Survival Island

Inspired by the Island Survival and Hentai Island Survival CYOAs.
Under Construction - Soon to be a small group game!
Welcome
Island Survival is a horror game where the passengers and crew of the chartered yacht Cassandra. The Cassandra runs aground and sinks in a storm. That is remarkable because according to all charts there shouldn't have been land there to run aground upon. The crew and passengers are castaway on a magical island full of dangers.
Soon after arriving upon the island the survivors will collapse into a deep sleep while the storm rages on. When they awaken in the morning, the magical nature of the island will be apparent. Male survivors have been transformed and are now female. Anyone older than twenty is now roughly twenty years old in appearance. There is a beautification effect coupled with a general increase in libido that effects everyone.
The prominent threat is cryptids, hostile creatures that exist nowhere else on earth. They are highly dangerous. Some like vomit wasps, man-eating trees, and velociraptors will merely seek to kill humans. More common are cryptids like ovi-spiders, pongos, and imps will rape, impregnate, or seek to use the wombs of women to plant their own seed. The island is also home to highly intelligent species, including a cannibalistic tribe of humans and a tribe of lizard men, as well as other more mystical nemeses. Just finding food and shelter will be a challenge, but the intent is to capture the feel of survival horror where man is the hunted, not the hunter.
All is not hopeless. This is a survival horror game, not a story or a movie. In survival horror games, it's possible to for the victims to become heroes and fight back. There are powerful artifacts on the island, potential allies and companions, and it is even possible to learn to master some of the magic of the island. Whether the goal becomes to merely escape, or to master the power of the island, it is possible to survive and overcome if the castaways learn the lessons of the island, arm themselves, and fight to survive.
Trent Miller, 2nd Engineer
The Cassandra was a beautiful ship, a swan among ducklings, twenty meters in length, two upper decks and one below. She normally ignored the waves cutting through them. However, the ocean is a bitch and the Cassandra couldn’t ignore the storm that was upon her. The storm swells ran ten meters in height and the normally graceful lady was surging up and down like a porn star riding cock. Down in the engine room, Trent rolled with the bumpy ride. This wasn’t his first storm, or his worst. It would make the top three, but the Cassandra was a big girl. She could handle a rough and wet ride better than his father's fishing boat that he’d cut his teeth on. The Cassandra's engines were purring away, and they were far from any shore. They’d be fine. He was keeping his eye on the bilge pumps. They were taking on a little water, but nothing the pumps couldn’t happen.
The first warning sign was a thump beneath his feet as they troughed out, and the Cassandra plunged down onto her lover the sea. The thump was wrong. Very wrong. Cassandra should be doing a smooth up and down on Neptune’s cock, not the bump and grind. They’d either had the bad misfortune to hit floating garbage like a discarded cargo container, a whale... or they were shallowing out. Trent was still processing this when Cassandra plunged down again and did another bump and grind on something. Once could have been something floating in the water. Twice was landfall. He knew Captain Joeff was a asshole who cared more about schmoozing the clients than the crew, but how big a moron did you have to be in this day of GPS and depth gauges to run the ship into the shoals?
Trent sprinted for the intercom. “Bridge! What the fuck is – ”
The Cassandra plunged down hard and instead of grind there as slam as she bottomed out. Trent was thrown bodily across the engine room and slammed into a pipe. The Cassandra didn’t rise again. Instead she wallowed back and forth in a way that no ship her size should do. That wasn’t a sunken container half-filled with water or a whale. They’d run aground, or at least into an underwater sea mount or reef. Trent picked himself up feeling like he'd just been tackled by a gorilla. He rushed to check the gauges, but halfway there everything went dark. Holy fuck, they’d just lost power! He’d only been Second Engineer for a few weeks, but he still knew his way around the engine room. He felt his way through the room in the pitch dark and found the emergency locker. He opened it, grabbed a life jacket, and donned it with the ease of long practice. Fortunately, it was one of the fancy life jackets with a built in light. He turned it on and spun the wheel on the watertight hatch to the belowdecks corridor. Even when he spun the wheel all the way the hatch didn’t want to open. He put his weight into it and pushed the door open a crack.
