Dark station, RP concept, suggestions welcome

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Dark station, RP concept, suggestions welcome

Postby SkullMan » Fri Dec 30, 2011 7:51 am

Alright I have been lurking for a long time and I wish to contribute in my own way. So I hope to start an RP if the moderators allow. here's my idea

Tags: Bondage, Knock-out, hypnosis, monster, tentacle, rape, pregnancy, corruption, slavery

There is a station off the regular routes, set up nominally as a deep frontier trading post and researchers, a place where shady aliens and people go to trade their wares, resupply and deal beyond the eyes of the Galactic authority. This was the most confusing of layout, which is how they liked it, it was a modular design, so chambers and rooms could be added haphazardly to it, allowing for dead spaces and hidden rooms all over, which was just the way they liked it. For years the Marshals and other agencies have kept a quiet eye on the place, knowing full well that the humans consorted with pirates and slavers and such, looking for a reason to crack down and crush this rats nest.

That came when days ago it went off the grid, no communication came out and no response to any that went in. So they dispatched a small cruiser to investigate, in word to "Ensure the safety of the crew" but in reality to find out what happened and end their blight of a station forever.

Your team is known as the Goddess's of Justice, due to your all female members, an illustratus and decorated team this is one more mission to add to your record, until everything went wrong. Your ship approached the station easily enough, but when you landed in the docking bay something happened, the doors locked and a signal flashed across your computers, scrambling them and loading them with viruses. you ship controls and weapons offline, its doors open to the hanger you begin to hear sounds creeping around the station.

The girls gear up, suit of armor and weapons armed they are ready to head out

Your objectives are:

- Clear the station of any hostiles and secure any friendlies
- any new creatures encountered should be brought back for study if possible
- Reactivate the reactor and opent he bay doors from the control room
- Escape

Gameplay: WARNING BIG POST
[SPOILER]
This is based heavily off a game I am currently running over on a different forum, but with some inspiration draw from Planet of rapes here.

Basically you will be space ranger-esk officers send to fight your way through a horrible station filled with monsters and evil aliens., each turn, which should be about 24hours in Real life I will post an update where all the actions of the actions of the round will be resolved, then you post your RP and end it with your intended next action. Seems simple, BUT all actions will be resolved on a kinda simultaneous way, so even if someone posts after you they may interrupt your action (hard to do, mostly enemies may interrupt your actions (for example combat happens before moving, so if someone attacks you, it will stp you from moving). Below I have the order in which actions are carried out.

This is why you should be roleplaying the results of your last action then ending off with the next action you want to preform.

So actions are simple (Any reference to dice I will roll in my posts)

Combat: Roll opposing d20s and add any applicable bonuses, most attacks will do a single point of damage with some exceptions as noted later. If you are reduced to 0 hit points you are knocked out (no death)
- If there are multiple combatants we will break it up into as many smaller combats as possible (so a 2 on two fight will become 2 one of one fights), with one side out numbering the other it will break into smaller fights as evenly as possible (a 2 on 3 fight would become a 1 on 1 and a 1 on 2)(a 3 on 8 fight will become a 1 on 2, a 1 on 3 and a 1on 3 fight). When you roll against multiple enemies any enemies that roll higher than you damage you but you are allowed to damage a single enemy below you (who ever rolled closest to you).
- Flee combat, roll combat dice as normal, if you beat all enemies, you dont do damage, instead you flee to an ajacant random room (if you want to choose you take a -3 to combat roll)

Grappling: If you and someone else are in a grapple you roll off d20s and add any bonuses, loser takes a cumulative -1 to rolls until the grapple ends, if you win a grapple you lose a -1, if you have none you can choose to impose the -1 on your enemy or break the grapple and escape them. if multiple people grapple you you take a -1 for each on that beats you and need to beat them all to lose a -1 or escape

Naughty things: Each character has an arousal value out of 10, it starts at zero and certain things will raise it, when it reaches 10 you orgasm and are stunned for a turn, it goes to 0 and take double arousal next round. Enemies can also be affected by arousal and can be stunned by it.

Corruption: every time you are forced to gain arousal you gain an equal amount of corruption, your enemies making you addicted to their actions. when this reaches 30 you gain a level in corruption taking the first tier in one "tree", then it resets to 0 (keeping any overflow) and you can start again. you can get tiers in different trees, and they will be given out depending on what gave you the most corruption (So lots of hypnosis will get you tiers in the hypnosis tree)

Escape bindings: If you are restrained or bound by something you can attempt to escape as an action, you need to roll a 15 or higher on a d20 with any modifiers

Hide: you spend your action to hide, rolling against someones search roll as soon as they enter the room. if you succeed they remain unaware of you. If you attack someone who is unaware of you they cannot use their weapons or you can choose to simply start a grapple

Search room: you get to roll this every time you enter a room to spot any hiding enemies, but can use a whole action to do it to get a +5 bonus and to find items or information in a room.

