[Planet of the Rapes: Reference Thread]:
This thread is for quick referencing for any of the players participating in the Planet of the Rapes role-play. I have made all these posts for you under your user-name so that after I make the thread public you guys can edit them as need be. However Banana says once the role play starts characters will be locked and at that point this thread will be locked upon which no further editing can be done.
That is all, enjoy your role-playing and remember to have fun.
~Thaedael
PS: Forgive any bold/underline/color over-use, emphasis is mine for the mean time until the people I am posting as can come and change it as they please.
Game StatusCharacter vitals:- TBA, to track the changing Health, Resistance, and Energy of each character
Ship's Resources:Water :: 0L
Food :: 350
Proteins :: 50
Hydrocarbons :: 10
Wood :: 0
Metal :: 100
Crystal :: 30
Ship's systems:- Main power generator :: ON FIRE!
- Backup power generator :: ON FIRE!
- Main computer :: Status unknown
- Long-range scanner :: Status unknown
- Main cannon :: Status unknown
- Anti-grav landing pads :: Probably wrecked
- Manoeuvring thrusters :: Totalled
Other tasks worth considering:- Put out fire in engine room
- Assess ship's security against intrusion
- Assess hull damage
- Create a security perimeter
- Patch hull breeches
- Tilt the ship upright
- Rebuild the jeep
- Repair Lola
- Forage for food
- Collect water
- Chop down a tree
- Scavenge for metal
- Analyze food properties
- Analyze water safety
- Analyze samples of indigenous life
- Analyze environmental patterns
- Sterilize contaminated water
- Prepare food
- Compost organic material
- Refine hydrocarbons
- Produce drugs
- Build weapons
- Build tools
- Weapon maintenance
- Perimeter patrol
- Guard duty
- Exploration
Important InfoPosting Conventions:1. I prefer that you all use present tense in your posts. Eg:
(Dirk aims down the barrel of his blaster rifle and squeezes out a shot directly at the tentacle monster's central eye.)
(Krystal falls to her knees with a short gasp and wraps her hands awkwardly around the Sharpclaw warrior's bumpy pink cock.)
Past tense should only be used when describing things that have already happened, such as when I cover the passage of time, and you relate the things you did while the time passed.
2. When interacting with other PCs, try to include a description of your character's facial expression, tone of voice, and what you're doing with your hands. These are all things that will help the other players react to you most appropriately.
3. Try to avoid posting what your character is thinking. If you must, in order to properly explain what's going on, then please put such thoughts into italics, so it's clear to other players that this text is not something they're supposed to know.
4. If yelling/shouting/screaming/calling to someone, please put that speech in bold, so players can see at a glance the volume of the speech.
5. When many characters are gathered in one spot, try to avoid posting more than once before everyone has posted. It will probably mean you have to wait until the next day before you can post again, if people are offline, but it's necessary to make sure everyone has a chance to react to what you do in your first post.
6. If you're doing a little one-on-one roleplay in an enclosed room, don't allow more than an hour of game time to pass before my next post, as things happening outside the room could suddenly interrupt at any time.
Resources Descriptions:Water :: Each crew member needs 2L per day or faces a cumulative -30 penalty on max Energy each day (-15 per litre not imbibed). This being a jungle, water shouldn't be too hard to find, though it may take some treatment before being safe to drink, depending on where it's found.
Food :: Each crew member needs 2 units of food per day or faces a cumulative -10 penalty on max Energy each day, and a cumulative -1 penalty to Fitness per week. One food unit amounts to a small meal. Examples: two pieces of fruit; one root vegetable; half of a fish or small animal; a small fraction of a larger animal.
Proteins :: Basic proteins are fed into the ship's neural net computer as raw material to enable it to repair its own connections. They can be extracted by processing the flesh of any animal into some special equipment in the engineering area, or by chemically pulling it apart in the medical bay or science labs.
