Similar Adventures on Outfox
[Two Line Summary]
Daniel Discovers a strange liquid from a meteor that allows him to spread his consciousness through any orifice
[Detailed Description]
Daniel finds a canister on his way home from his job. Curious what could be inside, he cracks it open and a purple slug jumps into his mouth! He passes out, but awakes shortly after knowing he has a new ability. He can make his own slugs and use them to put a copy of his mind in someone else’s body
CHARACTERS
[Characters
Daniel “Danny” Englewood- the most average of guys. Average build, brown hair, average face. He even has an average job as a bartender in a small local bar in his quaint little town. A bit of a goofball, but in a charming way.
Sally Birch- owner of a local bar, and Danny’s boss. She is in her early 40’s and built like attention comes easy. Attractive, curt, but well like by her patrons. A good boss and easy one eyes
Justin Poe- Danny’s best friend, bit of a nerd and a pervert but also one of the funniest people Danny knows
SETTING & WORLD
Modern day Small town of 12000 in rural Louisiana, a couple hours drive from Baton Rouge
Daniel Discovers a strange liquid from a meteor that allows him to spread his consciousness through any orifice
[Detailed Description]
Daniel finds a canister on his way home from his job. Curious what could be inside, he cracks it open and a purple slug jumps into his mouth! He passes out, but awakes shortly after knowing he has a new ability. He can make his own slugs and use them to put a copy of his mind in someone else’s body
CHARACTERS
[Characters
Daniel “Danny” Englewood- the most average of guys. Average build, brown hair, average face. He even has an average job as a bartender in a small local bar in his quaint little town. A bit of a goofball, but in a charming way.
Sally Birch- owner of a local bar, and Danny’s boss. She is in her early 40’s and built like attention comes easy. Attractive, curt, but well like by her patrons. A good boss and easy one eyes
Justin Poe- Danny’s best friend, bit of a nerd and a pervert but also one of the funniest people Danny knows
SETTING & WORLD
Modern day Small town of 12000 in rural Louisiana, a couple hours drive from Baton Rouge
[Two Line Summary]
You and a small group of friends are invited by your occulist girlfriend to get a free fortune telling a deck of tarot cards she just bought.
CHARACTERS:
Victor: The player character. He is as average and plain looking as they come. He has Brown hair, Green eyes. Personality: The Peacekeeper friend.
Sarah: Your occulist girlfriend. She's is cute and soft.
She has blonde hair with red highlights with hazel eyes. Personality: The Weird Friend.
Jessica: The Cheer Captain and Sarah's friend. She a bombshell. She has dark hair, blue eyes. Personality: The Responsible Friend.
Alex: Your older sister. She's short and introverted. She has brown hair, blue eyes. Personality: The Gamer Friend.
Gina: Alex's best friend. She's a tomboy. She has red hair, green eyes. Personality: The Fitness Friend.
Theresa: Your neighbor's daughter. She's kind and soft. She has blonde hair, blue eyes. Personality: The Religious Friend.
Heather: Your best friend's twin sister. She's energetic. She has dark hair with green highlights. Personality: The Joker Friend.
SETTING & WORLD
Modern age Earth
You and a small group of friends are invited by your occulist girlfriend to get a free fortune telling a deck of tarot cards she just bought.
CHARACTERS:
Victor: The player character. He is as average and plain looking as they come. He has Brown hair, Green eyes. Personality: The Peacekeeper friend.
Sarah: Your occulist girlfriend. She's is cute and soft.
She has blonde hair with red highlights with hazel eyes. Personality: The Weird Friend.
Jessica: The Cheer Captain and Sarah's friend. She a bombshell. She has dark hair, blue eyes. Personality: The Responsible Friend.
Alex: Your older sister. She's short and introverted. She has brown hair, blue eyes. Personality: The Gamer Friend.
Gina: Alex's best friend. She's a tomboy. She has red hair, green eyes. Personality: The Fitness Friend.
Theresa: Your neighbor's daughter. She's kind and soft. She has blonde hair, blue eyes. Personality: The Religious Friend.
Heather: Your best friend's twin sister. She's energetic. She has dark hair with green highlights. Personality: The Joker Friend.
SETTING & WORLD
Modern age Earth
A future timeline, where humanity has spread to the stars and worlds beyond the cradle of Sol; all under the purview of a unified Earth government.
In one of many long-range colony ships, moving with the intent to establish humanity's interstellar frontier in brave new lands beyond even Sol's light—an accident stirs a stowaway evil awake, eager with ambitious desire and lust.
---
In the vast cargo holds of the UECS Nike and halfway through the journey, the all-women crew of the ship found a bizzare and morbid mystery:
A desiccated male corpse in the ratty remains of a hazard suit, with only two strange vials in its crusty clutches.
Identification of the cadaver via DNA analysis of sample tissue is easy, despite the degradation of the body. A return within the Unified Earth Overwatch's databases brought up a researcher-turned-petty-criminal, Killigan Pierce. A no-name corporation's former employee, his warrant describes the theft of company assets and evasion of arrest. Short, simple, and puzzling that he would wound up dead on the all-female colony ship UECS Nike.
Warp travel interference and the grand distances of the journey meant that communications between the ship and the Sol System is nil until further notice, the special FTL comms satellite only for use at the ship's target exoplant. Still, the women of the Nike's skeleton crew merely incinerates the body; the two vials safely in storage at one of the numerous science labs on the ship.
In any other timeline, the science officer in the lab would have found what is in those vials; and promptly dispose them without haste or hesitation.
This, however, is not that timeline.
---
Sharon Juan Moruga: A junior science officer onboard the Nike and the one that is examining the two vials found on Pierce's corpse. Sharon is a young Filipina with pixie cut black hair, an slender athletic build with respectable chest and rear assets, a sunkissed complexion akin to macassar ebony wood, and a pretty face with soft angles; cute features; and hazel brown eyes. Has a fiercely tomboy demeanor and a go-getter attitude with her work.
Lilia Volynski: Sharon's roommate and a member of the ship's security complement. Also around Sharon's age and a junior within the security complement, only having two years as a uniformed police officer on Mars for experience. A tall Slavic brunette beauty with shoulder-length hair, fair complexion like young cherry blossom flowers and a fit body with curves that can make a winding river green with envy; her rack and posterior are, comparative to Sharon's, ample yet firm despite their size. A timid but serious girl, trying to professional but held back by anxiety and introvert tendencies.
Mizu Matsumodo: The peppy and trendy XO of the ship's command staff. A Japanese woman with small but near perfectly round breasts, a slim build that bottoms out to a surprisingly adequete thick rear and thighs, and a fashion sense that favors bold colors; including dying her hair to pink, switching it over to blue with purple highlights, and vice versa. She's competent, but her cheerfully sunny disposition throws many of the crew off.
Sherrie Preston: The ship's captain with the gravitas to match, despite her chill attitude. An African-American lady with spiky dark hair thats always fashioned into masculine hair styles to pair with her handsome face. Like many others on the ship, her womanly assets are impressive, yet the most notable is her toned build; her muscles clearly defined in spite of her shapely body, with a prominent six-pack visible under the ship's tight uniforms. Although visually intimidating, Sherrie is a lax and carefree captain, having faith that her crew can manage themselves even in theoretical times of crisis.
Linda Thompson: A member of the ship's engineering and robotics teams. A blonde Caucasian bombshell of a lady who could've been a famous actress if not for her chosen profession as a robotics technician. She wears glasses that enhance her nigh peerless silver screen prettiness and even her work clothes look amazing on her. Despite that, she is a humble and sociable butterfly, clearly happy to ply her trade with robots and software than acting on movies and shows.
Trinh My Huyuh: A feisty Vietnamese girl, eccentric ship engineer, and Linda's roommate. Shorter than even Sharon, Trinh's complexion is like lacquered tiger maple wood, her build a lithe and runner's, her naturally red hair always in pigtails or twin Chinese hairbuns; although short, her boobs and butt are fairly well endowed. Though Trinh is often still subject being mistaken as a teen, either unironically or not. As a result, Trinh is a snappy, fiesty, and thinly patient girl; yet eccentrically brilliant in her approach to astronomy and space ship engineering.
Hei-ran Su: The stern head of security from Korea. A Korean woman with deep experience in counterterrorism and law enforcement, Hei-ran's lithe and curvy build makes her look like a dancer; if not for the subtly defined muscles that speak for her prior background. Her jet black hair is always in an impeccable bob cut. Out of everyone else in the crew, her bust is largest and her butt a lovely example of a bubble butt that leads to pleasantly thick thighs. She's a no nonsense woman who takes her job seriously, to everyone else's exasperation; often butts head with Sherrie's lax approach to things.
Killigan Pierce: A former corporate researcher, turned wanted criminal, and now a freshly incinerated cadaver. Killigan worked for a biotechnical firm, research and developing medical advancements for Sol and its people. However, he soon became a wanted man after he physically destroyed a particular project the company was invested in, and stole the backup copies of the research data. How he stowed away on the UECS Nike or how he died is unknown, with only the vials he had on him offering potential answers; or a potential doom. Before his death and arrest warrant, Killigan was an elderly Caucasian man with a bald spot, a scraggly beard, and frail thin body; though he remained a sharp-minded, hawkeyed, and intuituve researcher despite his age and worn body.
In one of many long-range colony ships, moving with the intent to establish humanity's interstellar frontier in brave new lands beyond even Sol's light—an accident stirs a stowaway evil awake, eager with ambitious desire and lust.
---
In the vast cargo holds of the UECS Nike and halfway through the journey, the all-women crew of the ship found a bizzare and morbid mystery:
A desiccated male corpse in the ratty remains of a hazard suit, with only two strange vials in its crusty clutches.