Rest: Heal 1 Hit Point and raise OR lower your arousal by 1

Study creature: either a non-hostile creature or a captured or dead creature, you roll a d20, the higher the roll the more information you get and the more details you give to everyone else (all information learned is immediatly available to all players (-10 to roll if creature is dead)

Other/Room specific:

STATS
Each character has stats:
Hit Points: base value is 2 with out armor but can get higher
Arousal

Character Creation and Items
Your character picks from one of the archtypes then can choose two traits and one disadvantage

Archtypes:
ESWAT: Exo-armour Special Weapons and Tactics is your specialty, you carry the heaviest armour and deadliest weapons, but you are slow and have problems with awarness (Think like samus but without the morph ball or visors)
Stats:
Hitpoints: 4 (2 without suit)
Bonus/minus: cannot study creatures, Flat +3 to combat, they are the only ones that can use the Power suit
Equipment: Power suit (+2 to grapples -2 search rolls), Built in Blast Cannon (+5 to combat, does 2 damage if you beat enemy by 5 or more)

Patrol officer: The meat of any Marshal taskforce, you are well trained and highly skilled at your job.
Stats:
Hitpoints: 3 (2 without suit)
Bonus/Minus: +2 to combat and grapples
Equipment: Marshal Suit (no bonuses), Blast pistol (+3 to combat when used) Blast rifle (+3 to combat, does 2 damage if you beat an enemy by 5 or more)

Investigator: As a vetern memeber of the force, you have seen alot and "interacted" with many monsters and aliens. giving you some insight
Stats:
Hitpoints: 3 (2 without Suit)
Bonus/Minus:+2 search rolls, +2 to combat and grapples, +2 to study aliens, Climax when arousal reaches 8, not 10
Equipment: Marshal Suit (no bonuses), Blast pistol (+3 to combat when used)

Scientist:You research and study, now thrust into combat you dont know what to do...
Stats:
Hitpoints: 2
Bonus/Minus: +5 to Study Rolls
Equipment: Sterile lab suit (No bonus or minus), Blast pistol (+3 to combat when used), Scanner (+2 to search and Study rolls)

Rookie: New to the Marshals you are optimistic and lucky, things seem to just go your way, but you are niave to the ways of the universe (Note can be added to the scientist to make a rookie scientist, take Bonus/minus of both and the equipment of the scientist)
Stats:
Hitpoints: 3 (2 without suit)
Bonus/Minus: +1 to all rolls, gain corruption 25% faster
Equipment:Marshal Suit (no bonuses), Blast pistol (+3 to combat when used) Blast rifle (+3 to combat, does 2 damage if you beat an enemy by 5 or more)

Officer: The commander of a squad you lead your women by example and with your inspiring words
Stats:
Hitpoints: 3 (2 without suit)
Bonus/Minus: Allies get +1 to combat when you are there, +2 to combat and grapples,
Equipment: Marshal Suit (no bonuses), Blast pistol (+3 to combat when used)

Crew: The average crew members you cook and clean and keep the ship running, now you find yourself fighting for your life
Stats:
Hitpoints: 2
Bonus/Minus: may pick three feats instead of 2
Equipment: Crew uniform (No bonus), Blast pistol (+3 to combat when used),

TRAITS
You get to pick two (except crew who get 3)

Bland: Don't pick a disadvantage
Marshal artist: +2 to grapples
Escape artist: +2 to escapes
Book lover: +3 to study rolls
Aware: +2 to Search rolls
Robust: +1 hitpoint
Marksman: +1 with rifles and cannons
Duelist: +1 with pistols
Well practised: Not stunned by Climax
Pure: It takes 35 curroption to gain a tier
Naughty: it takes 12 arousal to climax (10 for investigators)
Quick mind: Can study creature while fighting it (with -10 to roll)
Quick foot: +2 to flee combats
Blocker: -2 for enemies to flee combat
Training: can use another weapon

Disadvantages: Pick one (Unless you took bland then dont)
Clumsy: -2 to grapples and escape binding rolls
Poor shot: -1 to combat with firearms
Rolling climax 1: climax reduces arousal to 3 not 0
Well endowed: You are effectively always lactating (Comes up later)
Slow Feet: -2 to flee combat and +2 for enemies to flee combat
Rolling Climax 2: Stunned for 2 turns by climax
Experience: Start with Teir 1 corruption of your choice

ENEMIES
This will get filled in as player encounter enemies, expect, aliens, furries, tentacles, smaller beasts, and any sort of things, if you have a unique idea PM it to me and I can see about adding it in

ITEMS
Weapons and Items are either simple, anyone can use them, or complexe, where only people who start with them can use them.