Hydrocarbons :: Fossil fuels. Some devices on the ship (usually backup equipment) have internal combustion engines. It's dirty and inefficient, but easy to find fuel for. Engineering has a miniaturized refinery for turning crude oil into a more efficient and thinner fuel that can work inside an engine, and they also a device that rapidly decomposes organic matter into crude.
Wood :: Get it from trees. Not much on the ship needs wood, but it's great as a plentiful material for making temporary solutions and crafting makeshift weapons and tools. It's also good for making campfires in the absence of electricity.
Metal :: Scrap metal for making repairs to other things that are made of metal. Metal on this planet that didn't fall off your ship on entry is going to be very hard to find, so your best bet is to get it by recycling things you don't need.
Crystal :: The ship's main engines use a synthetic crystal to power them, and so do certain other devices, such as energy weapons. Being synthetic, it's not expected to be available on this planet, but if similar naturally occurring crystalline materials were found, it might be possible to synthesize new engine crystals from the base material.
Planet of the Rapes: The PlotGreetings,
I'm new here, but I enjoy roleplaying and wouldn't mind running one to help this part of your community get started. Seeing as this is a furry community with a love for game-over-rape games, my proposal is as follows:
Enter the galaxy of StarFox: banana Edition, where humans and various furry races (and scaly/slimy races, too) peacefully co-exist in an interstellar community of planets much like the EU. En route between systems, the private science vessel "Marion", carrying classified cargo, stopped for supplies at the Fenoxo star system - a minimal hub between two more populated regions of space. A small military outpost station orbited Nerim, the only fertile planet in the system, which was protected by interstellar law as a nature reserve for evolving life forms under the Responsible Colonization Act of ISC 53362 (the 53,361st "Inter Stellar Cycle" since the first contact between two space-faring civilizations). When the Marion docked at the station, she was ambushed by space pirates who had recently overwhelmed and captured the outpost. The Marion flew closer to Nerim, hoping to use its gravity and some of its atmosphere to her advantage. In the course of the battle, her manoeuvring thrusters were disabled by pirate weapons fire, and she became locked in an entry orbit that would send her hurtling down towards the planet's surface. Thanks to some brilliant improvisation by the ship's engineers, the crew of the Marion were able to correct its course to narrowly reach the stable window of atmospheric entry to avoid burning up. Its surfaces damaged in the battle, the anti-gravity landing pads were seared by the heat of atmospheric entry, and failed to activate. Emergency chutes deployed, and the Marion impacted the ground roughly in the midst of a large jungle, skidding and leaving a mile-long gash of obliterated foliage and displaced soil.
The damage report came in: All crew had survived. The ship's main and backup reactors were both damaged and offline, so the ship had no power, but fortunately there were no signs of a breach. Circuitry was fried and severed on a number of ship's systems, including sickbay, long-range scanners, anti-grav control, and weapons control. Even if the ship had power, those systems would all need repair before they would work again. There were also two large holes in the hull of the ship, torn open when it impacted the ground, and several other weak spots that might easily break open if put under stress. The hangar contains a four-wheeled recon vehicle similar to a jeep that seats four, except that it was undergoing maintenance at the time of the crash, and is currently in pieces. There was also a remote scouter drone - a small airfoil that can fly around and observe the terrain - except that we deployed it already, and it crashed somewhere before returning to us, so someone will have to go out and find it. Lastly, in addition to its living members, the crew of the Marion also has a futanari sex android named Lola, who was really good at satisfying the needs of the crew (of either gender), until the crash knocked her against a wall and dismembered her. Someone is going to have to put her back together if they want an alternative to masturbation as a way of lowering their Lust meter
The engineering team had their work to do, given the extent of the damage to be repaired. Their supply of spare parts and materials limited, some foraging would most certainly need to be done. None of the crew knew anything about the indigenous life on Nerim, so the security personnel would probably have to see to protecting those foraging parties, and also the ship itself. The science team could make themselves useful by researching the surrounding environmental hazards, or else helping with the repairs or foraging. The lone medical officer would probably need to prepare for a busy time if something should go wrong in the foraging operations. And examining all this, the captain sat and tried to plan out how best to get everyone through all of this alive and safe.
