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Dark Gate OOC Thread


Mamono Assault Force

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Re: Dark Gate OOC Thread

Hafnium's picking on me using avatars that scare and arouse me at the same time!

*Tells on Haf*
 

Guest22

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Re: Dark Gate OOC Thread

Suggested Flaw/Mutation

Brood Mare - Your character's body is especially adapted to making children. Continue to make pregnancy checks even after becoming pregnant (though only once per partner per sexual encounter). Your womb can hold (your highest stat/10) developing children comfortably. Every two children after that impose a -1 penalty to physical action rolls that require you to move your body fast. Carrying more than 3*(your highest stat/10) immobilizes your character until she gives birth.

Can only be taken by women and futa. Incompatible with Infertile.
 

SirOni

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Re: Dark Gate OOC Thread

Couple suggestions for some new spirit powers, just going to be the rough bones as they're just variants of others and I suck at giving EP costs.

Plant
Plant Transportation
Plant variant of the shadowmancy power 'Shadowstalker'.
The character can travel through plants so long as the plant is big enough to contain them, so no 12ft characters using a 2ft shrub to go from place to place. Can also be used to snag one person through with you at an increased cost so long as you successfully grapple the opponent.

Vine Whip
Plant variant of the shadowmancy power 'Death Whip'.
The character can create a vine from their wrist to use as a weapon, as well as using it to grapple an opponent with. For an increased EP cost the character can grow thorns on the vine causing additional damage, as well as continuous damage to grappled opponents.

Commune with Plants
Plant variant of the psion power 'Telepathy'.
Using this power the character can read the 'minds' of plants, gaining access to memories of any recent events in the vicinity of the plant. For an increased EP cost the character can mentally commune with plant-based creatures such as Shorn Weeds, allowing them to possibly avoid combat and even forming an alliance with such creatures.

Synthesis (Possibly only available to Alraune and other plant-based creatures)
Whilst in the vicinity of sunlight the character can use EP to restore HP, the level of sunlight determining the amount of HP recovered.

Seed of Lust
Plant variant of the demonologist power 'Vampiric Futanari'.
The character can cause themselves to sprout a penis much like vamp futa, however if the character increases the EP cost they can create a small seed which is placed on another person's clitoris. The seed sprouts roots which embed themselves into the clitoris, which then causes them to grow their own penis, lasting until they've ejaculated once (or until they've ejaculated [[body/10]+1] turns).

Animate Plant Life
Plant variant of the necromancy power 'Animate'.
The character can use their EP to cause plant matter to seemingly spring to life, commanding it to do their bidding. With an increased EP cost the character can bring together a large amount of plant matter to create a kind of golem to fight for the character, with additional features added to it for an increased EP cost.

Seed Bomb
Plant variant of the Alchemist power 'Grenade'.
The character can use EP to create an explosive seed that is used as a weapon to be thrown at the enemy. Additional effects can be put to it at an increased EP cost.

With these new abilities I'm also suggesting an addition to the Alraune race; Either them getting access to this tree at character creation or them being allowed to choose one power from it and having to spend a talent to gain access to the rest of the tree.
 

xgkf

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Re: Dark Gate OOC Thread

Well, Vine Whip, Commune with Plants, Synthesis, and Seed of Lust are all things that alraune can more-or-less already do, just more via fluff than as actual powers.
 

Hafnium

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Re: Dark Gate OOC Thread

Random Demonology suggestion, should there ever come a point when an additional power for that school is needed, desired, or whatever. Intended to mesh well with Fell Might. Plus, I was messing around with a berserker sheet and realized what the DG world needed was more blood swords. >.>

  • Fell Sword
    The character conjures a sword formed of hellfire and their own blood, this sword may or may not be attached to the character's hand, as desired by the character.
    • The character pays 1 + X EP and X - 5 HP. In addition, they must pay 1 EP and 1 HP upkeep every round.
    • The blade can be of any color or shape that the character desires, and can range from 1-4 feet in length. Attacks with the blade deal (1d6 + 1) * X + Spirit/4 damage.
    • Every successful attack made with this blade heals the user for X/2 HP.
    • The character can attack in the same turn that this power is activated, but only using this power. If the character has the Duelist Talent, they can use this power as their weapon. If the character has the Two Weapon Fighting Talent, this power can be used as one (or both if they conjure two) of their weapons. If the character has the Unarmed Fighter Talent, this power counts as unarmed even if it is used to attack rather than that character's unarmed attack. The weapon conjured by this power counts as a sword (any of the three kinds depending on how the player describes it,) and gets the attack bonus if the character has the Skill with X Talent.
 

