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Lapin Chéri, the Dream-Weaver

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Lapin Chéri
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Level 6 Tenth year Anniversary Nineth year Anniversary
« on: March 30, 2011, 12:21:51 pm »



Name: Lapin Chéri 

Origin: Demonic Magical Construct

Appearance:  When the Lapin must choose a single form, it will usually be a hybrid of Chéri (the girl serving Lapin as a host) and a semi-anthropomorphized playbunny with actual (non-costume) fluffy tail and long hairy ears of a of a fuzzy white rabbit. She often dresses in the outfit of a stage magician.  She is, however, a shape shifter, an infernal mechanical self aware tapestry of Dreamscape gossam, a substance that forms all dreams and nightmares. She may therefore, take nearly any form.

Sex: Female

Age: Chéri is 27, Lapin N/A*

Height: 5' 1"

Weight: 95 lbs. (Featherweight)

Occupation:  Stage Magician, Fortune Hunter, and Psychic Vampire.

Current Mind Controlled Heroes:


Allian Nyall, Adventurous Model <click here>
Kimmi Kruger, Captured Projected Animus <click here>
Ashlyn Xaripo, The Pink Reaper <click here>
Joanna Holloway, The Explorer <click here>
Judith, Mysterious Elven Warrior <click here>
Samantha Alton, Heir to a Fortune <click here>
Cody Brummett, Weapons Contractor <click here>
Alexandria Felmian, Mage Consort of Lapin Chéri <click here>
Beryl Gregorson, Elven Theif and Guild Lieutenant <click here>
 
Secret identity: Stage performer 'Cheryl Panning' or 'Luscious Lola', 'Bunny Love'... Chéri conceals her abilities by pretending to be an ordinary stage magician.  When on a heist or a hunt, she often employs disguises. If she is recognized, she uses her gifts to try to sow confusion and spare her public persona from retribution.  If that fails she will change her 'public' identity and skip town.
 
History: Lapin Chéri once was a young postgraduate student from the Provincial West. She had a loving family, close friends, a brilliant future in Academia and a fiance that she adored.  All that ended one fateful day.  As she and her companions were touring San Buenas, in the Western frontier, they decided to attend a burlesque show where the Amazing Marva, a stage magician, hypnotist, mad scientist and collector of exotic and beautiful slavegirls for her Plantation Manor, was performing. 

Chéri's Creole beauty and attractive foreign accent brought her to the attention of the maleficent Marva. Under her hypnotic spell Chéri and her companions became Marva's devoted slaves both on her stage and in her bedchamber.  Their identities and personalities were soon swept away; replaced by artificial personae of Marva's devising.  Thus the young student became Chéri, a name that meant 'beloved' in French, to be part of a collection of sex dolls Marva named after her favorite fruits.

Marva decided to increase her power using some of her subjects as spirit mediums to draw power from the Shadow realms. She wanted to draw fully realized phantasms to create more realistic 'illusions' to ensnare her audiences. Most of these experiments resulted in failure, as her slaves disembodied minds fell prey to dream predators, and such 'broken dolls' were sold as prostitutes or as human 'art'.  They no longer had the ability to act independently.

As luck would have it, the succubus-like Lapin (a French word for 'bunny') had recently escaped from its Infernal masters and sought refuge in the Dreamscape.  As Chéri was undergoing another dangerous sojourn for her Marva, the Lapin recognized her natural psionic gifts, and controlled its hunger long enough to posses Chéri's mind. Utilizing Chéri's natural gifts she was able to provide Marva with some of the powers she craved, while working secretly to restore some of Chéri's personality.

The Lapin was a most unusual demon. Only a few years old, she had been constructed by Impish engineers as a weapon for claiming souls for Hell through psinosexual domination.  A curious and mischievous old Imp decided to tinker with her programming, and then turned her loose (without the Infernal directives her Masters wanted) to see what would happen.  The result; a self-aware monster that wanted a soul, not to devour or use as currency, but to experience for herself. From Chéri and other lives that she has touched, Lapin has become insatiably curious about such things as love, mercy, and sacrifice.  These are things that would scandalize the Infernal engineers if they were to discover that a weapon of theirs had embraced these qualities.

First, though, Marva had to be overthrown. Discovering Chéri's possession and treachery, Marva tortured them both and began sacrificing more of her slaves in order to force Chéri into compliance.  When Marva tried to force Chéri to kill herself, a starving and enraged Lapin was provoked into using Chéri to kill Marva by consuming Marva's soul. Chéri was horrified by this murder and to this day has not fully recovered from the trauma of it.  Chéri's strong will and sense of personal conviction overcame Lapin's, and the daemon agreed to take an oath never again to kill. The depth and sincerity of her remorse persuaded Lapin to relinquish attempts to dominate Chéri, and instead they agreed to a partnership.  They would share knowledge and experiences as equals, and made a pact to help serve each others missions: Lapin's to discover her soul, and Chéri's to rediscover her past.

Sadly, Marva knew nothing of Chéri's original identity, family, or even her real name. Marva's indifference to her prey was so complete that she never bothered to discover personal information about her subjects beyond what was needed to cover her crimes, being only interested in those abilities that she herself could instill in them as slaves.

Chéri would now take over Marva's old business, and inherited what remained of Marva's slaves, many of whom were badly damaged.  Chéri and Lapin have tried to restore their lost memories and reunite them with their families whenever possible. Chéri, being the beneficiary of Marva's skills after consuming her soul, became a dancer, a juggler, and a slight of hand performer doing 'adult' hypnosis shows and stage illusions while the Lapin would feed on erotic energy of those who were seduced by the performance, marking the interesting ones and provoking erotic nighttime fantasies that the Lapin could then feed upon.

Chéri and the Lapin both crave sex, a sumptuous lifestyle, and wealth. Chéri wants resources to discover her real family and be reunited with them, without revealing what she has become.

Chéri-Lapin have not yet been approached by the Organization. While Chéri-Lapin is too self-centered and manipulative to qualify as a 'Hero', by mutual agreement Lapin and Chéri have vowed not to emulate Mistresses like Marva, and alter folk so as to make them 'minions' crippling their minds or destroying their personalities. 

