Space...once it was believed to be the final frontier among the humans, indeed for a great many people before they have reached for the stars. Their homeworlds gave them troubles and conflicts they wished to escape from. But now, they only know new conflict and new games of war and politics never before imagined. The horror of the cosmos is nwo at the forefront for everyone to face.
But that doesn't bother you, does it? No, you and others like you embrace this conflict...profit off of it. To you the unknown and the deadly offer opportunity, excitement, and a way of life. Together with your fellow space-explorers, you'll brave the dark reaches of space, face horrors you never dreamed of, and earn yourself a place amongst the stars.
Are you ready to being your journey?
*****************************************
https://chyoa.com/story/Stories-of-Horizon.10162
Just so I can spare myself the trouble of posting all the relevant documents and information, here's the link to the story that's based around the game that I set up that has all the information one needs. Look through all of it and see if it's what you're into!
*****************************************
Hello everyone! This time around, I feel like I should stop pussy-footing around and just get right into it, finally. I am going to be GMing (unless someone else wants to give it a spin) a game of Horizon! Though, this will be done in teh Sexual RPs baord and not on a site like roll20 to do tabletops, so it's not gonna operate 100% like Horizon. It'll still have plenty of core mechanics, but it'll do some things differently and go with a more RP-structure rather than purely dice rolls. The GM will still mostly control how things go in the long run, but there might be more player adgency as to what the characters can get away with doing.
Above I linked the story that I have made for the game. Within the Introduction chapter there are links to all the documents that one will need to know how to play (The Manual, The Fringe expansion, and the Warp Compendium). Within the main document there is the character sheet template and instructions in how to construct a character.
If you are interested in joining, then I need to see a full character sheet. Every information required needs to be filled out in order to receive approval. I am willing to answer any questions one may have during this phase, just ask them here or PM me if you feel asking questions is embarassing.
I am loking for a comfortable range of 3-6 players, though can operate with more if the interest is high enough. Also, when you submit a character sheet...I'll need you to choose what story you all would be more interested in doing. This will just involve you putting (either at the end or the beginning of your sheet) "Story Preference: #X", there will be numbers and letters. Here are the stories to choose from:
1) Group is involved in the Alliance military Votes: 0
2) Group is a mercenary group formed in conjunction to a military
2A) Alliance mercenaries Votes: 3
2B) Free Trade Federation (Aravi, Sphinxes, Centauri (Space Centaurs)) mercenaries Votes: 0
2C) Junker's Union (Orocu (Space Orcs), Zasarians, and Canids) mercenaries Votes: 0
3) Group is an independant group or independant individuals for hire Votes: 4
Whichever one gets the most votes shall be the backstory for the group as well as offer different mechanics that the group will have to face. You can get a hint as to what these differences are in the "Military vs Mercenary" section in between the Sexual Content and Genetic Upgrades sections.
There will also be a mechanic based for this RP. In the fiction of Horizon, unless you have a Warp-drive that goes into the Warp itself, it takes a great time before you get to destinations in space. These can take weeks, months, or even years. So I was thinking to do a thing where once the group is on their ship and flying to somewhere, there is 1-2 week period of free roam RP. Where the characters are free to do whatever amongst themselves aboard their ship going through space. Once that 1-2 week period is up, they will have ICly arrived to the destination no matter what actions they were doing prior. There is also an option that if people are bored of waiting and got nothing to do, they can come back to this thread and post "Skip" as well as explain what their character will be doing in teh mean time. Once all people have done this, the time is advanced and they will have arrived to their destination.
Feel free to give an opinion about this mechanic if you so wish. If no one objects to it, it will be assumed it's alright and will be implemented. I will state here on this thread once free roam has been initiated. I'm thinking of calling this "En Route Status". Though, be careful...there might be chances of meeting some nasty things while en route to your destination.
*****************************************
What can one expect in terms of kinks or content for such a forray? Well, a great variety of things really. It's a big, big galaxy out there with lots of aliens, monsters, and a great many events just waiting to happen. Here's a list!
Risk of pregnancy
Pregnancy
Breeding
Ovipositing
Prostitution
Public
Consent
Nonconsent
Bondage
Goo
Tentacles
Bestiality
Humiliation
Degradation
Slavery
Slutty clothing
Slutty partners
Domineering partners
Toys (also includes Androids)
Demons
Romance
Casual fucking
Exotic cocks
Alien cocks
Gangbangs
Groups
Multi-penetration
Branding
Mind Control
Body modification
Death (not while fucking)
Maiming (not while fucking)
Loss of limbs (not while fucking)
Gore (not while fucking)
And who knows what else? As said, it's a big, big galaxy out there. You never know what just might happen to you!
*****************************************
IC Thread: http://forum.chyoa.com/threads/a-tale-from-horizon-horizon-based-pbp-rpg.1070/
Dice-Roll Log: http://forum.chyoa.com/threads/a-tale-from-horizon-dice-roll-log.1069/
*****************************************
Roster:
1) hematoma - Winnifred Karisma
Name: Winnifred "Win" Karisma
Race: Human
Class: Outlaw (Assassin)
Gender: Female
Physical Appearance: Shoulder-length red hair, pale green eyes, full lips, slender waist with very large breasts and ample hips. She has the tendency to wear clothes that emphasize her assets and to strike seemingly accidental poses that reveal a little too much of her body.
Character Background: Created (+1 to Persona), Criminal (+1 to HP)
History: Win is an illegal clone of a pornographic model trained in sexual performance, seduction, and black ops. She is white and fair skinned with a dark beauty mark beside her left eye. Win was created on a criminal station on the fringes of human space. Her brain has been conditioned using simulators and cybernetic surgery to include an experimental personality shunt. Win has partial control over a switch that allows her to vary between a foolish nymphomaniac personality (most of the time) and a trained assassin. Stress and certain stimulation can trigger the shunt against her will in either direction. She was used for assassination and esponiage on behalf of a criminal organization, but managed to free herself at age 6 (apparent age mid-twenties).
Language: Human and Common
Credits: (All Characters start with 10,000 Credits)
Weapon: (Rarely carried)
Cra'thik Spine Shooter: The Cra'thik spine shooter was named after Hive Queen Cra'thik, who mastered the use of the pistol. Named due to the bullets resembling small spines. Type: Small Arm-Pistol-one handed Credits: 500 Magazine Size: 10 Shots Magazine Cost: 20 Credits Damage: 1d8 Weight: 15 lbs Crit Range: 17-20
Widow's Bite: Based off the Bulor Venom Lasher weapon, the Widow's Bite is a long range, powerful, and barely legal weapon within the Alliance. Its long barrel is adorned with spider web designs. More than one high value target has been killed by the Widow's deadly embrace. Credits: 3000 Damage: 1d20 Note: Bolt Action Magazine Size: 1 Bullet Bullet Cost: 5 Credit Per Bullet Critical Range: 17-20 at long and extreme range, 20 at medium range or lower Weight: 45 lbs Note: Extremely Long Range weapon
Armor: (Rarely worn)
Valkyrie Flight Armor: Developed for space combat, the Valkyrie Armor was a joint effort between Grey and Human engineers for agile, yet durable armor. While not offering the same protection as other assault armor types, it allows for quick movement; as well as the ability to fly in bursts. Defense: +1 Suit HP: 10 Credits: 1200 Notes: Capable of flight (3 rounds, 1d4 rounds recharge), increased movement speed(Covers two areas instead of one).This can be used as both light Environ armor or Medium Assault Armor. Suit Weight: 28 lbs
Other: CL1 Personal Computer - The CL1 Personal Computer is a computer placed around the wrist. Cheap, but effective, it allows to bring up standard information on the galactic net, known information about history, and even ship designs. Tech upgrades are available.
