View Full Version : LXXVII Spawn III: Game Over (See Post 4507)
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Barkeep49
07-03-2008, 11:11 AM
With the draft winding down I thought I'd try and catch some people before the 4th of July weekend. I am running the next game.
A while back I asked people to help me decide the theme for my next game and two winners came out, with many people requesting Spawn 3. So we're going to see if we have enough players for Spawn.
Spawn is a constantly evolving game, with conditions changing through-out the day, and is thus more time intensive than many games we run here. Everyone has two roles, a public role and a private role, and there can be actions associated with both. The villagers are faced with the task of not only staying alive, but also completing an assortment of tasks, such as repairing their ship and going on away missions, all while fending off the impending menace of the Spawn. This is chock full of stuff, whether it is death, conversions, or just staying alive. To see what I'm talking about you might want to take a look at the first two games:
Spawn I (http://osatwork.com/fofc/showthread.php?t=42122&)
Spawn II (http://osatwork.com/fofc/showthread.php?t=50803&)
Spawn, because of its commitment, isn't for everyone. And to run it right I feel we need at least 18 players. So I'm gaging interest to see if we can get 18 players. If we can't we'll do Cathedral 2 instead. If we go with Cathedral it would run with long days and short night actions with approximate deadlines of 9 PM and 11 PM Eastern. So while signing-up please say whether:
You'll play no matter what the game is
You'll play Spawn only
You'll play Cathedral only
Either Game
1. Hoops
2. Clap
3. mccollins
4. Marc Vaughn
5. KWhit
6. path
7. Pass
8. Danny
9. jeheinz
10. Tyrith
11. Chubby
12. bulletsponge
13. Schmidty*
14. saldana
15. The Jackal
16. Render
17. Telle
18. Alan T
19. Mrs. Schmdity
20. LoneStarGirl
21. PurdueBrad
22. oliegirl
23. PackerFanatic
Rules (http://osatwork.com/fofc/showthread.php?p=1770841�)
Start of Game (http://osatwork.com/fofc/showthread.php?p=1771094�)
hoopsguy
07-03-2008, 11:15 AM
In, will play whatever but considering Spawn (I) is my favorite villager game ever I'm probably partial to that one.
claphamsa
07-03-2008, 11:26 AM
il play! as long as i dont have a mental breakdown from this draft game :)
st.cronin
07-03-2008, 11:27 AM
I will only play Cathedral.
Mrs. Schmidty
07-03-2008, 11:27 AM
Because of the time commitment for Spawn, I'll play Cath.
oliegirl
07-03-2008, 11:42 AM
I'm in for Cathedral, Spawn just looks too involved to try to keep up with while I'm working :(
jeheinz72
07-03-2008, 11:42 AM
I'm in for Cathedral for sure. Spawn might be tougher on my given my schedule (really only on from 9 AM - 6 PM EST)
mccollins
07-03-2008, 11:58 AM
I'm in for whatever
hoopsguy
07-03-2008, 12:01 PM
Just a word to those who are saying "whatever", Spawn is a lot of fun. It takes a day or two to figure out how everything fits together, but it is a very cool ruleset.
I didn't play in the 1st Cathedral game, so I'm probably not qualified to offer a comparison of the two games.
Marc Vaughan
07-03-2008, 12:05 PM
I'm in - got lynched fairly quickly last time .. currently painting targets onto shirts for this time around ;)
KWhit
07-03-2008, 12:11 PM
I'm in but would much prefer Spawn.
hoopsguy
07-03-2008, 12:11 PM
I'm in - got lynched fairly quickly last time .. currently painting targets onto shirts for this time around ;)
Heh, can only go up from what happened last time around :) Welcome back.
Barkeep49
07-03-2008, 12:50 PM
I'm in for Cathedral for sure. Spawn might be tougher on my given my schedule (really only on from 9 AM - 6 PM EST)
That schedule works well with Spawn actually, and could just submit early night actions, if needed.
path12
07-03-2008, 01:01 PM
In for either or both.
st.cronin
07-03-2008, 01:03 PM
I actually can probably do Spawn, too, if you come up short on players.
oliegirl
07-03-2008, 01:05 PM
If you end up being short one player, I'll try Spawn, but it does intimidate me...
KWhit
07-03-2008, 01:08 PM
Spawn is fun. You guys should give it a try.
Passacaglia
07-03-2008, 01:13 PM
Spawn I was my first WW game ever, but I missed Spawn II. On the other hand, Cathedral I was probably the first game featuring vocal Pass. I'd play either.
st.cronin
07-03-2008, 01:16 PM
I didn't play either of the first two Spawns. Cathedral I is on my short list of most enjoyable games, though.
PackerFanatic
07-03-2008, 01:31 PM
I don't think I have tried any of them - and although Spawn sounds a little intense, it could be fun. Sign me up.
Barkeep49
07-03-2008, 01:42 PM
I actually can probably do Spawn, too, if you come up short on players.
If you end up being short one player, I'll try Spawn, but it does intimidate me...
I'm not trying to pressure people into playing Spawn. Frankly the game is complicated and intense. The first two games both saw good commitment the whole way through and considering the time some people invest (including me) I'd rather just not run the game then run it with some people who are going to have trouble. If we end up running Spawn cause we get to 18, I will gladly include you, and others who want to be included, but the choice is a real one.
hoopsguy
07-03-2008, 01:43 PM
I'm trying to pressure people into playing Spawn because ... well, basically because I'm selfish and want to play a sequel to a really fun game.
jeheinz72
07-03-2008, 01:45 PM
That schedule works well with Spawn actually, and could just submit early night actions, if needed.
Oh it will? Ok great then, put me down for either.
Tyrith
07-03-2008, 02:39 PM
I'll take either -- Spawn pref.
Danny
07-03-2008, 02:43 PM
I'm not sure what to make of Spawn. You guys say it's fun though, so I'll sign up for either. My vacation is over next week, but its the summer so I only work 8-1 and I want to get in as many WW games in before August as I'll have to retire from the game for a while then.
PackerFanatic
07-03-2008, 02:44 PM
I actually better step out for this one. I will follow the game and maybe get in for the next one, but I need to sharpen up my skills a little before jumping into something this complex.
Barkeep49
07-03-2008, 02:54 PM
I actually better step out for this one. I will follow the game and maybe get in for the next one, but I need to sharpen up my skills a little before jumping into something this complex.
Cathedral is a more traditional game. Should I put you down for that?
PackerFanatic
07-03-2008, 04:26 PM
Cathedral is a more traditional game. Should I put you down for that?
Yeah, why don't you do that.
If you guys DO end up playing Spawn, I will try and follow closely. I really enjoy reading the nontrad games, as those seem more fun.
Chubby
07-03-2008, 04:45 PM
sure what the hey. I haven't played in a while, I'm down for either.
Sign me up for a possible Cathy.
bulletsponge
07-03-2008, 06:00 PM
Hmmm ill sign up. im not working and im bored. i played one of the spawn games and enjoyed it ( i probed chubby :) )
hoopsguy
07-03-2008, 06:25 PM
Welcome back, Chubby!
Schmidty
07-03-2008, 06:29 PM
I'll play Spawn again, depending on whether we have to play on the weekend or not.
If we don't have any deadlines on the weekends again, I'm in.
Also, make me a Spawn again. I can't imagine being anything else. :D
saldana
07-03-2008, 06:31 PM
in for either...spawn 1 was one of my favorite games ever!
The Jackal
07-03-2008, 06:37 PM
Ohh yes I'm in, I've been hearing all about Spawn and I'm psyched
The Jackal
07-03-2008, 06:37 PM
sorry didnt read the whole signup - id play either
RendeR
07-03-2008, 07:05 PM
I'll join either one.
Telle
07-03-2008, 08:26 PM
I'll play anything.
bulletsponge
07-03-2008, 08:38 PM
whoa Chubby is in this! looks like i shall finally have my revenge!!!
EagleFan
07-03-2008, 09:54 PM
I'll try but for cathedral only. Won't have the time to dedicate for the other.
Lathum
07-03-2008, 10:07 PM
I will only play Cathedral.
me too
Chief Rum
07-04-2008, 04:50 AM
I don't like to miss one of your games, BK, but I am unfortunately going to have to sit this one out. I have heard great things about the Spawn games. I died too soon in the first Cathedral game, but it looked like fun, too.
But between this and the Historical Draft, I got really tossed trying to keep up with things (along with fatefully bad timing on work needing me to work mucho OT). So I am pretty fatigued at the moment. Plus, I am running the next game, and I still have some things to nail down for it.
Otherwise, though, I would definitely play. I will be following along, whichever game it is.
Schmidty
07-04-2008, 08:27 AM
No
Fixed it for Mr. James Joyce.
Chubby
07-04-2008, 12:58 PM
whoa Chubby is in this! looks like i shall finally have my revenge!!!
That's what you think!
Chief Rum
07-04-2008, 05:30 PM
Fixed it for Mr. James Joyce.
I'm surprised your schedule allowed you the time to post this, and in less than a day, no less! :D
Marc Vaughan
07-05-2008, 01:32 AM
I'm not sure what to make of Spawn. You guys say it's fun though, so I'll sign up for either. My vacation is over next week, but its the summer so I only work 8-1 and I want to get in as many WW games in before August as I'll have to retire from the game for a while then.
Spawn was great fun - although I don't recommend playing from England otherwise you have a tendancy to wake up in the morning somewhat lynched ....
(abeit I was guilty as heck ... but I looked innocent, honest ;) )
Mrs. Schmidty
07-05-2008, 10:22 PM
If it's not too late, I'd like in if it's Spawn - either one really. I would like to play a more complex game and I'll do my best to work around my schedule.
Barkeep49
07-05-2008, 11:20 PM
If it's not too late, I'd like in if it's Spawn - either one really. I would like to play a more complex game and I'll do my best to work around my schedule.
Not too late at all. Rules and such should go up tomorrow with the plan for a Night 0 Monday Night with 1 decision to be made by the Captain, and then a Tuesday Day 1. So sign-ups will close Monday night. If you were another player who indicated that you wanted to play Cathedral only but have changed your mind please let me know and we'd be glad to have you.
path12
07-06-2008, 01:23 AM
Spawn! Woo!
claphamsa
07-06-2008, 09:23 AM
what will the weekend rules be? Just realized im gonna be in wheeling for a wedding next weekend!
Barkeep49
07-06-2008, 10:07 AM
what will the weekend rules be? Just realized im gonna be in wheeling for a wedding next weekend!
Wheeling, IL?
Anyhow there is no weekend play for Spawn. It's a long Night Cycle.
The Jackal
07-06-2008, 11:04 AM
I think he means Wheeling, West Virginia, home of the Wheeling Nailers!
claphamsa
07-06-2008, 11:07 AM
yeah WV frined from college is getting married (he let me live with him for a month in Hawaii before i foudn my own place, so I have to go :) )
LoneStarGirl
07-06-2008, 03:27 PM
Hmmm ill sign up. im not working and im bored. i played one of the spawn games and enjoyed it ( i probed chubby :) )
sweet, bulletsponge is in, I am in... either game, summer officially starts tomorrow so i have nothing to occupy my time
LoneStarGirl
07-06-2008, 03:29 PM
oh, is it too late?