Identification of the cadaver via DNA analysis of sample tissue is easy, despite the degradation of the body. A return within the Unified Earth Overwatch's databases brought up a researcher-turned-petty-criminal, Killigan Pierce. A no-name corporation's former employee, his warrant describes the theft of company assets and evasion of arrest. Short, simple, and puzzling that he would wound up dead on the all-female colony ship UECS Nike.
Warp travel interference and the grand distances of the journey meant that communications between the ship and the Sol System is nil until further notice, the special FTL comms satellite only for use at the ship's target exoplant. Still, the women of the Nike's skeleton crew merely incinerates the body; the two vials safely in storage at one of the numerous science labs on the ship.
In any other timeline, the science officer in the lab would have found what is in those vials; and promptly dispose them without haste or hesitation.
This, however, is not that timeline.
---
Sharon Juan Moruga: A junior science officer onboard the Nike and the one that is examining the two vials found on Pierce's corpse. Sharon is a young Filipina with pixie cut black hair, an slender athletic build with respectable chest and rear assets, a sunkissed complexion akin to macassar ebony wood, and a pretty face with soft angles; cute features; and hazel brown eyes. Has a fiercely tomboy demeanor and a go-getter attitude with her work.
Lilia Volynski: Sharon's roommate and a member of the ship's security complement. Also around Sharon's age and a junior within the security complement, only having two years as a uniformed police officer on Mars for experience. A tall Slavic brunette beauty with shoulder-length hair, fair complexion like young cherry blossom flowers and a fit body with curves that can make a winding river green with envy; her rack and posterior are, comparative to Sharon's, ample yet firm despite their size. A timid but serious girl, trying to professional but held back by anxiety and introvert tendencies.
Mizu Matsumodo: The peppy and trendy XO of the ship's command staff. A Japanese woman with small but near perfectly round breasts, a slim build that bottoms out to a surprisingly adequete thick rear and thighs, and a fashion sense that favors bold colors; including dying her hair to pink, switching it over to blue with purple highlights, and vice versa. She's competent, but her cheerfully sunny disposition throws many of the crew off.
Sherrie Preston: The ship's captain with the gravitas to match, despite her chill attitude. An African-American lady with spiky dark hair thats always fashioned into masculine hair styles to pair with her handsome face. Like many others on the ship, her womanly assets are impressive, yet the most notable is her toned build; her muscles clearly defined in spite of her shapely body, with a prominent six-pack visible under the ship's tight uniforms. Although visually intimidating, Sherrie is a lax and carefree captain, having faith that her crew can manage themselves even in theoretical times of crisis.
Linda Thompson: A member of the ship's engineering and robotics teams. A blonde Caucasian bombshell of a lady who could've been a famous actress if not for her chosen profession as a robotics technician. She wears glasses that enhance her nigh peerless silver screen prettiness and even her work clothes look amazing on her. Despite that, she is a humble and sociable butterfly, clearly happy to ply her trade with robots and software than acting on movies and shows.
Trinh My Huyuh: A feisty Vietnamese girl, eccentric ship engineer, and Linda's roommate. Shorter than even Sharon, Trinh's complexion is like lacquered tiger maple wood, her build a lithe and runner's, her naturally red hair always in pigtails or twin Chinese hairbuns; although short, her boobs and butt are fairly well endowed. Though Trinh is often still subject being mistaken as a teen, either unironically or not. As a result, Trinh is a snappy, fiesty, and thinly patient girl; yet eccentrically brilliant in her approach to astronomy and space ship engineering.
Hei-ran Su: The stern head of security from Korea. A Korean woman with deep experience in counterterrorism and law enforcement, Hei-ran's lithe and curvy build makes her look like a dancer; if not for the subtly defined muscles that speak for her prior background. Her jet black hair is always in an impeccable bob cut. Out of everyone else in the crew, her bust is largest and her butt a lovely example of a bubble butt that leads to pleasantly thick thighs. She's a no nonsense woman who takes her job seriously, to everyone else's exasperation; often butts head with Sherrie's lax approach to things.
Killigan Pierce: A former corporate researcher, turned wanted criminal, and now a freshly incinerated cadaver. Killigan worked for a biotechnical firm, research and developing medical advancements for Sol and its people. However, he soon became a wanted man after he physically destroyed a particular project the company was invested in, and stole the backup copies of the research data. How he stowed away on the UECS Nike or how he died is unknown, with only the vials he had on him offering potential answers; or a potential doom. Before his death and arrest warrant, Killigan was an elderly Caucasian man with a bald spot, a scraggly beard, and frail thin body; though he remained a sharp-minded, hawkeyed, and intuituve researcher despite his age and worn body.
You've spent a decade and some of your life in the military, a career dominated by the sweaty dumbasses in uniform, boredom as you sat with your thumb up your ass in all kinds of bases and FOBs, and the smell of chemicals that might've fucked you up more than any theoretical enemy or bullet. You're retired now, though, and happily married with a pretty lady and with three kids.
So it only stands to motherfucking Murphy and God and whatever else bullshit, that you'd get yoinked out of this comfy life of retirement; forcibly transformed into some kind of anime girl with cat ears and a tail; and ordered to go on a grand quest with three other chucklefucks to defeat a big bad evil guy. All because whatever system took you to this world got the wrong guy, and is clearly not paid enough to care about correcting their mistakes.
Thankfully, you aren't left defenseless or clueless. De-aged and transformed into an anime cat girl, you still have your wits, knowledge, skills, and experience from your military career. And as compensation for the fuckup, the system gave you your full kit and uniform, complete with a funky magical service for replacement and resupply; and the capability to file procurement requests for gear and weapons from your world.
Granted, your whole getup would make you stick out in this bizzare hodgepogde fantasy world full of anime tropes, a nonsensical magic system, and a messy blend of historical and pop culture aesthetics and concepts. Not that you care, really.
After all, your mission to complete this grand quest, kill the big bad evil guy, and get home to your wife and kids. Preferably after you turn yourself back, but being a pretty cat girl does have its benefits...
---
Larry - You, the player. A veteran US Army Ranger with a decade and some years of experience under your hypothetical PT safety belt. You retired as a Sergeant First Class in your late thirties, got married to Lacey, and had three kids. Could've done some things better from there, maybe raised your kids better, but it would've been a comfy life. Yet, because of one of your kids, you were whisked away to a different land choked to the gills with anime tropes, mish-mashing of historical aesthetics and ideas, and full of danger of all kinds. Not to mention, whatever system brought you here turned you into an anime cat girl! Rightly annoyed and ready to get back home, you grudgingly accept the grand quest to defeat a big bad evil guy alongside three of the local heroes of this land.
Milos Maltdorf - An aristocratic man and scion of an influential family of warriors and mages, he is essentially the hero party's leader and frontline fighter - a mage-knight of fierce skill and demeanor. As haughty and arrogant he can be, he is not stupid nor greedy; he can be reasonable when their lives and the fate of the world hinges on their success and grit. He views the transformed Larry as an idle curiosity but is otherwise not interested, his hand already arranged in marriage with another family's child.
Kor of the Steel Peaks - A Dwarf of both smith and priestly careers, Kor provides logistical support and solid wisdom for the party; he is also no slouch in taking down foes with his polearm. A long-lived dwarf, the bearded stout fellow is affable and apathetic. So as long there is good talk, drinks, and food to be had, he's quite chill. Sees the transformed Larry as a poor soul but otherwise another person to share food and drinks with, and to pester about the strange gear and weapons they carry around.
Eleelia - An Elven woman around Kor's age, she looks as youthful and breathtaking as the fairest and prettiest maidens of the human kingdoms. A forest hermit content with her isolation, Eleelia offers excellent insight on creatures, terrain, and obscure lore on the land and peoples the party will encounter. She has a vast repetoire of magic to call upon, from summoning natural constructs to work or fight, to quelling the corruption of a sacred shrine with a snap of a finger. Armed with a sling and a bag of magical projectiles, Eleelia is a slippery, agile, and swift shooter with an encylopedic in her mind. To Eleelia, she is most intetested in the transformed Larry, if only to hear their tales of America's national parks, of the various locales they've been to on their tour of duty, of a world vastly different to her own.
The Marlowe - The Big Bad Evil Guy that the heroes must defeat, and the final step for Larry's return to home. Not much is known of this dastardly villain, other than his prowess in the martial arts and magical applications. With an odd name and shrouded in mystery, he is as alien to this land as Larry is.
Lacey - Larry's wife, an African-American woman with gentle disposition yet snarky language. Not appearing in this story, unless prompted so.
Nicole - Larry's youngest child and a firecracker of a girl. Not appearing in this story unless prompted so.
Perry - Larry's second oldest, and a smart fellow with a knack for engineering. Not appearing in this story unless prompted so.
Jessy - Larry's oldest and the problem child. A streamer and gamer, she wishes for a bigger purpose to her life and inadvertedly sent a request to the system that would take her to a fantastical world. Except, it took her father instead and turned him into a cat girl. Not appearing in this story unless prompted so.
The System - A clearly magical network that facilitates many things within its purview, taking cues from MMORPGs and such. It is a known thing to the locals of the world Larry is taken to, a considered fact of life and thusly most view it as a divine phenomenon and blessing. To Larry, it is obviously nothing more than a tool and interface being used by an organization of celestial beings larping as game developers and writers; direct lines of communications to the people behind the System are exclusive only to Larry. The System and its users are largely sorry about the taking and transforming Larry into an anime cat girl, but otherwise expect them to do their part in the grand quest to take down The Marlowe.
---
The world Larry is taken to is known as Gaerun, with three known continents and plenty more unexplored lands to be found.
