Sunrise_Expansion

Sunrise Expansion

The year is 3800 and humanity thrives among the stars lead by Sunrise Expansion a group of entrepid adventurers who investigate danger and solve problems in the cosmos. 

This profile is designed to be a sandbox SCI-FI profile in a universe where humans and aliens travel the stars for simple scenes often characters will be members of an expedition into a hostile world or predators might be the hositlity found on a world. There are other versions and modes of play that will be detailed below but this is a vore game profile generally. 

Modes of Play: 

1. PreyAs Prey you will normally take the position of a captain of a ship alongside your crew of 3 - 4 depending on if you want a captain onboard as a deputy. Either you can choose to look to play something more long term and have your surviving crew level up as they make it through dangers or play a grab and gulp where I will ensure the difficulty is very high and you will only explore 1 location. If you are going more long-term normally you will have to travel through a number of star systems to reach a location while trying to keep yourself and your crew alive and recruiting new allies to replace the ones you lose as you go on. 

2. SwitchSwitch can be played on request as a combination of the two ideas. 

3. PredatorPreadators will normally create/ask me to create/use an existing crew from the below list and then attack them either in a ship-wreck or other scenario. You can be a predator captain of a ship but we'd have to speak about the approach and plan etc~ 

Sunrise Expeditions: Character Classes (Prey)

Sunrise trains each of their members to the highest calbre and they are divided into one of 4 specialist classes. 

Science Officers

Science Officers are highly trained in Biology, Chemistry & Physics as well as generally being experts in on the go medical treatment and rapid analysis of strange phenomina. A science officer is not always so good at defending themselves but is able to support a team from the back lines by identifying weak points in new foes. 

Science Officer's gain +1 Intelligence, +1 Regeneration, a medkit (1*use). You also can choose one of the support skills below. At later levels you can customise your own skills or choose the one you didn't pick. 

HP: 10 MD: 15 Regeneration: 1 Parry: 0 Damage: 1D4 Physical/1D4 Mental

Item 1: Medkit (1 Use can heal an ally back to full health outside of combat)

Item 2: 

Weapon: Tranquilizer Gun (1D4 damage attacks either mental or physical) Ranged

Skills: EITHER Teleport (1*per day you can teleport yourself back to the ship) OR Deflector Shield (In combat you can choose 1 ally and provided them a deflector shield for +1 to Parry you can choose yourself) 

Science Officers - Image Library

Engineering Officers

Engineering Officers are experts in all things mechanical working on the star-ship's engines and making sure equipment is kept in good condition. They generally have scouting drones and telecommunications expertise as well to make sure that they are able to assist on planet when there is trouble. 

Engineering Officer's gain +1 Intelligence, +1 Parry, a homemade bomb (1*use). You also can choose one of the support skills below. At later levels you can customise your own skills or choose the one you didn't pick. 

HP: 13 MD: 13 Regeneration: 0 Parry: 1 Damage: 1D6 Physical

Item 1: Home-made Bomb (Deals 3 damage to all enemies in a combat OR deals 6 damage to 1 enemy can be used while in the SUPPORT position)

Item 2: 

Weapon: Bolt Gun (1D6 Physical Damage) Ranged

Skills: EITHER Scout Drone (1*per day you are alerted to an ambush or combat and given the opportunity to avoid it) OR Make-Shift Shield (Once per combat you can choose to entirely block damage for 1 turn)

Engineering Officers - Image Library

Tactical Officers

Tactical Officers generally possess fast reflexes and enhanced strength and stamina working with the rest of the team to ensure that if/when combat arrives there is a good strategy for survival. A tactical officer heals faster than the rest of their team and generally is the first to act when things go wrong. 

Tactical Officer's gain +1 Athletics. You also can choose one of the support skills below. At later levels you can customise your own skills or choose the one you didn't pick. 