Barkeep49
07-06-2008, 03:55 PM
Not at all. Sign-ups will close sometime tomorrow.
RendeR
07-06-2008, 04:30 PM
Tmmorrow!?!?!?!?!? DUDE =)
here I was all excited to start TODAY =)
bah, beaurocracy.
PurdueBrad
07-06-2008, 04:47 PM
Is it too late or can I get in?
hoopsguy
07-06-2008, 04:49 PM
Is it too late or can I get in?
Not at all. Sign-ups will close sometime tomorrow.
I'm pretty sure you are in.
21 players and counting - nice.
Barkeep49
07-06-2008, 05:08 PM
Tmmorrow!?!?!?!?!? DUDE =)
here I was all excited to start TODAY =)
bah, beaurocracy.
I'm glad I had always planned to start Tuesday cause the rules are taking me longer than I expected as I've made some changes to the setup and am having to rebalance things.
claphamsa
07-06-2008, 05:08 PM
Tmmorrow!?!?!?!?!? DUDE =)
here I was all excited to start TODAY =)
bah, beaurocracy.
dont disparage the most noble porfession in the world!
RendeR
07-06-2008, 08:04 PM
dont disparage the most noble porfession in the world!
I never said anything about Wenching....
Danny
07-07-2008, 02:34 AM
I read through some of the Spawn 2 game and can't wait now to get started now!
saldana
07-07-2008, 06:13 AM
bk, is it decided we are playing spawn....i didnt play cathedral, so if thats the theme, i want to go read the old game
saldana
07-07-2008, 06:17 AM
If you end up being short one player, I'll try Spawn, but it does intimidate me...
the first spawn was the second game i ever played, and i was terrified by the rule set post, but after a day or two of seeing how the mechanics work, its not any more confusing than most games...you'll be fine
Barkeep49
07-07-2008, 07:38 AM
bk, is it decided we are playing spawn....i didnt play cathedral, so if thats the theme, i want to go read the old game
We're playing Spawn.
oliegirl
07-07-2008, 08:15 AM
the first spawn was the second game i ever played, and i was terrified by the rule set post, but after a day or two of seeing how the mechanics work, its not any more confusing than most games...you'll be fine
Go ahead and sign me up...this week isn't going to be as crazy as I thought. :)
Passacaglia
07-07-2008, 08:35 AM
sweet, bulletsponge is in, I am in... either game, summer officially starts tomorrow so i have nothing to occupy my time
oh, is it too late?
Yes. Summer officially started June 21.
Passacaglia
07-07-2008, 09:37 AM
Anyway, this is a good time for me to publish my "Vote Scorecard" -- this is what I'm going to use for Day 1 votes, and maybe later votes if I don't have much more of a read.
You get:
half a point for every post with a sentence that boils down to "I'm a villager" and nothing else.
a full point for every post in which the entire post boils down to "I'm a villager" and nothing else.
"Villager Checking In" posts are not counted in point totals -- the idea is to accrue points while you're hashing it out with someone else.
Do I think that this type of argument is somehow more wolfish? No, it's just a pet peeve.
I'll probably put in a vote for the first person I see score any points if I'm around, but if I'm not, I'll vote for whoever has the most points when I do show up. This is not a binding system -- lots of stuff can happen that will make me change my vote, most notably the fact that I don't want to make my vote a throwaway. I'll just be using this as a guideline.
claphamsa
07-07-2008, 09:42 AM
im gonna be quiet so i dont die day 1 :)
Barkeep49
07-07-2008, 09:53 AM
Two years ago a second attempt was made to capture the Crystlium on Spawn Planet. This attempt was, like the one 50 years before it, unsuccessful. However, things are now dire with interstellar travel now threatened because of a lack of Crystlium. And so a third attempt is being made to get to Spawn Planet and harvest the abundance of Crystlium present. Hopefully this one will be successful where the other two have failed.
Barkeep49
07-07-2008, 09:54 AM
Day 1 (http://75.126.153.96/fofc/showthread.php?p=1771605&#post1771605)
End of Day 1 (Slave Revolt) (http://75.126.153.96/fofc/showthread.php?p=1772593&#post1772593)
Day 2 (http://75.126.153.96/fofc/showthread.php?p=1772899&#post1772899)
End of Day 2 (http://75.126.153.96/fofc/showthread.php?p=1774505&#post1774505)
Day 3 (http://75.126.153.96/fofc/showthread.php?p=1774887&#post1774887)
End of Day 3 (http://75.126.153.96/fofc/showthread.php?p=1776298�)
Day 4 (http://75.126.153.96/fofc/showthread.php?p=1776568�)
Liftoff (http://75.126.153.96/fofc/showthread.php?p=1776747�)
End of Day 4 (http://75.126.153.96/fofc/showthread.php?p=1777606�)
Day 5 (http://75.126.153.96/fofc/showthread.php?p=1778888�)
End of Day 5 (http://75.126.153.96/fofc/showthread.php?p=1779999�)
Day 6 (http://75.126.153.96/fofc/showthread.php?p=1780259�)
End of Day 6 (http://75.126.153.96/fofc/showthread.php?p=1781179�)
Day 7 (http://75.126.153.96/fofc/showthread.php?p=1781643�)
End of Day 7 (http://75.126.153.96/fofc/showthread.php?p=1782595�)
Barkeep49
07-07-2008, 09:54 AM
The Crew
Command Staff
Captain - Alan T
First Officer - KWhit
Second Officer - Render
Security Chief - Hoopsguy
Ensign - Telle
Chief Engineer - Tyrith
Engineers
PurdueBrad
Danny
JeHeinz72
Trainer - mccollins
Medical Staff
Doctor - path 12
Medic - The Jackal
Security Staff
Sergeant at Arms - oliegirl
Warden - Passacagalia
Galley Master - Schmidty
Slavemaster - Saldana
Security Crewman - Mrs. Schmidty
Scientists
LoneStarGirl
PackerFanatic
Privates
Claphamsa
Marc Vaughn
Chubby
bulletsponge
Slaves
20 slaves accounted for
hoopsguy
07-07-2008, 09:54 AM
I'm planning to vote based on total words found in posts - the person with the fewest words gets the vote.
So post often and make the posts meaty. But don't use "I'm a villager" too much or you will end up getting Passacaglia's vote.
Barkeep49
07-07-2008, 10:08 AM
Basic Game Concepts
There are two sides to this game, the spawn, and the survivors.
In order for the survivors to win, they must kill all of the spawn, have lifted off the planet, and have and have the required amount of Crystlium.
The Spawn win when they either kill or successfully convert all of the survivors.
Game Etiquette
Please do not post any PMs you might receive from me, although you may paraphrase. Unless allowed by your role, please do not communicate with other players outside of the thread. If you are concerned that a strategy might not be allowed by the rules please contact me before attempting the strategy. Finally, dead are dead so if you need to commiserate send it my way :).
Game Play Warning
Spawn is a complex game and not everything that is possible is listed here. As events evolve so does the gameplay. For instance in Spawn 2, the Scientists developed a way to scan for Spawn. Further, because Spawn is a complex game the GM will make errors. When possible these errors will be corrected, however some errors are not correctable. I apologize in advance if this happens.
Cycles
Day Cycles start no later than 10 AM (All times are Eastern). Away missions must be completed by 6 PM. All other actions may be performed throughout the day. Night cycles will begin at 10 PM with night actions are due by 9 AM.
Executions
During the day cycle the crew may execute one person per cycle. In order to execute someone more than 1/3 of the remaining players must vote for a player to be executed. If you do not wish to execute somebody you are requested to cast a vote of No Execute
The Captain may only be executed by a Mutiny. No person may vote for the Captain to be executed until an Officer has done so and the First Officer must vote in favor of the mutiny.
If the Captain performs the override execution action a vote will take place at night. If a majority of the crew votes in favor of the mutiny the Captain “disappears” during the night.
Water
Each day each member of the crew needs 1 unit of water per day. If a crew member does not receive water for one day they become dehydrated (see Status below). If a survivor does not receive water for two days they die. Spawn do not need water to survive.
Locations
The Spawn may attack locations to damage them, while security officers may protect these locations.
Note: Man Cycles needed to repair might increase/decrease based on the number of players who sign up. Final numbers will be included when player sign-up is over
Engine Room The ship may not lift-off (see Lift-Off below) unless the engines are working. Once the ship has lifted-off the engines may not be damaged. A successful spawn attack adds 3-8 man cycles of repair time to the engines. If the engines ever have at least 12 cycles worth of damage they will become so damaged that it will take twice as long for them to fix (in game terms the damage will be doubled). The ship cannot move with more than 5 units of damage.
Water Plant The water plant contains the water replicator. No new water can be replicated while the replicator is broken, requiring the crew to use water from the Cargo Hold. A successful spawn attack adds 1-4 man cycles of repair time.
Security Headquarters The Security HQ houses the weapons locker, the brig, and the ships’ security system. The security system protects the Slave Pens and Sleeping Quarters and automatically guards those places. If the Security HQ is undamaged neither place may be attacked by the Spawn. Any weapons not in the security locker will stay with whoever had them when the Security HQ became damaged. A successful spawn attack requires 3-7 man cycles of repair time.
The Cargo Hold The Cargo Hold houses Crystlium and Water. The game begins with the Cargo Hold full of Water. If the Cargo Hold does not have enough room to house any harvested Crystlium water will be automatically dumped out. If the Cargo Hold is damaged nothing may be taken in or out. Further, if the Cargo Hold is damaged in Space some of the contents of the cargo hold will leak out after each cycle (night AND day). A successful spawn attack requires 3-6 man cycles of repair time.
The Slaves Pen The slaves are kept here. If the slave pens are damaged it might cause the slaves on the ship to riot until the pens are fixed. A successful spawn attack adds 2-6 man cycles of repair time.
Sleeping Quarters Members of the crew sleep here. The game starts with enough berths to hold all crew members. Each cycle of repair time decreases by 1 the number of people who can sleep there. The equipment for the trainer to use is also located here and may be used as long as there is anything undamaged in the sleeping quarters. A successful spawn attack adds 5-15 man cycles of repair time.
Lift-off
After lift-off no new spawn may be planted (although Spawn may still evolve).
In order to lift-off the engines must not be damaged, the Cargo Hold must have the required amount of Crystlium and the Captain must order the lift-off by posting the order in the thread. Once all conditions are met lift-off takes place immediately.
Away Teams
Each day all officers and the Slave Master may lead an away team and there may be more than 1 away team each day (The Slave Master may only lead an away team made up completely of slaves). A crew member, if asked, must go on away team if they have the action points to do so.
An away team must be designated as an:
*Exploration mission (Gives a bonus to a future type of mission; Must always be a planned away team)
*Mining mission (Harvests Crystlium)
*Water mission (Finds water)
*Other type of mission (As offered by the GM)
The success of an away team is dependent on:
*Whether the mission was planned by the First Officer or was unplanned
*The number of survivor crew present (non scientists)
*The number of scientists
*The number of evolved spawn on an away team(more spawn equals less success)
There is a base 10% chance that each member of an Away Team will become a Spawnling when on an Away Team. No more than 5 people may be on any 1 away team.
