<span style="font-size: 150%; line-height: 116%;">Players</span><br/><span style="font-weight: bold">Jermayan</span><div style="padding: 3px; background-color: #FFFFFF; border: 1px solid #d8d8d8; font-size: 1em;"><div style="text-transform: uppercase; border-bottom: 1px solid #CCCCCC; margin-bottom: 3px; font-size: 0.8em; font-weight: bold; display: block;"><span onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') {  this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;hide&lt;/a&gt;'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;show&lt;/a&gt;'; }"><b>Spoiler: </b><a href="#" onclick="return false;">show</a></span></div><div class="quotecontent"><div style="display: none;"><span style="font-weight: bold">Name:</span> Anya Redwater<br/><span style="font-weight: bold">Age:</span> 23<br/><span style="font-weight: bold">Gender:</span> Female<br/><span style="font-weight: bold">Species:</span> Shark-bred merfolk<br/><span style="font-weight: bold">Race:</span> Tiger shark<br/><span style="font-weight: bold">Origin:</span> Reefs and shoals offshore<br/><span style="font-weight: bold">Lifestyle:</span> Originally picked up as an underwater scout, fighter, and cook for a group of pirates, she now works as a mercenary and guard for those who want her particular brand of 'proactive protection'.<br/><span style="font-weight: bold">Appearance:</span> Due to an amulet a close friend gave her (see Inventory below), she is capable of shifting between her original full-tailed form and one with legs that allows her to move about on land easier.  While on land, she typically wears little more than simple clothes to satisfy the bare minimum for decency; any more both inhibits her while swimming and has a tendency to fray and tear on her skin.<br/><br/><span style="font-weight: bold">Physique:</span> 6<br/><span style="font-weight: bold">Agility:</span> 5<br/><span style="font-weight: bold">Mind:</span> 4<br/><span style="font-weight: bold">Perception:</span> 5<br/><br/><span style="font-weight: bold">Skills:</span> 2 Grappling, 3 Swimming, 2 Cooking<br/><br/><span style="font-weight: bold">Talents:</span><br/>  Aquatic - Although she can breathe both air and water, Anya needs to rehydrate herself regularly if she spends significant time out of water.<br/>  Rough Skin - Trying to hold on to Anya can end badly for others, to say nothing of what might happen if someone tries to swallow her.<br/>  Tireless - Used to swimming long distances without rest, Anya's stamina is impressive, able to sustain hours of constant activity.<br/>  Living Trash Disposal - Although she much prefers better-quality food, Anya's tiger shark heritage allows her to safely eat almost anything she can fit in her mouth.<br/><br/><span style="font-weight: bold">Abilities:</span><br/>  Blood in the Water - The scent of blood, especially underwater, can drive Anya into a full frenzy if she isn't careful.  While affected, her Physique and Agility go up by one, but her Mind goes down by two.<br/>  Tail Slam - Anya knows how to throw her weight around in a fight, and can either knock down or stun unprepared opponents.<br/>  Grip of Iron - When she needs to, Anya can make sure that whatever tasty meal she's holding on to can't get away from her, but it quickly drains her strength.<br/><br/><span style="font-weight: bold">Inventory:</span> A pair of fighting claws (effectively brass knuckles studded with steel spikes), cooking supplies (knives, spices, etc.).  Her only item of any true worth is an enchanted amulet, given to her by a druid friend that allows her to change into a two-legged form (she still retains a fairly significant tail in this form).  She knows how dependant she is on it, so she usually carries it on a tight lanyard she's strung through the gills on one side of her neck.<br/><br/><span style="font-weight: bold">Character's Limits:</span> Up for most things, although you're going to need to really work at convincing her to be prey. No really unconventional vore (hair and other out-of-body types).<br/><span style="font-weight: bold">Player's Limits:</span> PvP fighting with potential for character death, unless explicitly and publicly agreed to beforehand.  Saves a lot of confusion and bad feelings all around.