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Barkeep49
06-29-2006, 07:27 AM
Background
Fifty years ago, a the crew of the Peregrine faced one of the most harrowing experiences in mankind’s history. Having found a planet full of Crystlium the most valuable material known to mankind and the reason we have intergalactic travel, the crew harvested a full shipload of the substance. However, their harrowing journey, published here (http://www.operationsports.com/fofc/showthread.php?t=42122) caused the planet to be made off limits to humans. The only known contact in this interim period has been by the Wig a ship of rogues which, is believed to have attempted to land on the planet two years ago and has never been heard from again.

Now, however, there is a shortage of Crystlium. Shortages have become more and more prevalent. This has thrown the galaxy’s economy into a deep recession causing widespread turmoil. Several schemes to increase the availability of Crystlium have been tried and failed, or simply abandoned as hugely expensive. In the end it was decided that the mysterious Spawn Planet is the only solution left to mankind. A government sponsored ship has been sent to the planet. You are a member of that crew. Your specially built ship is capable of holding enough Crystlium to meet all the needs of the galaxy for close to a year (a little Crystlium goes a long way, after all). If you succeed you will be heroes, not to mention fabulously wealthy. If you fail? Well only one cruel fate awaits you should you fail.

A Request
Spawn is a very demanding game and as such is not for everyone. The game changes as the day goes on and as such it can be hard for players who can only check in during the morning, for instance, to fully play the game. The last game had a bunch of people checking in throughout the day and was great. However, if your schedule does not permit you to do this, I would rather have a great game with 15 active players than have a pretty good game with 15 active players and 4 not so active players.

Starting Date
We will be starting July 11th. Signup will end July 9th and roles will be sent out July 10th. While this is a fair length away, with the 4th of July holidy thrown in there it isn't as far as it might seem.

Barkeep49
06-29-2006, 07:29 AM
Information Post
Public Roles Announced (http://www.operationsports.com/fofc/showthread.php?p=1194080#post1194080) Post #57
Day 1 (http://www.operationsports.com/fofc/showthread.php?p=1194506#post1194506) Post #104
Day 1 End of Day (http://www.operationsports.com/fofc/showthread.php?p=119552#post119552) Post #315
Night 1 Results (http://www.operationsports.com/fofc/showthread.php?p=1195796#post1195796) Post #328
Spawn Creature Attack (http://www.operationsports.com/fofc/showthread.php?p=1196004#post1196004) Post #362
Day 2 End of Day (http://www.operationsports.com/fofc/showthread.php?p=1197052#post1197052) Post #839
Night 2 results (http://www.operationsports.com/fofc/showthread.php?p=1197414#post1197414) Post 948
Day 3 End of Day (http://www.operationsports.com/fofc/showthread.php?p=1198566#post1198566) Post 1541
Night 3 results (http://www.operationsports.com/fofc/showthread.php?p=1198834#post1198834) Post 1600
Attack on the Spawn Overlord (http://www.operationsports.com/fofc/showthread.php?p=1199290#post1199290) Post 1730
Day 4 End of Day (http://www.operationsports.com/fofc/showthread.php?p=1199547#post1199547) Post 1787
Night 4 Report (http://www.operationsports.com/fofc/showthread.php?p=1200641#post1200641) Post 1838

Command Staff
Captain - KWhit
First Officer - sndvls
Second Officer - Talgian
Security Chief - Tyrith
Ensign - Schmidty

Engineers
Qwikshot
Anxiety
Hoopsguy
Path

Medical Staff
Doctor - bulletsponge

Security Staff
Sergeant at Arms - dubb93
Warden - Chubby
Galley Master - Raiders Army
Slavemaster - Swaggs
Security Crewman - kingfc22

Scientists
Coffee Warlord
Fouts

Privates
Blade6119
Bek

Slaves
20 slaves accounted for

Barkeep49
06-29-2006, 07:29 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 and have lifted off the planet.

The spawn may win in two ways. They may either they kill or successfully convert all of the survivors

Acknoledgement
I would like to thank Kakaris Maelstrom for coming up with this devious concept. While the game is evil I can only take credit for part of its insidious nature.

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 players are not necessarily dead and so they should refrain from posting or contacting others; if you need to commiserate send it my way :).

Cycles
Day Cycles start at 10:30 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 10:30 PM.

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 units 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 2-6 man cycles of repair time to the engines.

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 damaged neither place may be accessed and the security system might, or might not be, operational. Any weapons not in the security locker will stay with whoever had them when the Security HQ became damaged. A successful spawn attack requires 2-5 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. A successful spawn attack requires 1-3 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 2-4 man cycles of repair time.

Sleeping QuartersMembers 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. A successful spawn attack adds 3-10 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 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. 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


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.


Engineer (1 AP per cycle)
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


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 by the Second Officer 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.

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 eith of the previous 2 days to have an extra vote against them (limit 1). There is a chance that a person will keep this ability if they become Spawn.

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 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. It will not work if part of a premeditated plan. There is a chance it will work a second time, though the number of votes recieved will be higher. There is a chance that a person will keep this ability if they become Spawn.

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

Mystic Once per game may communicate, via PM, for one cycle, with any player who has been dead for at least one day.

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.

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
This player will not have a public role. This spawn over mind has harnessed the force on the planet that gives the survivors and spawn their power. Can not be executed. The exact nature of his powers are not known.

Spawn Council
The Spawn Council determined by the Spawn Overlord. These Spawn may freely PM each other.

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 know the identity only of the Spawn Queen.

Unevloved Spawn
Has no powers but has a chance to mutate into one of the Spawn below that increases over time.

Lurker Instead of an attack, he may spy on other players overnight and gain a synopsis of what that player did.

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.

Shellback Has the status "Unwoundable".

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).

hoopsguy
06-29-2006, 07:37 AM
Sign me up.

kingfc22
06-29-2006, 07:42 AM
Oh yea. I want more spawn action.

Swaggs
06-29-2006, 08:01 AM
I missed the first Spawn game, but I'll give this one a try.

st.cronin
06-29-2006, 08:32 AM
in

SnDvls
06-29-2006, 09:24 AM
in

Coffee Warlord
06-29-2006, 09:27 AM
Let's see if I can continue my streak of sucktitude. In.

Chubby
06-29-2006, 09:49 AM
As long as the wolves can talk to each other Im in (tho I'm sure that assured me a vanilla good guy role)

path12
06-29-2006, 10:38 AM
I missed the first one, looking forward to this.

Passacaglia
06-29-2006, 10:40 AM
As much as I'd like to be murdered by Coffee again, I'm too busy to do this one.

Raiders Army
06-29-2006, 10:41 AM
I'll do this one.

Barkeep49
06-29-2006, 10:45 AM
I'll do this one.
I have to warn you: There isn't a cute nurses outfit for you this time :)

bulletsponge
06-29-2006, 10:46 AM
ill sign up

Lathum
06-29-2006, 12:13 PM
sorry to everyone who wants to lynch me the first day but I'll have to sit this one out.

Alan T
06-29-2006, 12:15 PM
sorry to everyone who wants to lynch me the first day but I'll have to sit this one out.

lol :)

Abe Sargent
06-29-2006, 12:37 PM
In!


-Anxiety

Schmidty
06-29-2006, 12:40 PM
In

bulletsponge
06-29-2006, 01:33 PM
join up Lathum, we need to hang someone the first day! take one for the team so one of us dont get it day 1

Swaggs
06-29-2006, 06:43 PM
Bump.

dubb93
06-29-2006, 06:44 PM
I'll play, was fun while it lasted last time.

Raiders Army
06-29-2006, 07:02 PM
I have to warn you: There isn't a cute nurses outfit for you this time :)
bah. I can still wear white stockings right?