Public Roles and Actions
Each person based on their public roles has a certain number of action points (AP) each cycle to spend on actions available to their roles. AP expire at the end of each cycle if unused. Actions may be performed more than once, assuming a person has the AP to do so, unless specified otherwise. Actions from a public role are always revealed to the entire crew.
Actions available to all
Sleep: Night Only Prevents exhaustion. Requires all of a person’s action points.
Away Team: Day Only Causes a crew member to join an away team. 1 AP
Vote for Execution: Day Only Vote, or unvote, for a crew member to be executed. This does not need to be sent to GM and may just be posted in the thread. 0 AP
Officers
If an officer dies, the officer below him moves up in rank.
Captain (Rank 1) (3 AP per cycle)
Give Order: Day Only The captain may give a simple one step order to any crew member to perform a certain action that is with-in their ability to perform and they have the available action points. The captain may also rescind, or modify, the orders of any other officer and may be given in advance (Tomorrow you will do X). The captain may not order anyone to vote in a particular way. 1 AP
Change Execution Day Only The Captain may change the person to be executed, regardless of the vote. This triggers a night vote for Mutiny. This order must be sent to the GM at least 30 minutes before the voting deadline and may be conditional. 1 AP
Execute Slaves Day or Night The Captain may order that all of the slaves be killed. 3 AP
First Officer (Rank 2) (2 AP per cycle)
Give Order: Day Only Same as Captain above EXCEPT that the First Officer may not modify the Captain’s orders. 1 AP
Plan Away Team Mission: Day or Night The First Officer may plan an away team mission. The First Officer must specify what kind of mission is being planned. This may be done in advance and saved for later. 1 AP
Lead Mutiny: Day Only The First Officer may lead a mutiny against the Captain. This does not need to be sent to the GM and may just be posted in the thread. (NOTE: This action may be rescinded by the First Officer any time prior to the end of voting, but he will not regain his AP) 0 AP the first time it is performed, 1 AP when performed at any time after that
Second Officer (Rank 3) (1 AP per cycle)
Give Order: Day OnlySame as Captain’s EXCEPT that he may not modify any other person’s order. 1 AP
Assign Personnel Day Only He may change the position of any member of the enlisted crew (so Private to Slave Master, Galley Master to Medic, etc). This goes into effect the next day cycle. There may not be more than 1 Galleymaster or Slave Master1 AP
Train Officer Day Only The Second Officer may choose a member of the Crew to become an officer (this player will assume the lowest available rank). The Second Officer must train this person on two days (need not be consecutive) in order for the person to become an officer.
Security Chief (Rank 4) (1 AP per cycle)
Interrogate Suspected Spawn Day OnlyThis allows the Security Chief to privately communicate with any other crew member for the remainder of that particular day’s cycle. 1 AP
Give Order to Security Personnel: Day Only Same as Captain above EXCEPT that the Security Chief may issue orders only to Galley Master, Security Crewmen, Sergeant at Arms, Slave Master, or Warden. 1 AP
Protect Night Only May choose to protect a person or location against attack. If there is an attack on that person/place the attack will occur between the Security Chief and the attacker(s). The Security Chief is armed with a three shot phaser, providing an additional bonus if the phaser has any shots left. Protect has a smaller positive effect against a Spawn Attack. 1 AP
Spy Night Only May designate a person to receive a report of that person’s actions. If the person launches an attack (but not a spawn attack) there is a chance that the Security Chief may perform the Protect action (with no AP cost). It will not be posted who the Security Chief spied upon, only that he spied upon someone 1 AP
Ensign (Rank 5) (1 AP per cycle
The ensign is there to learn from the other officers and to step into the line of duty should any officers be killed.
Specialists
Doctor (2 AP per cycle)
Examination Day Only The doctor may choose to examine any crew member. If the crew member is a survivor, the doctor will learn this. If the crew member is infected, but has not yet become a spawn, the doctor will learn this, and will have a good chance to cure the crew member. If the crew member is a spawn both the doctor and the spawn will be killed. 2 AP
Cure Wound Day Only This will change a person’s status from Wounded to normal (see Status below). 1 AP
Scientist (1 AP per cycle)
If brought along on an Away Team, they are likely to have more success.
Chief Engineer (1 AP per cycle)
There may only be 1 chief engineer at any time.
Repair Day or Night The Chief Engineer may choose a damaged room to repair reducing the damage on that system by one man cycle. If there is another Engineer repairing that system, the Chief’s expertise will allow the two Engineers to repair 3 cycles worth of damage. 1 AP
Engineer (1 AP per cycle)
There is a chance that when the Chief Engineer dies a new Engineer will become Chief.
Repair Day or Night The Engineer may choose a damaged room to repair reducing the damage on that system by one man cycle. 1 AP
Trainer (1 AP per cycle)
Train Day Only The Trainer may choose a member of the Enlisted Crew to train, using one set of of equipment in the Sleeping Quarters, to become a Specialist or untrain a specialist to become an Enlisted Crew member. The player will assume the role at the start of the next Day cycle. 1 AP
Enlisted Crew
Medic (1 AP per cycle)
Cure Wound Day Only Same as Doctor’s above 1 AP
Galley master (1 AP per cycle)
Protect Supplies Night Only The Galley master may guard the Water Plant or Cargo Hold at night. If there is an attack he will receive a bonus, if armed (see Sergeant at Arms below). This is slightly less effective than regular Protect. 1 AP
Ration Water Day Only The Galley master may choose which members of the crew receive water if there is not enough water for all of the crew. This action should be submitted to the GM during each night cycle. 1 AP
Sergeant-at-Arms (1 AP per cycle)
Distribute Weapons Day Only He may hand out firearms to any player. These players are now "Armed" and get a pre-emptive attack when attacking or defending that night. Firearms are collected in the morning. If the Security room is damaged, those that are "Armed" hold onto their firearms. 1 AP
Protect Night Only May choose to protect a person or location against attack. If there is an attack on that person/place the attack will occur between the Sergeant-at-Arms and the attacker(s). If the Security Crewman is armed he will receive an additional bonus. Protect has a much smaller positive effect against a Spawn Attack. 1 AP
Spy Night Only May designate a person to follow around at night and receive a report of that person’s actions. It will not be posted who the Sergeant-at-Arms spied upon, only that he spied upon someone 1 AP
Security Crewman (1 AP per cycle)
Protect Night Only May choose to protect a person or location against attack. If there is an attack on that person/place the attack will occur between the Security Crewman and the attacker(s). If the Security Crewman is armed with a phaser he will receive an additional bonus. Protect has a much smaller positive effect against a Spawn Attack. 1 AP
Spy Night Only May designate a person to follow around at night and receive a report of that person’s actions. It will not be posted who the Security Crewman spied upon, only that he spied upon someone 1 AP
Warden (1 AP per cycle)
Place in Protective Custody Day Only May compile a list of up to four people to place in the Brig during the night. The Security Headquarters must be undamaged during the day in order to do this. 1 AP
Protect Security Room Night Only The Warden may guard the Security Headquarters at night. If there is an attack he will receive a bonus, if armed. This is slightly less effective than regular Protect. 1 AP
Slave Master (1 AP per cycle)
Protect Slave Pens Night Only The Slave Master may guard the Slave Pens at night. If there is an attack he will receive a bonus, if armed. This is slightly less effective than regular protect.1 AP
Execute Slave Day or Night The Slave Master may choose a specific slave to be executed. That slave is immediately killed. 1 AP
Privates (1 AP per cycle)
Privates hope that one day their good work will be noticed and that they will receive a promotion.
Slaves
Normally used as soldiers these genetically modified from human beings. These modifications make them strong, dumb, and filled with anger. The slave pens emit chemicals which make them more docile, which is a good thing, as having to deal with rioting slaves is not something the ship wants to experience. (No player will be assigned the role of slave)
Performing Actions
Except where noted, in order to perform an Action you must PM the GM. Actions will be processed in the order they are received and then posted by the GM.
Faking Duties
A person may pretend to perform one of their actions but not actually complete the task. For instance, a spawn engineer may pretend to be repairing the Security Room but really do nothing. This is undetectable to anyone else.
Barkeep49
07-07-2008, 10:09 AM
Secret Roles
There are three ways a crewmember will learn their secret role:
*They will be told at the start
*It’ll be revealed when triggered
*It will be revealed after a predetermined time
Survivor Secret Roles
Except when noted below if a person becomes a Spawn they lose their Secret Role.
Avenger Causes anyone who has voted for the Avenger in any previous day to have an extra vote against them.
Absolute Trust If anyone in an Absolute Trust group has left the group (by becoming Spawnling or Spawn), the other group members will be informed of it.
Duplicant May take on the duties of any public role, except Officers, once per game for a single Day or Night cycle. This person will gain the additional AP associated with that role, but the AP may only be spent on the abilities associated with that role. Unless it is necessary to mention publicly, no one will know who the Duplicant is or what they did.
Empathic May PM the GM to verify truth of one complete sentence said by another person in the public thread, as understood by the person who made the statement. The GM will respond with either "True, False, or Unknown" based on the GM's understanding of the statement. This may be used twice per game. There is a 50-50 chance that a person will keep this ability if they become Spawn.
Gut Feeling If you received 2-4 (predetermined before the start of the game) votes throughout the day, the GM will inform you of the secret role of one of those players, however, you won't know which player it belongs to.
Incorruptible Cannot become a Spawnling on an Away Team. Receives the status Resistant if attacked and three instances if Spawn Attacked (See Status Resistant below).
Light Sleeper If attacked by Spawn, the character gains the status "Resistant". If used, may cause exhaustion. (See Status Resistant below).
Miracle Worker Once per game may activate for one of the following:
* May protect all members of an Away Team from becoming Spawnlings.
* May replenish spontaneously generate an amount of Water or Crystlium
Psychic May choose a player to study each night to attempt to learn their Secret role. The chance of finding out a role increases each consecutive night a player is scanned. Spawn are harder to scan than survivors.
SlayerMay protect any person, overnight, including himself, during the night cycle. He gains the status "Resistant" and "Brutal" when protecting and is considered the Attacker. He will not become exhausted using this ability.
Spawn Aware Has a chance of finding out that a player is a Spawn each cycle that the Spawn Aware player spends in the same location as a Spawn. This chance increases each cycle that the two players spend together.
Vigilante May attack one player during the night cycle once per game (see Attack below). The chance of success is increased if the Vigilante has a phaser.
Spawn Secret Roles
Spawn Overlord
There is currently no Spawn Overlord. The Spawn may choose to aid in reforming the Spawn Overlord instead of performing any other action (public or private) during a cycle. If the Spawn Overlord is reformed, the Spawn will receive certain advantages, including the Spawn Council being able to freely communicate.
Spawn Council
The Spawn Council is made up of the 3 longest serving Spawn. Each member of the Spawn Council may send up to a total of 3 PMs per day to other members of the spawn council. This restriction is lifted if the Spawn Overlord is reformed.