Gaerun is a land of anime isekai tropes, a hodepogde of cultures and Earth's nations and history and pop culture, and a nonsensical magic system.
These three continents are known as such:
> Kessel - a singular landmass at its widest at the north and the thinnest at the south, with a pinch at the midpoint between the northern and southern hemispheres; forming a sort of landbridge. The northern lands sport a cold climate with long nights and cloudy days. The terrain range from stretches of forested tundra, cold deserts, and a range of steppe mountains that divide the civilized lands from a possible ice bridge to Gaerun's north pole. The midpoint is temperate, coastal, and mild; comparable in climate to Spain or Greece. The southern tip is tropical and wet, with humidity and heat that brings to mind the islands of the Pacific.
> Mijuru - A tropical continent shaped like an egg omelet, it is the smallest between the three continents. Its elevation is variable but trends towards hilly and mountainous, creating wondrous natural landmarks that proclaim both beauty and hostility. Whilst resource rich, the difficulty in accessing those resources and supporting a large population in extremely tough landscapes leave most civilizations to dot the continent's coasts and water formations. Unexplored archipelagos and islands surround Mijuru and the routes to other continents.
> Jobol - the largest landmass and east of Kessel and Mijuru, it is like the European and Eurasian continent from Larry's world. A westward peninsula juts from the bulk of Jobol, where a vast majority of the civilizations live and change. Moving eastward leads to frontier settlements surrounded by untouched forests and fields of grass, a massive mountain range of stone and earth, and further mysteries.
Several major powers occupies Gaerun's continents, which include the following:
> Zirculan - a mercantile nation of Jobol, sporting the biggest and wealthier port cities; with the best naval power to go with. Zirculan houses many of the Elvish trade companies that transports and exploits all kinds of goods and resources from other nations. There is talk of them sponsoring a colonization fleet that would explore the untouched regions of Jobol.
> Tyulani Coalition - A Kesselan alliance of kingdoms, Dwarf clans, and northern Elven settlements. The closest thing to a democractic republic, the Coalition came to being to better consolidate their power base and to share resources. They frequently import and export goods and resources with Zirculan.
> Pepylshan Shirelands - Another Kesselan alliance comparable to a democracy, the Peylshans politically dominate the southern tip and view the Tyulani Coalition as rebels and resistance. They also trade with Zirculan, though they seek to subvert the mercantile nation's economic strength with their own trade companies and colonization efforts of islands and archipelagos near Mijuru.
> Yuu-hana Imperial Authority - The premiere port city and most powerful human family on Mijuru, the Yuu-hana royals command a well-balanced army and navy, focused on the defense against foreign aggressors and internal suppression of any dissidents. A favorite customer of Zirculan's weathliest trade companies, the Yuu-hana wish to further consolidate their authority and influence through economic conquest of other cities and communities on Mijuru. They are aware and contest the Pepylshani colonization foray into their waters.
> Hoel-jun Kingdom - Another Mijuru polity, this inland mountainous nation is where many of the steel and other industrial materials are sourced and processed. They enjoy a partnership with the Yuu-hana Authority, supplying their people and armies with the necessary materials to support their livelihoods. They're a mercantile sort, viewing Zirculan trade companies as rivals to overcome.
> Jainin - A Jobol nation, the Jaininani people are almost like the Roman Empire transplanted to this world. An intellectual and philosophical hub, they are also considered the breadbasket by the world. They occupy the southern coasts of the Jobolian western peninsula.
So it only stands to motherfucking Murphy and God and whatever else bullshit, that you'd get yoinked out of this comfy life of retirement; forcibly transformed into some kind of anime girl with cat ears and a tail; and ordered to go on a grand quest with three other chucklefucks to defeat a big bad evil guy. All because whatever system took you to this world got the wrong guy, and is clearly not paid enough to care about correcting their mistakes.
Thankfully, you aren't left defenseless or clueless. De-aged and transformed into an anime cat girl, you still have your wits, knowledge, skills, and experience from your military career. And as compensation for the fuckup, the system gave you your full kit and uniform, complete with a funky magical service for replacement and resupply; and the capability to file procurement requests for gear and weapons from your world.
Granted, your whole getup would make you stick out in this bizzare hodgepogde fantasy world full of anime tropes, a nonsensical magic system, and a messy blend of historical and pop culture aesthetics and concepts. Not that you care, really.
After all, your mission to complete this grand quest, kill the big bad evil guy, and get home to your wife and kids. Preferably after you turn yourself back, but being a pretty cat girl does have its benefits...
---
Larry - You, the player. A veteran US Army Ranger with a decade and some years of experience under your hypothetical PT safety belt. You retired as a Sergeant First Class in your late thirties, got married to Lacey, and had three kids. Could've done some things better from there, maybe raised your kids better, but it would've been a comfy life. Yet, because of one of your kids, you were whisked away to a different land choked to the gills with anime tropes, mish-mashing of historical aesthetics and ideas, and full of danger of all kinds. Not to mention, whatever system brought you here turned you into an anime cat girl! Rightly annoyed and ready to get back home, you grudgingly accept the grand quest to defeat a big bad evil guy alongside three of the local heroes of this land.
Milos Maltdorf - An aristocratic man and scion of an influential family of warriors and mages, he is essentially the hero party's leader and frontline fighter - a mage-knight of fierce skill and demeanor. As haughty and arrogant he can be, he is not stupid nor greedy; he can be reasonable when their lives and the fate of the world hinges on their success and grit. He views the transformed Larry as an idle curiosity but is otherwise not interested, his hand already arranged in marriage with another family's child.
Kor of the Steel Peaks - A Dwarf of both smith and priestly careers, Kor provides logistical support and solid wisdom for the party; he is also no slouch in taking down foes with his polearm. A long-lived dwarf, the bearded stout fellow is affable and apathetic. So as long there is good talk, drinks, and food to be had, he's quite chill. Sees the transformed Larry as a poor soul but otherwise another person to share food and drinks with, and to pester about the strange gear and weapons they carry around.
Eleelia - An Elven woman around Kor's age, she looks as youthful and breathtaking as the fairest and prettiest maidens of the human kingdoms. A forest hermit content with her isolation, Eleelia offers excellent insight on creatures, terrain, and obscure lore on the land and peoples the party will encounter. She has a vast repetoire of magic to call upon, from summoning natural constructs to work or fight, to quelling the corruption of a sacred shrine with a snap of a finger. Armed with a sling and a bag of magical projectiles, Eleelia is a slippery, agile, and swift shooter with an encylopedic in her mind. To Eleelia, she is most intetested in the transformed Larry, if only to hear their tales of America's national parks, of the various locales they've been to on their tour of duty, of a world vastly different to her own.
The Marlowe - The Big Bad Evil Guy that the heroes must defeat, and the final step for Larry's return to home. Not much is known of this dastardly villain, other than his prowess in the martial arts and magical applications. With an odd name and shrouded in mystery, he is as alien to this land as Larry is.
Lacey - Larry's wife, an African-American woman with gentle disposition yet snarky language. Not appearing in this story, unless prompted so.
Nicole - Larry's youngest child and a firecracker of a girl. Not appearing in this story unless prompted so.
Perry - Larry's second oldest, and a smart fellow with a knack for engineering. Not appearing in this story unless prompted so.
Jessy - Larry's oldest and the problem child. A streamer and gamer, she wishes for a bigger purpose to her life and inadvertedly sent a request to the system that would take her to a fantastical world. Except, it took her father instead and turned him into a cat girl. Not appearing in this story unless prompted so.
The System - A clearly magical network that facilitates many things within its purview, taking cues from MMORPGs and such. It is a known thing to the locals of the world Larry is taken to, a considered fact of life and thusly most view it as a divine phenomenon and blessing. To Larry, it is obviously nothing more than a tool and interface being used by an organization of celestial beings larping as game developers and writers; direct lines of communications to the people behind the System are exclusive only to Larry. The System and its users are largely sorry about the taking and transforming Larry into an anime cat girl, but otherwise expect them to do their part in the grand quest to take down The Marlowe.
---
The world Larry is taken to is known as Gaerun, with three known continents and plenty more unexplored lands to be found.
Gaerun is a land of anime isekai tropes, a hodepogde of cultures and Earth's nations and history and pop culture, and a nonsensical magic system.
These three continents are known as such:
> Kessel - a singular landmass at its widest at the north and the thinnest at the south, with a pinch at the midpoint between the northern and southern hemispheres; forming a sort of landbridge. The northern lands sport a cold climate with long nights and cloudy days. The terrain range from stretches of forested tundra, cold deserts, and a range of steppe mountains that divide the civilized lands from a possible ice bridge to Gaerun's north pole. The midpoint is temperate, coastal, and mild; comparable in climate to Spain or Greece. The southern tip is tropical and wet, with humidity and heat that brings to mind the islands of the Pacific.
> Mijuru - A tropical continent shaped like an egg omelet, it is the smallest between the three continents. Its elevation is variable but trends towards hilly and mountainous, creating wondrous natural landmarks that proclaim both beauty and hostility. Whilst resource rich, the difficulty in accessing those resources and supporting a large population in extremely tough landscapes leave most civilizations to dot the continent's coasts and water formations. Unexplored archipelagos and islands surround Mijuru and the routes to other continents.
> Jobol - the largest landmass and east of Kessel and Mijuru, it is like the European and Eurasian continent from Larry's world. A westward peninsula juts from the bulk of Jobol, where a vast majority of the civilizations live and change. Moving eastward leads to frontier settlements surrounded by untouched forests and fields of grass, a massive mountain range of stone and earth, and further mysteries.