HP: 18 MD: 12 Regeneration: 0 Parry: 0 Damage: 1D6+2 OR 1D8+2 based on weapon choice Physical

Item 1: 

Item 2: 

Weapon: EITHER Automatic Rifle (1D6+2 Damage) Ranged OR Vibroblade (1D8+2) Melee

Skills: EITHER Targeted Attack (Declare before you roll, deal double damage) OR Second Wind (1*per day temporarily gain half your HP this disappears once combat is over)

Tactical Officers

Captains

Captains are generally jack of all trades not as good at any one thing as the rest of their crew but still highly skilled. Normally charismatic and intelligent it is up to them to manage the moral of the crew and keep their team safe. 

Captains gain +1 Charisma, a gift. You also can choose one of the support skills below. At later levels you can customise your own skills or choose the one you didn't pick. 

HP: 15 MD: 15 Regeneration: 0 Parry: 0 Damage: 1D8 

Item 1: Gift (1*Use can be used on Sentient Civilized Foes roll a DC.16 charisma check to pacify them)

Item 2: 

Weapon: Blaster (1D8 Damage) Ranged

Skills: EITHER Diplomat (You can use Diplomacy as a weapon this gives you a dice = to your Charisma stat and a modifier of half of that. If you have already attacked a foe you cannot use this feature Maximum Dice = 1D8+4) OR Inspiring (1*per day you can bring all downed (BUT NOT DEAD) allies back to 5 hit points generally best used when trying to escape)

Captains - Image Library

Character Creation (Prey): 

To create a character for this game simply follow the below steps! Always feel free to ask questions. 

1. Assign your stats by allocating 8 points between Intelligence/Subterfuge, Athletics & Persuasion. (Maximum of 5 for Level one)

In the game these 3 stats will be used for all of your rolls and whenever you survive an episode one of these will be increased by one. 

2. Choose your Class Science, Tactical, Engineer, CaptainRefer to the classes above to check which skills they gain. 

3. Design your Ship (Only relevant if you are playing in a Long-Term RP) 

4. Design/Help Design your Crew you can choose from the example Crew Members/Crews that will be details below or just let me know about appearances of the crew and what sort of skills you want them to have and I'll randomly generate them. 

5. Name your Ship & Take off into space (or if it's a grab and gulp crash onto a hostile alien world) 

Character Classes - Predator

There are many different types of Predator or monster you might encounter in space and these rules will help you make your character into a Predator to be feared by the Sunrise Expansion. 

Hellion

Hellion's are brutal predators who prefer direct combat as an approach. Generally very strong and hardy they often can heal themselves and shrug off the worst wounds. Almost any creature can be a Hellion so long as it is able to fight. Examples:Minotaur, Dragon, Lizard Woman

Hellions gain +3 Athletics, Either 2 in Regeneration or Parry OR 1 in both,  

HP: 25 MD: 18 Regeneration: 1/2 Parry: 1/2 Damage: 1D12/1D8 Melee/Ranged 

Item 1: 

Item 2: 

Attack Type: EITHER 1D12 Melee OR 1D10 Ranged (You can customise your characters aesthetic and weapon look as well as reduce the dice for +1 for every 2 reduced to a max of +3) 

Skills: EITHER - Brute Force (2*per day when presented with an obstacle you overcome with a non-athletics skill you may choose to instead use Atheletics), Crippled (1*Per Day when you are in combat you may choose to cripple a foe rendering them unable to take the escape action and unable to heal for the next week) If you have a custom skill idea please let me know!


(HELLION IMAGE LIBRARY)

Master-Mind

Masterminds are the more intelligent predators generally preferring to dominate their preys minds using traps, minions, trickery and seduction to overcome their intended targets. Examples: Succubi, Witches, Alraune

Master-Minds gain +2 Persuasion & +2 Intelligence, Either 1 Regenergation or 1 Parry. You also receive one Snare Pack and one distraction. 