<br/><br/>Anya was born far below the surface of the water, but unlike most of her kin showed more interest in the activities of the surface folk beyond their potential for an easy meal now and then. Eventually coming to an understanding with a group of pirates, she worked with them for several years, trading her expertise under the water for a chance to see how those above water lived. The group eventually met its end at the hands (and stomachs) of privateers, but Anya had seen the trouble coming and had already bailed. Since then, she has served both as a guard for more undiscriminating clients with sea-based interests, as well as cooking for a fairly successful small harbor tavern specializing in fish dishes of all kinds.</div></div></div><br/><span style="font-weight: bold">DarkPinkie</span><br/><div style="padding: 3px; background-color: #FFFFFF; border: 1px solid #d8d8d8; font-size: 1em;"><div style="text-transform: uppercase; border-bottom: 1px solid #CCCCCC; margin-bottom: 3px; font-size: 0.8em; font-weight: bold; display: block;"><span onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') {  this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;hide&lt;/a&gt;'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;show&lt;/a&gt;'; }"><b>Spoiler: </b><a href="#" onclick="return false;">show</a></span></div><div class="quotecontent"><div style="display: none;"><span style="font-weight: bold">Name:</span> Ferya<br/><span style="font-weight: bold">Age:</span> 19<br/><span style="font-weight: bold">Gender:</span> Female<br/><span style="font-weight: bold">Race:</span> Salamander-Lizardman halfbreed. (Demi I think that counts as.)<br/><span style="font-weight: bold">Origin:</span> Cold Spine Volcano<br/><span style="font-weight: bold">Lifestyle:</span> Warrior. Trained in the art of swordmanship ever since she was able to lift a sword.<br/><br/><span style="font-weight: bold">Physique:</span> 6<br/><span style="font-weight: bold">Agility:</span> 5<br/><span style="font-weight: bold">Mind:</span> 3<br/><span style="font-weight: bold">Perception:</span> 4<br/>(Strong and agile, but also very hotheaded and aloof.)<br/><br/><span style="text-decoration: underline">Physical Offense:</span> +15<br/><span style="text-decoration: underline">Physical Defense:</span> 9<br/><span style="text-decoration: underline">Magical Defense:</span> 9<br/><span style="text-decoration: underline">Fatigue Recovery:</span> 2<br/><br/><span style="font-weight: bold">Skills:</span> Expert Swordmanship, Adept Survival.<br/><br/><span style="font-weight: bold">Abilities:</span><br/><br/><span style="text-decoration: underline">Debilitating Cut</span>. Cost: 1 AP, +1 STA. Ferya targets an important nerve or muscle group of the target with her sword in a very precise swing as opposed to a more powerful one, aiming to disable a limb. Does half damage, but opponent must make a Physique Save (target Ferya's d6 +Agility) or suffer a crippling injury.<br/><br/><span style="text-decoration: underline">Flame Spit</span>. Cost: 0 AP, +1 Fatigue. Can only be used in conjunction with a melee attack. Thanks to her heritage as a salamander, Ferya can spit fire with a little effort. One use for this is to scare someone with a faceful of flame, obscuring their vision in the process. Does 1d2 fire damage and provides distraction (advantage on offense if opponent fails a Perception Save, target Ferya's d6 +Agility). Cannot set the enemy on fire.<br/><br/><span style="text-decoration: underline">Fire Breath</span>. Cost: 1 AP, 3 Fatigue. After taking a deep breath, Ferya can produce a a large cone of flame from her mouth, almost like a proper fire salamander, scorching a single enemy in front of her. Does 1d{Physique} +3 fire damage that doesn't count as magic with Perception as offense modifier, and can set the enemy on fire.<br/><br/><span style="text-decoration: underline">Ignite</span>. Cost: 0 AP, 2 Fatigue. Ferya is able to spend an action ignite her own body. This is a defensive mechanism of Salamanders as not a lot of things wants to touch something that is burning. Being only half salamander, she is not immune to her own flames. She can also use this ability to put herself out should she catch fire through other means. Does 1d6 damage on contact. Lasts until deactivated or a successful Save against burning (starting with 2nd turn).<br/><br/><span style="text-decoration: underline">Quick Draw Counter</span>. Cost: 1 AP, +X Fatigue. Requires a katana or similar weapon. Assume a stance facing an enemy with your weapon sheathed. Upon being attacked in melee, roll Agility against the opponent (unaffected by offense/defense). On victory, interrupt their attack with your own. On a draw, trade hits. On a loss, receive an attack as normal. Effective against X incoming attacks, increases Fatigue as normal on a successful counter. Can be used in conjunction with other abilities. Only affects targeted opponent.