Engineering Kit: This kit carries tools and materials for Engineers to make repairs including a high pressure nail gun, liquid metal epoxy, and an Engineering scanner addon for their computers. Repairs on mechanical structures and units are 1d6 increased, lasts the duration of the mission, but is expended at the end of it. Credits: 900
Armor Piercing Rounds for the Widow's Bite: Armor Piercing Rounds ignores the Defense bonus granted by suit or natural armor when attacking. In addition, deals 1d6 increased damage on unarmored foes. Clip Size: 40 Shots each Credits: 500
Upgrades: Hyper Regeneration (Genetic, regain 1hp per round), Cybernetic Arm (left), Coiled Muscle Augmentation (Cybernetic, run double speed, +d8 damage to all melee), Arm Augment - Internal Blade (Cybernetic, 1d8+ all bonuses is 2d8+1)
Character Skills:
- Light Armor-Assassins use light armor.
- Assassins can use Side Arms, Swords, knives, and Sniper Rifles.
- Assassinate- While undetected, the first attack made against an undamaged target will always deal double damage. If dual wielding, both weapons are considered to be the first attack. Enemies asleep, or otherwise incapacitated are instead killed outright.
- Stealth Device-Assassins may use stealth devices. Stealth lasts for 10 rounds, and can be reapplied at any time. - Chameleon: Support (Engineer) Hiding out in the open is what Assassins do best. When creating a character, choose another class. You gain +5 to persona skills to pretend to be that class.
- Mortal Strike-Your Assassinate also prevents healing on the target for 1 round.
- Cull the Weak-Assassinate also may occur if the target is below 30% health, regardless if you are cloaked or not.
- Sniper Rifle Master-While enemies are unaware of your presence, your sniper rifle attacks are considered to do maximum damage.
- (Engineer) Repair-You can repair mechanical units and structures for 1d6 health.
- (Outlaw Omni) Black Market Contacts-You may contact, and use, the Black Market to find discounted, although potentially damaged, goods.
Character Statistics: All new characters Start with 50 points they can allocate into the following stats
HP: 11
Accuracy: 10
Defense: 5
Psionic: 0
Mental Resistance: 5
Technology: 8
Persona: 15
Luck: 8
IQ: 135
Physical Force: 160 (+1 melee bonus)
Psionic Force: -
Total Weight: 125 + 95lbs (including all gear listed)
Action Points: 3 points per turn (3 spaces per point)
HP Regen/hour: Health you regain per hour outside of combat (start 1 HP/hour)
HP Regen/round: 1 HP/round
Sexual Endurance: 15
Sexual Prowess: 16
Sexual Resistance: 7
Libido: 13
Fertility: 4+8 (12)
2) Omegah20 - Maximilian Hatten
General Information
Name: Maximilian "Max" Hatten
Race: Human
Class: Psychic Soldier (Commando)
Gender: Male
Physical Appearance: 6'1, 160lbs. Shoulder length dark hair, blue eyes, light skin tone. Muscular from rigorous exercise but not 'bulky'; more 'sleek' or 'slender'... 'lean' muscle.
Character Background: Military (+1 to Mental Resistance), Ship Crew (+1 to HP)
Malady: Battle Scarred (+2 Accuracy & Defense. Persona capped @ 10)
History: Max is the orphaned son of two space merchants. When he was twelve, his mother was taken in a pirate raid that saw his father die; and while he continues to deal with this tragedy, he has never moved past it. He enlisted in the navy when he came of age and found his psionic talents in high demand for many missions. The actions taken by both his teams and himself have left their mark on Max; he has become rather stoic in nature, withdrawn, guarded and difficult to read. While he is a hard person to get to know, those who manage to get past his cold exterior find a selfless, considerate and eternally loyal friend.
Penis Size: 7"
Language: Romani Confusci & Common
Credits: 1,640
Weapons
M39 Breathstealer (+Sight Scope)
The 'Breathstealer' was developed using Camarian weapon designs. It's sleek, durable, and has enough suppressing firepower to put down a charging elephant.
Credits: 900
Damage: 3d6 (Must roll the attack for each 1d6 of damage)
Magazine Size: 15 Shots
Magazine Cost: 50 Credits
Weight: 28 lbs
Crit Range: 18-20
Note: Semi Automatic. Each Shot fired for each 1d6 point of damage consumes 1 shot.
Note: Sight Scope adds +1 Accuracy to this weapon
S19 Eagle
The eagle has been in use for around 300 years. Based off the old Desert Eagle designs, it allows for a compact, yet powerful, punch.
Type: Small Arm-Pistol-one handed
Weight: 10 lbs
Credits: 300
Damage: 1d5 (Roll 1d6-1)
Magazine Size: 8 Shots
Magazine Cost: 20 Credits
Crit Range: 17-20
Combat Knife (One Handed)
Standard issue, a combat knife is a last resort weapon or tool.
Melee-Knife
Credits: 100
Damage: 1d4
Weight: 3 lbs
Crit Range: 17-20
Armor
Excalibur Assault Armor (+Nanite Repair)
Standard armor used by Human forces going into hostile zones, the Excalibur Assault Armor is woven with carbon fibers and has refined steel plates. This prevents penetration from small arms fire, as well as giving moderate protection against larger threats.
Defense: +3
Suit HP: 20
Credits: 800
Suit Weight: 30 lbs
Other
CL1 Personal Computer
The CL1 Personal Computer is a computer placed around the wrist. Cheap, but effective, it allows to bring up standard information on the galactic net, known information about history, and even ship designs. Tech upgrades are available.
Universal Translator
A device that can be built into computers, suits, etc. This translates known languages into an understandable form, while translating your own language into something the other creature can understand. Given time, it can eventually translate unknown languages as well.
Credits: 1000
M39 Breathstealer Magazines (x4)
Spare magazines for the M39 Assault Rifle
Credits: 50 per magazine
S19 Eagle Magazines (x3)
Spare magazines for the S19 Pistol
Credits: 20 per magazine
Fragmentation Grenade (x5)
'Frag' grenades are cheap, but effective, grenades that are thrown; causing an explosion and debris to be scattered about.
Damage: 2d6
Cost: 300 Each
Note: Aoe, Friendly Fire possible
Weight: 1 lbs each
Upgrades
Hyper Regeneration
The recipient's healing properties are vastly increased. Inside of battle, the target regenerates 1 HP every round unless flatlined. (Human)
Carbon Density Bones
Gain a +1 to Defense, in addition, you cannot have your bones broken due to being made of a diamond like material. (Free Upgrade)
Sight Scope
Adds a sight scope to the weapon (M39 Breathstealer), gaining +1 to Accuracy while wielding the weapon. Can only be applied to firearms. Androids can equip this as an upgrade, adding +1 to any weapon they use. (Credits: 500)
Nanite Repair
Nanite bots repair suit (Excalibur Assault Armor) damage, restoring 1 HP to it per round. This also prevents suit ruptures for lasting for more than one round. (Credits: 3000)
Mind Assault
Rather than using a weapon attack, you make a mind attack against the target. On a success, the target takes 10 damage, and are rattled for one round. (Free Upgrade)
Psychic Shield
You place a barrier around you, absorbing 10 damage before it dissipates. This can absorb any type of damage, including particle weaponry. (Human)
Telekinesis
Allows the psion to pick up, push, pull, or crush objects. Using it to smash into an enemy does a flat out 10 points of damage, excluding external factors. (Class)
Character Skills
HP: 16 (Total) (10 (Base) +1 (Background) +5 (Assigned))
Accuracy: 7 (Total) (2 (Malady) + 5 (Assigned))
Defense: 15 (Total) (2 (Malady) +3 (Armor) +1 (Upgrade) +9 (Assigned))
Psionic: 8 (Total) (8 (Assigned))
Mental Resistance: 10 (Total) (1 (Background) +9 (Assigned))
Technology: 2 (Total) (2 (Assigned))
Persona: 5 (Total) (5 (Assigned))
Luck: 7 (Total) (7 (Assigned))
IQ: 131 (Total) 50 (Base) + 8 (Class: Commando (Roll: 6+2)) + 73 (6d20 (Roll: 13+16+9+11+18+6))
Physical Force: 240 (Total) ((8 (Base) +2 (Military Trained) +3 (Strict Regiment) +5 (Commando) +3 (Healthy) + 3 (Martial Training)) x10)
Psionic Force: 108 (Total) (100 (Novice) +8 (Psionic Score))
Total Weight: 236 (Total) (160 (Character) + 30 (Armor) + 41 (Weapons) + 5 (Items))
Action Points: 3 Points per turn (3 spaces per point)
HP Regen/hour: 2 HP/hour (1 (Base) +1 (per round))
HP Regen/round: 1 HP/round (via Hyper Regeneration)
Sexual Stats
Sexual Endurance: 15 (Total) (5 (Base) +10 (Assigned))
Sexual Prowess: 9 (Assigned)
Sexual Resistance: 8 (Assigned)
Libido: 7 (Assigned)
Fertility: 10 (Total) (3 (Race) +7 (Luck))
3) Yarkoz - Dr. Andrew Layson
4) GenericEditor168 - Yaset Acuxe
5) Iknight - Inara Rei
Name: Inara Rei AKA Zealot
Race: Merrow (Shallow Water)
Class: Heavy Gunner
Gender: Female
Physical Appearance:
Locked in armor that serves as defense, and a moble life support, Inara's true beauty is always shrouded in metal. Attractive by humanoid standards, Inara has a deep cerulean hue to her skin, inquisative, yellow eyes, and rainbow like hair. Athletic build her proportions are fairly average.
