[Reuploaded due to my ineptitude at forums]
Hello, all! I wanted to share something fun I've been using to spice up TiTS after the 50th new name. I've personally called it a "mod monster" run for years, but in short this rule set is a "nuzlocke"-style adventure that finds Capt. Steele's adventures having more than a subtle effect on their physical appearance and psyche.
I'm including a PDF version for those who want to have it on hand. I'll gladly answer any questions or comments, as I'd love to get some feedback on what extra goals the run should have and what alterations to the rules or optional rules should be included.
Enjoy!
Base Rules
Clarifications
Completion Tasks
Banned Items/Encounters
Optional Rules
Game-Defining Rules
Difficulty Modifiers
Changelog
Hello, all! I wanted to share something fun I've been using to spice up TiTS after the 50th new name. I've personally called it a "mod monster" run for years, but in short this rule set is a "nuzlocke"-style adventure that finds Capt. Steele's adventures having more than a subtle effect on their physical appearance and psyche.
I'm including a PDF version for those who want to have it on hand. I'll gladly answer any questions or comments, as I'd love to get some feedback on what extra goals the run should have and what alterations to the rules or optional rules should be included.
Enjoy!
Trials in Tainted Space
Chimera Run
Goal: Reach the end of current main story content as a space chimera/eldritch horror with a crippling addiction to transformative items and junk food.
Chimera Run
Goal: Reach the end of current main story content as a space chimera/eldritch horror with a crippling addiction to transformative items and junk food.
Base Rules
- Begin as a human male or female without a bonus perk (any class).
- Consume every Transformative Item (mod) added into Captain Steele’s inventory.
- Complete all the Essential and Per Planet Tasks.
- Save scumming/reloading is allowed three times per run, but only for bad ends or Very Big Mistakes (e.g., exploding planets).
Clarifications
- The player can choose to consume the mods immediately, when resting, or when Capt. Steele’s inventory is full. Do note that some items are timegated, so schedule accordingly.
- Some items present the option to take them (the Synth Horsecock, for example). Capt. Steele can refuse to pick them up but will have to use the item if taken.
- If a quest requires a certain item, Capt. Steele has the right to not to shove it into their mouth/arm/leg/chest/ass/groin until the end of the questline. The same goes for any gift mods the player obtains for various NPCs to use.
- None of the base rules affect Capt. Steele’s purchasing, equipping, or using various outfits, armors, weapons, or non-transformative items (like Mhen’gan Mangos and Med-kits).
Completion Tasks
- Essential
- Reach max level (Currently: 10).
- Activate all U.G.C. scout probes.
- Find the Steele Pods.
- Per Planet Tasks
- Mhen’ga
- Discover the Uthra Birch tree & harvest its sap at least once.
- Complete the “Plantation Quest” (Any Ending)
- Tarkus
- Prevent Tarkus from being destroyed.
- Solve the mystery of Deck 13.
- Complete “The Hnngularity”
- Defeat the Luxury Gabilani Bipedal Transport: Q-Class at least once.
- Myrellion
- Assist the Fungal Queen & stop the rogue robot.
- Defeat the Queen of the Deep (Any Ending).
- Complete Ara Kei’s Diplomacy mission (Any Ending).
- Zheng Shi
- Spacewalk to repair the Cargo Elevator.
- Defeat the Forgehound.
- Defeat Roz at least once.
- Dhaal
- Encounter Feruze (Any Ending).
- ???
- Mhen’ga
- Other Sidequests
- NOTE: Due to the nature of these quests and the preferences of your Capt. Steele, the following are completely optional. Add them if they fit, if you want to extend the run, or if you like the characters/factions involved.
- Crew-related quests (e.g., Kiro, Penny, Kase, Eitan, etc.)
- FederationQuest
- KaraQuest
- Anything on Uveto
- NOTE: Due to the nature of these quests and the preferences of your Capt. Steele, the following are completely optional. Add them if they fit, if you want to extend the run, or if you like the characters/factions involved.
Banned Items/Encounters
- Galomax
- The effects are irreversible and render other transformation mods ineffective. Since Capt. Steele will undoubtedly come across multiple Galomax pills in their adventures, these items must be sold or dropped upon reception.
- Dr. Badger/Dr. Lash
- These “good doctors” can perform major alterations to Capt. Steele upon first meeting them, conforming Steele to their respective visions of a “perfect” lifeform. Thankfully, refusing these services will allow Capt. Steele to still purchase their wares and complete their sidequests.
- “Perfect” mods
- The “perfect” mods provide a massive overhaul of Capt. Steele that mold them into a desired shape. Though not as strict as the “doctors,” the following items should be sold/dropped upon reception:
- Foxfire/Frostfire
- Illumorpheme
- Leitha Charm Necklace
- Ovir Positive
- Panda Pro
- Red Panda Pro Plus
- The “perfect” mods provide a massive overhaul of Capt. Steele that mold them into a desired shape. Though not as strict as the “doctors,” the following items should be sold/dropped upon reception:
- Poe A
- A side-planet with a single encounter that hosts a shop of optional “perfect”-level items that appears via random encounter.
- Dong Designer
- A more limited “perfect” mod, but a perfect mod nonetheless. Sell or ignore.
- Nursery Ward
- If Captain Steele becomes pregnant, the Nursery on Tarvos cannot be used to fast forward it.
- Parasites
- As living creatures, most parasites cannot be removed by mods, preventing more interesting tail/skin combinations. If a parasite is obtained, Capt. Steele must remove it before continuing their journey.