<br/><br/><span style="text-decoration: underline">Quick Draw Parry</span>. Cost: 1 AP, +X Fatigue. Requires a katana or similar weapon. Assume a stance facing an enemy with your weapon sheathed. Add weapon skill bonus to your defense against all physical attacks. On successful melee Defense, roll Physique against the enemy (unaffected by offense/defense). Disarm the opponent on a victory. Take no damage on a draw. Take half incoming damage as cripple on loss. Effective against X incoming attacks. Only affects targeted opponent.<br/><br/><span style="font-weight: bold">Talents:</span><br/><span style="text-decoration: underline">Fire resistance.</span> Being half salamander, she only takes half damage from fire. She is not subject to high natural tempratures which might cause heatstroke in regular humans.<br/><br/><span style="text-decoration: underline">Prehensile tail.</span> Her tail is a lot more manouverable than that of full salamanders making her able to grip and hold things with it, she can even use light weapons with it!<br/><br/><span style="text-decoration: underline">Exellent Masseuse.</span> With her training in recognizing muscle groups and nerves she makes for an exellent (if a bit rough) masseuse.<br/><br/><span style="text-decoration: underline">Trained duelist.</span> Trained in sword combat for one on one fights she focuses entirely on her chosen opponent. This makes her easily confused in larger engagements. Gives her a +2 bonus to all actions against targeted opponent, but halves her Perception modifier against everything else.<br/><br/><span style="text-decoration: underline">Natural Armor.</span> Being ladened with thick scales along her body provides a bit of protection without armor. Increases Protection by 3.<br/><br/><span style="font-weight: bold">Inventory:</span><br/><span style="text-decoration: underline">Trusty family sword (Katana)</span>. Damage: 1d8 +Physique/3. Offense: +Agility. Encumbrance 1.<br/><br/><span style="text-decoration: underline">Flame retardant clothing</span>. Protection 2. Encumbrance 1. Adds a +2 bonus against catching fire.<br/><br/><span style="font-weight: bold">Character Limits:</span> While I'm not outright against anything, I am not fond of things like Wing Vore or Hair Vore or other similar outside of body digestion. I just find them so... Distasteful. (note: Does not apply to Venus Flytraps. Thos things are cool.)<br/><br/><span style="font-weight: bold">Player's Limits:</span> If she was somehow through the course of the campaign turned to a male then m/m sexual interaction, otherwise go nuts. (Others may enjoy themselves, I'll just skip/skim their posts.)<br/><br/><a class="postlink" href="http://forumimage.ru/uploads/20110916/131616489020002021.jpg">Reference Image (SFW)</a></div></div></div><br/><span style="font-weight: bold">Ambrose</span><br/><div style="padding: 3px; background-color: #FFFFFF; border: 1px solid #d8d8d8; font-size: 1em;"><div style="text-transform: uppercase; border-bottom: 1px solid #CCCCCC; margin-bottom: 3px; font-size: 0.8em; font-weight: bold; display: block;"><span onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') {  this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;hide&lt;/a&gt;'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;show&lt;/a&gt;'; }"><b>Spoiler: </b><a href="#" onclick="return false;">show</a></span></div><div class="quotecontent"><div style="display: none;"><span style="font-weight: bold">Name:</span> Wilnomna Windcanterer<br/><span style="font-weight: bold">Age:</span> 22 years of age<br/><span style="font-weight: bold">Gender:</span> Female<br/><span style="font-weight: bold">Race:</span> Centaur<br/><span style="font-weight: bold">Origin:</span> She hails from the great northern steppe<br/><span style="font-weight: bold">Lifestyle:</span> She's used to raiding the human caravans and hardy gnomish villages of the steppe, simply taking what she wants - usually, someone sweet and squirmy to fill her bulging belly<br/><br/><span style="font-weight: bold">Physique:</span> 6<br/><span style="font-weight: bold">Agility:</span> 6<br/><span style="font-weight: bold">Mind:</span> 3<br/><span style="font-weight: bold">Perception:</span> 5<br/><br/><span style="text-decoration: underline">Physical Offense:</span> +16<br/><span style="text-decoration: underline">Physical Defense:</span> 10<br/><span style="text-decoration: underline">Magical Defense:</span> 10<br/><span style="text-decoration: underline">Fatigue Recovery:</span> 2<br/><br/><span style="font-weight: bold">Skills:</span> Expert Polearms<br/><br/><span style="font-weight: bold">Talents:</span> <br/><span style="text-decoration: underline">Fast</span>. Centaurs are significantly faster than humanoids of comparable size. This allows them to cover more ground in the same amount of time. Extends movement range by 50% and increases Defense while moving by 3.