidation, persuasion, seduction and defense against them. Also coming out on top in sexual domination contests.
WILL = Affects magic/'Curse' abilities and defense against them.
Items (Can have whatever you'd expect your character to have. Include: Map of the Eye, Strange stone and 10 Gold):
Abilities:
Curses Known (If applicable):
Kinks/Turn offs:
Phew, OK so that's actually a lot. Thanks for sticking around if you're interested!
Character list:
Nathaniel Caine (Firehead)
Spoiler (click to show/hide):
Name: Nathaniel Caine
Gender: Male
Race: Beastman (Fox)
Bio: Nathaniel always saw himself as the dashing rogue. Taking wealth and women wherever he went. He always found enjoyment in the challenge. One day an old hag cloaked in shadows called him into her tent. She told him he had the potential for a great destiny and the key was a map she handed to him. Incredulous he asked how much only to realize he was standing in an empty alley with no sign of the gypsy's tent. Confused at the events he pocketed the map and continued on his way.
From then on he found his womanizing ways a bit easier, and he began to wonder if the mysterious woman had been serious. One night he had his easiest mark yet. A beautiful practically begging for his attention without the need to woe her. Normally he'd be wary of such an easy mark, but his streak left him a little cocky and he bedded her. In the morning he had a rude awakening. The beauty held a dagger to his throat and several men had been allowed into the room. It seemed the Pirate Queen had a price on his head, at least he could be thankful he was wanted alive.
Appearance: https://chan.sankakucomplex.com/post/show/5483362
Stats:
Str:1
Dex:4
Con:3
Cha:5
Wil:2
HP:11
LP:12
AP:2
Items:Claws, Map of the Eye, Heavy Cloak(+1 Armor), Bow, Pretty Stone(Black stone with streaks of red and green), 10 Gold
Abilities: Sensuous(+2 Charm Skills/Defense)
Curses Known (If applicable): None
Turn Ons: Straight, Human, Furry, Beast, Exhibitionism, Light Bondage, Cock Worship
Turn Offs: Guro, Puke, Watersports, Scat
Name: Nathaniel Caine
Gender: Male
Race: Beastman (Fox)
Bio: Nathaniel always saw himself as the dashing rogue. Taking wealth and women wherever he went. He always found enjoyment in the challenge. One day an old hag cloaked in shadows called him into her tent. She told him he had the potential for a great destiny and the key was a map she handed to him. Incredulous he asked how much only to realize he was standing in an empty alley with no sign of the gypsy's tent. Confused at the events he pocketed the map and continued on his way.
From then on he found his womanizing ways a bit easier, and he began to wonder if the mysterious woman had been serious. One night he had his easiest mark yet. A beautiful practically begging for his attention without the need to woe her. Normally he'd be wary of such an easy mark, but his streak left him a little cocky and he bedded her. In the morning he had a rude awakening. The beauty held a dagger to his throat and several men had been allowed into the room. It seemed the Pirate Queen had a price on his head, at least he could be thankful he was wanted alive.
Appearance: https://chan.sankakucomplex.com/post/show/5483362
Stats:
Str:1
Dex:4
Con:3
Cha:5
Wil:2
HP:11
LP:12
AP:2
Items:Claws, Map of the Eye, Heavy Cloak(+1 Armor), Bow, Pretty Stone(Black stone with streaks of red and green), 10 Gold
Abilities: Sensuous(+2 Charm Skills/Defense)
Curses Known (If applicable): None
Turn Ons: Straight, Human, Furry, Beast, Exhibitionism, Light Bondage, Cock Worship
Turn Offs: Guro, Puke, Watersports, Scat
Annabell Aglae Orabestro (Nescafe)
Spoiler (click to show/hide):
Name:
Annabell Aglae Orabestro
Gender:
Female
Race:
Human (Sailor)
Appearance:
Anabell Body Ref.png
Annabell
(Base + Stat Points + Bonuses)
STR = 6 (1+2+1)
DEX = 4 (1+1)
CON = 4 (1+2+1)
CHA = 2 (1+1)
WILL = 3 (1+2)
HP = 13
LHP = 10
Ability Points = 2
Items:
Map of the Eye
Strange Stone
Basic Armour (+1)
Seashell Village Necklace (Trinket)
Cutlass
10 Gold
Abilities:
Grog Blooded (Heal 1 lust or health damage when you drink alcohol)
Biography:
Annabell was born in a small fishing village off on the main land, until one fateful day she was drafted into the local militia as a group of pirates was attempting to loot and pillage her home. This group was relatively becoming famous as of late, a bunch of crooks by named by some "Shaw" a ferocious Merman Shark who was known for being ruthless and dangerous, you know, usual pirate stuff, really. Sadly, the militia itself didn't fare all that well, as the village was taken over by the pirates, who were better equipped and better prepared than the sorry excuse for a militia that had formed up around her. On the bright side though, Annabell was not capture (Or worse) by the bunch of seadogs, slipping out with dignity blown but life intact, she proceeded to wander off further along the coast, happening upon a small navy base, promptly she signed up with them in the hopes that she would be able to bring justice to her home.
