PDA

View Full Version : WW CXLIX SPAWN IV - GAME OVER (Post 3845)


Pages : [1] 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

Barkeep49
06-12-2012, 09:39 PM
After the success of the third mission to Spawn Planet, a small permanent mining operation was able to be established on the planet. All has gone well until now, with no Spawn activity reported. But now the Spawn are back.

Anticipated Start date is Monday June 18th.

Warning: Spawn is an intense game. It has been called a favorite rule set by some, but the 3 Spawn games have averaged over 3400 posts and is the game with the second most posts in a single thread (not counting the two dungeon games).

Sign-up
1. Danny
2. Autumn
3. JAG
4. hoopsguy
5. Chief Rum
6. Zinto
7. Schmidty
8. Simbo Klice
9. britrock
10. Lonestargirl
11. Packerfanatic
12. Chubby
13. CrimsonFox
14. Shiggles
15. saldana
16. Julio
17. Darth Vilius
18. mauboy
19. Abe Sargent
20. dubb93

Barkeep49
06-12-2012, 09:39 PM
Status Posts:
Night 0 (http://osatwork.com/fofc/showthread.php?p=2672228&posted=1#post2672228)
Start of Day 1 (http://osatwork.com/fofc/showthread.php?p=2672348&posted=1#post2672348)
Day 1 Update posts 165-337 (http://osatwork.com/fofc/showthread.php?p=2672694&posted=1#post2672694)
Day 1 Update posts 338-494 (http://osatwork.com/fofc/showthread.php?p=2672892&posted=1#post2672892)
End of Day 1 (http://osatwork.com/fofc/showthread.php?p=2673062&posted=1#post2673062)
Start of Day 2 (http://osatwork.com/fofc/showthread.php?p=2673300&posted=1#post2673300)
End of Day 2 (http://osatwork.com/fofc/showthread.php?p=2674075&posted=1#post2674075)
Start of Day 3 (http://osatwork.com/fofc/showthread.php?p=2674367&posted=1#post2674367)
Day 3 Update 1242 - 1605 (http://osatwork.com/fofc/showthread.php?p=2674949&posted=1#post2674949)
End of Day 3 (http://osatwork.com/fofc/showthread.php?p=2675294&posted=1#post2675294)
Start of Day 4 (http://osatwork.com/fofc/showthread.php?p=2675679&posted=1#post2675679)
End of Day 4 (http://osatwork.com/fofc/showthread.php?p=2676430&posted=1#post2676430)
Start of Day 5 (http://osatwork.com/fofc/showthread.php?p=2676745&posted=1#post2676745)
End of Day 5 (http://osatwork.com/fofc/showthread.php?p=2677455&posted=1#post2677455)
Start of Day 6 (http://osatwork.com/fofc/showthread.php?p=2677798&posted=1#post2677798)
Summary of Vote Counts (http://osatwork.com/fofc/showthread.php?p=2678092&posted=1#post2678092)
End of Day 6 (http://osatwork.com/fofc/showthread.php?p=2679413&posted=1#post2679413)
Start of Day 7 (http://osatwork.com/fofc/showthread.php?p=2679543&posted=1#post2679543)
End of Day 7 (http://osatwork.com/fofc/showthread.php?p=2679937&posted=1#post2679937)
Start of Day 8 (http://osatwork.com/fofc/showthread.php?p=2680093&posted=1#post2680093)
End of Day 8 (http://osatwork.com/fofc/showthread.php?p=2680979&posted=1#post2680979)

Barkeep49
06-12-2012, 09:39 PM
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.

Given Spawn’s intense nature, I will be offering a small dice roll bonus to any player who posts summaries (hopefully one every 125-250 posts) of what has happened to make it easier for players who have been away to catch-up. Any such summaries will be linked in the Status post above.

What’s New in Spawn IV
For those familiar with Spawn here are the biggest changes to this game:

Life on the planet is much more involved with buildings being required to be converted before the crew can Lift Off. To help with this, all players may perform conversion actions. There are also more locations and there is more which is location dependent. There was minor tweaking to other roles

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 8 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.

The Ship
In this game the Survivors must construct the ship they will use to escape the planet. This will happen by converting Planet Facilities into Ship Modules. The following must be present for the ship to take off:

Power Facilities (at least 4 of the 5)
Water Processing
Cargo Holds 1-3
CrewQuarters
Officers’ Offices

It is optional as to whether the other Planet Facilities are converted. Once a facility is converted into a Ship Module, it provides no benefit, except where noted, until after Lift-Off.

Locations
In this game locations act slightly differently depending on whether they are on the planet and or are part of the ship. Work must be done to convert planet facilities into Ship Modules.

The Spawn may attack locations to damage them, except where noted. Work can be then done to repair those locations.

Note: Man Cycles needed to do work might increase/decrease based on the number of players who sign up. Final numbers will be included when player sign-up is over

Planet Locations
Locations on the Planet are grouped together into buildings. In order to move from one building to another a person must go outside.

Building A: Warehouses 1-5, & Slave Pens
Building B: Power Facilities 1-5 & Water Plant
Building C: Security HQ, Armory, and Brig
Building D: Crew Quarters, Medical Facilities, Scientists’ Lab, Officers’ Offices

Locations

Warehouses 1-5 Warehouses 1-3 are full of already harvested Crystlium and have been sealed and may not be accessed by the Survivors. Their conversion is required for lift-off. Warehouses 4 & 5 can can hold either Crystlium or Water. They both begin the game empty but can each hold up to 40 units of either water or Crystlium (or any combination of the two). Their conversion is optional for lift-off.

Slave Pens 1-5 Each pen houses 4 slaves. Slaves may be used to complete work, or even go on away missions. If the slave pens are damaged it might cause the slaves to riot. While the slave pens are considered separate for purposes of execution (e.g. the Captain may execute Slaves in Pen 1, but leave alive the others) and converting them for the ship, any Spawn damage will be to the Slave pens as a whole. A successful Spawn attack causes between 2-6 man cycles of repair time. Their conversion is optional for lift-off.

Power Facilities 1-5 On the planet, it provides power to buildings B (facility 1), C (facility 2), and D (facility 3) and also to the perimeter fence (facility 4). As the facilities are converted those buildings will lose certain functions. There is one backup facility. While the Power Facilities are considered separate for the purposes of conversion for the ship, any Spawn damage will be to the Power Facilities as a whole. A successful spawn attack adds 3-8 man cycles of repair time to the Power Facilities. Conversion of at least 4 of the facilities are required for lift-off. The ship may not lift-off (see Lift-Off below) unless the Power Facilities are undamaged. Once the ship has lifted-off the Power Facilities may not be damaged.

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. The Water Plant requires power from the Power Facilities in order to function. A successful spawn attack adds 1-4 man cycles of repair time. Their conversion is required for lift-off.

Security Headquarters The Security HQ contains security systems which monitor and protect important ship and planet areas. While on the planet and manned, the security system will report anyone who enters buildings A, B, C, or the ship, though there is a 10% chance at night of avoiding detection. Additionally it prevents, both on the planet and after lift-off, anyone from attacking the Slave Pens, Crew Quarters, Armory, and the Brig while manned. Both of these functions may be impaired if the Security HQ becomes damaged. A successful spawn attack requires 2-5 man cycles of repair time. Conversion is optional, but the Brig and the Armory will not function on the ship without it.

Armory The Armory contains weapons. While on the planet there are enough weapons to arm each starting survivor. If converted, the Armory will only be able to hold a maximum of 5 weapons on the ship. Each weapon provides a bonus for/against attack. If damaged, no weapons can be distributed or collected. A successful spawn attack requires 1-5 man cycles of repair. Conversion is optional, but the Security HQ must be converted for the Armory to function.

Brig The Brig may house up to 4 people. These people are safe from external attack while in the brig. While in the brig, a person may perform no other actions. A successful spawn attack requires 2-4 man cycles of repair. Conversion of the brig is optional, but the Security HQ must be converted for the Brig to function. After conversion and before lift-off, the Brig will continue to function. No work may be done to convert the brig while there is anyone inside of it.

Crew 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. A successful spawn attack adds 5-15 man cycles of repair time. Their conversion is required for lift-off.

Medical Facilities These facilities allow the Doctor and the Medic to perform work. If damaged there may be limitations to the work which may be done. A successful spawn attack adds 1-2 man cycles of repair time. Their conversion is optional for lift-off.

Scientists’ Lab This lab allow the scientists to conduct research and for the trainer to train to train people. If damaged there may be limitations to the work which may be done. A successful spawn attack adds 2-8 man cycles of repair time. Their conversion is optional for lift-off.

Officers’ Offices These offices are required for the officers to perform certain work. If damaged there may be limitations to the work which may be done. A successful spawn attack adds 1-4 cycles of repair time. Work may still be done after their conversion but before lift-off. Their conversion is required for lift-off.

Perimeter Fence This fence protects the Survivors from the Spawn attack/conversion when going outside (including between buildings), especially at night, while the Survivors are inside of it. It requires power from the Power Facilities in order to function. A successful spawn attack adds 1-8 man cycles of repair time.


Lift-off
In order to lift-off, the Power Facilities must not be damaged, the Cargo Hold must have the required amount of Crystlium, and all required buildings must be converted. The Captain orders the lift-off by posting the order in the thread. Once all conditions are met lift-off takes place immediately.

After lift-off no new spawn may be planted (although Spawn may still evolve).

Away Teams
Each day all officers and the Slave Master may lead an away team (the Slave Master may only lead an away team made up completely of slaves). There may be more than 1 away team each day. 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.