<br/><br/><span style="text-decoration: underline">Large</span>. Centaurs are large. They can more easily carry heavy burdens, whether in their hands, on their backs, or in their stomachs. A single passenger of smaller or equal size only encumbers them half as much as normal.<br/><br/><span style="text-decoration: underline">Double-stomached</span>. Centaurs have stomachs in both their equine and human torsos. They can move anything inside either back and forth rather freely.<br/><br/><span style="text-decoration: underline">Controlled Stomachs</span>. Centaurs are able to halt and resume digestion in either of their stomach at will. However, they cannot halt digestion in both stomachs at once (provided there is anything for them to digest).<br/><br/><span style="text-decoration: underline">Resilient</span>. Centaurs are rather resilient to a variety of conditions, being able to bear both heat and cold with greater ease than most races.<br/><br/><span style="text-decoration: underline">Heat</span>: Heat - depending on the conditions, a centauress may enter her heat, bringing about an intense desire to mate.<br/><br/><span style="font-weight: bold">Abilities:</span><br/><span style="text-decoration: underline">Cavalry Strike</span>. Cost: 1 AP, +2 Fatigue. Charge an enemy, deliver a running blow, and then put some distance between you again. Deals extra 1d{Physique} damage. On attack, roll Agility vs enemy Physique, unaffected by Offense/Defense. If successful, move away from the enemy freely. If failed, remain in melee range or risk retaliation as you move away. Cannot be executed from melee range.<br/><br/><span style="text-decoration: underline">Stampede</span>. Cost: 1 AP, +2 Fatigue. Charge an enemy with your weight and follow up with a heavy blow. First hit has knock down effect and counts as unarmed with Physique/2 extra damage. If the enemy is knocked down, gain advantage on second hit, which is performed with the weapon. Cannot be executed from melee range.<br/><br/><span style="text-decoration: underline">Stomp</span>. Cost: 1 AP, 2 Fatigue. Use your size to your advantage as you assault an enemy. Deliver a heavy hit that counts as unarmed and does Physique/2 extra damage with a chance to knock down the target. If the target is knocked down and is a creature smaller than yourself, pin them to the ground, forcing them to try and push you off (Physique roll) or remain prone.<br/><br/><span style="text-decoration: underline">Dine and Dash</span>. Cost: 2 AP, 2 Fatigue. You don't have time to be dealing with the small fries. Just grab them as you run past and force them down your gullet, or another organ of your choice. Gives advantage on offense, but if it fails, you stumble and go prone, and the target gets to retaliate. Only works on targets smaller than yourself and cannot be executed from melee range.<br/><br/><span style="text-decoration: underline">Shish Kebab</span>. Cost: 1 AP, +1 Fatigue. Requires a polearm. Use your weapon to help the target along to your stomach. Use weapon-based offense and defense for vore and do normal attack damage, but suffer a retaliation on any failure.<br/><br/><span style="font-weight: bold">Social note</span><br/><span style="text-decoration: underline">Haremized</span>: Centaur are a mostly-female race, and harems are not uncommon...<br/><br/><span style="font-weight: bold">Inventory:</span><br/><span style="text-decoration: underline">Simple iron spear</span>. Damage: 1d8 +Physique/2. Offense: +Agility/2. Encumbrance 1. Long reach: opponents without long reach suffer -3 to offense on their first melee attack after the character has moved or performed an attack of their own.<br/><br/><span style="text-decoration: underline">Crude leather and hide armor</span>. Protection 5. Encumbrance 2.