Several major powers occupies Gaerun's continents, which include the following:
> Zirculan - a mercantile nation of Jobol, sporting the biggest and wealthier port cities; with the best naval power to go with. Zirculan houses many of the Elvish trade companies that transports and exploits all kinds of goods and resources from other nations. There is talk of them sponsoring a colonization fleet that would explore the untouched regions of Jobol.
> Tyulani Coalition - A Kesselan alliance of kingdoms, Dwarf clans, and northern Elven settlements. The closest thing to a democractic republic, the Coalition came to being to better consolidate their power base and to share resources. They frequently import and export goods and resources with Zirculan.
> Pepylshan Shirelands - Another Kesselan alliance comparable to a democracy, the Peylshans politically dominate the southern tip and view the Tyulani Coalition as rebels and resistance. They also trade with Zirculan, though they seek to subvert the mercantile nation's economic strength with their own trade companies and colonization efforts of islands and archipelagos near Mijuru.
> Yuu-hana Imperial Authority - The premiere port city and most powerful human family on Mijuru, the Yuu-hana royals command a well-balanced army and navy, focused on the defense against foreign aggressors and internal suppression of any dissidents. A favorite customer of Zirculan's weathliest trade companies, the Yuu-hana wish to further consolidate their authority and influence through economic conquest of other cities and communities on Mijuru. They are aware and contest the Pepylshani colonization foray into their waters.
> Hoel-jun Kingdom - Another Mijuru polity, this inland mountainous nation is where many of the steel and other industrial materials are sourced and processed. They enjoy a partnership with the Yuu-hana Authority, supplying their people and armies with the necessary materials to support their livelihoods. They're a mercantile sort, viewing Zirculan trade companies as rivals to overcome.
> Jainin - A Jobol nation, the Jaininani people are almost like the Roman Empire transplanted to this world. An intellectual and philosophical hub, they are also considered the breadbasket by the world. They occupy the southern coasts of the Jobolian western peninsula.
An alien parasite descends to earth to feed on human sperm, and it turns out to feel really good doing it.
An alien parasite has been sent to earth. Its job is simple, take over a human host and find a way to extract as much sperm from the humans as possible. The only problem is, the parasite knows nothing about humans, let alone how to get human sperm. The parasite approaches a house, where two unsuspecting roommates are in for a very interesting night.
CHARACTERS
The Parasite: an alien parasite that sustains itself by consuming the genes of other creatures, human sperm especially is an excellent source. The parasite can take over a host consciousness anywhere from inside the body, it just needs an orifice it can crawl through to get inside.
SETTING & WORLD
A modern American suburb close to a modern American city.
An alien parasite has been sent to earth. Its job is simple, take over a human host and find a way to extract as much sperm from the humans as possible. The only problem is, the parasite knows nothing about humans, let alone how to get human sperm. The parasite approaches a house, where two unsuspecting roommates are in for a very interesting night.
CHARACTERS
The Parasite: an alien parasite that sustains itself by consuming the genes of other creatures, human sperm especially is an excellent source. The parasite can take over a host consciousness anywhere from inside the body, it just needs an orifice it can crawl through to get inside.
SETTING & WORLD
A modern American suburb close to a modern American city.
You rule the seedy underbelly of the city with a bloodied fist and worn steel, the boss of crime bosses of a regional mafia family; the capo dei capi as the media and law enforcement would term it.
Rivals and competition, legitimate and criminal, would disappear with nary a snap of your fingers. The police and judges persistent yet incapable against the entrenched tendrils of your crime organization. The common people continue to live life as it is, yet there is a undercurrent of fear and dread; as the shadows of the criminal underground slink around their walls and corners.
Yet, despite the influence and wealth you have, you are still so very mortal. Progress and time ply their trade against you, the flesh and bone of your own body wither and wrinkle as the years grind past. What was once a premium example of a made man who both embodied physical brutality and cold cunning, reduced to a frail mess of limbs and organs held by by fossilized bones and sundried skin.
You know that only command respect and deference from the mafia by sheer momentum of your past actions and your severe seniority. The moment your faculties slip, that the mushy organic soup and mass that is your brain decides to fuck up, the organization would not - could not - wait until you are off the chair. They wouldn't even let the seat cool before ambitious fools among your subordinates claims, like a childishly criminal rendition of musical chairs with fatal consequences.
The potential fallout - real and imagined - from a scenario would be disastrous. Rival crime families, the blue soldiers of the law, corporate vultures would swoop in and carve up what you had built up through decades of literal sweat, blood, and mountains of corpses. To your embarrassment, you have no heir, no groomed replacement to take up your mantle should you pass. Your Consigliere is competent, loyal, but he is no true leader that could silence rooms of hardened wise men with a rap of a knuckle against lacquered oak.
Still, in your despair, your Consigliere - ever faithful a second-in-command he is - found something occult. Supernatural. Real, despite it all. You know he used your vast repository of resources to find it, but the how and where; your right-hand man is tight lipped.
Its fine. You've worked with him long enough that he deserves to keep a secret or two. What matters more is what he brought back.
The ability to take over another person's body, like a goddamn ghost possession. There wasn't much beyond the fact that the supposed ritual requires the sacrifice of the possessor's physical body; but what your Consigliere reported on a typed summary of the occult process, the end result would be the possessor taking over the target's body and merging with their consciousness. All while the possessor maintains their self awareness, raking in their target's knowledge and memories and personalities.
It sounded insane, a load of bullshit, but your Consigliere is nothing but that. He seemed wholly convinced it was real, and he insistent that this could ensure the mafia would survive the future. He even said he had laid the foundations for your "succession", once you've secured your new body.
Given earlier you had to be helped by your estate's maids and monitored by a trusted medical professional afterwards, like a goddamn nursing home victim...
... fuck it, in for a penny, in for a pound. Better than wasting away until you die and your legacy torn to shreds in the aftermath.
Rivals and competition, legitimate and criminal, would disappear with nary a snap of your fingers. The police and judges persistent yet incapable against the entrenched tendrils of your crime organization. The common people continue to live life as it is, yet there is a undercurrent of fear and dread; as the shadows of the criminal underground slink around their walls and corners.
Yet, despite the influence and wealth you have, you are still so very mortal. Progress and time ply their trade against you, the flesh and bone of your own body wither and wrinkle as the years grind past. What was once a premium example of a made man who both embodied physical brutality and cold cunning, reduced to a frail mess of limbs and organs held by by fossilized bones and sundried skin.
You know that only command respect and deference from the mafia by sheer momentum of your past actions and your severe seniority. The moment your faculties slip, that the mushy organic soup and mass that is your brain decides to fuck up, the organization would not - could not - wait until you are off the chair. They wouldn't even let the seat cool before ambitious fools among your subordinates claims, like a childishly criminal rendition of musical chairs with fatal consequences.
The potential fallout - real and imagined - from a scenario would be disastrous. Rival crime families, the blue soldiers of the law, corporate vultures would swoop in and carve up what you had built up through decades of literal sweat, blood, and mountains of corpses. To your embarrassment, you have no heir, no groomed replacement to take up your mantle should you pass. Your Consigliere is competent, loyal, but he is no true leader that could silence rooms of hardened wise men with a rap of a knuckle against lacquered oak.
Still, in your despair, your Consigliere - ever faithful a second-in-command he is - found something occult. Supernatural. Real, despite it all. You know he used your vast repository of resources to find it, but the how and where; your right-hand man is tight lipped.
Its fine. You've worked with him long enough that he deserves to keep a secret or two. What matters more is what he brought back.
The ability to take over another person's body, like a goddamn ghost possession. There wasn't much beyond the fact that the supposed ritual requires the sacrifice of the possessor's physical body; but what your Consigliere reported on a typed summary of the occult process, the end result would be the possessor taking over the target's body and merging with their consciousness. All while the possessor maintains their self awareness, raking in their target's knowledge and memories and personalities.
It sounded insane, a load of bullshit, but your Consigliere is nothing but that. He seemed wholly convinced it was real, and he insistent that this could ensure the mafia would survive the future. He even said he had laid the foundations for your "succession", once you've secured your new body.
Given earlier you had to be helped by your estate's maids and monitored by a trusted medical professional afterwards, like a goddamn nursing home victim...
... fuck it, in for a penny, in for a pound. Better than wasting away until you die and your legacy torn to shreds in the aftermath.
See All Adventures
Similar Adventures on Outfox
[Two Line Summary]
Daniel Discovers a strange liquid from a meteor that allows him to spread his consciousness through any orifice
[Detailed Description]
Daniel finds a canister on his way home from his job. Curious what could be inside, he cracks it open and a purple slug jumps into his mouth! He passes out, but awakes shortly after knowing he has a new ability. He can make his own slugs and use them to put a copy of his mind in someone else’s body
CHARACTERS
[Characters
Daniel “Danny” Englewood- the most average of guys. Average build, brown hair, average face. He even has an average job as a bartender in a small local bar in his quaint little town. A bit of a goofball, but in a charming way.
Sally Birch- owner of a local bar, and Danny’s boss. She is in her early 40’s and built like attention comes easy. Attractive, curt, but well like by her patrons. A good boss and easy one eyes
Justin Poe- Danny’s best friend, bit of a nerd and a pervert but also one of the funniest people Danny knows
SETTING & WORLD
Modern day Small town of 12000 in rural Louisiana, a couple hours drive from Baton Rouge
Daniel Discovers a strange liquid from a meteor that allows him to spread his consciousness through any orifice
[Detailed Description]
Daniel finds a canister on his way home from his job. Curious what could be inside, he cracks it open and a purple slug jumps into his mouth! He passes out, but awakes shortly after knowing he has a new ability. He can make his own slugs and use them to put a copy of his mind in someone else’s body
CHARACTERS
[Characters
Daniel “Danny” Englewood- the most average of guys. Average build, brown hair, average face. He even has an average job as a bartender in a small local bar in his quaint little town. A bit of a goofball, but in a charming way.