Water flooded through the gap. The water pressure almost slammed the door shut and he had to strain against it to force the door wide enough for him push his way through. Fear gave him strength. If he stayed in the engine room, he would die. He wasn’t going down without a fight. He pushed through and into a corridor already up to his knees with water and rapidly growing deeper. As he pushed his way forward the Cassandra rose up again with a swell. Instead of coming down she listed starboard and fell over onto her side. Trent was thrown about again, but he splashed down in water. He picked himself up to find that tall narrow corridor was now slanted as the Cassandra foundered on the shoals. That was bad. The beautiful girl was going down fast. The corridor was now slanted, making the water up to his thighs, but he pushed himself along. He had to get out of the belowdecks, up to the deck, escape... No, and save the passengers. The first duty of any sailor in a shipwreck. Save the passengers first.
Characters
My target is three players each controlling one main character and two redshirts. I am willing to play more NPC roles or less depending on interest. If interest is high, we could have up to five players each controlling one redshirt. Tentatively, the passengers are a group of friends who are taking a cruise while on a summer break from college and chasing a wild goose. My suggestion is that three mains are passengers, but this doesn't have to be the case. Those three passengers are:
- Heir/Heiress - Has rich parents and is paying for the cruise. Other characters are his/her friends or possibly employee if he/she has a bodyguard.
- Scholar - Found the cryptid token and stories of a lost island. Thinks it is probably a wild goose chase, but is looking for ruins on underwater sea mounds.
- Bodyguard - for the heir/heiress. The most combat proficient character in the game.
The suggested scenario of a group of college aged friends chartering a boat can be modified depending on number of players who express interest. They wouldn't necessarily need to be college aged. All characters are deaged to twenty upon arriving at the island.
I've called dibs on Trent Miller, 2nd Engineer, who I will be playing. NOTE: Trent will not be feminized. That does not obligate any character to 'join his harem'. There is also a futa option with the Ring of Priapus artifact. Players can have FF relationships. If a player dives into sex magic, they will likely be having relationships with everyone else. Trent will stand out as the only male, but I don't want to outshine everyone. As the GM's character Trent will tend to make suggestions when the game is directionless, but allow others to lead when they have clear ideas and plans. I want a party where every player contributes.
Role | Player | Character | Main? |
---|---|---|---|
Captain | Thymoit | Joeff Hansen | Redshirt |
First Mate | Thymoit | Matthew Smith | Redshirt |
Chef | Thymoit | René Bernard | Redshirt |
Chief Steward | Thymoit | Fred Lange | Redshirt |
2nd Steward (Maid) | Ellen | Corinna | Main |
Chief Engineer | Thymoit | Bobby | Redshirt |
2nd Engineer | Thymoit | Trent Miller | Main |
Dive Instructor | Thymoit | Quintin | Redshirt |
Passenger (Heir/Heiress) | Ellen | Annalise De Vries | Main |
Passenger (Scholar) | Ellen | Vanessa Richards | Main |
Passenger (Bodyguard) | Ellen | Addison | Redshirt |
Passenger (Rake) | Ellen | Roderick DeVries | Redshirt |
Passenger (Socialite) | Ellen | Lily | Redshirt |
Captain Joeff Hansen
First Mate Matthew Smith
Chef René Bernard
Chief Steward Fred
2nd Steward (maid) Corinna
Chief Engineer Bobby
Dive Instructor Quintin
Annalise De Vries
Vanessa Richards
Addison
Roderick DeVries
Lily
Transformations
In general the men transformed into women could be called at least cute or pretty. The transformation can be more dramatic if you desire, and each player can choose how far they are transformed. This is not a bimbofication. Intelligence is not reduced and bodies are not transformed into stereotypes with outrageously huge breasts and tiny waists (unless you choose that as a Flaw). In general if you rated appearance on a scale of one to ten, there is about a two point increase. Tattoos are removed by the transformations. A man who was fat would still be a bit chubby. Body piercings are retained if the piercing is being worn. If the piercing is not worn, the hole closes up. Hymens are restored as well.