<br/><br/><span style="font-weight: bold">Character Limits:</span> Vorish, will resist depredation to fullest extreme (but, don’t let that stop you). Very sensual and sexually willing, somewhat naive in this regard (please feel free to take advantage of her…)<br/><span style="font-weight: bold">Player's Limits:</span> Open to all possibilities both vorish and sexual<br/><br/><a class="postlink" href="http://orig13.deviantart.net/eb76/f/2010/103/b/9/sentry_by_xiwik.jpg">Reference Image (NSFW)</a></div></div></div><br/><span style="font-weight: bold">Alenora</span><br/><div style="padding: 3px; background-color: #FFFFFF; border: 1px solid #d8d8d8; font-size: 1em;"><div style="text-transform: uppercase; border-bottom: 1px solid #CCCCCC; margin-bottom: 3px; font-size: 0.8em; font-weight: bold; display: block;"><span onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') {  this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;hide&lt;/a&gt;'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;show&lt;/a&gt;'; }"><b>Spoiler: </b><a href="#" onclick="return false;">show</a></span></div><div class="quotecontent"><div style="display: none;"><span style="font-weight: bold">Name:</span> Elisia Duskwhisper<br/><span style="font-weight: bold">Age:</span> 23<br/><span style="font-weight: bold">Gender:</span> Female.<br/><span style="font-weight: bold">Species:</span> Half-Elf.<br/><span style="font-weight: bold">Origin:</span> Urban.<br/><span style="font-weight: bold">Lifestyle:</span> She was fortunate enough to attend a college of magic and become a mage.<br/><span style="font-weight: bold">Appearance:</span> Having been endowed with good genetic traits both elven and human in nature, her body has the general curvature associated with the beauty inherent to elves. Her human heritage manifests itself in having an overall more filled out physique as compared to elven females. <br/>Reference: <a class="postlink" href="https://static.f-list.net/images/charimage/3200627.jpg">Reference Image.</a><br/><br/><span style="font-weight: bold">Physique:</span> 3<br/><span style="font-weight: bold">Agility:</span> 4<br/><span style="font-weight: bold">Mind:</span> 6<br/><span style="font-weight: bold">Perception:</span> 5<br/><br/><span style="text-decoration: underline">Physical Offense:</span> +9<br/><span style="text-decoration: underline">Physical Defense:</span> 11<br/><span style="text-decoration: underline">Magical Defense:</span> 14<br/><span style="text-decoration: underline">Fatigue Recovery:</span> 1<br/><br/><span style="font-weight: bold">Skills:</span> Adept Staves, Adept Enchanting, Adept Pyromancy (fire magic), Adept Aerotheurge (air magic), Expert Arcanist (arcane magic).<br/><br/><span style="font-weight: bold">Talents:</span><br/><span style="text-decoration: underline">Elven Eyes:</span> Though her sight isn't as keen as one of her pure-blooded kin, she is still better able to see in low-light conditions compared to a human. Halves any penalties associated with poor lighting.<br/><br/><span style="text-decoration: underline">Gift of Magic:</span> Drawing on a lineage of both human and elven magi has endowed Elisia with a natural ability to command magical energy. Even if a school of magic isn't familiar to her, she'll be able to interact with it on some basic level. Gives a +2 bonus on all magic-related actions.<br/><br/><span style="text-decoration: underline">Attuned:</span> Between Elisia's heritage and upbringing, she is quite knowledgable about magical items. This allows her to more easily identify them, and gives her a +3 bonus to using them when she lacks proficiency.<br/><br/><span style="font-weight: bold">Abilities:</span><br/> -- Arcane --<br/><br/><span style="text-decoration: underline">Amethyst Gale</span>. Cost: X AP (up to 3), 2 Fatigue. Discharges a blast of unbridled energy, ripping the chosen target apart. Can be charged to enhance its potency or 'shot off' quickly for respectable damage, but charging requires more time. Does {X}d{Mind} +3 magic damage. Charging cannot be spread over multiple turns.<br/><br/><span style="text-decoration: underline">Implosion</span>. Cost: 1 AP, 3 Fatigue +1 for every additional target. Elisia can designate a single location to fill with either her own power or that of residual magic should there be a concentration nearby; the concentrated energy is then detonated to great effect. Designating more than one location requires a lengthier casting period. Does 2d{Mind} magic damage.