Spawn Queen
May launch or join a regular or Spawn attack (see Attack below) once per night cycle. If the Spawn Queen dies, the Spawn Council may designate a new Spawn Queen by forgoing all attacks and secret role actions for one night. The new Spawn Queen may not keep any previous role they had.
Other Spawn
May launch a regular attack (see Attack below). These Spawn do not know any other Spawn, though the Spawn Queen may choose to make herself known to other Spawn.
Unevloved Spawn
Has no powers but has a chance to mutate into one of the Spawn below that increases over time.
Mind Leech Instead of an attack, if the Mind Leech is not exhausted (see Status Exhausted below) at night, he may rob a player of their ability to use abilities and actions. Passive abilities (like Resistant) are automatically negated. If the player tries to use an Active ability there is a 40% chance that the ability will be negated. Both involved players become "Exhausted" in any case.
Psionic Connection May one time trigger a power which allows all spawns to know the identities of all other spawns.
Skindancer If this player is part of a successful attack, the player will die after the attack, but the person being attacked automatically becomes a Spawn (i.e. skips spawnling stage). If the Skindancer was part of the Spawn council the new Spawn will be as well.
Swarm Lord If a Swarm Lord is in play and is not exhausted or wounded, the Swarm Lord, along with one other Spawn, may release a Swarm Attack. A Swarm is released against a living target. Swarm attacks are unlike regular attacks. If sent against someone who is healthy, they will be made Wounded. If sent against someone who is wounded or exhausted, they will be killed.
Unaware Spawn During the day, is unaware of being a Spawn (and may not communicate with other Spawn), but will not seem to be a Spawn when tested by other players. At night, assumes normal Spawn powers.
Spawnlings
These are crew members who are not quite Spawn. If they are not cured in time they will become Spawn and be randomly assigned a role from the Other Spawn list (see above). Crew members might or might not know they are spawnlings, but the Hive Mind knows the identities of all spawnlings.
Regular Attacks
An attack starts with a 75% chance of success. For each additional person who joins in the attack there is an additional 35% chance of success. There is a maximum of three people in one attack. If two (or more) Spawn (or Spawn groups) both attack the same target the additional chance of success is increased, but at a lesser rate, unless instructions have been given that person A will attack followed by person B (see Multiple Attacks below). The chance of success may be further changed by a person’s status (e.g. Exhausted or Resistant)
Modifiers which increase the chance of the Attack succeeding
*More than one person attacking
*Target is exhausted or wounded
*Attack of a room and not a person
Modifiers which decrease the chance of the Attack succeeding
*Security personnel is defending
*Security personnel has a phaser
*The person being attacked is resistant
The level of damage done to either a person or a room is based on how successful the attack is. An attack where the number rolled is above the chance of success is a failure, and there is a small chance that the attacker will be wounded. An attack where the number rolled is from 0-19 of the chance of success then a person is wounded. Any other result causes the person to die. If the target of an attack is a room, is protected, and the only protector dies, there is a chance damage will be done to the room.
If Spawn attack each other there is a 60% possibility that nothing will happen (Spawn will simply know the attack was unsuccessful), a 10% chance that the attacking Spawn will recognize the defender as a Spawn and a 30% chance the attack will be rolled.
Multiple Attacks and Protectors
Spawn may decide instead of combining an attack to launch more than one attack (but many only attack a person or room twice in one night). When PM’ing the GM with the attack information it should also include the order of attack. The first attack will be resolved followed by the second.
If there is more than one protector, the protector with the most bonuses will fight the attack EXCEPT if the target is a person while the protector is protecting a room (Example: Joe and Sam are guarding the engine room. Sam has more bonuses. If the Spawn attack Joe, Joe will be the one attacked, not Sam)
Spawnling Attack
A successful spawnling attack causes a person to become infected and (surprise) become a spawnling. A spawnling attack starts with a 70% chance of success. For each person who joins the attack, up to three, there is an additional 25% chance of success. A spawnling attack increases the chance that all spawns will become exhausted, especially those spawns who participate in a Spawnling Attack. Otherwise Spawnling attacks follow the rules for General Attacks.
Status (aka Traits)
Status – Brutal
If a character has the status "Brutal", he ignores the status "Resistant" in his target.
Status – Exhausted
Exhaustion places a person at a disadvantage for all attacks. Further some actions may have a slight chance of failure if you are exhausted. You may only have one status Exhausted at a time. If you continue to push yourself, you simply remain exhausted.
Anytime you take an action at night, you become exhausted.
A player may choose to "Stay Awake" by PM’ing the GM. That night he will also gain a trait of "Resistant" since he'll see any Spawn coming. Someone who is already exhausted may not take advantage of "Stay Awake".
Exhaustion can be healed after one night of undisturbed rest. Undisturbed rest is defined as not taking an action. Spawn who attack have a small chance of becoming exhausted (which is increased any time there is a Spawnling attack, especially for those who performed the attack).
Status – Resistant
For each instance of "Resistant" a character has, he has an additional resistance to defeat in an attack.
Status – Unwoundable
A character bearing this trait ignores results making him "Wounded". He may be killed normally, however.
Status – Wounded
When an attack occurs, you never really know for sure who is going to win. Either party involved in an attack may end up WOUNDED.
It is impossible to tell with certainty if a wound was caused by Human or Spawn.
Someone who is wounded will have only a minor chance to know what attacked them.
A WOUNDED player is at a severe disadvantage against future attacks.
A player may choose to injure himself by PM’ing the GM. All wounds and healing of wounds will be announced publicly by the GM. A wound can be healed after two nights of undisturbed rest or by the doctor or medic. Undisturbed rest is defined as not taking an action (aside from the Spawn’s regular attack).
claphamsa
07-07-2008, 10:20 AM
just read the ruleset.... this isnt spawn the comic book is it :)
Barkeep49
07-07-2008, 10:37 AM
The rules are up in a mostly finished state. If you'd like to request a role, please feel free to do so either here or via PM.
Tyrith
07-07-2008, 10:47 AM
I'm planning to vote based on total words found in posts - the person with the fewest words gets the vote.
So post often and make the posts meaty. But don't use "I'm a villager" too much or you will end up getting Passacaglia's vote.
DEATH TO THE QUIET PEOPLE!
Barkeep49
07-07-2008, 10:57 AM
just read the ruleset.... this isnt spawn the comic book is it :)
Nope. I'm not really a comic book guy.
PackerFanatic
07-07-2008, 11:04 AM
Yowza...it looks quite intense. Glad I will be just watching.
hoopsguy
07-07-2008, 11:06 AM
PF - it really is only the first day that requires extra brainpower. After that, it becomes a pretty standard werewolf game. I think this is only a slight exaggeration.
Barkeep49
07-07-2008, 11:09 AM
The rules are up in a mostly finished state. If you'd like to request a role, please feel free to do so either here or via PM.
Sorry I didn't make this clear. If you would like (or not like) a Public Role please PM me.
claphamsa
07-07-2008, 11:19 AM
make me the seer!!!!!
claphamsa
07-07-2008, 11:19 AM
jsut kidding :)
saldana
07-07-2008, 11:22 AM
Yowza...it looks quite intense. Glad I will be just watching.
PF - it really is only the first day that requires extra brainpower. After that, it becomes a pretty standard werewolf game. I think this is only a slight exaggeration.
i totally agree with that statement....once you have your role, you can focus on that part of the rules, and the actions you can take...it will all make 10 times more sense once there are actions going on, and since there are lots of people that have played before, you would probably catch on very quickly
Lathum
07-07-2008, 11:29 AM
oh shit.
sign me up I guess
claphamsa
07-07-2008, 11:46 AM
see I told ou signups shoudl have closed this mornign!
PackerFanatic
07-07-2008, 12:29 PM
Hmm...
Well, I might as well get into some of the more intense games anyway, might help hone my skills (or not ;))
What the hell, sign me up, BK :)
hoopsguy
07-07-2008, 12:49 PM
For the people thinking about volunteering for public roles:
Galley Master is a really important one later in the game. Water = life, and that role gets to make life/death decisions, as well as put people to the test as potential spawn. I had it in the first one, so I'm not planning to volunteer again, but it is definitely worth having.
I would suggest that if you meet the following criteria that you are a good candidate for that role:
1.) have a reasonable head for math (not hard math, more like calculating odds in poker)
2.) aren't going to feel badly about killing someone by denying them water
3.) are going to actively follow along, keep up with the arguments along the way, but in the end make your decisions and take ownership of them (no "he told me to deny Player X water!" stuff)
Spawn introduces all kinds of fun decision making that isn't always in other werewolf games on top of the votes. This is one such role. I'm sure others can speak about their experiences with other roles and how they played a critical part in success/failure.
I've got nothing to say about #2 - I went out early as a bad guy. Got collared pretty damn firmly that game. No lessons learned.
claphamsa
07-07-2008, 01:03 PM
can we just whithold water from lathum? :D
claphamsa
07-07-2008, 01:04 PM
JK!
hoopsguy
07-07-2008, 01:33 PM
can we just whithold water from lathum? :D
Not the worst strategy I've ever heard ...
Lathum
07-07-2008, 01:57 PM
can we just whithold water from lathum? :D
Not the worst strategy I've ever heard ...
hat's fine as long as there is beer available.
jeheinz72
07-07-2008, 01:59 PM
For those that played, which is the better read to get a feel of a Spawn game, I or II?
hoopsguy
07-07-2008, 02:06 PM
Hmm, I think Spawn I but have a strong bias based on the length of time I got to play the game. Alan probably has a different opinion :)
Barkeep49
07-07-2008, 02:23 PM
For those that played, which is the better read to get a feel of a Spawn game, I or II?
Spawn II's rules are closer to this ones.
bulletsponge
07-07-2008, 02:27 PM
sweet, bulletsponge is in, I am in... either game, summer officially starts tomorrow so i have nothing to occupy my time
Woot! the redhead redneck is in it!
Passacaglia
07-07-2008, 02:45 PM
Spawn II's rules are closer to this ones.
Maybe, but Spawn I was my first game, so I'm reading that for some reminiscing. Als, you've got Blade and Bek in Spawn I. I just read Bek saying, "you have a good point there blade" -- good stuff.
Barkeep49
07-07-2008, 02:50 PM
Maybe, but Spawn I was my first game, so I'm reading that for some reminiscing. Als, you've got Blade and Bek in Spawn I. I just read Bek saying, "you have a good point there blade" -- good stuff.
They were in Spawn II as well though I made them both privates.
KWhit
07-07-2008, 03:00 PM
Where is Bek on that list? he signed up and was on the list in the first post
That was the post that made me groan as I started reading the first Spawn.
Barkeep49
07-07-2008, 04:08 PM
I'm currently doing roles now. I hope to have initial PMs out in an hour or so.
Being the captain was a lot of fun, but I just don't have the time for a spawn game.
hoopsguy
07-07-2008, 04:40 PM
Poli, any advice for future Captains?
saldana
07-07-2008, 04:43 PM
oh shit.
sign me up I guess
damn, there goes the neighborhood
Barkeep49
07-07-2008, 04:53 PM
damn, there goes the neighborhood
Actually I informed Lathum that we're all spellists around here and so he decided not to move in after all... Kinda. Sorta.