Fouts
06-29-2006, 07:10 PM
I'll play this one again. I got a backpack full of water bottles.

I am on vacation July 2-8 (Disneyland), without internet, but I will be back before this starts. If you start early, please remove me.

saldana
06-29-2006, 08:51 PM
i unfortunately cant play this one because of vacation plans starting the 15th, so someone else will have to vote for dubb on the first day.

Blade6119
06-29-2006, 08:56 PM
BK, you know

Alan T
06-29-2006, 10:01 PM
Yep Im out this month too. have fun! I'll read when I have time :)

Blade6119
07-03-2006, 12:06 AM
Alan lies..he must be trying to prep us for a quiet game

Alan T
07-03-2006, 12:08 AM
Alan lies..he must be trying to prep us for a quiet game


lol wish I could play. Going to montreal this week, New york next week, California the following week. Too much out of the loop during the day times so wouldnt be able to :)

Schmidty
07-03-2006, 01:05 AM
lol wish I could play. Going to montreal this week, New york next week, California the following week. Too much out of the loop during the day times so wouldnt be able to :)

I'm going to the Fleamarket in Fairhaven on Thursday!!! I am a County Travelor.

Schmidty
07-03-2006, 01:20 AM
I'm going to the Fleamarket in Fairhaven on Thursday!!! I am a County Travelor.

And a County Traveler as well.

Barkeep49
07-03-2006, 08:48 AM
I've posted the full rules, here is the Cliff Note’s version (aka the Schmidty version :)) of how to play Werewolf: Spawn. I will be posting a list of major differences between the first game and this game later today or tomorrow.

Good guys=survivors; Bad guys=Spawn

Voting works normally, except that at least 1/3 of the remaining players must vote for somebody for their to be an execution. Otherwise no one is executed.

Goal for the survivors is to kill all the Spawn and lift off the planet. Goal for the Spawn are to kill or convert all the good guys.

In order to lift off the planet, the survivors will need a certain amount of something called Cyrstilium. They can get Cyrstilium, by going on away team missions. The First Officer decides who goes on an away mission. If he asks you to go, you have to go. Away team missions can also get water and explore the planet.

Everyone has a public and private role. Not all players know their own private roles. There are survivor private roles and Spawn private roles. Different public roles can do different things on the ship. Officers can order people around. Doctor can scan examine people for spawn. Engineers can repair things. Scientists are good on away missions. Security personnel can guard stuff. Privates hope to be promoted to something more useful. Medics cure people. Slaves perform menial labor. The slavemaster has control over the slaves. The galley master has control over water.

Every day people need water. If they don’t get water they become dehydrated and then after a second day, die.

At night people need to sleep. If they don’t sleep they become exhausted. Exhaustion means that if you are attacked you are more likely to die.

Spawn can attack rooms and/or people at night. It’s possible for there to be one than one attack each night. Spawn can also try and convert people into spawn at night.

Rooms do different things. Engines, help the ship leave the planet. Security Headquarters houses the weapons locker, brig (where people can be kept safe at night), and the security system (which protects the Slave Pens and Sleeping Quarters from attack, though not people in them). The Sleeping Quarters are where people sleep. The Slave Pens are where the slaves are housed; if this is damaged the slaves might riot. The Cargo Hold is where cyrsitlium and water is kept. The water plant is where the water replicator is stored (which can make water).

The rules, obviously, go into more details on exactly how all these things work.

Qwikshot
07-03-2006, 08:54 AM
I'm in.

Schmidty
07-03-2006, 10:48 AM
I've posted the full rules, here is the Cliff Note’s version (aka the Schmidty version :)) of how to play Werewolf: Spawn.

I should be mad, but I can't argue with the truth. I'll just say thanks for saving my poor, little braincells from blowing up. :D

hoopsguy
07-03-2006, 10:57 AM
Yep, the full list of rules is daunting, even though I didn't see a huge number of changes from the last Spawn game.

For those playing their first spawn game, ask a lot of questions early and it is easy enough to get the hang of the rule set as play starts.

Barkeep, why are you waiting until Tuesday of next week to start instead of Monday? Just curious ...

st.cronin
07-03-2006, 11:29 AM
I am going to have to withdraw, with regrets. Real life intervenes.

Barkeep49
07-03-2006, 12:11 PM
Yep, the full list of rules is daunting, even though I didn't see a huge number of changes from the last Spawn game.

For those playing their first spawn game, ask a lot of questions early and it is easy enough to get the hang of the rule set as play starts.

Barkeep, why are you waiting until Tuesday of next week to start instead of Monday? Just curious ...
Because I will be around all day starting Tuesday where as Monday, I would be around in the morning and evening but not afternoon.

Bek
07-04-2006, 12:35 AM
alrighty, maybe this time i wont be sick *cough* *cough*....count me in

Bek
07-04-2006, 10:27 AM
I am going to have to withdraw, with regrets. Real life intervenes.

you will be missed

Raiders Army
07-04-2006, 10:33 AM
I am going to have to withdraw, with regrets. Real life intervenes.
Aw, don't let people who are jealous of your post count dissuade you!

In all seriousness, I hope everything's ok.

Talgian
07-05-2006, 01:29 PM
Everyone has to start somewhere.

I'm in.

-Talgian

Barkeep49
07-05-2006, 01:29 PM
In an effort to get a real life acquantiance of mine to play, I have moved back cycle times by a half hour (so day starts at 10:30 Eastern and ends at 10:30 Eastern).

Also, if players wish to request specific public roles, I do my best to honor those requests.

hoopsguy
07-05-2006, 04:00 PM
I request Blade gets assigned Warden again so we can boss him around, much to his chagrin, in the end game.

saldana
07-05-2006, 05:13 PM
I request Blade gets assigned Warden again so we can boss him around, much to his chagrin, in the end game.

is there a janitor role we can give him....

- You are the janitor. You have no ability to anything except provide manual suction for the zero-g toilets (i.e. suck on the other end of the tube) ;)

Vince
07-05-2006, 05:21 PM
You nerfed the Doctor :)

I'd love to play, but I won't be able to participate fully (last game I was absent the majority of days for the last couple of hours before the lynch), so I'll pass. Bummer, because I wanted to excorsise my spawn demons from last game :)

Blade6119
07-05-2006, 05:49 PM
You nerfed the Doctor :)

I'd love to play, but I won't be able to participate fully (last game I was absent the majority of days for the last couple of hours before the lynch), so I'll pass. Bummer, because I wanted to excorsise my spawn demons from last game :)
Damn you, who can i attack day and night with no one believing me this game? Oh well, guess whoever gets the doctor will be my new foe...until next time my nemesis

KWhit
07-05-2006, 09:07 PM
Damn you WW for sucking me back in!


Yep - I'll play.

Vince
07-06-2006, 04:09 AM
Damn you, who can i attack day and night with no one believing me this game? Oh well, guess whoever gets the doctor will be my new foe...until next time my nemesis

I really don't think I have had more fun playing Werewolf than I did those frantic three days at the end of the Spawn game. Trying to keep everyone convinced that I was good while orchestrating their downfall at the same time was exhilirating, especially since there was only me and Schmidty. In the end, we really didn't get anything done...but it was fun.

I wonder what would have happened if I had scanned Schmidty, and then claimed him to be a Spawn, rather than clearing him? At the very least, his reaction on the board would have been amazing :)

Tyrith
07-06-2006, 05:16 PM
In. And I'd like to at least have some role this game; I've gotten one PM ever since blade died in 27 :P

Barkeep49
07-10-2006, 08:59 AM
One last bump before I send out roles this afternoon.