ranger

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Re: Dark Gate OOC Thread

Talent: Kama-Sutra (activate)
You are a very skilled sexual partner when you choose to be. Change the calculation for pleasure damage from foreplay to 2d4 + Body/3 and penetrative sex to 2d8 + Body/2.

Foreplay and Penetrative sex as listed in the rules.
Foreplay deals 2d4 + Body/4 PP damage.
Penetrative sex deals 2d8 + Body/3 PP damage.
 

Hafnium

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Re: Dark Gate OOC Thread

The succubus talent list seems like it could use a little bit of expanding, so...

*Just Getting Started: Grants the character an additional 30 max pleasure. +30 PP, in other words.

I'd suggest a +30 HP talent for warriors, but meh, warrior talent pool is pretty nicely sized as is.

Also, just so this suggestion doesn't get forgotten, etc:

Remove the penalty to resistance rolls from the webbed status, allow characters to remove grapple/20 (rounded normally) or 1 webs per round, whichever is highest.

Alsoalso, I have created a character that can make people come just from letting them punch her in the face (or by punching them). Great success.
 

Mamono Assault Force

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Re: Dark Gate OOC Thread

I would very much like the +30 HP warrior talent because it helps me not to die and stuff. Also, my comrades with Bakan such as Rhep seem to be getting plenty HP, and I'm saying this just from perspective, but she's a goblin, so I wouldn't think her to be nearly as tough as Bakan WHILE also possessing greater strength than him. He's probably still tougher than her, but they're coming awfully close.
 
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Tassadar

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Re: Dark Gate OOC Thread

Added Kama Sutra (suggested by ranger) Just Getting Started (suggested by Hafnium) and Resilient (also suggested by Hafnium.) Oh, and the webbing has been altered slightly to make it make a bit more sense (also as suggested by Hafnium, but it was more of a reminder really.) Also changed Efficiency and Harmful Spirit some.

Still need to fiddle with Elementalkin and get around to making Spider's werewolf template official.

Edit: Also, made some suggested alterations to rituals a while back.
 
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Termite

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Re: Dark Gate OOC Thread

Aaaand Lani and Vanilla are still in the middle of town. Awkward... Or at least it would be if they were...
 

xgkf

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Re: Dark Gate OOC Thread

No they're not, they left town already. They're on the road, fairly well on their way to a spider-infested mine.
 
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Tassadar

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Re: Dark Gate OOC Thread

Aaaand Lani and Vanilla are still in the middle of town. Awkward... Or at least it would be if they were...
Sheriff Malcolm Walker: "Errr.... Excuse me, but... What the fuck are you doing?"

(xgkf is correct, I just haven't felt the need to post just yet.)
 

GargantuaBlarg

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Re: Dark Gate OOC Thread

MEANWHILE, IN LIGHT FENCE

Name: Liquidia-Yahru
Class: Spiderjet (Warrior)
Those dedicated to the practice of the martial arts, no matter their specific expertise, are known as warriors. The actual title of a warrior may vary a great deal, but from the masters of the sword from the Amazonian jungles, to the armored knights of the North, to the rogues who dwell in the back alleys of every major city, each and every one possesses their own specific skills and tactics.

The most important primary stat for all Warriors is Body. Their Resistance stat is dependent on it, and it’s the stat that generally determines how effective they are at hitting their target in combat, and determining how much damage they do when they hit.

Characters of the Warrior class are more skilled in combat compared members of other classes. A Warrior can choose a number of Skills at character creation equal to 1 + Body/10. This total always rounds down, so a character with 38 Body would get 1 + 38/10 = 4.8, which would round down to 4 free Skills. If their Body stat later increases so that they would qualify for an additional Skill, they can choose that additional Skill.