HP: 18 MD: 18 Regeneration: 1/0 Parry: 1/0 Damage: 1D8/1D6 (Physical), 1D10/1D8 (Mental) 

Item 1: Snare Pack (A snare pack contains all you need to create a trap that requires characters who enter it to make a DC.15 Escape check with a stat of your choice (you pick when you set the trap)

Item 2: Distraction (A distraction can be used to lure a character or characters out of a location. They make a DC.18 Intelligence check to realize it is a trap)

Attack Type: As a Master-Mind you will have access to Mental Attacks without needing a special skill. 

Physical Damage: Either 1D8 Melee OR 1D6 Ranged 

Mental Damage: Either 1D10 Melee OR 1D8 Ranged 

Skills*2: Choose TWO from Minions (Create 3 minions/monsters who you can direct and use to create distractions or even attack your targets), Disguise (Until you have taken a hostile action characters will assume you are well intentioned and trust you. Once you have taken a hostile action you lose this status), Lingering Seduction (Once you have tried to seduce a foe or attacked with MD the encounter will stay with them causing them to take 2X damage from you next time you meet them so long as they fail a DC.14 Charisma check), Death-Trap (You can create a single death-trap a DC.22 trap against a single stat of your choice. Anyone who enters the trap and fails the save will fall to 0 HP and become immobile)

(Mastermind Image Library)

Nightmare

 

Nightmare's are terrifying foes who generally use force or seduction employing stealth, scares and ambushes to seperate their prey isolating them one at a time. A nightmare can be any number of creatures but a Mimic, Slime, Ghost or Drider might be considered a Nightmare. 

Nightmare's gain +2 Intelligence and +2 Athletics they also receive 1 High Quality Distraction and 1 Entry Route as well as Parry 1 OR Regeneration 1.

HP: 16 MD: 16 Regeneration: 1/0 Parry: 1/0 Damage: 

Attack Type: As a Nightmare you will have access to MD and Physical attacks without a features but will be far more effective in melee than at range. 

Physical Attack: 1D10 Melee, 1D6 Ranged 

Mental Attack: 1D8 Melee, 1D4 Ranged

Item 1: High Quality Distraction (This is a distraction that is almost sure to work and can be used to lure characters in a scene into danger. DC.22 Intelligence Check to avoid) 

Item 2: Entry Route (Either due to your character's cunning, wit or strength they have identified a way inside. Spend this to enter a locked room or defensive position in stealth) 

Skills*2: Choose TWO from Terrifying Presence: This creature is terrifying to behold when it attacks and often causes people to run away from it. When it arrives in a room roll a Charisma check to stay calm. Any character who fails flees and rolls a D4 if characters roll the same number they arrive in the same area. This ability can only affect a character once per day. Ambush Predator the first attack this creature makes from stealth rolls double dice and ignores any parry abilities. Quick Escape this predator uses hit and run tactics and can choose to escape combat after round 2 of any combat. Break their Will this predator is so horrible that foes may give up when they witness it kill a foe. If the predator chooses to kill a downed for and is witnessed the other attacker must make a DC.12 Charisma check to avoid fear or drop to 0 MD and surrender in the hopes of avoiding the same fate. 

(NIGHTMARE IMAGE LIBRARY) 

Apex (This class is for Predators who don't want to lose)

The Apex Predator is an unstoppable beast speed, strength, intelligence this is the class to pick when you want no obstacle to stand inbetween you and your prey. Only a crew of exceptional skill and with exceptional luck could stand in your way. 

The Apex Predator gains +4 to all stats as well as 2 items of your choice and has 3 skills. 

HP: 25 MD: 25 Parry: 2 Regeneration: 2 Damage: 1D12+2 (Melee) OR 1D8+2 (Ranged) AND 1D10+2 (Melee) OR 1D6+2 (Ranged)

Item 1: (Create a Custom Item) 

Item 2: (Create a Custom Item)

Skill 1: (Create a Custom Skill or use one from another class)

Skill 2: (Create a Custom Skill or use one from another class)

Skill 3: (Create a Custom Skill or use one from another class)

(APEX Predator Images)

Character Creation (Pred): 

To create a character for this game simply follow the below steps! Always feel free to ask questions. 