This roleplay is primarily a survival and strategy (and rape evasion) game. Each player will be a member of the Nerim's crew, which numbers about 12 (give or take, depending on interest). There will be some simple statistics - a derivative of dirtyc101's system, using four variables (combat, stealth, intellect, and sexuality) and a random dice roll to decide if you win or lose in different situations. There will also be creatures out in the jungle that will try to rape the players, if they can get past their clothing and armor. There will be creatures that use magic or toxins to cause uncontrollable lust in their victims. There will be infections and mutations related to monster cum, that the medical officer can research ways to slow or cure, or even synthesize. There will be a need to defend the ship and its occupants from monsters that may try to sneak in or raid it to abduct crew members. And there will be exploration of a larger world as systems on the ship get repaired. There may also be space pirates flying around later on, looking for signs of survivors.
Players choose a race, a position in the crew, and some personal traits. Races can be human, any kind of furry, lizardfolk, elf, klingon, whatever you want. I'll assign base statistics for each race that people want to play. Crew positions are as follows:
- Captain (grants leadership bonus to allies: While fighting, bonus is to combat rolls. While commanding the ship, reduces the amount of time needed to complete tasks such as repairs and research) -- One captain only
- Security Officer (bonuses to combat rolls and max health) -- Three to Five are needed
- Engineer (can repair ship's systems) -- Two to Five are needed
- Scientist (can interpret scanner readings and do research on the environment and the indigenous species, if brought samples to work with) -- One to Three are needed
- Medic (can treat injuries, diagnose mutations, and do research on toxins and viruses found in the wild) -- One to Two are needed
For each crew position, one of them is the department chief, and gets a bonus to their relevant skillset. This promotion will go to the first character sheet I get for each department, unless the player chooses not to be chief, then it'll go to the second one, etc. Unclaimed positions will be NPCs controlled by me.
This will do for a rough guideline now. I want to get a show of interest first, and if there's enough, I'll put up more information about the rules and how to make your character sheets.
Planet of the Rapes: The Mechanics---------------
Original First Post
---------------
In this thread, we'll discuss the mechanics of the RP, and those interested in playing can discuss what their characters will look like.
Here's what I have so far:
Ability scores:- Fitness (fit) :: Increases hp damage done to monsters, and reduces the hp damage you take when attacked
- Alertness (al) :: Increases your ability to hide from enemies, and also to spot hidden enemies before they can surprise you
- Intelligence (int) :: Increases the effectiveness of most skill checks
- Sexuality (sex) :: Decreases energy and hp damage you take from sex, improves your attractiveness and ability to seduce others
Variables:- Health (hp) :: How much physical damage you can take before falling unconscious
- Resistance (res) :: How much more arousal you can take before you willingly submit to having sex with others
- Energy (en) :: How much physical and mental activity you can still do before you're too tired to continue
Basics:- Being attacked by monsters lowers your health
- Health regenerates slowly over time, and can be sped up with the help of medical attention and certain drugs
- Seduction attempts, and other special sex attacks (like telepathic powers, drugs, toxins, and forced stimulation) lowers your resistance
- Resistance also decreases over time as inactivity makes you get horny
- Resistance decreases faster when doing mental tasks like research and repairs
- Resistance recovers slowly in the absence of arousing things, or quickly in the presence of unsexy things
- Resistance increases sharply after orgasm, but may not necessarily return to max, if it was an unsatisfying encounter
- Fighting, researching, and fucking all lower your energy
- Resting quickly regenerates your energy, and can be sped up by massages and comfy sleeping arrangements
- Certain drugs give you a temporary boost of energy that goes away after a short time
- Under dire circumstances, you can force a temporary boost of energy that goes away immediately after the circumstances are no more
Skills:- Leadership :: Improves the attack damage of allies when you're nearby, and decreases time needed to complete research and repair tasks of allies when you periodically check on them
- Medicine :: Use this skill to speed up the hp recovery of patients you treat, diagnose diseases and toxin effects in yourself and others, and manufacture known drugs and toxins (given the right tools and ingredients)
- Engineering :: Used to repair damaged ship systems, build and maintain weapons and vehicles, and diagnose mechanical problems and physical phenomena that would go unnoticed by others
- Science :: Used to study the properties of any plant/animal/mineral samples found on Nerim, interpret the output of advanced scanner systems, design new chemicals and tools, and decipher foreign languages
- Seduction :: Used to decrease the Resistance of intelligent creatures, usually for the purpose of persuading them to have sex with you, or sometimes just to get him to buy you drinks. Yes, this can be used on other player characters, though they may take offense or laugh at you if you fail your attempt.