Barkeep49
06-12-2012, 09:39 PM
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

Convert Facilities: Day or Night Causes a crew member to do 1 cycle of conversion work. Must be performed under the supervision of an Engineer. 1 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 Only The Captain may order that all of the slaves in a particular slave pen or pens be killed. 4 units of Crystlium are consumed for each pen in which the slaves are executed 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. This work is done in the Officers’ Offices. 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 Miner 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 Master 1 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. This work is done in the Officers’ Offices.



Security Chief (Rank 4) (1 AP per cycle)

Interrogate Suspected Spawn Day OnlyThis allows an Officer to to privately communicate (i.e. PM) with any other crew member for the remainder of that particular day’s cycle. If the Security officer is not the Officer chosen to PM, the Security Officer will silently sit in on the interrogation (i.e. Will be CC’ed on the PMs but may not reply). This work is done in the Officers’ Offices. 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 and may not override the order of any other officer. 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). Protection against an entire building will be successful 40% of the time; this success can be stacked with other security personnel. The Security Chief is armed with a three shot weapon, providing an additional bonus if the weapon 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 whom the Security Chief spied upon, only that he spied upon someone 1 AP

Man Security HQ Day or Night Will receive report of anyone who enters buildings A, B, C, or the ship. Also prevents the Slave Pens, Crew Quarters, Armory, and the Brig from being attacked. 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)
All work of the doctor is done in the Medical Facilities.

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

Convert Building Day or Night The Chief Engineer may choose a location to convert and perform two cycles of work. If there is another Engineer repairing that system, the Chief’s expertise will allow the two Engineers to repair 6 cycles worth of work. 1 AP

Supervise Conversion Day or Night The Chief Engineer may choose 1 or 2 locations to supervise the work of non-engineers. The Chief Engineer may supervise up to 5 total people or slaves; if only supervising slaves the Chief Engineer may supervise up to 8 slaves. 1 AP

Reroute Power Day or Night The Chief Engineer may reroute power from a Power Facility to another building (e.g. so Power Facility 2 powers building D). 0 AP for first two reroutings; 1 AP after that

Engineer (1 AP per cycle)

There is a 20% chance that when the Chief Engineer dies an Engineer will become Chief.

Repair Day or Night An Engineer may choose a damaged room to repair reducing the damage on that system by one man cycle. 1 AP

Convert Building Day or Night An Engineer may choose a location to convert and perform two cycles of work. 1 AP

Supervise Conversion Day or Night An Engineer may choose a location to supervise the work of non-engineers. An Engineer may supervise up to 4 total people or slaves; if only supervising slaves an Engineer may supervise up to 6 slaves. 1 AP

Trainer (1 AP per cycle)
The Trainer performs work in the Scientist Labs

Train Day Only The Trainer may choose a member of the Enlisted Crew to train, 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)
If the Doctor dies, a medic has a 15% chance of becoming the doctor.

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 weapons 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 Armory 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 Sergeant-at-Arms 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

Man Security HQ Day or Night Will receive report of anyone who enters buildings A, B, C, or the ship. Also prevents the Slave Pens, Crew Quarters, Armory, and the Brig from being attacked. 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

Man Security HQ Day or Night Will receive report of anyone who enters buildings A, B, C, or the ship. Also prevents the Slave Pens, Crew Quarters, Armory, and the Brig from being attacked. 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. When compiling the list, the Warden must specify the length of time the person will stay in the brig (e.g. Night 4 or Day 2-Night 3) after which time they will be released from the brig automatically. A player may also be held in the brig indefinitely and will only be released upon the order of the Warden. The Security Headquarters and Brig must be undamaged 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

Man Security HQ Day or Night Will receive report of anyone who enters buildings A, B, C, or the ship. *Also prevents the Slave Pens, Crew Quarters, Armory, and the Brig from being attacked. 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

Supervise Slaves Day or Night The Slave Master may choose to supervise the work of slaves along with an Engineer performing the Supervise Conversion action. The Slave Master may supervise an additional 4 slaves. 1 AP

Miners (1 AP per cycle)
Miners have done much of the hard work on the planet of harvesting the Crystlium. Each Miner who is sent on a Mining mission, gives a very small bonus to the success of the mission.


Slaves
Normally used as miners 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. Slaves may be sent on away missions or may perform conversion work. Two slaves perform 1 unit of work and must always be assigned in partners. If a Slave becomes a Spawnling there is a 75% chance that the slave will die instead. Slaves who are also Spawn may be given orders when the slave is under the supervision of a Spawn or when rioting by the Spawn Council. (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. Most actions take place immediately, though repair or conversion actions are not completed until the end of a cycle.

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
06-12-2012, 09:39 PM
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. There is a 50-50 chance that a person will keep this ability if they become a Spawn.

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. Coerced statements will always scan as True. 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.

Spawn Council
The Spawn Council is made up of the 3 longest serving Spawn.

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) and actions (based on a role) 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. If not a member of the Spawn Council, may send messages, through the GM, to the Spawn Council.

Skindancer May choose to increase the odds of a regular attack; if this attack is successful, 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 who is not wounded or exhausted, 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 and rested, there is a 40% chance that person will be killed and a 60% chance that person will be made Wounded and Exhausted. If sent against someone who is wounded or exhausted, they will be killed. All Spawn who participate in a Swarm attack become exhausted.

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.

Scrying SpawnOnce every other night may scry on a player instead of attacking. Any attacks against that player (Spawn or regular) will receive a bonus. If there is no Spawn attack, or the Spawn attack is unsuccessful, the Scrying Spawn will learn any actions that player performs that night. If that player is a Spawn, the Scrying Spawn will learn this.

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; if a person is already wounded there is an 80% chance that person will die. Any other result causes the person to die. If the target of an attack is a room and 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 may 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 – Dehyrdrated

Dehydrated means that a player has not received water the previous day. If a player does not receive water during the start of the next Day cycle that player will die of dehydration. Being dehydrated also causes a slight negative modifier for all dice rolls.

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 who 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).

Danny
06-12-2012, 09:46 PM
I was going to sit out the next one but will play in this. In. I can't possibly play worse than last game.

Autumn
06-12-2012, 09:50 PM
I've never played in Spawn, so I'm excited to get a chance.

JAG
06-13-2012, 07:19 AM
I was going to sit out the next one but will play in this. In. I can't possibly play worse than last game.

Eh, you're allowed one game to remind us you're human too.

In. Never read the Spawn games, so I'll be interested to see what it's about.

Barkeep49
06-13-2012, 09:06 AM
Rules have been posted. Requests for public roles are honored where possible.

Autumn
06-13-2012, 09:40 AM
First person to post after startup saying they haven't read the rules yet gets my vote.

hoopsguy
06-13-2012, 10:40 AM
In.

I've played the previous ones, I'm sure I won't need to read these lengthy rules :)

Yeah, that sounds like me.

Chief Rum
06-13-2012, 10:57 AM
I will enter myself in this fine game here run by Barkeep. Thx.

Passacaglia
06-13-2012, 11:50 AM
Oh, you are killing me here. With lurker being due June 19, this is just not going to happen.

The Jackal
06-13-2012, 12:31 PM
I probably won't be able to play, won't be able to participate much until 6/21. We'll see though.

Zinto
06-13-2012, 01:48 PM
I am in!

Schmidty
06-13-2012, 04:27 PM
Haven't played in.....forever; however, I shall play this.

Simbo Klice
06-13-2012, 04:28 PM
Wow. In.

Chief Rum
06-13-2012, 04:30 PM
Haven't played in.....forever; however, I shall play this.

Awesome, glad to see ya.

Lathum
06-13-2012, 04:38 PM
just stopping in to say hi!

Autumn
06-13-2012, 04:43 PM
VOTE LATHUM

Autumn
06-13-2012, 04:44 PM
Sorry, it's a reflex.

Danny
06-13-2012, 04:49 PM
Someone message AlanT, he's got to play in this game.

Lathum
06-13-2012, 04:53 PM
VOTE LATHUM

not bolded. Doesn't count.

Autumn
06-13-2012, 06:32 PM
Someone message AlanT, he's got to play in this game.

Danny's got too much stuff to do, you guys take care of this.

britrock88
06-13-2012, 08:09 PM
I was transfixed by the scroll of the original Spawn WW game. Hoops was an absolute hero.

I'm in.

CrimsonFox
06-13-2012, 08:09 PM
Danny's got too much stuff to do, you guys take care of this.

did it this morning :)

Autumn
06-13-2012, 08:10 PM
did it this morning :)

I guess we know who Danny's bitch is. :p

Danny
06-13-2012, 08:13 PM
I guess we know who Danny's bitch is. :p

My sig keeps getting longer

Barkeep49
06-13-2012, 08:58 PM
did it this morning :)
Crimson you playing? You ought to experience Spawn...

CrimsonFox
06-13-2012, 09:03 PM
thinking. I really need a break after last game. But maybe these few days will be my break. Then there's putting up with Autumn and Danny's crap.

hoopsguy
06-13-2012, 09:06 PM
Someone message AlanT, he's got to play in this game.

I'll be aimless this game without a chance to bicker with Alan when we are both villagers :)

hoopsguy
06-13-2012, 09:09 PM
I was transfixed by the scroll of the original Spawn WW game. Hoops was an absolute hero.

I'm in.

It was a really fun game.

It was also that time in the WW career where I was just starting to hit my stride in terms of villager play - I think it takes most players a few games to find a forum voice they are comfortable with in the WW group.

LoneStarGirl
06-13-2012, 11:10 PM
This is a hard one to turn down... I think I'll do better since I won't be on drugs that week

I'm in

Autumn
06-14-2012, 09:18 AM
My plan is to be on drugs that week, hopefully it will help.

Barkeep49
06-14-2012, 09:44 AM
We're at 10. I think I can run this particular variation with 16, though more is always better with Spawn. I will be sending out some invites to some alum today and hopefully we can get at least that 16.

