Chibichibi
Big Sis
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Re: DG3 Character Sheets
Wolfie will GM me a non-ero thread! <3
Fluff added, whooo
Wolfie will GM me a non-ero thread! <3
Fluff added, whooo
Name: Denoriel Silverhair
Class: Spirit Wielder
Race: Sidhe
Sex: Male
Body: 20
Mind: 10
Spirit: 60
Hit Points (HP): 75
Pleasure to Orgasm (PP): 50
Spirit Energy (EP): 105
Speed: 14
Dodge: 55
Armor: 0
Resistance: 30
Perception: 24
Stealth: 14 (+6)
Grapple: 20
Spirit Ceiling: 23
Experience: 0
Corruption: 0
Talents: Druid, Alchemist, Skilled wielder, Massive Energy Pool, Exceptionalx2, Hard to hit, Healthy
Flaws: Sensitive(r) and Open Soul(r), Idealistic, Hatred(demons), Weakness(redheads), Mutatedx2
Mutations: Shapeshifter(r), Ironbane(r), Naturally Supernatural(r), Faerie(r), Selective Fertility(r), Greater Wings, Chameleon Skin
Wielder Aptitudes: Power gather, Harmful Spirit, Efficient Wielder
Powers: All but Transformation and Mine from the Alchemist tree
All but Summon nature's ally and Natural order from the Druid Tree
Inventory:
Battlemage's Robes: AV = 7, EV = 0, TP = 25, DU = 1.
Healing potion x2
Energy Potion x2
Bio/Description:
Tall, very tall with bright green slit-pupilled eyes, pointed ears and shoulder length blonde hair so light it's obvious how he obtained his surname. His face is oval, handsome, with sharp and high cheekbones and a slightly upturned pert nose. He also has large blue/black feathery wings, usually mantled over his shoulders.
Reference Image here:
Background: (Approved by Wolfie)
Denoriel's life was as normal as possible for one growing up among the Bright Court. His mother, father, and twin sister have all lived happy and productive lives. He joined his father as part of The Wild Hunt when he came of age and this was the first time that he laid eyes on the Queen of his realm.
Lady Titania.
He was consumed. He had heard the stories of her taking lovers and casting them aside, but he would be different! He swore to it. He spent most of his waking moments wooing her; sending her flowers, chocolates, poems. When she finally called for him he was ecstatic and the few short months he spent in her arms were nothing short of bliss. But she soon asked him to leave, like she had all her other lovers. She grew tired, she told him, and returned to the warm arms of her husband, the King Oberon.
Depressed and determined he journeyed from his homeland after a tearful goodbye to his family, and set out in the World Above to win back his lady's favor.
The OOC section: This is stuff for me to reference while I play
Class: Spirit Wielder
Race: Sidhe
Sex: Male
Body: 20
Mind: 10
Spirit: 60
Hit Points (HP): 75
Pleasure to Orgasm (PP): 50
Spirit Energy (EP): 105
Speed: 14
Dodge: 55
Armor: 0
Resistance: 30
Perception: 24
Stealth: 14 (+6)
Grapple: 20
Spirit Ceiling: 23
Experience: 0
Corruption: 0
Talents: Druid, Alchemist, Skilled wielder, Massive Energy Pool, Exceptionalx2, Hard to hit, Healthy
Flaws: Sensitive(r) and Open Soul(r), Idealistic, Hatred(demons), Weakness(redheads), Mutatedx2
Mutations: Shapeshifter(r), Ironbane(r), Naturally Supernatural(r), Faerie(r), Selective Fertility(r), Greater Wings, Chameleon Skin
Wielder Aptitudes: Power gather, Harmful Spirit, Efficient Wielder
Powers: All but Transformation and Mine from the Alchemist tree
All but Summon nature's ally and Natural order from the Druid Tree
Inventory:
Battlemage's Robes: AV = 7, EV = 0, TP = 25, DU = 1.
Healing potion x2
Energy Potion x2
Bio/Description:
Tall, very tall with bright green slit-pupilled eyes, pointed ears and shoulder length blonde hair so light it's obvious how he obtained his surname. His face is oval, handsome, with sharp and high cheekbones and a slightly upturned pert nose. He also has large blue/black feathery wings, usually mantled over his shoulders.
Reference Image here:
You must be registered to see the links
because THIS is the character I snitched. This book. Right here. >.>Background: (Approved by Wolfie)
Denoriel's life was as normal as possible for one growing up among the Bright Court. His mother, father, and twin sister have all lived happy and productive lives. He joined his father as part of The Wild Hunt when he came of age and this was the first time that he laid eyes on the Queen of his realm.
Lady Titania.
