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Dark Gate OOC Thread


Hentaispider

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Re: Dark Gate OOC Thread

So yesterday there was some talk about Spirit Users not getting anything neat from having high Spirit unlike warriors who get skills and damage and mages whose spell effects are highly dependent on their mind(not to mention base casting). My suggestion is that instead of spirit talents granting a flat number of powers they'd grant a number of powers based on the character's spirit score. I was thinking about either 2+Spirit/20(which would nerf practically no-one and give only a slight boost), 1+Spirit/15(which would nerf most spirit power using characters that aren't spirit users or succubi w/ spirit as main and give about the same boost to characters with high spirit) or even something like 1+spirit/10(which nerfs more people than the first option, but gives a big boost to spirit users)
 

Courage Wolf

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Re: Dark Gate OOC Thread

Spell Suggestions

Powers soon to follow when I can get around to writing any of them
1: Force Tree: Lvl 5, Gravity Well (Ball) All creatures within the range of this spell must make a resistance check against the caster or be pulled as close to the center of this spells effect as their size will allow and be unable to move for one round. This spell can be sustained for an upkeep of 5. This spell does damage as if it was 2 levels lower.

2: Force Tree: LvL 3, Pull (Utility) One Target within 50 feet must make a resistance check against the caster or be knocked prone and moved 10 towards the caster. At an increased cost of 3 EP anything the target is holding may be targeted instead, If used on a creature (Or Character) within a grapple than all creatures involved are affected. If the affected creatures grapple score is lower than the casters resistance check than the grapple is broken.
(Albeit rather Meh i found it odd that a spell like this was missing from the tree)

3: Nature Tree: Lvl 5, Earthquake (Emanation) All creatures within the radius of this spell must make a resistance check against the caster or be knocked prone. While this spell is active the caster may not move from the place where this spell was cast. Any creature that fails this check twice is stunned.

4: Nature Tree Lvl 4, Upheaval (Utility) A 10 foot square within 20 feet of the caster can be raised (2d6X10) feet. If any structure or building is within the effect of this spell than the DC of this spell is raised by 20. If the spell is still successfully cast than the structure is severely damaged. The extent of the damage is the discretion of the GM.

5: Entropy Tree Lvl 4, Mindwarp (Bolt) Any target hit with this spell must flip a coin. If the flip is heads than any action that target takes is treated without penalty, if the flip is tails than the creatures action is targeted against its allies instead. This effect lasts for 1d4 rounds and every time this spell is used on the same target the DC of this spell increases by 10

6: Arcane Tree Lvl 5, Phase Step (Utility) Outside of combat the caster may create 2 portals linked to each other that allow instantaneous travel between these 2 points that the caster has previously been.
If used in combat the difficulty of this spell is increased by 25 but the caster is teleported directly behind any target creature within 50 feet and may use any touch spell as a sneak attack without a sneak check. If the caster fails the increased casting check than the caster is teleported to a random spot within 20 feet
(Although this may seem a little retarded the casting difficulty of this spell in combat can be a real pain in the ass)


Ill start with these 6 and see how well they are taken. If things go over well than i will be happy to submit more :)
 
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Tiffanian

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Re: Dark Gate OOC Thread

I think there are plenty of spells, quite frankly.
 

AshPrince

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Re: Dark Gate OOC Thread

So, because I still can't help myself but to love the simplistic complexity of Dark Gate. I made up a few monster sheets just for the heck of it.
Gnoll
Monster Name: Gnoll
Monster Type: Beastman
Monster Class: Warrior

Body: 26
Mind: 8
Spirit: 16

Hit Points (HP): 38
Pleasure to Orgasm (PP): 29
Spirit Energy (EP): 37
Speed: 16 +8T-1EV: 23
Dodge: 25 (+6W/Shield)
Armor: 5
Resistance: 13
Perception: 16
Stealth: 16 +5T-2EV: 19
Grapple: 26

-------------------

Talents: Stealthy, Quick, Shield Fighter OR Skill with Polearm,

Flaws: Cowardly, Selfish

Mutations: Tail, Funny Ears, Reverse Jointed Legs, Fearsome Maw.

Skills: Defensive Stance OR Sweep, Head Over Heels

Inventory: Polearm: 2d10 + 3 + 13 OR Shortened Polearm: 4d5 - 4 + 13 & Targe: DB = 6. EV = 1
Leather Armor: AV = 5, EV = 1, TP = 30, DU = 3

Description: Gnolls are a race of hulking, beastmen that resemble hyenas in more than mere appearance; they are capable hunters, but are far happier to scavenge or steal a kill than to go out and track down prey. This laziness impels them to acquire slaves of whatever type is available.

Creatures other than hyenas and other gnolls are either meat or slaves, depending upon the temperament of the tribe. The more “civilized” gnolls do not eat their prisoners, but instead keep them as slaves, either to defend or improve their lair or to trade with other tribes or slaver bands.

Gnolls relish combat, but only when they have the obvious advantage of numbers. In other situations, they prefer to avoid combat except as a means of winning a kill from another hunter, or as a clever ambush to bring down a large meal. These hyena-men see no value in courage or valor, instead preferring to flee once it becomes clear that victory is not possible, noting that it is better to run with tail tucked away than to lose one’s tail entirely.
Gnoll Shaman
Monster Name: Gnoll Shaman
Monster Type: Beastman
Monster Class: Spirit Wielder

Body: 22
Mind:8
Spirit: 20

Hit Points (HP): 36
Pleasure to Orgasm (PP): 29
Spirit Energy (EP): 35
Speed: 15+8T: 23
Dodge: 25
Armor: 0
Resistance: 10
Perception: 14
Stealth: 15 +8T:23
Grapple: 22

-------------------

Talents: Demonologist, Sneaky, Quick

Flaws: Cowardly, Selfish

Mutations: Tail, Funny Ears, Reverse Jointed Legs, Fearsome Maw, Massive Breasts, and Lactation.

Spirit Ceiling: 7
Powers:
Vampiric Futanari
Form of the Swarm: Typically Beetles
Hellfire Blast

Inventory: One Handed Sword: Falchion 2d6 + 11

Description: Gnoll tribes are typically led by their spiritual leaders, the almost exclusively female Shamans. At the same time worshipers of their hyena-goddes and misogynists, gnolls give their females the choice of two paths in life: mother or Shaman. Shamans show their status in ways recognizable by any creature of their faith, with great gashes in their bellies and tremendous breasts heavy with milk. A gnoll shaman is regarded by her band as its mother, and is called as such, regardless of who actually births its members.

The shaman serves her band as teacher and caretaker, in addition to her divine duties. It is considered a high honor among the males to be chosen by the cleric for breeding, and even the laziest males work hard to impress her enough to earn a nighttime visit.
Twigjack
Monster Name: Twigjack
Monster Type: Fey
Monster Class: Warrior

Body: 20
Mind: 20
Spirit: 10

Hit Points (HP): 35
Pleasure to Orgasm (PP): 35
Spirit Energy (EP): 25
Speed: 14 -1M:13
Dodge: 25
Armor: 0 +2M: 2
Resistance: 10-8F:2
Perception: 10
Stealth: 10+8T +5T:23
Grapple: 20

-------------------

Talents: Sneaky, Stealthy, Natural Mage: Focus in Nature

Flaws: Weak, Bloodthirsty

Mutations: Sadist, Odd Skin, Armored Hide, Faerie,

Skills: Blinding Strike, Head Over Heels, Ranger

Base Casting: 10
Favored Elements: Nature

Inventory: Shortened Polearm: Pointy Stick: 4d5 - 4 + 10

Description: Deep in old-growth forests, twigjacks spend their time tormenting intruders and wreaking havoc on settlers. Maladjusted protectors of the wood, these malicious fey constantly threaten any attempts to civilize the wild. Twigjacks delight in breaking wagon wheels from expansionists’ caravans, snapping hunters’ bows, and sabotaging isolated cabins and villages. Although they possess a keen intellect, few creatures, even other fey, can tolerate these twig-born creatures for long.