Race: Arachne
Long ago, an ancient city inhabited by the night elves was lost in the jungles of the Amazon following an earthquake. The citizens of that lost city were not all killed, however. That earthquake was caused by the escape of a long sealed daemon, and it took the survivors as its servants. They were warped and twisted in that being's image, and began to worship it like a god even as they adopted its features. Two legs became eight, and eventually the beings resembled spiders as much as the elves they had once been. Their lower bodies were those of spiders, but jutting from the tops of their bodies are the torsos of the night elves that they had once been. Recently they have been sighted in the jungles, attacking man and beast alike. Few have returned alive from an encounter with them, but some have escaped from their clutches and reported of the fate of their captives. Both sexes were raped, the men milked for their seed and the women used to hold their eggs while being held in a massive underground city covered in thousands of webs.
Stat Adjustments: +12 Body, +6 Mind, +6 Spirit.
Racial Talents: Sneaky.
Racial Flaws: Selfish, Honorable, Lustful, Fertile.
Racial Mutations: Spider, Egg Layer, Naturally Supernatural, Fertile Mouth, Clawed Feet, Razor Fingers, Fearsome Maw + Venomous Attack.
Must be female. Cannot be used as part of a half breed. Taking the Mutated Flaw with a character of this race does not allow the character to take an additional Talent.


Sex: Female

Body: 40
Mind: 10
Spirit: 24

Hit Points (HP): 47
Pleasure to Orgasm (PP): 42
Spirit Energy (EP): 69
Speed: 41 [44]
Dodge: 74 [74]
Armor: 22 [8]
Resistance: 20 [20]
Perception: 12 [12]
Stealth: 6 [12]
Grapple: 52 [52]


Experience:
Corruption:


Talents:
[RACE] Sneaky
The character gets a +8 bonus to their Stealth stat.

x3 Quick
I FEEL THE NEED... THE NEED, FOR SPEED.
Increase the character's Speed stat by 24.

*Natural Spirit Wielder (*Spirit Warrior)
The character chooses 2 + Sprit/20 Powers from the Spirit Warrior list. They can now use those Powers.

Grapple Expert: The character gets a +12 bonus to their Grapple stat.

*Unarmed Fighter: The character deals Improved Unarmed damage when attacking without a weapon. In addition, the character gets a +10 bonus to Dodge so long as they aren't holding any weapons.

Greater Energy Pool: Grants the character an additional 20 max energy. +20 EP, in other words.


[CUSTOM] Fly-by
Spiderjet can attack as normal in the middle of her move if she is flying at full speed. She recieves a -10 penalty to her attack roll, but does 5 damage irrespective of if she manages to succeed in her attack roll, owing to the target getting smacked by a giant flying spider going fast. If the target takes no damage in spite of a successful hit, Spiderjet takes 5 damage instead. May also be used to swoop down, grapple someone, and then fuck back off into the sky. Beep beep Imma jet.



Flaws:
[RACE] *Selfish (RP)
The character, no matter the circumstances, thinks and acts only toward their own interests. They cannot aid another unless the benefit of such an action is obvious to them, and will not shy away from abandoning or betraying their allies if it would benefit them enough.

[RACE] *Honorable (RP)
The character cannot break their word once given. Every contract, agreement and promise is totally binding, and the character must seek to fulfill them even at their own detriment.

[RACE] *Lustful (RP)
The character is a frequent enjoyer of physical pleasure. They are more likely to seek sex from their allies or accept it if it is offered to them, and are also more likely to give in if they are being raped.

[RACE] *Fertile
The character is more likely to become pregnant, or to impregnate their partner. Mechanically, rolls of 2 or more now indicate success.

x2 Obvious
The character takes a -16 penalty to their Stealth stat.

Sensitive
The character takes an additional 4 PP damage whenever anything would cause them to take any.


Mutations:
[RACE] Fertile Mouth
If a character swallows a creature’s cum, they get a pregnancy roll (even if that monster normally wouldn't need one.) This mutation can only be taken by female characters that don’t have the Infertile Flaw.

