Star_Patrol

Welcome to a bold tale of space adventure, beyond the shining core of the commonwealth the myriad stars are fraught with peril! Pirates plunder the spacelanes! Alien invaders sentence whole colonies to their insides! warlords and squabbling polities fight with gun and guts for supremacy! Only the Star patrol exists to keep order, only with the star patrol can you fight for truth justice and a chance to become a citizen of the core. Join today! the star patrol needs you!

Variant pitch:
Welcome to a bold tale of space adventure, in the outer worlds of the commonwealth opportunity and profit await those able to seize it. While those without resolve and without the skills it takes will experience the myriad digestive fates that await you in the callous void of space. You and your friends have only the metal shell of your ship and its temperamental reformation chamber as insurance against the dangers that await, dare you brave the black?

This is a science fiction roleplay using a variant on the fate core rules. This game CAN be played solo but is intended for group play, so if you're a solo player wanting to enjoy some sci fi shennanigans the only rule I have is that it must be done in a motel.

Addendum: Anyone seeing this profile in the motel is invited to drop in on a game if interested. I'll work something out.




Character creation is simple using the fate core ruleset.
1. Name and high concept. Who are you and what in a few words would you describe yourself as? A dashing rogue? a hardbitten space marine? an academic researcher? a resourceful pioneer? the patrol accepts all who wish to serve and earn their citizenship in defence of the outer worlds.

Your high concept is the first of your aspects.

2. Choose 1 skill at +4, two at +3, three at +2 and four at +1 from the list below.
vehicle handling, engineering, provoke, willpower, physics, biology, athletics, physique, notice, investigation, fighting, shooting, stealth, empathy, deceit, rapport, infiltration(burglary).

3. Optional. Choose up to three other aspects. These are other descriptors about you. These can be invoked by spending a fate point which helps with rolls where being described as that would help in the action you're undertaking. However if being described as that would hinder you in a situation you can have that aspect 'compelled' which negatively effects the roll. However, compels produce fate points which you can use to invoke your 'cool' aspects or the cool parts of aspects. A character who has a mix of weaknesses and strengths will be able to make their strengths effect the dice rolls a lot more than one who just took aspects with no negative sides.

To write good aspects consider situations where it would hinder you and aid you, if it has both, it's probably a good aspect.

That's it. Please note you can do the third step during play, and each time you fill in an aspect you gain a fate point.





1. Dice rolls to beat a specific number. Roll !4dF + whatever relevant skill. If you tie or beat the difficulty number then you succeed.
Example: Move a heavy thing by rolling against physique
Example: Roll against Physics to identify the strange swirly space anomaly

2. Opposed rolls. Same as above except the target number is me or another player rolling !4DF + relevant skill. You must beat the roll to succeed, ties don't count.
Example: Roll athletics to sprint across a battlefield while it's being filled with suppressing fire by an enemy using marksman.
Example: Roll against stealth to try and sneak up on an enemy who rolls against notice to perceive the approach.

3. Combat rolls. As opposed roll, except the degree of success is important. For every point you beat your target by you inflict 1 'shift' of stress. More on that later, suffice to say more stress is good so long as it's not inflicted on you.
Example: Roll fighting vs fighting to punch a lizardman in the face, you beat his roll by 2 and inflict 2 stress on him.
Example: Roll gunnery vs piloting to try and shoot down an alien starfighter as it comes at your ship. You tie and inflict no stress.

4. Creating advantages. This uses the rules for 1 or 2. Basically this creates an entirely new aspect attached to the scene or a person (either yourself or a target). IF you succeed you also are allowed to invoke this aspect once for free (or twice if you beat the roll by 3 or more). Additionally you can give these invokes to a friend.
Example: Roll physique vs physique during battle to shove a target and place 'knocked off balance' on them.
Example: Roll against notice to add a new aspect to the scene like that the barrels behind a target you're about to shoot at says 'volatile chemicals'
Example: Roll against marksman to carefully take aim at someone in order to fire next turn.

5. On stress and consequences. Each player has a certain degree of 'stress' which is a measure of stamina, luck and to use a story term 'character shields'. Each time stress is inflicted it fills up a box on the stress meter indicating a narrow escape. When there's no way to add more stress to the meter you're forced to take consequences, which represent actually getting hurt. You can take a minor and major consequence, these reduce the stress you just took by 2 and 4 respectively. If you have no consequences left unfilled then you are taken out, this can mean you're eaten, killed or captured.
There are alternatives to taking consequences but more on that later.

