Space exploration supercorporation “Adventure, Home Inc.” or “AH” for short, promised you a new start on one of their worlds. For whatever reason, you joined up with the colony. At the lottery, you drew number 12. You paid your credits and packed your bags. There was no going back.
AH gave you some raw materials, basic instructions, and a “good luck” then turned you out to fend for yourselves. Surprise! It’s not going as planned. Who would have thought that life on a foreign planet would be difficult, even dangerous?
It’s tough going establishing a working colony dozens of lightyears from home. You quickly learn that the supplies you were expecting are well past schedule, and equipment keeps breaking under suspicious circumstances. To top it all off, weird noises are coming from the cave network abutting the colony.
Will you and your fellows be able to make life on Exoplanet AH-12 work? Or are you doomed to die trying? (Spoiler alert: AH isn’t all sunshine and rainbows, someone is a saboteur, and not everyone makes it off the rock.)
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Looking for a total of ~6 players, then we’ll get started. No expectations for participation. Just contribute what you can.
I intend this to be character driven. Please pick a combo of strengths and weaknesses that isn’t “cookie cutter.” Add your own cards if it fits your character, but I would like the provided nature cards to be used first.
Long time GM, first time narrating so please bear with any hiccups. No NPCs, no team kills, humans only, and please only make moves for your own character.
Hosted and narrated by:
Bertrand Pourteau (ElToroGrande)
Started 10/08/14.
Scenes played: 2
License: Community License