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Project Seraph

Summary:

--A dice-based narrative using homebrew TTRPG mechanics--

Less than a year ago, a tear opened between dimensions, and demons emerged into our world. Our weapons could not harm them, and all the forces we sent against them were corrupted--transformed into twisted monsters of lust and violence, obedient servants to the demons. The world seemed doomed.

Hope came in the form of Project Seraph: weapons reverse engineered from the demons' own mystical abilities, fueled by strange crystals found at the site of the dimensional breach. Five women bonded to these crystals, gaining the power to fight back against the demons. But are they truly immune to the corruption that has claimed so many others?

Only time, and the dice, will tell.

--This work is on hiatus.--

Chapter 1: Prologue

Chapter Text

To the security council review board:

 

While I have the utmost professional respect for Dr. Fielding, I do not believe this review of my personnel is a good use of her time, or anyone's.  If you insist on going through with this, I will do everything I can to expedite the process, but I ask you to reconsider its necessity at all.

I acknowledge we do not fully understand the nature of the material shards recovered from the site of the dimensional breach.  We cannot know all the risks associated with their use.  But we do know that none of our world's weaponry has proven effective against the invading demons, save what we at Project Seraph have developed from those shards.

Given that the Seraph battle suits are paramount to the world's defense, I understand the concerns about who has been chosen to operate them.  I refer you to the research that has already been shared with the security council, showing that most humans are simply not compatible with the purified shards.  As our research continues, we may be able to overcome this obstacle and select operators from a broader range of candidates, but it may be too late.  The shards have formed bonds to the current operators, and we have been unable to reverse that bonding process.  We are continuing to monitor our field agents for any adverse effects, but for now, we could not transfer the suits to anyone else even if we wanted to.

If I may be blunt, any objections that Dr. Fielding or any member of this board may have about our choice of field agents are immaterial.  We have no way of transferring the suits, and we cannot afford to let any of them sit idle.  The current Seraphs are our only option.  They are our only hope.  And having worked with them these past six months, and seen all that they have accomplished, I have full confidence in every one of them.

 

Best Regards,

Professor Emiko Sago, PHD


Project Seraph Personnel Report, Summary

Conducted by Dr. Barbara Fielding, MD



Seraph Red

Name: Autumn Flannery

Role: Field Commander

Age: 26

Hair Color: Red

Eye Color: Hazel

Height: 173 cm

Bust: 94 cm

Waist: 76 cm

Hips: 86 cm

Prior Occupation: Emergency Responder

Notes: Autumn Flannery initially joined Project Seraph as support staff, but when tests suggested she was compatible with one of the shards, she volunteered to serve as a field agent.  Despite a lack of formal combat training, her experience in crises and background in martial arts have both served her well.  She is dedicated, charismatic, and calm under pressure--an exceptional operative and an ideal leader.  If I were to voice any concern about Ms Flannery, it is that she holds herself to extremely high standards of behavior and accountability, and I don't believe she has a suitable outlet to serve as a reprieve from those burdens.


Seraph Green

Name: Grace Feng

Role: Security Specialist

Age: 21

Hair Color: Black

Eye Color: Green

Height: 157 cm

Bust: 85 cm

Waist: 68 cm

Hips: 82 cm

Prior Occupation: Marine

Notes: Corporal Feng and her unit had several confrontations with demonic forces; they proved unable to harm the demons, and many of her comrades were corrupted and turned against her.  This led to her volunteering for Project Seraph, and becoming our first field agent.  Although her anger against the demons persists, she is capable of directing it constructively, and I do not believe it is compromising her judgment.  However, she has also spoken about the sense of helplessness she experienced against the demons, and has been dismissive about my suggestion that it could be continuing to affect her.  Still, regardless of her personal feelings, Feng's discipline should not be underestimated, nor should her determination to protect her fellow Seraphs from the fate of her fellow marines.


Seraph Blue

Name: Elena Nikitin

Role: Infiltration Expert

Age: 28

Hair Color: Blonde

Eye Color: Blue

Height: 183 cm

Bust: 82 cm

Waist: 80 cm

Hips: 92 cm

Prior Occupation: //REDACTED//

Notes: As the security council has not seen fit to grant me access to Ms Nikitin's full personnel files, I must reiterate that I consider my report on her to be incomplete.  From what I have seen, I have no reason to doubt her capabilities or intentions.  Elena Nikitin is professional, competent, and adaptable.  She thinks very highly of herself, but it is not unearned.  While she is not the most sociable, I have found that her self-assuredness makes her a stabilizing presence for some of her less confident teammates.  However, the pressure she puts on herself to succeed means that a mistake or a failure may lead her into a spiral of self-recrimination, resulting in more serious errors.