Alan T
07-10-2006, 09:01 AM
Vote Barkeep

Barkeep49
07-10-2006, 09:03 AM
Vote Barkeep
Sure you don't want in? Lots of fun to be had...

Qwikshot
07-10-2006, 03:31 PM
"They mostly come out at night, mostly"

Alan T
07-10-2006, 05:53 PM
Sure you don't want in? Lots of fun to be had...

I would love to, but Im not going to be available most evenings this week and wont be available most day times next week. and the next two weekends are out for work.

So I think I would end up not contributing enough!

Abe Sargent
07-10-2006, 06:20 PM
I would love to, but Im not going to be available most evenings this week and wont be available most day times next week. and the next two weekends are out for work.

So I think I would end up not contributing enough!


But all that means is that you'll get voted off quickly and then have an axe to grind next game (mine!) because people voted for you so soon. Yay!

-Anxiety

Bek
07-10-2006, 06:51 PM
Private checking in...reporting for duty sir

Barkeep49
07-10-2006, 06:54 PM
All the preparations have been made. The supplies have been loaded. The ship is underway with a full crew. The time in space has been a time for the crew to become somewhat acquainted with each other. How it will hold up when faced with the stress of the Spawn planet no one knows. But for now there is a full, and for the most part happy, crew of brave men ready to face the unknown.

Command Staff
Captain - KWhit
First Officer - sndvls
Second Officer - Talgian
Security Chief - Tyrith
Ensign - Schmidty

Engineers
Qwikshot
Anxiety
Hoopsguy
Path

Medical Staff
Doctor - bulletsponge

Security Staff
Sergeant at Arms - dubb93
Warden - Chubby
Galley Master - Raiders Army
Slavemaster - Swaggs
Security Crewman - kingfc22

Scientists
Coffee Warlord
Fouts

Privates
Blade6119
Bek

Game officially begins tomorrow at 10:30 AM Eastern when the ship will "arrive" at the planet. Feel free to start talking and to ask any questions you might have either publicly or privately.

Bek
07-10-2006, 06:54 PM
anything need to be done sir....ill clean anything with a toothbrush...it will be sparkling clean when im through with it...we wouldnt want a dirty ship now would we

Chubby
07-10-2006, 06:58 PM
holy crap there's a lot to this game...

Bek
07-10-2006, 06:58 PM
*hears pin drop*...hello....anybody home*echo*echo*

Raiders Army
07-10-2006, 06:59 PM
I need someone to peel potatoes...

Bek
07-10-2006, 07:00 PM
holy crap there's a lot to this game...

indeed...these games require much thought...

Barkeep49
07-10-2006, 07:00 PM
*hears pin drop*...hello....anybody home*echo*echo*
I know I asked for activity but I think you might want to give people more then 5 minutes since the roles have been sent, especially as the game doesn't kick-off until tomorow :).

bulletsponge
07-10-2006, 07:02 PM
Dr Bulletsponge reporting. any hot chicks need a complete check-up?

btw i wont be on till around 3ish in the afternoon tomorow. sure enough WW game starts and jobs start coming in :)

Bek
07-10-2006, 07:02 PM
I know I asked for activity but I think you might want to give people more then 5 minutes since the roles have been sent, especially as the game doesn't kick-off until tomorow :).

i heard a saying once that the early bird gets the worm...trying to live up to the fact that i said i was going to be active...its not like we are all going to be sitting on the ship doing nothing...anyone up for a game of poker???...we do have cards???

saldana
07-10-2006, 07:05 PM
Private checking in...reporting for duty sir

bek, i have to know, were you really sick last game, or were you using that as a cover to go UTR

saldana
07-10-2006, 07:06 PM
dola, you do realize you have more posts in the first 5 minutes of this game than you did in the entirety of the last one.

Bek
07-10-2006, 07:09 PM
bek, i have to know, were you really sick last game, or were you using that as a cover to go UTR

i really was sick...had some bad leftovers the previous night...its was my own stupid fault...guess you learn things for the first time when you are on your own

Bek
07-10-2006, 07:11 PM
dola, you do realize you have more posts in the first 5 minutes of this game than you did in the entirety of the last one.

yes, yes...im trying not to remember that but thx for the heads up

bulletsponge
07-10-2006, 07:15 PM
i really was sick...had some bad leftovers the previous night...its was my own stupid fault...guess you learn things for the first time when you are on your own

sick eh? want some vicatine or codine to make you feel better?

Bek
07-10-2006, 07:16 PM
btw i wont be on till around 3ish in the afternoon tomorow. sure enough WW game starts and jobs start coming in :)

it was bound to happen....murphy's law has never failed

Bek
07-10-2006, 07:17 PM
sick eh? want some vicatine or codine to make you feel better?

funny thing is that i work in a pharmacy and could get easy access to much stronger, but im glad you are looking out for me

Bek
07-10-2006, 07:20 PM
time to stand at attention...the first officer is around

SnDvls
07-10-2006, 07:22 PM
First Officer checking in.

don't have a lot to post tonight, but I want everyone to start thinking about what missions we shoud go one tomorrow when we start this up.

kingfc22
07-10-2006, 07:23 PM
Security! Security! I need help.

Oh wait. I am the security guy.

SnDvls
07-10-2006, 07:23 PM
Barkeep - do we know what our starting water, supplies ect are?

SnDvls
07-10-2006, 07:25 PM
also is everything in working order free of damage to begin with?

Bek
07-10-2006, 07:27 PM
First Officer checking in.

don't have a lot to post tonight, but I want everyone to start thinking about what missions we shoud go one tomorrow when we start this up.

Barkeep - do we know what our starting water, supplies ect are?

if we have zero starting Crystlium then i think it would be best to go on a mining mission, as we need this to lift off and lift off is important for our survival.

also, we may want to go on a water mission so that once we do lift off we will have enough water to last us...

it all just depends on what we are starting with

Barkeep49
07-10-2006, 07:47 PM
Barkeep - do we know what our starting water, supplies ect are?
This information will be revealed tomorrow. I figured letting people know their private roles know would cause some questions as some would really tackle the rules now that they know how they fit in more.

Qwikshot
07-10-2006, 07:54 PM
"Work, work, work...gotta go to work....work all day, gotta go to work..."

hoopsguy
07-10-2006, 08:07 PM
Deal me in, bek. I bet in the dark.

Fouts
07-10-2006, 08:10 PM
Certified Scientist checking in. *shows certified scientist badge*

Looking forward to disecting some creepy crawlies.

Schmidty
07-10-2006, 08:25 PM
Wide-eyed Ensign checking in.

Swaggs
07-10-2006, 08:30 PM
Slavemaster Swaggs is here, checking in!

Poli
07-10-2006, 08:33 PM
It's 4:40 in the morning. Do you know where your Ardent is?

saldana
07-10-2006, 08:36 PM
It's 4:40 in the morning. Do you know where your Ardent is?
yo ardent!! good to see you!

hope you are doing OK. stay safe.

hoopsguy
07-10-2006, 08:38 PM
I'm hoping that at 4:40 AE is not finding a mutiny like he did in the previous spawn game :)

Poli
07-10-2006, 08:43 PM
No, but I am hoping to find my first care package sometime in the next 4 hours.

Schmidty
07-10-2006, 08:51 PM
No, but I am hoping to find my first care package sometime in the next 4 hours.

Dude, I wish I could send you some awesome beer or something.

Barkeep49
07-10-2006, 08:53 PM
I'm hoping that at 4:40 AE is not finding a mutiny like he did in the previous spawn game :)
I think it would be awesome if he WAS leading a mutiny and took time off to post about it here.

path12
07-10-2006, 08:55 PM
Engineer here. What needs fixin'?