PackerFanatic
06-14-2012, 10:41 AM
Oh man...another Spawn? I certainly loved the one I played in...I should hopefully have time to play, so count me in :)

Thanks for the PM, BK.

LoneStarGirl
06-14-2012, 01:11 PM
No alant? blade? Lathum out of retirement?

LoneStarGirl
06-14-2012, 01:33 PM
I just reread spawn III, I forgot I played. Very trying game.... Is bulletsponge still around? He was fun.

LoneStarGirl
06-14-2012, 01:34 PM
And please sign crimson up, he knows he wants to play

CrimsonFox
06-14-2012, 03:54 PM
I keep thinking this is about that african amercian that wears tights and has the giant red cape and chains.

Chubby
06-14-2012, 05:08 PM
you bastards.... in :)

CrimsonFox
06-14-2012, 05:41 PM
I'll play only if my friend can play. His name is ...uh...ScarletVulpine.

Shiggles
06-14-2012, 06:04 PM
Hello, I'm a friend of CrimsonFox, im a mafia player, although this game looks REALLY complicated, so in order to get the feel for the forum style and how games like this run (i play IRL lol) you mind if i observe as a guest?

Autumn
06-14-2012, 07:06 PM
I can't believe CF's trying to trick us like this.

Zinto
06-14-2012, 07:09 PM
Hahah, I think Shiggles should have picked the name ScarletVulpine

JAG
06-14-2012, 07:34 PM
Hello, I'm a friend of CrimsonFox, im a mafia player, although this game looks REALLY complicated, so in order to get the feel for the forum style and how games like this run (i play IRL lol) you mind if i observe as a guest?

If we told you no, how would we know you weren't observing anyway? Sounds like a wolf play.

Happy belated birthday and hi.

Barkeep49
06-14-2012, 07:36 PM
Hello, I'm a friend of CrimsonFox, im a mafia player, although this game looks REALLY complicated, so in order to get the feel for the forum style and how games like this run (i play IRL lol) you mind if i observe as a guest?
I can give you a nice low key public starting role and so your main concern could be wolf finding. Certainly happy to have observers but players are good too :)

Zinto
06-14-2012, 07:53 PM
Yeah get in the game. We play nice with new players :)

Shiggles
06-14-2012, 07:59 PM
I can give you a nice low key public starting role and so your main concern could be wolf finding. Certainly happy to have observers but players are good too :)


Lol, well if you guys want new blood here i am :-P. I'll have to read indepth the whole intro and find out who im supposed to be huntin, or maybe ill just sit there and incite slave revolts against our evil oppressor Sir Crimsonfox the agitated, i mean, el capitan! *salutes* ;)

CrimsonFox
06-14-2012, 08:10 PM
Well if you are reading the rules, that's more than most of us will do. :)

LoneStarGirl
06-14-2012, 08:18 PM
I want to see crimson fox and shiggles online at the same time

Autumn
06-14-2012, 08:20 PM
Me too. From now on every time I write Shiggles, please imagine me saying it with air quotes.

CrimsonFox
06-14-2012, 08:21 PM
well maybe there IS no GoldenEagle... ;)

CrimsonFox
06-14-2012, 08:21 PM
Maybe you are married to yourself.

CrimsonFox
06-14-2012, 08:50 PM
4056

^^^^^^^^^^^^^^^^^^^^^^

Shiggles
06-14-2012, 08:53 PM
Lol. So you guys know each other from RL? of did crimson just join randomly and been obsessed with werewolf ever since ;-)

CrimsonFox
06-14-2012, 08:57 PM
The second one. :)

Few people know each other RL. Others here would know more than I.

Danny and Darth Vilus are RL friends.
GoldenEagle and Lonestargirl married
um...
That's it I think from the people that still play?

britrock88
06-14-2012, 08:57 PM
Boy, wonder what the start bar looks like...

CrimsonFox
06-14-2012, 08:58 PM
If you go further back, there is Schmidty and Mrs. Schmidty which is kinda of obvious. :)

britrock88
06-14-2012, 09:00 PM
Sign-up
. . .
13. CrimsonFox
14. Shiggles


Wait, really?

Autumn
06-14-2012, 09:20 PM
Also, CrimsonFox is Danny's bitch. Don't forget that relationship.

Autumn
06-14-2012, 09:20 PM
And Lathum and Saldana are a couple I believe.

CrimsonFox
06-14-2012, 09:43 PM
And then there's that jerk autumn who no one likes...:P

Danny
06-15-2012, 12:58 AM
And Lathum and Saldana are a couple I believe.

Well, Lathum is married, so I believe Saldana is his mistress.

Danny
06-15-2012, 01:01 AM
Also, CrimsonFox is Danny's bitch. Don't forget that relationship.

He sure does have a pretty mouth

Danny
06-15-2012, 01:17 AM
Welcome Shiggles!

I hope Julio plays as well, he's been a great addition to the WW games (Brit and Simbo, you guys have too, but you are already signed up :)

Darth Vilus
06-15-2012, 01:29 AM
I'll play

Zinto
06-15-2012, 01:57 AM
Yeah Julio must play!

JAG
06-15-2012, 03:53 AM
Yeah Julio must play!

+1.

saldana
06-15-2012, 07:23 AM
you know...i was sitting here the other day, after having made my first post on the board in quite awhile in the Soccer thread, thinking to myself "well with your new job (i work from home 3 weeks a month, and the 4th week, i am in Rockford, Il), you should see if there is a good WW game coming up"

and then i see the teaser post for this in GD...

sigh....so much for Diablo 3 nightmare

in

Julio Riddols
06-15-2012, 10:12 AM
I think I'll pass...












SOMETIME IN THE FUTURE THAT IS.

I haven't even looked at the rules yet, but I'm already spawning something.

britrock88
06-15-2012, 10:18 AM
VOTE JULIO

saldana
06-15-2012, 10:42 AM
Well, Lathum is married, so I believe Saldana is his mistress.

if you go back REALLY far...mrs. lathum has played several games...she is MollyMurphy.

and also, I am not a chick!

saldana
06-15-2012, 10:43 AM
We're at 10. I think I can run this particular variation with 16, though more is always better with Spawn. I will be sending out some invites to some alum today and hopefully we can get at least that 16.

im a little hurt here BK;)

JAG
06-15-2012, 10:50 AM
Good to see you back sal.

Autumn
06-15-2012, 10:59 AM
I'm already spawning something.

You must have had one of those Burger King Bacon Sundaes.

Danny
06-15-2012, 01:59 PM
im a little hurt here BK;)

Welcome back!

Barkeep49
06-15-2012, 04:23 PM
you know...i was sitting here the other day, after having made my first post on the board in quite awhile in the Soccer thread, thinking to myself "well with your new job (i work from home 3 weeks a month, and the 4th week, i am in Rockford, Il), you should see if there is a good WW game coming up"

and then i see the teaser post for this in GD...

sigh....so much for Diablo 3 nightmare

in
If you're in Rockford that frequently I'd love to meet up with you at some point.

Barkeep49
06-15-2012, 04:24 PM
im a little hurt here BK;)
Honestly I thought you'd quit the board. I'm really happy to have you.

In good news we're now officially a go. 17 is fantastic. 25 would be even more fantasticer. Also, as I've been prone to do this, please confirm you're on my sign-up list. I've done some weird things with this in the past.

CrimsonFox
06-15-2012, 04:40 PM
if you go back REALLY far...mrs. lathum has played several games...she is MollyMurphy.

and also, I am not a chick!


really...but it would explain so much... ;)

Seems at least you now have a job that isn't making your life hell anymore so you can get away for a nice WW game. That's good.

CrimsonFox
06-15-2012, 04:41 PM
You must have had one of those Burger King Bacon Sundaes.

LOL :lol: Daaaaaaaaaaaaaaa-aaaaaaaaaaaaaaaaaaaamn!

CrimsonFox
06-15-2012, 05:03 PM
I'm unfamilar with the Spawn world so I'll throw this out there (especially before we start). This seems to be a very in character game and a military space game at that.

So it seems that it would be very abnormal to try and execute somebody day one if nothing actually happened and we're all just doing our military jobs, correct? Is that how the other ones went? Or did pepole start making up reasons like "You didn't salute, private!" EXECUTE!

britrock88
06-15-2012, 05:05 PM
Spawn 1 had no day 1 execution, and the crew won... hint hint...

CrimsonFox
06-15-2012, 05:09 PM
I haven't read them all but if there is no reason to suddenly execute one of your fellow crew, there's no reason to even do it since nothing's happened (unless you want to rise up the ladder in rank/job :)

CrimsonFox
06-15-2012, 05:09 PM
although please correct me if I'm wrong or there ARE things that warrant it.

LoneStarGirl
06-15-2012, 05:29 PM
Alant was in the thread around 2ish... I guess we aren't a good enough group for him to play with

Barkeep49
06-15-2012, 05:33 PM
Alant was in the thread around 2ish... I guess we aren't a good enough group for him to play with
We corresponded and he's going to have to sit it out, but he's looking forward to reading along. I'm disappointed as I really enjoyed Captain Alan in Spawn 3.

mauchow
06-15-2012, 07:08 PM
If u still have room...I was debating forever. If it doesn't work numbers wise that's fine.

hoopsguy
06-15-2012, 08:21 PM
Oh well, would have been fun to see Alan again in one of these. But looking forward to playing with some new crew members as well.

In terms of executions, it is still werewolf. You get information from votes/lynches so that stuff should absolutely still be part of the game early and often.

Abe Sargent
06-15-2012, 08:37 PM
INININININININ

CrimsonFox
06-15-2012, 08:40 PM
YES! An Abe!

CrimsonFox
06-15-2012, 08:41 PM
And hell's yes mau get in the game! We need you to reveal as the galley man and stuff. :)

Passacaglia
06-15-2012, 09:06 PM
If you're in Rockford that frequently I'd love to meet up with you at some point.