Gnarled sticks bundled by vines and brambles form a twigjack’s entire body. Atop its head, a mossy growth not unlike hair sprouts. The creature’s eyes appear as vacant dark knotholes, and its mouth is just a canyon of splintered and broken sticks bisecting its face. Leaves and sprigs of new growth randomly sprout from the creature’s body. Twigjacks resent being considered plants, and are proud of their fey heritage.
Harpy
Monster Name: Harpy
Monster Type: Beastman
Monster Class: Warrior

Body: 26
Mind: 12
Spirit: 12

Hit Points (HP): 38
Pleasure to Orgasm (PP): 31
Spirit Energy (EP): 31
Speed: 16 +8T: 24
Dodge: 25
Armor: 1
Resistance: 13
Perception: 16
Stealth: 16
Grapple: 26

-------------------

Talents: Natural Succubus: Charm, Quick, Skill with One-Handed Blunt Weapons

Flaws: Mutated, Lustful, Bloodthirsty

Mutations: Greater Wings, Clawed Feet, Foul Aura, Sadist, and Warped.

Skills: Untemptable, Focused: One-Handed Blunt Weapons, Specialized: One-Handed Blunt Weapons

Succubus Powers: Charm: The character pays 10 EP, and chooses one target creature within 20 feet of them. That creature must win a Resistance check against the character, or gain the Charmed status.

Inventory: One-Handed Blunt Weapon: 2d4 + 2 + 13
Clothes: AV = 1, EV = 0, TP = 25, DU = 2.

Description: Often viewed as vicious and corrupted creatures, harpies know how creatures think and act. This understanding gives them an advantage when it comes to finding their favorite meals. While creatures of the wild easily fall victim to their captivating songs, these vile bird-women prefer their meals spiced with complex sentient thoughts. While ultimately savage and without remorse for their actions, a number of harpies live close to humanoid societies and enjoy parlaying with creatures that they see as potential meals.

Harpies tend to wear baubles and trinkets stolen from their victims, as they like to indulge in the shiny ornaments of mankind. Up close, these creatures reek with the stench of consumed victims, and they rarely let creatures not yet captivated too near, lest they smell the gore and decay upon their feathers. For this reason, many harpies wear perfumes and scented oils.
Basilisk
Monster Name: Basilisk
Monster Type: Beast
Monster Class: Warrior

Body: 30
Mind: 16
Spirit: 14

Hit Points (HP): 45
Pleasure to Orgasm (PP): 38
Spirit Energy (EP): 37 +20T: 57
Speed: 17 -9F -3M: 6
Dodge: 30
Armor: 0+4T+6M: 10
Resistance: 15
Perception: 17
Stealth: 17 +16T: 33
Grapple: 30

-------------------

Talents: Natural Spirit Wielder: Demonologist, Greater Energy Pool, Sneaky x2, Pain Resistant

Flaws: Sluggish, Sensitive

Mutations: Armored Hide x3, Fearsome Maw, Natural Attack: 2d12 + Body/3 and Claws.

Skills: Sturdy, Mage-Hunter, Spirit-Oppressor, Ranger

Spirit Ceiling: 11
Powers: Gorgons Gaze, Fell Might, Hellfire Blast

Inventory: None

Description: The basilisk, often called the “King of Serpents,” is in fact not a serpent at all, but rather an eight-legged reptile with a nasty disposition and the ability to turn creatures to stone with its gaze. Folklore holds that, much like the cockatrice, the first basilisks hatched from eggs laid by snakes and incubated by roosters, but little in the basilisk’s physiology lends any credence to this claim.

Basilisks live in nearly any terrestrial environment, from forest to desert, and their hides tend to match and reflect their surroundings—a desert-dwelling basilisk might be tan or brown, while one that lives in a forest could be bright green. They tend to make their lairs in caves, burrows, or other sheltered areas, and these dens are often marked by statues of people and animals in lifelike poses—the petrified remains of those unfortunate enough to stumble across the basilisk.

Basilisks have the ability to consume the creatures they petrify, their churning stomach acid dissolving and extracting nutrients from the stone, but the process is slow and inefficient, making them lazy and sluggish. As a result, basilisks rarely stalk prey or chase those who avoid their gaze, counting on their stealth and the element of surprise to keep them safe and fed. When not lying in wait for the small mammals, birds, and reptiles that normally make up their diet, basilisks spend their time sleeping in their lairs, and those brave enough to capture basilisks or hide treasure near them find that they make natural guardians and watchdogs.
Alien-Squid/Lions Dogs
Monster Name: Akata
Monster Type: Alien
Monster Class: Warrior

Body: 38
Mind: 6
Spirit: 6


Hit Points (HP): 44
Pleasure to Orgasm (PP): 28
Spirit Energy (EP): 28
Speed: 19
Dodge: 25
Armor:
Resistance: 19
Perception:19
Stealth: 19
Grapple: 38 +12T: 50

-------------------

Talents: Grapple Expert

Flaws: Lustful

Mutations: Alien, Tentacles, Soul Eater, Fearsome Maw, Natural Attack: 2d12 + Body/3 and Claws.

Skills: Powerful Embrace, Stranglehold, Sturdy

Inventory:

Description: This hairless blue lion has twin tentacular tails. Dozens more thick tentacles quiver and twitch where its mane should be. A typical akata stands 3-1/2 feet tall and weighs 400 pounds.

Akatas can enter a state of hibernation for an indefinite period of time when food is scarce. When an akata wishes to enter hibernation, it seeks out a den and surrounds itself in a layer of fibrous material excreted from its mouth—these fibers quickly harden into a dense, almost metallic cocoon. While hibernating, an akata does not need to drink or eat. The akata remains in a state of hibernation until it senses another living creature within 10 feet or is exposed to extreme heat, at which point it claws its way to freedom in 1-4 minutes as its cocoon degrades to fragments of strange metal.
Have I mentioned how much I love that this forum has nested Spoiler Tag functionability?
I recognize that some of these might not be entirely useful since they are just stuff that I felt like making, but I had fun making them and anything I can do to expand the DG world. 'cause it's an awesome world and deserves to be filled with many, things. ^.^
What'd you all think?

Edit:
Second batch
Will-o-wisp
Monster Name: Will-o-Wisp
Monster Type: Slime
Monster Class: Succubus

Body: 0
Mind: 10
Spirit: 40Prime

Pleasure to Orgasm (PP): 30
Spirit Energy (EP): 45+25Hp: 70
Speed: 0 +8T: 8
Dodge: 25
Armor: 0
Resistance: 20
Perception: 20 +2M 22
Stealth: 0 -2M: -2
Grapple: 0 +12S

-------------------

Talents: Spunky, Quick, Natural Spirit Wielder: Spirit Warrior, Natural Warrior: Grapple Expert

Flaws: Open Soul, Lustful

Mutations: Soul Eater, Malleable Form, Supernatural, Glowing Skin

Skills: Grapple Expert

Spirit Ceiling: 14
Powers: Energy Wave, Flight, Explosion

Succubus Powers: Stunning Gaze, Apparent Innocence, Drain through Pain,

Inventory:

Description: Every trapper and bog farmer living near marshes or swamps has his own name for these faintly glowing balls of light—jack o’ the lanterns, corpse candles, walking fires, pine lights, spooklights, rushlights—but all recognize them as dangerous predators and false guides in the darkness.