Libidos are increased, but not drastically. This is more of an excuse to justify that every character has the strong sex drive and stamina seen in most Elliquiy roleplays. If you want to take this to extreme, take Horny as a Flaw.
Resources
Life Rafts
Each life raft is outfitted to international SOLAS (Safety of Life at Sea) for a 12 person vessel and contains:
- Rescue quoits with minimum 30-metre lines
- Non-folding knife with a buoyant handle. If the life raft holds more than 13 persons, then a second knife
- For 12 persons or less, 1 bailer. For more than 13 persons, 2 bailers should be kept
- 2 sponges
- 2 buoyant paddles
- 3 tin openers
- 2 sea anchors
- 1 pair of scissors
- 1 first aid waterproof kit
- 1 whistle
- 1 waterproof torch for communicating morse code with 1 spare set of batteries and bulb
- 1 signaling mirror/heliograph
- 1 radar reflector
- 1 life-saving signals waterproof card
- 1 fishing tackle
- Food ration totaling not less than 10000 kJ for each person
- Water ration- 1.5 liters of fresh water for each person
- One rust proof graduated drinking vessel
- Anti seasickness medicine sufficient for at least 48 hours and one seasickness bag for each person
- Instructions on how to survive (Survival booklet)
- Instructions on immediate action
- TPA sufficient for 10% of the number of persons or two, whichever is greater
- Marking shall be SOLAS ‘A’ Pack
- 6 Hand Flares
- 4 Rocket Parachute Flares
- 2 Buoyant Smoke Signals
Source Material
Island Survival is based upon the two CYOAs. "Island Survival Hentai Edition CYOA" by AwayThrowANotTotally and "Survival Island CYOA" (author unknown). Original source material below:
![]() Hentai Survival page 1 |
![]() Hentai Survival page 2 |
![]() Hentai Survival page 3 |
![]() Original Survival island |
Fudge RPG System
The game will be played using the Fudge RPG system which encourages GMs to modify the system to fit their game. Fudge mechanics are intended to modified from game to game, so if you've played a Fudge RPG system game before and this isn't the same, that's because I'm going for a very rules light variation.
Fudge Dice
At the core of the Fudge RPG is the concept of Fudge Dice. These are six-sided dice without the usual spots. Instead they have two faces with plus (+) symbols = success, two faces with minus (-) symbols = fail, and two blank symbols = tie. All throws involve four fudge dice being rolled.
Pluses and minuses cancel each other out. So the usual sum is nothing. Getting a single plus or minus is fairly common.
Elliquiy Dice Server
On Elliquiy dice server use the following settings:
- Dice = 4
- Sides = 3
- Mod = -2
- Send to user 753
Example:
Roll Result: thymoit rolled: 4d3, modifying each die by -2
Comment:
Result: 0, 0, -1, -1,
Total: -2
The Skill Ladder
All Fudge-based games use words to define or compare character traits, actions, and outcomes. The words have a number that goes with them. When we list all the words in order (rank) from best to worst, we have a Ladder:
Result | Rank |
---|---|
+4 | Superb |
+3 | Great |
+2 | Good |
+1 | Fair |
0 | Mediocre |
-1 | Poor |
-2 | Awful |
-3 | Terrible |
-4 | Disaster |
Roles
Roles are skill groups. Every character gets two free roles. One at Good level (+2) and one at Fair level (+1).
The Role at Good levels that describes who they are. If they are a professional this is likely their job, but even if they don't have a profession, they can have a role. Examples: Captain, Dive Instructor, Bartender, Student, Jock, Party Girl, Mother. The second role is at Fair level and can be a hobby or an interest.