Lathum
07-07-2008, 04:57 PM
damn, there goes the neighborhood
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Alan T
07-07-2008, 05:00 PM
Poli, any advice for future Captains?
You don't want my advise from when I was captain?
hoopsguy
07-07-2008, 05:00 PM
Fire it out there if you want, although I don't think your intentions were all that noble :)
Barkeep49
07-07-2008, 05:06 PM
I am sending out roles now and I will then post an introduction post and open the game thread. Night 0 will begin, requiring an action from the Captain, but otherwise being open for people to get a feel for roles and such before D1 begins tomorrow.
Barkeep49
07-07-2008, 05:36 PM
Idiotic. Stupid. Deranged. All of those words, and more, have been used to describe this mission. Both by you, by your superiors, and by the public. But with humans now spread throughout the galaxy the idea of planets being cut off from each other is not one that is appealing at all. Without intergalactic travel, people will die. The quality of life will go down. The entire fleet will be out of jobs. It’s bad news all around. So getting Cyrstlium is a must. Where the first two missions were failure, this one cannot afford to be. If the fleet could they would send a whole fleet of ships to the planet. But there simply isn’t enough Crystlium to do it. And so it is this fleet that is stuck making the journey.
The time in space has been productive, if tense. The odds aren’t good. But you are all as prepared as you can be. And now, soon, you will be making contact on the planet. And for the first, but certainly not last, time the crew looks to Alan T, your Captain, for guidance. You have two choices. You may enter where atmospheric conditions make it likely that your ship will not sustain much damage, but which scans show to have high levels of spawn activity, or you may enter where the atmosphere will not treat your ship well, but where there has been little sign of Spawn life.
It is now Night 0. Alan should PM his decision to me and Day 1 will start tomorrow morning. Please feel free to ask questions about your role or the rules.
Barkeep49
07-07-2008, 05:37 PM
Game is now open.
st.cronin
07-07-2008, 05:44 PM
Am I not in the game?
Schmidty
07-07-2008, 05:48 PM
Galley Master Schmidty McSchmistalot reporting for duty!!! Don't be touching me food nor me water, yeh scurvey space blighters!!
Tyrith
07-07-2008, 05:53 PM
Sounds like a dare to me :P
Passacaglia
07-07-2008, 05:54 PM
Am I not in the game?
IIRC, you said you would only play Cathedral.
The Jackal
07-07-2008, 05:56 PM
MEDIC!
The Jackal
07-07-2008, 05:57 PM
It would've been better if I'd found a sound clip.
st.cronin
07-07-2008, 05:59 PM
IIRC, you said you would only play Cathedral.
Originally, that is what I said. But then I changed my mind, and I expected to be in the game. That's ok, I don't mind sitting this one out.
Barkeep49
07-07-2008, 05:59 PM
IIRC, you said you would only play Cathedral.
This is indeed what you said.
I will only play Cathedral.
Barkeep49
07-07-2008, 06:00 PM
Originally, that is what I said. But then I changed my mind, and I expected to be in the game. That's ok, I don't mind sitting this one out.
My bad. Your second message was:
I actually can probably do Spawn, too, if you come up short on players.
And since we had 23 we didn't run short on numbers. Will you be an alternate though?
Again my apologies.
st.cronin
07-07-2008, 06:02 PM
I will gladly be an alternate, apologies not necessary - my fault for not being clearer.
Alan T
07-07-2008, 06:08 PM
My brief comments based on my experience last spawn game:
- At least one of the officers previously started off as a spawn in Spawn2. In that game it was the ensign. It might be a completely different officer this game (or none at all). It was a huge advantage for the spawn in the previous game when I (as a spawn that game) was able to become captain. I personally would feel alot better if I knew that my officers were not spawn. Each of the officers have very important duties that in the hand of a spawn would be pretty bad.
- As long as I can feel pretty confident that my officers are not spawn, I don't have any real plans to override any of their commands and plan to allow them to make their own choices on how to direct things.
- If I remember right some areas of the ship were more important to fix in the early days than other areas. We can wait on repairing the engines for now until we get closer to our needed goal for crystlium. The sleeping quarters also aren't a huge priority to fix but they become a bit more important later once the security system is running well. I'm not worried about the water plant being fixed just yet in day 1 or so, as we have plenty of water we need to use up anyways or we lose. I think Schmidty (and others who want to help) should probably work on figuring out the best way to use the water as it might be something usable to locate spawn later on. At some point we'll need water though.
If I remember right, it got ugly when the slaves pen wasn't fixed and the slaves busted out. If I remember right, last game Kwhit ended up just killing all of the slaves because they became unamanagable. We'll need to make a decision at some point if our time is better spent fixing any damage there vs just outright killing off the slaves.
The two most important areas to repair at the start in my opinion is the security headquarters and the cargo hold. We can't even start on our mission until the cargo hold is repaired, and the security HQ needs to be functional or we'll be sitting ducks for alot of this mission.
Finally my last thought for now is more a question.. Any thoughts on where I should land us? Higher risk/reward where we take less damage but have more spawns to contend with.. or Less risk/reward where we have less spawn but less crystlium?
Also a special P.S.. I remember last game I think it was Sackattack who signed up to play but didn't end up on the game list... He ended up with a special role later in the game. It didn't matter that much since he wasn't votable for execution, but I wouldn't be suprised to see someone like Lathum or St.Cronin turn up in that role again this game.
saldana
07-07-2008, 06:10 PM
slave master checking in
BK, lathum does not appear on the roster...was he too late.
saldana
07-07-2008, 06:13 PM
captain t, sir, it would be my personal preference to land in the less spawn infested area, despite the probability of more damage to the ship...damage can be fixed, sir, spawn infestation, not so much.
Tyrith
07-07-2008, 06:20 PM
Ultimately it's a question of whether we want a longer game -- more repair cycles meaning we're stuck on the ground longer -- or a shorter, but more risky game, giving the wolves less time to do their special wolf magic on us. I'd lean towards the former but I can understand wanting to go for the risk/reward too.
saldana
07-07-2008, 06:25 PM
barkeep, question about the slaves....can they be used to work on damaged parts of the ship, or are they only for away teams...if they can work on the ship, do i have to be in the same place as them?
PackerFanatic
07-07-2008, 06:26 PM
Geeky ol' scientist checkin' in - I look forward to helping where I can!
jeheinz72
07-07-2008, 06:33 PM
Engineer checking in.
I'm going to have to re-read this stuff a TON, but I'm here to help!
RendeR
07-07-2008, 06:35 PM
Second Officer RendeR Reporting for duty SIR!
I say Balls to the wall Cap, Set us down well clear of those bloody beasties. We can fix the hull, She'll hold together!
Barkeep49
07-07-2008, 06:40 PM
barkeep, question about the slaves....can they be used to work on damaged parts of the ship, or are they only for away teams...if they can work on the ship, do i have to be in the same place as them?
Slaves are only good for away missions.
claphamsa
07-07-2008, 06:40 PM
im a prviate, i guess that is vanilla villegar! i m gonna be busy tonight (despite a rainout in softball with not a could in the sky) and I have an MRI o'n my ankle at 1015 tommorow! but ill be well an hoed!
ALANT i would say to hell with the spawn, but i didnt play the last game so i have no idea what im talking about!
oliegirl
07-07-2008, 06:41 PM
Sargent at Arms checking in! <salutes Capt. AlanT>
My head is about to explode from reading the rules/roles...I'll be checking in throughout the evening and will be around in the morning as well.
Telle
07-07-2008, 07:30 PM
Ensign checking in.
PurdueBrad
07-07-2008, 07:35 PM
Engineer here and am really excited to see how this game plays out after how much I've heard about the Spawn games.
Chubby
07-07-2008, 07:36 PM
Private Chubby checking in.
hoopsguy
07-07-2008, 07:37 PM
I'm very excited about the role of Security Chief - I didn't request it, so I consider it a pretty lucky bonus.
In terms of landing, I'm fine with either. We don't have an idea of the relative amount of spawn vs crystlium, so I don't feel like I have enough information to make an educated guess.
Is there anyone who wants to do anything besides mine crys during tomorrow's away mission? If we are doing that, then I would suggest a max team if we land away from spawn and (potentially) a smaller team if we choose a target-rich (spawn + crys) environment.
As far as a member of the command being spawn, I know that I'm not starting off as one but I'm not sure how much that means. The last game didn't have any spawn during the first day and there isn't anything in the rules suggesting if we start with spawn or if we get infected early on in the process.
KWhit
07-07-2008, 08:08 PM
Really excited about getting this going.
I think I'd prefer landing away from the high Spawn activity. That will give us time to ease into the game a bit for the newcomers. I feel like that choice will lead to a slower start to the game and give us time to assess and evaluate each other.
KWhit
07-07-2008, 08:09 PM
Also, from previous games, I assume no one is a Spawn yet (since we haven't landed).
hoopsguy
07-07-2008, 08:18 PM
Captain Alan, I hope that you play a little more nicely with the crew at large this time than you did in that unfortunate draft experience. I would hate to see yet another captain exit by way of mutiny in a spawn game :)
Passacaglia
07-07-2008, 08:29 PM
I'm very excited about the role of Security Chief - I didn't request it, so I consider it a pretty lucky bonus.
In terms of landing, I'm fine with either. We don't have an idea of the relative amount of spawn vs crystlium, so I don't feel like I have enough information to make an educated guess.
Is there anyone who wants to do anything besides mine crys during tomorrow's away mission? If we are doing that, then I would suggest a max team if we land away from spawn and (potentially) a smaller team if we choose a target-rich (spawn + crys) environment.
As far as a member of the command being spawn, I know that I'm not starting off as one but I'm not sure how much that means. The last game didn't have any spawn during the first day and there isn't anything in the rules suggesting if we start with spawn or if we get infected early on in the process.
I was thinking about that as well, since all I know is my role, not necessarily my allegiance. My hunch was that we're all good at this point.
bulletsponge
07-07-2008, 08:31 PM
a freakin private! wtf!! i wanted to probe people :(
path12
07-07-2008, 08:33 PM
Dammit Alan, I'm a doctor, not a miracle worker!
But I think it's a pretty darn good idea to check the officers first.
Poli, any advice for future Captains?Aye, matey. Dole out the punishment. There be spawn 'mongst the crew.
You don't want my advise from when I was captain?
Maybe I was confused. I thought I was captain in barkeep's spawn game, maybe I'm thinking of a different one.
Alan T
07-07-2008, 08:44 PM
Captain Alan, I hope that you play a little more nicely with the crew at large this time than you did in that unfortunate draft experience. I would hate to see yet another captain exit by way of mutiny in a spawn game :)
The way I feel about this crew is that it is just way too large for me to micromanage. Like I said before, I am hoping the doctors and others with various abilities to do so will be able to help me feel comfortable about the other officers. As long as I can feel comfortable that the officers remain uninfected, I think it is important to delegate out various pieces of duty.