Me too (although availability might be an issue for me for a while).

CrimsonFox
06-15-2012, 09:09 PM
Me too (although availability might be an issue for me for a while).

I think me too means "I want to sign up!", right pass? :)

Barkeep49
06-15-2012, 09:59 PM
If u still have room...I was debating forever. If it doesn't work numbers wise that's fine.
The numbers work better than more we have in. Glad to have you! (you too abe)

Danny
06-15-2012, 10:13 PM
Anyone message Julio already? I will if no one has, but I dont want to spam him

Barkeep49
06-15-2012, 10:18 PM
I think I'll pass...












SOMETIME IN THE FUTURE THAT IS.

I haven't even looked at the rules yet, but I'm already spawning something.
Message him to say good job of signing up?

Cause I know I haven't done and creating a positive vibe's important and all so I'd say go for it :)

Julio Riddols
06-15-2012, 10:20 PM
Anyone message Julio already? I will if no one has, but I dont want to spam him

I'll try and get a hold of him. I have seen him around, but he's kind of an eccentric fellow. Likes to be all particular. He'll probably say he is in at some specific odd time like 11:12 AM.

Danny
06-15-2012, 10:23 PM
Not that Julio, Geez. I was referring to Julio Jones. I heard he likes to play Werewolf in the offseason.

CrimsonFox
06-16-2012, 03:11 AM
I was thinking Julio down my the schoolyard...

<iframe width="480" height="360" src="http://www.youtube.com/embed/yr0GIrHIFS4" frameborder="0" allowfullscreen></iframe>

dubb93
06-16-2012, 11:02 AM
I'll play.

Barkeep49
06-16-2012, 11:03 AM
I'll play.
This makes me happy. I've always though dubb was one of the most underrated players we had.

hoopsguy
06-16-2012, 12:42 PM
If by "underrated' you mean "really, really good" then I agree.

saldana
06-16-2012, 07:59 PM
If you're in Rockford that frequently I'd love to meet up with you at some point.

i am out there one week a month from now on (have spent 6 weeks out there since St. Patrick's Day)...i am flying out tomorrow night...landing at o'hare around 8 so i will be in rockvegas around 9 staying at one of the hotels at state and bell school...be there til Thursday afternoon.

Barkeep49
06-17-2012, 07:55 AM
Would still love any new sign-ups but will probably stop sign-ups around 7 Central. Will then decide and send-out roles in advance of Day 1 starting tomorrow morning between 8 and 9 Central.

The Jackal
06-17-2012, 08:55 AM
So sad that I can't play in this. Will be fun to read along

Barkeep49
06-17-2012, 06:51 PM
Ok, going to close sign-ups and work on getting out roles. Excited to have everyone.

Danny
06-17-2012, 06:53 PM
At least in this game, I can use the golden rule to clear up my day 1 dilemma.

CrimsonFox
06-17-2012, 06:58 PM
At least in this game, I can use the golden rule to clear up my day 1 dilemma.


"Jackal is always a wolf"?

Danny
06-17-2012, 07:08 PM
Man you forgot about the Golden Rule — a huh huh
It's OK when you vote hoopsguy
Don't have to try when you vote hoopsguy
He's a wolf in the game, trying to lie
The nightfall's great in a day one vote hoopsguy

hoopsguy
06-17-2012, 07:24 PM
Day 1 nightfall would be unprecedented, to the best of my knowledge.

Barkeep49
06-17-2012, 07:26 PM
Hey look at this, a chance to break out my GM color before the game even starts!

Nightfall won't be accepted during a Spawn game because of actions that may be performed.

Danny
06-17-2012, 07:28 PM
Hey look at this, a chance to break out my GM color before the game even starts!

Nightfall won't be accepted during a Spawn game because of actions that may be performed.

Unless it's combined with a hoopsguy vote.

LoneStarGirl
06-17-2012, 07:28 PM
I'm ready to play! Hopefully not a nerdy scientist this time

CrimsonFox
06-17-2012, 07:29 PM
Ooooooooooooh Ahhhhhhhhhhh! Pritty colorrrrrrrrrrs!

Danny
06-17-2012, 07:29 PM
I'm ready to play! Hopefully not a nerdy scientist this time

Weren't you a nerdy wolf scientist?

CrimsonFox
06-17-2012, 07:29 PM
I'm ready to play! Hopefully not a nerdy scientist this time

Didn't you get to nerd out on away missions and junk?

Barkeep49
06-17-2012, 07:34 PM
Few last minute changes made to the rules:
*Privates are now Miners and give small bonus to Mining Away Team missions
*Existing rule that allows for a Medic to become a doctor is now explicit in the rules
*Percentage made explicit for chance of Engineer becoming Chief Engineer
*Rules around a Swarm Lord attack have been tightened
*Added Scrying Spwan role
*Duplicant now has 50/50 chance of keeping role if they become a Spawn

I'm beginning to send out PMs. Please wait to post in the game until you see my official N0 post

Barkeep49
06-17-2012, 08:29 PM
You didn't want to believe it at first but there can be no doubting it after the unfortunate death of 2 miners in the past two days, the Spawn are back. Come tomorrow morning it will be time for you to start getting off this planet.

Given your new situation, the Command Staff gathers to begin to prepare for your exit. They emerge agreeing that while no trainer is yet present, having one would be useful. The scientists inform them that there is a way for a new trainer to be trained. If a player spends 4 cycles (Day or Night) in training, assisted in at least 2 of those cycles by a scientist, it will be possible for a person to become familiar enough with the training equipment to use it.

It's now up to the Second Officer and Captain to decide who, if anyone, that trainer may be.

The second officer, with the consent of the Captain, may designate 1 player for study as the trainer as a free action; any future designees will cost 1 AP from either the Captain or Second Officer. Any player who is studying to be the trainer must spend all their APs to do so and will forfit any other role they had at the end of their 4th cycle.

The Crew

Command Staff
Captain - JAG
First Officer - Autumn
Second Officer - Lonestargirl
Security Chief - Packerfantic
Ensign - Zinto

Chief Engineer - hoopsguy
Engineers
Crimson
Darth
Simbo

Medical Staff
Doctor - saldana

Security Staff
Sergeant at Arms - Danny
Slavemaster - Chubby
Security Crewman - Chief Rum
Security Crewman - dubb

Scientists
Schmidty
britrock

Miners

Shiggles
Julio
mauboy
Abe Sargent


Slaves
20 slaves accounted for

Night 0 has begun. Please feel free to start asking questions and otherwise getting familiar with your roles. The game officially will begin tomorrow morning

LoneStarGirl
06-17-2012, 08:37 PM
Second officer? I like it. I can't wait to take some of you guys to my office to 'train'.

CrimsonFox
06-17-2012, 08:39 PM
hmmm no medic, nurse, or galley master this time. Guess the boys upstairs are shortchanging our staff again.

CrimsonFox
06-17-2012, 08:41 PM
*Existing rule that allows for a Medic to become a doctor is now explicit in the rules


hmmm no medic but this rule exists. I wonder if someone can be trained to become a medic.

JAG
06-17-2012, 08:44 PM
I'm starting to regret not having read the previous Spawn games.

LoneStarGirl
06-17-2012, 08:48 PM
Jag it looks like we have an important decision that needs to be made pretty quickly.

Shiggles
06-17-2012, 09:07 PM
Woo! i always did like working underground. Stupid hot planet. Anyone got some spare canteens? i plan on staying down there for a while. Should find out how were working the water rations and things. And a buddy, i dont want to get eaten by those spawn. TWO DEATHS? ugh. i hate this planet.

Danny
06-17-2012, 09:09 PM
Vote hoopsguy

;)

Abe Sargent
06-17-2012, 09:15 PM
I'm a miner - how southern West Virginian of me!

Autumn
06-17-2012, 09:19 PM
I'm starting to regret not having read the previous Spawn games.

Me too. I think I have my night's homework cut out for me. Excited to have a cool looking role though. now to go find out what a Trainer is.

Autumn
06-17-2012, 09:23 PM
So it sounds to me like the Trainer can basically give people some of the roles, of enlisted crew or specialists. So it would be a way to essentially fill in roles that we lose or don't have?

mauchow
06-17-2012, 09:25 PM
I also need to figure this out. Plz help me out when possible.

Autumn
06-17-2012, 09:26 PM
Barkeep, do we have night actions on Night Zero? As in, can I plan an away mission tonight?

For those familiar with this game, any advice about the First Officer role is welcome. Is issuing orders something generally used every day, just to get shit done? Or is it kind of used when we suspect someone's doing something we don't want them to? Any thoughts on what sort of missions we should prioritize and I should plan?

Autumn
06-17-2012, 09:26 PM
Go dig some stuff, Mauboy.

Autumn
06-17-2012, 09:26 PM
hmmm no medic, nurse, or galley master this time. Guess the boys upstairs are shortchanging our staff again.

Three engineers seems a bit overstaffed ...

Barkeep49
06-17-2012, 09:32 PM
Barkeep, do we have night actions on Night Zero? As in, can I plan an away mission tonight?

For those familiar with this game, any advice about the First Officer role is welcome. Is issuing orders something generally used every day, just to get shit done? Or is it kind of used when we suspect someone's doing something we don't want them to? Any thoughts on what sort of missions we should prioritize and I should plan?
No action may be taken during N0 except for the one about the trainer.

Also note that nurse was present in earlier Spawn games but is not present in this game.

britrock88
06-17-2012, 09:48 PM
Three engineers seems a bit overstaffed ...

I've only read the first Spawn, but that had 5 engineers with the same size crew. Hopefully this is a more efficient allocation.