<br/><br/><span style="text-decoration: underline">Quickening</span>. Cost: 1 AP, 1 or 2 Fatigue. The Sorceress can boost the rapidity at which herself or allies can act for a short duration, allowing them to execute additional actions. Can affect a single target with a smaller cost, or a small group with a higher cost. Gives 1 extra AP which can be used during the two following turns (only 1 AP total).<br/><br/><span style="text-decoration: underline">Transmutation</span>. Cost: varies. Focusing intensely on a single object permits Elisia to transmute its physical properties. The time and mana required is dependent on how close she is to the target, how long she has to focus and what she's trying to transmute. It's much easier to turn one form of rock into another than to turn that rock into say, wood. Generally requires too much focus and time to be used in combat situations.<br/><br/>-- Pyromancy --<br/><br/><span style="text-decoration: underline">Fireball</span>. Cost: 1 AP, 2 Fatigue +1 if charged. Good old-fashioned ball of flame. Can be 'fired off' for moderate damage or charged up to hit harder in addition to creating a mini-explosion where it lands. Does 1d6 +Mind/2 fire magic damage, and an extra Mind/2 with a larger area of effect if charged. Has a chance to set targets on fire.<br/><br/><span style="text-decoration: underline">Conflagration</span>. Cost: 1 AP and 2 Fatigue per turn. Elisia fills a targeted area (approx. 7 ft radius) with heat, black smoke and cinder, rendering it highly inhospitable and disorientating to those caught within. Can be used continuously. Does 1d{Mind/2} fire magic damage and creates poor visibility. All affected targets must perform a Physique Save (target Elisia's Mind +2) or recover only half normal Fatigue. Can set targets on fire starting with the second turn. Can be moved within 15 feet every turn.<br/><br/><span style="text-decoration: underline">Flame Jets</span>. Cost: 1 AP, 2 Fatigue. The sorceress can produce a continuous stream of gushing flame to scorch and burn her enemies. Though the spell is potent, it has a short range. Does 1d6 +Mind/2 fire magic damage. Consecutive uses (during the same turn or on two consecutive turns) cost 1 less Fatigue.<br/><br/>-- Aerotheurge --<br/><br/><span style="text-decoration: underline">Static Discharge</span>. Cost: 1 AP, 1 Fatigue. At point-blank range, the sorceress can let loose a moderate amount of electricity; the effect is less for its damage as much to stun a foe, albeit temporarily. Does 1d{Mind/2} air magic damage and has a chance to stun an enemy (roll Physique vs Mind, skip turn on loss, lose 1 AP on draw).<br/><br/><span style="text-decoration: underline">Lightning Bolt</span>. Cost: 1 AP, 2 Fatigue. A powerful classic of the air magic school. Shoots a bolt of lightning from the caster's hands toward the intended target. Does 1d{2*Mind} air magic damage.<br/><br/><span style="text-decoration: underline">Skyfury</span>. Cost: 1 AP, 3 Fatigue. The sorceress can invoke the power of the sky to strike a single spot on the land with the force of natural lightning. This requires access to open sky, and a successful skill check to see if she can call down a lightning (difficulty may vary depending on weather conditions). Does 4d10 non-magic damage. Can instantly kill targets.<br/><br/><span style="text-decoration: underline">Raging Storm</span>. Cost: 3 AP over 2-5 turns, 5 Fatigue over 2-5 turns. Taking the idea of a lightning strike a step further, Elisia can create a violent thunderstorm by manipulating the weather. Requires access to open sky and two skill checks, one when she starts casting and one when she finishes. If successful, the resulting storm will result in {Mind} +1d{Mind} lightning strikes, each doing 4d10 non-magic damage capable of instantly killing targets. Unfortunately, the primal power of nature she unleashes is beyond even her own control. Lightning strikes random objects and creatures within a significant area, taking into account their size and position (prone, standing, flying).<br/>Each turn, Elisia can declare how much AP and Fatigue she wishes to spend toward this skill. It cannot be completed in a single turn, but it automatically fails if it isn't cast within 5 consecutive turns.