Sadly, it didn't really go as smoothly as she expected. She joined the Navy, alright, but she ended up finding that the whole discipline and training routines they had in place bore her quickly. All the fighting, tactics and actual practice piloting ships was incredibly refreshing! But all that talk about military etiquette and "duties" really grinded her gears. She ended up dropping out of the Navy, figuring she'd find her own way to hunt down and avenge her homeland. On her way out of the Navy's base, she was hit square in the face by a piece of paper, which she quickly found to be a map. She was starting to connect the dots on what she would have to do, when a crew member of Bloody Marie spotted her holding the map and, alongside a few other pirates, promptly grouped up on top of Annabell, taking her prisoner.
Name:
Annabell Aglae Orabestro
Gender:
Female
Race:
Human (Sailor)
Appearance:
Anabell Body Ref.png
Annabell
(Base + Stat Points + Bonuses)
STR = 6 (1+2+1)
DEX = 4 (1+1)
CON = 4 (1+2+1)
CHA = 2 (1+1)
WILL = 3 (1+2)
HP = 13
LHP = 10
Ability Points = 2
Items:
Map of the Eye
Strange Stone
Basic Armour (+1)
Seashell Village Necklace (Trinket)
Cutlass
10 Gold
Abilities:
Grog Blooded (Heal 1 lust or health damage when you drink alcohol)
Biography:
Annabell was born in a small fishing village off on the main land, until one fateful day she was drafted into the local militia as a group of pirates was attempting to loot and pillage her home. This group was relatively becoming famous as of late, a bunch of crooks by named by some "Shaw" a ferocious Merman Shark who was known for being ruthless and dangerous, you know, usual pirate stuff, really. Sadly, the militia itself didn't fare all that well, as the village was taken over by the pirates, who were better equipped and better prepared than the sorry excuse for a militia that had formed up around her. On the bright side though, Annabell was not capture (Or worse) by the bunch of seadogs, slipping out with dignity blown but life intact, she proceeded to wander off further along the coast, happening upon a small navy base, promptly she signed up with them in the hopes that she would be able to bring justice to her home.
Sadly, it didn't really go as smoothly as she expected. She joined the Navy, alright, but she ended up finding that the whole discipline and training routines they had in place bore her quickly. All the fighting, tactics and actual practice piloting ships was incredibly refreshing! But all that talk about military etiquette and "duties" really grinded her gears. She ended up dropping out of the Navy, figuring she'd find her own way to hunt down and avenge her homeland. On her way out of the Navy's base, she was hit square in the face by a piece of paper, which she quickly found to be a map. She was starting to connect the dots on what she would have to do, when a crew member of Bloody Marie spotted her holding the map and, alongside a few other pirates, promptly grouped up on top of Annabell, taking her prisoner.
Nurt Newtons (Meep Meepersons)
Spoiler (click to show/hide):
Name: Nurt Newtons the Third of Nurton's Newts Apothecary Enterprise.
Gender: Male
Race: Witch/Beastman (wolf)
Bio: Nurt is the is the third successor of the NNAE, a company famous for churning out new salves and balms for sorts of ailments and illnesses ranging from anti-itch cream to a fireproof cream that prevents one from lighting ablaze *does not protect against molten substances*. Being the heir to such a giant legacy filled Nurt with anxiety and the desire to runaway. Luckily! The perfect excuse to do so ended up coming to him in a bottle one day as he sat at his hidden beach spot, away from everyone on his families private island. Upon seeing the map and practically feeling compelled by destiny, he decided to steal a small boat and a few days of food from the docks and set sail! Unluckily, he was washed over by nightfall and was picked up off a floating barrel with his napsack and belongings by the notorious female pirate queen, Bloody Marie!
