apocalypticCritic
Demon Girl Master
- Joined
- Oct 18, 2012
- Messages
- 158
- Reputation score
- 11
Setting: A jungle planet on the fringes of known space. You are an intergalactic "Artifact Acquisition Specialist." On your last... acquisition, some people took offense to you acquiring an artifact from a museum. You got away, but in the battle your ship took damage. Without a navigation computer or engines, you drifted through space, sinking into suspended animation with the hope that somebody friendly (or gullible) would pick you up.
You were not that lucky. You were awakened by a proximity alert. Your stasis tank showed 50 years having passed (though obviously, you hadn't aged a day), and your computer was blaring about an unexpected planet. You stood and stretched out sore muscles, looking down at the computer with tired uncertainty. The planet was completely unknown; it had never entered into any database. Scans showed that it was capable of supporting life, and was indeed teeming with it. There was no other recourse; your ship was already trapped by the planet's gravity well. With no other options, you set your ship to come in for an emergency landing.
Starting choices:
1. Who are you?
2. What are you?
3. Where do you land?
4. Are we playing for keeps?
AN:
If you have any other questions, feel free to ask.
You were not that lucky. You were awakened by a proximity alert. Your stasis tank showed 50 years having passed (though obviously, you hadn't aged a day), and your computer was blaring about an unexpected planet. You stood and stretched out sore muscles, looking down at the computer with tired uncertainty. The planet was completely unknown; it had never entered into any database. Scans showed that it was capable of supporting life, and was indeed teeming with it. There was no other recourse; your ship was already trapped by the planet's gravity well. With no other options, you set your ship to come in for an emergency landing.
Starting choices:
1. Who are you?
A. Marian Krell; Human, +2 skill points at level up.
B. Keri Scraw; Draconian, +1 to Combat and Sex, -1 to Charisma and Climbing
C. Reba Kay; Cyborg, +1 to Mechanics and Science, -1 to Sex and Combat
D. Melis Tor; Aquis, +1 to Sex and Science, -1 to Climbing and Combat
E. Kiit Sesh; Felis, +1 to Combat and Climbing, -1 to Science and Mechanics
B. Keri Scraw; Draconian, +1 to Combat and Sex, -1 to Charisma and Climbing
C. Reba Kay; Cyborg, +1 to Mechanics and Science, -1 to Sex and Combat
D. Melis Tor; Aquis, +1 to Sex and Science, -1 to Climbing and Combat
E. Kiit Sesh; Felis, +1 to Combat and Climbing, -1 to Science and Mechanics
2. What are you?
A. Mechanic: +5 skill points in Mechanics, +3 in Science, -3 to Sex, -5 to Combat; Starts with a Wrench(1d4 melee), light armor (+2 AC, adds 2 DC to climbing skill check), and a plasma pistol(1d4 ranged)
B. Warrior: +5 skill points in Combat, +3 in Climbing, -3 to Mechanics, -5 to Science; Starts with a buzzblade(1d6 melee + 10% crit chance), heavy armor(+3 AC, -5 AP per turn), and a plasma rifle(1d6 enhanced range)
C. Hacker: +5 skill points in Science, +3 in Charisma, - 3 to Mechanics, -5 to Combat; Starts with a omnitool(1d3 damage + 5% chance paralysis + 5% chance instant death), ultralight armor (+1 AC), and a NaNswarm(1d5 damage ranged + 5% chance instant death + 20% chance all loot is destroyed)
D. Rouge: +5 skill points in Charisma, +3 to Climbing, -3 to Combat, -5 to Science; Starts with a buzzdagger (1d4 melee + 10% crit chance; silent), ultralight armor(+1 AC), and a laser pistol(1d4 ranged + 10% crit chance; silent)
E. Seductress: +5 skill points in Sex, +3 in Charisma, -3 to Mechanics, -5 to Combat; Starts with neurostick(1d2 melee + 20% chance arousal + 5% chance instant sex victory), seductive dress (0 AC, + 3 to all arousal attempts against humanoid enemies), and neurozapper(1d2 ranged + 20% chance arousal + 5% chance crippling arousal)
B. Warrior: +5 skill points in Combat, +3 in Climbing, -3 to Mechanics, -5 to Science; Starts with a buzzblade(1d6 melee + 10% crit chance), heavy armor(+3 AC, -5 AP per turn), and a plasma rifle(1d6 enhanced range)