Roles allow you to automatically perform actions that are under your skill level. Challenges above the skill level of your role must be rolled, but you add the level of your role.
What does a particular role do? Fill in the blanks in “The Argument:”
Because I am a __(role)__, I can __(take this action)__.
If the sentence makes sense, you’re good to go. If the sentence doesn't make sense choose a different role or a different action.
Example: Because I am __the captain__, I know how to __steer the boat__.
Remember this is a horror game and the characters in a horror game are frequently stereotypes, so the roles only stretch so far.
Additional Roles at the Good level (+2) can be purchased for one Flaw each. A Role can be raised from Good to Great for one Flaw.
Roles in Combat
Roles are skill groups and as this is a horror game not intended to be directly applicable to combat. One combat oriented role will be allowed. Bodyguard is suggested. Others might stretch to using a certain weapon or combat benefit. At most a +1 can be achieved. Please clarify with the GM what the combat benefit would be.
Example: Bodyguard role. It's reasonable that a Bodyguard knows how to use some weapons, but not all weapons. This might be clarified that the bodyguard knows how to use handguns, knives, and fists (some kind of martial art) getting a +1 with those in combat.
Gifts
There are no attributes or stats. However, each character gets one gift. If you want your character to be strong, then take "Strong" as your gift. Gifts usually add +1 to rolls in certain situations. Some gifts can be used defensively to subtract -1 from an opponents role, particularly in combat.
The Fill in the blank argument for gifts is:
Because I have __(gift)__ I should get a +1 to this roll. OR Because I have __(gift)__ my opponent should get a -1 to this roll.
In general a gift will provide either +1 in combat, -1 to opponents, or bonuses in some situations. No gift should apply in all situations.
The first Gift is free. A second Gift can be bought with one Flaw. A third Gift costs two Flaws. No character can have more than three Gifts.
Example Gifts
Many gifts are possible. Feel free to make up your own.
Gift | Game impact |
---|---|
Strong | +1 in hand-to-hand combat, Strength checks |
Agile | +1 in combat |
Nimble | -1 to my opponent |
Keen Senses | +1 to Spot checks |
Tough | +1 to Recovery checks, +1 to Poison checks |
Resilient | +1 to Trauma checks |
Loyal | +1 when fighting in defense of others |
Strong Swimmer | +1 for swim checks, +1 fighting in water |
Sexual Confidence | +1 on Sex magic and rape Trauma checks |
Finally My True Self | +1 to any three rolls each day |
Outdoorsy | +1 to Survival checks |
Other examples:
Absolute Direction; Always keeps his cool; Ambidextrous; Animal Empathy; Beautiful Voice; Danger Sense; Fast; Literate; Lucky; Night Vision; Patron; Perfect Timing; Peripheral Vision; Rank; Rapid Healing; Reputation as Hero; Sense of empathy; Single-minded; Status; Tolerant
Resources
Each main character can choose one resource, either an artifact or a companion. Example companions and artifacts can be found on the Island Survival and Hentai Survival Island CYOAs. Characters do NOT start with the resource. Instead the resource is placed upon the island and can be found at one of the prominent shelter locations.
Exception: One main character with an appropriate role may start with the cryptid token. This is highly recommended as this item greatly improves survival chances.
Faults
A Fault is the opposite of a Gift. It imposes a penalty that your character must endure in certain situations. Usually that is by causing -1 to your own roles, but it is possible to add +1 to an opponents roles.
Each character can have up to two flaws.
The reason to take Fault is to gain more abilities. Each Fault may be traded for:
- 1 Good ranked Role
- 2 Fair based Roles
- 1 Good ranked Role raised to Great
- 1 Gift
- 1 Resource
- 3 Experience Points
Faults more often cause a roleplay disadvantage than a dice penalty, but may cause a -1 to action results in certain situations. They are also a way to make main characters more interesting. Roleplaying a fault well can earn Fudge.