He was consumed. He had heard the stories of her taking lovers and casting them aside, but he would be different! He swore to it. He spent most of his waking moments wooing her; sending her flowers, chocolates, poems. When she finally called for him he was ecstatic and the few short months he spent in her arms were nothing short of bliss. But she soon asked him to leave, like she had all her other lovers. She grew tired, she told him, and returned to the warm arms of her husband, the King Oberon.
Depressed and determined he journeyed from his homeland after a tearful goodbye to his family, and set out in the World Above to win back his lady's favor.
The OOC section: This is stuff for me to reference while I play
RACIAL MUTATIONS
Shapeshifter: The character can change their physical form at will. At any time, they can change their physiology so that they functionally have any of the normal mutations. If they do not have the Supernatural or Naturally Supernatural Special Mutation, they cannot exceed the number of normal mutations that they already have using shapeshifting. This shapeshifting is limited to the base mutations, they cannot get any of the mutations that have requirements unless they have the base mutations without shifting into them, and only one instance of each mutation can be shifted into. This mutation cannot be used to get or hide other special mutations.
Faerie: The character is one of the fey. They gain resistance to Cold and Electricity, ignoring the first 5 points of damage from sources of either type.
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.
Ironbane: The character cannot wield weapons that are made out of iron or steel, but this only actually restricts them from using guns. In addition, they take +8 damage from any weapons made from iron or steel.
Selective Fertility: The character can choose whether or not they have children. Whenever they could potentially become pregnant or impregnate another, they may apply either the Fertile or Infertile Flaw if they so desire.
Shapeshifter: The character can change their physical form at will. At any time, they can change their physiology so that they functionally have any of the normal mutations. If they do not have the Supernatural or Naturally Supernatural Special Mutation, they cannot exceed the number of normal mutations that they already have using shapeshifting. This shapeshifting is limited to the base mutations, they cannot get any of the mutations that have requirements unless they have the base mutations without shifting into them, and only one instance of each mutation can be shifted into. This mutation cannot be used to get or hide other special mutations.
Tight/Large: The character deals +2 PP to your opponent during penetrative sex. Can be taken up to 3 times.
1) Snug/Stretching: The character is incredibly tight or well endowed, resulting in a +6 bonus(or -6 penalty) against ending penetration.
Whip-Tongue: Your character causes +2 PP damage during oral foreplay. This mutation can be taken up to 3 times.
Soft-Skin: Your character causes +2 PP during non-oral foreplay. This mutation can be taken up to 3 times.
*Foul Aura: The character has an aura about them that causes others to know to distrust them. Non-hostile NPCs are less willing to work with the character due to them being seemingly corrupted.
*Masochist: Whenever a character takes health damage, they also take 1d4+1 PP damage. This PP damage is not affected by Resistance or damage due to resisting pleasure.
*Sadist: The character takes 1d4+1 PP damage each time she inflicts health damage to something. This PP damage is not affected by Resistance.
Lactation: The character begins to lactate, and any pleasure they take due to their breasts being touched is increased by 2. Can only be taken by female characters.
1) *Healing Milk: Creatures/people that ingest the characters milk heals 1d6+4HP per turn drinking.
Massive Breasts: The characters breasts increase in size. How much is up to the player, but it has to be a significant change. The character deals +4 PP damage whenever they would tittyfuck anything. This mutation can only be taken by female characters.
*Skyclad – Your character feels uncomfortable when wearing any sort of clothing or armor and take a -2 penalty to all non-damage rolls when not nude (save for belts or other gear).
Night Eyes – Your character can see very well in the dark. They no longer take penalties to Perception for being in darkened areas.
Glowing Skin - Your character shines slightly in the dark, making them more visible but granting them light to see by. The character gets a +2 bonus to Perception, but takes a -2 penalty to Stealth.
Shadowy - Your character is naturally one to stay in the dark, making them less visible but also limiting their own vision. The character takes a -2 penalty to Perception, but gets a +2 bonus to Stealth.
*Giving Soul: The character involuntarily leaks spirit energy, bestowing it upon their partner (if any) whenever they would take PP damage. The character takes 4 EP damage and their partner regains 4 EP.
*Multy-Orgasmic: The character is able to orgasm more rapidly. Whenever they orgasm, their PP rests to ½ of its maximum value rather than full.
Odd Hair: The character's hair changes color or adopts an odd texture.
Appendage: The character gains a small tentacle growing from their body. These are usually not very nice to look at, but are also fairly harmless. If this mutation is chosen 4 times the character gains the Tentacles Special Mutation as well, and can no longer take this mutation.
*Battery: The character ceases to naturally regenerate EP, but whenever they would take PP damage they regain an amount of EP equal to ½ the PP damage taken. This mutation cannot be taken by characters with the Soul Eater special mutation and cannot be gained via the Transformation Spirit Power.