<br/><br/><span style="font-weight: bold">Inventory:</span><br/><span style="text-decoration: underline">Magical Staff</span>. Damage: 1d4 +Physique/2. Offense: +Agility. Encumbrance 1. At start of combat, Elisia can declare one spell from her abilities. She will be able to use a basic version of that spell (no charging, no continuous effect, no added targets) that does half normal damage at the cost of 1 AP and 1 Fatigue, or at the cost of 1 Fatigue alongside a basic melee attack.<br/>Applicable spells: Amethyst Gale, Implosion, Fireball, Flame Jets, Static Discharge, Lightning Bolt.<br/><br/><span style="text-decoration: underline">Leather Armor, Linen Cloak</span>. Protection 6. Encumbrance 2.<br/><br/><span style="text-decoration: underline">Traveling Gear</span>.<br/><br/><span style="font-weight: bold">Character's Limits:</span> Open to oral or anal vore as the method with few limits after that - graphic digestion, post-vore and other details are enjoyed, though I understand some will be omitted to keep it enjoyable for everyone. <br/><br/><span style="font-weight: bold">Player's Limits:</span> Under-age in any capacity generally makes me uncomfortable. Aside from that, there isn't much that would gross me out.</div></div></div><br/>_____________________________________________________________________________________________________<br/><br/>The violent storm came without warning. It started innocently enough, with a cluster of dark clouds from the east covering the sky, as they would before a nice warm summer rain. Only this rain was not nice. A powerful wind picked up, pushing grass against the ground, making trees creak as they bowed to its force, loudly banging windows and sometimes even ripping the shutters off their hinges. The drops of water, insignificant individually, poured endlessly, soon filling the streets, and turning the lands surrounding the town into a muddy mess. This lasted for hours.<br/><br/>Then it got worse. Lightning struck. At first, just once, harmlessly dissipating into the ground. Then again, splintering a lonely tree. Then again, and again, damaging the wall towers, setting fire to a nerby grove, scorching the fields. The wind only got stronger as time passed, picking up loose objects and even animals and hurling them into the air. The rain did not let up for a moment, flooding the town, creating something akin to a swamp all around it. The only escape were the higher floors of sturdy stone buildings and the cavern in the face of a rocky hill not far from town.<br/><br/>The storm lasted until morning. People started coming out of their homes, still frightened, only to discover the town badly damaged, the surrounding lands ravaged. People suspected the storm was not of natural origin, and divinations revealed that it was caused by rampaging spirits. The spirits of nature were enraged by something, but the cause was not clear. Unfortunately, while they had spent themselves for the time being, they still stirred restlessly. Unless the cause was removed and the spirits appeased, this storm would repeat itself, and soon. Something had to be done.<br/><br/>The mayor has sent out a notice. The authorities are looking for capable individuals to go out and discover the cause of the problem and, if possible, fix it, or at least return to give them warning.<br/><br/><div style="padding: 3px; background-color: #FFFFFF; border: 1px solid #d8d8d8; font-size: 1em;"><div style="text-transform: uppercase; border-bottom: 1px solid #CCCCCC; margin-bottom: 3px; font-size: 0.8em; font-weight: bold; display: block;"><span onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') {  this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;hide&lt;/a&gt;'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;show&lt;/a&gt;'; }"><b>Spoiler: </b><a href="#" onclick="return false;">show</a></span></div><div class="quotecontent"><div style="display: none;">Okay, that's the set up. Feel free to have your characters meet up in town or the cave, depending on what you feel is more appropriate, or perhaps someplace else.<br/>I suggest "city" types meeting up in the town hall, the less desirable ones possibly joining them at the gates. They can meet the others along the way.<br/>While it is a pretty ordinary "unlikely group of heroes" premise (as is the name), I'm not going to force anyone on any rails. I have a few ideas how in mind how this can develop, but frankly, I'm open to the possibility of the problem not getting resolved in the end.<br/>I'm sorry if this doesn't look like much right now. I got pretty busy rather unexpectedly.<br/><br/>I am going to copy the participating profiles here soon.</div></div></div>