[RACE] Clawed Feet
The character has claws on their feet. They cannot wear shoes, which doesn't really matter all that much mechanically. They get a +2 bonus to Resistance checks made to resist being knocked Prone, but also take a -1 penalty to Speed.

[RACE] Razor Fingers
The character’s fingers have become long and bladelike, making it so that they can no longer use weapons at all. The bonus to unarmed damage increases to +10.

[RACE] Fearsome Maw
The character has a mouth filled with Razor Sharp teeth. They deal -4 PP damage whenever they use their mouth during sex, but whenever they deal unarmed damage to creature that they are in a grapple with, they can choose to bite them. If they do, they deal an additional +6 damage.
[RACE] --Venomous Attack [Paralyzed]
The character can choose to inject venom with one of their unarmed attacks. If so, that attack deals -10 damage, but the creature affected must make a Resistance check against the character or gain one status effect from the following list: Paralyzed, Aroused/Horny, or Weakened. The effect is chosen at the same time as this mutation and can only be changed when the character gains another mutation.


.~*~===-===SPECIAL===-===~*~.

Supernatural: The character is magical in nature. They can no longer take corruption, and cause any pleasure they deal to other creature to cause an equal amount of corruption. Racial Mutations and other Special Mutations do not count toward getting this.

[RACE] Spider
The character's lower body is that of a spider. They can climb walls, and gain the ability to use the Web Shot special ability. The character also gains a +8 bonus to armor, but takes a -10 racial penalty to their max HP. They also gain the Web Shot succubus power.

[RACE] Egg Layer
The character has an ovipositor that they can use to lay eggs in other beings, allowing them to impregnate others without making a pregnancy roll.

[RACE] Naturally Supernatural
The character was born supernatural, but don’t cause as much corruption as a demon or similar creatures would. They are immune to corruption as the Supernatural mutation, but only corrupt others as if they had the Warped mutation.


Skills: 5
Fling (Activated)
The character throws a grappled opponent, or perhaps ally, a short distance at another target. When the character has a creature in a submission hold, they may throw that creature at another creature for 3d6 + Body/3 damage to both targets. Both the creature being thrown and the one being hit must win a Resistance check against the character or be knocked Prone. This skill has a 15 foot range. Requires Grapple Expert.

Challenge (Activated)
The character chooses a single enemy with 30 feet that they have line of sight to. That enemy must win a Resistance check against the character or be unable to attack any creatures other than the character. The character gets a +4 bonus to attack and damage rolls against creatures they have challenged, but a -8 penalty to Dodge against attacks from all other creatures until their Challenge target is dead. This Skill can only be used when there are at least 3 actors in the combat.

Mage-Hunter (Passive)
Gain +10 Dodge and Resistance checks against Magic based attacks. Requires Mind 14+.

Spirit-Oppressor (Passive)
The character gains +10 to Dodge and Resistance checks against Spirit based attacks. Requires Spirit 14+.

Weapon Focus: Crazy fuckin' Edward Scissorhands fingers (Passive)
The character gets a +6 bonus on all attack rolls with a single weapon type. This can be selected multiple times, but each time it is with a different type of weapon. The weapon types are the same as those that can be selected with the Skill with (Weapon) Talent.



Base Casting:
Favored Elements:
Magic Feats:


Spirit Ceiling: 11 [14] (EP/5)
Powers:
SPIRIT WARRIOR
Battle Aura
The character begins to glow as power surges through their body, granting them heightened strength and speed temporarily.
-The character pays X EP. In addition, they must pay X - 2 EP upkeep every round.
-The character gets a bonus to attack rolls, melee damage, Speed and Dodge equal to 3X, as well as a +X bonus to Resistance.
-In addition, the character cannot attempt to make any Stealth checks so long as this Power is active.

Flight
The character uses their energy to allow them to fly.
-The character pays 3 EP. In addition, they must pay 1 EP upkeep every round.
-The character gains the ability to fly at twice their Speed so long as this power is active.

Instant Transmission
The character can teleport themselves and anyone they are in contact with to any location that they have been previously, or can see from where they are.
-If out of combat, the character pays 6 EP, and teleports to any location that they have previously been to or can see from their current position.
-If in combat, the character pays X EP and teleports to any location up to 15X feet away from where they currently are. The space they enter must be empty and visible to them.


