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Quest Nemesis: A Choose Your Own Survival Story

2. Search Airlock Control for Items

1. Move to Hibernatorium (16% Chance of Intruder Encounter)
1. Move normally
 
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View attachment 796222

Greetings, I am ALDIN, an Artificial Logic Database, and Intelligence Network. In other words, I am an Artificial Intelligence, also known as an AI. You are an employee aboard the much-renowned starship Nemesis on your way back to Earth from an expedition to an unexplored, uninhabited planet. Very soon, I will be forced to wake you from your cryostasis as it would appear our ship has been infested with a large number of alien lifeforms, and I am quickly running out of ideas short of blowing up the ship with you and the aliens along with it. But, before we begin, I'm going to quickly refresh myself on just who it is I'll be giving orders to once I've roused you. Let's see, it says here in your files that you are a certified...​

  1. Captain
  2. Pilot
  3. Scientist
  4. Scout
  5. Soldier
  6. Mechanic
  7. CEO
  8. Android
  9. Psychologist
  10. Bounty Hunter
  11. Convict
  12. Medic
8.Android
 
You manage to find another pair of objects, a set of Clothes and an Energy Charge. Energy Charges are usually used to reload Energy Weapons, but you know enough about them to know how to open and close Doors with them by overcharging their powerbase. While the Clothes aren't exactly flashy, you could always use them if your suit gets a bit sweaty or gross, or just rip them up to dress a wound.

Choose One:
1. Energy Charge
ONE USE ONLY; Fully load AMMO in one Energy Weapon OR Open or Close 1 Door in any Corridor connected to the Room you are in. (Costs 1 Action Card to Use)

2. Clothes
ONE USE ONLY; Discard a Slime marker OR Dress 1 Serious Wound. (Costs 1 Action Card to Use)
 
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8.Android
Sorry, but since the game has already started and a character has already been selected we can't go with your choice of Android. Please forgive 😰
Feel free to add your vote to future decisions though! To find out the current objectives for the story check out the Character Sheet tab in my previous post!
 

  • You move into the Hibernatorium, where you can hear the distinct sound of clawed feet tapping against a cold metal floor from one of the nearby Rooms. There's an Intruder nearby, likely the same one you ran into earlier. You look over to the Cryopod containing the Psychologist's bloody, torn-up Corpse. The first step in figuring out what makes these aliens tick. You could pick it up now, or maybe you'd like to rest first? Or maybe you just want to get the hell out of this Room in case that Intruder decides to waltz in here. You could always come back after checking out the ship's coordinates in the Cockpit.

    Choose One:
    (One Action Card remaining)
    1. Move southwest to an Unexplored Room (0% Chance of Intruder Encounter)
    2. Move northwest to an Unexplored Room (0% Chance of Intruder Encounter)
    3. Use your Chemicals to reload your Needle Gun (Needle Gun currently has 1 AMMO; Costs 1 Action Card)
    4. Pick up the Corpse (Costs 1 Action Card)
    5. Pass and keep your remaining Action Card
 

  • Carefully removing the Psychologist from their ruptured Cryopod, you lug them over your shoulder. Luckily, the loss of organs and bones took a few pounds off of your former compatriot, so it won't be such a pain having to carry them around. Now, first thing's first. Should you move to the Cockpit and check the ship's coordinates first? Or wander around the ship trying to find the Surgery Room to get this life-threatening Larva out of you? Speaking of which, you have a feeling the little fucker is screwing with your insides because suddenly you don't feel too good. You feel sluggish (no pun intended), and shorter of breath. You'll definitely need to get yourself checked out sooner or later. Preferably sooner.

    (You have drawn a Contamination card from your Action Deck. So long as this Contamination card is in your hand you will be able to perform fewer Actions than usual and it will remain in your hand until you Pass or find a way to get rid of it. The two easiest ways to do this is to use the Rest option when it becomes available or to use the Surgery room.)