Chain Devil
Monster Name: Kyton
Monster Type: Warped/Demon
Monster Class: Spirit Wielder


Body: 20
Mind: 16
Spirit: 24


Hit Points (HP): 40
Pleasure to Orgasm (PP): 38
Spirit Energy (EP): 42+20T: 62
Speed: 14
Dodge: 30
Armor: 1+4T: 5
Resistance: 12
Perception: 15
Stealth: 14
Grapple: 20

-------------------

Talents: Pain Resistant, Resistant Soul, Greater Energy Pool, Demonologist, Shadowmancer, Natural Succubus: Self Control

Flaws: Mutated, Lustful

Mutations: Sadist, Masochist, Odd Skin, Strange Face, Foul Aura, Multy-Orgasmic, Warped.

Spirit Ceiling: 12
Powers: Fell Might, Devil’s Lightning, Vampiric Futanari, Dark Armor, Piercer, Deathwhip.

Succubus Powers: Self Control

Inventory: Clothes: AV = 1, EV = 0, TP = 25, DU = 2.

Description: Often classified among the ranks of the infernal and called chain devils by the uninitiated, the sadomasochistic kytons are not true devils. Kytons roam the world in their lust to cause and receive suffering, seeking pain through violent abductions and sadistic debauches. Rumor holds that the most powerful kytons are completely inhuman, and that these monsters are the true progenitors of the kyton race.

Pixie
Monster Name: Pixie
Monster Type: Fey
Monster Class: Spirit Wielder

Body: 10
Mind: 14
Spirit: 26

Hit Points (HP): 30
Pleasure to Orgasm (PP): 32
Spirit Energy (EP): 38
Speed: 10
Dodge: 25+20T:45
Armor: 0
Resistance: 13
Perception: 16
Stealth: 10
Grapple: 10

-------------------

Talents: Hard to Hitx2, Holy Magic, Natural Succubus: Dazzling Beauty

Flaws: Honorable, Open Soul

Mutations: Faerie, Ironbane, Skyclad, Wings

Spirit Ceiling: 8
Powers: Holy Fire, Binding, Lay on Hands.

Succubus Powers: Dazzling Beauty

Inventory: Shortened Polearm: 4d5 - 4 + Body/2

Description: Perhaps the best-known and most elusive of all fey creatures, pixies live in the deepest,
most pristine forests, but their insatiable curiosity often leads them far from home. Most pixies stand just over 2 feet tall and weigh about 30 pounds. Good natured and light hearted; pixies often talk quickly and easily become overexcited.

Lurker In Light
Monster Name: Lurker In Light
Monster Type: Fey
Monster Class: Mage

Body: 10
Mind: 26
Spirit: 14

Hit Points (HP): 30
Pleasure to Orgasm (PP): 38
Spirit Energy (EP): 32
Speed: 10
Dodge: 25
Armor: 7
Resistance: 13
Perception: 16+2M
Stealth: 10-2M
Grapple: 10

-------------------

Talents: Focus in Light, Potent Spells, Concentration

Flaws: Sensitive, Selfish

Mutations: Wings, Glowing Skin, Soft-Skin, Faerie, Ironbane

Base Casting: 13 +8T
Favored Elements: Light

Inventory: Shortened Polearm: 4d5 - 4 + Body/2
Battlemage's Robes: AV = 7, EV = 0, TP = 25, DU = 1.

Description: Often mistaken for pixies, Lurkers in Light are more maliciously inclined fey who relish the chance to play horrible pranks on unsuspecting bystanders, blinding people seeming at random appears to be a particular favorite prank of theirs. Lurkers in Light resemble pixies, but tend to be taller and lighter than their good natured cousins.
 
Last edited:

Iggy

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Re: Dark Gate OOC Thread

So, because I still can't help myself but to love the simplistic complexity of Dark Gate. I made up a few monster sheets just for the heck of it.
Gnoll
Monster Name: Gnoll
Monster Type: Beastman
Monster Class: Warrior

Body: 26
Mind: 8
Spirit: 16

Hit Points (HP): 38
Pleasure to Orgasm (PP): 29
Spirit Energy (EP): 37
Speed: 16 +8T-1EV: 23
Dodge: 25 (+6W/Shield)
Armor:
Resistance: 13
Perception: 16
Stealth: 16 +8T-2EV: 22
Grapple: 26

-------------------

Talents: Sneaky, Quick, Shield Fighter OR Skill with Polearm,

Flaws: Cowardly, Selfish

Mutations: Tail, Funny Ears, Reverse Jointed Legs, Fearsome Maw.

Skills: Defensive Stance OR Sweep, Head Over Heels

Inventory: Polearm: 2d10 + 3 + 13 OR Shortened Polearm: 4d5 - 4 + 13 & Targe: DB = 6. EV = 1
Leather Armor: AV = 5, EV = 1, TP = 30, DU = 3

Description: Gnolls are a race of hulking, beastmen that resemble hyenas in more than mere appearance; they are capable hunters, but are far happier to scavenge or steal a kill than to go out and track down prey. This laziness impels them to acquire slaves of whatever type is available.

Creatures other than hyenas and other gnolls are either meat or slaves, depending upon the temperament of the tribe. The more “civilized” gnolls do not eat their prisoners, but instead keep them as slaves, either to defend or improve their lair or to trade with other tribes or slaver bands.

Gnolls relish combat, but only when they have the obvious advantage of numbers. In other situations, they prefer to avoid combat except as a means of winning a kill from another hunter, or as a clever ambush to bring down a large meal. These hyena-men see no value in courage or valor, instead preferring to flee once it becomes clear that victory is not possible, noting that it is better to run with tail tucked away than to lose one’s tail entirely.
Gnoll Shaman
Monster Name: Gnoll Shaman
Monster Type: Beastman
Monster Class: Spirit Wielder

Body: 22
Mind:8
Spirit: 20

Hit Points (HP): 36
Pleasure to Orgasm (PP): 29
Spirit Energy (EP): 35
Speed: 15+8T: 23
Dodge: 25
Armor: 0
Resistance: 10
Perception: 14
Stealth: 15 +8T:23
Grapple: 22

-------------------

Talents: Demonologist, Sneaky, Quick

Flaws: Cowardly, Selfish

Mutations: Tail, Funny Ears, Reverse Jointed Legs, Fearsome Maw, Massive Breasts, and Lactation.

Spirit Ceiling: 7
Powers:
Vampiric Futanari
Form of the Swarm: Typically Beetles
Hellfire Blast

Inventory: One Handed Sword: Falchion 2d6 + 11

Description: Gnoll tribes are typically led by their spiritual leaders, the almost exclusively female Shamans. At the same time worshipers of their hyena-goddes and misogynists, gnolls give their females the choice of two paths in life: mother or Shaman. Shamans show their status in ways recognizable by any creature of their faith, with great gashes in their bellies and tremendous breasts heavy with milk. A gnoll shaman is regarded by her band as its mother, and is called as such, regardless of who actually births its members.