*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.
*Connection: Same as "Fertile Mouth" except for the characters ass. This mutation can only be taken by female characters that don’t have the Infertile Flaw.
Pheromones: The character takes a -2 penalty to Stealth checks and friendly characters are more interested in sex with them.
Vestigial Wings: The character has grown vestigial wings, which aren’t very useful but can look however the character likes.
1) Wings: The character's wings grow slightly, allowing them to glide. The character no longer takes fall damage.
2) Greater Wings: The character's wings have grown enough that they can actually fly with them. The character can fly at twice their Speed.
Horn: The character gets a horn or horns, usually but not always located somewhere on their head.
1) Venomous Attack: See below.
Tail: The character grows a tail. It can be of any kind that you like. This mutation can be taken as many times as the character likes.
1) Tail Cock: The character's tail also functions as a penis. Requires that the character have the the Futanari mutation if they're female.
1) Dangerous Tail: The character's tail can be used to deal unarmed attacks. If so, it deals an additional +4 damage but takes a -2 penalty to the attack roll. Using your character’s tail to attack is optional.
2) Venomous Attack: See below.
Reverse Jointed Legs: The character's legs are reverse jointed rather than forward jointed.
Funny Ears: The character has odd ears.
Futanari: If selected by a female character, they grow a penis. If selected by a male character, they grow a vagina and boobs. Futa's will generally be more feminine than masculine regardless of their original sex.
1) Doublecock: The character grows a second penis. This can also be selected by male characters even if they don't have the Futanari mutation, but requires the Futanari mutation for female characters.
Odd Skin: The character has unusual skin in some way, such as a particularly unusual skin color or by having fur or scales.
1) Armored Hide: The character's skin has become strong enough to resist attacks. Whether this is through a tough hide, thick scales or skin becoming as hard as steel, the effect is the same. The character takes a -1 penalty to Speed, but they also get a +2 bonus to Armor. This mutation can be taken up to 3 times.
1) Chameleon Skin: The character’s skin can change color at will (or reflexively,) allowing them to blend in with their surroundings. The character gains a +2 bonus to Stealth, but the effect is very disconcerting to those that aren’t used to it. This mutation may be taken up to 3 times.
Claws: Claws sprout from the character's fingers, causing them to deal +2 damage with unarmed attacks but to take a -2 penalty on attack rolls with weapons.
1) Greater Claws: The character's claws grow even larger and more dangerous. Increase the unarmed damage bonus to +5, but the penalty to attack rolls with Weapons increases to -5.
2) 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.
Strange Face: The character has a very unusual face, somehow. The specifics of that are up to you to come up with.
Fangs: The character has a pair of fangs.
1) 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.
1) Venomous Attack: 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.
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.
1) Talons: The claws on the character’s feet have become long and sharp enough to use in combat. The character can choose to make a melee attack with the claws on their feet that gains a +6 bonus to damage, but they cannot move in the same turn that they make such an attack.
*Natural Attack: The character has some sort of natural attack that allows them to deal a greater amount of unarmed damage than usual. Their unarmed attacks deal 2d12 + Body/3 damage. Characters that possess this mutation and the Unarmed Fighter Talent deal 2d12 + Body/2 damage instead.
*Glowy Fluids: Some or all the characters bodily fluids glows, and incur a -2 Stealth penalty when exposed(IE when aroused, bleeding). Fluids such as saliva, milk, semen, vaginal juices, blood.
1) *Grossly Incandescent Fluids: The glow from the characters fluids are so strong that it is equal to a small torch, and incur an additional -6 penalty to Stealth when exposed.
*Vaginal Tongue: The character has a second tongue inside their vaginal that they can manipulate as if it were a normal tongue. The character deals +2 PP damage during penetrative sex. Can only be taken by characters with a vagina.
1) *Greater Vaginal Tongue: The character has an exceptionally long vaginal tongue that they can manipulate as if it were a tentacle. If used for penetration, the character deals and takes pleasure as if they were penetrating their opponent but cannot impregnate them. The character deals +4 PP damage during penetrative sex. If grappling and penetrated, gives the character a +4 bonus against any escape attempts.
Potent: The character's orgasms are very messy--time to change the sheets. In addition, the character gets a +1 to impregnation rolls if they're the one cumming or being creampied.
Breeder: When the character is pregnant or has impregnated someone else, the gestation period of their offspring is shortened by half.
1) Snug/Stretching: The character is incredibly tight or well endowed, resulting in a +6 bonus(or -6 penalty) against ending penetration.
Whip-Tongue: Your character causes +2 PP damage during oral foreplay. This mutation can be taken up to 3 times.