Attacking:When you attack a creature, the creature tries to counter-attack, if it's in a position to do so. If not, it just tries to evade your attack. I will roll a 10-sided die for both you and the creature, and then add your Fitness to the result, and a bonus based on the type of weapon you're using. The creature gets a fixed bonus based on its attack type. If your roll plus the bonuses is greater than the monster's roll plus bonus, the monster takes an amount of health damage equal to the difference. If the monster's result is higher, it counter-attacks and you take an amount of health damage equal to the difference. Or if it can't counter-attack, it simply evades your attack and nothing happens. On a tie, nothing happens. If there is a leader nearby, add her leadership bonus to the damage you deal from a successful attack.
Defending:On each turn in combat, you get three "attack points" (AP). You can only make one directed attack per round, which uses up one AP. When monsters attack you before your next turn, you use up another AP every time you counter-attack. In order to counter-attack a monster, the monster has to be in range of one of your weapons, or close enough for you to lunge forward and strike it. When you run out of AP, you can no longer make any counter-attacks until your next turn. In this way, a group of weak monsters can gang up on a PC who's engaged with stronger monsters, so that they won't run the risk of being counter-attacked. Or weaker PCs can support their stronger allies when ganging up on a single tough monster. Additionally, some weapons, usually heavy ones, will stipulate that they can only fire once per turn, or that they use more than one AP to make their attacks, creating a trade-off between offensive power and defensive versatility.
Range:Since the use of a map is too complicated for play-by-post, we will break weapon range down into zones: Hand-to-hand, Close, Medium, Far, and Distant.
- Hand-to-hand: Fists, knives, swords, tentacles, etc.
- Close: A range of 10 feet to 50 feet (3m to 15m). On your turn, you can charge at monsters in this range to bring you into HtH range and allow you to punch or stab the monster. But you can't counter-attack with punches and stabs at this range. You can also withdraw from Close range to Medium range, instead of making a directed attack.
- Medium: A range of 50 feet to 50 yards (15m to 45m). On your turn, you can charge at monsters in this range to bring you into Close range, instead of making a directed attack. You can also try to run to Far range, making yourself more vulnerable to attacks until next turn. When running, you remain at Medium range from your enemy until you start your next turn, then you become at Far range (if the monster doesn't chase you).
- Far: A range of 50 yards to 110 yards (45m to 99m). On your turn, you can transition to Medium or Distant range instead of attacking, following the same rules as for going from Medium to Close or Far.
- Distant: Anything beyond 100m. Usually from this distance you can escape an encounter, or move in to engage one that hasn't started yet. Only rifle-type weapons can attack monsters at this range with any chance of hitting.