The argument rule for Faults is:
Because I am/have __(fault)__ , I must __(endure this setback or risk)__ .
Example Faults
Absent-Minded; Addiction; Ambitious; Amorous heart-breaker; Bloodlust; Blunt and tactless; Bravery indistinguishable from foolhardiness; Can’t resist having the last word; Code of Ethics limits actions; Code of Honor; Compulsive Behavior; Coward; Curious; Finicky; Easily Distracted; Enemy; Fanatic patriot; Full of bluff and bluster and machismo; Garrulous; Getting old; Glutton; Goes Berserk if Wounded; Gossip; Greedy; Gullible; Humanitarian (helps the needy for no pay); Idealist (not grounded in reality); Indecisive; Intolerant; Jealous of Anyone Getting More Attention; Lazy; Manic-Depressive; Melancholy; Multiple Personality; Must obey senior officers; Nosy; Obsession; Outlaw; Overconfident; Owes favors; Phobias; Poor; Practical Joker; Quick-Tempered; Quixotic; Self-defense Pacifist; Socially awkward; Soft-hearted; Stubborn; Quick to take offense; Unlucky; Vain; Violent when enraged; Vow; Worry Wart; Zealous behavior
Faults & Redshirts
In survival movies, the Redshirts are not usually killed off randomly. They usually have undesirable character flaws that lead to their death. Taking two examples from Jurassic, Donald Gennaro is a lawyer (strike one) who only sees how much money they can make and not the danger (strike two). was a lawyer who represented the investors of John Hammond's Jurassic Park. Dennis Nedry was not only betraying the park for money, he compromised the security system. It is recommended that you give Redshirts one or more flaws that will eventually lead to their demise.
When a Redshirt takes a Fault, you may apply the benefit to your main character. A Redshirt may take at most 3 Faults.
Fudge
A Fudge can be used to alter the game in your favor:
- Declare a +1 to a roll before the roll is made.
- Reroll one die after a roll is made. So, you can reroll a (-) with a good chance of improving your result.
- Immediately after a fight can reduce one wound level (the damage wasn't as bad as it looked)
- Overcome a Trauma (shake it off)
- 4 Fudge can be exchanged for an experience point
- Some Sex Magic spells require Fudge to activate
All characters will start with 2 Fudge when they arrive upon the island. 1 Fudge a day is earned after receiving a good night's sleep. If your character does not get a full night's sleep, you don't get Fudge. Fudge can be awarded by the GM for good roleplay whether that be overcoming a cryptid, greatly improving the groups survival, or a well-written scene.
Characters can only hold up to 5 Fudge. Any Fudge gained when you are at maximum is lost.
Combat
Combat is done in a series of exchanges. All combatants roll an attack role against their targets defense. It's possible for both parties to hit each other during an exchange. The result of the roll determines the result.
Combat Ladder
Roll | Rank | Result | Examples | Description |
---|---|---|---|---|
+4 | Superb | Death | ||
+3 | Great | Dying | Severed artery. Concussion. | Will die in a few minutes without treatment. |
+2 | Good | Crippled | Broken bones. Rapid bleeding. | Dangerous if not treated. |
+1 | Fair | Injured | Sprain, bleeding cut. | Wound will worsen until treated |
0 | Mediocre | Hurt | Scratch or bruise. | That hurt. |
-1 | Poor | Missed | ||
-2 | Awful | Missed | ||
-3 | Terrible | Missed | ||
-4 | Disaster | Vulnerable | Fell on your ass. Dropped weapon |
Wound Chart
Less than lethal injuries are marked on the Wound Chart. If a bubble for that level of injury does not exist, move up to the next category.