CrimsonFox
06-17-2012, 09:49 PM
Three engineers seems a bit overstaffed ...

Not with all the officers breaking things. :P

I think there were 5 in other games.

LoneStarGirl
06-17-2012, 09:51 PM
Barkeep when does night one start

Zinto
06-17-2012, 09:51 PM
Well after watching one heck of a basketball game, I am excited to see that I am so far up the officer totem pole. Oh, wait I am the officer who can do nothing cool. Lame.

Julio Riddols
06-17-2012, 09:51 PM
I'm gonna wipe the sweat off my brow and dig in to the rules one last time tonight to try and get a more concrete idea of what mode to get into as a miner. Once I crack the surface of the world of Spawn, I hope to glean a few nuggets from our history on this planet. I'll be keeping my eye out for any fossil of truth I can excavate from our past.

LoneStarGirl
06-17-2012, 09:52 PM
Anybody want to volunteer to be trainer? Anybody have suggestions for who it should be? A miner or a scientist, maybe?

CrimsonFox
06-17-2012, 09:53 PM
I'm gonna wipe the sweat off my brow and dig in to the rules one last time tonight to try and get a more concrete idea of what mode to get into as a miner. Once I crack the surface of the world of Spawn, I hope to glean a few nuggets from our history on this planet. I'll be keeping my eye out for any fossil of truth I can excavate from our past.


I think Julio is trying to signal us. But I can't fathom what?

hoopsguy
06-17-2012, 09:56 PM
OK, happy to see that I have a good crew of Engineers to work with.

Despite having played every one of the Spawn games to date I'm going to need to spend some time on the rules here. There are always a pretty complex set of collaborative decisions to reach in these games, so I want to make sure I'm pulling my weight in terms of providing input to our leadership team.

CrimsonFox
06-17-2012, 09:59 PM
OK, happy to see that I have a good crew of Engineers to work with.

Despite having played every one of the Spawn games to date I'm going to need to spend some time on the rules here. There are always a pretty complex set of collaborative decisions to reach in these games, so I want to make sure I'm pulling my weight in terms of providing input to our leadership team.


Well lucky this time around, nothing's broken. SO we can concentrate on converting our buildings to things we need. Just tell us what you want us to do, chiefy.

saldana
06-17-2012, 10:03 PM
i wouldnt be too sure about that crimson...it is night zero, not day 1, so stuff can still change before it is officially game on....i will wager you an unlubed rectal exam something is broken in the morning.

anyone have any suggestions for me other than to examine our good captain?

britrock88
06-17-2012, 10:06 PM
Does conversion work at a 1:1? I wonder if barkeep will have some "units required for conversion" information for us in the morning.

Um, Julio, my first guess is that miners and scientists like me would work well together on away mining missions. But I'm not sure I fully understand the benefit of mining more crystal at this juncture. (Okay - quick re-read... we need an undisclosed amount of crystlium to lift off, and crystlium is required to execute slaves.)

To LSG's point, miners and scientists seem like good groups to pull a trainer from. Miners probably have an edge there.

LoneStarGirl
06-17-2012, 10:10 PM
I need to know when I have to decide when to pick a trainer. Six people to choose from in the two groups. jag, any opinion?

CrimsonFox
06-17-2012, 10:16 PM
I thought the scientist has to train the trainer. He can't train himself so I wouild think the scientist wouldn't be a good candidate unless he could have multipkle jobs. But if the 2 scientists are out doing scientist stuff you don't want them to be trainers as they'd be too busy. Not that a dumb ole engineer like me would know much about such things.

Barkeep49
06-17-2012, 10:43 PM
You will indeed have a sense of what needs work in the morning, both in terms of conversion and damage (if any). These will be listed in terms of "cycles". Engineers are able to perform both repair and conversion work OR they can supervise non-engineers performing conversion work. This supervision is a major new mechanic from previous Spawn games.

Day 1 will start sometime between 8-10 Eastern as it hopefully will each day of the game. Night 1 will start after I post lynching results around 10 PM.

If you select a scientist to be trained as the trainer, you CAN double count that with the scientist requirement. The idea is that it takes 4 cycles for the trainer to be trained and 2 of those cycles must be done with a scientist. If it's a scientist being trained than all 4 of the cycles will be with a scientist.

If you want a question answered bolding your question is always a good way to get my attention :).

Barkeep49
06-17-2012, 10:45 PM
Made one last tweak: the Chief Engineer is now able to supervise 5 people or 8 slaves.

Abe Sargent
06-17-2012, 10:57 PM
If you want a question answered bolding your question is always a good way to get my attention :).



OK, THANKS!!!

CrimsonFox
06-17-2012, 11:03 PM
I think the biggest decision I have to make is "Am I going to be Yaphet Kotto or Harry Dean Stanton?" I think I'll go with Stanton. THat way I can have a cat.

Danny
06-18-2012, 01:36 AM
unvote hoopsguy

Abe Sargent
06-18-2012, 03:00 AM
Heading to bed, see ya'll in teh morn

Chubby
06-18-2012, 04:22 AM
yay not a spawn!

at work til 3pm EST but may be a hair later as I have to teach orientation again today. just a heads up

JAG
06-18-2012, 04:57 AM
Anybody want to volunteer to be trainer? Anybody have suggestions for who it should be? A miner or a scientist, maybe?

I would recommend a miner. Whoever we choose is going to lose their current public role and it seems like miners are the ones we can most afford to lose as:

1. There are more of them than most other groups.
2. They give a 'very small bonus' to mining mission success whereas scientists affect the success of missions of all sorts.

Looking at what a trainer does (determining what the group needs among a large number of roles) and the group of miners, it seems like the type of role Abe would do really well with. I wouldn't mind seeing Julio designated as it either since he had a rather early exit last game and I think he could do well with it.

It looks like we could potentially train more than one person to be a trainer if we so choose to do so, though the people we pick to be trainers are going to lose their actions and we only have so many AP to designate people to training.

Barkeep:
1. Is the second officer suppose to PM you with who they choose or just announce it in thread?
2. Are actions we take submitted via PM or listed publicly? (probably a stupid question)
3. Do we need to submit an order for sleep at night or is it assumed if we do not submit any other night order?

JAG
06-18-2012, 05:08 AM
Ok, I found my answer to 2.:

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. Most actions take place immediately, though repair or conversion actions are not completed until the end of a cycle.

LoneStarGirl
06-18-2012, 05:27 AM
We are on the same page Jag. I was thinking Julio myself for the first trainer, but Abe is a good choice. We can have more than one I believe, so we can train both, but let's use Abe first.

LoneStarGirl
06-18-2012, 05:32 AM
Barkeep, read the whole damned thread and not just the bolded part

K. Thanks :D

JAG
06-18-2012, 05:43 AM
It looks like you can assign enlisted crew (including miners) to other enlisted crew jobs once a day too, so it appears you can get a start on assigning other miners to more interesting roles. Since I have more AP than you, once D1 starts and it costs AP to designate someone to training, it probably makes more sense for me to do it for now so you can reassign enlisted crew.

Barkeep49
06-18-2012, 06:28 AM
2. Are actions we take submitted via PM or listed publicly? (probably a stupid question)
Except in the places noted, actions are done via PM.
1. Is the second officer suppose to PM you with who they choose or just announce it in thread?
This could have been done in the the thread (didn't make that clear) but this action has been submitted

3. Do we need to submit an order for sleep at night or is it assumed if we do not submit any other night order?
Sleeping is assumed to be what you do unless you submit a different order, so no order necessary. It is helpful, however, for those who CAN perform night actions, whether public or private to submit a sleep order so that I know when all actions have been submitted.

saldana
06-18-2012, 07:08 AM
when does CF get his rectal exam?

saldana
06-18-2012, 07:09 AM
dola, do i get that as a free action since i won the bet?

CrimsonFox
06-18-2012, 07:14 AM
*crosses his legs*

CrimsonFox
06-18-2012, 07:29 AM
why are you posting all in bold?

Barkeep49
06-18-2012, 07:55 AM
"Without the Spawn Overlord, the Spawn were doomed to die out and thus Spawn Planet has been made safe," the famous scientist had explained. He hadn't been all that famous at first, but as he was offering a theory that those in power in power wanted to hear, the fame soon came. Especially when two future mining missions result in plenty of Crystlium and no sign of the Spawn. The debate shifted to whether a permanent colony should be established and soon enough the answer to that became yes.

There were some initial struggles, but when aren't there when a new colony is established? The initial band of colonists was soon replaced by a slightly larger group. The plan had stated that in another 6 months the 22 present would be supplemented by another 150. Only those 150 will never come now.

Schmidty had always claimed he'd created a device which would tell if there were any Spawn in a 50 km radius. Useless on the individual level, but perhaps useful on the macro level. Of course with no Spawn around it was impossible to know whether it worked or not, but the green glow of the device was reassuring. So it was understandable when a few became weary when the friendly green glow suddenly turned to an ominous red. Still the decision was made to forge ahead. When the first body turned up, that was far more of a concern. Still things had been so good for long enough that people were reluctant to leave. Leaving became the only option after the second body.

The re-emergence of the Spawn had always been considered. It was why so many of those present and who had been mined had also been cross trained in other areas. Now the decision had been made by Captain Jag and Second Officer Girl to make one of the few pure Miners, Abe Sergant into the trainer.

Flexibility has to be the key in these conditions after all. The buildings the colonists called home now had been converted out of parts of the colonization ship. And with some effort they could become a ship again. Those efforts would now have to be made.