Sally Birch- owner of a local bar, and Danny’s boss. She is in her early 40’s and built like attention comes easy. Attractive, curt, but well like by her patrons. A good boss and easy one eyes
Justin Poe- Danny’s best friend, bit of a nerd and a pervert but also one of the funniest people Danny knows
SETTING & WORLD
Modern day Small town of 12000 in rural Louisiana, a couple hours drive from Baton Rouge
[Two Line Summary]
You and a small group of friends are invited by your occulist girlfriend to get a free fortune telling a deck of tarot cards she just bought.
CHARACTERS:
Victor: The player character. He is as average and plain looking as they come. He has Brown hair, Green eyes. Personality: The Peacekeeper friend.
Sarah: Your occulist girlfriend. She's is cute and soft.
She has blonde hair with red highlights with hazel eyes. Personality: The Weird Friend.
Jessica: The Cheer Captain and Sarah's friend. She a bombshell. She has dark hair, blue eyes. Personality: The Responsible Friend.
Alex: Your older sister. She's short and introverted. She has brown hair, blue eyes. Personality: The Gamer Friend.
Gina: Alex's best friend. She's a tomboy. She has red hair, green eyes. Personality: The Fitness Friend.
Theresa: Your neighbor's daughter. She's kind and soft. She has blonde hair, blue eyes. Personality: The Religious Friend.
Heather: Your best friend's twin sister. She's energetic. She has dark hair with green highlights. Personality: The Joker Friend.
SETTING & WORLD
Modern age Earth
You and a small group of friends are invited by your occulist girlfriend to get a free fortune telling a deck of tarot cards she just bought.
CHARACTERS:
Victor: The player character. He is as average and plain looking as they come. He has Brown hair, Green eyes. Personality: The Peacekeeper friend.
Sarah: Your occulist girlfriend. She's is cute and soft.
She has blonde hair with red highlights with hazel eyes. Personality: The Weird Friend.
Jessica: The Cheer Captain and Sarah's friend. She a bombshell. She has dark hair, blue eyes. Personality: The Responsible Friend.
Alex: Your older sister. She's short and introverted. She has brown hair, blue eyes. Personality: The Gamer Friend.
Gina: Alex's best friend. She's a tomboy. She has red hair, green eyes. Personality: The Fitness Friend.
Theresa: Your neighbor's daughter. She's kind and soft. She has blonde hair, blue eyes. Personality: The Religious Friend.
Heather: Your best friend's twin sister. She's energetic. She has dark hair with green highlights. Personality: The Joker Friend.
SETTING & WORLD
Modern age Earth
A future timeline, where humanity has spread to the stars and worlds beyond the cradle of Sol; all under the purview of a unified Earth government.
In one of many long-range colony ships, moving with the intent to establish humanity's interstellar frontier in brave new lands beyond even Sol's light—an accident stirs a stowaway evil awake, eager with ambitious desire and lust.
---
In the vast cargo holds of the UECS Nike and halfway through the journey, the all-women crew of the ship found a bizzare and morbid mystery:
A desiccated male corpse in the ratty remains of a hazard suit, with only two strange vials in its crusty clutches.
Identification of the cadaver via DNA analysis of sample tissue is easy, despite the degradation of the body. A return within the Unified Earth Overwatch's databases brought up a researcher-turned-petty-criminal, Killigan Pierce. A no-name corporation's former employee, his warrant describes the theft of company assets and evasion of arrest. Short, simple, and puzzling that he would wound up dead on the all-female colony ship UECS Nike.
Warp travel interference and the grand distances of the journey meant that communications between the ship and the Sol System is nil until further notice, the special FTL comms satellite only for use at the ship's target exoplant. Still, the women of the Nike's skeleton crew merely incinerates the body; the two vials safely in storage at one of the numerous science labs on the ship.
In any other timeline, the science officer in the lab would have found what is in those vials; and promptly dispose them without haste or hesitation.
This, however, is not that timeline.
---
Sharon Juan Moruga: A junior science officer onboard the Nike and the one that is examining the two vials found on Pierce's corpse. Sharon is a young Filipina with pixie cut black hair, an slender athletic build with respectable chest and rear assets, a sunkissed complexion akin to macassar ebony wood, and a pretty face with soft angles; cute features; and hazel brown eyes. Has a fiercely tomboy demeanor and a go-getter attitude with her work.
Lilia Volynski: Sharon's roommate and a member of the ship's security complement. Also around Sharon's age and a junior within the security complement, only having two years as a uniformed police officer on Mars for experience. A tall Slavic brunette beauty with shoulder-length hair, fair complexion like young cherry blossom flowers and a fit body with curves that can make a winding river green with envy; her rack and posterior are, comparative to Sharon's, ample yet firm despite their size. A timid but serious girl, trying to professional but held back by anxiety and introvert tendencies.
Mizu Matsumodo: The peppy and trendy XO of the ship's command staff. A Japanese woman with small but near perfectly round breasts, a slim build that bottoms out to a surprisingly adequete thick rear and thighs, and a fashion sense that favors bold colors; including dying her hair to pink, switching it over to blue with purple highlights, and vice versa. She's competent, but her cheerfully sunny disposition throws many of the crew off.
Sherrie Preston: The ship's captain with the gravitas to match, despite her chill attitude. An African-American lady with spiky dark hair thats always fashioned into masculine hair styles to pair with her handsome face. Like many others on the ship, her womanly assets are impressive, yet the most notable is her toned build; her muscles clearly defined in spite of her shapely body, with a prominent six-pack visible under the ship's tight uniforms. Although visually intimidating, Sherrie is a lax and carefree captain, having faith that her crew can manage themselves even in theoretical times of crisis.
Linda Thompson: A member of the ship's engineering and robotics teams. A blonde Caucasian bombshell of a lady who could've been a famous actress if not for her chosen profession as a robotics technician. She wears glasses that enhance her nigh peerless silver screen prettiness and even her work clothes look amazing on her. Despite that, she is a humble and sociable butterfly, clearly happy to ply her trade with robots and software than acting on movies and shows.
Trinh My Huyuh: A feisty Vietnamese girl, eccentric ship engineer, and Linda's roommate. Shorter than even Sharon, Trinh's complexion is like lacquered tiger maple wood, her build a lithe and runner's, her naturally red hair always in pigtails or twin Chinese hairbuns; although short, her boobs and butt are fairly well endowed. Though Trinh is often still subject being mistaken as a teen, either unironically or not. As a result, Trinh is a snappy, fiesty, and thinly patient girl; yet eccentrically brilliant in her approach to astronomy and space ship engineering.
Hei-ran Su: The stern head of security from Korea. A Korean woman with deep experience in counterterrorism and law enforcement, Hei-ran's lithe and curvy build makes her look like a dancer; if not for the subtly defined muscles that speak for her prior background. Her jet black hair is always in an impeccable bob cut. Out of everyone else in the crew, her bust is largest and her butt a lovely example of a bubble butt that leads to pleasantly thick thighs. She's a no nonsense woman who takes her job seriously, to everyone else's exasperation; often butts head with Sherrie's lax approach to things.
Killigan Pierce: A former corporate researcher, turned wanted criminal, and now a freshly incinerated cadaver. Killigan worked for a biotechnical firm, research and developing medical advancements for Sol and its people. However, he soon became a wanted man after he physically destroyed a particular project the company was invested in, and stole the backup copies of the research data. How he stowed away on the UECS Nike or how he died is unknown, with only the vials he had on him offering potential answers; or a potential doom. Before his death and arrest warrant, Killigan was an elderly Caucasian man with a bald spot, a scraggly beard, and frail thin body; though he remained a sharp-minded, hawkeyed, and intuituve researcher despite his age and worn body.
In one of many long-range colony ships, moving with the intent to establish humanity's interstellar frontier in brave new lands beyond even Sol's light—an accident stirs a stowaway evil awake, eager with ambitious desire and lust.
---
In the vast cargo holds of the UECS Nike and halfway through the journey, the all-women crew of the ship found a bizzare and morbid mystery:
A desiccated male corpse in the ratty remains of a hazard suit, with only two strange vials in its crusty clutches.
Identification of the cadaver via DNA analysis of sample tissue is easy, despite the degradation of the body. A return within the Unified Earth Overwatch's databases brought up a researcher-turned-petty-criminal, Killigan Pierce. A no-name corporation's former employee, his warrant describes the theft of company assets and evasion of arrest. Short, simple, and puzzling that he would wound up dead on the all-female colony ship UECS Nike.
Warp travel interference and the grand distances of the journey meant that communications between the ship and the Sol System is nil until further notice, the special FTL comms satellite only for use at the ship's target exoplant. Still, the women of the Nike's skeleton crew merely incinerates the body; the two vials safely in storage at one of the numerous science labs on the ship.
In any other timeline, the science officer in the lab would have found what is in those vials; and promptly dispose them without haste or hesitation.
This, however, is not that timeline.
---
Sharon Juan Moruga: A junior science officer onboard the Nike and the one that is examining the two vials found on Pierce's corpse. Sharon is a young Filipina with pixie cut black hair, an slender athletic build with respectable chest and rear assets, a sunkissed complexion akin to macassar ebony wood, and a pretty face with soft angles; cute features; and hazel brown eyes. Has a fiercely tomboy demeanor and a go-getter attitude with her work.
Lilia Volynski: Sharon's roommate and a member of the ship's security complement. Also around Sharon's age and a junior within the security complement, only having two years as a uniformed police officer on Mars for experience. A tall Slavic brunette beauty with shoulder-length hair, fair complexion like young cherry blossom flowers and a fit body with curves that can make a winding river green with envy; her rack and posterior are, comparative to Sharon's, ample yet firm despite their size. A timid but serious girl, trying to professional but held back by anxiety and introvert tendencies.