Lab Computers: gives +20 to study rolls if the creature has been brought to the lab (so even works on dead ones). Simple Item
Containment Cylinders: Creatures put in here have no way to escape but can be released by anyone outside. Simple Item
Vibrators: can be used to gain arousal, Simple Item
Blast Pistol: Small compact Plasma blaster, it fires superheated energy at enemies for instant damage, (+3 to combat when used, can stun instead) Simple weapon
Blast Rifle:Larger blast weapon, can vaporize an unarmored man with one shot.(+3 to combat, does 2 damage if you beat an enemy by 5 or more, can stun instead) Complex weapon
Blast Cannon: Capable of vaporizing enemies and its spread is superior to the rifle, making it harder to miss.(+5 to combat, does 2 damage if you beat enemy by 5 or more, can stun instead) Complex Weapon
Marshal Suit: Simple skin tight armor and helmet, provides protection without sacrificing agility or speed (+1 hitpoint) Simple Item
Crew Uniform: Simple skin tight suit so it doesn't interfere with work, or leave much to the imagination. Simple Item
Sterile Lab Suit: Sterile and white it marks wearer as a scientist, but other than that is the same as the crew uniform. Simple Item
Power Suit: Flexible suit of armor that enhances the wearers strength and comes with a built in Blast Cannon, maximum protection with only a slight disadvantage in agility and speed. Complex item
Scanner: allows user to scan lifeforms (+3 to study rolls). Complex item

There are many others, but they will be put here as they are found and uses discovered. expect, hypnosis machines, organic pleasure devices, lactation drugs and machines, arousal drugs, bondage gear and Knock out gases, and more. Any suggestions are welcome.


ROOMS
Bridge: Where commands are given and carried out aboard the ship.
Ship Labs: A Lab Computer is found here as are 6 containment chambers to hold specimens for study.
Brigs: a dozen small cells are here for prisoners and criminals, the door is heavy and locked, only Officer, investigator and patrol officer have access
Armory: can find Blast Pistol, rifles and all the different suits here. Doors are heavy and locked, anyone other than crew and scientist have access
Command: The chamber the captain draws plans and makes coarse adjustments
Mess: Where the crew eat and take time off, (Heal twice as fast here)
Crew Quarters: A series of small rooms are here, as this is an all women ship vibrators of all types can be found in almost any room. (+3 to hide rolls)
Engineering: The ships engines and machines are here, not much else though.
Hanger: Large and open, it is broken into 6 parts for the sake of movement and awarness, hard to hit here (-4 to hide rolls)

Other room s will be posted as people explore them
Last edited by SkullMan on Mon Jan 02, 2012 6:20 am, edited 2 times in total.
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Re: Dark station, RP concept, suggestions welcome

Postby Suraru » Fri Dec 30, 2011 7:52 am

To much, didn't read, going to bed, looks cool, might join, lots of commas, lol.
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Re: Dark station, RP concept, suggestions welcome

Postby RavenLord » Fri Dec 30, 2011 8:34 am

You dont need permission from mods to open a RP and this sounds really interesting. Also can you PM the link of the forum?
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Re: Dark station, RP concept, suggestions welcome

Postby SkullMan » Fri Dec 30, 2011 7:22 pm

I was gonna run it here...
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Re: Dark station, RP concept, suggestions welcome

Postby Reapergod36 » Fri Dec 30, 2011 7:25 pm

there are two rolling climaxes are they both one weakness or just ran out of names.


Also if I use the well practiced and have rolling climax. Which one cancels the other.
Death Is Inevitable.
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I Destroy All, But How Can I Do This.
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The Answer Is Simple.
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Re: Dark station, RP concept, suggestions welcome

Postby BlueLight » Fri Dec 30, 2011 7:55 pm

Looks fun.
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Re: Dark station, RP concept, suggestions welcome

Postby MastrMarz » Fri Dec 30, 2011 9:33 pm

I want in. This sounds spectacular, and it'll be the first time I'm part of a rp on this scale. PM me and let me know when your gonna start it. :)
Just saying.
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Re: Dark station, RP concept, suggestions welcome

Postby Fawkes » Sat Dec 31, 2011 6:19 am

EDIT: Got threads I was posting in switched.