Character Measurements: B74 W56 H78 cm
Language: Merrow, Common
Credits: 2100
Weapon: Spear Rifle
The Spear Rifle is an Assault Rifle that fires small spears rather than bullets. Spears can come in simple, explosive, corrosive, and a myriad of others. The primary weapon of most Merrow soldiers, it can be used on land and sea, although more effective underwater and in Zero Gravity situations.
Rather than old human spearguns, the Spear Rifle has smaller projectiles, fired in rapid succession. The result is the same, with barbs piercing the flesh, and sticking to the target. This can cause painful and crippling wounds. Uses air cartridges and spears, and while the weapon is inexpensive, the magazines are pricier.
Type: Two Handed, Assault Rifle
Damage: 3d8
Weight: 25 lbs
Crit Range: 18-20
Magazine Size: 6 Shots before reloading
Magazine Price: 600 Credits
Credits: 3000
Special: Against unarmored enemies, causes bleeding until the spear is removed. -2 to Accuracy when not used Underwater or in Zero Gravity environments.
Armor: Hercules MKV:
Developed during “Operation Raid”, the Hercules was designed specifically to fight against the Zax. This allowed Humans to go toe to toe against the much larger aliens. While there is peace between the two races, the Hercules is still used.
Defense:+5
Suit HP: 50
Credits: 4000
Suit Weight: 110 lbs
Other: CL1 Personal Computer
Corrosive Spear Cartridge x1
Spear Cartridge x2
Upgrades:
Emergency Sealant: (Tech level 1)
Credits: 4000
Due to suit breeches being lethal in most circumstances, Merrows developed this technology to seal suit breeches immediately. When a suit breach occurs, armor is immediately sealed up. The Suit is considered damaged, offering no further protection, but still retains air and water within it until the wearer reaches Flatline status.
Aquatic Suit Upgrade:
Credits: 300
Replaces the standard air filtration system with an aquatic one. This can be done on armor, or for 600 credits can be used on a room, as long as power is supplied.
Psionic Capabilities: Class 1 Psionic
Augment - Armor:
You summon a psionic set of armor around yourself that persists for 1d4 rounds, or until destroyed. While it persists, you gain +3 to Defense, and it has an HP value of 20. It cannot stop psionic attacks other than Telekinesis.
Psychic Shield:
You place a barrier around you, absorbing 10 damage before it dissipates. This can absorb any type of damage, including particle weaponry.
Character Backround: Criminal (+1 HP), Military (+1 Defense)
HP: 11
Accuracy: 15
Defense: 11
Psionic: 3
Mental Resistance: 5
Technology: 5
Persona: 5
Luck: 7
IQ: 148
Physical Force: 220 (320 in Heavy Armor)
Current Weight Used: 135/320
Sexual Stats: Sexual Endurance: 10
Sexual Prowess: 10
Sexual Resistance: 10
Libido: 5
Fertility: 3
Skills and Abilities:
-Heavy Armor Training- Heavy Gunners can use Heavy Armor and below.
-Heavy Gunners can use any weapons.
-Damage Resistance-Heavy Gunners gain d6 Physical Damage resistance. If they already have d6 physical damage resistance, increase it to d8 damage resistance instead.
-Wind up-If not fired on at least once every round, increase Damage done by 2d8. Persists until fired upon.
-Bug Smashing-Heavy Gunners gain 2d6 damage against any target that provokes an opportunity attack from you.
-Immovable Object-Heavy Gunners do not get knocked back by grenades, and cannot be thrown unless by a Class 3 or above Psionic.
-Living Fortress-Allies a short distance behind you gain +5 to Defense. In addition, you gain Damage Invulnerability 6.
-Combat Shield- Gain access to a one handed Combat shield. It counts for light cover, but requires one hand to use. Enemies not using called shots must attack it before attacking you. It has the following stats:
Riot Shield
One Hand
Weight: 20 lbs
HP: 30
Defense: +10
Cost: 1000 to replace
Quick Swap-Allows you to instantly switch between weapons, rather than taking a round to do so.
-Shallow Water Merrow gain the ability to change the pigmentation and skin texture to temporarily match that of their surroundings. A Merrow cannot move, and can be detected by any heat differences, but are considered stealthed while in this state.
-All Merrow can breath underwater.
-Merrow go into several hours of Torpor, and are considered awake during this time, just not active. As such, Merrow are immune to any effect that causes sleeping.
-Merrow gain the ability to use poison barbs or claws as a melee attack, or a reaction against a melee attack. The attack is considered a Searing Pain Poison.
-While underwater or in zero g environments, Merrows gain a +10 to defense against attacks.
-Without having a suit or ship filled with oxygen rich water, or not in oxygen rich water, considered to have a hull breach in outer space environment
But that doesn't bother you, does it? No, you and others like you embrace this conflict...profit off of it. To you the unknown and the deadly offer opportunity, excitement, and a way of life. Together with your fellow space-explorers, you'll brave the dark reaches of space, face horrors you never dreamed of, and earn yourself a place amongst the stars.
Are you ready to being your journey?
*****************************************
https://chyoa.com/story/Stories-of-Horizon.10162
Just so I can spare myself the trouble of posting all the relevant documents and information, here's the link to the story that's based around the game that I set up that has all the information one needs. Look through all of it and see if it's what you're into!
*****************************************
Hello everyone! This time around, I feel like I should stop pussy-footing around and just get right into it, finally. I am going to be GMing (unless someone else wants to give it a spin) a game of Horizon! Though, this will be done in teh Sexual RPs baord and not on a site like roll20 to do tabletops, so it's not gonna operate 100% like Horizon. It'll still have plenty of core mechanics, but it'll do some things differently and go with a more RP-structure rather than purely dice rolls. The GM will still mostly control how things go in the long run, but there might be more player adgency as to what the characters can get away with doing.
Above I linked the story that I have made for the game. Within the Introduction chapter there are links to all the documents that one will need to know how to play (The Manual, The Fringe expansion, and the Warp Compendium). Within the main document there is the character sheet template and instructions in how to construct a character.
If you are interested in joining, then I need to see a full character sheet. Every information required needs to be filled out in order to receive approval. I am willing to answer any questions one may have during this phase, just ask them here or PM me if you feel asking questions is embarassing.
I am loking for a comfortable range of 3-6 players, though can operate with more if the interest is high enough. Also, when you submit a character sheet...I'll need you to choose what story you all would be more interested in doing. This will just involve you putting (either at the end or the beginning of your sheet) "Story Preference: #X", there will be numbers and letters. Here are the stories to choose from:
1) Group is involved in the Alliance military Votes: 0
2) Group is a mercenary group formed in conjunction to a military
2A) Alliance mercenaries Votes: 3
2B) Free Trade Federation (Aravi, Sphinxes, Centauri (Space Centaurs)) mercenaries Votes: 0
2C) Junker's Union (Orocu (Space Orcs), Zasarians, and Canids) mercenaries Votes: 0
3) Group is an independant group or independant individuals for hire Votes: 4
Whichever one gets the most votes shall be the backstory for the group as well as offer different mechanics that the group will have to face. You can get a hint as to what these differences are in the "Military vs Mercenary" section in between the Sexual Content and Genetic Upgrades sections.