It seems like the crew breaks down into groups fairly easily, so likely many pieces will take coordination between various people in order for us to achieve our goals.. Some of the breakdowns seem to go as:
First Officer - Responsible for our missions and the overall success. We will need away teams to mine as well as possibly exploration.
I think key members that will be assisting the First officer with alot of these goals will be the Ensign who will likely be leading an away team at times, the Scientist as they help give a bonus to away teams, and Privates as we can use the additional help on away teams.
Second Officer - Kind of like our ship's HR. Unfortunately death will happen on this ship but the various jobs and functions are still needed. This officer will have to use their best judgement on trusted individuals to place into new key positions. The Trainer also will be helping with this task as well.
Security Chief- Obviously the SC is key to our survival. Probably the most important area of the ship to repair at the start is the security HQ, and likewise having a Sec Chief that we can trust is the best way to hold the spawn at bay. Galley Master, Warden, Seargent-at-Arms, Security Crewmen all will be helping in various ways with that. The Slavemaster is also under the security chief, but I seemed to remember him being more useful on away missions with his slaves in the previous game. Someone refresh my memory if I am wrong on that.
Chief Engineer - pretty self explanatory. We need the ship repaired or we lose our mission. The Engineers will likely want to coordinate some how with the Chief as there are bonuses for working together.
Captain - I might have the easiest job, but also the riskiest to allow a spawn to get into. I think that I (and all of us to some extent) should give some leeway for the other officers and crew members to perform their functions at their best discretion, so I don't plan on being too heavy handed. I think it is important that the crew have their ability to make their own decisions as that also might be helpful in figuring out who might already be infected as well. I will primarily be leaning on the Doctors to help us fight off the spawn infections and the Medic to help heal up those that may get injured.
I'm mainly going over various functions now as it probably is the only time in the game that everyone will be able to fully trust me. (Even though past games show that even isn't enough at times) :) Plus I am hoping it helps the newer players get zeroed in to what to look for in their various functions. I think as the game goes on longer, there will be alot more interplay between the various functions with suggestions, ideas and discussions to what would be the best for the crew.
Alan T
07-07-2008, 08:45 PM
Maybe I was confused. I thought I was captain in barkeep's spawn game, maybe I'm thinking of a different one.
There were two spawn games :)
path12
07-07-2008, 08:53 PM
By the way, I'd rather not specify who I examine day by day to minimize the risk of someone becoming infected after they have been publicly cleared. You may rest assured I will share any infection information that I receive.
hoopsguy
07-07-2008, 08:54 PM
Will we begin getting water/crys updates at the start of Day 1? Assuming I haven't missed the water info, that info will be a factor in making decisions for a few people - potentially both day and night decisions.
saldana
07-07-2008, 09:00 PM
By the way, I'd rather not specify who I examine day by day to minimize the risk of someone becoming infected after they have been publicly cleared. You may rest assured I will share any infection information that I receive.
iirc, who you examine is public knowledge in the thread
hoopsguy
07-07-2008, 09:00 PM
By the way, I'd rather not specify who I examine day by day to minimize the risk of someone becoming infected after they have been publicly cleared. You may rest assured I will share any infection information that I receive.
I understand the thought process, but I believe there is a little more in the way of protection this game against conversion than most:
1.) Public role - even a cleared guy may not be an optimal target when factoring in the cleared role
2.) Protect abilities - two players with protect options + Slayer role (may or may not be in game, believe it was in last two)
3.) Assignment of phasers
4.) Use of the "stay awake" option
Just throwing these out there as reasons that it may make sense to publicly "clear" people. Also, there are safeguards against you in terms of the Empathic role (believe it was in each of last two) and Absolute Trust (can validate/refute your claims if they are wrong). I'm guessing there are others that I'm missing as I'm tying this up, but I figured that this was at the very least food for thought.
In the end, you get to make the decision you think is best. But since you threw it out for discussion I had some feedback.
hoopsguy
07-07-2008, 09:01 PM
Er, point #1 above should read:
"Public role - even a cleared guy may not be an optimal Spawn target when factoring in the public roles"
saldana
07-07-2008, 09:03 PM
I understand the thought process, but I believe there is a little more in the way of protection this game against conversion than most:
1.) Public role - even a cleared guy may not be an optimal target when factoring in the cleared role
2.) Protect abilities - two players with protect options + Slayer role (may or may not be in game, believe it was in last two)
3.) Assignment of phasers
4.) Use of the "stay awake" option
Just throwing these out there as reasons that it may make sense to publicly "clear" people. Also, there are safeguards against you in terms of the Empathic role (believe it was in each of last two) and Absolute Trust (can validate/refute your claims if they are wrong). I'm guessing there are others that I'm missing as I'm tying this up, but I figured that this was at the very least food for thought.
In the end, you get to make the decision you think is best. But since you threw it out for discussion I had some feedback.
there is also the 4 people in the security cell at night...that can be used at the beginning of the game as a means of protection for the people inside, and then after a day or two, as a means of protecting us from the people inside.
Danny
07-07-2008, 09:06 PM
Engineer Danny checking in. I've read all the rules and AlanT's recommendations for repairing. Any other tips here for day one?
Alan T
07-07-2008, 09:06 PM
iirc, who you examine is public knowledge in the thread
In the previous game, the doctor took the person during the day into his medical office for the examination, so yeah we will know who you examine if it is played the same way this time.
Chief Rum
07-07-2008, 09:07 PM
Checking in. Not a wolf.
just kidding. :D
Alan T
07-07-2008, 09:08 PM
there is also the 4 people in the security cell at night...that can be used at the beginning of the game as a means of protection for the people inside, and then after a day or two, as a means of protecting us from the people inside.
As long as we have a bulletproof Circle of Trust, we can do that. In the last game a spawn that everyone assumed was trusted got locked up with the captain in there and was able to convert him. We have to make sure that we are airtight about that.
hoopsguy
07-07-2008, 09:13 PM
Sure, but that is part of the beauty of this game - there are a series of risk/reward decisions that you get to make along the way. Saldana is right that the jail option should be a weapon in our arsenal. It is up to us to use it correctly.
Hmm, pretty short post by Chief Rum. Did he think I was bluffing on my voting criteria for this game? :)
Chief Rum
07-07-2008, 09:22 PM
Hmm, pretty short post by Chief Rum. Did he think I was bluffing on my voting criteria for this game? :)
I assure you a vote for me would be a waste. ;)
Chief Rum
07-07-2008, 09:24 PM
My goal, actually, is to get up to at least 10 posts. That way, you guys will have a good judgment point on which to figure who your UTR players are.
The Jackal
07-07-2008, 09:27 PM
I will do my best to keep people healed, and I tend to agree that we should steer clear from Spawn whenever we can - they'll have enough opportunity to infiltrate without us making it easier.
Mrs. Schmidty
07-07-2008, 09:35 PM
im a prviate, i guess that is vanilla villegar! i m gonna be busy tonight (despite a rainout in softball with not a could in the sky) and I have an MRI o'n my ankle at 1015 tommorow! but ill be well an hoed!
ALANT i would say to hell with the spawn, but i didnt play the last game so i have no idea what im talking about!
You can count on a vote from Pass. ;)
Danny
07-07-2008, 09:36 PM
As a new player, I would prefer the slower game play experience at the beginning as well and go to the less infected area.
Mrs. Schmidty
07-07-2008, 09:41 PM
As a new player, I would prefer the slower game play experience at the beginning as well and go to the less infected area.
Agreed, let's let the ship take a hit and secure our landing away from the spawns please. Slow and steady at first while we get our feet wet. :)
mccollins
07-07-2008, 09:42 PM
Ok, reading the thread feels like a normal game, but that enormous ruleset looms large up there.
Incidentally, I got a PM, but I noticed I'm not listed with my role up at the beginning of the thread.
PurdueBrad
07-07-2008, 09:55 PM
I am not sure which way to go on going for the big reward early or the safer way first. If there an spawns yet, maybe we take an early risk but I'm up for what the group wants.
hoopsguy
07-07-2008, 09:57 PM
I'll take this opportunity to warn about some potential scheduling challenges for me over the next week:
Wednesday - client visit, unlikely to be able to access FOFC from site.
Friday (noonish) - going on 3 day weekend trip with wife, not back until Sunday afternoon/evening.
Hopefully these don't create too much in the way of problems with getting actions in, but at the very least I won't be all that active in discussing away missions or whatever else goes on during the day.
Alan T
07-07-2008, 10:04 PM
I'll take this opportunity to warn about some potential scheduling challenges for me over the next week:
Wednesday - client visit, unlikely to be able to access FOFC from site.
Friday (noonish) - going on 3 day weekend trip with wife, not back until Sunday afternoon/evening.
Hopefully these don't create too much in the way of problems with getting actions in, but at the very least I won't be all that active in discussing away missions or whatever else goes on during the day.
Oh that reminds me.. tommorrow is my anniversary. I probably won't be around much in the evening tommorrow.. and like Hoops I'm leaving Friday early afternoon until Sunday for the weekend to celebrate. Not sure if the hotel will have internet or not.
oliegirl
07-07-2008, 10:29 PM
Oh that reminds me.. tommorrow is my anniversary. I probably won't be around much in the evening tommorrow.. and like Hoops I'm leaving Friday early afternoon until Sunday for the weekend to celebrate. Not sure if the hotel will have internet or not.
I'm guessing your wife wouldn't be too thrilled about you spending time on the computer when you are on a trip to celebrate your anniversary ;)
I'm in agreement that a safe landing away from the Spawn would be best, there seem to be quite a few new players in the game, and a few people like myself who have played for a while, but are new to the "really big" game like this one.
As for scheduling, I'm working 8-12 and 5-7 every day this week, so I'm definitely around during those hours, but will be multitasking, I'll do my best to keep up though. My availability between 12 - 5 depends largely on the weather and what type of errands and whatnot need to get done in RL.
Barkeep49
07-07-2008, 10:47 PM
Ok, reading the thread feels like a normal game, but that enormous ruleset looms large up there.
Incidentally, I got a PM, but I noticed I'm not listed with my role up at the beginning of the thread.
You were inadvertently left off because your role is new. You are now added in.
hoopsguy
07-07-2008, 11:08 PM
Potential loophole alert - can the Trainer train a person to be a Trainer? If so, we will have a lot of flexibility to add Specialists throughout the game.
mccollins
07-07-2008, 11:22 PM
You were inadvertently left off because your role is new. You are now added in.
Ok, cool :D I wasn't sure if I was supposed to keep it quiet or something. I've never played where the roles were all public.
Checking in as the trainer!
Potential loophole alert - can the Trainer train a person to be a Trainer? If so, we will have a lot of flexibility to add Specialists throughout the game.
My role description says I can train Enlisted Crew to become specialists and then the roles listed under Enlisted Crew are: the Medic, the Galley Master, the Security Staff, and the Privates. I presume the Medic would become a Doctor, but I don't know what the others would become. Perhaps I would get to designate what the Privates became and could turn them into a Trainer as you suggested.