Chubby
07-10-2006, 08:55 PM
oh yeah, Warden Chubby checking in.

Poli
07-10-2006, 08:59 PM
Dude, I wish I could send you some awesome beer or something.

One Team. One Fight. Three Beers a Night.

No Beers for Ardent Since He is the Radio God During Beer Hours. :(

Poli
07-10-2006, 08:59 PM
I think it would be awesome if he WAS leading a mutiny and took time off to post about it here.

The thought has crossed my mind.

Barkeep49
07-10-2006, 10:15 PM
Quick note that the rules have been locked into place. The number of man cycles a room can take in damage are locked into place. I also increased the Execute All Slaves action to taking 3 AP by the Captain (it takes a long time to snuff out life, after all, not to mention the paperwork involved).

Tyrith
07-10-2006, 10:22 PM
Woo.

Coffee Warlord
07-10-2006, 10:48 PM
R&D department checking in, doctor CW presiding.

Current research project: Brewery.

Bek
07-10-2006, 11:19 PM
Deal me in, bek. I bet in the dark.

will do...anyone else??...first hand starts in an hour

Blade6119
07-11-2006, 12:54 AM
You know im in for a game buddy...especially if were taking hoops' money, thats just icing on the cake

Talgian
07-11-2006, 12:57 AM
Second Officer rearin' and ready to go. I pledge to promote whoever I like the mos- err, the best person for the job!

-Talgian

dubb93
07-11-2006, 05:23 AM
Freakin punks breaking my phaser records....Hope you boys like tough love, because I'm not in the mood for any security breaches on this voyage.

Raiders Army
07-11-2006, 08:22 AM
I'd like a phaser to protect the water this next night cycle please.

Coffee Warlord
07-11-2006, 08:43 AM
I'd like a phaser to protect the brewery I'm working on in my lab.

Barkeep49
07-11-2006, 09:33 AM
After your voyage of several months, it feels good to finally touchdown on the planet. Spawn planet had always been dry, arid, and rocky. That is, after all, the best conditions for finding Cyrstilium. All the members of the crew had seen pictures and videos taken by the first ship and so the crew thought that they knew what to expect when they reached the planet.

But the planet they find before them is, if anything, even more desolate then before. The rust red earth has been changed, in many places, to an unnatural grey dust. Something has profoundly changed this planet. This change causes some ease in the crew and it is decided that they will take a cautious approach at first.

The crew waits on the ship for the rest of the day to see if any of the extrasensory changes the other crew described occurs. Nothing happens. The crew sends out a probe looking for life, but none is found. That night there is an uneasy sleep aboard the ship that night. In the morning the crew wakes up, and everyone is still there.

When the crew landed on the planet, Captain KWhit was able to reveal that the fleet has stated that they may not leave the planet with anything less then 60 units of Cyrstilium. As the crew awakes to their first full day on the planet there is some thought that perhaps it is time to begin to find the Cyrstilium but others feel that perhaps it is prudent to wait a bit longer.

But what is known is that this peace is just as unnerving as the chaos the crew was expecting.

Suggestion Actions
Plan the composition, type, and number of away teams.

Ship’s Status

Room Reports
Engineering – Fully Operational
Water Plant – Fully Operational
Cargo Hold - Fully Operational (Maximum Capacity: 85 units)
Water Supply – 85 units
Crystilium Supply – 0 units
Security Headquarters Fully Operational
Brig – Empty
Weapons Locker – 5 phasers
Slave Pens – Fully Operational
Sleeping Quarters – Fully Operational

Crew Status

Command Staff
Captain - KWhit
First Officer - sndvls
Second Officer - Talgian
Security Chief - Tyrith
Ensign - Schmidty

Engineers
Qwikshot
Anxiety
Hoopsguy
Path

Medical Staff
Doctor - bulletsponge

Security Staff
Sergeant at Arms - dubb93
Warden - Chubby
Galley Master - Raiders Army
Slavemaster - Swaggs
Security Crewman - kingfc22

Scientists
Coffee Warlord
Fouts

Privates
Blade6119
Bek

Slaves
20 slaves accounted for

All away missions must be completed by 6 PM Eastern. Voting ends at 10:30 Eastern. Please remember if you do not wish to cast a vote on any day to use the No Vote so that I, and your other players, can count the votes accordingly

Coffee Warlord
07-11-2006, 09:46 AM
So long as I have a redshirt to cover me, I'll happily go along for a mining operation.

Qwikshot
07-11-2006, 10:18 AM
"So we gets to this planet right jack, and we start feeling ah-round, touching all the trees and sh*t, and I go Jethro, we on Pluto....and he looks at me with those beady eyes, and slobberingly said, "How can you tell?" "Because of the BARK, man, the BARK!" WOOT! Ah, I got a million of them, been flying round in these tincans for years"

path12
07-11-2006, 10:20 AM
I would also volunteer for a mining mission.

Coffee Warlord
07-11-2006, 10:22 AM
I would also volunteer for a mining mission.

I need a positronic span-fluxinator for my beer brewery. Hop to it. :)

path12
07-11-2006, 10:25 AM
I need a positronic span-fluxinator for my beer brewery. Hop to it. :)

Coulda sworn I had one of those around somewhere....... *rummages through equipment*

hoopsguy
07-11-2006, 10:30 AM
With all of the rooms operational I would be happy to go on any required missions.

st.cronin
07-11-2006, 10:34 AM
http://img182.imageshack.us/img182/3958/snlpic3vk.th.jpg (http://img182.imageshack.us/my.php?image=snlpic3vk.jpg)

Tom Brady is watching.

Schmidty
07-11-2006, 11:00 AM
I'm up for an exploratory mission to set up a future mining mission, or on a normal mining mission.

KWhit
07-11-2006, 11:04 AM
Captain KWhit checking in.

I'm open to volunteers and suggestions for away missions.

path12
07-11-2006, 11:43 AM
Well, we need Crystilium, let's go get some. I volunteer for a mining mission or whatever you have in mind.

SnDvls
07-11-2006, 11:46 AM
Captain KWhit checking in.

I'm open to volunteers and suggestions for away missions.

Kwhit -
looks like we got hoops, schmidty and path along with myself ready to go out mining. A group of 4 seems good...need to see if any of us has or needs phasers first.

KWhit
07-11-2006, 11:47 AM
Question for barkeep:

The Exploration mission says that it - "Gives a bonus to a future type of mission"

If we go on a water exploration mission, does that mean that we get a bonus on all water gathering missions in the future? Or is it a one time bonus that applies to only the next water mission we take?

Coffee Warlord
07-11-2006, 11:47 AM
Kwhit -
looks like we got hoops, schmidty and path along with myself ready to go out mining. A group of 4 seems good...need to see if any of us has or needs phasers first.

What am I, chopped yak?

SnDvls
07-11-2006, 11:54 AM
What am I, chopped yak?

The last I read you were making beer for us.:D

sorry I just didn't read back far enough.

SnDvls
07-11-2006, 11:55 AM
Barkeep - question on my role.

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

to plan a mission do I PM you for the 1 AP or just state it prior to the mission?

Coffee Warlord
07-11-2006, 11:56 AM
The last I read you were making beer for us.:D

sorry I just didn't read back far enough.

Ah, but since our useless engineers are fresh out of positronic span-flexers, and OBVIOUSLY are also out of bicubit-terranillium, I find I should prolly just go mining. :)

KWhit
07-11-2006, 11:58 AM
Right now I think we need to be focused on forming strategies.

That's why I'm getting rule clarifications and asking questions to make sure I understand the mechanics of the game. The last Spawn game was a long time ago.

:)


So if anybody has any strategic thoughts/questions, let's discuss.