There will also be a mechanic based for this RP. In the fiction of Horizon, unless you have a Warp-drive that goes into the Warp itself, it takes a great time before you get to destinations in space. These can take weeks, months, or even years. So I was thinking to do a thing where once the group is on their ship and flying to somewhere, there is 1-2 week period of free roam RP. Where the characters are free to do whatever amongst themselves aboard their ship going through space. Once that 1-2 week period is up, they will have ICly arrived to the destination no matter what actions they were doing prior. There is also an option that if people are bored of waiting and got nothing to do, they can come back to this thread and post "Skip" as well as explain what their character will be doing in teh mean time. Once all people have done this, the time is advanced and they will have arrived to their destination.
Feel free to give an opinion about this mechanic if you so wish. If no one objects to it, it will be assumed it's alright and will be implemented. I will state here on this thread once free roam has been initiated. I'm thinking of calling this "En Route Status". Though, be careful...there might be chances of meeting some nasty things while en route to your destination.
*****************************************
What can one expect in terms of kinks or content for such a forray? Well, a great variety of things really. It's a big, big galaxy out there with lots of aliens, monsters, and a great many events just waiting to happen. Here's a list!
Risk of pregnancy
Pregnancy
Breeding
Ovipositing
Prostitution
Public
Consent
Nonconsent
Bondage
Goo
Tentacles
Bestiality
Humiliation
Degradation
Slavery
Slutty clothing
Slutty partners
Domineering partners
Toys (also includes Androids)
Demons
Romance
Casual fucking
Exotic cocks
Alien cocks
Gangbangs
Groups
Multi-penetration
Branding
Mind Control
Body modification
Death (not while fucking)
Maiming (not while fucking)
Loss of limbs (not while fucking)
Gore (not while fucking)
And who knows what else? As said, it's a big, big galaxy out there. You never know what just might happen to you!
*****************************************
IC Thread: http://forum.chyoa.com/threads/a-tale-from-horizon-horizon-based-pbp-rpg.1070/
Dice-Roll Log: http://forum.chyoa.com/threads/a-tale-from-horizon-dice-roll-log.1069/
*****************************************
Roster:
1) hematoma - Winnifred Karisma
Name: Winnifred "Win" Karisma
Race: Human
Class: Outlaw (Assassin)
Gender: Female
Physical Appearance: Shoulder-length red hair, pale green eyes, full lips, slender waist with very large breasts and ample hips. She has the tendency to wear clothes that emphasize her assets and to strike seemingly accidental poses that reveal a little too much of her body.
Character Background: Created (+1 to Persona), Criminal (+1 to HP)
History: Win is an illegal clone of a pornographic model trained in sexual performance, seduction, and black ops. She is white and fair skinned with a dark beauty mark beside her left eye. Win was created on a criminal station on the fringes of human space. Her brain has been conditioned using simulators and cybernetic surgery to include an experimental personality shunt. Win has partial control over a switch that allows her to vary between a foolish nymphomaniac personality (most of the time) and a trained assassin. Stress and certain stimulation can trigger the shunt against her will in either direction. She was used for assassination and esponiage on behalf of a criminal organization, but managed to free herself at age 6 (apparent age mid-twenties).
Language: Human and Common
Credits: (All Characters start with 10,000 Credits)
Weapon: (Rarely carried)
Cra'thik Spine Shooter: The Cra'thik spine shooter was named after Hive Queen Cra'thik, who mastered the use of the pistol. Named due to the bullets resembling small spines. Type: Small Arm-Pistol-one handed Credits: 500 Magazine Size: 10 Shots Magazine Cost: 20 Credits Damage: 1d8 Weight: 15 lbs Crit Range: 17-20
Widow's Bite: Based off the Bulor Venom Lasher weapon, the Widow's Bite is a long range, powerful, and barely legal weapon within the Alliance. Its long barrel is adorned with spider web designs. More than one high value target has been killed by the Widow's deadly embrace. Credits: 3000 Damage: 1d20 Note: Bolt Action Magazine Size: 1 Bullet Bullet Cost: 5 Credit Per Bullet Critical Range: 17-20 at long and extreme range, 20 at medium range or lower Weight: 45 lbs Note: Extremely Long Range weapon
Armor: (Rarely worn)
Valkyrie Flight Armor: Developed for space combat, the Valkyrie Armor was a joint effort between Grey and Human engineers for agile, yet durable armor. While not offering the same protection as other assault armor types, it allows for quick movement; as well as the ability to fly in bursts. Defense: +1 Suit HP: 10 Credits: 1200 Notes: Capable of flight (3 rounds, 1d4 rounds recharge), increased movement speed(Covers two areas instead of one).This can be used as both light Environ armor or Medium Assault Armor. Suit Weight: 28 lbs
Other: CL1 Personal Computer - The CL1 Personal Computer is a computer placed around the wrist. Cheap, but effective, it allows to bring up standard information on the galactic net, known information about history, and even ship designs. Tech upgrades are available.
Engineering Kit: This kit carries tools and materials for Engineers to make repairs including a high pressure nail gun, liquid metal epoxy, and an Engineering scanner addon for their computers. Repairs on mechanical structures and units are 1d6 increased, lasts the duration of the mission, but is expended at the end of it. Credits: 900
Armor Piercing Rounds for the Widow's Bite: Armor Piercing Rounds ignores the Defense bonus granted by suit or natural armor when attacking. In addition, deals 1d6 increased damage on unarmored foes. Clip Size: 40 Shots each Credits: 500
Upgrades: Hyper Regeneration (Genetic, regain 1hp per round), Cybernetic Arm (left), Coiled Muscle Augmentation (Cybernetic, run double speed, +d8 damage to all melee), Arm Augment - Internal Blade (Cybernetic, 1d8+ all bonuses is 2d8+1)
Character Skills:
- Light Armor-Assassins use light armor.
- Assassins can use Side Arms, Swords, knives, and Sniper Rifles.
- Assassinate- While undetected, the first attack made against an undamaged target will always deal double damage. If dual wielding, both weapons are considered to be the first attack. Enemies asleep, or otherwise incapacitated are instead killed outright.
- Stealth Device-Assassins may use stealth devices. Stealth lasts for 10 rounds, and can be reapplied at any time. - Chameleon: Support (Engineer) Hiding out in the open is what Assassins do best. When creating a character, choose another class. You gain +5 to persona skills to pretend to be that class.
- Mortal Strike-Your Assassinate also prevents healing on the target for 1 round.
- Cull the Weak-Assassinate also may occur if the target is below 30% health, regardless if you are cloaked or not.
- Sniper Rifle Master-While enemies are unaware of your presence, your sniper rifle attacks are considered to do maximum damage.
- (Engineer) Repair-You can repair mechanical units and structures for 1d6 health.
- (Outlaw Omni) Black Market Contacts-You may contact, and use, the Black Market to find discounted, although potentially damaged, goods.
Character Statistics: All new characters Start with 50 points they can allocate into the following stats
HP: 11
Accuracy: 10
Defense: 5
Psionic: 0
Mental Resistance: 5
Technology: 8
Persona: 15
Luck: 8
IQ: 135
Physical Force: 160 (+1 melee bonus)
Psionic Force: -
Total Weight: 125 + 95lbs (including all gear listed)
Action Points: 3 points per turn (3 spaces per point)
HP Regen/hour: Health you regain per hour outside of combat (start 1 HP/hour)
HP Regen/round: 1 HP/round
Sexual Endurance: 15
Sexual Prowess: 16
Sexual Resistance: 7
Libido: 13
Fertility: 4+8 (12)
2) Omegah20 - Maximilian Hatten
General Information
Name: Maximilian "Max" Hatten
Race: Human
Class: Psychic Soldier (Commando)
Gender: Male
Physical Appearance: 6'1, 160lbs. Shoulder length dark hair, blue eyes, light skin tone. Muscular from rigorous exercise but not 'bulky'; more 'sleek' or 'slender'... 'lean' muscle.