Seraph Black

Name: Mercedes Romero

Role: Field Technician

Age: 25

Hair Color: Pink (naturally black)

Eye Color: Brown

Height: 163 cm

Bust: 97 cm

Waist: 74 cm

Hips: 90 cm

Prior Occupation: Automotive Mechanic

Notes: Mercedes Romero was originally brought in to Project Seraph to assist with engineering, and I did not anticipate her transition to field agent going as well as it has; like many of her colleagues, I seem to have underestimated her.  She maintains an easygoing, carefree attitude regardless of the danger or stakes of a situation, but she does take her work seriously.  Her friendly, outgoing nature has been vital to the morale and cohesion of the team.  


Seraph White

Name: Patience Adamu

Role: Data Analyst

Age: 23

Hair Color: Brown

Eye Color: Gray

Height: 160 cm

Bust: 89 cm

Waist: 77 cm

Hip: 96 cm

Prior Occupation: Graduate Student

Notes: Out of all the field agents, Patience Adamu has proven the least willing to open up about her mental or emotional state.  Since her bond to her Seraph shard was accidental, and has proven irreversible, I believe she feels pressured to downplay any fear or stress she might be experiencing.  From what I have been able to observe, her study of demons and the corrupted has become a fixation, one which might simply be reinforcing her fears.  However, she has the support and protection of her teammates, and she has proven a valuable asset in the field, able to analyze and navigate the barriers and spatial distortions common to demon strongholds.


I have one additional concern that must be highlighted.  Several of the Seraphs have confided that, since bonding with their shards, they have experienced increased libido.  At least one insists that they all have, even if not all of them have confessed to it.  Because this is a sensitive subject, I will keep the names confidential, but I consider this a matter of extreme concern.  Although the Seraphs show no signs of the physiological transformation that the corrupted typically undergo, we must be vigilant for any signs of change.  Has demonic influence managed to permeate their battle suits?  Or are the Seraph shards not as purified as we had believed?




This story will use game mechanics from my Despair and Desire system to determine certain outcomes and story advancements.  (Small adjustments will be made to streamline the system for use as a writing tool.)  The full text can be found here, but to summarize:

In order to attempt something with a significant chance of failure, such as attacking an enemy, breaking down a barrier, or disabling a security system, a character rolls a twenty sided die, or d20, and adds one of the following stats to the roll: Strength, Freedom, or Will.  In order to succeed, the total will need to meet or exceed the target's Defense rating, which is typically 10 plus the target's own appropriate stat.

If an ability or circumstance gives the character a particularly high chance of success, they have advantage, and can roll two d20s and select the higher result.  If they have a particularly low chance of success, they have disadvantage, rolling two dice and selecting the lower result.  A character can gain advantage on a roll, or negate disadvantage, by spending inspiration--a resource they receive whenever they roll a 20 as their d20 result.  Certain abilities may also give characters inspiration, but a character may not have more than one inspiration at a time.

In a tense situation, such as combat, characters will be able to take two actions on each of their turns.  The Seraphs will all take their turns together, and the enemies will all take their turns together.  If there is no immediate time pressure, characters can take whatever actions they want in any order, but some actions have a limited number of uses per scene.

When a character is damaged by an attack or obstacle, one or more of their stats will be reduced.  If a character's Strength, Freedom, or Will is reduced enough that it is below or equal to their Corruption, they become unable to fight back.  Enemies defeated this way no longer pose a threat to the Seraphs.  Seraphs defeated this way will be dragged away from the current location and ravished by demonic forces.  They may be rescued later, but their Corruption rating will permanently increase with each capture.

In addition to damage, certain sexual effects may increase a character's Lust.  At the start of a character's turn, if their Lust is five or higher, they Climax.  They spend their entire turn in the throes of pleasure, taking 2 damage to their Strength, Freedom, and Will, before resetting their Lust to 0.

In combat, some abilities can be used at long range, but most are restricted to short range.  A scene starts with all characters at long range from all other characters.  If characters want to use short range abilities, they must first use one of their actions to Move to their target.  Two or more characters in close range of each other make up a skirmish; all characters in a skirmish are in close range of each other.


Seraph Statblocks:

 

Autumn (Seraph)

Strength: 6/6

Freedom: 6/6 

Will: 6/6

Lust: 0

Corruption: 0

Inspiration: No

 

Basic Attack: Blazing Blade (Fire)-- Roll +Strength to hit.  Deals 1 Strength damage.