- SSTDs
- As a virus (and not an item), SSTDs like Furpies must be treated before Capt. Steel can continue their journey.
- Bad End Mods
- Some mods contain bad ends and can cause a Game Over at an inopportune time. This is a Not-Good-Thing as this does not help us reach our goal. Sell/drop/avoid the following items and encounters to keep Capt. Steele’s adventures from an untimely end:
- Throbb
- Gush
- ClearYu
- Rubber-Made
- Suma Cream
- Skin Clear
- Wiff-O-Wisp
- Tentatool Pill
- Soak
- Some mods contain bad ends and can cause a Game Over at an inopportune time. This is a Not-Good-Thing as this does not help us reach our goal. Sell/drop/avoid the following items and encounters to keep Capt. Steele’s adventures from an untimely end:
Optional Rules
Game-Defining Rules
- Alternate Start
- Starting as a human best illustrates the difference in shape/size/physicality/mentality of the run, and the bonus perks tend to accentuate certain aspects of various mods over others. For example, the “Mini” perk reduces penis growth while the “Hung” perk increases it.
- Since part of the fun of the run is to compare Capt. Steele from start to finish, here is an alternative character creation rule: To randomize character creation, roll a die corresponding to the number of options available. (A digital die roller is recommended.)
- Gotta-Collect-‘Em-All!
- For collectors or fans of spreadsheets, try this rule: to complete the run, Capt. Steele must take at least one of every mod that can be found or purchased. Capt. Steele only needs to consume one of each mod, but they must consume it upon its acquisition.
- Some mods come in variants on purchase (ex: Amazona/Futazona, White/Black Suma Cream) or have a multitude of options upon usage (ex: Pickmentation). It is not required to purchase/use every option.
- As Dhaal currently does not have any TFs and Zheng Shi’s only has one unique mod to acquire, the run can end before Zheng Shi is completed if all mods have been collected.
- Trash Panda
- If a “truer” Nuzlocke-style run is desired, invoke this rule: Capt. Steele starts as a Kui-tan and cannot buy any items or consumables from any vendor.
- Selling items to free up inventory space is permitted.
Difficulty Modifiers
- Souvenir
- Most “designer” mods purchased through vendors will be overwritten by random drops, so there is no reason to spend additional (sometimes unreasonable) credits on them.
- That said, some of the most entertaining mods can only be purchased, which limits the variety of transformations possible. For an extra challenge, players can instead impose the following rule: Capt. Steele must purchase a mod (if possible) before leaving any planet or space station. Once a mod is purchased, it cannot be purchased again until all other mods in the area have been purchased.
- Note: This ruleset can get the user into no-way-out situations, as some planets/stations lack reliable ways to earn credits to obtain mods (e.g. New Texas, Canadia Station).
- Nightcap
- Many mods feature prolonged effects or take their time to make themselves known. This can lead to the temptation to spam “sleep” and wait it out.
- The “Nightcap” rule prevents Capt. Steele from sleeping or resting until they consume at least one mod. This rule pairs well with Souvenir as it incentivizes purchasing mods.
- Iatrophobia
- Parasites and SSTDs are often forced onto Capt. Steele and limit their variance in appearance significantly like “perfect” mods.
- If the player does not mind contracting the mammovirus or having a few Mimbranes tagging along, apply the rule to give Steele a fear of doctors: Capt. Steele cannot remove parasites or treat SSTDs via items or NPCs.
- Any other function these NPCs provide (shopping, conversation, quests) can still be utilized.
- Beefcake
- New Texas’s signature mod is not unlike the “perfect” mods as they are a “one-stop shot” to becoming a New Texan cow-person. The Treatment Medipen can only be obtained through the shop on New Texas or through a rather specific set of circumstances on M’henga, making it easy to avoid.
- However, the mod itself has five variants (randomly determined) and so many possible transformations that no two Capt. Steeles will look alike. New Texas is also home to the Ten-Ton Gym, a vital stat-farm. The “Beefcake” rule can therefore be applied if desired: Capt. Steele cannot enter Ten-Ton Gym until they have taken the Treatment.
- Hard Mode & Semi-Hard Mode
- If a challenge is desired, the player can implement the “Hard Mode” rule: Capt. Steele must use any Bad End mods obtained. If a “Bad End” is triggered for any reason, the game is over.
- Alternatively, the “Semi-Hard Mode” rule allows save-scumming (reloading after a “Bad End”) up to three times before the run is lost.
Changelog
- Version 1.1
- Further defined Per Planet Tasks
- The original run only required the obtaining of the Steele Pods and progression of the Main Quest. From personal experience, it can be quite easy to breeze through and just miss out on the mod drop chances (or if playing with the "Souvenir" rule, reasons to visit planets again). This list of Per Planet Tasks only incorporates content that 1) does not require Capt. Steele to romance or have sex with anyone and 2) explores content specific to that location.
- Added "Complete all essential and per planet tasks" and the Three Strike Rule to Base Rules.
- TiTS is (in)famous for its multitude of bad ends. This run is only meant to be in good humor, but I've added the Three Strike Rule to add just a hint of spice to every fight. For even more spice, try the "Hard Mode"!
- Rearranged document for easier reading and standardized some term usage.
- Further defined Per Planet Tasks
- Version 1.2
- Removed "Deck 13" quest from Per Planet Tasks.
- Specified that Tasks can be completed in any order.
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