Succubus Powers:
[RACE] *Web Shot: The character makes an attack roll against a single target creature within 30 feet. If this attack hits, it deals no damage, but the creature takes a -10 penalty to attack rolls, grapple rolls, Dodge, and Speed until the end of the encounter. If this penalty ever equals or exceeds the creature's Body stat they gain the Bound status with a grapple stat equal to twice the penalty. A creature can spend their turn to remove these webs, thus eliminating the penalties completely. Grapple/20 or 1 webs can be removed per round, whichever is higher, and this number uses the character's unpenalized Grapple stat. This Succubus Power cannot be selected, it must be gained through a mutaton.


Inventory:
50 doshnarii

Elven Warplate: AV = 12, EV = 3, TP = 30, DU = 4. Weak against Bludgeoning. Strong against Piercing.
Special, custom-made armoring for the flightspider. Rather light on the top, it's mostly focused on protecting her underbelly from potshots taken at her by those beneath her. Also includes lots of durable spidersilk. ALSO, there are spidersilk saily webbing things connecting her legs on her armor, to make like wings, for steering. It kinda looks like a skirt when she's not flying. Also considering a spoiler on her butt-side armor, because When you're as non-aerodynamically inclined as Arachnes are, every little bit helps.


---
Gau 2 6
Damage: 6d8, AV 8
Range: 120 ft
shots: 6 (fluff as bursts, maybe?)
Reload: 4t
(6-27-48;27)

It would have been helpful if non-Bizarro Spidertank's cannon came from Badaria instead, so I could pretend this gun had magazine technology and stuff. INSTEAD, HERE WE HAVE DUAL GATLING GUNS, WHICH AREN'T REALLY GATLING GUNS BUT JUST SIX BREACHLOADERS ON SOME SHIT THAT SPINS
Awyeah
Science
---
28 - 5 11 2 10 18


Points for construction
16 for two-handed; 12 for one-handed.
+1 ammo - 1 pt
10 ft rng - 1 pt
+1 dmg - 1 pt
+4 AV - 1 pt
+1 dice (i.e. 2d6 to 3d6) - 2 pts
+1 dice step (i.e. 2d6 to 2d8) - 2 pts
+/-1 reload turns - -3/+3 pts

Bio/Description:
With her partner, MEGINFRID ILL-BREATH FIREHAIR VON REIHOOVEN, otherwise known as the ROSE VICEROY... (Russet Duchess? Claret Countess?)

. Daddy slept around or something. ...Oh, wait, Nagas must be female. ...So I guess she has a sister instead?

A little smaller than your average Arachne.

The OOC section:
It would probably be a good idea to give THE ROSE VICEROY (which should actually probably be THE ROSE VICEREINE I guess) Focus in Wind Magic, for when I eventually am shot out of the sky, and she has to magi-parachute away. And/or cast it on me, to prevent spidercraters. Also, xeno flak cannons.

THE NEED FOR SPEED THING WAS A REFERENCE TO TOP GUN WHICH WAS ABANDONED AFTER I COULDN'T FIGURE OUT HOW TO CHANGIFY PETE MITCHELL TO SOMETHING ELSE
 
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Re: Dark Gate OOC Thread

Two new Flaw ideas:

Hatred (Target) [RP]: You are possessed of an overriding hatred of some group(e.g Males), nationality (Badarians, Crolians), or race (Demons, Alraune). You may not aid a member of a group you hate without there being a compelling reason to do so (e.g. by saving a Demon you also save a colony of Alraune, whom you don't hate). Also, since pretty much all PC's should hate the Aliens, they are not a suitable target for Hatred.

Phobia (Target) [RP]: There is something you are irrationally afraid of. You'd rather not be presented with the thing you're afraid of, and there must be good reason for you to approach or remain near it. Note that something that makes sense for you to fear can't be a phobia.

Feel free to modify these as you please, if you even want to include them at all. If you do include them, maybe consider limiting the number of RP flaws a character may have?
 

Mind Flayer

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Re: Dark Gate OOC Thread

A couple of skill ideas I came up with, play around with them to your hearts content.