Mizu Matsumodo: The peppy and trendy XO of the ship's command staff. A Japanese woman with small but near perfectly round breasts, a slim build that bottoms out to a surprisingly adequete thick rear and thighs, and a fashion sense that favors bold colors; including dying her hair to pink, switching it over to blue with purple highlights, and vice versa. She's competent, but her cheerfully sunny disposition throws many of the crew off.
Sherrie Preston: The ship's captain with the gravitas to match, despite her chill attitude. An African-American lady with spiky dark hair thats always fashioned into masculine hair styles to pair with her handsome face. Like many others on the ship, her womanly assets are impressive, yet the most notable is her toned build; her muscles clearly defined in spite of her shapely body, with a prominent six-pack visible under the ship's tight uniforms. Although visually intimidating, Sherrie is a lax and carefree captain, having faith that her crew can manage themselves even in theoretical times of crisis.
Linda Thompson: A member of the ship's engineering and robotics teams. A blonde Caucasian bombshell of a lady who could've been a famous actress if not for her chosen profession as a robotics technician. She wears glasses that enhance her nigh peerless silver screen prettiness and even her work clothes look amazing on her. Despite that, she is a humble and sociable butterfly, clearly happy to ply her trade with robots and software than acting on movies and shows.
Trinh My Huyuh: A feisty Vietnamese girl, eccentric ship engineer, and Linda's roommate. Shorter than even Sharon, Trinh's complexion is like lacquered tiger maple wood, her build a lithe and runner's, her naturally red hair always in pigtails or twin Chinese hairbuns; although short, her boobs and butt are fairly well endowed. Though Trinh is often still subject being mistaken as a teen, either unironically or not. As a result, Trinh is a snappy, fiesty, and thinly patient girl; yet eccentrically brilliant in her approach to astronomy and space ship engineering.
Hei-ran Su: The stern head of security from Korea. A Korean woman with deep experience in counterterrorism and law enforcement, Hei-ran's lithe and curvy build makes her look like a dancer; if not for the subtly defined muscles that speak for her prior background. Her jet black hair is always in an impeccable bob cut. Out of everyone else in the crew, her bust is largest and her butt a lovely example of a bubble butt that leads to pleasantly thick thighs. She's a no nonsense woman who takes her job seriously, to everyone else's exasperation; often butts head with Sherrie's lax approach to things.
Killigan Pierce: A former corporate researcher, turned wanted criminal, and now a freshly incinerated cadaver. Killigan worked for a biotechnical firm, research and developing medical advancements for Sol and its people. However, he soon became a wanted man after he physically destroyed a particular project the company was invested in, and stole the backup copies of the research data. How he stowed away on the UECS Nike or how he died is unknown, with only the vials he had on him offering potential answers; or a potential doom. Before his death and arrest warrant, Killigan was an elderly Caucasian man with a bald spot, a scraggly beard, and frail thin body; though he remained a sharp-minded, hawkeyed, and intuituve researcher despite his age and worn body.
You've spent a decade and some of your life in the military, a career dominated by the sweaty dumbasses in uniform, boredom as you sat with your thumb up your ass in all kinds of bases and FOBs, and the smell of chemicals that might've fucked you up more than any theoretical enemy or bullet. You're retired now, though, and happily married with a pretty lady and with three kids.
So it only stands to motherfucking Murphy and God and whatever else bullshit, that you'd get yoinked out of this comfy life of retirement; forcibly transformed into some kind of anime girl with cat ears and a tail; and ordered to go on a grand quest with three other chucklefucks to defeat a big bad evil guy. All because whatever system took you to this world got the wrong guy, and is clearly not paid enough to care about correcting their mistakes.
Thankfully, you aren't left defenseless or clueless. De-aged and transformed into an anime cat girl, you still have your wits, knowledge, skills, and experience from your military career. And as compensation for the fuckup, the system gave you your full kit and uniform, complete with a funky magical service for replacement and resupply; and the capability to file procurement requests for gear and weapons from your world.
Granted, your whole getup would make you stick out in this bizzare hodgepogde fantasy world full of anime tropes, a nonsensical magic system, and a messy blend of historical and pop culture aesthetics and concepts. Not that you care, really.
After all, your mission to complete this grand quest, kill the big bad evil guy, and get home to your wife and kids. Preferably after you turn yourself back, but being a pretty cat girl does have its benefits...
---
Larry - You, the player. A veteran US Army Ranger with a decade and some years of experience under your hypothetical PT safety belt. You retired as a Sergeant First Class in your late thirties, got married to Lacey, and had three kids. Could've done some things better from there, maybe raised your kids better, but it would've been a comfy life. Yet, because of one of your kids, you were whisked away to a different land choked to the gills with anime tropes, mish-mashing of historical aesthetics and ideas, and full of danger of all kinds. Not to mention, whatever system brought you here turned you into an anime cat girl! Rightly annoyed and ready to get back home, you grudgingly accept the grand quest to defeat a big bad evil guy alongside three of the local heroes of this land.
Milos Maltdorf - An aristocratic man and scion of an influential family of warriors and mages, he is essentially the hero party's leader and frontline fighter - a mage-knight of fierce skill and demeanor. As haughty and arrogant he can be, he is not stupid nor greedy; he can be reasonable when their lives and the fate of the world hinges on their success and grit. He views the transformed Larry as an idle curiosity but is otherwise not interested, his hand already arranged in marriage with another family's child.
Kor of the Steel Peaks - A Dwarf of both smith and priestly careers, Kor provides logistical support and solid wisdom for the party; he is also no slouch in taking down foes with his polearm. A long-lived dwarf, the bearded stout fellow is affable and apathetic. So as long there is good talk, drinks, and food to be had, he's quite chill. Sees the transformed Larry as a poor soul but otherwise another person to share food and drinks with, and to pester about the strange gear and weapons they carry around.
Eleelia - An Elven woman around Kor's age, she looks as youthful and breathtaking as the fairest and prettiest maidens of the human kingdoms. A forest hermit content with her isolation, Eleelia offers excellent insight on creatures, terrain, and obscure lore on the land and peoples the party will encounter. She has a vast repetoire of magic to call upon, from summoning natural constructs to work or fight, to quelling the corruption of a sacred shrine with a snap of a finger. Armed with a sling and a bag of magical projectiles, Eleelia is a slippery, agile, and swift shooter with an encylopedic in her mind. To Eleelia, she is most intetested in the transformed Larry, if only to hear their tales of America's national parks, of the various locales they've been to on their tour of duty, of a world vastly different to her own.
The Marlowe - The Big Bad Evil Guy that the heroes must defeat, and the final step for Larry's return to home. Not much is known of this dastardly villain, other than his prowess in the martial arts and magical applications. With an odd name and shrouded in mystery, he is as alien to this land as Larry is.
Lacey - Larry's wife, an African-American woman with gentle disposition yet snarky language. Not appearing in this story, unless prompted so.
Nicole - Larry's youngest child and a firecracker of a girl. Not appearing in this story unless prompted so.
Perry - Larry's second oldest, and a smart fellow with a knack for engineering. Not appearing in this story unless prompted so.
Jessy - Larry's oldest and the problem child. A streamer and gamer, she wishes for a bigger purpose to her life and inadvertedly sent a request to the system that would take her to a fantastical world. Except, it took her father instead and turned him into a cat girl. Not appearing in this story unless prompted so.
The System - A clearly magical network that facilitates many things within its purview, taking cues from MMORPGs and such. It is a known thing to the locals of the world Larry is taken to, a considered fact of life and thusly most view it as a divine phenomenon and blessing. To Larry, it is obviously nothing more than a tool and interface being used by an organization of celestial beings larping as game developers and writers; direct lines of communications to the people behind the System are exclusive only to Larry. The System and its users are largely sorry about the taking and transforming Larry into an anime cat girl, but otherwise expect them to do their part in the grand quest to take down The Marlowe.
---
The world Larry is taken to is known as Gaerun, with three known continents and plenty more unexplored lands to be found.
Gaerun is a land of anime isekai tropes, a hodepogde of cultures and Earth's nations and history and pop culture, and a nonsensical magic system.
These three continents are known as such:
> Kessel - a singular landmass at its widest at the north and the thinnest at the south, with a pinch at the midpoint between the northern and southern hemispheres; forming a sort of landbridge. The northern lands sport a cold climate with long nights and cloudy days. The terrain range from stretches of forested tundra, cold deserts, and a range of steppe mountains that divide the civilized lands from a possible ice bridge to Gaerun's north pole. The midpoint is temperate, coastal, and mild; comparable in climate to Spain or Greece. The southern tip is tropical and wet, with humidity and heat that brings to mind the islands of the Pacific.
> Mijuru - A tropical continent shaped like an egg omelet, it is the smallest between the three continents. Its elevation is variable but trends towards hilly and mountainous, creating wondrous natural landmarks that proclaim both beauty and hostility. Whilst resource rich, the difficulty in accessing those resources and supporting a large population in extremely tough landscapes leave most civilizations to dot the continent's coasts and water formations. Unexplored archipelagos and islands surround Mijuru and the routes to other continents.
> Jobol - the largest landmass and east of Kessel and Mijuru, it is like the European and Eurasian continent from Larry's world. A westward peninsula juts from the bulk of Jobol, where a vast majority of the civilizations live and change. Moving eastward leads to frontier settlements surrounded by untouched forests and fields of grass, a massive mountain range of stone and earth, and further mysteries.