Character Background: Military (+1 to Mental Resistance), Ship Crew (+1 to HP)
Malady: Battle Scarred (+2 Accuracy & Defense. Persona capped @ 10)
History: Max is the orphaned son of two space merchants. When he was twelve, his mother was taken in a pirate raid that saw his father die; and while he continues to deal with this tragedy, he has never moved past it. He enlisted in the navy when he came of age and found his psionic talents in high demand for many missions. The actions taken by both his teams and himself have left their mark on Max; he has become rather stoic in nature, withdrawn, guarded and difficult to read. While he is a hard person to get to know, those who manage to get past his cold exterior find a selfless, considerate and eternally loyal friend.
Penis Size: 7"
Language: Romani Confusci & Common
Credits: 1,640
Weapons
M39 Breathstealer (+Sight Scope)
The 'Breathstealer' was developed using Camarian weapon designs. It's sleek, durable, and has enough suppressing firepower to put down a charging elephant.
Credits: 900
Damage: 3d6 (Must roll the attack for each 1d6 of damage)
Magazine Size: 15 Shots
Magazine Cost: 50 Credits
Weight: 28 lbs
Crit Range: 18-20
Note: Semi Automatic. Each Shot fired for each 1d6 point of damage consumes 1 shot.
Note: Sight Scope adds +1 Accuracy to this weapon
S19 Eagle
The eagle has been in use for around 300 years. Based off the old Desert Eagle designs, it allows for a compact, yet powerful, punch.
Type: Small Arm-Pistol-one handed
Weight: 10 lbs
Credits: 300
Damage: 1d5 (Roll 1d6-1)
Magazine Size: 8 Shots
Magazine Cost: 20 Credits
Crit Range: 17-20
Combat Knife (One Handed)
Standard issue, a combat knife is a last resort weapon or tool.
Melee-Knife
Credits: 100
Damage: 1d4
Weight: 3 lbs
Crit Range: 17-20
Armor
Excalibur Assault Armor (+Nanite Repair)
Standard armor used by Human forces going into hostile zones, the Excalibur Assault Armor is woven with carbon fibers and has refined steel plates. This prevents penetration from small arms fire, as well as giving moderate protection against larger threats.
Defense: +3
Suit HP: 20
Credits: 800
Suit Weight: 30 lbs
Other
CL1 Personal Computer
The CL1 Personal Computer is a computer placed around the wrist. Cheap, but effective, it allows to bring up standard information on the galactic net, known information about history, and even ship designs. Tech upgrades are available.
Universal Translator
A device that can be built into computers, suits, etc. This translates known languages into an understandable form, while translating your own language into something the other creature can understand. Given time, it can eventually translate unknown languages as well.
Credits: 1000
M39 Breathstealer Magazines (x4)
Spare magazines for the M39 Assault Rifle
Credits: 50 per magazine
S19 Eagle Magazines (x3)
Spare magazines for the S19 Pistol
Credits: 20 per magazine
Fragmentation Grenade (x5)
'Frag' grenades are cheap, but effective, grenades that are thrown; causing an explosion and debris to be scattered about.
Damage: 2d6
Cost: 300 Each
Note: Aoe, Friendly Fire possible
Weight: 1 lbs each
Upgrades
Hyper Regeneration
The recipient's healing properties are vastly increased. Inside of battle, the target regenerates 1 HP every round unless flatlined. (Human)
Carbon Density Bones
Gain a +1 to Defense, in addition, you cannot have your bones broken due to being made of a diamond like material. (Free Upgrade)
Sight Scope
Adds a sight scope to the weapon (M39 Breathstealer), gaining +1 to Accuracy while wielding the weapon. Can only be applied to firearms. Androids can equip this as an upgrade, adding +1 to any weapon they use. (Credits: 500)
Nanite Repair
Nanite bots repair suit (Excalibur Assault Armor) damage, restoring 1 HP to it per round. This also prevents suit ruptures for lasting for more than one round. (Credits: 3000)
Mind Assault
Rather than using a weapon attack, you make a mind attack against the target. On a success, the target takes 10 damage, and are rattled for one round. (Free Upgrade)
Psychic Shield
You place a barrier around you, absorbing 10 damage before it dissipates. This can absorb any type of damage, including particle weaponry. (Human)
Telekinesis
Allows the psion to pick up, push, pull, or crush objects. Using it to smash into an enemy does a flat out 10 points of damage, excluding external factors. (Class)
Character Skills
- Psychic Soldiers gain training in all weapons other than Heavy Weapons
- Psychic Soldiers gain access to Medium and Light Armor
- Psionic Augmentation - A Psychic Soldier can use a number of augments equal to 25% of their Psionic score per battle. You may augment your defensive capabilities, or attack capabilities. These augments require one action to use, and last until your next turn. Augmenting your defenses increases your Defense stat by your psionic stat, and grants a temporary shield equal to 50% of your psionic stat. Augmenting your attack capabilities increases your damage by 25% of your psionic stat, in addition, depending on your psionic level (1,2, 3, or 4), grants the attack a knock back effect. At level 1, your attack carries a knock down to enemies with a Physical Force of 100 or less. At level 2, 300, level 3, 600, and level 4, 1200. The knockdown requires one action to get back up.
- Preternatural Awareness - A psychic soldier cannot be surprised in combat
- Psionic Knowledge - You gain one level 1 psionic ability for free.
- Swift Augmentation - Your augments no longer require an action to use during your turn. (Class)
- Weapon Specialization - When you choose this skill, choose a weapon type (Assault Rifles). While using those weapons, you gain plus 1 to dice size damage. (Class)
- Psionic Blade Mastery - You gain use of all melee weapons, but must pick one to favor (Combat Knife). While wielding this weapon, you gain +5 to damage with melee attacks and Defenses. You are psionically linked to this weapon, and it becomes as part of you as your own hand is. Should this weapon be destroyed, you take damage equal to your Psionic score, and it requires one week of focusing on a new weapon to gain the Psionic Blade Mastery benefits. (From Psionic Slayer via Human)
- Martial Arts Training - Whether you're a human Judo master or a Zax claw lord, Martial arts allows for your character to fight unarmed. When in melee you deal 1d8 extra damage. (IQ)
HP: 16 (Total) (10 (Base) +1 (Background) +5 (Assigned))
Accuracy: 7 (Total) (2 (Malady) + 5 (Assigned))
Defense: 15 (Total) (2 (Malady) +3 (Armor) +1 (Upgrade) +9 (Assigned))
Psionic: 8 (Total) (8 (Assigned))
Mental Resistance: 10 (Total) (1 (Background) +9 (Assigned))
Technology: 2 (Total) (2 (Assigned))
Persona: 5 (Total) (5 (Assigned))
Luck: 7 (Total) (7 (Assigned))
IQ: 131 (Total) 50 (Base) + 8 (Class: Commando (Roll: 6+2)) + 73 (6d20 (Roll: 13+16+9+11+18+6))
Physical Force: 240 (Total) ((8 (Base) +2 (Military Trained) +3 (Strict Regiment) +5 (Commando) +3 (Healthy) + 3 (Martial Training)) x10)
Psionic Force: 108 (Total) (100 (Novice) +8 (Psionic Score))
Total Weight: 236 (Total) (160 (Character) + 30 (Armor) + 41 (Weapons) + 5 (Items))
Action Points: 3 Points per turn (3 spaces per point)
HP Regen/hour: 2 HP/hour (1 (Base) +1 (per round))
HP Regen/round: 1 HP/round (via Hyper Regeneration)
Sexual Stats
Sexual Endurance: 15 (Total) (5 (Base) +10 (Assigned))
Sexual Prowess: 9 (Assigned)
Sexual Resistance: 8 (Assigned)
Libido: 7 (Assigned)
Fertility: 10 (Total) (3 (Race) +7 (Luck))
3) Yarkoz - Dr. Andrew Layson
Dr. Andrew Hildebrendt Layson
Race: Human
Class: Healer, Doctor (martial)
Gender: Male
Physical Appearance: On the tall side (6' 2", 188 cm), lanky, mussed burnette hair. Invariably dons a labcoat even in recreational settings, because he worked hard for that degree and he's going to show it, damnit. Other than that, it's mostly t-shirts and slacks or jeans.