The shaman serves her band as teacher and caretaker, in addition to her divine duties. It is considered a high honor among the males to be chosen by the cleric for breeding, and even the laziest males work hard to impress her enough to earn a nighttime visit.
Twigjack
Monster Name: Twigjack
Monster Type: Fey
Monster Class: Warrior

Body: 20
Mind: 20
Spirit: 10

Hit Points (HP): 35
Pleasure to Orgasm (PP): 35
Spirit Energy (EP): 25
Speed: 14 -1M:13
Dodge: 25
Armor: 0 +2M: 2
Resistance: 10-8F:2
Perception: 10
Stealth: 10+16T:26
Grapple: 20

-------------------

Talents: Sneaky X2 Natural Mage: Experienced Caster Nature

Flaws: Weak, Bloodthirsty

Mutations: Sadist, Odd Skin, Armored Hide, Faerie,

Skills: Blinding Strike, Head Over Heels, Ranger

Base Casting: 10
Favored Elements: Nature

Inventory: Shortened Polearm: Pointy Stick: 4d5 - 4 + 10

Description: Deep in old-growth forests, twigjacks spend their time tormenting intruders and wreaking havoc on settlers. Maladjusted protectors of the wood, these malicious fey constantly threaten any attempts to civilize the wild. Twigjacks delight in breaking wagon wheels from expansionists’ caravans, snapping hunters’ bows, and sabotaging isolated cabins and villages. Although they possess a keen intellect, few creatures, even other fey, can tolerate these twig-born creatures for long.

Gnarled sticks bundled by vines and brambles form a twigjack’s entire body. Atop its head, a mossy growth not unlike hair sprouts. The creature’s eyes appear as vacant dark knotholes, and its mouth is just a canyon of splintered and broken sticks bisecting its face. Leaves and sprigs of new growth randomly sprout from the creature’s body. Twigjacks resent being considered plants, and are proud of their fey heritage.
Harpy
Monster Name: Harpy
Monster Type: Beastman
Monster Class: Warrior

Body: 26
Mind: 12
Spirit: 12

Hit Points (HP): 38
Pleasure to Orgasm (PP): 31
Spirit Energy (EP): 31
Speed: 16 +8T: 24
Dodge: 25
Armor: 1
Resistance: 13
Perception: 16
Stealth: 16
Grapple: 26

-------------------

Talents: Natural Succubus: Charm, Quick, Skill with One-Handed Blunt Weapons

Flaws: Mutated, Lustful, Bloodthirsty

Mutations: Greater Wings, Clawed Feet, Foul Aura, Sadist, and Warped.

Skills: Untemptable, Focused: One-Handed Blunt Weapons, Specialized: One-Handed Blunt Weapons

Succubus Powers: Charm: The character pays 10 EP, and chooses one target creature within 20 feet of them. That creature must win a Resistance check against the character, or gain the Charmed status.

Inventory: One-Handed Blunt Weapon: 2d4 + 2 + 13
Clothes: AV = 1, EV = 0, TP = 25, DU = 2.

Description: Often viewed as vicious and corrupted creatures, harpies know how creatures think and act. This understanding gives them an advantage when it comes to finding their favorite meals. While creatures of the wild easily fall victim to their captivating songs, these vile bird-women prefer their meals spiced with complex sentient thoughts. While ultimately savage and without remorse for their actions, a number of harpies live close to humanoid societies and enjoy parlaying with creatures that they see as potential meals.

Harpies tend to wear baubles and trinkets stolen from their victims, as they like to indulge in the shiny ornaments of mankind. Up close, these creatures reek with the stench of consumed victims, and they rarely let creatures not yet captivated too near, lest they smell the gore and decay upon their feathers. For this reason, many harpies wear perfumes and scented oils.
Basilisk
Monster Name: Basilisk
Monster Type: Beast
Monster Class: Warrior

Body: 30
Mind: 16
Spirit: 14

Hit Points (HP): 45
Pleasure to Orgasm (PP): 38
Spirit Energy (EP): 37 +20T: 57
Speed: 17 -9F -3M: 6
Dodge: 30
Armor: 0+4T+6M: 10
Resistance: 15
Perception: 17
Stealth: 17
Grapple: 30

-------------------

Talents: Natural Spirit Wielder: Demonologist, Greater Energy Pool, Sneaky x2, Pain Resistant

Flaws: Sluggish, Sensitive

Mutations: Armored Hide x3, Fearsome Maw, Natural Attack: 2d12 + Body/3 and Claws.

Skills: Sturdy, Mage-Hunter, Spirit-Oppressor, Ranger

Spirit Ceiling: 11
Powers: Gorgons Gaze, Fell Might, Hellfire Blast

Inventory: None

Description: The basilisk, often called the “King of Serpents,” is in fact not a serpent at all, but rather an eight-legged reptile with a nasty disposition and the ability to turn creatures to stone with its gaze. Folklore holds that, much like the cockatrice, the first basilisks hatched from eggs laid by snakes and incubated by roosters, but little in the basilisk’s physiology lends any credence to this claim.

Basilisks live in nearly any terrestrial environment, from forest to desert, and their hides tend to match and reflect their surroundings—a desert-dwelling basilisk might be tan or brown, while one that lives in a forest could be bright green. They tend to make their lairs in caves, burrows, or other sheltered areas, and these dens are often marked by statues of people and animals in lifelike poses—the petrified remains of those unfortunate enough to stumble across the basilisk.

Basilisks have the ability to consume the creatures they petrify, their churning stomach acid dissolving and extracting nutrients from the stone, but the process is slow and inefficient, making them lazy and sluggish. As a result, basilisks rarely stalk prey or chase those who avoid their gaze, counting on their stealth and the element of surprise to keep them safe and fed. When not lying in wait for the small mammals, birds, and reptiles that normally make up their diet, basilisks spend their time sleeping in their lairs, and those brave enough to capture basilisks or hide treasure near them find that they make natural guardians and watchdogs.
Alien-Squid/Lions Dogs
Monster Name: Akata
Monster Type: Alien
Monster Class: Warrior

Body: 38
Mind: 6
Spirit: 6


Hit Points (HP): 44
Pleasure to Orgasm (PP): 28
Spirit Energy (EP): 28
Speed: 19
Dodge: 25
Armor:
Resistance: 19
Perception:19
Stealth: 19
Grapple: 38 +12T: 50

-------------------

Talents: Grapple Expert

Flaws: Lustful

Mutations: Alien, Tentacles, Soul Eater, Fearsome Maw, Natural Attack: 2d12 + Body/3 and Claws.

Skills: Powerful Embrace, Stranglehold, Sturdy

Inventory:

Description: This hairless blue lion has twin tentacular tails. Dozens more thick tentacles quiver and twitch where its mane should be. A typical akata stands 3-1/2 feet tall and weighs 400 pounds.

Akatas can enter a state of hibernation for an indefinite period of time when food is scarce. When an akata wishes to enter hibernation, it seeks out a den and surrounds itself in a layer of fibrous material excreted from its mouth—these fibers quickly harden into a dense, almost metallic cocoon. While hibernating, an akata does not need to drink or eat. The akata remains in a state of hibernation until it senses another living creature within 10 feet or is exposed to extreme heat, at which point it claws its way to freedom in 1-4 minutes as its cocoon degrades to fragments of strange metal.
Have I mentioned how much I love that this forum has nested Spoiler Tag functionability?
I recognize that some of these might not be entirely useful since they are just stuff that I felt like making, but I had fun making them and anything I can do to expand the DG world. 'cause it's an awesome world and deserves to be filled with many, things. ^.^
What'd you all think?
Setia looks to the harpy and basilisk.