Locations

Building A:
Warehouse 1 7 cycles required for conversion
Inaccessible
Warehouse 2 7 cycles required for conversion
Inaccessible
Warehouse 3 7 cycles required for conversion
Inaccessible
Warehouse 4 7 cycles required for conversion
0 / 40 units filled
Warehouse 5 7 cycles required for conversion
0 / 40 units filled
Water Supply – 0 units (Enough reserves for 0 days at current consumption)
Crystilium Supply – 0 units (at least 20 required for lift-off)

Slave Pens Fully Operational
Slave Pen 1 2 cycles required for conversion
4 slaves present
Slave Pen 2 2 cycles required for conversion
4 slaves present
Slave Pen 3 2 cycles required for conversion
4 slaves present
Slave Pen 4 2 cycles required for conversion
4 slaves present
Slave Pen 5 2 cycles required for conversion
4 slaves present

Building B:
Power Facilities Fully Operational
Power Facility 1 5 cycles required for conversion
Powering Building B
Power Facility 2 5 cycles required for conversion
Powering Building C
Power Facility 3 5 cycles required for conversion
Powering Building D
Power Facility 4 5 cycles required for conversion
Powering Security Fences
Power Facility 5 5 cycles required for conversion
Back-up

Water Plant Fully Operational 7 cycles required for conversion
Producing enough water for all Survivors each day

Building C:
Security HQ Fully Operational 2 cycles required for conversion

Armory Fully Operational 4 cycles required for conversion
19 phasers accounted for

Brig Fully Operational 4 cycles required for conversion
No crew being held

Building D:
Crew Quarters Fully Operational; 20 sleeping berths 10 cycles required for conversion

Medical Facilities Fully Operational 4 cycles required for conversion

Scientists’ Lab Fully Operational 2 cycles required for conversion

Officers’ Offices Fully Operational 7 cycles required for conversion

Peremiter Fence
Fully Operational

Ship
Nothing yet converted

The Crew

Command Staff
Captain - JAG
First Officer - Autumn
Second Officer - Lonestargirl
Security Chief - Packerfantic
Ensign - Zinto

Chief Engineer - hoopsguy
Engineers
Crimson
Darth
Simbo

Medical Staff
Doctor - saldana

Security Staff
Sergeant at Arms - Danny
Slavemaster - Chubby
Security Crewman - Chief Rum
Security Crewman - dubb

Scientists
Schmidty
britrock

Miners
Shiggles
Julio
mauboy
Abe Sargent

Slaves
20 slaves accounted for

Day 1 has begun

Barkeep49
06-18-2012, 08:01 AM
A reminder that there is a small bonus offered for people who post summaries every 125-250 posts to help those who need to catch-up do so. As an example:

Summary of Posts 119-165

Barkeep posted Night 0 (post 119) and offered chance for a new trainer. After some discussion it was decided that Abe would become the trainer. Barkeep posted Day 1 (post 165).

Summaries should include any major points of discussion, any events (i.e. away teams), and any actions which seem particularly pertinent.

PackerFanatic
06-18-2012, 08:51 AM
Security Chief is here and is ready to chief that crap out of all the security...or something like that :)

Autumn
06-18-2012, 09:01 AM
So we have no water reserves, but the water plan it producing enough for us every day. It seems we want to build up a reserve right away so that the Spawn can't hurt us by taking out the water plant. I'm going to suggest we go out on a water mission today.

For my other action I can plan a mission for tomorrow. A mining mission perhaps, or just an exploration mission. Might be good to just pave the way for a successful mission, I assume Barkeep will be posting surprise mission opportunities over the course of the game.

JAG
06-18-2012, 09:02 AM
Alright, so some major areas for discussion today:

1. What areas to start converting

Seems like warehouses 1-3 would be logical starting choices since we can't access / use them anyway and they are required for take-off.

2. What do we want to do for away missions?

My first thought is we may want one of each for water and crystilium. The bonus to future missions might be good once we have some stock of things.

3. Do we want to execute or not execute today?

Normally I'm not a fan of no lynch, but I have no understanding for what the starting numbers of spawn might look like (people who played in other Spawn games have thoughts on that?), but this is a rather different ruleset so I'm willing to hear an argument for not lynching if someone has one.

Autumn
06-18-2012, 09:03 AM
It seems the main question is what order we want to convert things in. We lose the capability of a module once it's converted, so we want to have a smart order. Like stock up water, and then convert the water module. Keep the power module until we've converted enough other modules that it makes sense to take it offline. I'll admit this type of thinking is not my strong suit, but I think JAG is probably perfect for it.

JAG
06-18-2012, 09:09 AM
Even if we know what the perfect order is (which I don't to be honest), we may not want to advertise it immediately so that spawn can't easily interfere with our plans. The first three warehouses do seem to make a lot of sense as a starting idea though since they don't serve a function for us.

So I hadn't fully grasped the away team thing, but we could potentially run as many as 4 missions today (though I don't think we want to do more than 2-3), but Autumn, you can plan future missions and then those future missions have a better chance for success.

Autumn
06-18-2012, 09:25 AM
I thought of that, JAG, but it seems a bit self-defeating to try to keep things to ourselves just so the Spawn don't find out. I do agree though that if you have a good idea of how to proceed, as our Captain I'm fine with you keeping your plan under wraps and revealing a bit at a time.

The warehouse seems smart, I don't know of a downside to that.

I will be glad to spend one point leading a Water mission today. I will spend my other one planning a future mission.

Autumn
06-18-2012, 09:28 AM
I'm not sure I quite understand all the spawn end of things. But since there's a chance of conversion of everybody who goes on an away mission, as I understand it, it seems we want to keep our missions as limited as possible. We know we need some water reserves, and we have to harvest 20 crystillium. It seems getting those two things done as efficiently as possible is key. Maybe we even want to consider not doing any Away missions today, and instead planning missions for tomorrow. I assume a planned mining mission, for instance, will harvest more than an unplanned one. If we can get away with one less mission becuase of that, we have less chance of spawnlings.

Autumn
06-18-2012, 09:33 AM
So perhaps today we should focus on solely conversion work? I could plan two away missions for tomorrow (water and mining) and then tomorrow we could rake in the stuff. That's one suggestion for moving forward to limit missions and conversions. Are there other methods of conversion in the game?

JAG
06-18-2012, 09:46 AM
I'm not sure I quite understand all the spawn end of things. But since there's a chance of conversion of everybody who goes on an away mission, as I understand it, it seems we want to keep our missions as limited as possible. We know we need some water reserves, and we have to harvest 20 crystillium. It seems getting those two things done as efficiently as possible is key. Maybe we even want to consider not doing any Away missions today, and instead planning missions for tomorrow. I assume a planned mining mission, for instance, will harvest more than an unplanned one. If we can get away with one less mission becuase of that, we have less chance of spawnlings.

That's an excellent point, we should do what we can to make missions have the highest chance of success to limit that. That means having you plan our missions, include scientists on missions if possible, miners on mining missions, etc...

So if we're going to do convert buildings today and prepare for starting some missions tomorrow, we need to have engineers supervise either people or slaves and since we want scientists to go on missions starting tomorrow, we probably want to have one (or two if possible?) work with Abe today on his trainer studying.

JAG
06-18-2012, 09:57 AM
Are there other methods of conversion in the game?

It looks like Spawn have an attack type to potentially convert others:

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.

dubb93
06-18-2012, 09:59 AM
Redshirt Dubb checking in. I'm willing to play my role out on away missions. Just make sure not to stand too close to me while we are out there. I think we've all seen this episode before.....

Autumn
06-18-2012, 10:02 AM
So people can only do conversion work if being supervised by an engineer, is that right? So yeah we should figure out the max work we could get out of that crew.

Autumn
06-18-2012, 10:03 AM
So do the spawn convert instead of kill?

dubb93
06-18-2012, 10:05 AM
So do the spawn convert instead of kill?

Probably, atleast in the early going. I've been spawn in the past.

I really haven't read the rules for this one too well yet, but in the past it was an either or. You either convert or you kill.

There will be other factors in play that make it impossible for spawn to convert. For instance, in past games spawn could no longer convert after lift off.

dubb93
06-18-2012, 10:06 AM
More serious matters.

It's day 1 and Hoops is still alive....

Barkeep49
06-18-2012, 10:09 AM
So people can only do conversion work if being supervised by an engineer, is that right?

That is correct.

So do the spawn convert instead of kill?

The Spawn can either convert or kill. After lift-off they may only kill.

JAG
06-18-2012, 10:16 AM
So people can only do conversion work if being supervised by an engineer, is that right? So yeah we should figure out the max work we could get out of that crew.

So each person supervised does 1 cycle of work and slaves, in sets of 2, do 1 cycle of work. Engineers can supervise up to 4 people (4 cycles of work total) or 2 people and 2 slaves (3 cycles of work total) or 6 slaves (3 cycles of work total). The downside of using people is they may not have any APs to do other role activity.

britrock88
06-18-2012, 10:25 AM
Can I, as a scientist, train with Abe at night?

I know my primary purpose should be to help out with any away missions. Given that talk for today is beginning to go in another direction, though, let me know what I can do to help out (at this point, I guess I'm asking what I should convert, though supervision does need to be figured out).

hoopsguy
06-18-2012, 10:28 AM
Alright, so some major areas for discussion today:

...

3. Do we want to execute or not execute today?

Normally I'm not a fan of no lynch, but I have no understanding for what the starting numbers of spawn might look like (people who played in other Spawn games have thoughts on that?), but this is a rather different ruleset so I'm willing to hear an argument for not lynching if someone has one.

Only argument I would pose for this - and it goes against the grain for me - is that (going from memory) we did not have starting Spawn in the last game. Instead, they were created the first night. So if history repeats itself with this rule set then we might be executing someone when we have no chance of getting a spawn in the process.

I'm not sure I believe this myself, but that would be the argument that I would pose if I'm trying to come up with reasons to bypass the lynch, essentially turning Day 2 into Day 1.

Barkeep49
06-18-2012, 10:33 AM
Can I, as a scientist, train with Abe at night?