Appearance:
I have 8 Points to spend. Each stat starts at 1.
STR = 1
DEX = 1
CON = 0
CHA = 9
WILL = 3
HP = 5
LHP = 17
Items: Map of the eye, Strange stone, 10gold, Family Signet Ring(relic), clothes, Mostly empty Apothecary Diary.
Abilities:
Cuddly (Spellcraft)
Curses Known:
-Lust Link (Voodoo): Any lust damage sustained while linked to the target gives them just as much and vice versa!
-Curse of Life: Heals target for half it's max HP.
Kinks: Excessive Cum, Hermys, Muscle Beauties, boobies~!, urethral insertion, anything on trap.
dealables: Humiliation, blood(small), bugs.
Turn offs: Masculine male/male, spiders, gore, death during or from sex, pain.
Name: Nurt Newtons the Third of Nurton's Newts Apothecary Enterprise.
Gender: Male
Race: Witch/Beastman (wolf)
Bio: Nurt is the is the third successor of the NNAE, a company famous for churning out new salves and balms for sorts of ailments and illnesses ranging from anti-itch cream to a fireproof cream that prevents one from lighting ablaze *does not protect against molten substances*. Being the heir to such a giant legacy filled Nurt with anxiety and the desire to runaway. Luckily! The perfect excuse to do so ended up coming to him in a bottle one day as he sat at his hidden beach spot, away from everyone on his families private island. Upon seeing the map and practically feeling compelled by destiny, he decided to steal a small boat and a few days of food from the docks and set sail! Unluckily, he was washed over by nightfall and was picked up off a floating barrel with his napsack and belongings by the notorious female pirate queen, Bloody Marie!
Appearance:
I have 8 Points to spend. Each stat starts at 1.
STR = 1
DEX = 1
CON = 0
CHA = 9
WILL = 3
HP = 5
LHP = 17
Items: Map of the eye, Strange stone, 10gold, Family Signet Ring(relic), clothes, Mostly empty Apothecary Diary.
Abilities:
Cuddly (Spellcraft)
Curses Known:
-Lust Link (Voodoo): Any lust damage sustained while linked to the target gives them just as much and vice versa!
-Curse of Life: Heals target for half it's max HP.
Kinks: Excessive Cum, Hermys, Muscle Beauties, boobies~!, urethral insertion, anything on trap.
dealables: Humiliation, blood(small), bugs.
Turn offs: Masculine male/male, spiders, gore, death during or from sex, pain.
Hunter Slepnir (Cliffracer)
Spoiler (click to show/hide):
Name: Hunter Sleiper
Gender: Female
Race: Human (Pirate)
Bio: Hunter started out her piracy career not as a criminal, but a curious teenager. The life of piracy seemed very freeing to her, and she didn't want to be a regular old sailor who still had laws to follow. She wanted to make her own laws, so as she lived in her slum town, she watched pirates come and go and slowly modeled her morals after them. She stole a precious bracelet from her aunt as a keepsake and left home to pursue her destiny.
At seventeen she seized control of a sloop, and at twenty she was adopted in to a proper crew- Bloody Marie's crew. It was a bit of a blindside (or, rather, broadside) decision that wasn't made easy. She was furious that her ship got sunk, but as the pirates were considering what to do with her, she saw how much of an... odd family they had going. Going from a now-drowned couple of idiots to a place in a proper crew softened her, and she eventually made her offer. Three years of pirating experience and whatever loot they got from the sloop, all for Bloody Marie. She'd eventually prove to be a suprisingly loyal crew member, with a surprisingly absent amount of shame.
Appearance: Refer to [link=http://imgur.com/a/uSUWs]this gallery[/link] for picture references. In short, she's a below-average height woman with an athletic build. She has wide hips and toned thighs, but a rather flat chest. In this RP, the 'shaved' part of her head has grown out, but it remains uneven.
STR = 3
DEX = 5
CON = 4
CHA = 2
WILL = 3
HP: 9
LHP: 10
AP: 2
Items: Basic Armour (+1), Pistol, Bandana, Deck of Cards (not rigged), Silver celtic knot bracelet, Set of skimpy shiphand clothes, Map of the Eye, Strange stone and 10 Gold
Abilities: Grog Blooded, Focus
Curses Known: Plenty of the nonmagical kind.