But yeah, seems awesome. What time are you thinking of starting?
Last edited by Fawkes on Sat Dec 31, 2011 6:29 am, edited 1 time in total.
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Re: Dark station, RP concept, suggestions welcome

Postby TheDaughterOfHades14 » Sat Dec 31, 2011 6:22 am

Looks fun, I'll join. I'll probably be rape bait though.
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Re: Dark station, RP concept, suggestions welcome

Postby Reapergod36 » Sat Dec 31, 2011 6:25 am

ditto, after my question is answered. But also Skullman isn't a often seen member so I of course doubt his GMing ability.
Death Is Inevitable.
Humanity Destroys Itself.
I Destroy All, But How Can I Do This.
Without Destroying Myself?
The Answer Is Simple.
I Do On The Inside...

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Re: Dark station, RP concept, suggestions welcome

Postby TheDaughterOfHades14 » Sat Dec 31, 2011 6:26 am

Reaper is right, I'd suggest having another GM to GM when you're offline and you GM when you can Skull.
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Re: Dark station, RP concept, suggestions welcome

Postby SkullMan » Sat Dec 31, 2011 8:22 am

Reapergod36 Wrote:there are two rolling climaxes are they both one weakness or just ran out of names.


Also if I use the well practiced and have rolling climax. Which one cancels the other.


It is a mistake, they are two different disadvantages, just didn't notice they had the same name

and i am open to someone else co-DMing for when I'm not online. I could start soonish, perhaps after the weekend.

Character creation is simple Just give me your character, background and pick two traits and one disadvantage. If you feel you want to have something else beyond what is normally there include it (I reserve right to veto anything). ((as an added bonus you can send me any like or dislikes with your character and I can steer those encounter either towards or away from you))

also as a question is there the ability to put posts in spoilers on this forum? I tried the usual way but it didn't seem to work. I could clean up my first post and make it more readable
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Re: Dark station, RP concept, suggestions welcome

Postby Reapergod36 » Sat Dec 31, 2011 8:25 am

Yes but what about my question Which counters the other out?
Death Is Inevitable.
Humanity Destroys Itself.
I Destroy All, But How Can I Do This.
Without Destroying Myself?
The Answer Is Simple.
I Do On The Inside...

Lady Foxy Wrote: Reaper of women's soles.
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Re: Dark station, RP concept, suggestions welcome

Postby SkullMan » Sat Dec 31, 2011 10:21 am

Sorry, they both happen, I just need to rename one of them
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Re: Dark station, RP concept, suggestions welcome

Postby Reapergod36 » Sat Dec 31, 2011 10:28 am

HOW can they both happen. One says that the one stops stun and the other says that it causes stunned for two turns. I THINK YOU DIDN'T LOOK AT TWO QUESTIONS YOU LOOKED AT THE SAME ONE AGAIN




I already doubt the GM via so far the mental coherency
Death Is Inevitable.
Humanity Destroys Itself.
I Destroy All, But How Can I Do This.
Without Destroying Myself?
The Answer Is Simple.
I Do On The Inside...

Lady Foxy Wrote: Reaper of women's soles.
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Re: Dark station, RP concept, suggestions welcome

Postby SkullMan » Sat Dec 31, 2011 10:42 am

Well when I look the two rolling climax ones are "climax reduces arousal to 3 not 0" and "Stunned for 2 turns by climax" which can happen at the same time

The one that stops you from being stunned is called "Well practiced"
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Re: Dark station, RP concept, suggestions welcome

Postby Reapergod36 » Sat Dec 31, 2011 12:57 pm

Yeah and I listed that. But if you have well practiced, and the one that stuns you for 2 turns instead of 1. Does the well practiced cancel it out or does it not
Death Is Inevitable.
Humanity Destroys Itself.
I Destroy All, But How Can I Do This.
Without Destroying Myself?
The Answer Is Simple.
I Do On The Inside...

Lady Foxy Wrote: Reaper of women's soles.
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Re: Dark station, RP concept, suggestions welcome

Postby Gorbaz » Sat Dec 31, 2011 1:01 pm

I would assume that, one raises stun by 1 turn, and 1 lowers stun by 1 turn, thus resulting with you having a stun of 1 turn if you took both
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Re: Dark station, RP concept, suggestions welcome

Postby SkullMan » Sat Dec 31, 2011 2:10 pm

you would be correct Gorbaz, I must have forgot to point out that as opposites they are mutually exclusive, I guess I never thought there would be anyone who would try to take both.
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Re: Dark station, RP concept, suggestions welcome

Postby BlueLight » Sat Dec 31, 2011 2:48 pm

So can you explain the corruption a bit more?
Basically is this a bad or good thing? It sounds bad but it seems good. Also if i take the the disadvantage that gives me one corruption can i pick lesbian as the tier?
I totally want to make claire out as a rapist of women! MUHAHAAHH.
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