Soft-Skin: Your character causes +2 PP during non-oral foreplay. This mutation can be taken up to 3 times.
*Foul Aura: The character has an aura about them that causes others to know to distrust them. Non-hostile NPCs are less willing to work with the character due to them being seemingly corrupted.
*Masochist: Whenever a character takes health damage, they also take 1d4+1 PP damage. This PP damage is not affected by Resistance or damage due to resisting pleasure.
*Sadist: The character takes 1d4+1 PP damage each time she inflicts health damage to something. This PP damage is not affected by Resistance.
Lactation: The character begins to lactate, and any pleasure they take due to their breasts being touched is increased by 2. Can only be taken by female characters.
1) *Healing Milk: Creatures/people that ingest the characters milk heals 1d6+4HP per turn drinking.
Massive Breasts: The characters breasts increase in size. How much is up to the player, but it has to be a significant change. The character deals +4 PP damage whenever they would tittyfuck anything. This mutation can only be taken by female characters.
*Skyclad – Your character feels uncomfortable when wearing any sort of clothing or armor and take a -2 penalty to all non-damage rolls when not nude (save for belts or other gear).
Night Eyes – Your character can see very well in the dark. They no longer take penalties to Perception for being in darkened areas.
Glowing Skin - Your character shines slightly in the dark, making them more visible but granting them light to see by. The character gets a +2 bonus to Perception, but takes a -2 penalty to Stealth.
Shadowy - Your character is naturally one to stay in the dark, making them less visible but also limiting their own vision. The character takes a -2 penalty to Perception, but gets a +2 bonus to Stealth.
*Giving Soul: The character involuntarily leaks spirit energy, bestowing it upon their partner (if any) whenever they would take PP damage. The character takes 4 EP damage and their partner regains 4 EP.
*Multy-Orgasmic: The character is able to orgasm more rapidly. Whenever they orgasm, their PP rests to ½ of its maximum value rather than full.
Odd Hair: The character's hair changes color or adopts an odd texture.
Appendage: The character gains a small tentacle growing from their body. These are usually not very nice to look at, but are also fairly harmless. If this mutation is chosen 4 times the character gains the Tentacles Special Mutation as well, and can no longer take this mutation.
*Battery: The character ceases to naturally regenerate EP, but whenever they would take PP damage they regain an amount of EP equal to ½ the PP damage taken. This mutation cannot be taken by characters with the Soul Eater special mutation and cannot be gained via the Transformation Spirit Power.
*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.
*Connection: Same as "Fertile Mouth" except for the characters ass. This mutation can only be taken by female characters that don’t have the Infertile Flaw.
Pheromones: The character takes a -2 penalty to Stealth checks and friendly characters are more interested in sex with them.
Vestigial Wings: The character has grown vestigial wings, which aren’t very useful but can look however the character likes.
1) Wings: The character's wings grow slightly, allowing them to glide. The character no longer takes fall damage.
2) Greater Wings: The character's wings have grown enough that they can actually fly with them. The character can fly at twice their Speed.
Horn: The character gets a horn or horns, usually but not always located somewhere on their head.
1) Venomous Attack: See below.
Tail: The character grows a tail. It can be of any kind that you like. This mutation can be taken as many times as the character likes.
1) Tail Cock: The character's tail also functions as a penis. Requires that the character have the the Futanari mutation if they're female.
1) Dangerous Tail: The character's tail can be used to deal unarmed attacks. If so, it deals an additional +4 damage but takes a -2 penalty to the attack roll. Using your character’s tail to attack is optional.
2) Venomous Attack: See below.
Reverse Jointed Legs: The character's legs are reverse jointed rather than forward jointed.
Funny Ears: The character has odd ears.
Futanari: If selected by a female character, they grow a penis. If selected by a male character, they grow a vagina and boobs. Futa's will generally be more feminine than masculine regardless of their original sex.
1) Doublecock: The character grows a second penis. This can also be selected by male characters even if they don't have the Futanari mutation, but requires the Futanari mutation for female characters.
Odd Skin: The character has unusual skin in some way, such as a particularly unusual skin color or by having fur or scales.
1) Armored Hide: The character's skin has become strong enough to resist attacks. Whether this is through a tough hide, thick scales or skin becoming as hard as steel, the effect is the same. The character takes a -1 penalty to Speed, but they also get a +2 bonus to Armor. This mutation can be taken up to 3 times.
1) Chameleon Skin: The character’s skin can change color at will (or reflexively,) allowing them to blend in with their surroundings. The character gains a +2 bonus to Stealth, but the effect is very disconcerting to those that aren’t used to it. This mutation may be taken up to 3 times.