Kinks: Thighjobs, hotdogging, gangbangs, bukkake, futa, breast smothering, large penetration (not hyper), cum inflation (again, not hyper), nonstandard dicks, monster sex, light bondage, public sex, groping
Turnoffs: Watersports, gore, painplay, vore, diapers
Name: Hunter Sleiper
Gender: Female
Race: Human (Pirate)
Bio: Hunter started out her piracy career not as a criminal, but a curious teenager. The life of piracy seemed very freeing to her, and she didn't want to be a regular old sailor who still had laws to follow. She wanted to make her own laws, so as she lived in her slum town, she watched pirates come and go and slowly modeled her morals after them. She stole a precious bracelet from her aunt as a keepsake and left home to pursue her destiny.
At seventeen she seized control of a sloop, and at twenty she was adopted in to a proper crew- Bloody Marie's crew. It was a bit of a blindside (or, rather, broadside) decision that wasn't made easy. She was furious that her ship got sunk, but as the pirates were considering what to do with her, she saw how much of an... odd family they had going. Going from a now-drowned couple of idiots to a place in a proper crew softened her, and she eventually made her offer. Three years of pirating experience and whatever loot they got from the sloop, all for Bloody Marie. She'd eventually prove to be a suprisingly loyal crew member, with a surprisingly absent amount of shame.
Appearance: Refer to [link=http://imgur.com/a/uSUWs]this gallery[/link] for picture references. In short, she's a below-average height woman with an athletic build. She has wide hips and toned thighs, but a rather flat chest. In this RP, the 'shaved' part of her head has grown out, but it remains uneven.
STR = 3
DEX = 5
CON = 4
CHA = 2
WILL = 3
HP: 9
LHP: 10
AP: 2
Items: Basic Armour (+1), Pistol, Bandana, Deck of Cards (not rigged), Silver celtic knot bracelet, Set of skimpy shiphand clothes, Map of the Eye, Strange stone and 10 Gold
Abilities: Grog Blooded, Focus
Curses Known: Plenty of the nonmagical kind.
Kinks: Thighjobs, hotdogging, gangbangs, bukkake, futa, breast smothering, large penetration (not hyper), cum inflation (again, not hyper), nonstandard dicks, monster sex, light bondage, public sex, groping
Turnoffs: Watersports, gore, painplay, vore, diapers
Reginald Traviston (Vintage Bass)
Spoiler (click to show/hide):
Name: Reginald "Reggie" Traviston
Gender: Male
Race: Human (Pirate)
Bio: For most of Reggie's life, he recalls spending his time out at sea, raised up under a band of pirates and knowing the ropes from his adoptive father, his captain. He has always been called the cabin boy, never really getting involved in what the crew usually does, sticking on board and helping out those who remain to keep things running. But when it came time, Reggie did get his training with swords, getting his own gun to use to shoot, and also participating in a couple of fun with any captives the pirates bring in.
This has him yearning for his own adventures, to become the captain of his own motley crew of pirates and to explore the seas, seeking out fresh booty to plunder. He doesn't want to spend the rest of his life being called a cabin boy and wants to get his name as being one of infamous pirates to sail. He might not look like the rugged and fearsome of pirates, but he could use his charms to win over a crew, perhaps grow his own empire?
Appearance:
Stats
HP = 11
LHP = 11
STR = 1
DEX = 4
CON = 3
CHA = 8
WILL = 3
Items:
- Basic Armor (pictured)
- Flintlock Pistol
- Tricorn Hat
- Gold Dubloon Medallion
- Map of the Eye
- Strange Stone
- 10 Gold
Abilities: Superstitious
Curses Known: N/A
Kinks:
People - Human, Anthros, Females, Males, Herm/Futa, Muscular, Chubby, Petite, Cunning & Smart, Couples
Interests - Oral, Vaginal, Anal, Group Sex, Orgies, Bathing, Food, Oils and Lotions, Sweat, Cum, Lactation, Pregnancy, Exhibitionism, Voyeurism, Toys, Lingerie, Leather, Silk, Light Bondage, Clothed Sex, Tattoos & Piercings, Tail-Pegging, Smoking
Distaste: Blood, Eggs, Dragons, Lizans, Children (Loli/Shota)
Moodkillers: Humiliation, Heavy Bondage, Blood, Extreme Body Distortions (including large insertions, expansion, unusual insertions, etc.), Strangulation, Vore, Toiletplay, Guro, Insects, Worms, Death
Name: Reginald "Reggie" Traviston
Gender: Male
Race: Human (Pirate)
Bio: For most of Reggie's life, he recalls spending his time out at sea, raised up under a band of pirates and knowing the ropes from his adoptive father, his captain. He has always been called the cabin boy, never really getting involved in what the crew usually does, sticking on board and helping out those who remain to keep things running. But when it came time, Reggie did get his training with swords, getting his own gun to use to shoot, and also participating in a couple of fun with any captives the pirates bring in.