Most of Lapin's prey are caught and then released; their memories altered for security.  Others she has hypnotized, charmed, and made into 'sleeper' agents. This involves merging parts of Lapin's tapestry within the mind and heart of these agents so that can act normally, then be triggered and summoned at need. Though she has the ability, she rarely forces her agents to go against deeply held convictions or harm friends and loved ones, and will often go out of her way to support the physical and emotional needs of her servants.  Chéri is concerned that this might change if Lapin were to encounter an Organization Mistress or an Infernal Legionnaire with the knowledge and determination to bend them to their will.

Quote
*A former slave of Marva's named Samantha Alton successfully had her memory restored and was returned to her family.  Although her memories of Lapin Chéri were wiped, she refused to accept the loss, and eventually tracked Lapin down.  Agreeing to submit completely, Sam was accepted by Lapin as a special and new kind of slave.  She is showing signs of slowly transforming into something like Lapin.

*Lapin charmed the Theives Guild agent Beryl, who was seeking to bring her in for an inquest regarding her nocturnal activities. With her assistance, Chéri has made a pact with the Guild, and Beryl is mentoring her in Guild approved burglary. In time Beryl was entrusted with full knowledge of what Lapin was and set free.  Like Sam, Beryl surprised Lapin by requesting a return to submission, and became Lapin's second transforming slave...

*After a run in with a Senator of Illinois, Lapin and Sam were discovered by his personal Wizard and evidence was used to blackmail her into using her powers on Cody Brummmett, who had connections that the Senator wanted to help fund a small private army for some sinister purpose.  She feels particularly bad about this, and has caused Sam and Cody to fall in love, in the hopes that they will protect each other until she can find some way to win free of the Wizard.
« Last Edit: December 21, 2013, 04:24:27 pm by Lapin Chéri » Report Spam   Logged

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Lapin Chéri
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« Reply #1 on: March 30, 2011, 12:45:03 pm »

The Lapin:

Hit Points: 430 (250 Base + 180 Victory)  CC Max: 430

Whatever you wish me to be, I am that...

If reduced to 0* Hit Points, Lapin must dissipate and return to the Dreamscape to recover.  There is no known way of keeping Lapin from returning to dream, though it is possible one might be discovered.  All maintained powers and spells / illusions, abilities she adds to hosts and minions, and command over 'sleeper' agents are broken until she reforms. 'Sleepers' will not normally remember actions performed while triggered, and the simulacrum will usually suggest reasons to account for the gap.

If Lapin's protection is lost during combat, then Chéri loses her next action, loses access to Lapin's abilities, but no longer suffers from Lapin's Vulnerabilities. She may continue to fight using her natural abilities, and may be claimed in the same way as a standard hero.  A willing ally, Chéri will not consciously betray Lapin, but may pretend to be 'free' of her daemon in order to seek personal advantage, or a chance at payback.  Chéri and those who are allied to Lapin personally may continue to fight, if they so choose. 'Freed Sleepers'  will lose next action, and then act on their own initiative depending on who or what they believe when they 'wake up'.

See 'Little House in Dream' Lair for information on permanently destroying / imprisoning / kidnapping Lapin.


Skills:

Dream Lore - Lapin is a naturalized resident of the Dreamscape and has discovered many of it's secrets.  Her powers come from this knowledge and her physical ability to merge with, and directly manipulate, the very tapestry of Dream. 

Translation Application (Mechanical)- The Lapin speaks most modern and ancient languages that the imps could import from the Infernal Library at the time of her creation.  Some background information or history (20% Chance)  may be available to her as well.

Core Memory (Mechanical) - As a mechanical lifeform, Lapin remembers clearly anything that she has seen, smelled, heard or tasted in the few years she has been alive.  (Unless this core memory has somehow been damaged.)


Combat Abilities:

Telekinesis - The Lapin's primary physical attack is to enhance the psychic powers of its host to produce telekinetic motion. A focusing talisman is necessary(such as Cheri's magic wand) and a host with latent psychic abilities makes performing this much easier. The talisman is vulnerable, and may be disarmed or stolen.  Stealing the talisman will not allow another person to use Lapin's abilities, but simply prevent her host from doing so.

TK Hurl Object - 90% Chance / 10 Damage, Medium Range. Throws a loose object at an individual hero. 
 - Disarm - No Damage. Opponent may Resist using Strength 50% Base / 30% if Sneak Attacked. Handheld item is knocked free and may become lost.
 - Steal Item - No Damage, Opponent may Resist using Strength 70% Base / 50% if opponent is Sneak Attacked. Opponent must give up their attack action to resist, or handheld Item
    ends up in Lapin's hands this turn. May count as sneak attack if item is visible but loosely attached and not being held in hands if she has not already used this attack on that opponent.
 - Snatch Up - Unattended items may be snatched into hand at medium range automatically with an attack action.

TK Mighty Smash - 35% / 40 Break, Short Range. Hurls a larger object(s) at a single hero. Crude, but effective.

TK Whirlwind - Throws a variety of objects about in an obscuring storm within a small area about Lapin.  Requires concentration, so movement is restricted to walking and light activity. (-20% Chance to hit for all in range for most melee and targeted attacks, 40% Chance 10 Break Damage to all in range, and 10% Chance Knockdown to all in range)

TK Slam- 45% / 5 Damage, Knocks Opponent Down and Back. (50% Chance to avoid hazards)

TK Grapple- 45% Chance to Grapple, Medium Range, 50% for opponent to Escape (using own action on own turn), 10 Damage (Non-Lethal) Constriction regardless of Escape result.
 *Note, a few find this situation arousing, and may take CC damage as well. Wink

Combat Hypnotism: Lapin has a natural understanding of human psychology and desire.  In addition she subsumed Marva's hypnotic abilities.  Her host gains the ability to ensnare an opponents senses with a suitable focus, the suggestions from her voice, her scent, her touch, and her movement.  This can be used to hypnotize and alter allegiances even in combat with wary opponents.  In non-combat situations, it can be more subtle, and even more effective.  Victims may not realize they are being influenced until past the point of no return.  Such is Lapin's skill.