Several major powers occupies Gaerun's continents, which include the following:
> Zirculan - a mercantile nation of Jobol, sporting the biggest and wealthier port cities; with the best naval power to go with. Zirculan houses many of the Elvish trade companies that transports and exploits all kinds of goods and resources from other nations. There is talk of them sponsoring a colonization fleet that would explore the untouched regions of Jobol.
> Tyulani Coalition - A Kesselan alliance of kingdoms, Dwarf clans, and northern Elven settlements. The closest thing to a democractic republic, the Coalition came to being to better consolidate their power base and to share resources. They frequently import and export goods and resources with Zirculan.
> Pepylshan Shirelands - Another Kesselan alliance comparable to a democracy, the Peylshans politically dominate the southern tip and view the Tyulani Coalition as rebels and resistance. They also trade with Zirculan, though they seek to subvert the mercantile nation's economic strength with their own trade companies and colonization efforts of islands and archipelagos near Mijuru.
> Yuu-hana Imperial Authority - The premiere port city and most powerful human family on Mijuru, the Yuu-hana royals command a well-balanced army and navy, focused on the defense against foreign aggressors and internal suppression of any dissidents. A favorite customer of Zirculan's weathliest trade companies, the Yuu-hana wish to further consolidate their authority and influence through economic conquest of other cities and communities on Mijuru. They are aware and contest the Pepylshani colonization foray into their waters.
> Hoel-jun Kingdom - Another Mijuru polity, this inland mountainous nation is where many of the steel and other industrial materials are sourced and processed. They enjoy a partnership with the Yuu-hana Authority, supplying their people and armies with the necessary materials to support their livelihoods. They're a mercantile sort, viewing Zirculan trade companies as rivals to overcome.
> Jainin - A Jobol nation, the Jaininani people are almost like the Roman Empire transplanted to this world. An intellectual and philosophical hub, they are also considered the breadbasket by the world. They occupy the southern coasts of the Jobolian western peninsula.
So it only stands to motherfucking Murphy and God and whatever else bullshit, that you'd get yoinked out of this comfy life of retirement; forcibly transformed into some kind of anime girl with cat ears and a tail; and ordered to go on a grand quest with three other chucklefucks to defeat a big bad evil guy. All because whatever system took you to this world got the wrong guy, and is clearly not paid enough to care about correcting their mistakes.
Thankfully, you aren't left defenseless or clueless. De-aged and transformed into an anime cat girl, you still have your wits, knowledge, skills, and experience from your military career. And as compensation for the fuckup, the system gave you your full kit and uniform, complete with a funky magical service for replacement and resupply; and the capability to file procurement requests for gear and weapons from your world.
Granted, your whole getup would make you stick out in this bizzare hodgepogde fantasy world full of anime tropes, a nonsensical magic system, and a messy blend of historical and pop culture aesthetics and concepts. Not that you care, really.
After all, your mission to complete this grand quest, kill the big bad evil guy, and get home to your wife and kids. Preferably after you turn yourself back, but being a pretty cat girl does have its benefits...
---
Larry - You, the player. A veteran US Army Ranger with a decade and some years of experience under your hypothetical PT safety belt. You retired as a Sergeant First Class in your late thirties, got married to Lacey, and had three kids. Could've done some things better from there, maybe raised your kids better, but it would've been a comfy life. Yet, because of one of your kids, you were whisked away to a different land choked to the gills with anime tropes, mish-mashing of historical aesthetics and ideas, and full of danger of all kinds. Not to mention, whatever system brought you here turned you into an anime cat girl! Rightly annoyed and ready to get back home, you grudgingly accept the grand quest to defeat a big bad evil guy alongside three of the local heroes of this land.
Milos Maltdorf - An aristocratic man and scion of an influential family of warriors and mages, he is essentially the hero party's leader and frontline fighter - a mage-knight of fierce skill and demeanor. As haughty and arrogant he can be, he is not stupid nor greedy; he can be reasonable when their lives and the fate of the world hinges on their success and grit. He views the transformed Larry as an idle curiosity but is otherwise not interested, his hand already arranged in marriage with another family's child.
Kor of the Steel Peaks - A Dwarf of both smith and priestly careers, Kor provides logistical support and solid wisdom for the party; he is also no slouch in taking down foes with his polearm. A long-lived dwarf, the bearded stout fellow is affable and apathetic. So as long there is good talk, drinks, and food to be had, he's quite chill. Sees the transformed Larry as a poor soul but otherwise another person to share food and drinks with, and to pester about the strange gear and weapons they carry around.
Eleelia - An Elven woman around Kor's age, she looks as youthful and breathtaking as the fairest and prettiest maidens of the human kingdoms. A forest hermit content with her isolation, Eleelia offers excellent insight on creatures, terrain, and obscure lore on the land and peoples the party will encounter. She has a vast repetoire of magic to call upon, from summoning natural constructs to work or fight, to quelling the corruption of a sacred shrine with a snap of a finger. Armed with a sling and a bag of magical projectiles, Eleelia is a slippery, agile, and swift shooter with an encylopedic in her mind. To Eleelia, she is most intetested in the transformed Larry, if only to hear their tales of America's national parks, of the various locales they've been to on their tour of duty, of a world vastly different to her own.
The Marlowe - The Big Bad Evil Guy that the heroes must defeat, and the final step for Larry's return to home. Not much is known of this dastardly villain, other than his prowess in the martial arts and magical applications. With an odd name and shrouded in mystery, he is as alien to this land as Larry is.
Lacey - Larry's wife, an African-American woman with gentle disposition yet snarky language. Not appearing in this story, unless prompted so.
Nicole - Larry's youngest child and a firecracker of a girl. Not appearing in this story unless prompted so.
Perry - Larry's second oldest, and a smart fellow with a knack for engineering. Not appearing in this story unless prompted so.
Jessy - Larry's oldest and the problem child. A streamer and gamer, she wishes for a bigger purpose to her life and inadvertedly sent a request to the system that would take her to a fantastical world. Except, it took her father instead and turned him into a cat girl. Not appearing in this story unless prompted so.
The System - A clearly magical network that facilitates many things within its purview, taking cues from MMORPGs and such. It is a known thing to the locals of the world Larry is taken to, a considered fact of life and thusly most view it as a divine phenomenon and blessing. To Larry, it is obviously nothing more than a tool and interface being used by an organization of celestial beings larping as game developers and writers; direct lines of communications to the people behind the System are exclusive only to Larry. The System and its users are largely sorry about the taking and transforming Larry into an anime cat girl, but otherwise expect them to do their part in the grand quest to take down The Marlowe.
---
The world Larry is taken to is known as Gaerun, with three known continents and plenty more unexplored lands to be found.
Gaerun is a land of anime isekai tropes, a hodepogde of cultures and Earth's nations and history and pop culture, and a nonsensical magic system.
These three continents are known as such:
> Kessel - a singular landmass at its widest at the north and the thinnest at the south, with a pinch at the midpoint between the northern and southern hemispheres; forming a sort of landbridge. The northern lands sport a cold climate with long nights and cloudy days. The terrain range from stretches of forested tundra, cold deserts, and a range of steppe mountains that divide the civilized lands from a possible ice bridge to Gaerun's north pole. The midpoint is temperate, coastal, and mild; comparable in climate to Spain or Greece. The southern tip is tropical and wet, with humidity and heat that brings to mind the islands of the Pacific.
> Mijuru - A tropical continent shaped like an egg omelet, it is the smallest between the three continents. Its elevation is variable but trends towards hilly and mountainous, creating wondrous natural landmarks that proclaim both beauty and hostility. Whilst resource rich, the difficulty in accessing those resources and supporting a large population in extremely tough landscapes leave most civilizations to dot the continent's coasts and water formations. Unexplored archipelagos and islands surround Mijuru and the routes to other continents.
> Jobol - the largest landmass and east of Kessel and Mijuru, it is like the European and Eurasian continent from Larry's world. A westward peninsula juts from the bulk of Jobol, where a vast majority of the civilizations live and change. Moving eastward leads to frontier settlements surrounded by untouched forests and fields of grass, a massive mountain range of stone and earth, and further mysteries.
Several major powers occupies Gaerun's continents, which include the following:
> Zirculan - a mercantile nation of Jobol, sporting the biggest and wealthier port cities; with the best naval power to go with. Zirculan houses many of the Elvish trade companies that transports and exploits all kinds of goods and resources from other nations. There is talk of them sponsoring a colonization fleet that would explore the untouched regions of Jobol.
> Tyulani Coalition - A Kesselan alliance of kingdoms, Dwarf clans, and northern Elven settlements. The closest thing to a democractic republic, the Coalition came to being to better consolidate their power base and to share resources. They frequently import and export goods and resources with Zirculan.
> Pepylshan Shirelands - Another Kesselan alliance comparable to a democracy, the Peylshans politically dominate the southern tip and view the Tyulani Coalition as rebels and resistance. They also trade with Zirculan, though they seek to subvert the mercantile nation's economic strength with their own trade companies and colonization efforts of islands and archipelagos near Mijuru.
> Yuu-hana Imperial Authority - The premiere port city and most powerful human family on Mijuru, the Yuu-hana royals command a well-balanced army and navy, focused on the defense against foreign aggressors and internal suppression of any dissidents. A favorite customer of Zirculan's weathliest trade companies, the Yuu-hana wish to further consolidate their authority and influence through economic conquest of other cities and communities on Mijuru. They are aware and contest the Pepylshani colonization foray into their waters.
> Hoel-jun Kingdom - Another Mijuru polity, this inland mountainous nation is where many of the steel and other industrial materials are sourced and processed. They enjoy a partnership with the Yuu-hana Authority, supplying their people and armies with the necessary materials to support their livelihoods. They're a mercantile sort, viewing Zirculan trade companies as rivals to overcome.