"Mommy? Daddy?"
 

AshPrince

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Re: Dark Gate OOC Thread

Demons demons everywhere, and not a drop to drink :p

Rape Bug
Monster Name: Ankheg
Monster Type: Beast/Bug
Monster Class: Warrior

Body:32
Mind:8
Spirit:10

Hit Points (HP): 41
Pleasure to Orgasm (PP):29
Spirit Energy (EP):30
Speed: 18 -8F: 10
Dodge: 25
Armor: 0 +8T: 8
Resistance:16
Perception: 18 -8F: 10
Stealth:18 +8T+5T: 31
Grapple: 32

-------------------

Talents: Sneaky, Stealthy, Pain Resistant x2

Flaws: Oblivious, Sluggish

Mutations: Egg Layer, Natural Attack: 2d12 + Body/3 damage, Fearsome Maw, Venomous Attack: Weakened

Skills: Head over Heels

Inventory: Horror Carapace

Description: This burrowing, bug-like monster scuttles about on six legs, drooling noxious green ichor from its clacking mandibles. Ankhegs are an all-too-common plague upon the rural areas of the world. These horse-sized burrowing monsters generally avoid heavily settled areas like cities, but their predilection for livestock and humanoid flesh ensures that they do not keep to the deep wilderness either. Their preferred habitat is rural farmlands, as the loose soil of such regions makes it easy for the creatures to burrow.

Ankheg prefer to attack with its bite. Against multiple foes, an ankheg often grabs one of the available targets and then attempts to retreat to safety, burrowing into the ground. A creature carried underground can still breathe with difficulty (the ankheg needs to breathe as well, so its tunnels are relatively porous), but is often impregnated before its allies can rescue it.
Zoidberg
Monster Name: Chuul
Monster Type: Alien
Monster Class: Warrior

Body: 30
Mind: 14
Spirit: 16

Hit Points (HP): 45+20T: 65
Pleasure to Orgasm (PP): 37
Spirit Energy (EP): 38
Speed: 17 -3M: 14
Dodge: 30-10F: 20
Armor: 0+8T+6M:14
Resistance: 15
Perception: 17
Stealth: 17
Grapple: 30

-------------------

Talents: Healthy, Pain Resistantx2

Flaws: Easy to Hit,

Mutations: Alien, Armored Hide x3, Natural Attack: 2d12 + Body/3 damage, Greater Claws, Tentacles, Fearsome Maw, Venomous Attack: Paralyzed

Inventory:

Description: Chuuls are armored, crustacean-like predators that lurk beneath the surfaces of shallow ponds and mires, bursting from concealment to snatch up prey in their chitinous pincers and then paralyzing them with their mouth tentacles before raping them.

Chuuls are excellent swimmers but prefer to attack land-bound creatures or those wallowing in shallow water. Once they seize their victims, chuuls often drag grappled foes back into deep water to have their way with them.
Demon, Dretch
Monster Name: Dretch
Monster Type: Demon
Monster Class: Warrior

Body: 40
Mind: 4
Spirit: 6

Hit Points (HP): 45
Pleasure to Orgasm (PP): 27
Spirit Energy (EP): 28
Speed: 20
Dodge: 25
Armor: 0
Resistance: 20
Perception: 20
Stealth: 20
Grapple: 40

-------------------

Talents: Heavy Hitter, Skill with Two-Handed Blunt

Flaws: Bloodthirsty, Selfish, Lustful

Mutations: Demon, Foul Aura, Sadist

Skills: Berserker, Rage, Smite, Sturdy

Inventory: Two-Handed Blunt Weapon: 2d8 + 5 + Body/2

Description: Even the lowest demons are dangerous and filled with a driving need to spread ruin and dismay. The lowly dretch is as hideous and foul as it is cruel, even if it lacks the strength and power to realize its need to brutalize others in its native realm. The lot of the dretch’s existence is to serve more powerful demons as victims, and only the lucky few survive long enough to evolve.
Guile Demon
Monster Name: Glabrezu
Monster Type: Demon
Monster Class: Spirit Wielder

Body: 20
Mind: 20
Spirit: 20

Hit Points (HP): 40
Pleasure to Orgasm (PP): 40
Spirit Energy (EP): 40+20T: 60
Speed: 14-2M: 12
Dodge:30
Armor: 0+4M: 4
Resistance: 10
Perception: 14
Stealth: 14
Grapple: 20

-------------------

Talents: Psion, Alchemist, Necromancer, Greater Energy Pool, Natural Warrior: Heavy Hitter

Flaws: Selfish, Honorable, Lustful

Mutations: Shapeshifter, Greater Claws, Appendagex2, Horns, Armored Hidex2, Demon, Natural Attack: 2d12 + Body/3 damage.

Spirit Ceiling: 12
Powers: Telepathy, Psychic Shield, Mind Worm, Reshape, Assemble Contraption, Seal, Animate, Puppeteer, Life Leech

Inventory:

Description: Four arms grace the torso of this towering monstrosity. The monster’s eyes shine with a mix of intelligence and cruelty. Whereas the succubus is a demon that works her wiles by exploiting the physical lusts and needs of her prey, the glabrezu is a tempter of a different sort. Ferocious and bestial in form, the glabrezu is in fact a master of trickery and lies. With its ability to cloak its true form in pleasant illusions, the glabrezu uses its magic to grant wishes to mortal humanoids as a method of rewarding those who succumb to its guile and deceit. A wish granted by a glabrezu always fulfills the wisher’s need in the most destructive way possible—although such methods might not be immediately apparent. A struggling weaponsmith might wish for fame and skill at his craft, only to find that his best patron is a cruel and sadistic murderer who uses the weapons to further his destructive desires. A lonely man who wishes for a companion might have his wish granted in the form of a lost love returned to “life” as a vampire, and so on—the glabrezu is nothing if not creative in addressing a mortal’s desires.
Turtle Demon
Monster Name: Hezrou
Monster Type: Demon
Monster Class: Mage

Body: 20
Mind: 30
Spirit: 10

Hit Points (HP): 40+40T:80
Pleasure to Orgasm (PP): 45
Spirit Energy (EP): 35
Speed: 14-3M:11
Dodge: 30-10F:20
Armor: 0 +6M: 6
Resistance: 15
Perception: 17
Stealth: 14 -8F:6
Grapple: 20

-------------------

Talents: Focus in Entropy, Natural Succubus: Aphrodisiac Fluids, Healthyx2

Flaws: Easy to Hit, Obvious, Lustful

Mutations: Armored Hidex3, Multy-Orgasmic, Giving Soul, Foul Aura,

Base Casting: 15
Favored Elements: Entropy

Succubus Powers: Aphrodisiac Fluids

Inventory:

Description: The hezrou dwells in the vast hellish swamps, mires, and waterways, equally at home on land and in the water. The presence of a hezrou has an obvious effect on the nearby flora and water, causing plant life to twist and knurl and infusing water with a foul odor and brackish taste—as well as slight aphrodisiac qualities. Long exposure to this corruption can cause vile transformations and hideous deformities. Often, entire backwater communities of deformed mutants owe their twisted countenances not as much to incest and poor breeding as they do to a hezrou’s proximity.