Erotic Hypnosis - 80% / 20 CC Damage. Fairly efficient attack, but requires a hypnotic focus (at least one hand free) and that the subject can hear Lapin speak.  Lapin will emphasize certain words, and the manner of speaking as well as the object may tip off the subject (80%).  Resistances to charm, hypnosis, or seduction should apply. Modifiers:
 - If Lapin has no superior hypnotic focus then -5% / -5 CC. (Superior hypnotic Foci include Dream Orbs, Simulacrae, Dedicated Hypno Items or Crystals, and Items corresponding to a subject's fetishes.  Inferior ones include found shiny objects, her crimson eyes, or her hands without an object.)
 - If Lapin has no hypnotic focus then attack is -20% / -10 CC. (Also applies if opponent deliberately engages Blind (-20% to hit and defense w/o Blind Fighting skill.))
 - If opponent cannot hear Lapin, only see her, than attack is -10% / -10CC.  No specific Suggestions can be given.  Opponent who gets Tranced or CC Maxed will stand in place, unresponsive.
 - If opponent is separated from Lapin is not able to approach her -5% to hit.
 - If opponent cannot smell Lapin's pheremones or is immune -5CC.
 - If Lapin tries to use this ability on more than one opponent, there is a -10% to hit per opponent.  (-20% for two, -30% for 3, and so on.)

 - If opponent's fetish is known and used in the induction, then Lapin gets +5% / +5 CC.
 - If opponent is psychic sensitive, then Lapin gets +5% / +5 CC, as she is Telepathic.
 - If Lapin successfully grapples with an opponent who gaze has been Transfixed(*see below) then she gets +5% +5CC for as long as opponent is 'embraced' but no damage is done.
 - If Lapin is juggling (has 3 or more Dream Orbs and is not being grappled or taken damage for a full turn of Concentration (No move, and +10% to be hit)) then she gets +5%/+5CC
 - Lapin gets +5 CC if Lapin is nude.
 - Lapin gets +5 CC if opponent is Stunned, or just recovering from Stun / Sleepiness.
 - Lapin can use Sneak Attack bonuses with Hypnosis.
 - Hit % cannot Exceed 95%, CC Damage cannot exceed 35.

Transfixed - For every 20 CC points done to a single opponent, Lapin has a 10% chance of catching that person's gaze.  Once caught, the opponent has only a 40% chance / Turn to look away (ie. cannot choose to 'go blind' to avoid being affected.  They are -10% to hit Lapin as they must keep their eyes on her, and they are -20% to notice hazards or escape Grapples / Entangles due to captivation.)

Entrance - 40% (+/- usual modifiers.) / 10 CC plus Entrancement (Base 40% Chance to Escape / Turn) If victim's CC is over 50, Lapin can attempt to ensnare their mind and implant suggestions.  She can command them and they will obey slowly as if in a daze. (-10% to hit / +10% to be hit) Obviously, cornered or transfixed victims are more vulnerable.

Summon Dream Orb (Summon Minion*): The Lapin can summon a maximum of 5 of these hypnotic crystal orbs per day, at rate of 1 / Turn. They provide a variety of effects. (see below for abilities) If she is expecting trouble, then she may have one or two at hand. If her host is not an experienced touch juggler (like Cheri), then she can only bring out two at a time, and their effects are reduced. (as above)


Special Abilities:

Professional Courtesy(Passive): Lapin is a native of the Dreamscape, having joined merged seamlessly with it's tapestry.  Illusions will fail to work on her, and she will be able to see what is really behind them (90%). (If opponent is relying on an illusion to conceal something, Lapin's chances of noticing it are (+10%) higher than if NO illusion was present. (40% (or +20%) to detect noncorporeal beings, Innate (50% Damage or Effect) resistance to Illusion, and Hypnosis Attacks.)

Passion's Form (Passive):  Lapin is capable of sensing what any onlooker would expect or desire to see, hear, touch, and smell.  She may have her host appear as a member of any race, sex, or humanoid form, even look different to more than one onlooker. This will either add +10% to and Disguise or Hide attempt, or cause 5 CC/Turn to any onlooker who Lapin is attempting to seduce if they can see / smell/ have the opportunity or promise to touch her....

Iron Will (Passive)  - Lapin's mind has natural resistance to Seduction, Hypnosis, Psychic Attack.  -5 CC from Each.

Telepathy (Passive): The Lapin can communicate telepathically with any person in line of sight, and will catch surface thoughts if they are projected with no attempt to conceal them. (80% Chance of 'hearing' internal monologue if person being scanned is not psychic or mentally defended. Automatic if subject is deliberately sending thoughts to her.)  Speech or language familiarity is not necessary in most cases, messages can be sent privately so long as no other observers are magically or psychically sensitive. 
 - Lapin can also communicate telepathically with her simulacrum possessed slaves so long as some part of their consciousness is on the same plane, not more than a few hundred miles distant, and not shielded by science or magic.

The Taste of a Soul - Lapin is bound by her promise not to kill, but loves to feed upon those who are Unconscious, Entranced, or Charmed. Lapin-host will seductively embrace a helpless subject, and place her forehead to theirs. Both seem to fall asleep, eyes closed but moving rapidly beneath the lids. Lapin and her host cannot defend while doing this, so she must rely on others to protect if she takes a full turn to 'Give them a Quickie' in combat. Does 15 Hit Points and 30 CC to the Victim.  Lapin heals 30 Hit Points (-10 effect per time/day.)  Bound by her promise, if this would put them at 0 Hits or less, or if she tries to feed more than once on a single person in the same day, her powers turn inward and forcibly eject her from the subject.  If the feeding cannot be completed she loses 10 Hits and the subject reduces -10CC and is no longer Entranced (but may still be unconscious/charmed.


Vulnerabilities:

Demonic Magical Construct (Passive):  Attacks that effect only Demons, or only Machines/Cybernetics, will be effective on Lapin.  Attacks that are Holy, Electrical, or can Affect Noncorporeal do an additional 25% Damage/Effect to Lapin, because of her vulnerability to those attacks. Electrical attacks that dissipate or exorcise her may damage core memory... causing temporary amnesia or permanent brain damage.

