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Quest Nemesis: A Choose Your Own Survival Story


  • As you struggle to choose between the two, the noises all around you start to get louder and louder. In a hurry to get out of this Room, you swipe the Chemicals off a nearby desktop and run into Engine Room #2.

    Setting foot inside the Engine Room, the noise seems to die down completely. You can't hear anything chasing after you or heading your way. Just as you're about to wipe the sweat off your brow in relief, you hear it. A thumping noise coming from above you. You look to the ceiling, clutching your Needle Gun in your hand as you scan the area with your eyes. You back up slowly to bump into something. Whirling around with your Needle Gun aimed, you ready yourself to shoot but see only a wall in front of you. You let out a sigh, 'It must've been nothing,' you tell yourself as suddenly an ear wrenching screech goes off in your ear. Jumping back, you lay your eyes on it for the first time.

    The Intruder is covered in what appears to be a ridged exoskeleton, a teal chitinous armor that covers it from head-to-toe. Two long pincers from its back and hang over its shoulders, ready to pierce through flesh and bone at a moment's notice. You can see no eyes on its elongated dome head, but you can clearly see its needle-like teeth sticking out from its mouth. The creature towers over you, it's at least two maybe three feet taller than you.

    Rather than attack you, the creature seems to be watching you, waiting for you to make a move. You were lucky enough to catch it mid-ambush, but now you need to get away from this thing.

    Choose One:
    (2 Remaining Action Cards)
    1. Escape to the Next Room (Costs 1 Action Card; Chance of Intruder Attack before Escaping)
    2. Use your Needle Gun to force the Intruder to Retreat to another Room (Costs 1 Action Card and 1 AMMO)
    3. Use your Decoy on a neighboring Room to force the Intruder to move there (Costs 1 Action Card; Chance of Intruder Attack)

    If you Escape, Choose One:
    1. Move back to Fire Control System (33% Chance of Intruder Encounter)
    2. Move south into the Unexplored Room

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2. Use your Needle Gun to force the Intruder to Retreat to another Room (Costs 1 Action Card and 1 AMMO)
 
2. Use your Needle Gun to force the Intruder to Retreat
 
As the Intruder rears back its tail-like pincers to strike, you jam the barrel of your Needle Gun into its torso and pull the trigger, injecting the alien with your 'special sauce'. Surprised and clearly pained, the Intruder takes a few steps back and roars with anger. Dropping down to all fours, the Intruder speeds out of the room and into the Corridor on the other side of the room. As the Intruder disappears into the darkness of the hall, you let go of your breath and slide down against the wall, trying to get your breathing back under control.

"My apologies, Doctor. I would have warned you of the Intruder's presence, but I was experiencing some irregularities in my programming. I would advise that in the future, you try not to exert yourself too much. If the Intruders were to catch you off guard and surprise you, it could be the end for you."

(When an Intruder Encounter is resolved, an Intruder token is pulled from the Intruder Pool. Then, the number on the back of the token is compared to the number of Action Cards in your hand. If you have less than the amount stated on the token, the Intruder will get to perform a Surprise Attack on you (though it doesn't always work, just most of the time). The best way to avoid a Surprise Attack is to keep a good amount of Action Cards in your hand, especially before you Pass. Stronger Intruders will be more likely to Surprise you, while weaker ones will be less so.)

You wave off ALDIN's warnings and continue breathing heavily. You're too tired to work on the Engine right now. The best you can do is move to another Room, but do you really want to risk it?

Choose One:
(1 Action Card Remaining)
1. Move back to Fire Control (33% Chance of Intruder Encounter
2. Move south into the Unexplored Room (Intruder Occupied)
3. Pass.

Now that you've experience the horrors of the Intruders for the first time, it's dawned on you that you won't be able to complete both of your personal goals. You'll have to stick with just the one, so it's time to choose.

Choose 1 Personal Objective (Must be Completed before Escaping to Win):
1. FIRST CONTACT PROTOCOL. At least 2 Intruder Weaknesses must be discovered (by analyzing heavy objects; Corpse, Intruder Carcass, and Eggs in the Laboratory).
2. EMERGENCY POST-MORTEM. Place the Psychologist's Corpse in the Surgery Room.
 
First choice: 3. Pass
Second Choice: 1. First Contact Protocol
 

  • Though it may be more difficult, you've decided that what's most important is to figure out what the weaknesses of these creatures are. You just need to get your hands on some of the aliens' DNA and bring it to the lab to analyze. The most obvious way would be to somehow kill one of the Intruders, but you figure the Psychologist's Corpse would contain some too if an alien hatched from their body. But first thing's first, you need to make sure that the ship is in working order when it makes the jump to hyperspace.

    "Also, Doctor, there are thirteen Cycles remaining until we make the jump to hyperspace. Just thought I'd remind you."

    Choose One/Two in Order:
    (4 Action Cards Drawn; 5 Action Cards Remaining)
    1. Move north to Fire Control (33% chance of Intruder Encounter)
    2. Move south to the Unexplored Room (Intruder Occupied)
    3. Repair the Engine (Costs 2 Action Cards)
    4. Reload Needle Gun with Chemicals (1 AMMO Remaining; Costs 1 Action Card)


    If you Move:
    1. Move normally
    2. Move Carefully (Costs 2 Action Cards)
 
4. Reload Needle Gun with Chemicals (1 AMMO Remaining; Costs 1 Action Card)
3. Repair the Engine (Costs 2 Action Cards)
 

  • You get to work on repairing the Engine. You feel it would've been done faster with the Tools, but there's no point in dwelling on it now. You had a decision to make and little time to make it with those bloodthirsty aliens after you. Eventually, you hear that vibrant hum that signals the Engine is working just fine now.