Character Background: Higher education and scientist (+2 tech)
History: Born on one of the more remote human colonies, Andrew received his medical degree one the prestigious universities of Earth-2, though it meant a painful separation between him and his family. He has seen little of him since, and due to his freelance medical serivces, his work has now found him on this fateful trip...
Penis Size: 8" (20 cm)
Language: Common and Romani Confusci
Credits: 1,480
Weapon: S19 Eagle w/magazine
Armor: SkyWalker Mk II
Other: Medical kit, hallucinogenic poison (x2), paralysis poison (x2), air burst rounds (x5) EMP rounds (x2), trauma shield, universal translator, CL1 Personal Computer w/o upgrades
Upgrades: Augmented touch, prosthetic limb (right arm), EMP insulation, site scope for the S19 Eagle (+1 Accuracy in combat)
Character Skills
Human anatomical knowledge - While you heal someone with your anatomical knowledge, you heal for 1d8 extra.
Surgery - Outside of battle, you may perform more drastic healing actions, restoring an ally’s health back to full given enough time.
Toxicology - Doctors are able to identify and neutralize poisons.
Triage - In melee range, you may heal 1d8 health per action.
Sidearm training & light armor
Experiment - Given time, credits, and samples, Doctors are able to come up with new cures, or perhaps better modifications on medical nanites, or equipment they use. DM determines how much time and credits will be involved. This can be used to modify any skill or item that enhances healing or the like, as well as cures (which can be sold or kept). DM determines any detriments to the technology or luck roll, and how long it will take.
Goz anatomical knowledge
Xeno-anthropologist (from Support class, Researcher (martial))
Repair (from Support class, Engineer (technology))
System shock
Character Stats
HP: 13
Accuracy: 3
Defense: 4
Psionic: 0
Mental Resistance: 8
Technology: 11
Persona: 12
Luck: 9
IQ: 50 (base) + 54 (6d20 rolls) + 14 (2d20 Healer bonus) = 118
Physical Force: 8 (base) + 3 (healthy bonus) x10 = 110
Psionic Force: N/A
Total Weight: 185 + 10 (sidearm) + 10 (suit) = 205
Action Points: 3 points per turn (3 spaces per point)
HP Regen/hour: 1/hr
HP Regen/round: N/A
Sexual Stats
Sexual Endurance: 10
Sexual Prowess: 8
Sexual Resistance: 8
Libido: 5 This value starts out at 0. The more you allocate, the easier you are to being seduced. However, the higher value you give it allows you to increase the number of points you have in other Sexual Stats. Max number that can be placed in this stat is 20
Fertility: 7
Race: Human
Class: Healer, Doctor (martial)
Gender: Male
Physical Appearance: On the tall side (6' 2", 188 cm), lanky, mussed burnette hair. Invariably dons a labcoat even in recreational settings, because he worked hard for that degree and he's going to show it, damnit. Other than that, it's mostly t-shirts and slacks or jeans.
Character Background: Higher education and scientist (+2 tech)
History: Born on one of the more remote human colonies, Andrew received his medical degree one the prestigious universities of Earth-2, though it meant a painful separation between him and his family. He has seen little of him since, and due to his freelance medical serivces, his work has now found him on this fateful trip...
Penis Size: 8" (20 cm)
Language: Common and Romani Confusci
Credits: 1,480
Weapon: S19 Eagle w/magazine
Armor: SkyWalker Mk II
Other: Medical kit, hallucinogenic poison (x2), paralysis poison (x2), air burst rounds (x5) EMP rounds (x2), trauma shield, universal translator, CL1 Personal Computer w/o upgrades
Upgrades: Augmented touch, prosthetic limb (right arm), EMP insulation, site scope for the S19 Eagle (+1 Accuracy in combat)
Character Skills
Human anatomical knowledge - While you heal someone with your anatomical knowledge, you heal for 1d8 extra.
Surgery - Outside of battle, you may perform more drastic healing actions, restoring an ally’s health back to full given enough time.
Toxicology - Doctors are able to identify and neutralize poisons.
Triage - In melee range, you may heal 1d8 health per action.
Sidearm training & light armor
Experiment - Given time, credits, and samples, Doctors are able to come up with new cures, or perhaps better modifications on medical nanites, or equipment they use. DM determines how much time and credits will be involved. This can be used to modify any skill or item that enhances healing or the like, as well as cures (which can be sold or kept). DM determines any detriments to the technology or luck roll, and how long it will take.
Goz anatomical knowledge
Xeno-anthropologist (from Support class, Researcher (martial))
Repair (from Support class, Engineer (technology))
System shock
Character Stats
HP: 13
Accuracy: 3
Defense: 4
Psionic: 0
Mental Resistance: 8
Technology: 11
Persona: 12
Luck: 9
IQ: 50 (base) + 54 (6d20 rolls) + 14 (2d20 Healer bonus) = 118
Physical Force: 8 (base) + 3 (healthy bonus) x10 = 110
Psionic Force: N/A
Total Weight: 185 + 10 (sidearm) + 10 (suit) = 205
Action Points: 3 points per turn (3 spaces per point)
HP Regen/hour: 1/hr
HP Regen/round: N/A
Sexual Stats
Sexual Endurance: 10
Sexual Prowess: 8
Sexual Resistance: 8
Libido: 5 This value starts out at 0. The more you allocate, the easier you are to being seduced. However, the higher value you give it allows you to increase the number of points you have in other Sexual Stats. Max number that can be placed in this stat is 20
Fertility: 7
4) GenericEditor168 - Yaset Acuxe
Name: Yaset Acuxe, aka “Iron Hemlock”, aka “Sister Ezixosh”
Race: Camarian (Protectorate)
Class: Assassin
Gender: Male
Physical Appearance: Smooth blue-green scales, medium-sized horns on head. Lithe, graceful, normally wearing nun-style robes and several mystic charms around his neck (they have no actual use, other then as part of his disguise), and androgynous. He’s killed more than one person who assumed he was a Camarian callgirl.
Character Background: Military (Trained in Protectorate Intelligence), Colonist.
History: Born on Camar, in a major Protectorate city. Joined the Protectorate intelligence service immediately after leaving school (with only a Bachelor of Psychology). Following training (waterboarding, anyone?) he was assigned to counterintelligence's wetwork in his home city, leaving a trail of “missing” agents of various powers behind him. When he “accidently” killed a Collective diplomat (who was “innocently” spreading news about the advantages of psionic powers), he was reassigned to a remote colony world, in order to “keep him from the public eye”.*
*For readers unfamiliar with intelligence work or euphemisms: Assigned to rooting out and killing operatives of other powers in his city. Under orders from his superiors, deliberately murdered a Collective diplomat, who was running a pro-Collective propaganda campaign, the Collective complained about the death, and he was sent off-world so that no one would find him.
When on the colony, his given years of freedom ran up (Camarian males are given twenty years, spread as they wish throughout their life, plus their first twenty years (where they are not of the age of consent), where they are free to live as they wish. Outside of that, they’re breeders). Rather than return to a life of sexual servitude, he simply... disappeared.
Character Measurements: 6’ 0”, 143 lbs.
Penis Size: 12cm (slightly smaller than 5”)
Language: Common, Carin Tongue
Credits: 1700
Weapon:
2 Swords (w/ Diamond Cut 1):
Melee-Sword
Credits: 500 x 2
Damage: 2d6 (+2)
Weight: 15 lbs x 2
Crit Range: 18-20
Note: On a critical hit, the target can potentially lose a limb. +1 Accuracy.