The physical stress meter starts off with two boxes, raised to three if you have physique 1-2 and to four if you have physique 3-4.

The mental stress meter starts off with two boxes, raised to three if you have willpower 1-2 and to four if you have willpower 3-4.

The ship stress meter starts off with two boxes, raised to three if you have 1-2 shiphandling and four if you have 3-4 shiphandling. The Ship has its own consequences separated from that of anyone aboard (Though people can still make concessions if the ship takes stress).





Fate points are a form of narrative currency. By spending a fate point you are making whatever aspect you invoked have the spotlight of the story shined upon it. The player starts each session with a number of fate points equal to or greater than the number of aspects they have on their sheet. (so if you ended a session with more than 3 and you have 3 aspects +high concept your amount of fate points stay the same but if you ended with one fate point then you start next session with 3).

An invoke can be done before or after you roll and allows you to do the following to your dice roll so long as the aspect applies to the thing you're doing:
1. you can add +2 to the result of the dice
2. You can reroll the dice
3. You can make a target have to overcome a fixed difficulty roll against a DC of +2

More on compels.
Compels can do the inverse of all the above (apply -2 to dice, make you reroll, make you overcome a fixed difficulty) but can also mean that something adverse happens to you. You can refuse a compel, but this costs a fate point.

Concessions.
Any time the player suffers stress they can elect to throw in the towel on the conflict*. When you do this you get to have some control narratively over what happens to you, though what happens to you still has to be classed as losing. You might ask why you'd want to do this, well two reasons.
1. you gain a fate point and an extra fate point for each consequence you have in exchange for conceding. This is added to your total the moment you're in play again (for those worrying that reformation delays and session limits will mean its wasted as you'd get those points back anyway through refresh).
2. This is one of the ways vore and other smut related fates work** if you think that space pirate babe should be gurgling you in her belly instead of shooting you it's just a concession away. This allows everyone to satisfy their preferences.
Note however that if your friends white knight on your concession then you do not get the reward of fate points for the concession as you didn't really concede anything. So if you're rescued from the spacepirate then you get nothing.

*Exception, if the roll results in you getting taken out then you don't get to concede. As you didn't concede anything.
**Predators can elect to eat anyone who they've 'taken out' provided that it makes sense narratively. The concession rules are for prey really.





Vore and any fetish fate is brought about three ways:
1. Concessions, if you concede you get to pick your fate.
2. Defeat an enemy, if you're predator you can choose their fate including gurgle.
3. Get taken out, if you're taken out vore can happen as I am the one in control of what your fate is.

Possible fates:
oralvore, analvore, unbirth(vaginal vore), cockvore, tailvore, breastvore, cocktransformation, absorption, pussy transformation, sexual slavery.

Possible enemies:
Any under the sun, you can suggest enemies you want to see in the enemy roster as far as species is concerned.





02/22/2013 Motel 4. Kytessa and Hyrra
02/26/2013 Motel 1. Nora Holmes (Lady_list)
03/04/2013 Motel 1. Kytessa and Hyrra
03/08/2013 Games room. Kytessa and Hyrra
03/13/2013 Games room. Kytessa
03/15/2013 games room. Willara, Tina and Vanra.
03/19/2013 Games room. Kytessa and Hyrra
03/25/2013 Games room. Kytessa and Hyrra
03/27/2013 Games room. Reiya, Johanna and Avania.
03/28/2013 Games room. ditto.
04/09/2013 same. same.




Kytessa (Elf, female)Medieval fantasy knight whose career changed only slightly when she was tossed through a dimensional gate by a sorceror.
Hyrra (human, female) Cute curvaceous agent of justice, yes, really...
Elania (catgirl, female) Catgirl with special power armour training, in her suit she's a power to be reckoned with. Outside of her suit she's a danger to herself and others.
Tershi Mendyr (human, male)played by Rumena, student of science hoping to survive long enough to earn scholarship at a core world university...the odds are against him.
Willara (gargoyle, female) Former nightwatchmen of the nocturnal gargoyle race.
Tina_Stutberger (elf, female). Herr Doctor is in!
Vanra(Iviri, herm) Dimensionally translocated alien engineer.
Reiya_Tsukasa (human, female) A cheerleader who survived her town being taken over by monsters, she was cast into the distant future and now seeks the resources of full citizenship to return to her home time.
Johanna_Ravensdale(human, herm) Former mercenary engineer turned star patrol agent, possibly due to having certain appetites that are deleterious when not in the presence of a reformation reactor.
Avania(catgirl, female) A skilled infiltrator, who nevertheless sometimes gets in over her head.


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