Guard: Guardian Stance (Experience)-- 10+ Strength

Tease: Sweet Affection (Praise)-- Roll +Will to hit.  Gives 1 Lust.

Resist: Defiant Flame (Experience)-- 10+ Will

 

Special Technique: Cleansing Fire (Fire)-- Roll +Freedom to hit.  Deals 2 Strength damage, or 3 against Demons.  Use only once per scene.

Special Technique: Rallying Call (Praise)-- Up to three creatures, other than yourself, regain 1 Will each.  You take 1 Will damage.  Can be used at long range.  Use only once per scene.

Passive Ability: Defensive Maneuvers (Experience)-- Whenever your Freedom defense rating is higher than your Strength defense rating, use it for your Guard instead.

Weakness: Freedom in Surrender (Mystical)-- Hypnotic effects have advantage against you, and you have disadvantage on Struggle attempts against them.


Grace (Seraph)

Strength: 6/6

Freedom: 8/8 

Will: 4/4

Lust: 0

Corruption: 0

Inspiration: No

 

Basic Attack: Storm Tonfa (Lightning)-- Roll +Freedom to hit.  Deals 1 Strength damage.

Guard: Evasive Weave (Experience)-- 10+ Freedom

Tease: Play Rough (Caress)-- Roll +Strength to hit.  Gives 1 Lust.

Resist: Don't Touch Me (Experience)-- 10+ Freedom

 

Special Technique: Thunder Bolt (Lightning)-- Roll +Freedom to hit.  Deals 2 Strength damage.  If you have taken the Move action this turn, you have advantage on this attack.  Use only once per scene.

Passive Ability: Shocking Strike (Experience)-- Your basic attack deals an additional 1 Freedom damage.

Passive Ability: Rolling Thunder (Experience)-- Once per scene, when you make two basic attacks in one turn, you may make a third basic attack without using an action.

Weakness: Echo of Helplessness (Mystical)-- When a Demon deals damage to you, you have disadvantage on all your rolls on your next turn.


Elena (Seraph)

Strength: 4/4

Freedom: 8/8 

Will: 6/6

Lust: 0

Corruption: 0

Inspiration: No

 

Basic Attack: Frost Shot (Ice)-- Roll +Freedom to hit.  Deals 1 Strength damage.

Guard: Move Unseen (Experience)-- 10+ Freedom

Tease: Art of Seduction (Degrade)-- Roll +Will to hit.  Gives 1 Lust.

Resist: Cold Shoulder (Experience)-- 10+ Will

 

Special Technique: Numbing Shot (Ice)-- Roll +Freedom to hit.  Deals 1 Freedom damage and 1 Will damage.  On a hit, the target cannot Move on its next turn.  This can be used at long range.  Takes two actions.

Passive Ability: Sniper (Equipment)-- You can use your basic attack at long range.

Passive Ability: Infiltrator (Experience)-- You have advantage on Interact rolls to disable security systems.

Weakness: Cracks in the Facade (Mystical)-- When you fail a Struggle attempt, you take 1 Will damage.


Mercedes (Seraph)

Strength: 8/8

Freedom: 4/4 

Will: 6/6

Lust: 0

Corruption: 0

Inspiration: No

 

Basic Attack: Hammer Time (Earth)-- Roll +Strength to hit.  Deals 1 Strength damage.

Guard: Swaying Steps (Experience)-- 10+ Freedom

Tease: Flaunt What You've Got (Degrade)-- Roll +Strength to hit.  Gives 1 Lust.

Resist: Make Them Wait (Experience)-- 10+ Will

 

Special Technique: Tremor Strike (Earth)-- Roll +Strength against the Strength defense of each creature in your skirmish, other than yourself; use the same roll for each.  On a success, each target can’t Move on its next turn, and the next roll against it has advantage.  Use this only once per turn and only twice per scene.

Special Technique: Reinforce Armor (Earth)-- One Seraph in your skirmish regains 1 Strength.  Use only twice per scene.

Passive Ability: Engineer (Experience)-- You can use your Will in place of your Freedom on Interact rolls against mechanical devices.

Weakness: Enticing Proximity (Mystical)-- When a Binding effect succeeds against you, you gain 1 Lust.


Patience (Seraph)

Strength: 4/4

Freedom: 6/6 

Will: 8/8

Lust: 0

Corruption: 0

Inspiration: No

 

Basic Attack: Air Bullet (Wind)-- Roll +Freedom to hit.  Deals 1 Strength damage.

