Originally Posted by Barkeep49
(Post 2670631)
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.
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.
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.
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