5e Waterdeep: Dungeon of the Lewd Mage (Recruiting)

Started by oldedog, July 02, 2024, 10:19:31 PM

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oldedog

Great, both of them look good to me at the moment.
O/O
Currently writing:
MARVEL Apocalypse City Large Group Game
Taming the Queen Bee 101 with Everlasting Starfall
Saving Haven City with victoria4
Brown Girl Ruined Abroad with violetsummers

shengami

Heh, I went to bed last night. UMT+8.

There's some tweaks that could be made to Dahg. I'll review dedicated partner. And reread the consent section.

Off to read PMS now!
Am I on the hunt for a story? - Not really...
O/os
My General LFGs
My Worlds
My Poetry Thread

Marie Reynolds

#77
Hello Oldedog so I have some thing I would like to run by you for Bond and Flaw for Guild Artisan.

Bond as written: I pursue wealth to secure someone's love.

Bond changes I would like to use: I pursue my trade  to secure her love and be close to a fellow artist I care for deeply.

Flaw I would like to use: I have a friendly rivalry with a fellow artist rife of competition and sexual tension.

Said artist is  both the one in the bond and the flaw.

Sorvoe551

Name: Strider
Age: 24
Race: Lightfoot Halfling
Rogue 3 (Thief)
Sexuality: Pansexual
Background: Urchin
Sexual History: Promiscuous

Strider's first memory was stealing bread from a baker in Baldur's Gate. Her parentage was unknown and Strider spent her time drifting from place to place, learning two things above all: stealing could help her survive, and people were great fun to spend time with. She would hold these truths close to her heart as she grew older, learning as she went, though never being the sharpest knife in the drawer.

Strider in her adulthood became something of a party girl, always finding the best gathering, bar, or festival to go and have fun at. Her hands were trained to be fast and subtle, relying purely on her thieving abilities to get by since none of her skills translated to a traditional job. Still, she did enough to dance, play, and fuck all over the continent, having a grand old time making friends and memories that would inevitably become hazy from alcohol. She was thirty inches tall and thirty pounds light; she quickly became the favorite of many a pervert since she was easy to manhandle. Though soon she discovered her favorite type of person: adventurers.

Having lived a life of thievery and sneakiness, Strider grew used to having to occasionally get her hands dirty. Not in a traditional way, of course, she didn't have the physical capability to take part in a traditional fight, but she could hold her own enough to not be helpless. As such, she decided one day to join a lovely group of ladies to go and plunder a dungeon. She'd earn some funds to party with, hang out with interesting people, and have stories to tell for years to come. She was here to have fun and get rich and dammit she was going to do it.

inkybus

#79
Hi, hello, I saw this thread and I was intrigued, so I decided to throw my hat in too! I put the character sheet in spoilers since it is pretty long and stuff!

June
June Riverscross


⌈ Description ⌋
Standing at a mere hundred and fifty-six centimetres, June is a pale young woman that seems to be in her late teens or early twenties. Mostly the latter, as she is prone to fitful sleep and more often than not has slight bags under her eyes, which she usually covers up with cosmetics. Long, wavy black hair cascades onto her shoulders, only just tickling her shoulder blades. Dark gray eyes peer past the silky, thick black locks and past a straight, well defined nose. Full lips, usually drawn in a concentrated line, hide her straight, pearly whites. A mole on the left side, above her breast and somewhat close to her shoulder, is the only thing that mars her otherwise fair skin, still untouched by scars or markings of any kind.

⌊ Personality ⌉
What those who like her have to say:
"She's a hardworking woman, who knows what she wants and strives to achieve it." ~ "She's honest and direct: I don't think I've heard her badmouth anyone who didn't deserve it."
What those who dislike her have to say:
"She's a callous, ruthless bint: if you get in her way, gods help you 'cus she won't." ~ "A stubborn fool is what she is: if she's made up her mind, short of a miracle, you can't save her."

⌈ Ideals ⌋
I'm committed to the people I care about, not to ideals.