1 Shadow Lance (w/ Silencer, Sight Scope 1):
The Shadow Lance is an SMG with a curious feature. Rather than being built for short range, it was specifically built to be deadly accurate at all ranges. While not as deadly as a standard sniper rifle, it can fit in one hand, and can be easily fired. To a marksman, this can prove far more lethal than the extreme range sniper rifles can offer.
Type: Small arm-Pistol-one handed
Damage: 4d4
Credits: 2000 + 600 + 500
Weight: 25 lbs
Crit Range: 18-20 at melee and short range, 20 beyond that
Shots Fired: Can be fired 5 times before reloading
Clip Cost: 50 Credits
Notes: -1 Accuracy (total of Silencer and Sight Scope), silent.
Armor:
Whisper Battlesuit Mk 111 (+Augmented HUD):
50% carbon fiber, 50% 5th generation Hybrid Kevlar. H8 Harness – Satin Weave. Gorgeous, soft, and nearly indestructible. Whisper armor is the choice for commando’s and deep end reconnaissance. The fully enclosed breathing system allows the user to operate in even the most hostile environments.
Defense: +2
Suit HP: 15
Credits: 1000
Suit Weight: 13 lbs
Other: CL1 Personal Computer - The CL1 Personal Computer is a computer placed around the wrist. Cheap, but effective, it allows to bring up standard information on the galactic net, known information about history, and even ship designs. Tech upgrades are available.
4 spare clips – Shadow Lance (200 Credits)
Upgrades: Coiled Muscle (paid for – 3000 Credits)
Hyper Hearing (free)
Thickened Epidermal Layer (free)
Augmented HUD (In suit) (racial)
Heightened Sense of Smell (racial)
Character Skills:
Racial:
-Camarians cannot be afflicted by fear or psionic status effects
-Camarians gain 1d6 to their mental resilience stat if attacked by any psionic attack other than telekinesis.
-Camarians gain underwater breathing.
-Camarians gain +3 to persona score when meeting races that know what they are.
-Camarians gain +2 to Persona checks with aliens that recognize them
-If part of the Protectorate, you gain a Sixth Sense about danger, you cannot be ambushed, and are immune to the Assassin skill Mind Killer.
-If male, take Hybrid “Hunted” detriment: due to rarity, coming from rich families, and could be used for a variety of things. Ransom, research, and slavery are very dark but real fates for adventurous Hybrids.
-Have -2 to all checks and attacks in combat if not protected in extreme climates
-If belonging to Protectorate, you start with no psionic abilities, but can learn later
Class:
-Light Armor-Assassins use light armor.
-Assassins can use Side Arms, Swords, Knives, and Sniper Rifles.
-Assassinate- While undetected, the first attack made against an undamaged target will always deal double damage. If dual wielding, both weapons are considered to be the first attack. Enemies asleep, or otherwise incapacitated are instead killed outright.
-Stealth Device-Assassins may use stealth devices. Stealth lasts for 10 rounds, and can be reapplied at any time.
-Chameleon-Hiding out in the open is what Assassins do best. When creating a character, choose another class. You gain +5 to persona skills to pretend to be that class (Class is – Miracle Worker).
-Mortal Strike-Your Assassinate also prevents healing on the target for 1 round.
Learned:
-The Unseen Blade-While wielding a knife or sword and an enemy is unaware of your presence, the first attack is also considered a critical hit.
-Dead Eye-On a successful attack, you may not roll a 1 on damage rolls. On a roll of one, reroll the damage die.
-Dual Weapon Expertise-You no longer suffer any penalties from dual wielding weapons. (Omni skill) (IQ)
Character Statistics:
HP: 10 (10 Default)
Accuracy: 15 (15 Points)
Defense: 8 (8 Points)
Psionic: 0
Mental Resistance: 11 (10 Points + 1 Background)
Technology: 0
Persona: 7 (7 points)
Luck: 11 (10 Points + 1 Background)
IQ: 122
Physical Force: 200 (6 (Racial) + 5 (Coiled Muscle) + 5 (Class) + 4 (Genetically Augumented) * 10)
Psionic Force: 0
Total Weight: 211 lbs.
Action Points: 3 points per turn (6 spaces per point (Coiled Muscle))
HP Regen/hour: 1 HP/hour
HP Regen/round: 0 HP/Round
Sexual Stats:
Sexual Endurance: 8 (5 Default + 3 Points)
Sexual Prowess: 5 (5 Points)
Sexual Resistance: 12 (12 Points)
Libido: 0
Fertility: 17 (5 (Racial) + 12 (Luck)
Race: Camarian (Protectorate)
Class: Assassin
Gender: Male
Physical Appearance: Smooth blue-green scales, medium-sized horns on head. Lithe, graceful, normally wearing nun-style robes and several mystic charms around his neck (they have no actual use, other then as part of his disguise), and androgynous. He’s killed more than one person who assumed he was a Camarian callgirl.
Character Background: Military (Trained in Protectorate Intelligence), Colonist.
History: Born on Camar, in a major Protectorate city. Joined the Protectorate intelligence service immediately after leaving school (with only a Bachelor of Psychology). Following training (waterboarding, anyone?) he was assigned to counterintelligence's wetwork in his home city, leaving a trail of “missing” agents of various powers behind him. When he “accidently” killed a Collective diplomat (who was “innocently” spreading news about the advantages of psionic powers), he was reassigned to a remote colony world, in order to “keep him from the public eye”.*
*For readers unfamiliar with intelligence work or euphemisms: Assigned to rooting out and killing operatives of other powers in his city. Under orders from his superiors, deliberately murdered a Collective diplomat, who was running a pro-Collective propaganda campaign, the Collective complained about the death, and he was sent off-world so that no one would find him.
When on the colony, his given years of freedom ran up (Camarian males are given twenty years, spread as they wish throughout their life, plus their first twenty years (where they are not of the age of consent), where they are free to live as they wish. Outside of that, they’re breeders). Rather than return to a life of sexual servitude, he simply... disappeared.
Character Measurements: 6’ 0”, 143 lbs.
Penis Size: 12cm (slightly smaller than 5”)
Language: Common, Carin Tongue
Credits: 1700
Weapon:
2 Swords (w/ Diamond Cut 1):
Melee-Sword
Credits: 500 x 2
Damage: 2d6 (+2)
Weight: 15 lbs x 2
Crit Range: 18-20
Note: On a critical hit, the target can potentially lose a limb. +1 Accuracy.
1 Shadow Lance (w/ Silencer, Sight Scope 1):
The Shadow Lance is an SMG with a curious feature. Rather than being built for short range, it was specifically built to be deadly accurate at all ranges. While not as deadly as a standard sniper rifle, it can fit in one hand, and can be easily fired. To a marksman, this can prove far more lethal than the extreme range sniper rifles can offer.
Type: Small arm-Pistol-one handed
Damage: 4d4
Credits: 2000 + 600 + 500
Weight: 25 lbs
Crit Range: 18-20 at melee and short range, 20 beyond that
Shots Fired: Can be fired 5 times before reloading
Clip Cost: 50 Credits
Notes: -1 Accuracy (total of Silencer and Sight Scope), silent.
Armor:
Whisper Battlesuit Mk 111 (+Augmented HUD):
50% carbon fiber, 50% 5th generation Hybrid Kevlar. H8 Harness – Satin Weave. Gorgeous, soft, and nearly indestructible. Whisper armor is the choice for commando’s and deep end reconnaissance. The fully enclosed breathing system allows the user to operate in even the most hostile environments.
Defense: +2
Suit HP: 15
Credits: 1000
Suit Weight: 13 lbs
Other: CL1 Personal Computer - The CL1 Personal Computer is a computer placed around the wrist. Cheap, but effective, it allows to bring up standard information on the galactic net, known information about history, and even ship designs. Tech upgrades are available.