Possessing Entity (Passive):  The Lapin is a new life form, devised in a Demonic research laboratory as a weapon, then retooled for an unintended purpose. The abilities are bestowed upon a willing (or possessed) host, who accepts Lapin's powers in exchange for the price of her services; She and the host will then require the emotional life force of others as sustenance, the host also receives her vulnerabilities, enemies, and other dangers and sacrifices that come from this association. If Lapin is reduced to 0 Hit Points or subjected to an Exorcism ritual, than she is forced to depart back into the DreamScape and the host loses these Special Abilities and is Stunned for 1 Turn.

Eternal Hunger - Lapin must feed on strong emotion to survive.  If she cannot do so, she will gain penalties for hunger, affecting Hit Points, Success %, etc.  She is unlikely to die from The Hunger, but may eventually go insane if this is used as a torture. Lapin inherits any fetishes possessed by her host.


« Last Edit: December 21, 2013, 04:26:20 pm by Lapin Chéri » Report Spam   Logged

Dream a little dream of me!
Lapin Chéri
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« Reply #2 on: March 30, 2011, 01:59:09 pm »

Chéri

There is no Chéri, and no Lapin.
There was moi' but no more, and then there was my personal demon...
We made a pact, she and I; two lost souls, each only one-half of a person...
I was just a name 'Chéri', a dancing puppet, whatever any hand wished me to be.
'Lapin' was like a swirling flame; a personality in search of a name, of a shape.

Only together do we become a person...Lapin-Chéri.


Hit Points: 100                    CC Threshold: 100 Max.

Origin:  Illusionist's Assistant turned Host to Lapin

Sex: Female

Age: 20's (Birthdate unknown)

Height: 5'1'

Weight: 105 Lbs. (95 Lbs while possessed.)

Secret ID: Cheryl Panning, Bunny Lovelace, China Fei, Mdsl. Lapin du Fortenbras, Franz Berber, Hare Masque.

History:: (See Above*)

Skills:

Grace, Charm, & Beauty - Chéri is a natural beauty, although much altered from how she originally appeared.  She is accomplished in choosing fashion and style, and is skilled in acting and the arts of conversation. She generally makes a good impression. If she has a chance to speak to or flirt with an opponent before battle commences, it is likely they may begin the battle taken with/aroused by her. (80% chance 10CC damage at beginning of engagement.)

All Purpose Cultural Girl! - Chéri speaks several languages, has an excellent and detailed memory, and can blend into almost any social circle. She has a passing familiarity with several art forms, and is a skilled cook. She had a courtesan's training in pleasing both men and women in bed. (Base chances to recognize: Any VIP's: 40%, any Artists: 30%, any Mistresses (Not in Disguise): 20%, any Heroes (In Costume): 10%.)

Stage Magic:  Chéri is a juggler and slight of hand trickster, having picked up the knack from serving under a Master Magician. Similar to other kinds of Rogues, she knows how to move herself and objects about a stage without being seen, use distractions in order to palm objects, basic pyrotechnics, and escaping from bindings. (Stealth: 80% (-10% in costume, +10% in aprop. disguises), Slight of Hand: 75%, Escape Artist: 60%, Smoke Grenade Vanishing Trick: 75%)

Hypnotist: This is the Entertainment and Healing use of the skill. (Lapin's powers are needed to boost her ability into Combat ready Mind Control.)  Still, the ability to understand the mechanics of psychology and Mesmerism have only helped, and she is able to recognize practitioners in the field and talk shop.

Bondage Queen: Cheri's fetish is also the source of her combat abilities.  She loves both being bound and binding up her prey with lockable gear and soft silk cords.  Being a magician allows her to smuggle such gear past guards, and she has become adept at acting independently of Lapin when going places that Lapin can't or won't go...


Combat Abilities: Chéri  hates violence. Nevertheless, she lives in a violent and challenging world, and a girl must know how to defend herself. 

Slippery Little Minx (Passive):  World class dancer, juggler, gymnast, and escape artist. Chéri is hard to pin down; she is skilled at avoiding being struck, grappled, or pinned. (Most attacks (melee, grapples, and targeted ranged attacks) are -10% to hit. Attempts to grapple/pin/entangle Chéri receive an additional -10%. Effects of falls, throws, or area effect physical damage attacks are reduced -25%, if tripped she comes instantly to her feet if she makes her Hazard check.)

Slight of Hand (Escape):  In battle Chéri can distract with stage magician's tricks.  These include blowing dust in eyes, using hidden flash grenades, or swirling a detachable cape to distract observers while she slips away. No Damage, Effects All in Range (-10%  effectiveness for each additional opponent engaging her.) 80% Chance of Evading opponent. If she successfully evades all those engaging her, then next turn she counts as Hidden, and cannot be attacked until found or an area effect is used to successfully damage her 10+ Points.)

Basic Kickboxing: In desperation Chéri can try 'bunny' boxing, delivering surprisingly powerful hand slaps, elbows, knees or basic kicks. She is not a 'Master' martial artist, but knows the basics.  (Base: 85% Chance, 15 (NonLethal).)

Whip it Good: 75% / 10 Damage (NonLethal) + 50% Chance of Knockdown or Disarm. (-10% to hit and defense, limited movement until next turn.) When you need to deter people, but don't want to hospitalize them, have a belt that doubles as a horse whip.

Smash Over Head:  60% / 5 Break Damage, Stuns Opponent for 1 Turn, may only be used as Sneak Attack (no additional bonus). Sometimes the only way to deal with a foe is to knock them out. The classic way for non-warriors to do this is to pick up a vase, a pan, a small crate that breaks theatrically; these have a magical power to render a foe unconscious. Then it's time to Run, Hide, or Tie them up.

Sneak Attack: If Chéri is Hidden, she can spring from hiding straight into grapple range, taking her opponent by surprise.  (+20% to Hit and +25% Damage/Effect to first attack only from Hiding.)