This has him yearning for his own adventures, to become the captain of his own motley crew of pirates and to explore the seas, seeking out fresh booty to plunder. He doesn't want to spend the rest of his life being called a cabin boy and wants to get his name as being one of infamous pirates to sail. He might not look like the rugged and fearsome of pirates, but he could use his charms to win over a crew, perhaps grow his own empire?
Appearance:
Stats
HP = 11
LHP = 11
STR = 1
DEX = 4
CON = 3
CHA = 8
WILL = 3
Items:
- Basic Armor (pictured)
- Flintlock Pistol
- Tricorn Hat
- Gold Dubloon Medallion
- Map of the Eye
- Strange Stone
- 10 Gold
Abilities: Superstitious
Curses Known: N/A
Kinks:
People - Human, Anthros, Females, Males, Herm/Futa, Muscular, Chubby, Petite, Cunning & Smart, Couples
Interests - Oral, Vaginal, Anal, Group Sex, Orgies, Bathing, Food, Oils and Lotions, Sweat, Cum, Lactation, Pregnancy, Exhibitionism, Voyeurism, Toys, Lingerie, Leather, Silk, Light Bondage, Clothed Sex, Tattoos & Piercings, Tail-Pegging, Smoking
Distaste: Blood, Eggs, Dragons, Lizans, Children (Loli/Shota)
Moodkillers: Humiliation, Heavy Bondage, Blood, Extreme Body Distortions (including large insertions, expansion, unusual insertions, etc.), Strangulation, Vore, Toiletplay, Guro, Insects, Worms, Death
Nellie Samotara (Ocfos)
Spoiler (click to show/hide):
Name: Nellie Samotara
Gender: Female
Race: Mermaid
Age: 25
Bio: Once Human, Nellie one day found herself with more than she was asking for, as she was cursed with a part-squid beast form. She has long sold the item that caused the curse to fall on her, assuming it would end the curse, but to no avail. Now she has been tracked down by pirates which she happened to sell the item on-to, which is why she finds herself in chains. And in the end, all she wanted was cold hard gold, which would allow her to set sail for The Eye.
Appearance:
Topless
Topless too
Naked(Old v)
HP = 11
LHP = 11
STR = 2
DEX = 4
CON = 3
CHA = 3 (+1(4)
WILL = 1 (+1(2)
Items: Fangs, Linen Bikini, Map of the Eye, Strange stone, Pistol, Belt /w satchel, Conch Shell, 10 Gold.
Abilities: (Head tentacles?), Siren Song (+2 on charming ability/defense), Water breathing, Shape-shifting.
Curses Known: Curse of Tongues
Kinks/Turn offs:
Turn ons: Tentacles, Slime, Bondage, Magic potions/Hexes, Dramatic Size Alteration (Micro/macro), Body-fitting Outfits, Streaking, Voyeurism.
Turn offs: Bathroom Play, Inflation, Suffocation, Gore, Sexual Death, Ridiculous proportions (tits bigger than your own head, etc.), Sexual mutilation.
Name: Nellie Samotara
Gender: Female
Race: Mermaid
Age: 25
Bio: Once Human, Nellie one day found herself with more than she was asking for, as she was cursed with a part-squid beast form. She has long sold the item that caused the curse to fall on her, assuming it would end the curse, but to no avail. Now she has been tracked down by pirates which she happened to sell the item on-to, which is why she finds herself in chains. And in the end, all she wanted was cold hard gold, which would allow her to set sail for The Eye.