Claws: Claws sprout from the character's fingers, causing them to deal +2 damage with unarmed attacks but to take a -2 penalty on attack rolls with weapons.
1) Greater Claws: The character's claws grow even larger and more dangerous. Increase the unarmed damage bonus to +5, but the penalty to attack rolls with Weapons increases to -5.
2) 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.
Strange Face: The character has a very unusual face, somehow. The specifics of that are up to you to come up with.
Fangs: The character has a pair of fangs.
1) 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.
1) Venomous Attack: 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.
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.
1) Talons: The claws on the character’s feet have become long and sharp enough to use in combat. The character can choose to make a melee attack with the claws on their feet that gains a +6 bonus to damage, but they cannot move in the same turn that they make such an attack.
*Natural Attack: The character has some sort of natural attack that allows them to deal a greater amount of unarmed damage than usual. Their unarmed attacks deal 2d12 + Body/3 damage. Characters that possess this mutation and the Unarmed Fighter Talent deal 2d12 + Body/2 damage instead.
*Glowy Fluids: Some or all the characters bodily fluids glows, and incur a -2 Stealth penalty when exposed(IE when aroused, bleeding). Fluids such as saliva, milk, semen, vaginal juices, blood.
1) *Grossly Incandescent Fluids: The glow from the characters fluids are so strong that it is equal to a small torch, and incur an additional -6 penalty to Stealth when exposed.
*Vaginal Tongue: The character has a second tongue inside their vaginal that they can manipulate as if it were a normal tongue. The character deals +2 PP damage during penetrative sex. Can only be taken by characters with a vagina.
1) *Greater Vaginal Tongue: The character has an exceptionally long vaginal tongue that they can manipulate as if it were a tentacle. If used for penetration, the character deals and takes pleasure as if they were penetrating their opponent but cannot impregnate them. The character deals +4 PP damage during penetrative sex. If grappling and penetrated, gives the character a +4 bonus against any escape attempts.
Potent: The character's orgasms are very messy--time to change the sheets. In addition, the character gets a +1 to impregnation rolls if they're the one cumming or being creampied.
Breeder: When the character is pregnant or has impregnated someone else, the gestation period of their offspring is shortened by half.
Faerie: The character is one of the fey. They gain resistance to Cold and Electricity, ignoring the first 5 points of damage from sources of either type.
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.
Ironbane: The character cannot wield weapons that are made out of iron or steel, but this only actually restricts them from using guns. In addition, they take +8 damage from any weapons made from iron or steel.
Selective Fertility: The character can choose whether or not they have children. Whenever they could potentially become pregnant or impregnate another, they may apply either the Fertile or Infertile Flaw if they so desire.
APTITUDES
Power Gather: The character may, as the primary action of their turn (they may still move) gather ambient energy from the air. They may use this energy only to pay the activation cost of a Power, and excess energy is wasted. They may gather an amount of energy (EP) equal to their Spirit Ceiling divided by 2 every round. This ability may be used for up to 3 consecutive rounds, and gathered energy doesn't affect Spirit Ceiling. Areas with higher or lower natural ambient energy changes the amount of EP that can be gathered from the air by 2 points per spell level (down for low energy and up for high energy), to a minimum of 1 EP per round.
Master Blaster: The character is a master of the destructive aspects of their abilities. Spirit Powers that deal damage are treated as if they had put an additional 3 points of EP into their activation. This bonus may be traded in order to force any creatures struck to make a Resistance check against a DC equal to 4 times the EP input (usually X in the Power's description) or gain one of the followings statuses: Blinded, Paralyzed, Stunned, or Weakened. The player chooses which status effect to inflict when they make the attack.
Harmful Spirit: For any Spirit Powers that deal damage, the damage rolls for those powers have their minimum value set to 1/2 the max roll of the dice.
Efficient Wielder: Spirit Power buffs activated by the character cost 3 less EP (minimum 0) to upkeep, OR provide one additional bonus from the following list: +X Resistance, +X Dodge, +X bonus to attack rolls, +X bonus to melee damage rolls, +X Perception, +X Stealth.
Power Gather: The character may, as the primary action of their turn (they may still move) gather ambient energy from the air. They may use this energy only to pay the activation cost of a Power, and excess energy is wasted. They may gather an amount of energy (EP) equal to their Spirit Ceiling divided by 2 every round. This ability may be used for up to 3 consecutive rounds, and gathered energy doesn't affect Spirit Ceiling. Areas with higher or lower natural ambient energy changes the amount of EP that can be gathered from the air by 2 points per spell level (down for low energy and up for high energy), to a minimum of 1 EP per round.