4 spare clips – Shadow Lance (200 Credits)
Upgrades: Coiled Muscle (paid for – 3000 Credits)
Hyper Hearing (free)
Thickened Epidermal Layer (free)
Augmented HUD (In suit) (racial)
Heightened Sense of Smell (racial)
Character Skills:
Racial:
-Camarians cannot be afflicted by fear or psionic status effects
-Camarians gain 1d6 to their mental resilience stat if attacked by any psionic attack other than telekinesis.
-Camarians gain underwater breathing.
-Camarians gain +3 to persona score when meeting races that know what they are.
-Camarians gain +2 to Persona checks with aliens that recognize them
-If part of the Protectorate, you gain a Sixth Sense about danger, you cannot be ambushed, and are immune to the Assassin skill Mind Killer.
-If male, take Hybrid “Hunted” detriment: due to rarity, coming from rich families, and could be used for a variety of things. Ransom, research, and slavery are very dark but real fates for adventurous Hybrids.
-Have -2 to all checks and attacks in combat if not protected in extreme climates
-If belonging to Protectorate, you start with no psionic abilities, but can learn later
Class:
-Light Armor-Assassins use light armor.
-Assassins can use Side Arms, Swords, Knives, and Sniper Rifles.
-Assassinate- While undetected, the first attack made against an undamaged target will always deal double damage. If dual wielding, both weapons are considered to be the first attack. Enemies asleep, or otherwise incapacitated are instead killed outright.
-Stealth Device-Assassins may use stealth devices. Stealth lasts for 10 rounds, and can be reapplied at any time.
-Chameleon-Hiding out in the open is what Assassins do best. When creating a character, choose another class. You gain +5 to persona skills to pretend to be that class (Class is – Miracle Worker).
-Mortal Strike-Your Assassinate also prevents healing on the target for 1 round.
Learned:
-The Unseen Blade-While wielding a knife or sword and an enemy is unaware of your presence, the first attack is also considered a critical hit.
-Dead Eye-On a successful attack, you may not roll a 1 on damage rolls. On a roll of one, reroll the damage die.
-Dual Weapon Expertise-You no longer suffer any penalties from dual wielding weapons. (Omni skill) (IQ)
Character Statistics:
HP: 10 (10 Default)
Accuracy: 15 (15 Points)
Defense: 8 (8 Points)
Psionic: 0
Mental Resistance: 11 (10 Points + 1 Background)
Technology: 0
Persona: 7 (7 points)
Luck: 11 (10 Points + 1 Background)
IQ: 122
Physical Force: 200 (6 (Racial) + 5 (Coiled Muscle) + 5 (Class) + 4 (Genetically Augumented) * 10)
Psionic Force: 0
Total Weight: 211 lbs.
Action Points: 3 points per turn (6 spaces per point (Coiled Muscle))
HP Regen/hour: 1 HP/hour
HP Regen/round: 0 HP/Round
Sexual Stats:
Sexual Endurance: 8 (5 Default + 3 Points)
Sexual Prowess: 5 (5 Points)
Sexual Resistance: 12 (12 Points)
Libido: 0
Fertility: 17 (5 (Racial) + 12 (Luck)
5) Iknight - Inara Rei
Name: Inara Rei AKA Zealot
Race: Merrow (Shallow Water)
Class: Heavy Gunner
Gender: Female
Physical Appearance:
Locked in armor that serves as defense, and a moble life support, Inara's true beauty is always shrouded in metal. Attractive by humanoid standards, Inara has a deep cerulean hue to her skin, inquisative, yellow eyes, and rainbow like hair. Athletic build her proportions are fairly average.
Character Measurements: B74 W56 H78 cm
Language: Merrow, Common
Credits: 2100
Weapon: Spear Rifle
The Spear Rifle is an Assault Rifle that fires small spears rather than bullets. Spears can come in simple, explosive, corrosive, and a myriad of others. The primary weapon of most Merrow soldiers, it can be used on land and sea, although more effective underwater and in Zero Gravity situations.
Rather than old human spearguns, the Spear Rifle has smaller projectiles, fired in rapid succession. The result is the same, with barbs piercing the flesh, and sticking to the target. This can cause painful and crippling wounds. Uses air cartridges and spears, and while the weapon is inexpensive, the magazines are pricier.
Type: Two Handed, Assault Rifle
Damage: 3d8
Weight: 25 lbs
Crit Range: 18-20
Magazine Size: 6 Shots before reloading
Magazine Price: 600 Credits
Credits: 3000
Special: Against unarmored enemies, causes bleeding until the spear is removed. -2 to Accuracy when not used Underwater or in Zero Gravity environments.
Armor: Hercules MKV:
Developed during “Operation Raid”, the Hercules was designed specifically to fight against the Zax. This allowed Humans to go toe to toe against the much larger aliens. While there is peace between the two races, the Hercules is still used.
Defense:+5
Suit HP: 50
Credits: 4000
Suit Weight: 110 lbs
Other: CL1 Personal Computer
Corrosive Spear Cartridge x1
Spear Cartridge x2
Upgrades:
Emergency Sealant: (Tech level 1)
Credits: 4000
Due to suit breeches being lethal in most circumstances, Merrows developed this technology to seal suit breeches immediately. When a suit breach occurs, armor is immediately sealed up. The Suit is considered damaged, offering no further protection, but still retains air and water within it until the wearer reaches Flatline status.
Aquatic Suit Upgrade:
Credits: 300
Replaces the standard air filtration system with an aquatic one. This can be done on armor, or for 600 credits can be used on a room, as long as power is supplied.
Psionic Capabilities: Class 1 Psionic
Augment - Armor:
You summon a psionic set of armor around yourself that persists for 1d4 rounds, or until destroyed. While it persists, you gain +3 to Defense, and it has an HP value of 20. It cannot stop psionic attacks other than Telekinesis.
Psychic Shield:
You place a barrier around you, absorbing 10 damage before it dissipates. This can absorb any type of damage, including particle weaponry.
Character Backround: Criminal (+1 HP), Military (+1 Defense)
HP: 11
Accuracy: 15
Defense: 11
Psionic: 3
Mental Resistance: 5
Technology: 5
Persona: 5
Luck: 7
IQ: 148
Physical Force: 220 (320 in Heavy Armor)
Current Weight Used: 135/320
Sexual Stats: Sexual Endurance: 10
Sexual Prowess: 10
Sexual Resistance: 10
Libido: 5
Fertility: 3
Skills and Abilities:
-Heavy Armor Training- Heavy Gunners can use Heavy Armor and below.
-Heavy Gunners can use any weapons.
-Damage Resistance-Heavy Gunners gain d6 Physical Damage resistance. If they already have d6 physical damage resistance, increase it to d8 damage resistance instead.
-Wind up-If not fired on at least once every round, increase Damage done by 2d8. Persists until fired upon.
-Bug Smashing-Heavy Gunners gain 2d6 damage against any target that provokes an opportunity attack from you.
-Immovable Object-Heavy Gunners do not get knocked back by grenades, and cannot be thrown unless by a Class 3 or above Psionic.
-Living Fortress-Allies a short distance behind you gain +5 to Defense. In addition, you gain Damage Invulnerability 6.
-Combat Shield- Gain access to a one handed Combat shield. It counts for light cover, but requires one hand to use. Enemies not using called shots must attack it before attacking you. It has the following stats:
Riot Shield
One Hand
Weight: 20 lbs
HP: 30
Defense: +10
Cost: 1000 to replace
Quick Swap-Allows you to instantly switch between weapons, rather than taking a round to do so.
-Shallow Water Merrow gain the ability to change the pigmentation and skin texture to temporarily match that of their surroundings. A Merrow cannot move, and can be detected by any heat differences, but are considered stealthed while in this state.
-All Merrow can breath underwater.
-Merrow go into several hours of Torpor, and are considered awake during this time, just not active. As such, Merrow are immune to any effect that causes sleeping.
-Merrow gain the ability to use poison barbs or claws as a melee attack, or a reaction against a melee attack. The attack is considered a Searing Pain Poison.
-While underwater or in zero g environments, Merrows gain a +10 to defense against attacks.
-Without having a suit or ship filled with oxygen rich water, or not in oxygen rich water, considered to have a hull breach in outer space environment
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