Werewolf: XIV Spawn (GAME OVER! Please give feedback)
Below are the rules for this game of Werewolf. It was originally carafted by Kakaris Maelstrom at the Board Game Geeks website. It is more complex than other games we've had here but I think it is balanced and is not really harder to play, but rather simply gives many more options for pursuing victory. I have tried to make things as clear as possible (which is part of the reason for the length), but if you have questions please don't hesitate to ask them.
Sign-ups will go through Friday, or until we're filled (HA HA HA). Roles will be sent out either Friday or Saturday, so that if people have questions they may get clarification before the game and Day 1 will be Tuesday September 6 (there will be no night 0, in other words). Basic Game Concepts There are two sides to this game, the spawn, and the survivors. Unlike a normal werewolf game the victory conditions are a little different. In order for the survivors to win, they must kill all of the spawn. However, the spawn may win in two ways. Either they kill, or successfully convert, all of the humans OR they deprive the survivors water for two days (as spawn do not need water to live). Players may only communicate with each other in the game thread unless stated in their role. Cycles The game will have day and night cycles. Each day cycle will start at 9 AM EDT Monday-Friday. Each night cycle will start at 9 PM EDT Monday-Thursday. The Friday day cycle will continue until 9 AM Sunday. The Sunday night cycle will continue until 9 AM Monday. The weekend timing may be changed (either slower or faster) based on an agreement of the players. Certain actions may only be performed in one of the cycles. Executions During the day cycle the crew may execute one person per cycle. In order to execute someone 1/3 or more of the remaining players must vote for a player to be executed (example: There are 18 people left. At least 6 people must vote for a person in order for them to be killed. If the final tally, for instance, is 5-4-3-2 with 5 people not voting then no one is executed.). 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 (otherwise who would lead the ship?). If the Captain performs the override execution action (see Public Role: Captain below) 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 (no officer needs to vote in favor of a night mutiny). Water The crew has a limited amount of water at the start of the game. The crew may go on Away Team missions in order to find water (see Actions available to all for more information on Away Team missions). Each day each member of the crew needs .25 units of water per day. If a crew member does not receive water for one day they become dehydrated (see Status below). If a survivor does not receive water for two days they die. Spawn do not need water to survive. Locations There are several locations aboard the ship. The Spawn may attack these locations to damage them, while security officers may protect these locations. If the Spawn attempt to attack locations which are being protected, they will instead attack the person guarding them. Engine Room The ship’s engines are housed here. The ship may not lift-off (see Lift-Off below) until these are repaired. Once the ship has lifted-off the engines may not be damaged. A successful spawn attack adds 2-6 man cycles of repair time to the engines. Water Plant The water plant contains two devices relating to water. The water filter and the water tanks. No new water may be added to the water tanks if the water filter is damaged. If the water tanks are damaged, some, or all, water will leak each cycle. A successful spawn attack adds 1-2 man cycles of repair time. The water filter must be damaged before the water tanks may be damaged. Security Headquarters The Security HQ houses the weapons locker and the brig. If the Security HQ is damaged neither place may be accessed. Any weapons not in the security locker will stay with whoever had them when the Security HQ became damaged. The brig is immune to outside attack, (a Spawnling Attack may occur but at a severe penalty), but those with-in the brig may still attack each other. A successful spawn attack requires 2-5 man cycles of repair time. Lift-off Lift-off is generally good new for the survivors. After lift-off no new survivors may become infected (although Spawn and Spawnlings may still evolve). Additionally, at the GM’s discretion, the water requirement may be lessened after lift-off. In order to lift-off the engines must not be damaged and the Captain and one other officer, or a majority of the officers, must perform the action Vote for Lift-Off (see Officer’s actions below). Once both conditions are met lift-off takes place immediately. Away Teams Each day the First Officer may lead an away team. Generally, this away team will be to find water. A crew member, if asked, must go on away team if they have the action points