1. Assign your stats by allocating 16 points between Intelligence/Subterfuge, Athletics & Persuasion. (Maximum of 10 for Level 1)

In the game these 3 stats will be used for all of your rolls and whenever you defeat a team of a Level higher than your level these will increase. 

2. Choose your Class Hellion, Master-Mind, Nightmare or ApexRefer to the classes above to check which skills they gain. 

Regeneration: An important note on Regeneration when you have Regeneration you heal outside of combat. Regeneration 1 lets you heal now higher than a 3rd of your HP, Regeneration 2 lets you heal up to 2/3rd's of your HP and Regeneration 3 or higher lets you regenerate to full. 

4. Design/Help Design a Crew to hunt. You can choose from the example Crew Members/Crews that will be details below or just let me know about appearances of the crew and what sort of skills you want them to have and I'll randomly generate them. 

5. Roll a dice and we'll have the crew crash into your lair! 

Appendix

Custom Skills (Crew): 

Carnivore - This character is a Carnivore instead of a human and as such has a better overall skill set. +1 to their damage dice. +1 to regeneration or parry. +2 to Athletics. +3 to HP. However this means that they run hot. If they enter a combat and do not manage to eat the foe that they are fighting you lose control of them and they will attack the nearest crew member in an attempt to secure them as a meal. If this effect triggers restore them to half HP if they are below it before they attack.

Custom Skills (Monster): 

Disguise - Alrissya can take the appearance of another character. This deception requires a DC.18 Intelligence or Charisma check to see through.

Give In - If someone watches Alrissya kill an ally they must make a DC.14 Charisma save or lose 10 Mental Health immediately wanting to give in to her.

Tongue Attack: Once per combat the Lizan Alpha can attack with her tongue causing an Athletics Contest, if she wins her tongue drags her prey into melee with her and deals her melee damage. She then makes a second Athletics check if they fail this and have no allies present to take the free action or help they are swallowed and their HP drops to 0.

Translocate - Alrissya can teleport around an area she is not bound to a specific spot unless surrounded by salt, a sealing circle or another method of disturbing her powers.

 
Roleplay Preferences (Click here for explanation)

As PredAs Prey

Being PredBeing Prey Always/Love
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Never/Dislike The profile works with both (although I have a slight prey lean)
Soft Vore Always/Love
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Never/Dislike NO.1 Fave
Hard Vore Always/Love
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Never/Dislike This can be very fun but it's not always my thing/what I'm looking for
Digestion Always/Love
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Never/Dislike I love long or short digestion and I like a little description and noise! Burp's are amazing~ (Oh and I like to know which type my partner prefers before we start!)
Fatality Always/Love
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Never/Dislike Characters will die in the game!
Reforming Always/Love
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Never/Dislike This can happen but it ruins it for me if it happens all the time! Should be a limited hard to acquire resource if in the game at all >_<
Oral Vore Always/Love
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Never/Dislike I LOVE ORAL VORE! (But I have done other types so you can ask!)
Cock Vore Always/Love
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Never/Dislike Loved!
Anal Vore Always/Love
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Never/Dislike One of the only vore types that really isn't my thing
Tail Vore Always/Love
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Never/Dislike Loved!
Vampiric Vore Always/Love
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Never/Dislike Juiceboxes are also loved
Rough Always/Love
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Never/Dislike
Gentle Always/Love
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Never/Dislike
Sex Always/Love
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Never/Dislike
Pain Always/Love
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Never/Dislike I do think pain can be fun but only in the right scene. Combat is often painful but this can be adjusted to suit partner preferences
Disposal Always/Love
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Never/Dislike Nothing too graphic but I think introducing someone to the sewers can be a perfect end for a scene.
Willing Always/Love
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Never/Dislike Can be very fun but do have a preference for unwilling/semi-willing
Unwilling Always/Love
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Never/Dislike
Male Partner Always/Love
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Never/Dislike
Female Partner Always/Love
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Never/Dislike
Vore game Always/Love
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Never/Dislike The profile is a vore game!