SnDvls
07-11-2006, 11:58 AM
Ah, but since our useless engineers are fresh out of positronic span-flexers, and OBVIOUSLY are also out of bicubit-terranillium, I find I should prolly just go mining. :)

I agree we need a scientist to give us a boost too.

looking at the water we have now (85) and the players we have now (19)

we can last with the number of players we have now for just over 17 days. I would have someone guard the water, if we keep it safe we shouldn't need to get more IMO. Then we can concentrate on mining.

Barkeep49
07-11-2006, 11:59 AM
Question for barkeep:

The Exploration mission says that it - "Gives a bonus to a future type of mission"

If we go on a water exploration mission, does that mean that we get a bonus on all water gathering missions in the future? Or is it a one time bonus that applies to only the next water mission we take?
The bonus decreases in value the more missions of those type that are made.

A few clarifications:
1. You can have more then one away team a day, though not all away teams must go at once.
2. Slaves can acompany any away team, but the slavemaster may only lead a team of all slaves.

Barkeep49
07-11-2006, 12:03 PM
Barkeep - question on my role.



to plan a mission do I PM you for the 1 AP or just state it prior to the mission?
You PM me with it. However, it can be in the same PM where you assign away teams. This serves as a good time to remind everyone that you must PM me with all actions for them to be official, except for votes (and later on Lift-Off).

looking at the water we have now (85) and the players we have now (19) we can last with the number of players we have now for just over 17 days
I apologize. To make things easier, I multiplied the water requirement by 4 so really you have enough water for 5 days. Thought that had been changed in the rules, but evidently not. It is now correct. However, as long as the water plant is working you have an unlimited amount of water so right now you could stay on the planet forever and never run out of water.

SnDvls
07-11-2006, 12:09 PM
The bonus decreases in value the more missions of those type that are made.

A few clarifications:
1. You can have more then one away team a day, though not all away teams must go at once.
2. Slaves can acompany any away team, but the slavemaster may only lead a team of all slaves.

can slaves be converted or are they just a normal dumb role?

Barkeep49
07-11-2006, 12:11 PM
can slaves be converted or are they just a normal dumb role?
They can be converted.

SnDvls
07-11-2006, 12:15 PM
They can be converted.

to build on that then.

can slaves convert other slaves?

Barkeep49
07-11-2006, 12:20 PM
to build on that then.

can slaves convert other slaves?
Slaves are dumb by nature. Without being told what to do they will pretty much do nothing, as long as the slave pens are working, that is.

path12
07-11-2006, 12:25 PM
Ah, but since our useless engineers are fresh out of positronic span-flexers, and OBVIOUSLY are also out of bicubit-terranillium, I find I should prolly just go mining. :)

But in my defense, I do have three eerostatic ectospanners on hand. :p

path12
07-11-2006, 12:26 PM
The bonus decreases in value the more missions of those type that are made.

A few clarifications:
1. You can have more then one away team a day, though not all away teams must go at once.
2. Slaves can acompany any away team, but the slavemaster may only lead a team of all slaves.

So maybe we should have two teams? One to explore and one to mine?

KWhit
07-11-2006, 12:33 PM
Here are the most important things that we need to focus on, IMO:
Guard the water plant.
Guard the cargo hold.
Away team mission to either: mine, or explore for mining, or both.

Secondary priorities:
Guard the security HQ.
Guard the slaves pen.
Guard the engine room.


Any others?

KWhit
07-11-2006, 12:34 PM
Another question:

Can spawn attack during the day? And is the answer to that the same for people and for locations?

Barkeep49
07-11-2006, 12:36 PM
Another question:

Can spawn attack during the day? And is the answer to that the same for people and for locations?
Spawn can not normally attack during the day. This is true for people and locations. This is why the protect and spy actions are available only during the night cycles

KWhit
07-11-2006, 12:37 PM
That's what I thought, but I wasn't totally sure so I thought I better clarify.

Barkeep49
07-11-2006, 12:44 PM
That's what I thought, but I wasn't totally sure so I thought I better clarify.
Feel free to ask questions. Doesn't bother me one bit.

KWhit
07-11-2006, 12:50 PM
I wonder about the wisdom of the exploration-type away mission. Does it make sense to put our men in harm's way for one of these?

Remember that "There is a 10% chance that each member of an Away Team will become a Spawnling when on an Away Team." I hate the idea of putting ourselves at risk on one of these when the mission itself delivers an unknown benefit. However, if we're going to go on one, now is the time, since the benfit can last us for multiple mining missions later on.

What are your thoughts, crew?

SnDvls
07-11-2006, 12:51 PM
Here are the most important things that we need to focus on, IMO:
Guard the water plant.
Guard the cargo hold.
Away team mission to either: mine, or explore for mining, or both.

Secondary priorities:
Guard the security HQ.
Guard the slaves pen.
Guard the engine room.


Any others?

I think we really need to break them into day/night actions though so we know where the AP will be spent.

Abe Sargent
07-11-2006, 12:52 PM
Explore. It will likely make us take less time to mine and seems like a valuable option.

-Anxiety

KWhit
07-11-2006, 12:52 PM
I think we really need to break them into day/night actions though so we know where the AP will be spent.

Good point.

I think the day actions that we'll be considering are away missions only, correct?

KWhit
07-11-2006, 12:54 PM
BTW, my edit above was to include the quote from sndvls because due to Anxiety's post, my response made no sense.

I hit edit before I remembered that editing posts is poor form in WW games. Sorry about that - been away from the game for awhile.

SnDvls
07-11-2006, 01:04 PM
Good point.

I think the day actions that we'll be considering are away missions only, correct?


mostly...fixing will be as well once the spawn attack those areas.

SnDvls
07-11-2006, 01:05 PM
Explore. It will likely make us take less time to mine and seems like a valuable option.

-Anxiety


maybe we can send two away team missions today...one to mine and one to explore so we will hopefully come back with something.

path12
07-11-2006, 01:07 PM
maybe we can send two away team missions today...one to mine and one to explore so we will hopefully come back with something.

I think this is a good idea, especially since there's likely (as I understand it) to be some repairs, etc tomorrow. It seems this of any day would be the one to make more than one mission.

Caveat: I didn't play the first one, so I might be talking out of my ass. :)

KWhit
07-11-2006, 01:07 PM
maybe we can send two away team missions today...one to mine and one to explore so we will hopefully come back with something.

That was my thought as well.

Coffee Warlord
07-11-2006, 01:09 PM
If we do two, toss me into whichever. Split up me and the other scientist, so we give a bonus to both away teams.

I'm just that damn good.

KWhit
07-11-2006, 01:12 PM
So I guess we should start with the exploration mission.

IMO:
Sndvls needs to plan it and lead it.
We should send Coffee Warlord as our scientist.
And then we need 3 other volunteers.

Note: These are not orders.

KWhit
07-11-2006, 01:13 PM
So let's go ahead and get this away mission knocked out real quick.

Coffee Warlord
07-11-2006, 01:15 PM
So...for those GOING on Away Teams, do we PM Barkeep and just say "I'm off to do this", or do one person just do it?

Barkeep49
07-11-2006, 01:16 PM
SnDvls needs to send in the order of who all is going and I will then run the away team. Members of the away team don't need to do anything.

KWhit
07-11-2006, 01:17 PM
Ah, cool. I thought everyone had to PM their individual actions.

Abe Sargent
07-11-2006, 01:18 PM
Sad that I'm an engineer. It doesn;t make sense to send me on an away team, so I miss out :(


-Anxiety

Barkeep49
07-11-2006, 01:19 PM
Ah, cool. I thought everyone had to PM their individual actions.
This is true for everything except away missions which people don't have the option of refusing.