to do so. An away team may go on a short mission (no action points) or a long mission (1 action point). Long missions increase the chance of success of an away team. The success of an away team is dependent on: *The length of the Away Team mission/The amount of planning by the First Officer *The number of survivor crew present (non scientists) *The number of scientists present *The number of spawn on an away team(more spawn equals less success) There is a 10% chance that each member of the Away Team will become a Spawnling when on Away Team. Public Roles and actions Each person based on their public roles has a certain number of action points (AP) each cycle to spend on actions available to their roles. AP expire at the end of each cycle if unused. Actions may be performed more than once, assuming a person has the AP to do so, unless specified otherwise. Many actions may only be performed during one of the two cycles. Actions from a public role are always revealed to the entire crew, although some actions (such as Protect) are not revealed until after they have happened and they may also be faked (see Faking Duties below). Actions available to all Sleep: Night Only Prevents exhaustion (see Status Exhaustion below). Requires all of a person’s action points. Away Team: Day Only Causes a crew member to join an away team (see Away Teams above) 0 AP (short mission) or 1 AP (long mission) 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. See Executions above. 0 AP Officers If an officer dies, the officer below him moves up in rank, with rank 1 being the highest. Captain (Rank 1) (3 AP per cycle) The Captain is the leader of the ship and may not be executed (except by a Mutiny; see Executions Above). 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 (example: The Captain may order an engineer to repair the engine room during the next night cycle). The captain may also rescind, or modify, the orders of any other officer. The captain may not order anyone to vote in a particular way. 1 AP Vote for Lift-Off Day Only May vote to lift-off (see Lift-off above). This does not need to be sent to the GM and may just be posted in the thread. 0 AP Change Execution Day Only The Captain may change the person to be executed, regardless of the vote (and even if no one was scheduled to be executed). This triggers a night vote for Mutiny (see Executions – Mutiny above). This order must be sent to the GM at least 30 minutes before the voting deadline and may be conditional (example: If Pete, change execution to Bob, otherwise do not change). 1 point First Officer (Rank 2) (2 AP per cycle) The First Officer leads all Away Team missions and does not ever have to spend any AP to be part of the mission (beyond points spent planning the mission. See Plan Away Team Mission below) Give Order: Day Only Same as Captain above EXCEPT that the First Officer may not rescind, or modify, orders of the Captain 1 AP Plan Away Team Mission: Day or Night The First Officer must plan what the away team will do on their mission. This may be done in advance (may be planned in one cycle but not carried out until a future cycle). 1 AP for a short mission. 2 AP for a long mission Lead Mutiny: Day Only The Second Officer may lead a mutiny against the Captain (see Executions – Mutiny above). 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 Second Officer any time prior to the end of voting, but he will not regain any AP spent) 0 AP the first time it is performed, 1 AP when performed at any time after that Vote for Lift-Off Day Only May vote to lift-off (see Lift-off above). This does not need to be sent to the GM and may just be posted in the thread. 0 AP Second Officer (Rank 3) (1 AP per cycle) The Second Officer is in-charge of personnel. Give Order: Day Only Same as Captain and First Officer above EXCEPT that he may not modify or change anyone other person’s order. 1 AP Promote Private: Day Only He may promote a private to the position of: Galley Master, Security Crewmen, Sergeant at Arms, Medic or Warden. 1 AP Vote for Lift-Off Day Only May vote to lift-off (see Lift-off above). This does not need to be sent to the GM and may just be posted in the thread. 0 AP Security Chief (Rank 4) (2 AP per cycle) Interrogate Suspected Spawn Day OnlyThis allows the Security Chief to privately communicate with any other crew member for the remainder of that particular day’s cycle. 1 AP Give Order to Security Personnel: Day Only Same as Captain above EXCEPT that the Security Chief may issue orders only to Galley Master, Security Crewmen, Sergeant at Arms, or Warden. 1 AP Protect Night Only May choose to protect a person or location against attack. If there is an attack on that person/place the attack will occur between the Security Chief and the attacker(s). The Security Chief is armed with a three shot phaser, whether or not the Security Headquarters is damaged, providing an additional bonus if the phaser has any shots left. Protect has a smaller positive effect against a Spawn Attack. What/who was protected will not be revealed until the next day cycle. 