⌊ Bonds ⌉
►To Be Determined◄
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►To Be Determined◄
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
►To Be Determined◄
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
►To Be Determined◄
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

⌈ Flaws⌋
June thinks she knows best and, often, that may be the case - for things that require book knowledge. When it comes to applying that knowledge on the field, theory is not as useful, but she clings to her ideas nonetheless: her stubbornness in this has led to complications in the past and she has yet to be burned so strongly in a way that would have her reconsider her approach to things.

⌊ Backstory ⌉
June grew up sheltered by her loving parents, a potionmaker for the biggest Guild in Waterdeep and a Battlemage working with the Gray Hands and the Arcanists keeping the metropolis safe. She grew up in a serious environment, yet was not spoiled thanks to her parents' dutiful nature and their aversion to coddling.

She and her siblings grew up wanting for nothing - mostly, given that their parents impressed upon them that it was up to them to earn what they craved except on special occasions such as birthdays. When her father discovered her passion for magic, he took her under his wing immediately and taught her everything she wanted, except the dangerous spells that she should not attempt at such a young age.

With her majority finally reached, June moved in with a friend, away from her parents and into the wider city in an effort to discover more about herself and find inspiration to break through the bottleneck, the veritable rut she'd found herself stuck in for the past few years.

⌈ Sexuality & Sexual History ⌋
June is a pansexual with a strong preference towards feminine individuals.

She is a Virgin. Her Recovery Dice are d6s, she is not proficient in her own natural implements, but is proficient with dildos. Her Fetish Kink is Voyeurism. When gaining stimulation from unusual or unfamiliar sources, like tentacles and elemental effects, she can subtract her inhibition from stimulation dealt. When a creature attempts to seduce or charm her through subtle or inconspicuous signs, she may make an insight check instead of her AC or saving throw - in case of a failure, she does not recognize the attempted seduction and is immune to its effects.

Half-elfDivination Specialist Wizard 3
SageLawful Neutral

×Score
∴Mod
∴Save
               
×Score
∴Mod
∴Save
STRENGTH
  {08}  (-1)«-1»                
INTELLIGENCE
  {16}  (+3)«+5»
DEXTERITY
  {14}  (+2)«+2»               
WISDOM
  {10}  (0)«+2»
CONSTITUTION
  {15}  (+2)«+2»               
CHARISMA
  {10}  (0)«0»

ARMOR CLASS [12]                HIT POINTS [23]                HIT DIE [3/3 d6]
SPEED  [30]                INITIATIVE [+2]                PROFICIENCY [+2]

ACROBATICS (Dex)
(+4)               
MEDICINE (Wis)
(0)
ANIMAL HANDLING (Wis)
(0)               
NATURE (Int)
(+5)
ARCANA (Int)
(+5)               
PERCEPTION (Wis)
(0)
ATHLETICS (Str)
(-1)               
PERFORMANCE (Cha)
(0)
DECEPTION (Cha)
(0)               
PERSUASION (Cha)
(0)
HISTORY (Int)
(+5)               
RELIGION (Int)
(+5)
INSIGHT (Wis)
(0)               
SLEIGHT OF HAND (Dex)
(+2)
INTIMIDATION (Cha)
(0)               
STEALTH (Dex)
(+2)
INVESTIGATION (Int)
(+5)               
SURVIVAL (Wis)
(0)


OTHER ASSORTED PROFICIENCIES
Armor: N/A ♦ Weapons: Dagger, darts, slings, quarterstaffs, light crossbows; ♦ Tools: N/A ♦ Vehicles: N/A

LANGUAGES
Common, Elvish, Dwarvish, Draconic, Primordial

Attack    Bonus    Damage    Damage Type    Notes
Fire Bolt    [+5]    [1d10]    Fire    Magical, Inflammatory, Range (120)   
Shocking Grasp    [+5]    [1d8]    Lightning    Magical, Melee   
Dagger    [+4]    [1d4+2]    Piercing    Finesse, Light, Thrown, Range (20/60)   
Crossbow, light    [+4]    [1d8+2]    Piercing    Ammunition, Loading, Two-handed, Range (80/320)   