    Choose One/Two in Order:
    (4 Action Cards remaining; 1 Contamination Card)
    1. Move northwest toward the Cockpit into an Unexplored Room (0% Chance of Intruder Encounter)
    2. Move southwest toward the Cockpit into an Unexplored Room (0% Chance of Intruder Encounter)
    3. Craft a Taser using your Chemicals and Energy Charge (ONE USE ONLY; Choose 1 Intruder in your Room. It suffers 1 Injury and Retreats)
    4. Use Chemicals to reload your Needle Gun (Needle Gun has 1 AMMO)
    5. Use your Computer Skills to Close 1 Door in a Corridor connected to the Room you are in

    If you close a Door:
    1. Close the door leading to the Airlock Control
    2. Close the door in the southeast Corridor leading to an Unexplored Room
    3. Close the door in the northwest Corridor leading to an Unexplored Room
    4. Close the door in the southwest Corridor leading to an Unexplored Room

    If you Move:
    1. Move normally
    2. Move Carefully
 
2. Move southwest toward the Cockpit into an Unexplored Room (0% Chance of Intruder Encounter)
1. Move normally

4. Close the door in the southwest Corridor leading to an Unexplored Room
 

  • As you move through the Corridor, carrying the body of your colleague with you, you stumble into the Hatch Control System! If it was working, you could use it to unlock the one remaining Escape Pod on the ship. If being the keyword. You can tell by the smoking terminals that this place, like most of the other Rooms you've been to, is Malfunctioning. As you investigate, you can hear a noise coming from the Corridor where you'd came from, so you quickly whirl around and shut the door behind you. You feel somewhat safer now.

    Choose One:
    1. Move south, away from the Cockpit, into an Unexplored Room (0% Chance of Intruder Encounter)
    2. Move west towards the Cockpit into an Unexplored Room (0% Chance of Intruder Encounter)
    3. Move northwest towards the Cockpit (long way) into an Unexplored Room (0% Chance of Intruder Encounter)
    4. Search Hatch Control (Hatch Control is a White Room, meaning you can pick and choose from which Item piles to search from. Red Items are more combat-focused, Green Items tend to heal wounds, injuries, and slime, and Yellow Items are normally focused around fixing and navigating the ship)
    5. Use your Energy Charge and Tools to Craft a Taser
    6. Use your Chemicals and Tools to Craft a Flamethrower (If you do, drop your Needle Gun)

    If you Search:
    1. Two Red Items
    2. Two Green Items
    3. Two Yellow Items
    4. One Red, One Green
    5. One Red, One Yellow
    6. One Green, One Yellow

    If you Move:
    1. Move normally
    2. Move Carefully
 
4. Search Hatch Control (Hatch Control is a White Room, meaning you can pick and choose from which Item piles to search from. Red Items are more combat-focused, Green Items tend to heal wounds, injuries, and slime, and Yellow Items are normally focused around fixing and navigating the ship)
5. One Red, One Yellow
 
4. Search Hatch Control
Searching...
6. One Green, One Yellow
 
Searching the Hatch Control System, you almost can't believe your eyes! At first, you'd found an Energy Charge, which is good and all, but it dulls in comparison to your next find! A honest to goodness Medkit! Using your Medical expertise and the equipment you have on you, you could easily turn this Medkit into a Surgery Kit, and then use it to clear yourself of your Contamination as well as that little Larva bugger wriggling around inside you!

Choose One:
1. Medkit
ONE USE ONLY; Dress 1 Serious Wound OR Heal 1 Dressed Serious Wound (Can be used to craft a Surgery Kit)
2. Energy Charge
ONE USE ONLY; Fully load AMMO in one Energy Weapon OR Close 1 Door in any Corridor connected to the Room you are in (1 Energy Charge currently in Inventory; Can be used to craft a Taser)
 

  • You take the Medkit with you and you're satisfied knowing that you made the right choice. Now you just need to put your access code into the metal box to unlock the goodies inside of it. The medkits on the Nemesis are about the same as any old first aid kit you'd find on any ship, but each one has a compartment behind all the gauze and emergency eyewash that can only be accessed by the doctors on the ship. One with scalpels, anesthetic, and all the wonderful modern innovations of medical science. All you need to do now is input your code and you'll be one step closer to being Larva and contamination-free. The sooner the better, you think to yourself. There's no telling when this thing is going to decide to burst out of your chest.