(Specific weapon skill)
Finesse [weapon] – When facing an enemy that wields a specific kind or type of weapon, you have an inherent understanding of how they can use that weapon against you. As such you gain +4 to dodge, attack, and damage against them. The weapon you choose is the weapon you have the bonuses against when fighting an enemy wielding that specific weapon.

(General skill) or (Duelist skill)
Fencer (Passive) – You are more adept at facing an enemy that wields a weapon, as such you have a better chance at parrying and dodging their attacks. When fighting against an enemy wielding a weapon of any kind you gain +3 dodge against their attacks. This skill only applies as long as it is a one on one fight, if you're fighting more than one enemy you don't gain the bonus. (Note: You would be able to take this skill as many times as Tassadar would allow.)
 

Hentaispider

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Re: Dark Gate OOC Thread



I'm still not sure whether it should be a talent or a mutation. For a talent, it might be a little underpowered. If you have suggestions for more phenomena, please post in the blog comments.
 

Hafnium

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Re: Dark Gate OOC Thread

Ritual and Spell Suggestion:

Waterfall Meditation
Ritual Cost: 10 denarii
Ritual Time: 15 minutes
Ritual Requirements: Focus in Water, Borealcaster feat
Description: Caster may choose to expend any amount of EP on a target that is either willing or bound and helpless, the amount of EP spent is set as a DC. The target makes a 1d20 + resistance check against the DC, if they succeed they remove corruption equal to their roll result. If they fail, no corruption is lost and the EP and denarii is wasted.

Just figured I'd throw this ritual out there, since fire vs water etc. etc. and to pad the list a little bit.

Level 4 Spell
Water Mirror (Utility) [The caster readies this as an action. The first person to attack the caster must make a resistance check against them. If the casters succeeds, this spell reflects any attack, spell, or power back at the attacker, dealing 1/2 damage that would have otherwise been dealt to Water Mirror's user to the attacker while protecting the caster; if the power would have inflicted a status effect, that is reflected as well. If the caster fails the resistance roll, this does nothing. This spell only reflects one attack or spell or power per round.]

Mostly just something to pad out Water's spell list. Only one reflect per round and a resistance check in order to avoid spamming it as a defense tactic. Considered dropping the reflect damage down to 1/4, not sure if that would have made it too meh, though.

Strange feeling that Water Mirror has been suggested before. Here's to hoping I am not accidentally a thief.

EDIT:

Also, maybe allow people with focus in fire and blood mage to make blood sacrifices? Most of the credit goes towards Takimaru for this idea, Pele demands sacrifices, and all, as he put it.

Blood Sacrifice
Ritual Cost: One sacrificial victim who must be intelligent.
Ritual Time: 10 minutes of preparation time.
Ritual Requirements: The character has the Blood Magic metamagic feat -AND- Focus in Entropy Talent -OR- Focus in Fire Talent.
Description: Sacrifice a victim to increase your own personal power, or to provide the energy needed for another ritual. Other rituals may have costs listed or optional additions to make the ritual more powerful with a Blood Sacrifice. Sacrificing a victim for personal power grants the character a permanent +10 bonus to any one primary stat, but each primary stat can only be increased once with this ritual. In addition, a Blood Sacrifice can be used to replace up to 200 denarii worth of reagents for any other ritual, or it can be used to increase the time that the effects of the ritual last by one step (hours to day, days to weeks, ect) or to decrease the time that it takes to perform the ritual by one step (hours to minutes, minutes to seconds, ect.) Performing this ritual leaves a mark on the user that can be discerned by powerful creatures or spirit wielders.
 
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Tassadar

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Re: Dark Gate OOC Thread

Yay for more rules shenanigans!

Two new Flaw ideas:

Hatred (Target) [RP]: You are possessed of an overriding hatred of some group(e.g Males), nationality (Badarians, Crolians), or race (Demons, Alraune). You may not aid a member of a group you hate without there being a compelling reason to do so (e.g. by saving a Demon you also save a colony of Alraune, whom you don't hate). Also, since pretty much all PC's should hate the Aliens, they are not a suitable target for Hatred.