Wounds | Rank | Combat Impact |
---|---|---|
( ) ( ) ( ) | Hurts | No effect |
( ) ( ) | Injury | -1 |
( ) | Crippling Injury | -2 |
( ) | Deadly Injury | -3 |
Dead |
Example: Fred is fighting a cryptid. The first round Fred takes a Hurt. He marks one Hurt bubble and keeps fighting without penalty. The second round he takes an Crippling Injury. He marks an injury bubble and fights at -2. Third round he takes an Injury. He still has an Injury bubble and fills it in. He still fights at -2. Fourth round Fred takes another Crippling Injury. Fred has no more Crippling Injury bubbles to fill in and so takes a Deadly Injury.
Hentai Cryptids
Hentai Cryptids fight with the goal of raping the human, not killing. Deadly injuries are reduced to merely Overpowered. At that point the victim can no longer effectively fight and is raped by the cryptid(s). Characters who are raped do not mark a Crippling Injury.
Healing
The magic of the island promotes accelerated healing in humans.
Immediately After Combat:
- Hurts bubbles clear as soon as combat is over. Your character will still have minor scratches and bruises for a few hours, but by the next day they will be gone.
- Deadly injuries must be treated or the character will die. This requires a great medical/first aid check. If there is an open Serious Injury bubble, the wound is reduced to a serious injury. Otherwise the wound remains deadly, but the character is stable.
- A Fudge may be spent to reduce a wound level provided an empty bubble exists at the lower level
After resting Characters who rest for at least eight hours undisturbed may choose one wound and a roll to see if it is reduced:
Equipment
Weapon | Combat Modifier |
---|---|
Unarmed | -1 |
Improvised Weapons (Oar, Stick, Rock) | 0 |
Knife, Spear, Quarterstaff, Club, Hatchet | +1 |
Torch | -1 to most cryptid opponents |
Better weapons, such as swords or spears with metal blades might be created and/or found eventually and offer better bonuses.
Note that cryptids often have natural weapons that give them bonuses as well, such as teeth, claws, tough hide, size, etc.
Trauma
Characters suffer Trauma when they undergo a traumatic event such as:
- Being transformed from a man to woman
- Being raped or gangraped
- Watching someone die in front of them
- Almost dying themselves
People who have undergone trauma should not react normally. I don't want to impose a reaction upon characters, but some appropriate reactions include:
- Denial
- Anger and Rage
- Hysteria
- Shutting down
- Irritability
- Violence
- Phobias
- Fleeing
- Listlessness
This is the roleplaying game and it is the responsibility of players to roleplay trauma accurately. Roleplaying reaction to trauma well can earn Fudge. If the GM feels that trauma is being ignored, a trauma check may be required and a reaction imposed if the trauma check is failed.
Sex Magic
Magic exists on the island, most of it is sex magic. Sex magic is not available to starting characters. It must be acquired after the start of the game. Players wanting to go this path may want to bank experience points to acquire this ability.
- Only female characters can become a sex witch. Cisgendered males who have not accepted their feminization are not eligible.
- A Min's Crystal arcane artifact is required to perform sex magic.
- Spells can only be learned from the Book of Magic arcane artifact OR convince a native of the island (such as the Witch Companion) to train.
- Each spell has to be bought with character points
- These are NOT the spells listed in the Book of Magic. They have been modified and made more appropriate for a sex witch
Experience
Experience Points can be used to buy or improve Roles, buy Spells, possibly buy Gifts, and possibly buy off Faults ranked traits, and maybe change Gifts and Faults. To improve a ranked trait, spend Experience Points as indicated by the table.
Purchase | Exp Cost |
---|---|
Buy a new Role at Mediocre | 1 |
Increase a Role from Mediocre to Fair | 2 |
Increase a Role from Fair to Good | 4 |
Increase a Role from Good to Great | 8 |
Increase a Role from Great to Superb | 8 |
Learn a Spell | 2 |
Buy a Gift | 8 |
Buy off a Fault | 8 |
To add a gift or remove a fault, discuss with the gamemaster how this change is important to you or to the character. If the gamemaster agrees, spend 8 Experience Points and make the change. Gifts and faults seldom just disappear … they usually change based on the events of play. This has no experience point cost.
Images
Cryptids
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Artifacts
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Locations
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