Special Abilities:

Stagecraft Stealth:  Chéri knows how to rapidly disguise herself, fit into narrow spaces, misdirect and mislead, employ trap doors, blend into backdrops, move with absolute silence, and stay in the blind spots of your vision. (When Hidden successfully, chance of finding Chéri on a search is only 20% without a special ability. There is a 10% chance even a special ability will fail to locate her. From hiding she can either Ambush an opponent, or slip away unseen 80% of the time.)

The Art of Bondage: This is Chéri's favorite means of dealing with unwelcome visitors. Concealed on her person is a fetishists dream array of devices that serve to Bind, Spank, Immobilize, Embarrass, or Arouse the unfortunate foe. Chéri is +10% to be hit by incoming attacks when maintaining a grapple.

Tie me Up, Tie me Down - 50% Chance in Melee, 80% Chance if Sneak Attack, No Damage, Grapples/Pins foe in silk rope or ribbon.  Each hit inhibits Physical Actions until Opponent breaks free 40% chance initially.  Each successful hit makes opponent +10% easier to hit, and -10% to Escape from Grappling until Opponent escapes and takes an action to remove bonds.

Comfy Lined Handcuffs -  40% in Combat, 70% if Grappled or Sneak Attack. (3x Enocunter Max) Kind of tricky, but success means pair of soft handcuffs are slipped over one hand and then clicked closed over something else. Opponent must now do 35 Break Damage to the cuffs (or possibly a lower amount to the object) in order to escape or be at -20% to all Physical Actions and unable to leave that spot until freed. Cuffs are armored (-5 Break), objects used as anchor may vary in durability.

Gag me! - 40% Chance in Combat, 70% if Grappled or Sneak Attacked. (1x Encounter Max) Success interferes with communication, and prevents voice activated abilities. This gag is lockable and designed to resist removal so all other 'bindings' (if any) must be undone before this can be removed.

Blindfold - 35% Chance in Combat, 65% if Grappled or Sneak Attacked. (1x Encounter Max) Opponent has blinders on and cannot see. This gag is lockable and designed to resist removal so all other 'bindings' (if any) must be undone before this can be removed. Prevents foe from using gaze attacks (and protects from them gaze attacks) but -20% to targeting melee and ranged attacks without the Blind Fighting ability.

Chloroform Rag - 35% Chance in Combat, 65% if Grappled or Sneak Attacked. (1x Encounter Max) Causes 30 (Stun Only) Damage/Turn while Grapple is maintained (-10% to Cheri's defense).  Dragons and Naga are immune to chloroform, but do find the smell arousing. 10 CC/Turn instead.

Knotty Foreplay Only performed on hlepless victim, 3 Turns of concentration required. -20% Physical/Defense while applying.  Victim is tied up and taunted while special oil-treated knots are placed that rub on erogenous zones and acupressure points while victim struggles. Causes 5CC / Turn Seduction) for every turn opponent struggles, 1 CC / Turn otherwise. Opponent will be rendered helpless if CC maxed but will not be charmed by this alone, unless they too have a bondage fetish.  (ie. will not begin attacking comrades but will be useless for fighting, helpless with arousal.) 


Vulnerabilities:  Chéri shares Lapin's vulnerabilities while possessed by her. In addition:

Former Bondage Slave: Cheri has a fetish for bondage (giving and receiving) although she is terrified by extreme violence/bloodplay.
(+25% CC from Bondage related devices.  20% +/- Situation Panic chance from being attacked with knives or swords.)  Under no circumstances will Cheri willingly use or learn to use a gun or blade.

« Last Edit: March 13, 2013, 10:52:17 pm by Lapin Chéri » Report Spam   Logged

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« Reply #3 on: March 31, 2011, 01:42:57 am »

Minion Statistics

Dream Orb



Tis' a crystal.  Nothing more. Ah, but when you turn it this way, it will show you your dreams...  Can you see what you desire? 

Hit Points: 25 (Fragile)

Origin:  Demonic Magical Construct

Skills:

No Skills - The Dream Orb is essentially a mindless construct, it is produced from Lapin's material body and obeys her and her hosts mental direction.  Without such direction, it continues doing as it was last directed or simply disincorporates.


Combat Abilities: The Dream Orbs are small nearly weightless crystal balls. They are fragile and do no damage physically unless hurled by a stronger force then their own flight powers.  They are small, a few inches in diameter, and can float through the air, buzzing about erratically like nearly silent, baseball-sized flies, going wherever they are directed. They are used mainly as hypnotic foci, remote spies, and as the consumable seed for potent phántasmata.

Basic Attack: None.  (Act as Hypnotic Focus or Transform into Simulacra)

Basic Defense: These orbs are small and maneuverable.  Any physical or targeted attacks upon them are at -20% to hit.


Special Abilities:

Summoned Orb:  Dream Orbs may summoned at a rate once per turn.  They can be recalled in any number, but must then be resummoned at the same rate.  Broken or Expended Orbs may only be replaced between adventures. They must spend the first turn they appear being juggled or held in the hand, but may then be released to fly, go dormant, or to form Simulacra*.

Third Eye (and Fourh and Fifth) (Passive):  Each Dream Orb can see and hear, and whatever is witnessed, Lapin knows. Any Dream Orb which is aloft, but has not changed form reduces the chance to Surprise or Hide From Lapin by -10%. (-50% Max) This eye can see into the Ethereal plane, and may (80%) spot folk or spirits traveling that way.

Dormancy:  Once juggled / held for one Turn, a Dream Orb may go dormant.  It comes to rest on a surface and loses it's special glow. It no longer relays information to Lapin, it cannot fly, transform, or Hypnotize.  It appears in all respects to have become glass, and will remain so until a signal is sent to reactivate it from Lapin, at which point it goes live again. When Dormant, a Dream Orb will pass any casual inspection.  Only special magical or demonic senses have a chance (20%) of detecting its true nature. Any Orb that is struck in combat or attempting to evade altogether may try to  play dead (60% base chance evading combat if desired). 