Although quite intelligent, a hezrou can fairly be said to waste its intellect. They prefer the simple pleasures— slumber, masturbation, or the joy of feeling something beautiful breaking beneath them. They do not often seek to build empires or lead cults—although few hezrous would turn away prospective minions who came to serve the demon on their own.
Naga Demon
Monster Name: Marilith
Monster Type: Demon
Monster Class: Warrior

Body: 30
Mind:30
Spirit: 10

Hit Points (HP): 50
Pleasure to Orgasm (PP): 50
Spirit Energy (EP): 40
Speed: 17-8F –5Ev:4
Dodge: 35+10T:45
Armor: 13
Resistance: 15
Perception: 17+8T
Stealth:17-10Ev:7
Grapple: 30+12T

-------------------

Talents: Grapple Expert, Skill with Weapon: One-Handed Swords, Skill with Weapon: One-Handed Blunt, Two Weapon Fighter, Hard to Hit, Perceptive, Natural Mage: Experienced Caster.

Flaws: Sensitive, Lustful, Infertile, Bloodthirsty

Mutations: Sluggish, Tailx2, Odd Skin, Odd Eyes, Whip Tonguex2, Appendagex4, Serpentine Body, Natural Attack: 2d12 + Body/3 damage.

Skills: Flurry, Rend, Scissor Defense, Stranglehold

Base Casting: 15
Favored Elements: -

Inventory: Two One-Handed Swords: 2d6 + Body/2, Two One Handed Blunt: 2d4 + 2 + Body/2, One Polearm: 2d10 + 3 + Body/2,
Scale Mail: AV = 13, EV = 5, TP = 40, DU = 5.

Description: This snake-bodied fiend has a six-armed woman’s torso, pointed ears, and glittering, otherworldly eyes. The leaders of hellfire hordes and queens of demonic nations, the dreaded mariliths serve demon lords as governesses, advisors, and even lovers, yet their brilliance as tacticians makes them most sought after as generals and commanders of armies. The most powerful mariliths serve no one, and instead command ravenous fiendish legions themselves.
Slaver Demon
Monster Name: Kalavakus
Monster Type: Demon
Monster Class: Warrior

Body: 30
Mind: 10
Spirit: 10

Hit Points (HP): 40
Pleasure to Orgasm (PP): 30
Spirit Energy (EP): 30
Speed: 17-2M: 15
Dodge: 25
Armor: 0+4M+4T: 8
Resistance: 15
Perception: 17
Stealth: 17+5T: 22
Grapple: 30+12T: 42

-------------------

Talents: Grapple Expert, Stealthy, Unarmed Fighter, Heavy Hitter, Pain Resistant

Flaws: Lustful

Mutations: Demon, Horns, Armored Hidex2

Skills: Slam, Stranglehold, Stunning Blow, Disarm, Trip, Head Over Heels

Inventory:

Description: This muscular, violet demon walks upon elephantine feet. Large, razor-sharp horns cover its body. Known to some as “horned demons,” the kalavakus demons are hulking, muscled beasts. They work as slavers, and sometimes as harem keepers or captains of the guard for a more powerful demon, or at other times as mercenaries who sell their captured victims for profit to anyone with the funds to pay.
Tentacle Demon
Monster Name: Gylou
Monster Type: Demon
Monster Class: Spirit Wielder

Body: 10
Mind: 20
Spirit: 30

Hit Points (HP): 35
Pleasure to Orgasm (PP): 40
Spirit Energy (EP): 45
Speed: 10
Dodge: 30
Armor: 0
Resistance: 15
Perception: 17
Stealth: 10
Grapple: 10+12T:22

-------------------

Talents: Psion, Demonologist, Grapple Expert

Flaws: Lustful,

Mutations: Demon, Shapeshifter, Tentacles, Sadist, Whip Tonguex2,

Spirit Ceiling: 7
Powers: Psychic Shield, Mind Worm, Empathy, Fell Might, Summon Demon, Hellfire Blast

Inventory:

Description: Twin tentacles stretch from the crown of this feminine fiend’s head, while her lower body blooms in a gown of writhing tendrils. Known as handmaiden devils, Mothers of Pain, and Maids of Miscarriage, gylous attend to the whims and schemes of Hell’s few female overlords. Like manipulative matrons amid decadent mortal courts, these deceivers hide their fathomless evil beneath illusions of beauty, graciousness, and tradition. Gylous particularly loathe children. It’s said that the persistent cry of a babe can sometimes cause these fiends to abandon their illusions and viciously attack.
They came from outter spaaaaaaccce!! space space space...
Dark Mantle
Monster Name: Dark Mantle
Monster Type: Alien
Monster Class: Warrior

Body: 30
Mind: 10
Spirit: 10

Hit Points (HP):40
Pleasure to Orgasm (PP):30
Spirit Energy (EP):30
Speed: 17 -8T: 9
Dodge: 25+10T:35
Armor: 0
Resistance: 15
Perception: 17
Stealth: 17+5T+16T: 38
Grapple:30+12T: 42

-------------------

Talents: Hard to Hit, Grapple Expert, Stealthy, Sneakyx2

Flaws: Sluggish

Mutations: Alien, Tentacles, Natural Attack: 2d12 + Body/3

Skills: Powerful Embrace

Inventory:

Description: As this creature falls from the cavern roof, it opens like a hideous octopus, its thin, hook-lined tentacles connected by a fleshy web. A darkmantle’s tentacle-span measures just under 5 feet— when attached to a cave roof and disguised as a stalactite, its length varies from 2 to 3 feet. A typical darkmantle weighs 40 pounds. The creatures’ heads and bodies are usually the color of basalt or dark granite, but their webbed tentacles can change color to match their surroundings.

Monster Name: Decapus
Monster Type: Alien
Monster Class: Spirit Wielder

Body: 20
Mind: 20
Spirit: 20

Hit Points (HP): 30
Pleasure to Orgasm (PP): 30
Spirit Energy (EP): 30+20T:50
Speed: 14-8F: 6
Dodge: 30
Armor: 0
Resistance: 10
Perception: 14
Stealth: 14
Grapple: 20

-------------------

Talents: Psion, Spirit Warrior, Greater Energy Pool, Natural Mage: Experienced Caster

Flaws: Lustful, Sluggish

Mutations: Alien, Tentacles, Strange Face

Base Casting: 10
Favored Elements: -

Spirit Ceiling: 10
Powers: Telepathy, Psychic Shield, Mind Cutter, Energy Blast, Energy Wave, Flight

Inventory:

Description: This swollen cephalopod has ten writhing tentacles and a hideously monstrous face with pale, milky eyes on its bulbous body. The decapus’s physical structure most resembles that of a bloated octopus with 10 tentacles. It lacks bones and takes its shape from its rubbery, muscular flesh. Most have sickly, olive skin patched with scraggly tangles of hair, with darker blue or purple coloration around their faces and crimson or orange tips to their tentacles. These tentacles are covered with tiny suction cups and hooks, affording them great skill at climbing or clutching prey

Destrachan
Monster Name: Destrachan
Monster Type: Alien
Monster Class: Warrior

Body: 30
Mind: 10
Spirit: 10

Hit Points (HP): 40+20T: 60
Pleasure to Orgasm (PP): 30
Spirit Energy (EP): 30
Speed: 17
Dodge: 25-10Blind+10T: 25
Armor:
Resistance: 15
Perception: 17-12Blind+16T: 21
Stealth: 17
Grapple: 30

-------------------

Talents: Perceptivex2, Hard to Hit, Healthy, Natural Spirit Wielder: Psion

Flaws: Blind

Mutations: Alien, Fearsome Maw, Natural Attack: 2d12 + Body/3

Skills: Smite

Spirit Ceiling: 6
Powers: Telepathy, Telekinesis, Empathy

Inventory:

Description: The hunched, reptilian beast lopes on two clawed feet, its eyeless head dominated by a huge circular maw filled with jagged teeth. Despite its bestial appearance, the destrachan is in fact a creature of cunning and cruel intellect that enjoys inflicting pain and viciously toying with its prey. It has no eyes, and is completely blind, but possesses a pair of complex, tripartite ears it can adjust to different levels of sensitivity to sound, allowing the destrachan to hunt in absolute darkness as if it were able to see.