Grappling and rape attacks:- I still need to flesh out mechanics for this, but it will probably be treated as a hand-to-hand attack that prevents the target from taking actions other than to try to escape
- Need rules for escaping (probably a successful counter-attack)
- Need rules for the forced removal of clothes (possibility to slip out of a layer of clothing to escape a grapple)
- Need rules for forced penetration and stimulation (a decrease in resistance should reduce the chance of escape)
- Need rules for orgasm (will probably track progress, as though it's a skill check)
[Spliced in from Discussion Thread ~Thaedael]Everyone:
I think I have the nitty gritty fight and rape mechanics worked out. Comments are welcome, as I can tweak this any time, up until the first encounter.
Encounter stats:
- Damage: will usually reduce your Health, but may reduce Energy or Resistance instead
- Advantage: used in grapples, starts at 0 at the beginning of every grapple, and measures your control of the grapple
- Pleasure: starts at 0, you orgasm when it reaches 100
* When not fucking, Pleasure decreases each round by an amount equal to half your Resistance
* When Pleasure reaches 100, you orgasm, and no longer take Pleasure damage. Resistance goes back to its max value, and you take double Energy damage from penetration.
Attacks:
- roll (2d6 + fitness + weapon + misc) vs. (2d6 + enemy fitness + enemy weapon if counter-attacking + misc)
- if difference > 0, Damage = difference +/- damage mods from weapon, range, leadership, etc
- if difference < 0, and enemy was counter-attacking, Damage = difference (made positive) +/- damage mods from enemy weapon, range, leadership, etc
- if Damage > 0, it's a hit, and you apply effects from the attack (like poison, grapple, clothing removal, energy damage, resistance damage, etc)
Grapple:
- roll (2d6 + fitness + misc) vs. (2d6 + enemy fitness + misc)
- Advantage starts at 0, and changes by result +/- mods from leadership, etc.
- if Advantage reaches 10 or higher, you can take a Control action against your enemy, then reset Advantage to 9 for next round's roll
- if Advantage reaches -10 or lower, enemy can take a Control action against you, then reset Advantage to -9 for next round's roll
- Control actions are: Escape, Stimulate, Attack, Remove a piece of clothing, or Penetrate (if there's an open hole)
- the Attack action allows you to make an attack (unarmed or with a weapon that allows it, such as a knife or pistol) that can't be countered, but you lose 5 Advantage
- on your turn, you can escape a grapple without having Control, by slipping out of a piece of clothing
Stimulation:
- roll 1d6 + sexuality + misc
- double the result if the target's cock, pussy, or boobies are exposed
- use your mouth on an exposed area to add +5 to the result, but sacrifice 5 Advantage
- increase target's Pleasure and decrease target's Resistance by the final result
- if target's Resistance drops to 0, you automatically win all grapple checks
Clothing Removal:
- when you have Control, you can lose 5 Advantage to remove a piece of your target's clothing
- some special types of clothing may require you to sacrifice more Advantage to remove them, or even require multiple attempts
Penetration:
- roll dice according to the Penetration Table below
- if you're the one penetrating, your Pleasure increases by (dice result + target's sexuality + misc modifiers that may apply)
- the penetrated target's Resistance is reduced by (dice result + your sexuality + misc)
- the penetrated target's Pleasure is reduced by a fraction of the above result based on the target's Resistance as a percentage: Pleasure += (result x (100 - Resistance)) / 100
- if the target's Resistance is above 100, then there is no Pleasure taken
- reduce your Energy by half of the Pleasure damage you took from penetrating
- reduce penetrated target's Energy by a quarter of the Resistance or Pleasure damage you dealt (whichever is higher)
- as long as your Pleasure is 50 or higher, you can still act even if your Energy drops below 0, but you pass out as soon as you orgasm, or your Pleasure drops below 50
Penetration Table:
- for vaginas and loose asses, roll 2d6
- for asses and tight pussies, roll 3d6
- for loose flapping fuckholes, roll 1d6
- for small cocks (3"-5"), subtract 1d6
- for tiny ones (2" or less), subtract 2d6
- for large dongs (9"-12"), add 1d6
- for huge ones (13"-15"), add 2d6
- for absolute monsters (16"-18"), add 3d6
- if the dice end up being less than 1d6 or more than 4d6, penetration is impossible
- at size differences greater than 4d6, a penetration attempt is treated as an Attack action, with weapon damage bonus equal to +1 per size increment above the 4d6 limit
Skill checks to complete tasks:- For Medicine, Engineering, and Science checks to complete a task, I'll roll some dice (probably two 6-sided dice) to determine your progress on the task after each hour of working on it, adding your Intelligence and your skill bonus to the result. When your progress reaches a certain level, the task is complete.