Perfect Hypnotic Focus:  The Dream Orbs, provided they are in Chéri's hands and being held or 'juggled', will provide a perfect Hypnotic Focus* (as above) for Lapins Hypnosis powers as long as one of them remains in physical contact with Lapin's host, she can maintain a higher degree of accuracy and power.  If the host is a touch juggler, (like Chéri) than the orbs retain their resistance to be hit or disarmed (*as above) and may be held in reserve until the maximum for that character is reached.  They may be released then to act on their special abilities one at a time or all at once.

Simulacrum: A Dream Orb, held or juggled one Turn may form a simulacrum.  A simulacrum is a realistic psychosomatic phantasm that takes effect in the mind of the beholder, using their memories, strengths and weaknesses (or passions and fears) against them, possibly invading that mind and altering it like a virus. In any case, creating a Simulacrum of any type consumes that dream orb, and it must be replaced between adventures.

Simulacra, and those actively possessed by them share appropriate type related advantages and vulnerabilities that Lapin has.

Phantasm! - The Orb creates an illusory scenario/environment that is interacted with instead of reality. The environment rarely does any direct damage, but may disguise the truth, facilitate concealment, or restrict a Heroes movement. It remains anchored to the spot where it was cast, but it can affect any target in range for up to a few hours, before dissipating, as long as Lapin remains present and concentrates on it (-10% to Lapin and hosts other actions).

This phantasm may not include complex living organisms or automata, such as golems, or anything or anyone that can do damage directly. It can however, do low Stun damage to those experiencing environmental hazards in the illusion, or persuade observers to do harm to themselves by failing to avoid real hazards. It also aids in concealment. (+20 Hiding) Illusion can be resisted, and Base Chance of Disbelieving passively is 10% +/- conceivability (one time only). If a person suspects an illusion and deliberately resists it, the chance goes up +20% and may be reattempted each Turn until successful. Any person successfully disbelieving can encourage their comrades to do so (+10% per person up to 3.)

Adventurers that have magical or hypnosis resistance that is successful, or who succeed in disbelieving by more than 40% will be able to ignore the illusion completely and see whatever was hidden as well, including the potentially fragile Dream Orb that holds the illusion in place.

Disguise! - This changes the appearance of a single individual working with Lapin willingly.  Their appearance may become that of anyone or anything (of any gender) Lapin has encountered, so long as it is vaguely humanoid.  Works automatically unless deliberately disbelieved, resisted by special power, or dispelled, as above*. The effect is immediately dispelled if the disguised person is rendered unconscious.

Seductive Simulacrum - The Orb attempts to read its opponent's mind and transform  into whatever form an opponent is most attracted to (80%) It will know that opponents fetishes/ desires, directing that information to Lapin.  It acts semi-autonomously and encourages and entices the opponent into sexual situations, by entreating and caressing them until they succumb to Lapin's charms.

If Lapin is Hypnotizing, she may use this kind of Simulacrum as a Focus, and if the Orb used to create it has Transfixed their vision it may continue to hold them as it changes form.

Hit Points: 25 (Fragile) -20% to be Hit as it seems to anticipate your movements. Embrace: 80% (more if fetish addressed) / 15 CC Seduction Damage.  

Boggart  Simulacrum - The Orb attempts to read its opponent's mind and transform  into whatever form an opponent is most afraid of (70%) It will know that opponents phobias/ terrors, and direct that information to Lapin.  It acts semi-autonomously and may seem to attack physically.

If Lapin is Hypnotizing this target, using this Simulacrum will break that hold upon them at once.

Hit Points: 25 (Fragile) -20% to be Hit as it seems to anticipate your movements. Psychic Terror: 65% / 20 NonLethal Break from shock, 30% (more if phobic) to Panic, forcing retreat or cowering for the following Turn, Opponent loses action and can only defend (at -20%), if opponent cannot disengage after 3 Turns of Consecutive Panic the will lose consciousness (3 Turns).  Defeating or Dispelling the Boggart gives back 10 NonLethal shock and 10 CC inflicted by Lapin or Lapin's minions.

Possessing Simulacrum (Special*) - The Orb attempts to read the mind of an opponent who has been CC Maxed. This will work, unless opponent has some passive special defense that would prevent it. It then transforms into a fanatically loyal, obedient, and sexually uninhibited servant of Lapin, that otherwise has all its victims mannerisms, memories, and skills.  While Lapin concentrates and continues to hypnotize the captivate, (-20% to all other actions and 3 Turns) this double merges with the captivate, and creates strong hypnotic and psychic link within the victim's mind.

These 'Sleeper Agents' will be Lapin's unwitting servants, the simulated personality within influencing them to behave publicly as they normally would except where that would conflict with Lapin's interests.   Often, they continue doing hero work and show few outward changes except for an increase in libido, and defensive / justifying rationalizations of any memory lapses or unusual behavior.  Lapin can trigger them to become totally obedient at any time, and can place hypnotic suggestions into them for later expression. She can also 'feed' upon them as they sleep without fear of rejection/ resistance. She is in the habit of treating them well, both in their conscious and unconscious servitude, and she has been known to release them out of fondness or feelings of obligation.  

A sleeper 'Hero' will also have an advantage of some kind related to how the conversion took place.  Each one is personal, and largely up to the Hero's player.

Lapin 'Sleeper' Agent** (Asleep / Awake or Triggered)

Hit Points: +0 / +10          CC Threshold: +0 / +20*

+ One special ability related to Lapin's influence.


*Sleeper Agents Simulacra will dissuade their charges from switching Mistresses, unless Lapin wants that Mistress to take that particular person as a slave (perhaps to create a double agent) then the Simulacrum will use subliminal suggestions to whisper away +/-2 CC/Turn until back under Lapin's control.

**Removing a Sleeper Simulacrum takes skill.  A Mistress who has Converted one or a Hero attempting to deprogram one must suspect the presence of a Sleeper Agent, and then apply a skill/power such as Hypnotism, Exorcism, or Dream Lore (10-30% base) to successfully remove it.  Otherwise, within a few days time, the Simulacrum will have the slave back in mental contact and able to be triggered by Lapin again.