2 AP Spy Night Only May designate a person to follow around at night and receive a report of that person’s actions. If the person launches an attack (but not a spawn attack) there is a chance that the Security Chief may perform the Protect action (with no AP cost). It will not be posted who the Security Chief spied upon, only that he spied upon someone 2 AP Vote for Lift-Off Day Only May vote to lift-off (see Lift-off above). This does not need to be sent to the GM and may just be posted in the thread. 0 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. Vote for Lift-Off Day Only May vote to lift-off (see Lift-off above). This does not need to be sent to the GM and may just be posted in the thread. 0 AP Enlisted Crew Engineer (1 AP per cycle) Repair Day or Night The Engineer may choose a room to repair reducing the damage by one man cycle. An Engineer cannot fix a system they believe will be attacked before it has been attacked. 1 AP Doctor (2 AP per cycle) Short 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 (in other words a spawnling), the doctor will learn this, and have a good chance of curing the crew member. In this case there is a small chance the doctor will become infected or that either or both the doctor and crew member will die. If the crew member is a spawn the doctor and crew member will die. 1 AP Long 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 cure the crew member. If the crew member is a spawn the doctor will have a chance to cure the crew member. There is also a chance that the doctor and/or crew member will die or that the doctor will become infected. 2 AP Cure Wound Day Only This changes a person’s status from Wounded to normal (see Status below). 1 AP Nurse (1 AP per cycle) There is a small chance that if the Doctor dies that the Nurse will become the doctor. Cure Wound Day Only This will most likely change a person’s status from Wounded to normal (see Status below). 1 AP Short examination Day Only The Nurse may choose to examine any crew member. If the crew member is a survivor, the nurse will learn this. If the crew member is infected, but has not yet become a spawn (in other words is a spawnling), the nurse will learn this, and have a small chance of curing the crew member. In this case there is a chance the nurse will become infected or that either or both the nurse and crew member will die. If the crew member is a spawn the nurse and crew member will die. 1 AP Medic (1 AP per cycle) There is a very good chance that if the Nurse dies that the medic will become the nurse. This will take one day (but the Medic will still be able to perform medic duty during that day). Cure Wound Day Only This will likely change a person’s status from Wounded to normal (see Status below). 1 AP Galley master (1 AP per cycle) Protect Water Night Only The Galley master may guard the Water Plant 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. If the Galley master protects the water, this will not be revealed until the following day cycle. 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. Whenever possible this action should be submitted to the GM during the night cycle. 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. What/who was protected will not be revealed until the next day cycle. 1 AP Spy Night Only May designate a person to follow around at night and receive a report of that person’s actions. It will not be posted who the Security Crewman spied upon, only that he spied upon someone 1 AP Warden (1 AP per cycle) Place in Protective Custody Day Only May compile a list of up to four people to place in the Brig during the night. The Security Headquarters must be undamaged during the day in order to do this. 1 AP Sergeant at Arms (1 AP per cycle) Arm Crew Day Only If the Security Headquarters is undamaged during the day he may distribute phasers to the Security Chief, Security Crewman, or Galley Master. These phasers give a defender a bonus if they have to defend. Phasers have one charge and must be discarded after they are used. 1 AP Scientist (1 AP per cycle) If brought along on an Away Team, they are far more likely to succeed. Privates (1 AP per cycle) Privates are red-shirted crewmen. Careful observers note that there seems to be something special about the red-shirt (which only Privates wear as it is terribly uncomfortable), but most think they're expendable. Privates may be promoted to a new role by the Second Officer. 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 (in other words there will be multiple game updates during the day 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, but will not result in any changes (so in the example the damage would not go down by one man cycle). Secret Roles There are three ways a crewmember will learn their secret role: *They will be told at the start *It’ll be revealed when triggered *It will be revealed after a predetermined round Survivor Secret Roles Except when noted below if a person becomes a Spawn they lose their Secret Role. 