C. Hacker: +5 skill points in Science, +3 in Charisma, - 3 to Mechanics, -5 to Combat; Starts with a omnitool(1d3 damage + 5% chance paralysis + 5% chance instant death), ultralight armor (+1 AC), and a NaNswarm(1d5 damage ranged + 5% chance instant death + 20% chance all loot is destroyed)
D. Rouge: +5 skill points in Charisma, +3 to Climbing, -3 to Combat, -5 to Science; Starts with a buzzdagger (1d4 melee + 10% crit chance; silent), ultralight armor(+1 AC), and a laser pistol(1d4 ranged + 10% crit chance; silent)
E. Seductress: +5 skill points in Sex, +3 in Charisma, -3 to Mechanics, -5 to Combat; Starts with neurostick(1d2 melee + 20% chance arousal + 5% chance instant sex victory), seductive dress (0 AC, + 3 to all arousal attempts against humanoid enemies), and neurozapper(1d2 ranged + 20% chance arousal + 5% chance crippling arousal)
3. Where do you land?
A. Clear field about 10 miles east of largest ruin visible to scanners. (Open terrain is less secure, but you're less likely to be ambushed. You'll also be more tired upon arrival to the ruins. Ship takes less damage.)
B. Splash down in the ocean 5 miles west of largest ruin visible to scanners. (Secure from attack by any land-based enemy. You'll be less tired while exploring the ruins. Might have trouble securing necessary supplies. More damage to ship.)
C. Land in the jungle 2 miles south of the largest ruin visible to scanners. (Not very secure, but you can hide your location easier. Easy access to ruins and supplies, but you're more likely to accidently bring "guests" home. Most damage to ship.)
D. Land on the hill 5 miles north of the largest ruin visible to scanners. (Very open, but enemies attacking your landing site will be tired. Easy to get to ruins, but difficult to make it back- you'll have to leave the ruins earlier if you choose to return to landing site. The hill fills you with a nervous feeling. Supplies are fairly scarce. Some damage to ship.)
B. Splash down in the ocean 5 miles west of largest ruin visible to scanners. (Secure from attack by any land-based enemy. You'll be less tired while exploring the ruins. Might have trouble securing necessary supplies. More damage to ship.)
C. Land in the jungle 2 miles south of the largest ruin visible to scanners. (Not very secure, but you can hide your location easier. Easy access to ruins and supplies, but you're more likely to accidently bring "guests" home. Most damage to ship.)
D. Land on the hill 5 miles north of the largest ruin visible to scanners. (Very open, but enemies attacking your landing site will be tired. Easy to get to ruins, but difficult to make it back- you'll have to leave the ruins earlier if you choose to return to landing site. The hill fills you with a nervous feeling. Supplies are fairly scarce. Some damage to ship.)
4. Are we playing for keeps?
A. YES! (Any case where HP falls to 0, instant permanent game over. There may be a sex scene in certain cases. Some of them might be unpleasant. Some cases, if PC gains debilitating arousal status or gets securely grappled, instant permanent game over with sex scene. Most sex scenes will not end in game over. Some of the game over scenes might be unpleasant.)
B. No.... (HP falling to 0 is not fatal. PC wakes up at landing site with a percentage of XP and loot gone. Possibility of sex scene between HP hitting 0 and PC waking. If PC is raped, no monsters will drag her away. Far fewer unpleasant sex scenes.)
B. No.... (HP falling to 0 is not fatal. PC wakes up at landing site with a percentage of XP and loot gone. Possibility of sex scene between HP hitting 0 and PC waking. If PC is raped, no monsters will drag her away. Far fewer unpleasant sex scenes.)
AN:
Weapons with melee tag can only be used up close and personal (duh). Ranged weapons can be used from up to 20 feet away without losing any to-hit chance. Enhanced ranged weapons have no maximum range. To-hit chance will never drop from range.
If you have any other questions, feel free to ask.