Poli
07-11-2006, 01:19 PM
Cap'n, me be weary of some of these scallywags. Be smellin' a wog or two amongst'm.

KWhit
07-11-2006, 01:23 PM
Sad that I'm an engineer. It doesn;t make sense to send me on an away team, so I miss out :(


-Anxiety

If we go with 2 missions today we'll have to determine who the next group will be which may include engineers (haven't thought that through yet), but for now you're right.

So let's send Bek and Blade (privates) and Schmidty (ensign).

KWhit
07-11-2006, 01:25 PM
Sndvls, do you agree with those 3 going?

SnDvls
07-11-2006, 01:26 PM
barkeep - can we carry over AP?

KWhit
07-11-2006, 01:27 PM
I don't think you can.

SnDvls
07-11-2006, 01:28 PM
so are we looking at a team of 4 or 5?

Barkeep49
07-11-2006, 01:30 PM
barkeep - can we carry over AP?
KWhit is correct. AP unused forever goes away.

KWhit
07-11-2006, 01:32 PM
so are we looking at a team of 4 or 5?

That brings up a good question. Barkeep, sndvls has to plan the mission, but can someone else lead it?

Bek
07-11-2006, 01:32 PM
The bonus decreases in value the more missions of those type that are made.

A few clarifications:
1. You can have more then one away team a day, though not all away teams must go at once.
2. Slaves can acompany any away team, but the slavemaster may only lead a team of all slaves.

ok here i go for the second time, damn internet....

i think we can have more than just the two away missions that we are looking at having going out....if that is the case then why not have the slave master and the slaves go on one mission and then we go on two others...also bhy having the slaves go on mission for us we will not be risking ourselves to a spawnling coming back onto our ship....and as long we keep their pen repaired then we should have nothing to worry about...also i think going on a water mission at this point doesnt seem like a top priority...as long as we have our unlimited supply of water i dont see it necessary to use a mission for that...i think we should send the slaves on a mining mission and then we take two teams and go on exploring mission...they seem more fit for manual labor then we do....just my ideas...i would also be willing to join on one of the away teams

Barkeep49
07-11-2006, 01:33 PM
That brings up a good question. Barkeep, sndvls has to plan the mission, but can someone else lead it?
Yes. Any officer may lead the away team and the Slavemaster may lead an away team of all slaves.

Raiders Army
07-11-2006, 01:33 PM
Just so you guys know, I can't get onto FOFC at work during the day. This is from 11 AM EST to 7 PM EST.

SnDvls
07-11-2006, 01:34 PM
Sndvls, do you agree with those 3 going?


here's how I think it should break down

Team #1 (Explore)
SnDvls
Coffee Warlord
Bek or Blade
any other person

Team #2 (mining mission)
Second Officer - Talgian
Fouts
Swaggs ?
2 slaves ?


might want to send a third out as well since the engineers AP are wasted today. thoughts before I send a PM?

SnDvls
07-11-2006, 01:35 PM
ok here i go for the second time, damn internet....

i think we can have more than just the two away missions that we are looking at having going out....if that is the case then why not have the slave master and the slaves go on one mission and then we go on two others...also bhy having the slaves go on mission for us we will not be risking ourselves to a spawnling coming back onto our ship....and as long we keep their pen repaired then we should have nothing to worry about...also i think going on a water mission at this point doesnt seem like a top priority...as long as we have our unlimited supply of water i dont see it necessary to use a mission for that...i think we should send the slaves on a mining mission and then we take two teams and go on exploring mission...they seem more fit for manual labor then we do....just my ideas...i would also be willing to join on one of the away teams


however, the slaves can be attacked and infected while on an away mission too just like us.

Bek
07-11-2006, 01:36 PM
however, the slaves can be attacked and infected while on an away mission too just like us.

yes i realize that but as long as we keep thier pen in working order then we should have nothing to worry about

Barkeep49
07-11-2006, 01:36 PM
Futher clarification: slaves may be part of any away team led by an officer.

SnDvls
07-11-2006, 01:37 PM
yes i realize that but as long as we keep thier pen in working order then we should have nothing to worry about

true

Bek
07-11-2006, 01:37 PM
might want to send a third out as well since the engineers AP are wasted today. thoughts before I send a PM?

makes sense to use at least all of the engineers as if we dont thier AP goes to waste

KWhit
07-11-2006, 01:38 PM
Good thought, Bek. I think it makes sense for Swaggs to lead a second away team of all slaves. Is there any risk in doing this?

SnDvls
07-11-2006, 01:38 PM
Barkeep - If I plan 3 away missions in 1 PM is that 3 AP or just 1?

....please, please, please be just 1, but I think I know the answer to it.

Bek
07-11-2006, 01:38 PM
Futher clarification: slaves may be part of any away team led by an officer.

but then are they more likely to get rowdy and cause a distraction if not led by the slavemaster???

WSUCougar
07-11-2006, 01:38 PM
Just so you guys know, I can't get onto FOFC at work during the day. This is from 11 AM EST to 7 PM EST.
So how are you posting now? :confused:

"Kyle...tell me about "Raiders Army."

Barkeep49
07-11-2006, 01:40 PM
So how are you posting now? :confused:

"Kyle...tell me about "Raiders Army."
I really did LOL at that.

Bek
07-11-2006, 01:40 PM
Good thought, Bek. I think it makes sense for Swaggs to lead a second away team of all slaves. Is there any risk in doing this?

the only risk i see is that maybe swaggs comes back a spawnling and if thier pen does get damaged then we could be in some serious trouble if they get loose and are running around the ship

Barkeep49
07-11-2006, 01:40 PM
Barkeep - If I plan 3 away missions in 1 PM is that 3 AP or just 1?

....please, please, please be just 1, but I think I know the answer to it.
Each Away team that you plan costs 1 AP. By definition you may only plan 2 away teams a cycle.

Barkeep49
07-11-2006, 01:41 PM
but then are they more likely to get rowdy and cause a distraction if not led by the slavemaster???
There is no known disadvantage to having an officer in charge of slaves veruses having the slavemaster in charge of slaves.

KWhit
07-11-2006, 01:41 PM
What about this:

Team #1 (Explore for mining)
SnDvls plans the mission (ONLY plans the mission)
Talgian leads the mission
Coffee Warlord
Bek
Blade
Anxiety

Team #2 (mining mission)
Swaggs leads
4 Slaves

Bek
07-11-2006, 01:41 PM
Each Away team that you plan costs 1 AP. By definition you may only plan 2 away teams a cycle.

well that changes things...

KWhit
07-11-2006, 01:42 PM
Or (even better)

Team #1 (Explore for mining)
SnDvls plans the mission (ONLY plans the mission)
Talgian leads the mission
Coffee Warlord
Bek
Blade
Anxiety

Team #2 (mining mission)
SnDvls plans the mission (ONLY plans the mission)
Swaggs leads
4 Slaves

Barkeep49
07-11-2006, 01:43 PM
well that changes things...
Just to be clear: You can HAVE more then 2 away teams, they just won't all be planned (which conveys a bonus).

Bek
07-11-2006, 01:43 PM
Or (even better)

Team #1 (Explore for mining)
SnDvls plans the mission (ONLY plans the mission)
Talgian leads the mission
Coffee Warlord
Bek
Blade
Anxiety

Team #2 (mining mission)
SnDvls plans the mission (ONLY plans the mission)
Swaggs leads
4 Slaves


looks good to me

KWhit
07-11-2006, 01:44 PM
Oh wait... I should have included a scientist in the 2nd mission...