The Thing That Ate Boba Fett
Monster Name: Dust Digger
Monster Type: Alien
Monster Class: Warrior

Body: 36
Mind: 4
Spirit: 10

Hit Points (HP): 43+40T:83
Pleasure to Orgasm (PP): 27
Spirit Energy (EP): 30
Speed: 19-16F: 3
Dodge: 25 -20F: 5
Armor: 0+12T: 12
Resistance: 18
Perception: 19
Stealth: 19+24T: 43
Grapple: 36+12T: 48

-------------------

Talents: Grapple Expert, Heavy Hitter, Sneaky x3, Pain Resistantx3, Healthyx2

Flaws: Sluggishx2, Easy to Hitx2

Mutations: Alien, Tentacles,

Skills: Powerful Embrace, Slam, Fling

Inventory:

Description: Dust diggers most resemble mammoth starfish, with thick sandy-colored exoskeletons covered with rough, burr-like spines. Its five arms are long and thin, and covered with hundreds of barbed, tubular cilia that the creature uses to move as well at grab and grapple prey. At the fleshy center of the creature’s body gapes a circular maw lined with wriggling phallic tendrils. As ambush predators, dust diggers spend the majority of their lives buried beneath the sand, waiting patiently for prey to stumble over their ambush site.

Faceless Stalker
Monster Name: Ugothol
Monster Type: Alien
Monster Class: Spirit Wielder

Body: 20
Mind: 10
Spirit: 20

Hit Points (HP): 35
Pleasure to Orgasm (PP): 30
Spirit Energy (EP): 35
Speed: 14
Dodge: 25
Armor: 1
Resistance: 10
Perception: 14
Stealth: 14+16T: 30
Grapple: 20

-------------------

Talents: Sneakyx2, Psion, Soul Sense, Natural Warrior: Skill With [Weapon]

Flaws: Lustful, Sensitive

Mutations: Alien, Shapeshifter

Spirit Ceiling: 7
Powers: Telepathy, Mind Cutter, Mind Worm

Inventory: One Weapon
Clothes: AV = 1, EV = 0, TP = 25, DU = 2

Description: Originally designed to serve as spies that could walk uncontested among the native races, faceless stalkers adopt new forms by reshaping their skin and contorting their rubbery bodies. This painful process takes approximately 10 uninterrupted minutes—an ugothol typically seeks a private place to do it, avoiding even others of its own kind. The sensation of returning to its true form is quite exhilarating and results in a momentary burst of euphoria.

Grick
Monster Name: Grick
Monster Type: Alien
Monster Class: Warrior

Body: 30
Mind: 10
Spirit: 10

Hit Points (HP): 40
Pleasure to Orgasm (PP): 30
Spirit Energy (EP): 30
Speed: 17+8T: 25
Dodge: 25
Armor: 0+8T: 8
Resistance: 15
Perception: 17
Stealth: 17 +16T: 33
Grapple: 30

-------------------

Talents: Quick, Pain Resistantx2, Sneakyx2

Flaws: Selfish, Lustful

Mutations: Alien, Tentacles, Daylight Weakness

Inventory:

Description: This pallid, slimy, worm-like creature is the size of a human, its mouth a sickening tangle of tentacles and hooked jaws. Gricks rely on their dark coloration and ability to climb walls to keep them out of sight until they’re ready to spring an ambush. On occasions when food is scarce in a given region, gricks have been known to travel to the surface and roam the wilderness in search of prey, but these sojourns are almost always out of necessity, and end as soon as the gricks find entrances to new subterranean lairs. They prefer darkness and the comfort of a ceiling overhead, avoiding the open sky and going to great lengths to keep the cover of trees, low clouds, or buildings between them and the empty gulf overhead.

Grindylow
Monster Name: Grindylow
Monster Type: Alien
Monster Class: Warrior

Body: 22
Mind:14
Spirit:14

Hit Points (HP): 36
Pleasure to Orgasm (PP): 32
Spirit Energy (EP): 32
Speed: 15
Dodge: 25
Armor: 0
Resistance: 11
Perception: 15 +3S: 18
Stealth: 15+8T: 23
Grapple: 22+12T: 34

-------------------

Talents: Skill with Polearm, Grapple Expert, Sneaky

Flaws: Bloodthirsty, Lustful, Oblivious

Mutations: Alien, Tentacles, Sadist

Skills: Mage-Hunter, Spirit-Oppressor, Ranger

Inventory: Polearm: 2d10 + 3 + Body/2

Description: With a large head and numerous teeth, this unsightly creature resembles a goblin from the waist up and a greasy octopus below. About 4 feet long from head to tentacle tip, grindylows have large bulbous heads filled with gangly teeth, small muscular bodies and eight wriggling tentacles from below the waist. Grindylows are violent, ravenous creatures that use their spears to hunt or just to poke at things that scream and cry.

Mind Rapist
Monster Name: Neh-Thalggu
Monster Type: Alien
Monster Class: Mage

Body: 20
Mind: 40
Spirit: 10

Hit Points (HP): 45+20T: 65
Pleasure to Orgasm (PP): 55
Spirit Energy (EP): 40
Speed: 14 -8F: 6
Dodge: 35
Armor: 0
Resistance: 20
Perception: 20+8T: 28
Stealth: 14-8F: 6
Grapple: 20

-------------------

Talents: Focus in Body, Focus in Force, Experienced Caster, Concentration, Magical Accuracy, Perceptive, Healthy, Natural Spirit Wielder: Psion

Flaws: Obvious, Sluggish

Mutations: Alien, Egg Layer, Razor Fingers, Natural Attack: 2d12 + Body/3

Base Casting: 20+8T
Favored Elements: Body, Force

Spirit Ceiling: 8
Powers: Telepathy, Mind Worm, Psychic Shield

Inventory:

Description: This crab-like nightmare has a lamprey mouth, twitching eyes on its legs, and several blisters along its back that hold human brains. Known also as brain collectors, the alien neh-thalggus hail from distant worlds, traveling the gulfs of space on immense living ships that swiftly decay when they land upon a new world, leaving behind a deadly cargo of hungry monsters. Neh-thalggus are carnivores, but they do not digest humanoid brains they eat—rather, these brains lodge in one of several bulbous blisters on the creature’s back and help to increase its intellect.