Race ~ Background ~ Class Features


Definition    Notes    Source
Darkvision    You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.    Half-Elf
Fey Ancestry    You have advantage on saving throws against being charmed, and magic can't put you to sleep.    Half-Elf
Researcher    When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.    Sage
Arcane Recovery    June learned to regain some of her magical energy by studying her spellbook. Once per day when she finishes a short rest, she can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half her wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if June was a 4th-level wizard, she could recover up to two levels worth of spell slots. June can recover either a 2nd-level spell slot or two 1st-level spell slots.    Wizard (2nd level)
Divination Savant    Beginning at 2nd level, the gold and time June must spend to copy a divination spell into her spellbook is halved.    Wizard Arcane Tradition (2nd Level)
Portent    Starting at 2nd level, glimpses of the future begin to press in on the wizard's awareness. When June finishes a long rest, roll two d20s and record the numbers rolled. She can replace any attack roll, saving throw, or ability check made by her or a creature that she can see with one of these foretelling rolls. She must choose to do so before the roll, and she can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When June finishes a long rest, she loses any unused foretelling rolls.
    Wizard Arcane Tradition (2nd Level)

Spells DC [13]  Spell Atk. Bonus [+5Spell Attribute [IntelligenceCaster Level [3]
Spell Level:    1    2    3    4    5    6    7    8    9
Spell Slots:    4/4    2/2    None    None    None    None    None    None    None

Spells Known:
Lvl.    Spell Name    Target    Range    Duration    Effect
{0}    Fire Bolt    1 Creature    120    Instantaneous    You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
    Prestidigitation    1 Object    10    1 hour    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
    Shocking Grasp    1 Creature    Touch    Instantaneous    Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
{1}    Alarm    Area    30    8 hours    You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
    Catapult    1 object    60    Instantaneous    Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage. (At Higher Levels) When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
    Detect Magic    Self    -    (C) up to 10 minutes    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
    Find Familiar    one extraplanar creature    10 feet    Instantaneous    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
    Mage Armor    1 creature    Touch    8 hours    You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
    Shield    Self    Self    Instantaneous    An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
    Sleep    Area of Effect    90 feet    1 minute    This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
∴ At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
    Thunderwave    Area    15-foot cube    Instantaneous    A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
{2}    Earthen Grasp    one creature    30 feet    (C) up to 1 minute    You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.
As an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
    Misty Step    Self    30 feet    Instantaneous    Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Equipment:
Item DefinitionQuantity n.Weight (lbs.)Item Value
Wand (arcane focus)1110GP
Dagger224GP
Spellbook1350GP
Clothes, common135SP
Caltrop, bag of 20242GP
Pouch, coin115SP
Backpack152GP
Bedroll171GP
Case, map or scroll111GP
Chalk2-2CP
Mess kit112SP
Paper5-1GP
Pencil, charcoal1-5SP
Rations10205GP
Rope, hempen50 ft 101GP
Sack20.51CP
Towel135SP
Vial2-2GP
Waterskin (full)152SP
00 Platinum pieces  01 Gold pieces  18 Silver pieces  16 Copper pieces


Turn Ons: Being Dominant, Toys, Magic (such as using mage hand to get someone off, or magic items to enhance the experience), Exhibitionism, Voyeurism
Turn Offs: Bestiality (beings that are sapient and look monstrous are fine), Gore, Vore, Maiming, Snuff, Necrophilia, Toilet stuff, [Lewd] Undead (vampires and ghost included - though killing or defeating them in battle is fine)

oldedog

Quote from: Marie Reynolds on July 04, 2024, 06:29:30 PMHello Oldedog so I have some ting I would like to run by you for Bond and Flaw for Guild Artisan.

Bond as written: I pursue wealth to secure someone's love.

Bond changes I would like to use: I pursue my trade  to secure her love and be close to a fellow artist I care for deeply.

Flaw I would like to use: I have a friendly rivalry with a fellow artist rife of competition and sexual tension.