    With at least two of the Engines working, now all that's left to do is to make sure the Nemesis is on the right track by checking the ship's coordinates. Then it's just a matter of learning more about these Intruders and you'll be all set to hop back into your Cryopod. You consider making a stop back at the Hibernatorium to pick up that Corpse along the way, just to save you some time. But right now, you need to figure out what kind of route you're going to take to the Cockpit. Or maybe you should just take some time to rest? With how tired you are, it's possible you might get ambushed again.

    1603685069070.png

    Choose One
    (Three Action Cards Remaining)
    1. Move north to Fire Control (33% Chance of Intruder Encounter)
    2. Move south to the Unexplored Room (Occupied by Intruder)
    3. Pass and keep your remaining Action Cards

    If you Move:
    1. Move normally
    2. Move Carefully
 
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I'm gonna take my chances,
1. Move north into Fire Control

as for moving...
1. Move normally
 
You circle back into the Fire Control System. You can hear all sorts of noise coming from the Engine room where you'd just left, but you're not sure if that's just the Engine or an Intruder chasing after you. Either way, you're not too certain whether staying in this Room is a good idea.

Choose One:
1. Move north to Engine #1 (66% Chance of Intruder Encounter)
2. Move west to Airlock Control (33% Chance of Intruder Encounter)
3. Search Fire Control for Items and Pass
4. Pass and keep remaining Action Card (66% Chance of Intruder Encounter)
 
3. Search Fire Control for Items (and, consequently, Pass)
 

  • You quickly look through Fire Control. Not surprisingly, but perhaps ironically, you find a Fire Extinguisher among all the mess. There's also another set of Tools that you could take instead.

    "Doctor, I should also ask that you keep most of the Nemesis' faculties working. You can use this by Repairing the Rooms with or without the use of Tools. Should too many Rooms malfunction all at once, the ship's systems won't be able to handle it and as a result, we will likely explode into a great ball of fire. Budget cuts, you understand."

    Choose One:
    1. Fire Extinguisher
    Discard a Fire marker from the Room you are in OR Use on 1 Intruder in the Room you are in - it Retreats. (Costs one Action Card to use)

    Tools
    2. ONE USE ONLY; Discard the Malfunction marker from the Room you are in OR Repair/Break the Engine in the Engine Room you are in OR Open/Close 1 Door in any Corridor connected to the Room you are in. (Costs 1 Action Card to use)
 
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2. Tools
ONE USE ONLY; Discard the Malfunction marker from the Room you are in OR Repair/Break the Engine in the Engine Room you are in OR Open/Close 1 Door in any Corridor connected to the Room you are in. (Costs 1 Action Card to use)
 

  • After hearing ALDIN's harrowing words, you decide that taking the Tools is probably your best option. Besides, if you wanted to force Intruders to get away from you, you always have your handy dandy Needle Gun. Clipping the Tools to your belt, you hear the monitors in the Room come to life as ALDIN decides to speak up again.

    "Pardon me, Doctor, but I thought you would like to know that one of the Ship's Escape Pods has decided to. . . prematurely launch. I'm afraid that should you decide escaping is better than going into stasis, you'll have one less Escape Pod available to you."

    Great. Well, you've gone through so much trouble to keep the Nemesis intact, it's not likely you would've gone for that route anyhow. Suddenly, you hear a little skittering noise from somewhere in the Room. As you reach down to grab your Needle Gun you suddenly feel a sharp pain in your arm. You look down to see a tiny little insect-like alien has attached yourself to your arm. Before you can shake it off or inject some 'Intruder Repellent' into it, it pierces further into your flesh with its teeth and begins to burrow inside of your arm.

    "Oh, dear. Doctor, I've just checked your vitals and it would appear you have been Contaminated by an Intruder larva. I would suggest you be rid yourself of such an invasive creature, lest you risk ending up like your fellow medical professional in the Hibernatorium."

    Damn it, if only you hadn't dropped your guard so much, the little bugger might not have Surprised you like that. You make a note to be more cautious and conserve your energy (Action Cards) in the future. Your arm hurts like a bitch, and you can feel the little grub crawling around inside your arm, but you haven't taken any serious damage. ALDIN is right, of course. If you don't manage to get rid of this thing soon, chances are it's going to burst out of your head or chest and kill you when it's done chewing on your insides. The best place to do that would be the Surgery Room.

    Choose One:
    (5 Action Cards drawn; 5 Action Cards remaining)

    1. Move west to Airlock Control (16% Chance of Intruder Encounter)
    2. Search the Room for Items
    3. ER; Spend 1 Ammo from the Needle Gun: You get 1 Contamination card in your Discard pile and discard 1 Action card. You draw 3 Action cards to your hand. (Costs 1 Action Card)
    4. Use your Tools to fix the malfunctioning Fire Control (Costs 1 Action Card)

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

  • You move slowly and carefully into Airlock Control, the noises around you getting louder but not enough to warrant panic. The room is still as you left it, malfunctioning and dimly lit. There isn't much you can do here, except repair the Room if you so desire. With the Tools you just picked up it would be a fairly easy task.

    Choose One/Two in Order:
    (Three Action Cards Remaining)

    1. Move to Hibernatorium (16% Chance of Intruder Encounte2. Search Airlock Control for Items
    2. Search Airlock Control for Items
    3. ER; Spend 1 Ammo from the Needle Gun: You get 1 Contamination card in your Discard pile and discard 1 Action card. You draw 3 Action cards to your hand. (Costs 1 Action Card)
    4. Use the Tools to repair Airlock Control (Costs 1 Action Card)
    5. Use the Chemicals to reload your Needle Gun (1 AMMO Remaining)

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

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