Neothelid
Monster Name: Neothelid
Monster Type: Alien
Monster Class: Mage

Body: 20+50J:70
Mind: 40
Spirit: 20

Hit Points (HP): 100
Pleasure to Orgasm (PP): 85
Spirit Energy (EP): 75+20T:95
Speed: 25
Dodge: 40
Armor: 0
Resistance: 10
Perception: 20
Stealth: 26
Grapple: 25-12F: 13

-------------------

Talents:Focus in: Arcana, Focus in: Force, Evoker, Magical Accuracy, Maximize Spell, Greater Energy Pool

Flaws: Lustful, Selfish, Poor Grappler

Mutations: Alien, Serpentine Body, Egg Layer, Juggernaut, Tentacles, Natural Attack: 2d12 + Body/3

Base Casting: 20
Favored Elements: Arcana, Force

Inventory:

Description: Its slime-drenched length coiled upon itself in a shuddering mountain, this huge worm’s tentacled head rises like a snake’s. Dwelling only in the deepest reaches of the otherworld, the immense neothelids once ruled empires in the depths, yet their numbers have been vastly reduced as other races have proven swifter to breed and adapt. Today, the neothelid is a legend, the subject of tales of horror among those few to have experienced the creature’s wrath in person and lived to tell about it.


Neothelid Spawn
Monster Name: Seugathi
Monster Type: Alien
Monster Class: Warrior

Body: 30
Mind: 10
Spirit: 10

Hit Points (HP): 40
Pleasure to Orgasm (PP):30
Spirit Energy (EP):30
Speed: 17 +16T: 33
Dodge: 25+10T: 35
Armor: 0
Resistance: 15
Perception: 17
Stealth: 17
Grapple: 30

-------------------

Talents: Quickx2, Hard to Hit

Flaws: Mindless

Mutations: Alien, Appendagex2, Fearsome Maw, Whip-Tonguex2.

Skills: Strong Willedx2

Inventory:

Description: This worm-like monster has a hideous face of eyes and hooked jaws. Its tail splits in half separating into two twin tendrils. Seugathi are spawned by the hundreds by a single neothelid and its mates. As part of the strange process of being spawned, the seugathi assimilates an extensive list of missions from its parent—once the seugathi completes these missions, it perishes. No single seugathi knows the purpose of these commands, but they trust that their neothelid masters have a reason for sending them on these diverse and usually cruel missions.
Okay, so maybe I'm having way too much fun making Pathfinder monsters into DG monsters. But I don't see anyone stopping me! :D

Monster Maker-Awaaaaaaaaaaaaaaaaay!!!
 
Last edited:

lurker

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Re: Dark Gate OOC Thread

Random perk idea, relating to characters that are more beastly and so on:

*Quadruped Gait: Due to your changed body, your movement when crawling like a beast is much easier then when traveling in a bipedal stance. When not in combat, boosts speed by a additional 20 feet. However, you take a -10 to Grapple and Dodge if they are interrupted mid-travel.

Requires: Reverse-Jointed Legs OR Claws+Clawed Feet
 

ranger

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Re: Dark Gate OOC Thread

A flaw or mutation idea. Let me know what you think.

Tainted spirit: When ever the character spends energy they gain spirit/5 corruption from the taint in their soul.
 

Hentaispider

Lord of the Tap Dance \oO.Oo/ (And Reputation Mana
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Re: Dark Gate OOC Thread

a werewolf template I made and which will hopefully be made official. Anything more that should be changed?
 
OP
Tassadar

Tassadar

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Re: Dark Gate OOC Thread

This idea, suggested by Termite, has made me think of the need for a lore dump thread, or at least a post somewhere. After all, a lot of things regarding races in DG isn't readily apparent.

As a child a young arachne is nothing more than an animal, far more spider than elf as soon as they are born. As such they tend to consume anything that's near for nutrients, be it a dead carcass, a living creature, their own mother, even each other. This cannibalistic tendency has forced the arachne race to discard their eggs to avoid becoming a meal for their own daughters. This has developed into a cordoned off area of the underground city that is simply called the Nursery. Every batch of eggs is brought to this place, and inside they are left to hatch on their own in relative peace.

The Nursery itself is a rather expansive area, one that holds subterranean plants and creatures that are an actual threat to arachne both young and old. Only the strongest and most careful of the arachne ever venture through this area, and those that do are charged with overlooking the area to watch for the few children that manage to grow old enough to develop an actual mind. This is seen as the most dangerous job anyone can take, so even though they are simply called the Midwives they are revered as some of the most powerful beings ever to be born.
 

Shrike7

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Re: Dark Gate OOC Thread

I agree. It would let us put all we know about the invaders down as well, since we skipped the detailed analysis in my thread for that.
 

AshPrince

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Re: Dark Gate OOC Thread

I would love a lore dump there's loads of stuff I'm curious about regarding the DG universe/world. A short list of the things I can think of off the top of my head include: the nature & creation of Undead ranging from common zombies to the former Badarian Lich King, the details of____ society regarding things like individual status titles of leaders & common NPC professions, Religion and how it if it exists might relate to the Fey & Demons of the world.
 

Tiffanian

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Re: Dark Gate OOC Thread

A lore dump would be nice, yeah.
 

ranger

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Re: Dark Gate OOC Thread

I was checking over the Character creation rules for DG3 to make sure I didn't miss any updates and what not when I got distracted by looking through the talents. When I looked over natural succubus I wondered how that was supposed to work story wise not as a game mechanic. If succubi occur from people whose souls have been damaged or incomplete in some way wouldn't taking the natural succubus talent mean the same thing but to a lesser degree? If so could it also be a mutation of some kind? At any rate I just wanted to see what you guys thought about it.
 
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Tassadar

Tassadar

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Re: Dark Gate OOC Thread

Most people who take Natural Succubus are just doing so to be better in bed for flavor reasons, or for taking Succubus Powers so that they can get Drain Through Pain. I really want to close that exploit, at this point. Or at least limit it to melee attacks.
 

Hentaispider

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Re: Dark Gate OOC Thread

Most people who take Natural Succubus are just doing so to be better in bed for flavor reasons, or for taking Succubus Powers so that they can get Drain Through Pain. I really want to close that exploit, at this point. Or at least limit it to melee attacks.
I'm going to take it because I think Enthrall fits vampires.
 

Tiffanian

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Re: Dark Gate OOC Thread

But Drain Through Pain is best cheese. >_>u
 

Hafnium

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Re: Dark Gate OOC Thread

Lore Thread: Do eet.

Drain through Pain cheese: It is still a bit broken, despite best attempts to fix it. Part of the problem, I think, is that at EP ceiling as a cap on the amount drain-able, it's still too easy to regain all of the EP that a character would normally be using per round. Switching it to /6 or lower as a cap would be an extra annoyance to track, though.

Even if it's switched over to melee only, it's still a bit cheesy when used by warriors with things like battle aura. Maybe it would be best to just change the amount drained per hit entirely over to the rng? Like 2d6 energy drained + any bonuses for things like greater draining, open soul, etc. instead of scaling with damage. I think it would make the power more impressive for succubi with several bonus draining abilities and less impressive for those of us of the warrior-succubus cheese class.
 

xgkf

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Re: Dark Gate OOC Thread

*agrees with Haf's "Drain Through Pain" idea*
 

Host

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Re: Dark Gate OOC Thread

Hmm. In the lore post of deities, you seem to have missed the Devourer, unless the former god of hell is under another name in that list.
 
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