Danny
07-07-2008, 11:31 PM
You can't train me into a super engineer?
path12
07-08-2008, 12:42 AM
Good points about revealing my results of examinations, I'll take those points into account when making decisions -- I had forgotten that it was public knowledge who I picked.
Schmidty
07-08-2008, 02:16 AM
Anybody want some peanuts and Dasani?
Chief Rum
07-08-2008, 02:21 AM
UTR Level
Okay, at this point of the thread, these players have less posts than me (4):
The Jackal (3)
Danny (3)
st.cronin (3)
path12 (3)
Tyrith (2)
Schmidty (2)
PurdueBrad (2)
oliegirl (2)
KWhit (2)
Mrs. Schmidty (2)
Passacaglia (2)
mccollins (2)
Chubby (1)
Render (1)
claphamsa (1)
Telle (1)
jeheinz72 (1)
bulletsponge (1)
PackerFanatic (1)
:D
Schmidty
07-08-2008, 02:35 AM
Quality, not quantity my friend.
(Hehe. I said tity.)
Schmidty
07-08-2008, 02:36 AM
Dola.
Now we're even.
Schmidty
07-08-2008, 02:36 AM
Double Dola.
pwned!!!
Danny
07-08-2008, 03:48 AM
Help, I am being attacked by spawn! Oh wait, it's only Schmidty roaming around the halls
Schmidty
07-08-2008, 03:50 AM
Help, I am being attacked by spawn! Oh wait, it's only Schmidty roaming around the halls
Someone stole my damned spam!!!
Danny
07-08-2008, 03:52 AM
I did, I made a sandwich with it and it was spamtastic!
Schmidty
07-08-2008, 04:05 AM
I did, I made a sandwich with it and it was spamtastic!
AHA!!!! Everyone knows that Spawn love Spam!! And Alliteration!!
Sorry Scary Spawn - You're Sunk!!!!
claphamsa
07-08-2008, 06:21 AM
5 am..... u guys are dedicated!
claphamsa
07-08-2008, 06:21 AM
UTR Level
Okay, at this point of the thread, these players have less posts than me (4):
The Jackal (3)
Danny (3)
st.cronin (3)
path12 (3)
Tyrith (2)
Schmidty (2)
PurdueBrad (2)
oliegirl (2)
KWhit (2)
Mrs. Schmidty (2)
Passacaglia (2)
mccollins (2)
Chubby (1)
Render (1)
claphamsa (1)
Telle (1)
jeheinz72 (1)
bulletsponge (1)
PackerFanatic (1)
:D
sorry got nothing to say :)
Passacaglia
07-08-2008, 07:09 AM
I assure you a vote for me would be a waste. ;)
Well played.
claphamsa
07-08-2008, 07:11 AM
FYI any advice on to how to go about this complex rule set is always appreciated! luckily i have a basic basic role and its pretty easy to understand :)
oliegirl
07-08-2008, 07:45 AM
Wow - not a lot to catch up on this morning...I'm kind of relieved actually :)
So when does the "action" start and we get to start work and search for Spawn???
Alan T
07-08-2008, 07:47 AM
Wow - not a lot to catch up on this morning...I'm kind of relieved actually :)
So when does the "action" start and we get to start work and search for Spawn???
We'll be landing shortly. Please make sure your seats are upright and your tray tables are closed. As always, thank you for riding Spawn Airlines.
I assume BK will flip to day 1 at 10am which I believe is the normal morning time for the day phase.
Barkeep49
07-08-2008, 07:53 AM
We'll be landing shortly. Please make sure your seats are upright and your tray tables are closed. As always, thank you for riding Spawn Airlines.
I assume BK will flip to day 1 at 10am which I believe is the normal morning time for the day phase.
Indeed. Night actions are due by 9 AM and I will then process them. I expect the game to start about 45 minutes from now.
Barkeep49
07-08-2008, 07:58 AM
Quick note. Away missions now have a BASE 10% chance of having someone infected. There are modifiers which affect this infection chance.
Alan T
07-08-2008, 08:00 AM
Quick note. Away missions now have a BASE 10% chance of having someone infected. There are modifiers which affect this infection chance.
BK, can you clarify this for us. I read it in the rules subtly different previously...
Is it a 10% chance for each away mission member to possibly be infected, or a 10% total chance for a single infection on the away team? ie: Can there be more than one infection in a single away team if you are unlucky enough?
Barkeep49
07-08-2008, 08:09 AM
Potential loophole alert - can the Trainer train a person to be a Trainer? If so, we will have a lot of flexibility to add Specialists throughout the game.
Indeed. That is a loophole and one I had thought and was going to close by having him use equipment in the Security HQ, but then decided I didn't like that restriction and forgot to reclose it. The trainer must now use equipment located in the sleeping berths, of which there is only one set. So there may be multiple trainers, but only one training each day.
mccollins
07-08-2008, 08:10 AM
Indeed. That is a loophole and one I had thought and was going to close by having him use equipment in the Security HQ, but then decided I didn't like that restriction and forgot to reclose it. The trainer must now use equipment located in the sleeping berths, of which there is only one set. So there may be multiple trainers, but only one training each day.
And if there are 2 trainers and both want to train on a day, how is that resolved? First to PM instructions to you?
Barkeep49
07-08-2008, 08:11 AM
BK, can you clarify this for us. I read it in the rules subtly different previously...
Is it a 10% chance for each away mission member to possibly be infected, or a 10% total chance for a single infection on the away team? ie: Can there be more than one infection in a single away team if you are unlucky enough?
It's 10% for each person. That has always been the rate.
Barkeep49
07-08-2008, 08:11 AM
And if there are 2 trainers and both want to train on a day, how is that resolved? First to PM instructions to you?
Yup.
mccollins
07-08-2008, 08:13 AM
You can't train me into a super engineer?
Looks like an engineer is already listed as a specialist so I don't know that I can train you into a more special specialist in that of a Chief Engineer.
mccollins
07-08-2008, 08:14 AM
I should point out that my equipment won't be ready to use to train others until Day 2.
mccollins
07-08-2008, 08:16 AM
Also, as the game goes on, we'll need to think and talk about what would be most useful for the privates to become:
Privates
Claphamsa
Marc Vaughn
Chubby
bulletsponge
Passacaglia
07-08-2008, 08:31 AM
You can count on a vote from Pass. ;)
No worries about that. This is what I meant by "Villager Checking In" posts not being part of the score -- it's such a tradition for people to say something like that as soon as they get their PM, that I don't want to ruin that. It's just as worthless, but I don't think it's as big of a deal. Also, people saying it just to make fun of my scorecard (I'm looking at you, CR) also don't get points for it.
Barkeep49
07-08-2008, 08:39 AM
Looks like an engineer is already listed as a specialist so I don't know that I can train you into a more special specialist in that of a Chief Engineer.
An existing engineer can't be trained to become Chief Engineer, though there is an automatic chance of that happening upon death of the Chief Engineer.
I'm sending out some PMs now and then will post the results. We're looking at closer to 10 after all.
Barkeep49
07-08-2008, 08:48 AM
Insanity. Stupidity. Death wish. These are some of the words that have been used to describe this mission. But really a better word can be used to describe why this ship is where it is: desperation. For the past two years the amount of Crystilium has been gradually decreasing. Without that, humans will have no way to conduct intergalactic travel. And that is a big deal. The entire galactic economy is based on the assumption that goods can be brought from one point to another. It’s not always easy, and it’s certainly not cheap, but it can be done. But now that assumption, indeed that premise for colonization is at risk. As are millions of jobs, dollars, and even lives.
But that risk is the last thing this crew can afford to think about. The task in front of it is daunting enough. Three previous ships have attempted to land on Spawn planet. All three were never heard from again. Some say it’s just bad luck, but that is hardly comforting. So it is with a sense of grim determination that the ship has made the voyage for the last week. Everybody aboard is a professional and at least competent at what they do, so hopefully that will help. And you are going to need all the help you can get.
If that wasn’t clear already, it becomes crystal clear when Captain T announces, “We’re going to try and avoid the Spawn where we land. Buckle up, it’s going to get very bumpy.” The ship enters the atmosphere and is rocked. Entry that should have taken only a few moments goes on and on and on. Seconds of terror for much of the crew. Alarm bells ring. The power flashes. And then even worse the alarm bells stop, despite the turbulence that persists. Finally you land, hard (no doubt causing more damage), on the surface. The fear abates and the engineers get to work under the watchful eye of Chief Engineer Tyrith.
But if the fear of turbulence isn’t enough it’s what happens as the emergency lights start to come on that really frightens people: there are sightings of Spawnlings. Not at all once, so people aren’t sure if there is more than one (though through later reexamination it becomes clear that there couldn’t be more than 3), but there was definitely a Spawnling aboard. And then there wasn’t.
Room Reports
Engine Room – Damaged 5 man cycles to repair
Water Plant – Damaged (Partially Operational: 10 units of water produced daily) 4 cycles to repair
Cargo Hold - Fully Operational(Maximum Capacity: 125 units)
Water Supply – 100 units (Enough reserves for more then 5 days at current consumption)
Crystilium Supply – 0 units (at least 75 required)
Security Headquarters Damaged (Non Operational) 5 man cycles to repair
Brig – Empty
Weapons Locker – 5 phasers
Slave Pens – Damaged 2 man cycles to repair
Sleeping Quarters – Damaged. 7 berths requiring repair (enough berths for 16 people to sleep)
The Crew
Command Staff
Captain - Alan T
First Officer - KWhit
Second Officer - Render
Security Chief - Hoopsguy
Ensign - Telle
Chief Engineer - Tyrith
Engineers
PurdueBrad
Danny
JeHeinz72
Trainer - mccollins
Medical Staff
Doctor - path 12
Medic - The Jackal
Security Staff
Sergeant at Arms - oliegirl
Warden - Passacagalia
Galley Master - Schmidty
Slavemaster - Saldana
Security Crewman - Mrs. Schmidty
Scientists
LoneStarGirl
PackerFanatic
Privates
Claphamsa
Marc Vaughn
Chubby
bulletsponge
Slaves
20 slaves accounted for
Mrs. Schmidty
07-08-2008, 08:56 AM
We made it! Now I'm off to work, but I'll be back in time for deadline.
PackerFanatic
07-08-2008, 08:58 AM
Hooray for making it, even if we are a little banged up.
The slave pens definitely need to be fixed, because I for one don't want to have slaves all up in my face.
I am all for going on an away mission tonight.
Passacaglia
07-08-2008, 09:02 AM
Whew, glad to see the edit on the sleeping quarters -- fighting for two beds would have been tough.
Telle
07-08-2008, 09:07 AM
Sooo.. now what happens?
Passacaglia
07-08-2008, 09:10 AM
We figure out what's our top priority to repair, and think about away teams -- that's where I'm thinking we should start.
mccollins
07-08-2008, 09:12 AM
Not to get all weird and stuff, but can we not sleep together?
Tough times call for desperate measures and all!
mccollins
07-08-2008, 09:13 AM
Who can fix stuff? Only our team of 4 engineers?
Barkeep49
07-08-2008, 09:15 AM
Not to get all weird and stuff, but can we not sleep together?
Tough times call for desperate measures and all!