Phobia (Target) [RP]: There is something you are irrationally afraid of. You'd rather not be presented with the thing you're afraid of, and there must be good reason for you to approach or remain near it. Note that something that makes sense for you to fear can't be a phobia.
I like these as is, anyone object to me adding them?



I'm still not sure whether it should be a talent or a mutation. For a talent, it might be a little underpowered. If you have suggestions for more phenomena, please post in the blog comments.
I love this Talent. It provides for endless sources of amusement and chaos, and occasionally lets me do whatever I want. Any objections or suggestions? I see this one getting a lot of revisions as terrible things are pointed out.

A couple of skill ideas I came up with, play around with them to your hearts content.

(Specific weapon skill)
Finesse [weapon] – When facing an enemy that wields a specific kind or type of weapon, you have an inherent understanding of how they can use that weapon against you. As such you gain +4 to dodge, attack, and damage against them. The weapon you choose is the weapon you have the bonuses against when fighting an enemy wielding that specific weapon.

(General skill) or (Duelist skill)
(Note: You would be able to take this skill as many times as Tassadar would allow.)
I'd combine these, to be honest.
Fencer (Passive) – You are more adept at facing an enemy that wields a weapon, as such you have a better chance at parrying and dodging their attacks as well as delivering your own. When fighting against an enemy wielding a weapon of any kind you gain +4 bonus to Dodge against their attacks, gain a +4 bonus to attack, and deal an additional +4 damage per attack. Requires Duelist.

Comments, if any?

@Hafnium: I'd say the water ritual might not require Borealcaster, but I suppose that it ought to for balance reasons. Though, if it did, I'd give it the exact same mechanics as the fire equivalent.

I don't recognize Water Mirror, but I like the idea well enough. I also have no objection to allowing Fire Mages to sacrifice people unless someone else does.


Finally, on to my own stuff:
Got some new races (I swear I'll get to werewolf someday Spider!)
Elementalkin
Racial Stats: +4 Body, +8 Mind, +4 Spirit
Racial Talents: Greater Energy Pool, Focus in (Element)
Racial Flaws: Mutated, Fire (Open Soul, Bloodthirsty, ) / Lightning (Easily Aroused, Selfish, Open Soul) / Nature (Lustful, Fertile/Infertile, Sensitive) / Water (Idealistic, Sensitive, Hemophiliac) / Wind (Poor Grappler, Fragile, Cowardly)
Racial Mutations: Immunity (Element,) Naturally Warped
Note: The element chosen must match the character’s own element, chosen from among the following: Fire, Lightning, Nature, Water, or Wind. The immunity mutation must correspond to the element chosen (Fire is immune to heat, Lightning to electricity, Water to cold, and Wind to force), with those that choose Nature being able to choose which element they’re immune to.
Exceedingly rare, Elementalkin are those born with an inherent connection to some natural element, granting them both instinctive control of it and natural resistance to the effects of others attempting to manipulate it against them. Born exclusively to uncorrupted mortal parents, elementalkin show only minor signs of their magical nature until they hit puberty, at which point they begin to learn to control their abilities. Few ever actually learn of their nature unless they enter an institution, but the Academy in Crolia has a special branch exclusively for those with the natural gifts of elementalkin.


Mermaids
Racial Stats: +4 Body, +2 Mind, +2 Spirit
Racial Talents: Psion, Quick (in water only,) Hard to Hit (in water only)
Racial Flaws: Open Soul, Sluggish (on land only,) Poor Grappler (on land only,) Easy to Hit (on land only)
Racial Mutations: Funny Ears (fins,) Whip Tongue, Warped, Mermaid’s Kiss, Aquatic, Shapeshifter
Racial Succubus Powers: Charm, Siren Song
Note: The Telepathy and Telekinesis powers must be chosen before any others with a Mermaid’s Psion Talent. Cannot be used as part of a half breed.