Appearance:
Topless
Topless too
Naked(Old v)
HP = 11
LHP = 11
STR = 2
DEX = 4
CON = 3
CHA = 3 (+1(4)
WILL = 1 (+1(2)
Items: Fangs, Linen Bikini, Map of the Eye, Strange stone, Pistol, Belt /w satchel, Conch Shell, 10 Gold.
Abilities: (Head tentacles?), Siren Song (+2 on charming ability/defense), Water breathing, Shape-shifting.
Curses Known: Curse of Tongues
Kinks/Turn offs:
Turn ons: Tentacles, Slime, Bondage, Magic potions/Hexes, Dramatic Size Alteration (Micro/macro), Body-fitting Outfits, Streaking, Voyeurism.
Turn offs: Bathroom Play, Inflation, Suffocation, Gore, Sexual Death, Ridiculous proportions (tits bigger than your own head, etc.), Sexual mutilation.
Matthew Sandoval (Amaranis A'daragon)
Spoiler (click to show/hide):
Name: Matthew Sandoval
Gender: Male
Race: Human (Pirate)
Bio : Matthew started off as the son of a farmer, but like many boys his age, he had a lot of wanderlust. Unlike many boys he knew, he actually left his no-named village to make a name for himself. At first, it didn't go well for him. He had no real skills that helped him secure a job in the port town he stumbled upon, so he spent his days wallowing in a tavern, drinking his money away...
That was until he got into a bar fight with a sailor, and ended up winning. Seems his time on the farm gave him more strength that he anticipated. This drew the attention of other patrons of the bar, and he was offered a job on their ship. On their travels on the sea, Matthew learned the ropes and put his strength to good use. His crew decided to go ashore on a deserted island to find some water, and that is when Matthew stumbled across an odd stone. He didn't know what it was, but it intrigued him, so he quickly grabbed it up. After a flash, a map appeared, telling him...part of something? It wasn't clear to himself or his mates, but he decided to keep it. About a week later, his ship came under attack by the Pirate Queen, and he was captured.
Appearance:
HP = 13
LHP = 10
STR = 3
DEX = 3
CON = 4
CHA = 2
WILL = 3
Items: Dagger, Standard Armor, Map of the Eye, Strange Stone, 10 gp.
Abilities: Grog-Blooded
Curses Known (If applicable): None
Kinks: Straight, Light Bondage, Fem-dom, Gang-bang.
Turn-offs: Gay, Body Augmentation, Scat, Bestiality.
Name: Matthew Sandoval
Gender: Male
Race: Human (Pirate)
Bio : Matthew started off as the son of a farmer, but like many boys his age, he had a lot of wanderlust. Unlike many boys he knew, he actually left his no-named village to make a name for himself. At first, it didn't go well for him. He had no real skills that helped him secure a job in the port town he stumbled upon, so he spent his days wallowing in a tavern, drinking his money away...
That was until he got into a bar fight with a sailor, and ended up winning. Seems his time on the farm gave him more strength that he anticipated. This drew the attention of other patrons of the bar, and he was offered a job on their ship. On their travels on the sea, Matthew learned the ropes and put his strength to good use. His crew decided to go ashore on a deserted island to find some water, and that is when Matthew stumbled across an odd stone. He didn't know what it was, but it intrigued him, so he quickly grabbed it up. After a flash, a map appeared, telling him...part of something? It wasn't clear to himself or his mates, but he decided to keep it. About a week later, his ship came under attack by the Pirate Queen, and he was captured.
Appearance:
HP = 13
LHP = 10
STR = 3
DEX = 3
CON = 4
CHA = 2
WILL = 3
Items: Dagger, Standard Armor, Map of the Eye, Strange Stone, 10 gp.
Abilities: Grog-Blooded
Curses Known (If applicable): None
Kinks: Straight, Light Bondage, Fem-dom, Gang-bang.
Turn-offs: Gay, Body Augmentation, Scat, Bestiality.