No sleeping together, sorry
Who can fix stuff? Only our team of 4 engineers?
Correct
PurdueBrad
07-08-2008, 09:20 AM
Alright guys, so let's talk about repairs. IMO, although I didn't play the previous two games, I would think that the water unit, the engines, and (from what I've gathered about zombie slaves running all over the ship) the slave pens are likely our priorities (not necessarily in that order). I'm up for working on any of those, just let me know what we think.
PurdueBrad
07-08-2008, 09:22 AM
Not to get all weird and stuff, but can we not sleep together?
Tough times call for desperate measures and all!
<------calls big spoon :lol:
Alan T
07-08-2008, 09:23 AM
I know that someone already has mentioned the slave pen for repairs, but I don't think we should fix that today. Worst case if the slaves get out of hand I could kill them all off.. That is something that I would rather us not have to do just yet though, but it is possible if worst comes to worst.
I think the most important place to repair for today is the Security Headquarters. We need to get our weapons out of there for our safety as well as the other protection that gives us (Such as protection in the sleeping quarters, etc).
We have 3 engineers plus a chief engineer. There is a bonus of +1 when the chief engineer works with another engineer, so either way, we should be able to repair the Security HQ if they all work on it today.
As for an away team, we obviously have to get started at some point with our mission. I'm wondering how much we should limit our exposure to the spawn until we can get the HQ repaired by either making a smaller away team for today.
Alan T
07-08-2008, 09:24 AM
Alright guys, so let's talk about repairs. IMO, although I didn't play the previous two games, I would think that the water unit, the engines, and (from what I've gathered about zombie slaves running all over the ship) the slave pens are likely our priorities (not necessarily in that order). I'm up for working on any of those, just let me know what we think.
We have plenty of water for a few days for all of us, and our current water tank is producing at least some water. That doesn't seem to be a priority to me right now. The Engines only matter once we get closer to completing our mission and are ready to get off of this planet, and as I mentioned in my last post, the slave pens should be fixed, but I'm wondering if the HQ should be more of a priority than the slave pens.
Passacaglia
07-08-2008, 09:25 AM
We have 3 engineers plus a chief engineer. There is a bonus of +1 when the chief engineer works with another engineer, so either way, we should be able to repair the Security HQ if they all work on it today.
either way?
Barkeep49
07-08-2008, 09:25 AM
I know that someone already has mentioned the slave pen for repairs, but I don't think we should fix that today. Worst case if the slaves get out of hand I could kill them all off.. That is something that I would rather us not have to do just yet though, but it is possible if worst comes to worst.
The slaves must be in their slave pens to be killed.
PurdueBrad
07-08-2008, 09:26 AM
That's cool, I didn't quite realize how important the security HQ is. I'm up for working on that.
Passacaglia
07-08-2008, 09:27 AM
BK -- who has the weapons now?
KWhit
07-08-2008, 09:31 AM
The slaves must be in their slave pens to be killed.
Do they also have to be in their pens to go on an away mission?
Alan T
07-08-2008, 09:33 AM
The slaves must be in their slave pens to be killed.
Ahh it is the small details that always get you. Someone refresh my memory of what happens if the slaves do riot? Isn't it more damage to the ship? Or something worse? What are the chances of a riot, a percentage based on amount of damage or something else?
I still think repairing the Security HQ is a top priority, but I am open to other people's thoughts on the subject, and Tyrith and his crew of engineers should be able to provide their input on the subject too.
Once we get the security HQ repaired, the slave pens and the sleeping quarters are guarded each night which helps lessen the amount of coverage that our security team needs to perform. We also will get our weapons out and get access to the brig which also could be important.
KWhit
07-08-2008, 09:33 AM
Barkeep: Exploration missions: Do they give a bonus to just a single future away mission, or all future away missions?
Alan T
07-08-2008, 09:34 AM
Kwhit, if I remember right, last game you were an excellent captain that the majority of the people were pleased with. Do you have any thoughts or advise for how to get things going?
Barkeep49
07-08-2008, 09:34 AM
Do they also have to be in their pens to go on an away mission?
Yes. It should be noted that the slaves are currently in their pens.
Barkeep49
07-08-2008, 09:35 AM
BK -- who has the weapons now?
No one. They are inaccessible.
Barkeep49
07-08-2008, 09:36 AM
Barkeep: Exploration missions: Do they give a bonus to just a single future away mission, or all future away missions?
They give a decreasing bonus for a mission of that type (i.e. water, mining, other).
Passacaglia
07-08-2008, 09:36 AM
No one. They are inaccessible.
Do you mean that they're inaccessible because they're in the damaged weapons locker, or something else?
Alan T
07-08-2008, 09:39 AM
Do you mean that they're inaccessible because they're in the damaged weapons locker, or something else?
The weapons were in the weapons locker in the Security headquarters while we traveled to this planet. On landing, our security headquarters became damaged meaning we can't access the weapons locker. So we have to fix the security HQ in order to gain the weapons.
Passacaglia
07-08-2008, 09:40 AM
The weapons were in the weapons locker in the Security headquarters while we traveled to this planet. On landing, our security headquarters became damaged meaning we can't access the weapons locker. So we have to fix the security HQ in order to gain the weapons.
Thanks -- I couldn't find that info anywhere, just making sure they weren't on people in the first place. Seems like getting to those is the best idea, then.
KWhit
07-08-2008, 09:41 AM
Kwhit, if I remember right, last game you were an excellent captain that the majority of the people were pleased with. Do you have any thoughts or advise for how to get things going?
I re-read the logs from Spawn 1 over the past day or two and one of the big things that helped that mission succeed was getting the hell off the planet as quickly as possible. I feel that we need to do whatever we can to minimize the time we spend on-planet.
So we mine like crazy, get enough Crystilium to get off this rock, and then launch. Along the way, we will have to repair a few essential areas, but our focus needs to be mining.
KWhit
07-08-2008, 09:42 AM
I'm thinking that I start out by planning an exploration mission focused on finding good locations for mining.
oliegirl
07-08-2008, 09:43 AM
I definitely think repairing the Security HQ should be our first priority. Without the weapons, we are defenseless against the Spawn and will never survive, let alone succeed in our mission.
hoopsguy
07-08-2008, 09:43 AM
Security Headquarters The Security HQ houses the weapons locker, the brig, and the ships’ security system. The security system protects the Slave Pens and Sleeping Quarters and automatically guards those places. If the Security HQ is undamaged neither place may be attacked by the Spawn. Any weapons not in the security locker will stay with whoever had them when the Security HQ became damaged. A successful spawn attack requires 3-7 man cycles of repair time.
OK, security system protects two areas - I think that is a new rule and makes repairing this a little more strategic.
Also, where are the phasers at tihs point? Do we need to repair this to have phasers to hand out? If so, this is a clear priority in my opinion.
hoopsguy
07-08-2008, 09:45 AM
OK, question asked an answered while I typed my post. Security repairs is a real priority, in my opinion. Probably #1, as it feels like the Spawn are getting a free pass on N1 with their attack ... I don't want that to be a recurring issue.
Alan T
07-08-2008, 09:46 AM
I'm thinking that I start out by planning an exploration mission focused on finding good locations for mining.
If I remember right, don't you have to spend today's or tonight's turn planning the exploration mission which means it is not available until tommorrow? (ie: if we have any away teams today they won't be a planned team).
What I am wondering is what do you think about the idea of no away team today to limit the exposure to the spawn as we would be shooting in the dark anyways... Then today you spend one turn planning an away mission and do the same tonight.. So you would have two planned missions for tommorrow which you can lead one and the ensign lead the other?
Barkeep49
07-08-2008, 09:46 AM
The phasers are locked in the now inaccessible Security HQ. They may be distributed once the Security HQ is fixed
hoopsguy
07-08-2008, 09:47 AM
Also, I think that there should be some care taken in selecting the away team. The fact that they are going to be exposed means that they are likely a first candidate for votes, at least from where I sit.
So unless that first mission is uber-successful, I'm thinking that the people who "volunteer" for that mission are higher than average vote candidates for today.
Passacaglia
07-08-2008, 09:47 AM
OK, security system protects two areas - I think that is a new rule and makes repairing this a little more strategic.
Also, where are the phasers at tihs point? Do we need to repair this to have phasers to hand out? If so, this is a clear priority in my opinion.
The weapons were in the weapons locker in the Security headquarters while we traveled to this planet. On landing, our security headquarters became damaged meaning we can't access the weapons locker. So we have to fix the security HQ in order to gain the weapons.
Alan T
07-08-2008, 09:47 AM
Any idea where the phasers are currently?
Barkeep49
07-08-2008, 09:48 AM
If I remember right, don't you have to spend today's or tonight's turn planning the exploration mission which means it is not available until tommorrow? (ie: if we have any away teams today they won't be a planned team).
What I am wondering is what do you think about the idea of no away team today to limit the exposure to the spawn as we would be shooting in the dark anyways... Then today you spend one turn planning an away mission and do the same tonight.. So you would have two planned missions for tommorrow which you can lead one and the ensign lead the other?
You may plan and then go on that away mission in the same day.
PackerFanatic
07-08-2008, 09:48 AM
Are the slaves just extra bodies to go on away missions? Extra bodies that aren't us, basically?
Alan T
07-08-2008, 09:48 AM
You may plan and then go on that away mission in the same day.
Ahh ok then. My memory is fuzzy on alot of this stuff :)
Barkeep49
07-08-2008, 09:48 AM
Any idea where the phasers are currently?
See post 126.
Barkeep49
07-08-2008, 09:49 AM
Are the slaves just extra bodies to go on away missions? Extra bodies that aren't us, basically?
Correct. Slaves can be killed on away missions, but not infected as Spawn.
Passacaglia
07-08-2008, 09:49 AM
Any idea where the phasers are currently?
I'm a villager!!!!
Alan T
07-08-2008, 09:49 AM
See post 126.
I was kind of joking... my humor is obviously locked in the security HQ currently also!
PackerFanatic
07-08-2008, 09:51 AM
I was kind of joking... my humor is obviously locked in the security HQ currently also!
*rimshot*
Alan T
07-08-2008, 09:52 AM
It seems logical while the slaves are alive and the slavemaster is around that we should take advantage of them daily for away teams...
if Saldana was to lead an away team of just slaves to mine and see if they get lucky
Kwhit could plan an exploration mission today as well, that might be a good start.
Could probably let Telle lead the away team that you plan the mission for Kwhit unless you are really dying to go.
PackerFanatic
07-08-2008, 09:53 AM
Well if you guys want a scientist along on any of those, be it tonight or tomorrow, I am offering myself.
Passacaglia
07-08-2008, 09:53 AM
It seems logical while the slaves are alive and the slavemaster is around that we should take advantage of them daily for away teams...
if Saldana was to lead an away team of just slaves to mine and see if they get lucky
Kwhit could plan an exploration mission today as well, that might be a good start.
Could probably let Telle lead the away team that you plan the mission for Kwhit unless you are really dying to go.
I like these ideas -- maybe Telle and KWhit leading small away teams? That way if something goes wrong, sabotage would be easier to identify.
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