Said artist is  both the one in the bond and the flaw.
That would be fine. I've always felt that bond, ideal, flaw stuff was very open to being modified to fit the game and the character.
O/O
Currently writing:
MARVEL Apocalypse City Large Group Game
Taming the Queen Bee 101 with Everlasting Starfall
Saving Haven City with victoria4
Brown Girl Ruined Abroad with violetsummers

Marie Reynolds

Excellent! glad to hear you are okay with  the bond and the Flaw.

inkybus

Looking at the Lewd Handbook, I would be happy to play a Wizard in the game, since my character could just find perverted magic spells and add them to her spellbook. Which she will probably use- outside of the dungeon too.

Bringing the corruption out of its confined underside, possibly.

How long has it been since Sharess has comforted the Whizzard of the Depraved Dungeon? If Waterdeep in your setting has magic shops/a singular or couple of big magic item bazaars, how often would one find a lewd magic item featured in the Full Lewd handbook?

oldedog

Quote from: inkybus on July 05, 2024, 03:41:59 AMLooking at the Lewd Handbook, I would be happy to play a Wizard in the game, since my character could just find perverted magic spells and add them to her spellbook. Which she will probably use- outside of the dungeon too.

Bringing the corruption out of its confined underside, possibly.

How long has it been since Sharess has comforted the Whizzard of the Depraved Dungeon? If Waterdeep in your setting has magic shops/a singular or couple of big magic item bazaars, how often would one find a lewd magic item featured in the Full Lewd handbook?
Sharess did it some time ago since he had to alter Undermountain which takes time even for Halaster. Waterdeep does have a large number of magic shops and a few of them have smutty magical items (the more sketchy shops) but none of the things in Undermountain have made it back to town yet.
O/O
Currently writing:
MARVEL Apocalypse City Large Group Game
Taming the Queen Bee 101 with Everlasting Starfall
Saving Haven City with victoria4
Brown Girl Ruined Abroad with violetsummers

inkybus

Quote from: oldedog on July 05, 2024, 06:44:59 AMbut none of the things in Undermountain have made it back to town yet
Hahaha! Here's hoping the group gets their hands on some magic items or consumables in the dungeon that they can sell on the outside.

For research purposes, of course!

Right, before I forget: let me know if you mislike the character sheet formatting I posted and I'll change it to fit your vision.

oldedog

They certainly will but will they want to part with some of them is the question. 

It's alright, the format is a bit confusing but I can manage.
O/O
Currently writing:
MARVEL Apocalypse City Large Group Game
Taming the Queen Bee 101 with Everlasting Starfall
Saving Haven City with victoria4
Brown Girl Ruined Abroad with violetsummers

Ershin

Quick question: Races from the Lewd handbook are out which is understandable, but may I ask if there's any restrictions on WotC published races? Specifically wondering about the Fairy from Mordenkainen's - If they're considered too small for lewd shenanigans and you'd prefer to not have an application for one that's absolutely fine.

Having a hard time deciding between a Monk (either sensate or mercy for a little backup healing), Bladesinger Wizard or Scribes Wizard. 🤔

LunarSage

Quote from: Ershin on July 05, 2024, 11:17:05 AMHaving a hard time deciding between a Monk (either sensate or mercy for a little backup healing), Bladesinger Wizard or Scribes Wizard. 🤔

I think a monk would be the first monk application Oldedog has received, but I could of course be mistaken.  I do know there have been a lot of spellcaster apps so far, mine included lol

I'm just an applicant like anyone else though, so take my words as though they're from the Peanut Gallery, because they are.   ;)

  ▫  A.A  ▫  O.O  ▫  Find & Seek   ▫ 

Terian

Backstory is properly written up!

Also, do we have more than the starting 10 GP by any chance, since we're starting at level 3?

oldedog

Quote from: Ershin on July 05, 2024, 11:17:05 AMQuick question: Races from the Lewd handbook are out which is understandable, but may I ask if there's any restrictions on WotC published races? Specifically wondering about the Fairy from Mordenkainen's - If they're considered too small for lewd shenanigans and you'd prefer to not have an application for one that's absolutely fine.