Gill Rasonwood (Fantasy Fanatic)
Spoiler (click to show/hide):
Name: Gill Rasonwood (Ren Fawosworth)
Gender: Female
Race: Witch (Human)
Bio:
Gill, actually first stumbled into the world as a human boy by the name Ren Fawosworth. However, during his 13th year, Ren came across a witches hut and had the bad idea of deciding to investigate. A lot of magic and a big mess later, he found himself the target of a strong curse cast by the witch once she had returned home to see him having totally destroyed her house. The result of the curse? A change of gender. Ren was at first devastated and didn't know what to do. Since no one would now recognize her she couldn't go back to the village she'd come from. The witch however decided to give the helpless girl a chance at salvation. If she stayed with the witch for one year to make up for all she had done, the witch would offer her the chance to turn back. Seeing no other choice, the girl could do nothing else but agree.
However, during that one year, Gill (the name given to her by the witch) found herself growing accustomed to her new form as well as actually enjoying her time with the witch. Seeing real magic and the many uses it had, she grew curious and began trying to learn some herself. And once one year had passed, she had decided that being turned back into a boy would just be too much of a hassle and that she'd rather stay and become a witch instead. And with time, she became a witch in her own right.(She also got the magical map from her teacher and took on her second name as her own at some point before leaving.)
HP = 7
LHP = 13
STR = 1
DEX = 5
CON = (2) 2-1 (for being a witch)
CHA = (5) 4+1(for being a witch)
WILL = (5) 4+1(for being a witch)
Items: Very revealing clothes(See picture), Map of the Eye, Strange stone, 10 Gold, Bone dice, Relic(Skull pendant, see picture), Hat(See picture), Wooden staff(See picture), Flint & steel, Small potion supply and a Side pouch(See picture).
Abilities: Spellcraft, Flying, Voodoo.
Curses Known: Twisting Curse (Make an object or someone's body... contort.)
Kinks/Turn offs:
Turn ons: Exhibitionism, bukkake,sex sandwich public sex, groping, humiliation, bathing, oils and lotions, sweat, lactation, voyeurism, toys, lingerie, leather, silk, clothed sex, tentacles, slime, streaking, regular, bestiality, orgies.
Turn offs: Guro, Puke, Watersports, Scat, gore, painplay, vore, diapers, heavy bondage, strangulation, insects, worms, death, ridiculous proportions, gang-bang.
Name: Gill Rasonwood (Ren Fawosworth)
Gender: Female
Race: Witch (Human)
Bio:
Gill, actually first stumbled into the world as a human boy by the name Ren Fawosworth. However, during his 13th year, Ren came across a witches hut and had the bad idea of deciding to investigate. A lot of magic and a big mess later, he found himself the target of a strong curse cast by the witch once she had returned home to see him having totally destroyed her house. The result of the curse? A change of gender. Ren was at first devastated and didn't know what to do. Since no one would now recognize her she couldn't go back to the village she'd come from. The witch however decided to give the helpless girl a chance at salvation. If she stayed with the witch for one year to make up for all she had done, the witch would offer her the chance to turn back. Seeing no other choice, the girl could do nothing else but agree.
However, during that one year, Gill (the name given to her by the witch) found herself growing accustomed to her new form as well as actually enjoying her time with the witch. Seeing real magic and the many uses it had, she grew curious and began trying to learn some herself. And once one year had passed, she had decided that being turned back into a boy would just be too much of a hassle and that she'd rather stay and become a witch instead. And with time, she became a witch in her own right.(She also got the magical map from her teacher and took on her second name as her own at some point before leaving.)
HP = 7
LHP = 13
STR = 1
DEX = 5
CON = (2) 2-1 (for being a witch)
CHA = (5) 4+1(for being a witch)
WILL = (5) 4+1(for being a witch)
Items: Very revealing clothes(See picture), Map of the Eye, Strange stone, 10 Gold, Bone dice, Relic(Skull pendant, see picture), Hat(See picture), Wooden staff(See picture), Flint & steel, Small potion supply and a Side pouch(See picture).
Abilities: Spellcraft, Flying, Voodoo.
Curses Known: Twisting Curse (Make an object or someone's body... contort.)
Kinks/Turn offs:
Turn ons: Exhibitionism, bukkake,sex sandwich public sex, groping, humiliation, bathing, oils and lotions, sweat, lactation, voyeurism, toys, lingerie, leather, silk, clothed sex, tentacles, slime, streaking, regular, bestiality, orgies.
Turn offs: Guro, Puke, Watersports, Scat, gore, painplay, vore, diapers, heavy bondage, strangulation, insects, worms, death, ridiculous proportions, gang-bang.