- For complex tasks like ship repairs, multiple people working on the same task can add their results to the total progress on the task.
- For small tasks, like building a weapon or studying a goo sample, multiple people working on the same task will overlap, so only the higher result will go towards the task's progress.
- Every few hours, a leader can come by to encourage a task, adding her Leadership bonus to the progress for the next one to three hours. Any leadership intervention before the bonus wears out will have no effect.
- For instant actions, such as diagnosing medical conditions of problems with the ship, I'll roll some dice plus your Intelligence and skill bonus against a set value. If your result is higher than the value, you spot the problem. If not, you don't notice it. I'll do these checks in secret every time you encounter a secret condition or choose to examine something (like a patient, or a particular system on the ship), so you'll never know whether or not you've found everything.
Seduction:- For Seduction, I'll roll a 10-sided die for both you and your mark, adding your Sexuality to your roll, and the mark's Intelligence to her roll. If your result is higher, her Resistance is reduced by the difference. If she rolls higher, she gains control of the interaction, and can no longer be seduced. But she can still make Seduction checks against your Intelligence, until you win (which is when you finally realize she's not going to put out).
Sex:- I still need to flesh out the mechanics for the loss of Energy, reaching orgasm, and also the possibility for Health damage when taking large cocks or when your Energy has run out
Pregnancy and Monster sex:- You can only get pregnant from sex with members of the same species as you (exceptions are made for similar furry types, such as wolves/foxes/dogs, and cats/lions/tigers). You can, however, become infected by mutation viruses that live in the juices of some monsters. Until a scientist does some research on monster samples, you won't know for sure what the dangers are. You can assume that no STDs exist among the crew.
Character Building:The following details all character options for which I have game effects attached. If you want to add a race, etc, make your suggestion in the thread, and I'll add it.
Positions:- Captain: +2 int :: +3 leadership
- Security Chief: +3 fitness, +2 alertness, +20 max health, +1 leadership
- Security Officer: +3 fitness, +1 alertness, +10 max health
- Chief Medical Officer: +2 int, +5 medicine
- Assistant Medical Officer: +2 int, +3 medicine
- Chief Engineer: +2 int, +5 engineering
- Junior Engineer: +1 int, +4 engineering
- Science Officer: +3 int, +5 science
Available Technology:
(suggestions are welcome, but I will reject things like lightsabers, that serve no practical purpose)
- Personal deflector device :: A belt that, when activated, fires low-power energy beams to shoot down incoming physical projectiles with low enough mass (like bullets and arrows). Runs on a power cell that requires recharge after 30 minutes of continuous usage. There are four of them on the ship.
- Blaster rifle :: A basic energy weapon, +4 to attacks, +2 to counter-attacks, good to Far range. It can shoot targets at Distant range with a -5 penalty to damage (damage less than 0 is a miss). The power cell is good for 50 shots until it needs recharge. Six of them rest in a rack on the wall of the security office. It can only be used to attack and counter-attack a single target each turn, and can't be used at Hand-to-hand range.
- Blaster pistol :: Basic energy sidearm, +2 to attacks/counter-attacks, good to Medium range. It can shoot targets at Far range with a -5 penalty to damage. The power cell is good for 10 shots until recharge. One is issued to the captain, and all security officers. It can only be used for one attack per turn.