I know my primary purpose should be to help out with any away missions. Given that talk for today is beginning to go in another direction, though, let me know what I can do to help out (at this point, I guess I'm asking what I should convert, though supervision does need to be figured out).
Yes

hoopsguy
06-18-2012, 10:33 AM
Even if we know what the perfect order is (which I don't to be honest), we may not want to advertise it immediately so that spawn can't easily interfere with our plans..

We're somewhat limited in trying to "keep plans to ourselves". The best we can do, in my mind, is make sound decisions in the thread. Be aware of when someone may be attempting to redirect good ideas in the thread. And we should try to make redundant decisions, as others have pointed out - water mission, protect water, etc.

britrock88
06-18-2012, 10:34 AM
Okay, JAG, LSG, whoever else needs to do it, I'll help train Abe.

hoopsguy
06-18-2012, 10:36 AM
More serious matters.

It's day 1 and Hoops is still alive....

Damn it, was hoping no one would notice.

Zinto
06-18-2012, 10:37 AM
I think we need to make sure we collect water as much as possible without affecting making sure we lift off as soon as possible. It seems like it is vastly important to make sure everyone is getting their daily ration so that we can keep everything moving smoothly.

britrock88
06-18-2012, 10:37 AM
The facilities REQUIRED on-ship and the manpower required to convert them:
Power Facilities (at least 4 of the 5) - 20 cycles
Water Processing - 7 cycles
Cargo Holds 1-3 - 21 cycles
Crew Quarters - 10 cycles
Officers’ Offices - 7 cycles

That's 65 cycles at a bare minimum. The more facilities we can convert, though, the better.

hoopsguy
06-18-2012, 10:37 AM
Missions - goal on those traditionally is to make sure command does not go on the missions. We don't want to compromise our chain of command to the chance for conversion. But we usually send the other folks out there, knowing that more bodies --> more resources --> take off faster (and eliminated conversions).

saldana
06-18-2012, 10:38 AM
Does any one have any other suggestions for me other than to scan Captain JAG?

Chubby
06-18-2012, 10:40 AM
Got a break from orientation classs...

I can supverise slaves doing a building conversion with an eingeneer if we think that's the right way to go (not sure how gung ho I am on missions without planning)

Barkeep49
06-18-2012, 10:42 AM
This seems worth clarifying publicly:

Right now when people go on away team they are subject to risk of becoming a Spawnling. Should the perimeter fence stop working each time a person moved between buildings, or otherwise went outside, they would be at risk for becoming a Spawnling. So, for instance, most people start the Day in Building D, as that's where the Crew Quarters are. If they were then to do work in Building B there would be a chance they would become a Spawnling.

JAG
06-18-2012, 10:46 AM
The facilities REQUIRED on-ship and the manpower required to convert them:
Power Facilities (at least 4 of the 5) - 20 cycles
Water Processing - 7 cycles
Cargo Holds 1-3 - 21 cycles
Crew Quarters - 10 cycles
Officers’ Offices - 7 cycles

That's 65 cycles at a bare minimum. The more facilities we can convert, though, the better.

Thank you, I was about to do this and you saved me some work.

britrock88
06-18-2012, 10:49 AM
What's a scientist without a mission to do? :-D

JAG
06-18-2012, 10:49 AM
Only argument I would pose for this - and it goes against the grain for me - is that (going from memory) we did not have starting Spawn in the last game. Instead, they were created the first night. So if history repeats itself with this rule set then we might be executing someone when we have no chance of getting a spawn in the process.

I'm not sure I believe this myself, but that would be the argument that I would pose if I'm trying to come up with reasons to bypass the lynch, essentially turning Day 2 into Day 1.

From BK's write-up, we have detected spawn in the vicinity with Schmidty's device and we're leaving due to a couple of deaths from spawn, so it seems unlikely we don't have any to start. So if that's the only reason not to, then we should be executing without question.

JAG
06-18-2012, 10:52 AM
This seems worth clarifying publicly:

Right now when people go on away team they are subject to risk of becoming a Spawnling. Should the perimeter fence stop working each time a person moved between buildings, or otherwise went outside, they would be at risk for becoming a Spawnling. So, for instance, most people start the Day in Building D, as that's where the Crew Quarters are. If they were then to do work in Building B there would be a chance they would become a Spawnling.

Gah, that's horrible. We have a hell of a lot of ground and people to protect.

Autumn
06-18-2012, 10:59 AM
So if the Chief Engineer works with an Engineer they can do 6 cycles of work on a conversion. Alternatively a Chief could supervise up to 5 cycles of work. An engineer could supervise up to four cycles of work. So supervising costs 6 total AP for a chief (chief + 5 workers), or 5 total for an engineer.

Chief+Engineer Convert = 6 cycles, 2 AP
Chief+5 person team = 5 cycles, 6 AP
Engineer+4 person team = 4 cycles, 5 AP

Chief+8 slave team = 4 cycles, 1 AP
Engineer+6 slave team = 3 cycles, 1 AP

We've got I think a chief and three engineers it seems having a chief and engineer work together is the best bang for the buck, but really cuts down on how many total workers we can mobilize.

Chubby
06-18-2012, 11:00 AM
I get to bring additional slaves if I supervise as well I think

Autumn
06-18-2012, 11:00 AM
If we had Chief+Engineer working on conversion, and two Engineers with 4 person team as well, we've occupied 12 people, produced 14 cycles of work.

Autumn
06-18-2012, 11:02 AM
So if one of the Engineers ran a slave team, along with Chubby, they would do 5 cycles of work for 2 AP.

Autumn
06-18-2012, 11:03 AM
Check my math on all this. ANd I'm not sur what it proves. But I've got to run out for a bit.

hoopsguy
06-18-2012, 11:09 AM
Gah, that's horrible. We have a hell of a lot of ground and people to protect.

That being the case, I would hope the Spawnling % are lower this time than in previous games since there are more outlets to become a Spawnling.

hoopsguy
06-18-2012, 11:10 AM
From BK's write-up, we have detected spawn in the vicinity with Schmidty's device and we're leaving due to a couple of deaths from spawn, so it seems unlikely we don't have any to start. So if that's the only reason not to, then we should be executing without question.

Agreed. That also makes me feel better about post review today ... that there would be potential to find something damning, as opposed to it being a wasted day for analysis on top of votes.

Abe Sargent
06-18-2012, 11:40 AM
Morni ng alll

Abe Sargent
06-18-2012, 12:04 PM
"
The re-emergence of the Spawn had always been considered. It was why so many of those present and who had been mined had also been cross trained in other areas. Now the decision had been made by Captain Jag and Second Officer Girl to make one of the few pure Miners, Abe Sergant into the trainer.



I'll be the best trainee ever!

JAG
06-18-2012, 12:04 PM
Ok, to get a preliminary idea of what we want people to do today, I'm copying BK's post and putting thoughts by people's names. As a quick summary, since the security personnel have a lot of ground to cover, I think they should not be involved in the conversion work and saldana's role is awfully important as well so I don't think he should do that work either. This is partly to figure out if we want one or two teams of slaves with the engineers.

The Crew

Command Staff
Captain - JAG - 1/3 APs for designating Abe's training, unsure of other 2AP, may depend on whether all people check in.
First Officer - Autumn - Organizing away missions.
Second Officer - Lonestargirl - reassigning miner to ... galley master?
Security Chief - Packerfantic - doing security-type stuff
Ensign - Zinto - candidate to do conversion work

Chief Engineer - hoopsguy - working with an engineer on conversion work
Engineers --- 0-1 supervising groups of people, 1-2 supervising groups of slaves, 1 working with hoops.
Crimson
Darth
Simbo

Medical Staff
Doctor - saldana -- checking someone

Security Staff --- doing security-type stuff
Sergeant at Arms - Danny
Slavemaster - Chubby
Security Crewman - Chief Rum
Security Crewman - dubb

Scientists
Schmidty --- candidate for conversion work
Britrock88--- will help train Abe to be a trainer

Miners

Shiggles - candidate for conversion work
Julio - be assigned to galley master?
mauboy - candidate for conversion work
Abe Sargent - will be trained as trainer


Of course dependent on whether or not someone is executed.

Abe Sargent
06-18-2012, 12:06 PM
Can I, as a scientist, train with Abe at night?




Bow chicka chicka bow bow!

Julio Riddols
06-18-2012, 12:07 PM
Checking in, catching up.

Barkeep49
06-18-2012, 12:11 PM
A reminder that if you want to actually do something you need to PM me. For public roles in most cases that will then result in my posting in the thread stating what you are doing. So far no one has done anything. This might be intentional as you get your bearings, but wanted to point this out. Also please remember that away missions must be done by 6 PM.

Abe Sargent
06-18-2012, 12:13 PM
Given your new situation, the Command Staff gathers to begin to prepare for your exit. They emerge agreeing that while no trainer is yet present, having one would be useful. The scientists inform them that there is a way for a new trainer to be trained. If a player spends 4 cycles (Day or Night) in training, assisted in at least 2 of those cycles by a scientist, it will be possible for a person to become familiar enough with the training equipment to use it.

It's now up to the Second Officer and Captain to decide who, if anyone, that trainer may be.

[/color]


BK, do I need to tell you if I want to spend Day 1 in training my pm or in this thread?

Abe Sargent
06-18-2012, 12:13 PM
You just posted as I was creating my question. Heh

Abe Sargent
06-18-2012, 12:14 PM
Okay, since the Trainer needs four cycles and only two scientists to help for two of those, I'll submit for Day One training on my account and the scientists can go elsewhere for the action. Then at night someone can come help.

Barkeep49
06-18-2012, 12:18 PM
Abe Sargent is pleased by the opportunity afford him and eagerly begins to read technical manuals so he will understanding how to work the trainer's equipment.