Master Blaster: The character is a master of the destructive aspects of their abilities. Spirit Powers that deal damage are treated as if they had put an additional 3 points of EP into their activation. This bonus may be traded in order to force any creatures struck to make a Resistance check against a DC equal to 4 times the EP input (usually X in the Power's description) or gain one of the followings statuses: Blinded, Paralyzed, Stunned, or Weakened. The player chooses which status effect to inflict when they make the attack.
Harmful Spirit: For any Spirit Powers that deal damage, the damage rolls for those powers have their minimum value set to 1/2 the max roll of the dice.
Efficient Wielder: Spirit Power buffs activated by the character cost 3 less EP (minimum 0) to upkeep, OR provide one additional bonus from the following list: +X Resistance, +X Dodge, +X bonus to attack rolls, +X bonus to melee damage rolls, +X Perception, +X Stealth.
POWERS
Chemical Splash
The character hurls corrosive or toxic chemicals at their foes. Fairly simple, and also fairly damaging, but one can only throw a liquid so far, so this power has a very short range.
-The character pays X EP. They then choose one of the following effects:
1) One creature within 40 feet of the character takes (1d10 + 2 * X) damage.
2) All creatures within a 120 degree, 15 foot cone originating from the character take 1d10 * X damage.
-By paying an additional 3 EP, the character can force creatures hit by this power to make a Resistance check against a DC equal to 5X or gain one of the following statuses: Blinded, Paralyzed, or Weakened.
Grenade
The character hurls an object carrying a small portion of their soul’s energy, which explodes a few seconds after leaving their hand.
-The character pays 2 + X EP.
-The character throws the grenade to any one spot within 50 feet of them. It then explodes, dealing (2d4 + 2) * X damage to all creatures within a 10 foot radius of it.
Reshape
The character alters the shape of any one contiguous solid object that they can touch. They cannot change the actual physical properties of it, nor can they change the type of substance that they're touching. This Power cannot be used offensively in combat, but can be used to bind (or execute) helpless creatures.
-The character pays 2X EP. What the character can reshape is dependent on how much they pay and on how large the object they’re trying to reshape is. For an object about the size of an adult human or less, X = 1. For an object three times the size of a human or less, X = 2. For an object up to nine times the size of a human or less, X = 3. If the character is attempting to bind a helpless creature, the DC to escape the binding is equal to 15X + 10.
Seal
The character places a Seal on a single creature that it touches. This Seal effectively traps the target's soul within its body, firstly deactivating any magical or spiritual effects that it has active and secondly preventing it from using any ability that would require that it expend EP.
-The character pays X EP.
-One target creature which must be within touching range has all active effects upon them dispelled and takes X damage. If that creature attempts to activate a Power, cast a Spell, or use any ability that requires EP, no matter what it is, they must win a Resistance check against 3X, or the attempt fails. If the creature that is the target of this power was helpless (has the Bound or Submission Hold status, is unconscious, ect,) when this Power was used on them then the check becomes 4X. This power ends only when the seal is removed by someone other than the targeted creature.
Assemble Contraption
The character creates an animate minion from their surroundings or possessions, or possibly some mix of the two. Small primitive clockwork robots, walking scarecrows, and bundles of living rags are just a few examples of what kind of minion this power can create. These creatures are soulless, mindless, sexless, and utterly devoted to their creator.
-The character pays 2 + X EP.
-The creature created by this power always appears directly next to the character that summoned it and has the following stats: Body = 8X, Mind = 2X, a Melee Attack that deals 2d6 + Body/2, and a Ranged Attack with a 60 foot range that deals 3d4 + Mind damage and uses Mind or Body to attack, whichever is higher.
-In additional, the character can pay an additional 1 EP for any of these effects as many times as they like.
1) +6 Mind.
2) The contraption can fly at its Speed.
3) Double the range of the creature's ranged attack.
-Creatures summoned with this power cannot have a Dodge stat greater than 50 or a Resistance stat greater than 40.
Commune with Nature
The character learns to communicate briefly with the plants and animals of the wilds.
-Paying 2 EP, the character can communicate with a plant or a beast for up to 1 minute. Animals and plants are far more simple minded than intelligent creatures, however, and your results may vary.
Entangling
The character calls upon the forces of nature to inhibit their foes.
-The character pays X EP and selects an area equal to X five-by-five squares. Creatures that the character doesn't designate as friendly within that area take a -2X penalty to Speed, Dodge, attack rolls, and Grapple.
-The character may instead choose to target only a single creature, in which case that creature gains the Bound status with a DC equal to 8X.
Leaf Walk
The character moves through the plants, potentially traveling vast distances in only a short time.
-If used out of combat, the character pays X EP and may travel up to 10X miles in any direction, so long as they have plants to travel through. They may not bring any allies, however.