- Combat Knife :: Basic melee weapon, +2 to attacks/counter-attacks, hand-to-hand range, but it's better than fists. The ship has a box of six of them locked away in the security office.
- Blaster turret: Mows down enemies at up to Far range, but needs to plug into the ship's power grid, or a portable generator, in order to have enough energy to operate. The ship has one of them stored away in the security office.
- Stimpack :: When injected into the bloodstream, it gives a +20 boost of Energy and +5 boost to Health for one hour, followed by a -30 loss of Energy and -5 loss of Health. Sickbay has a dozen of these in a first aid box, to be saved for emergencies, since the sudden jolt of energy can restart a person's heart after they've gone into cardiac arrest. Given the potential danger of foraging, it would be advisable for a foraging party to carry at least one of these along with them.
- Ship's cannon :: A powerful energy weapon that can vaporize people and objects in a small area of effect. It's attached to the top of the ship, and hard to aim at anything besides other spaceships.
- Long-range scanners :: Reveals the topology of the surrounding area for several miles, as well as energy sources and electromagnetic radiation, and concentrations of different chemicals, and also tracks the movements of airborne objects. If anyone other than a science officer tries to read the results, they only get a rough idea of the surrounding terrain until they complete a Science task check to learn how to read the rest of it.
- Anti-gravity landing system :: Pads located on the ends of legs that protrude from the bottom of the ship while in a planet's atmosphere. When activated, they repel gravity enough to slow the ship's descent and allow it to hover a few metres off the ground. In order to fly higher than that, a separate jet propulsion system is used.
Planet of the Rapes: Character Sheets:HERE IS THE CHARACTER SHEET TEMPLATE
Name:
Appearance: (image or description)
Gender: {Male|Female|Futa}
Species: {...}
Department: {Command|Security|Engineering|Science|Medical}
Position: (if you don't want to be chief, state that here)
Time Served on the Marion: (0-5 years)
Age: (if your species ages differently from humans, include the equivalent human age in brackets)
Ability Scores:
- Fitness: 0 + point buy + race + position + feat
- Alertness: 0 + point buy + race + position + feat
- Intelligence: 0 + point buy + race + position + feat
- Sexuality: 0 + point buy + race + position + feat
Vitals:
- Health: 100 + bonus + gender %
- Resistance: 100 + gender %
- Energy: 100 + gender %
Skills:
- Engineering: 0 + position + feat
- Leadership: 0 + position + feat
- Medicine: 0 + position + feat
- Science: 0 + position + feat
- Seduction: 0 + position + feat
Feats: (pick two)
1st -
2nd -
Turn-ons: (pick three or more things that temporarily lower your Resistance by 10% when present)
-
-
-
Turn-offs: (pick up to three things that temporarily double your Resistance when encountered)
-
-
-
Fetishes: (pick three or more things that double your Pleasure damage taken during sex, and related Resistance damage when penetrated)
-
-
-
Clothes: (currently worn - this is important for when you start losing your clothes)
- Uniform Top
- Uniform Pants
- Bra (if haz boobies)
- Underwear (describe)
- Uniform Boots
Carried: (weapons, tools, sidearms, accessories, etc)
- (list and describe)
(Command and Security personnel get a blaster pistol sidearm - Security personnel must carry their sidearms while on duty)
(Medical personnel must carry a pair of disposable latex gloves while on duty)
(Personnel other than Security are expected to be unarmed when not on a combat mission or guard duty)
(The Captain can change any of these rules to match the demands of the situation, or people can just disobey if they think they know better)
Extra equipment: (stored in your quarters)
- Spare Uniform (top + bottom)
- Other Spare Clothing (underwear and off-duty clothes - list and describe)
- Extra tools, toys, and other possessions (list and describe)
(do not list extra weapons, medical supplies, or food/alcohol rations - they belong to the ship, unless you smuggled some away)
Background: (anything you want to add about personality, etc.)
...