Personalized Simulacrum - This is similar to the 'Sleeper' Agent creating Possession Simulacrum above, but with a few important differences.  These are reserved, and can only be created for, a select few who have become intimately and lovingly connected to Lapin and her host(s) after being released from her control, and returning of their own free will.  These rare few have decided to submit to possession and domination by the Daemon Lapinl, moved only by bonds of love for her and/or Cheri, and who have managed to win the love and trust of Lapin as well, to the point where she sacrifices some of her own essence for them.  

A convert 'agent' created in this way is never in 'sleeper' mode, but constantly and proudly aware that they are a slave of Lapin. In addition to the usual for a 'Sleeper' the gain the following Abilities and Drawbacks.

Advanced Convert Stats:

Hit Points: +30  CC Threshold: +50


*Lover's Will: In addition to Subliminal protection from CC damage (as above), -5CC Are reduced from every source of CC Damage that tries to turn this servant against their Mistress.

*Summon Lesser Dream Orb
This practitioner is able to Summon a Dream Orb similar to the ones Lapin uses, and will be instructed in it's use, and have access to the means to replace them if they are lost. At first they will be able to summon only one, but when they have Mastered the Dream Lore and Stage Magic skills esp. touch juggling (through training) the number may increase to three.  

Summon: 1 Lesser Dream Orb/ Turn  Max: 1 or 3
Lesser Orb is similar to Standard, but it may not go Dormant, and can only Produce Simulacra types 1 through 3.

*Hypnosis for Fun and Profit - Convert can channel Combat Hypnosis as Lapin does. Must have at least one Lesser Dream Orb in hand to perform either.

*Dreamscape Staff (Honorary) - Convert can find their way unassisted to Lapin's home, so long as their Simulacrum is intact and their devotion to Lapin is unflagging, they can find most places in Dream using their Home (House in Dream) as a reference point.

*Perfect Recall - Having a Simulacra to interface with is very handy, keeping a database for information that is at your disposal.  You no longer forget things you wish to remember, and can recall even things you'd much rather forget with a little effort.
(Note, this includes sensory information, touch, taste, sound, smell, and sight. Preoccupation with various sound, taste, and touch pleasures is a common side effect...

New Skills: Both Dream Lore, Stage Magic, and Hypnotism can be learning after a number of adventurers that participants have agreed upon have passed.  (Remember, life is study!)



Vulnerabilities: 

*Lust is Life - You've inherited some of your Daemon's lady's appetites and are increasingly preoccupied with sex, and loves to invite and lure others into this activity. (Select a new fetish, CC damage taken is 25% higher is this is discovered and used against you.)

*You are not prone to most of the vulnerabilities that Lapin has, however weapons that exorcise spirits can disrupt your connection to Lapin..and electrical/anti-mech weapons may cause temporary amnesia if more than half your Hit Points are lost this way and you go below 0.

« Last Edit: November 30, 2013, 11:10:39 pm by Lapin Chéri » Report Spam   Logged

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« Reply #4 on: September 23, 2011, 01:31:09 am »



Name: Dream Scion

Hit Points:   +25         CC Threshold+50 

Description:  When a willing slave has been embraced as an understudy to Lapin and accepted possession, they may choose to divest themselves of mere mortality and become host to a dream demon 'offspring' of Lapin as Cheri once did.  This requires the seduction of a few sex partners to donate energy, and a permanent gift of dream vitae (life force) from Lapin herself. Next comes the construction of a cocoon of 'dream silk' near the source (the fires about which Lapin's lair is built.)  The cocoon exists in both realities and is vulnerable to attack, so a private place for metamorphosis needs to be found.

The resulting entity is similar to Cheri Lapin, a perfectly humanoid (seeming) host with a young dream demon concealed within.  Though not as strong and experienced as Lapin is.  The being is devoted to Lapin, but is otherwise free willed.

Skills:

All of character's original skill set, plus (+)

Stage Magic: 
Lapin's scion will learn to be a juggler and slight of hand trickster, the result both of training and from Lapin consuming a master of stage magic long ago. Similar to other kinds of Rogues, she will know how to move herself and objects about a stage without being seen, use distractions in order to palm objects, basic pyrotechnics, and escaping from bindings. (Stealth: 80% (-10% in costume, +10% in aprop. disguises), Slight of Hand: 75%, Escape Artist: 60%, Smoke Grenade Vanishing Trick: 75%)

Dream Lore - Lapin is a naturalized resident of the Dreamscape and has discovered many of it's secrets.  Her powers come from this knowledge and her physical ability to merge with, and directly manipulate, the very tapestry of Dream. 

Translation Application (Mechanical)- The Lapin speaks most modern and ancient languages that the imps could import from the Infernal Library at the time of her creation.  Some background information or history (20% Chance)  may be available to her as well.

Core Memory (Mechanical) - As a mechanical lifeform, Lapin remembers clearly anything that she has seen, smelled, heard or tasted in the few years she has been alive.  (Unless this core memory has somehow been damaged.)


Combat Abilities:

Combat Hypnotism: The dream scion has a natural understanding of human psychology and desire. Her host gains the ability to ensnare an opponents senses with a suitable focus, the suggestions from her voice, her scent, her touch, and her movement.  This can be used to hypnotize and alter allegiances even in combat with wary opponents.  In non-combat situations, it can be more subtle, and even more effective.  Victims may not realize they are being influenced until past the point of no return.  Such is Lapin's skill.

Erotic Hypnosis - 80% / 20 CC Damage. Fairly efficient attack, but requires a hypnotic focus (at least one hand free) and that the subject can hear the dream scion speak.  Lapin will emphasize certain words, and the manner of speaking as well as the object may tip off the subject (80%).  Resistances to charm, hypnosis, or seduction should apply. Modifiers:
 - If she has no superior hypnotic focus then -5% / -5 CC. (Superior hypnotic Foci include Dream Orbs, Simulacrae, Dedicated Hypno Items or Crystals, and Items corresponding to a subject's fetishes.  Inferior ones include found shiny objects, her crimson eyes, or her hands without an object.)
 - If she has no hypnotic focus then attack is -20% / -10 CC. (Also applies if opponent deliberately engages Blind (-20% to hit and defense w/o Blind Fighting skill.))
 - If opponent cannot hear the dream scion, only see her, than attack is -10% / -10CC.  No specific Suggestions can be given.  Opponent who gets Tranced or CC Maxed will stand in place, unresponsive.
 - If opponent is separated from Lapin is not able to approach her -5% to hit.
 - If opponent cannot smell the scion's pheromones or is immune -5CC.
 - If Lapin tries to use this ability on more than one opponent, there is a -10% to hit per opponent.  (-20% for two, -30% for 3, and so on.)