Team #1 (Explore for mining)
SnDvls plans the mission (ONLY plans the mission)
Talgian leads the mission
Coffee Warlord
Bek
Blade
Anxiety

Team #2 (mining mission)
SnDvls plans the mission (ONLY plans the mission)
Swaggs leads the mission
Fouts
3 Slaves

Bek
07-11-2006, 01:44 PM
Just to be clear: You can HAVE more then 2 away teams, they just won't all be planned (which conveys a bonus).

interesting, very intersting...thx for the clarification

Bek
07-11-2006, 01:44 PM
kwhit, then do we want a third unplanned mission or do you think its not worth the risk???

KWhit
07-11-2006, 01:45 PM
OK... I have to run for about 1.5 hours. I'll check back in later, but I think you can go with the missions we laid out sndvls, unless someone can shoot a hole in my thinking.

I'll be back...

Poli
07-11-2006, 01:51 PM
Anchors Aweigh, my boys! Anchors Aweigh!

SnDvls
07-11-2006, 01:53 PM
Only danger I see with #2 is putting a scientist w/ only the slave master & slaves. should the slave master be bad we've risked our scientist...add path or hoops to team #2 just for good measure.

SnDvls
07-11-2006, 01:54 PM
I'm going to PM Barkeep the two missions w/ my addition to team #2 now.

Bek
07-11-2006, 01:55 PM
it seems odd to me that we have these 20 slaves around our ship and we are going to just let them sit there not pulling their own weight, when we could be sending them on missions, be it planned or unplanned, i think they should be out there doing something

SnDvls
07-11-2006, 02:00 PM
it seems odd to me that we have these 20 slaves around our ship and we are going to just let them sit there not pulling their own weight, when we could be sending them on missions, be it planned or unplanned, i think they should be out there doing something

any other officer can take them so it's really not an issue...yet

I would openly suggest to the other officers to do this on an unplanned mission to mine or explore.

Bek
07-11-2006, 02:00 PM
ok, will unfortunately i have to go to work and that means that im going to be missing the deadline this evening....in that case i will have to vote now and since this is the first day and i havent any idea...i will plead the 5th and say

NO VOTE

SnDvls
07-11-2006, 02:07 PM
I need another officer to lead mission #2 so I'll nominate Schmidty

Barkeep49
07-11-2006, 02:08 PM
As a few people begin to deliberate the best course of action after a whileSnDvls excuses himself the deliberations. He returns to his ready room. After some time there he announces that he has planned two away missions which can be run at any time.

Abe Sargent
07-11-2006, 02:14 PM
FYI, Tuesday is Date Night. In case I don;t return, I vote - No Vote

SnDvls
07-11-2006, 02:14 PM
Talgian - take your team and get going :)

Coffee Warlord
07-11-2006, 02:15 PM
I'll be bringing back some yak samples.

Talgian
07-11-2006, 02:17 PM
Hey guys, just read over the thread. First off, I think it'd be a good idea to promote a privtate, say, Bek, to security crewman. That way we have an extra protect, and it's not like privates do a whole lot :P.

I'd be more than willing to lead any away mission, and I agree that it makes sense to have two planned ones led by officers and a third unplanned one consisting of slaves and a leader.

-Talgian

cuervo72
07-11-2006, 02:19 PM
OK... I have to run for about 1.5 hours. I'll check back in later, but I think you can go with the missions we laid out sndvls, unless someone can shoot a hole in my thinking.

I'll be back...

While you're gone, think about how you'd like to get under your preseason OC...

:kiss:

Bek
07-11-2006, 02:27 PM
had a few seconds to check up before i leave for work...seems like everything is going smoothly...i dont think we can have more than one security crewman?...correct me if im wrong but i thought i read something like that in the rules

Barkeep49
07-11-2006, 02:28 PM
had a few seconds to check up before i leave for work...seems like everything is going smoothly...i dont think we can have more than one security crewman?...correct me if im wrong but i thought i read something like that in the rules
You may have an unlimited number of secruity crewmen. Only 1 Sergeant-at-Arms, Slavemaster, and Galleymaster.

Away team results up soonish.

Bek
07-11-2006, 02:30 PM
sry i believe i am wrong...looks like there can only be one galleymaster and slavemaster...guess i should pay more attention next time

Bek
07-11-2006, 02:31 PM
You may have an unlimited number of secruity crewmen. Only 1 Sergeant-at-Arms, Slavemaster, and Galleymaster.

Away team results up soonish.

yeah just went back and read the rules over again...thx for the clarification

Bek
07-11-2006, 02:33 PM
well now im off for good...hope everything goes well on the away missions...

Talgian
07-11-2006, 02:36 PM
Talgian - take your team and get going :)

Sounds like a good idea to me! Since I'm on this away team right now (ooh, look at the pretty flower!) I can't promote anyone today.

-Talgian

Fouts
07-11-2006, 02:39 PM
I'm a late riser, so just getting up. The away teams look good to me, as long as we have a security guy to guard the scientists.

Do we have to pass out weapons in this game (like that last one)?

SnDvls
07-11-2006, 02:43 PM
Do we have to pass out weapons in this game (like that last one)?

yes

Barkeep49
07-11-2006, 02:46 PM
The fearless First Officer sndvls comes out and says, "Men it's time to begin our business here. No point in waiting around any longer. I want Coffee Warlord, Bek, Blade, and Anxiety to join Second Officer Talgian on an exploration expedition.

The five stalwart crew members go off. A few hours later the team comes back. Second Officer Talgian gives his report.

"Well boss, we scouted the area you told us to. But the terrain wasn't at all like you said. And I swear that when we went back the terrain was a little more rugged. It was almost as though something was actively trying to thwart us. We didn't even get to explore as much territory as had been expected. Anyhow, here is the information we collected, but it's relatively useless. Not completely useless mind you, just pretty rotten."

With the information that was collected by the party Ensign Schmidty goes down to the slave pens and finds three slaves. Along with Fouts the team takes the information gathered by Talgian's group, sndvls' plan and heads out.

bulletsponge
07-11-2006, 02:53 PM
just got in, sounds like the exploration team came up dry. anyone want me to check someone on the first team for any signs of spawning?

SnDvls
07-11-2006, 02:53 PM
It was almost as though something was actively trying to thwart us. We didn't even get to explore as much territory as had been expected.

this leads me to believe that someone in group #1 could be spawn...that's how it was last game.

SnDvls
07-11-2006, 02:54 PM
just got in, sounds like the exploration team came up dry. anyone want me to check someone on the first team for any signs of spawning?

I would check the scientist first

bulletsponge
07-11-2006, 02:57 PM
umm who was the scientist on the first team? ill wait till the 2nd team comes back before i do an examination incase something funky happens to them.

btw i guess now is the time to tell yall what kind of Doctor i am, a Gynecologist.

hoopsguy
07-11-2006, 02:57 PM
I would hold up on the examination until we have the results from the 2nd away team. Lets compare results from those two.

I agree with the conclusion that there may be a spawnling and that the scientist seems to be the logical person to check. Just figured we might as well have more information before putting in that order.

Coffee Warlord
07-11-2006, 03:00 PM
umm who was the scientist on the first team? ill wait till the 2nd team comes back before i do an examination incase something funky happens to them.

btw i guess now is the time to tell yall what kind of Doctor i am, a Gynecologist.

I was the scientist on the first team.

Talgian
07-11-2006, 03:04 PM
I don't think it sounds like a member of the team is a spawn, I think it sounds like the spawn overlord
Spawn Overlord
This player will not have a public role. This spawn over mind has harnessed the force on the planet that gives the survivors and spawn their power. Can not be executed. The exact nature of his powers are not known. Now, that's not to say that someone on the team didn't become a spawn during the operation, but it seems like the overlord was at work there.

-Talgian

Barkeep49
07-11-2006, 03:09 PM
A few hours later Schmidty and Fouts and the three slaves come back. The two crew members are ecstatic.