> Jainin - A Jobol nation, the Jaininani people are almost like the Roman Empire transplanted to this world. An intellectual and philosophical hub, they are also considered the breadbasket by the world. They occupy the southern coasts of the Jobolian western peninsula.
An alien parasite descends to earth to feed on human sperm, and it turns out to feel really good doing it.
An alien parasite has been sent to earth. Its job is simple, take over a human host and find a way to extract as much sperm from the humans as possible. The only problem is, the parasite knows nothing about humans, let alone how to get human sperm. The parasite approaches a house, where two unsuspecting roommates are in for a very interesting night.
CHARACTERS
The Parasite: an alien parasite that sustains itself by consuming the genes of other creatures, human sperm especially is an excellent source. The parasite can take over a host consciousness anywhere from inside the body, it just needs an orifice it can crawl through to get inside.
SETTING & WORLD
A modern American suburb close to a modern American city.
An alien parasite has been sent to earth. Its job is simple, take over a human host and find a way to extract as much sperm from the humans as possible. The only problem is, the parasite knows nothing about humans, let alone how to get human sperm. The parasite approaches a house, where two unsuspecting roommates are in for a very interesting night.
CHARACTERS
The Parasite: an alien parasite that sustains itself by consuming the genes of other creatures, human sperm especially is an excellent source. The parasite can take over a host consciousness anywhere from inside the body, it just needs an orifice it can crawl through to get inside.
SETTING & WORLD
A modern American suburb close to a modern American city.
You rule the seedy underbelly of the city with a bloodied fist and worn steel, the boss of crime bosses of a regional mafia family; the capo dei capi as the media and law enforcement would term it.
Rivals and competition, legitimate and criminal, would disappear with nary a snap of your fingers. The police and judges persistent yet incapable against the entrenched tendrils of your crime organization. The common people continue to live life as it is, yet there is a undercurrent of fear and dread; as the shadows of the criminal underground slink around their walls and corners.
Yet, despite the influence and wealth you have, you are still so very mortal. Progress and time ply their trade against you, the flesh and bone of your own body wither and wrinkle as the years grind past. What was once a premium example of a made man who both embodied physical brutality and cold cunning, reduced to a frail mess of limbs and organs held by by fossilized bones and sundried skin.
You know that only command respect and deference from the mafia by sheer momentum of your past actions and your severe seniority. The moment your faculties slip, that the mushy organic soup and mass that is your brain decides to fuck up, the organization would not - could not - wait until you are off the chair. They wouldn't even let the seat cool before ambitious fools among your subordinates claims, like a childishly criminal rendition of musical chairs with fatal consequences.
The potential fallout - real and imagined - from a scenario would be disastrous. Rival crime families, the blue soldiers of the law, corporate vultures would swoop in and carve up what you had built up through decades of literal sweat, blood, and mountains of corpses. To your embarrassment, you have no heir, no groomed replacement to take up your mantle should you pass. Your Consigliere is competent, loyal, but he is no true leader that could silence rooms of hardened wise men with a rap of a knuckle against lacquered oak.
Still, in your despair, your Consigliere - ever faithful a second-in-command he is - found something occult. Supernatural. Real, despite it all. You know he used your vast repository of resources to find it, but the how and where; your right-hand man is tight lipped.
Its fine. You've worked with him long enough that he deserves to keep a secret or two. What matters more is what he brought back.
The ability to take over another person's body, like a goddamn ghost possession. There wasn't much beyond the fact that the supposed ritual requires the sacrifice of the possessor's physical body; but what your Consigliere reported on a typed summary of the occult process, the end result would be the possessor taking over the target's body and merging with their consciousness. All while the possessor maintains their self awareness, raking in their target's knowledge and memories and personalities.
It sounded insane, a load of bullshit, but your Consigliere is nothing but that. He seemed wholly convinced it was real, and he insistent that this could ensure the mafia would survive the future. He even said he had laid the foundations for your "succession", once you've secured your new body.
Given earlier you had to be helped by your estate's maids and monitored by a trusted medical professional afterwards, like a goddamn nursing home victim...
... fuck it, in for a penny, in for a pound. Better than wasting away until you die and your legacy torn to shreds in the aftermath.
Rivals and competition, legitimate and criminal, would disappear with nary a snap of your fingers. The police and judges persistent yet incapable against the entrenched tendrils of your crime organization. The common people continue to live life as it is, yet there is a undercurrent of fear and dread; as the shadows of the criminal underground slink around their walls and corners.
Yet, despite the influence and wealth you have, you are still so very mortal. Progress and time ply their trade against you, the flesh and bone of your own body wither and wrinkle as the years grind past. What was once a premium example of a made man who both embodied physical brutality and cold cunning, reduced to a frail mess of limbs and organs held by by fossilized bones and sundried skin.
You know that only command respect and deference from the mafia by sheer momentum of your past actions and your severe seniority. The moment your faculties slip, that the mushy organic soup and mass that is your brain decides to fuck up, the organization would not - could not - wait until you are off the chair. They wouldn't even let the seat cool before ambitious fools among your subordinates claims, like a childishly criminal rendition of musical chairs with fatal consequences.
The potential fallout - real and imagined - from a scenario would be disastrous. Rival crime families, the blue soldiers of the law, corporate vultures would swoop in and carve up what you had built up through decades of literal sweat, blood, and mountains of corpses. To your embarrassment, you have no heir, no groomed replacement to take up your mantle should you pass. Your Consigliere is competent, loyal, but he is no true leader that could silence rooms of hardened wise men with a rap of a knuckle against lacquered oak.
Still, in your despair, your Consigliere - ever faithful a second-in-command he is - found something occult. Supernatural. Real, despite it all. You know he used your vast repository of resources to find it, but the how and where; your right-hand man is tight lipped.
Its fine. You've worked with him long enough that he deserves to keep a secret or two. What matters more is what he brought back.
The ability to take over another person's body, like a goddamn ghost possession. There wasn't much beyond the fact that the supposed ritual requires the sacrifice of the possessor's physical body; but what your Consigliere reported on a typed summary of the occult process, the end result would be the possessor taking over the target's body and merging with their consciousness. All while the possessor maintains their self awareness, raking in their target's knowledge and memories and personalities.
It sounded insane, a load of bullshit, but your Consigliere is nothing but that. He seemed wholly convinced it was real, and he insistent that this could ensure the mafia would survive the future. He even said he had laid the foundations for your "succession", once you've secured your new body.
Given earlier you had to be helped by your estate's maids and monitored by a trusted medical professional afterwards, like a goddamn nursing home victim...
... fuck it, in for a penny, in for a pound. Better than wasting away until you die and your legacy torn to shreds in the aftermath.
See All Adventures
-
Adventure by
VexenFox · 22 Jan 2025 -
Your crush Gemma has invited you and a few friends around to play a silly little board game she found at a garage sale...
CHARACTERS
- JOHN (You) - A normal, extremely average 'everyman' character.
- GEMMA - Your crush, a beautiful and sweet skater girl. She’s fun, funny, and very chill. She’s medium height.
- MIA - Gemma’s best friend. She’s very short, and very feisty. You get the feeling she doesn’t like you very much, probably because your friends with Jimmy.
- JIMMY - Your best friend. He’s a bit of a joker, and a bit of a perv. He’s always getting you into trouble, like the time he tried to make you help him sneak into the girl’s locker room after hours.
- CARRIE - Your neighbour. She’s almost as bad as Jimmy, and definitely has a thing for you, which you do not at all reciprocate. She’s small, creepy, and awkward.
- STEVE - Mia’s boyfriend. He’s a chad guy, but he’s actually very sweet, and kind of dumb.
- EMMA - Gemma’s other friend. She’s an airhead, but nice enough, and has huge tits which she is very proud of.
SETTING
Primarily Gemma's house, a large suburban family home.
You’re sitting cross-legged on the carpet in Gemma’s living room, the board game "Cumunji" sprawled out in the center of the group. The atmosphere is cozy, if a little tense—Gemma’s got that excited glint in her eye as she explains the rules, Mia’s side-eying Jimmy like he’s about to do something stupid, and Carrie keeps scooting closer to you, her hand brushing your knee every time she “adjusts her position.” Steve’s sprawled out on the couch, Emma’s leaning against his shoulder, and you’re trying not to stare at Gemma too obviously while she talks.
The game looks old—the board is worn, the dice are chipped, and the cards are slightly yellowed. It’s got that weird, mystical vibe, like it’s been sitting in a dusty attic for decades, waiting for the right group of idiots to stumble upon it.
“Okay!” Gemma claps her hands, her skater-girl charm on full display. “So, it’s like Jumanji, but… spicier. Each turn, something weird happens. We roll the dice, move our pieces, and see what the game has in store for us. Sound fun?”
Jimmy grins. “Totally. I’m ready for some spice.” He waggles his eyebrows, and Mia rolls her eyes hard enough you’re surprised they don’t fall out of her head.
Carrie giggles nervously, her hand on your knee again. “This is going to be so fun, right, John?”
You nod, trying to subtly shift away from her. “Yeah, sure. Let’s do it.”
The game pieces are laid out—each of you has chosen a character: a knight, a wizard, a rogue, a princess, a bard, and a thief. You’re the knight, because of course you are. Gemma’s the princess, because she’s the princess. The dice are in your hand now, and the group is waiting for you to roll.
But before you do, you notice something… strange. The board seems to shimmer slightly, like it’s alive, and the air feels charged, like a storm is brewing. You can’t shake the feeling that this game is more than it seems.
Quick Actions:
1. Roll the dice to start the game.
2. Pass the dice to someone else instead. -
Start New Adventure
0 / 100,000 characters
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