 - If opponent's fetish is known and used in the induction, then the scion gets +5% / +5 CC.
 - If opponent is psychic sensitive, then the scion gets +5% / +5 CC, as she is Telepathic.
 - If Lapin successfully grapples with an opponent who gaze has been Transfixed(*see below) then she gets +5% +5CC for as long as opponent is 'embraced' but no damage is done.
 - If Lapin is juggling (has 3 or more Dream Orbs and is not being grappled or taken damage for a full turn of Concentration (No move, and +10% to be hit)) then she gets +5%/+5CC
 - The scion gets +5 CC if Lapin is nude.
 - The scion gets +5 CC if opponent is Stunned, or just recovering from Stun / Sleepiness.
 - The scion can use Sneak Attack bonuses with Hypnosis.
 - Hit % cannot Exceed 95%, CC Damage cannot exceed 35.

Transfixed - For every 20 CC points done to a single opponent, the scion has a 10% chance of catching that person's gaze.  Once caught, the opponent has only a 40% chance / Turn to look away (ie. cannot choose to 'go blind' to avoid being affected.  They are -10% to hit Lapin as they must keep their eyes on her, and they are -20% to notice hazards or escape Grapples / Entangles due to captivation.)

Entrance - 40% (+/- usual modifiers.) / 10 CC plus Entrancement (Base 40% Chance to Escape / Turn) If victim's CC is over 50, the scion can attempt to ensnare their mind and implant suggestions.  She can command them and they will obey slowly as if in a daze. (-10% to hit / +10% to be hit)  Violent actions or betrayal of friends are more likely (+10-20%) to be resisted, sexual acts are less so (-10-20%).  Obviously, cornered or transfixed victims are more vulnerable.

Summon Dream Orb (Summon Minion*): The Lapin can summon a maximum of 5 of these hypnotic crystal orbs per day, at rate of 1 / Turn. They provide a variety of effects. (see below for abilities) If she is expecting trouble, then she may have one or two at hand.


Special Abilities:

Professional Courtesy(Passive): The scion is a native of the Dreamscape, having joined merged seamlessly with it's tapestry.  Illusions will fail to work on her, and she will be able to see what is really behind them (90%) in most cases. (If opponent is relying on an illusion to conceal something, the scion's chances of noticing it are (+10%) higher than if NO illusion was present. (40% (or +20%) to detect noncorporeal beings, Innate (50% Damage or Effect) resistance to Illusion, and Hypnosis Attacks.)

Passion's Form (Passive):  The scion is capable of sensing what any onlooker would expect or desire to see, hear, touch, and smell.  She may have her host appear as a member of any race, sex, or humanoid form, even look different to more than one onlooker. This will either add +10% to and Disguise or Hide attempt, or cause 5 CC/Turn to any onlooker who Lapin is attempting to seduce if they can see / smell/ have the opportunity or promise to touch her....

Iron Will (Passive)  - The scion's mind has natural resistance to Seduction, Hypnosis, Psychic Attack.  -5 CC from Each.

Telepathy (Passive): The scion can communicate telepathically with any person in line of sight, and will catch surface thoughts if they are projected with no attempt to conceal them. (80% Chance of 'hearing' internal monologue if person being scanned is not psychic or mentally defended. Automatic if subject is deliberately sending thoughts to her.)  Speech or language familiarity is not necessary in most cases, messages can be sent privately so long as no other observers are magically or psychically sensitive. 
 - Lapin can also communicate telepathically with her simulacrum possessed slaves so long as some part of their consciousness is on the same plane, not more than a few hundred miles distant, and not shielded by science or magic.

The Taste of a Soul - Lapin is bound by her promise not to kill, and passes a strong revulsion for murder on to her offspring. Her children love to feed upon those who are Unconscious, Entranced, or Charmed. The scion can seductively embrace a helpless subject, and place her forehead to theirs. Both seem to fall asleep, eyes closed but moving rapidly beneath the lids. The scion cannot defend while doing this, so she must rely on others to protect her if she takes a full turn to 'Give them a Quickie' in combat. Does 15 Hit Points and 30 CC to the Victim.  The scion heals 30 Hit Points (-10 effect per time/day.)  Bound by her promise, if this would put them at 0 Hits or less, or if she tries to feed more than once on a single person in the same day, her powers turn inward and forcibly eject her from the subject.  If the feeding cannot be completed she loses 10 Hits and the subject reduces -10CC and is no longer Entranced (but may still be unconscious/charmed.


Vulnerabilities:

Demonic Magical Construct (Passive):  Attacks that effect only Demons, or only Machines/Cybernetics, will be effective on the scion.  Attacks that are Holy, Electrical, or can Affect Noncorporeal do an additional 25% Damage/Effect to her, because of her vulnerability to those attacks. Electrical attacks that dissipate or exorcise her may damage core memory... causing temporary amnesia or permanent brain damage.

*Note: Unlike Lapin, a dream scion cannot normally leave it's host whenever it likes.  When maintaining camofladge, it can simply go dormant.  Sophisticated magics are required to spot it then..

Eternal Hunger - The scion must feed on strong emotion to survive.  If she cannot do so, she will gain penalties for hunger, affecting Hit Points, Success %, etc.  She is unlikely to die from The Hunger, but may eventually go insane if this is used as a torture. Lapin inherits any fetishes possessed by her host.
« Last Edit: September 23, 2011, 02:28:03 am by Lapin Chéri » Report Spam   Logged

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« Reply #5 on: May 25, 2012, 01:11:34 pm »

YAAAY, YOU'RE BACK!  Cheesy
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« Reply #6 on: November 30, 2013, 10:48:12 pm »

Bump.
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