-If used in combat, the character pays X EP, and may travel through plants silently and swiftly up to a distance of 10X feet.
Wild Shape
The character adopts aspects of a natural creature, chosen when this power is activated.
-The character pays X EP, gains the Natural Attack mutation, and may no longer use manufactured weapons. They then choose one of the following totem animals, and gain the selected animal's bonuses so long as they continue to pay X - 2 EP Upkeep.
1) Wolf: +3X attack, Speed, and Dodge. May track.
2) Bear: +3X melee damage, AV, and Resistance. Cannot be sneak attacked.
3) Cat: +3X Speed, melee damage, Stealth, and Perception. May see in the dark.
4) Fish: +3X attack, melee damage, Dodge, and Speed while underwater. Take no penalties when fighting underwater. May breath underwater.
5) Reptile: +3X AV, attack, and Stealth. Take no penalties while fighting underwater. Take double damage from attacks that deal Cold damage.
6) Bird: +3X Speed, Dodge, and attack. May fly at three times the character's Speed.
Wrath of the Elements
The character calls upon icy winds, grinding stones, blinding gales, burning flames, and lightning to lay low their opponents.
-The character pays X and chooses one of the following:
1) Hurl a magical stone at a single creature, dealing (1d8 + 4) * X damage to that creature and forcing it to make a Resistance check against the character or be Stunned.
2) Call forth a wave of icy cold, dealing 2d4 * X Cold damage to all creatures within a 30 foot long, 90 degree cone and forcing affected creatures to make a Resistance check against the character or be Weakened.
3) Blast all creatures within a 50 foot long, 10 foot wide line with a powerful wind, dealing (1d6 + 1) * X Force damage and forcing the affected creatures to make a Resistance check against the character or be knocked Prone and pushed back 10 feet.
4) Strike all creatures within a 5 foot wide, 120 foot long line with a bolt of lightning, dealing (1d6 + 4) * X Electricity damage.
5) Send forth an orb of flame that explodes when it strikes a designated spot within 90 feet of the character, dealing 2d6 * X Heat/Fire damage to all affected creatures.
Chemical Splash
The character hurls corrosive or toxic chemicals at their foes. Fairly simple, and also fairly damaging, but one can only throw a liquid so far, so this power has a very short range.
-The character pays X EP. They then choose one of the following effects:
1) One creature within 40 feet of the character takes (1d10 + 2 * X) damage.
2) All creatures within a 120 degree, 15 foot cone originating from the character take 1d10 * X damage.
-By paying an additional 3 EP, the character can force creatures hit by this power to make a Resistance check against a DC equal to 5X or gain one of the following statuses: Blinded, Paralyzed, or Weakened.
Grenade
The character hurls an object carrying a small portion of their soul’s energy, which explodes a few seconds after leaving their hand.
-The character pays 2 + X EP.
-The character throws the grenade to any one spot within 50 feet of them. It then explodes, dealing (2d4 + 2) * X damage to all creatures within a 10 foot radius of it.
Reshape
The character alters the shape of any one contiguous solid object that they can touch. They cannot change the actual physical properties of it, nor can they change the type of substance that they're touching. This Power cannot be used offensively in combat, but can be used to bind (or execute) helpless creatures.
-The character pays 2X EP. What the character can reshape is dependent on how much they pay and on how large the object they’re trying to reshape is. For an object about the size of an adult human or less, X = 1. For an object three times the size of a human or less, X = 2. For an object up to nine times the size of a human or less, X = 3. If the character is attempting to bind a helpless creature, the DC to escape the binding is equal to 15X + 10.
Seal
The character places a Seal on a single creature that it touches. This Seal effectively traps the target's soul within its body, firstly deactivating any magical or spiritual effects that it has active and secondly preventing it from using any ability that would require that it expend EP.
-The character pays X EP.
-One target creature which must be within touching range has all active effects upon them dispelled and takes X damage. If that creature attempts to activate a Power, cast a Spell, or use any ability that requires EP, no matter what it is, they must win a Resistance check against 3X, or the attempt fails. If the creature that is the target of this power was helpless (has the Bound or Submission Hold status, is unconscious, ect,) when this Power was used on them then the check becomes 4X. This power ends only when the seal is removed by someone other than the targeted creature.
Assemble Contraption
The character creates an animate minion from their surroundings or possessions, or possibly some mix of the two. Small primitive clockwork robots, walking scarecrows, and bundles of living rags are just a few examples of what kind of minion this power can create. These creatures are soulless, mindless, sexless, and utterly devoted to their creator.
-The character pays 2 + X EP.
-The creature created by this power always appears directly next to the character that summoned it and has the following stats: Body = 8X, Mind = 2X, a Melee Attack that deals 2d6 + Body/2, and a Ranged Attack with a 60 foot range that deals 3d4 + Mind damage and uses Mind or Body to attack, whichever is higher.