Having a hard time deciding between a Monk (either sensate or mercy for a little backup healing), Bladesinger Wizard or Scribes Wizard. 🤔
Races are on a case by case basis and, unfortunately I've taken a look at the race and will be outlawing the fairy.

In regards to the monk, it would be the only application I have received for one. As LunarSage said, the majority of applications have been for spellcaster.

@Terian I do allow the seeling unused equipment at half price if you wish for more starting gold beyond that I'll be keeping it at the amount provided by background, class, etc.

The way I see it, adventurers love hard and party harder which is the main reason they are headed into Undermountain, the odd adventuring job pays okay but they can live like royalty off of what they look from the dungeon.
O/O
Currently writing:
MARVEL Apocalypse City Large Group Game
Taming the Queen Bee 101 with Everlasting Starfall
Saving Haven City with victoria4
Brown Girl Ruined Abroad with violetsummers

Terian

Alright, have to accept not having Advantage on all Stealth Checks then :P

Anyway, what am I still missing...

Re Z L

Quote from: Terian on July 05, 2024, 01:06:36 PMAlright, have to accept not having Advantage on all Stealth Checks then :P

Anyway, what am I still missing...
It's important to have goals to achieve later on  ;D
A&A

Ershin

Quote from: oldedog on July 05, 2024, 12:20:10 PMRaces are on a case by case basis and, unfortunately I've taken a look at the race and will be outlawing the fairy.

Totally fair, it's why I asked first before just posting one :3

oldedog



Quote from: Ershin on July 05, 2024, 05:31:22 PMTotally fair, it's why I asked first before just posting one :3
Sorry, I hope your heart wasn't set on playing a fairy.  :'(
 
Feel free to still submit any other ideas you might have, still plenty of time before I pick the characters.
O/O
Currently writing:
MARVEL Apocalypse City Large Group Game
Taming the Queen Bee 101 with Everlasting Starfall
Saving Haven City with victoria4
Brown Girl Ruined Abroad with violetsummers

Terian


oldedog

Quote from: Terian on July 05, 2024, 06:33:57 PMDo you think I'm missing anything?
Only the equipment, fetish, and artificial implement that she gets from the virgin sexual history.

I believe she has everything else as near as I can tell. 
O/O
Currently writing:
MARVEL Apocalypse City Large Group Game
Taming the Queen Bee 101 with Everlasting Starfall
Saving Haven City with victoria4
Brown Girl Ruined Abroad with violetsummers

Terian

Quote from: oldedog on July 05, 2024, 06:43:34 PMOnly the equipment, fetish, and artificial implement that she gets from the virgin sexual history.

I believe she has everything else as near as I can tell.

Right, let me get to that.

oldedog

Don't feel a need to rush figuring them out and let me know if you need help.
O/O
Currently writing:
MARVEL Apocalypse City Large Group Game
Taming the Queen Bee 101 with Everlasting Starfall
Saving Haven City with victoria4
Brown Girl Ruined Abroad with violetsummers

Terian

Quote from: oldedog on July 05, 2024, 06:49:53 PMDon't feel a need to rush figuring them out and let me know if you need help.

Big issue is mostly "A lot of these go under the assumption that a Virgin is just a beast waiting to be unleashed", and the idea of someone being that way because the idea just hasn't occurred to them doesn't seem to be supported (Except by "You shouldn't be playing in this game anyway then"), that is kind of a continual brick wall I keep running into TBH.

shengami

These rules assume a lot about the sexualities of those playing actually. It's also bias towards pan and kink. There's room for custom stuff though if you wanted or some adaptation if you're flexible. Like devoted partner works for demisexual. You get a kit, but that doesn't mean you ever actually had it is you just sell it all back for gold and are like, nope MC doesn't go in for that. ETC.

Also custom fetishes. Got a 'fetish' for vanilla? Build it! haha. 

All that said, the theme of this game was corruption from the outset as per the OP.
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