Mermaids are the former inhabitants of Atlantis, the island empire once ruled by the god of the sea, Elric. When their home was sunk beneath the waves, it was assumed that all upon it had perished with their king, but such was not so. The sorcerer king had unleashed powerful magics in order to repulse the demons that had laid waste to his people, and this magic allowed them to survive beneath the surface of the ocean. Their legs became fins, and they were able to breath as easily beneath the water as they could while on land. The merfolk became legends among mortals, though they rarely appear in their true forms for fear of being discovered and eradicated.
Moving from their lost island, the merfolk established a city beneath the waves, sculpted of magic and living coral. Though few in numbers, the merfolk prospered for many generations as their shattered culture pieced itself back together, ruled by their former king Elric now in the form of a daemon. The warping magics that had taken place upon them gave them the ability to manipulate both their surroundings and the natural creatures of the sea with their minds, keeping them safe from most natural predators, and those few unnatural creatures that threatened them were easily dealt with by more conventional methods.
For many years, the merfolk lived peacefully and isolated beneath the waves, with only occasional forays out into the mortal world by small numbers disguised as humans, sent to trade for what little they couldn’t acquire on their own. When Elric was sealed away, however, the leaders of the mer sent out many to search for their lost king, for the merfolk’s god also held a dark power at bay.
The fall of Atlantis unleashed a great many forces upon the world, but it also awakened something. Something ancient and powerful and horrifying, long locked away at the bottom of the sea, hidden from the presence of mortals. A creature of horrible power and alien intellect awoke, and began to claw its way out of the depths to fulfill its unknown purposes. Elric, knowing that such a creature being unleashed upon the world could only bring evil, fought the being, but could not slay it. Instead, he sealed the creature back into its prison, forcing it back into its slumber. With the god’s fall, however, the seals had begun to crack, and the ancient evil had begun to stir. The merfolk would be the first to suffer its ravages should it escape once more, and as such desperately search for their king so that he might seal the beast away once more.

Still gotta make the Aquatic Special Mutation, but you get the idea of it at least. Merfolk would be allowed to shapeshift to gain legs, but they'd take some steep penalties for being on land, where they're weaker.

Also, some suggestions or ideas I came up with via my own derping:
-Mage buffs are based only on the character's base Mind value at all times, thus preventing (or at least weakening) the super buff and eliminating the chain buff ability (buff Mind with a level 2 spell 3 times, drop the lowest buff, cast another, continue until low on EP, have stupidly high Mind, kill everything with magic missile.)
-Dispelling buffs that increase a base stat only grant mods to the character's who's effects are being dispelled that directly affect Resistance. IE: a mage with a Mind buff doesn't get their Resistance check increased if someone tries to dispel their buff. A mage that had directly buffed Resistance, however,
-Only once instance of each buff spell is allowed at a time, and possibly allowing any one stat to be buffed by only one thing at a time might be good as well. This would also prevent the spirit wielders with tons of buffs from activating them all for 2 EP each and then paying no upkeep for any of them while gaining absurd power. A better fix to that would be in order if anyone seemed likely to abuse it, which might happen now that I've gone and pointed it out.

Also, I made mage stuff a little bit more explicit in the rules a little while ago, so hopefully that removes a little bit of confusion. Lemme know if I missed anything, though preferably not in the shoutbox. I always forget suggestions made in the shoutbox.
 

Keylo

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Re: Dark Gate OOC Thread

Well then, in preparation for retribution against FALCON PUNCH... and with how a few characters/entities have powers over souls in DG. I hereby propose the following ritual:

Soul Synthesis (Forced Vampirification)
Ritual Cost: None
Ritual Time: 1 hour
Ritual Requirements: Focus in Entropy OR Call Spirit, A spirit willing to bind to a host, and a host to be bound to.
Description: Forcibly binds another soul in a singular mortal vessel and infuses the vessel with necromantic energy, effectively changing the victim into a vampire. The host of the ritual must make a DC 40 Resistance check to not outright die from the pain of having a soul forcibly spliced into their own. Should the host survive, the host must then make a contested Resistance check against the spirit to retain free will or otherwise be overridden/overtaken by the spirit. This check is repeated on a weekly basis, in which the host or intruding spirit, should they have failed the check previously, may choose to vie for control over the body.

If the spirit for the ritual was initially summoned, the summoner retains a "link" that allows them to know if the bound spirit remains in the body for so long as the unholy union should last.
 
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