-In additional, the character can pay an additional 1 EP for any of these effects as many times as they like.
1) +6 Mind.
2) The contraption can fly at its Speed.
3) Double the range of the creature's ranged attack.
-Creatures summoned with this power cannot have a Dodge stat greater than 50 or a Resistance stat greater than 40.
Commune with Nature
The character learns to communicate briefly with the plants and animals of the wilds.
-Paying 2 EP, the character can communicate with a plant or a beast for up to 1 minute. Animals and plants are far more simple minded than intelligent creatures, however, and your results may vary.
Entangling
The character calls upon the forces of nature to inhibit their foes.
-The character pays X EP and selects an area equal to X five-by-five squares. Creatures that the character doesn't designate as friendly within that area take a -2X penalty to Speed, Dodge, attack rolls, and Grapple.
-The character may instead choose to target only a single creature, in which case that creature gains the Bound status with a DC equal to 8X.
Leaf Walk
The character moves through the plants, potentially traveling vast distances in only a short time.
-If used out of combat, the character pays X EP and may travel up to 10X miles in any direction, so long as they have plants to travel through. They may not bring any allies, however.
-If used in combat, the character pays X EP, and may travel through plants silently and swiftly up to a distance of 10X feet.
Wild Shape
The character adopts aspects of a natural creature, chosen when this power is activated.
-The character pays X EP, gains the Natural Attack mutation, and may no longer use manufactured weapons. They then choose one of the following totem animals, and gain the selected animal's bonuses so long as they continue to pay X - 2 EP Upkeep.
1) Wolf: +3X attack, Speed, and Dodge. May track.
2) Bear: +3X melee damage, AV, and Resistance. Cannot be sneak attacked.
3) Cat: +3X Speed, melee damage, Stealth, and Perception. May see in the dark.
4) Fish: +3X attack, melee damage, Dodge, and Speed while underwater. Take no penalties when fighting underwater. May breath underwater.
5) Reptile: +3X AV, attack, and Stealth. Take no penalties while fighting underwater. Take double damage from attacks that deal Cold damage.
6) Bird: +3X Speed, Dodge, and attack. May fly at three times the character's Speed.
Wrath of the Elements
The character calls upon icy winds, grinding stones, blinding gales, burning flames, and lightning to lay low their opponents.
-The character pays X and chooses one of the following:
1) Hurl a magical stone at a single creature, dealing (1d8 + 4) * X damage to that creature and forcing it to make a Resistance check against the character or be Stunned.
2) Call forth a wave of icy cold, dealing 2d4 * X Cold damage to all creatures within a 30 foot long, 90 degree cone and forcing affected creatures to make a Resistance check against the character or be Weakened.
3) Blast all creatures within a 50 foot long, 10 foot wide line with a powerful wind, dealing (1d6 + 1) * X Force damage and forcing the affected creatures to make a Resistance check against the character or be knocked Prone and pushed back 10 feet.
4) Strike all creatures within a 5 foot wide, 120 foot long line with a bolt of lightning, dealing (1d6 + 4) * X Electricity damage.
5) Send forth an orb of flame that explodes when it strikes a designated spot within 90 feet of the character, dealing 2d6 * X Heat/Fire damage to all affected creatures.
FLAWS
Sensitive: The character takes an additional 4 PP damage whenever anything would cause them to take any.
Open Soul: The character takes an additional 4 EP damage whenever anything would cause them to take any.
*Idealistic (RP) : The character is unfailingly kind no matter the circumstances. They will always try to help others to the best of their ability, even to their own detriment, and even if that help is not asked for or met with hostility. This does not mean, however, mean that they will let things attack them without responding. They’re idealists, not pacifists.
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.
Weakness (thing) : Whenever the character encounters the thing that they are weak against (tentacles, giant boobs, fluffy tails, futas, ect) in combat, the GM rolls 1d4, and on a roll of 1 the character loses their turn.
Sensitive: The character takes an additional 4 PP damage whenever anything would cause them to take any.
Open Soul: The character takes an additional 4 EP damage whenever anything would cause them to take any.
*Idealistic (RP) : The character is unfailingly kind no matter the circumstances. They will always try to help others to the best of their ability, even to their own detriment, and even if that help is not asked for or met with hostility. This does not mean, however, mean that they will let things attack them without responding. They’re idealists, not pacifists.
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.
Weakness (thing) : Whenever the character encounters the thing that they are weak against (tentacles, giant boobs, fluffy tails, futas, ect) in combat, the GM rolls 1d4, and on a roll of 1 the character loses their turn.
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