    Choose One:

    (1 Action Card Remaining; 1 Contamination Card)

    1. Move southwest towards the Cockpit to an Unexplored Room (0% Chance of Intruder Encounter)
    2. Move south away from the Cockpit towards an Unexplored Room (0% Chance of Intruder Encounter)
    3. Use Chemicals to reload your Needle Gun (1 AMMO Remaining)
    4. Use your Tools to repair the malfunctioning Hatch Control System
    5. Use your Energy Charge to close one of the Doors in a Corridor connected to the Room you're in
    6. Input your code to access the Surgery Kit

    If you Close a Door:
    1. Close the Door to your north, blocking off an Unexplored Room
    2. Close the Door to your south, blocking off an Unexplored Room
    3. Close the Door to your west, blocking off an Unexplored Room

    1604680452416.png
 

  • With a few clicks and clacks on the Medkit's keypad, the hidden compartment inside opens up to reveal a bounty of medical supplies any Doctor could possibly want to extract an alien worm from themselves. You wipe the drool off your mouth as ALDIN appears on a screen, his wireframe face flickering in and out of focus with the glitching monitor. "Ah, good, I can see you've acquired a Surgery Kit. I would recommend using it as soon as possible in order to avoid any undesirable deaths. And by deaths, I mean your own of course."

    "Also, I had another reason for calling. So far six cycles have passed since you left your Cryopod. In another nine cycles, the Nemesis will jump into hyperspace. After the next cycle, I will unlock the Hibernatorium pods again so that you may enter cryostasis at any time before we depart. I advise you to keep track of just how much time you have left before you are flattened like a pancake by the pure crushing force of hyperspace. That is all."

    As ALDIN blinks off-screen, you spend a moment taking in your surroundings. You don't hear a lot of noise coming from any of the nearby Corridors, but you know you could be ambushed at any moment. You take another reassuring look at your Surgery Kit and it feels like a great weight has been lifted off your shoulders, knowing you're not going to become the nesting ground for a healthy newborn Intruder. In contrast, however, you still have a literal heavy weight on your shoulders as you are reminded of the Psychologist you have to drag around with you. You still have a long day ahead of you, Doctor.


    New Player Phase!
    Choose One:

    (4 Action Cards Drawn! One Contamination Card Drawn!)

    1. Move southwest towards the Cockpit to an Unexplored Room (0% Chance of Intruder Encounter)
    2. Move south away from the Cockpit towards an Unexplored Room (0% Chance of Intruder Encounter)
    3. Use Chemicals to reload your Needle Gun (1 AMMO Remaining)
    4. Use your Tools to repair the malfunctioning Hatch Control System
    5. Repair the Malfunctioning Hatch Control System without your Tools (Costs 2 Action Cards)
    6. Use your Energy Charge to close one of the Doors in a Corridor connected to the Room you're in
    7. Use your Surgery Kit; Scan all Contamination Cards in your deck, discard pile and hand and remove all INFECTED CARDS (and your Larva). Then, shuffle your deck, discard pile and hand together and suffer 1 Light Wound (Ends your Player Phase with 0 Action Cards)
    8. Rest; Scan all Contamination cards in your hand (1) and remove all not Infected cards.
    9. Search Hatch Control System for Items

    If you Search:
    1. Two Red Items
    2. Two Green Items
    3. Two Yellow Items
    4. One Red, One Green
    5. One Red, One Yellow
    6. One Green, One Yellow

    If you Move:
    1. Move normally
    2. Move Carefully

    If you Close a Door:
    1. Close the Door to your north, blocking off an Unexplored Room
    2. Close the Door to your south, blocking off an Unexplored Room
    3. Close the Door to your west, blocking off an Unexplored Room
 
7. Use your Surgery Kit; Scan all Contamination Cards in your deck, discard pile and hand and remove all INFECTED CARDS (and your Larva). Then, shuffle your deck, discard pile and hand together and suffer 1 Light Wound (Ends your Player Phase with 0 Action Cards)
 

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