"DID WE GET THE RECORD?!?" is all Schmidty wants to know. Fouts can be heard muttering to himself "this'll show them that I haven't wasted my time." When you finally are able to calm down the two jubilant crew members you get the full story.

It seems that once the team got down to work the spot they chose was fantastic. There was Cyrstilium everywhere they looked. The crew empties out the bags and weighs what has been found.

And it sure does seem close to a record, but it comes up a bit short. Still it has resulted in the team receiving 47 units of Crystilium. Raiders Army is only too happy to dispose of a like number of water from the Cargo Hold.

Suddenly there is hope. Perhaps the crew can get in and get off of this wretched planet before anything too bad occurs.

Coffee Warlord
07-11-2006, 03:11 PM
...Wow.

Coffee Warlord
07-11-2006, 03:13 PM
I do believe the official word is...Guard The Freakin' Cargo Hold.

SnDvls
07-11-2006, 03:15 PM
hell ya...good job guys. now my AP is spent for the day though.

SnDvls
07-11-2006, 03:16 PM
going with the NO VOTE route today unless something comes up on the scan by Bullet

SnDvls
07-11-2006, 03:19 PM
have to also realize that as of now we have over half our Crystilium, but we also only have 2 days worth of water for everyone too.

Coffee Warlord
07-11-2006, 03:20 PM
have to also realize that as of now we have over half our Crystilium, but we also only have 2 days worth of water for everyone too.

Only comes into play if our water generator gets damaged, as I understand it.

So that also needs to be guarded.

Talgian
07-11-2006, 03:21 PM
have to also realize that as of now we have over half our Crystilium, but we also only have 2 days worth of water for everyone too.

Well, yes, but we also have the water replicator so we really have enough water indefinitely. Or at least until someone destroys it. I'd say we make sure to really guard the cargo hold, water replicator, and engine room. As long as all the phasers are already passed out and no one is in jail, that should cover the essentials.

-Talgian

Fouts
07-11-2006, 03:25 PM
*High fives his away team*

bulletsponge
07-11-2006, 03:30 PM
going with the NO VOTE route today unless something comes up on the scan by Bullet

Im a Doctor not a seer, i Probe ;)

and good work away team, im going to Check up on CW for my daily work. Warlord head into the sickbay and drop your pants, ill get the probe ready.

path12
07-11-2006, 03:30 PM
w00t! Good job guys.

Coffee Warlord
07-11-2006, 03:33 PM
Im a Doctor not a seer, i Probe ;)

and good work away team, im going to Check up on CW for my daily work. Warlord head into the sickbay and drop your pants, ill get the probe ready.

There better be a hot female assistant involved.

Qwikshot
07-11-2006, 03:37 PM
"Damn, nice going, we gonna be out of here in no time"

hoopsguy
07-11-2006, 03:38 PM
Nice work, Fouts/Schmidty/slaves.

The enormous disparity of the results does make Team 1 look a little spawnish at the moment.

Barkeep49
07-11-2006, 03:43 PM
"I do believe my records show that it has been too long since you have been examined Coffee Warlord," the good doctor bulletsponge announces. And so the two gentlemen retreat into the sickbay. A little while later a VERY chagrined Coffee Warlord and a rather pleased looking bulletsponge come out of the examining room.

KWhit
07-11-2006, 03:44 PM
Outstanding work, fellas!

Coffee Warlord
07-11-2006, 03:44 PM
Oh god, it burns, it burns!

Schmidty
07-11-2006, 03:46 PM
A few hours later Schmidty and Fouts and the three slaves come back. The two crew members are ecstatic.

"DID WE GET THE RECORD?!?" is all Schmidty wants to know. Fouts can be heard muttering to himself "this'll show them that I haven't wasted my time." When you finally are able to calm down the two jubilant crew members you get the full story.

It seems that once the team got down to work the spot they chose was fantastic. There was Cyrstilium everywhere they looked. The crew empties out the bags and weighs what has been found.

And it sure does seem close to a record, but it comes up a bit short. Still it has resulted in the team receiving 47 units of Crystilium. Raiders Army is only too happy to dispose of a like number of water from the Cargo Hold.

Suddenly there is hope. Perhaps the crew can get in and get off of this wretched planet before anything too bad occurs.

Woohoo!!!!

bulletsponge
07-11-2006, 03:50 PM
A little while later a VERY chagrined Coffee Warlord and a rather pleased looking bulletsponge come out of the examining room.


umm, that rather pleased look is me being relieved he wasnt a spawn

Schmidty
07-11-2006, 03:52 PM
umm, that rather pleased look is me being relieved he wasnt a spawn

Thanks for clarifying that. I was a little confused.

By the way, isn't there a chance that when a scientist checks a crew member, there's a chance that he can get converted?

path12
07-11-2006, 03:53 PM
So if CW is fine I guess I'll be NO VOTE for today. Unless we get some other info.

Fouts
07-11-2006, 03:56 PM
Gonna be a NO VOTEfor me, too. I have to get going, as Tuesday is class night.

KWhit
07-11-2006, 03:56 PM
No VOTE.

Coffee Warlord
07-11-2006, 03:56 PM
NO VOTE it is.

Pardon me while I pull this trout out of my rectum.

bulletsponge
07-11-2006, 03:57 PM
No Vote

no need helping the spawns by killing on of us

Schmidty
07-11-2006, 03:58 PM
No sense shooting randomly in this game, since every role has a use.

NO VOTE

Chubby
07-11-2006, 04:09 PM
No Vote


Catching up on the posts now.

Swaggs
07-11-2006, 04:19 PM
Just catching up.

I think we should definitely guard the cargo hold tonight.

Is it beneficial to discuss who should be armed?

Chubby
07-11-2006, 04:23 PM
What should be guarded I guess is the question du jour.

Schmidty
07-11-2006, 04:25 PM
What should be guarded I guess is the question du jour.

After the giant hauls we got today, I don't think there's any question that we should guard the cargo hold. No doubt.

Barkeep49
07-11-2006, 04:29 PM
After making sure the brig is spotless the Warden, Chubby announces that the scientist, Coffee Warlord will be spending the night in protective custody.

Blade6119
07-11-2006, 04:30 PM
After making sure the brig is spotless the Warden, Chubby announces that the scientist, Coffee Warlord will be spending the night in protective custody.
Can we still do 4? I thought so, andeither way i dont know why coffee is in and the doctor is not

Blade6119
07-11-2006, 04:32 PM
VOTE CHUBBY

Sorry mate, i just dont like your brig order or asking whats going to be guarded and not...just seems fishy right now...its day one and thats enough for now...this isnt a sure vote, but i am NEVER a fan of a no vote

hoopsguy
07-11-2006, 04:32 PM
I'm just curious why everyone is going against the idea of a vote. Yes, every public role serves a purpose. But we are definitely better served getting a spawn than leaving them around.

Are people convined that there were no spawn to start? I agree that hunting for spawnlings at this point seems like a longshot.

SnDvls
07-11-2006, 04:41 PM
VOTE CHUBBY

Sorry mate, i just dont like your brig order or asking whats going to be guarded and not...just seems fishy right now...its day one and thats enough for now...this isnt a sure vote, but i am NEVER a fan of a no vote


I knew you would say this about the no vote.

What are the disadvantages? I have yet to be in a game where a bad guy was lynched day 1. We have the spawn on the run already. We've got a fully functional ship w/ half a load of chrys. they have to be worried. we do that again tomorrow and it's lift off by day 3, and no more conversions.

don't know if I agree with locking CW, but at least we don't have to waste multiple people guarding him now either. we can now guard the chrys., water and engin along with important people.