Guard: Analyze Attacks (Experience)-- 10+ Will

Tease: Gentle Touch (Caress)-- Roll +Freedom to hit.  Gives 1 Lust.

Resist: Gritted Teeth (Experience)-- 10+ Strength

 

Special Technique: Scattering Wind (Wind)-- Roll +Will against the Strength defense of each other creature in your skirmish; use the same roll for each.  Deals 1 Strength damage.  On a success, each target is removed from your skirmish and has disadvantage on its next roll.  This technique has advantage against Small creatures and disadvantage against Large ones.  Takes two actions.  Use this only once per scene.

Passive Ability: Gunner (Equipment)-- You may use your basic attack at long range.

Passive Ability: Navigator (Equipment)--You have advantage on Observe rolls against spatial distortions.

Weakness: Fascination in Monstrosity (Mystical)-- At the start of your turn, if you are in a skirmish with a Large enemy, you gain 1 Lust.


Common Enemy Statblocks:

 

Bruiser (Corrupted, Large)

Strength: 6/6

Freedom: 4/4

Will: 2/2

Lust: 0

 

Basic Attack: Brutish Bash (Earth)-- Roll +Strength to hit.  Deals 1 Strength damage.

Guard: Ironhide (Mystical)-- 10+ Strength

Tease: Groping Grip (Binding)-- Roll +Strength to hit.  Gives 1 Lust.

Resist: Unfeeling (Experience)-- 10+ Will

 

Special Technique: Breaking Blow (Earth)-- Roll +Strength against the target's Freedom defense. You always have disadvantage on this roll.  Deals 1 Strength damage, 1 Freedom damage, and 1 Will damage.  

Passive Ability: Unyielding (Mystical)-- Earth effects have disadvantage against you.

Weakness: Vulnerable Innards (Mystical)-- Lightning effects have advantage against you.


Creeper (Corrupted, Small)

Strength: 2/2

Freedom: 6/6

Will: 4/4

Lust: 0

 

Basic Attack: Rending Claws (Lightning)-- Roll +Freedom to hit.  Deals 1 Strength damage.

Guard: Desperate Scramble (Experience)-- 10+ Freedom

Tease: Shocking Stimulation (Lightning)-- Roll +Will to hit.  Gives 1 Lust.

Resist: Untouched Flesh (Experience)-- 10+ Strength

 

Special Technique: Electric Experience (Lightning)-- Roll +Freedom against the target's Strength defense.  Deals 1 Freedom damage and the target gains 1 Lust.  Use only once each turn.

Passive Ability: Pouncing Surge (Experience)-- Once per scene, when you Move, you can make a basic attack without using an action.

Weakness: Fragile Form (Mystical)-- Earth effects have advantage against you.


Gazer (Corrupted)

Strength: 4/4

Freedom: 2/2

Will: 6/6

Lust: 0

 

Basic Attack: Burning Gaze (Fire)-- Roll +Will to hit.  Deals 1 Strength damage.

Guard: Optic Aversion (Experience)-- 10+ Freedom

Tease: Bedroom Eye (Hypnotic)-- Roll +Will to hit.  Gives 1 Lust.

Resist: Mind over Flesh (Experience)-- 10+ Will

 

Special Technique: Lingering Gaze (Hypnotic)-- Roll +Will against the target's Will defense.  Deals 1 Will damage, and the target gains 1 Lust.  Can be used at range.  Your opponent may use the following struggle action: “Roll +Will against your opponent’s Will defense.  On a success, recover 1 Will damage dealt by their Lingering Gaze.”

Weakness: Obsession (Mystical)-- When you damage an enemy, you have disadvantage on rolls against any other enemy for the rest of the scene.


Leo (Corrupted)

Strength: 5/5

Freedom: 5/5

Will: 2/2

Lust: 0

 

Basic Attack: Servant's Weapon (Ice)-- Roll +Freedom to hit.  Deals 1 Strength damage.

Guard: Brutal Bulk (Mystical)-- 10+ Strength

Tease: Imposed Desires (Degrade)-- Roll +Will to hit.  Gives 1 Lust.

Resist: Bound to Duty (Experience)-- 10+ Will

 

Special Technique: Restraining Chains (Binding)-- Roll +Strength against the target's Freedom defense.  Deals 1 Freedom damage.  Your opponent may use the following struggle action: “Roll +Freedom against your opponent’s Strength defense.  On a success, recover 1 Freedom damage dealt by their Restraining Chains.”

Passive Ability: Gunner (Equipment)-- You may use your basic attack at long range.

Weakness: Bloodlust (Mystical)-- Once per turn when you damage an enemy, gain 1 Lust.