Chief Rum
06-18-2012, 12:18 PM
Security crewman and all around asshole Chief Rum checking in. I am a Chief by name, not rank. If you presume I am an officer, I will stick my hand so far up your ass, you'll think you're Spawned.

Okay, obviously, this ruleset is crazy huge. It is to the point where simply trying to capture it all and dumb it down to a WW strategy is virtually impossible. It is simply too huge of a ruleset.

As such, I would recommend we all take the mindset that we really are making real life decisions in a colony-camp and Spawn, with an eye toward attaining the goal of getting the ship built. I am not saying we should not be searching for Spawn, but I definitely think we should concentrate on our work on the ship.

I do think some of us should keep an eye on the "numbers"--the WW strategy. But the rest of us should concentrate on how to best do our jobs, as the Captain sees fit.

Chief Rum
06-18-2012, 12:19 PM
Captain JAG, if there is an away mission, I would like to volunteer for it, and to serve it as a guard.

Chief Rum
06-18-2012, 12:21 PM
Security Chief PackerFanatic, I would humbly recommend you advise Sergeant-at-Arms Danny to distribute phasers to all security personell (and only security personnell--outside of officers' needs of course).

Julio Riddols
06-18-2012, 12:23 PM
Since we mostly start in building D, maybe working on converting that is a safe bet early on too. Keep from going outside for a bit til we get our feet as wet as possible.

I like the idea of converting the 3 storage buildings too, since we can't make use of them anyway.

I'm still finding myself re-reading things to make sure it all makes sense, but the above are my early thoughts.

Chubby
06-18-2012, 12:25 PM
20 players, 19 available phasers. Does this ping anyone else?

Chief Rum
06-18-2012, 12:27 PM
20 players, 19 available phasers. Does this ping anyone else?

Are you suggesting there is a 20th phaser that is unaccounted for?

Julio Riddols
06-18-2012, 12:29 PM
My hands are aching to do some work in the mean time between now and whenever I get any possible promotion.

Chubby
06-18-2012, 12:30 PM
Are you suggesting there is a 20th phaser that is unaccounted for?

I'm suggesting nothing, just an observation that some may have missed. Is there a 20th phaser? Is there only 19 because there is one amongst us who doesn't need a phaser?

JAG
06-18-2012, 12:30 PM
Okay, since the Trainer needs four cycles and only two scientists to help for two of those, I'll submit for Day One training on my account and the scientists can go elsewhere for the action. Then at night someone can come help.

One of the scientists should probably assist you today (and maybe one tonight but then they will be exhausted and more vulnerable to attack, so I don't know if that's a great idea), because we're going to want then to go on away missions after today.

Abe Sargent
06-18-2012, 12:31 PM
Okay, I submitted my order to BK to train today, so I can't be in nay missions, and if a scientist wants to jump abroad, you can pm him too I assume, BK let us know if I am wrong

LoneStarGirl
06-18-2012, 12:32 PM
A reminder that if you want to actually do something you need to PM me. For public roles in most cases that will then result in my posting in the thread stating what you are doing. So far no one has done anything. This might be intentional as you get your bearings, but wanted to point this out. Also please remember that away missions must be done by 6 PM.

Heeeeey Second officer Girl sent you a request

Barkeep49
06-18-2012, 12:34 PM
Are you suggesting there is a 20th phaser that is unaccounted for?
The 20th Phaser is the 3 shot phaser the Security Chief automatically has.

Barkeep49
06-18-2012, 12:36 PM
Okay, I submitted my order to BK to train today, so I can't be in nay missions, and if a scientist wants to jump abroad, you can pm him too I assume, BK let us know if I am wrong
Correct. Abe us now not eligible for any away mission.

And yes LSG did indeed PM about Abe, though that still leaves her with her 1 AP for the day.

Chubby
06-18-2012, 12:37 PM
The 20th Phaser is the 3 shot phaser the Security Chief automatically has.

See, that's why I asked :) makes sense

Chubby
06-18-2012, 12:45 PM
Looks like 2pm est ill have to get back to hands on work, I do like orientation days when playing ww :)

Autumn
06-18-2012, 12:47 PM
We are safe going from building to building today, since the fence is still intact. This may mean it makes double sense to do conversion work today, and put away missions off until tomorrow.

Autumn
06-18-2012, 12:48 PM
So JAG, looking at your list, it seems there's only about four people, other then engineers, who we want doing conversion work. So we could have one engineer run a team of four, one engineer and Chubby running a team of eight slaves, and one engineer working with the Chief Engineer.

LoneStarGirl
06-18-2012, 12:48 PM
Unless I'm reading this wrong (it's happened before) our ultimate goal is to lift off so no new spawns can be created.

In order to take off we have to convert several areas of the ship; offices, crew quarters, water plant, warehouses, and power facilities.

I don't know what I can do as a second officer to expedite these conversions, but I think these are top priorities

Autumn
06-18-2012, 12:48 PM
Tomorrow we should plan on running two away missions I think, so we can start thinking about who should be available for that. One scientist on each mission I think.

Chief Rum
06-18-2012, 12:51 PM
Again, I bow to the decisions of our officers, but I am of the opinion we should not discount the need for away missions. An attack on our water module tonight, for instance, might leave us without a source of water for a bit, and it did not fail to pass my attention that if we go two days without water, we, umm, die.

Autumn
06-18-2012, 12:58 PM
Chief, my thought is that we will go collect water tomorrow. I'm assuming, but perhaps wrongly so, that if we get water damage tonight, but collect water tomorrow, we'll be okay.

If we wait and go tomorrow we can collect more water per AP is my hope.

Autumn
06-18-2012, 12:58 PM
Barkeep, I assume but don't see it spelled out that it costs 1 AP to go on an Away mission. Is this true for the officers leading it as well?

Autumn
06-18-2012, 01:03 PM
Barkeep, at what point is Dehydrated status determined? Is that at the start of Day cycle, or the end?

Zinto
06-18-2012, 01:05 PM
Yeah, I think we should be fine on water for today but we need to be aware of our water situation as the game progresses. We also need to start figuring out our plan of actions for today since we are getting closer to the deadline.

I am willing to do some conversion work today, if that is what Captain Jag thinks is the best plan of action.

Autumn
06-18-2012, 01:06 PM
Tomorrow we'll want one mission with an Officer, a Scientist and three others. Three miners for the mining mission, three others for the water mission.

Autumn
06-18-2012, 01:08 PM
If we have a Galley Master, and if Danny assigns them a phaser, they can protect the Water Plant tonight also.

The security crew will have to figure out a system for protection at night to keep everyone from getting exhausted, but I'll leave that to them and they'll want some sort of randomness to it to avoid the Spawn figuring it out.

Chief Rum
06-18-2012, 01:09 PM
I'm thinking today is a free go get water day, with no pressure.

If there is a successful attack on the water module tonight, we will have two days to get enough water for all of us, which will be 15 at the end of the lynch on Day Three. We will need to use man cycles to repair the water module AND also send an away team out for more water, meaning less ability to do any work on anything that gets us off the planet. We also don't have any idea what kind of water levels such a team brings back. What if it's a small amount? And these missions, assuming the Spawn have some ability to target them or sabotage their efforts, will be under sharp attack, because it would be an easy victory for the Spawn if we all start to die off from dehydration.

If we send out a team today, we protect ourselves from having to find out about these things while under pressure, and we build a reserve so that we don't have to be desperate tomorrow. Having a reserve, in fact, might dissuade the Spawn from even making the water module a target.

Barkeep49
06-18-2012, 01:11 PM
Barkeep, I assume but don't see it spelled out that it costs 1 AP to go on an Away mission. Is this true for the officers leading it as well?

Away missions cost 1 AP. It's laid out in actions available to all.

Barkeep, at what point is Dehydrated status determined? Is that at the start of Day cycle, or the end?

Water is consumed at the start of the Day cycle. If the Water plant is not working at that time then any water in storage will be used. Any people who still can't get water will become dehydrated.

Julio Riddols
06-18-2012, 01:11 PM
I say we maintain the water as a top priority, and since the fences are apparently intact today, we can spread our people out and start on converting as many buildings as possible. I guess then we can pick pieces from those crews to send on away missions as needed.

First and foremost, though, I agree that water is a priority to get secured, build a reserve, and set up to be maintained. It might be nice to get some people in the Security HQ to help keep other shit in order before we become too few to spare the manpower needed to keep that in working order.

Autumn
06-18-2012, 01:14 PM
So it sounds like from BK's response that dehydration would set in right away in the morning if the water plant was attacked tonight. So that makes me think you're right, chief, about needing a reserve right away. As i've said, I'd prefer to do less away missions and produce less chances for spawning, but what can you do.

So we don't have a ton of free people, so I'd suggest that we convert with slaves mostly, and take the few free people on the water mission. Or I suppose we could do it the other way and send hte slaves to get water.

Julio Riddols
06-18-2012, 01:20 PM
Sending the slaves to get water sounds good to me.

PackerFanatic
06-18-2012, 01:21 PM
The 20th Phaser is the 3 shot phaser the Security Chief automatically has.

Yup, I already have one.

Autumn
06-18-2012, 01:22 PM
If the slaves get spawnified they most likely die, which I guess is a better result than having a conversion. So the slave master could lead 4 slaves to get water. It doesn't really make sense to send a scientist with a slave team I don't think, as you can't have odd amounts of slaves.

Barkeep49
06-18-2012, 01:25 PM
If the slaves get spawnified they most likely die, which I guess is a better result than having a conversion. So the slave master could lead 4 slaves to get water. It doesn't really make sense to send a scientist with a slave team I don't think, as you can't have odd amounts of slaves.
On away teams you may have an odd number of slaves.