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 public role of any (living) crewman, except Captain, First Officer or Second Officer, 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 (example: If a Warden becomes an Engineer they may not use the Place in Protective Custody power twice). Unless it is necessary to mention publicly (such as taking on the Chief of Security role), no one will know who the Duplicant is or what they did. Empathic May PM the GM to verify truth of one complete sentence said by another person in the public thread. The GM will respond with either "True, False, or Unknown" based on the GM's understanding of the statement. This may be used twice per game. There is a 50-50 chance that a person will keep this ability if they become Spawn. Gut Feeling If you received 2-4 (predetermined before the start of the game) votes throughout the day, the GM will inform you of the secret role of one of those players, however, you won't know which player it belongs to. Incorruptible Cannot become a Spawnling on an Away Team. Receives the status Resistant if attacked and three instances if Spawn Attacked (See Status Resistant below). Light Sleeper If attacked by Spawn, the character gains the status "Resistant". If used, may cause exhaustion. (See Status Resistant below). Miracle Worker Once per game may activate for one of the following: - If included on an "Action (Day): Away Team", will protect the team from taint. - May replenish 3 units of water. Slayer May protect any person, overnight, including himself, during the night cycle. He gains the status "Resistant" and "Brutal" when protecting and is considered the Attacker. He will not become exhausted using this ability. Vigilante May attack one player during the night cycle once per game (see Attack below) with a 10% increased chance of success over a normal attack. The chance of success is increased if the Vigilante has a phaser. Spawn Secret Roles Spawn Council The Spawn Council is made up of the three longest surviving Spawn. These three may freely PM each other. Spawn Queen May launch or join a regular or Spawn attack (see Attack below) once per night cycle. If the Spawn Queen dies, the Spawn Council may designate a new Spawn Queen by forgoing all attacks and secret role actions for one night. The new Spawn Queen may not keep any previous role they had. Hive Mind May launch or join a regular attack and may join a Spawn attack (see Attack below) once per night cycle. The Hive Mind knows the identities of all Spawn, and what roles they have, and Spawnlings, but may only communicate with Spawn on the Spawn Council. If the Hive Mind dies a random member of the Spawn Council will receive the power (in addition to any other they may possess). Other Spawn May launch a regular attack (see Attack below). These Spawn know the identity only of the Hive mind. Unevloved Spawn Has no specific powers but has a chance to mutate into one of the Spawn below. This chance increases over time. Lurker Instead of an attack, he may spy on other players overnight and gain a synopsis of what that player did. Mind Leech Instead of an attack, if the Mind Leech is not exhausted (see Status Exhausted below) at night, he may rob a player of their ability to use abilities and actions. Passive abilities (like Resistant) are automatically negated. If the player tries to use an Active ability there is a 40% chance that the ability will be negated. Both involved players become "Exhausted" in any case. Psionic Connection May one time trigger a power which allows all spawns to know the identities of all other spawns. Shellback Has the status "Unwoundable". Swarm Lord If a Swarm Lord is in play and is not exhausted or wounded, the Swarm Lord, along with one other Spawn, may release a Swarm Attack. A Swarm is released against a living target. Swarm attacks are unlike regular attacks. If sent against someone who is healthy, they will be made Wounded. If sent against someone who is wounded or exhausted, they will be killed. Spawnlings These are crew members who are not quite Spawn. If they are not cured in the next day cycle 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 65% chance of success. For each additional person who joins in the attack there is an additional 40% chance of success. There is a maximum of three people in one attack (for a maximum base chance of 145%). 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 increased if the target is exhausted or wounded. The chance of success may be decreased based on whether there is a person defending, and if so who that person is and further decreased if they are Resistant or have a phaser. So in summary: Modifiers which increase the chance of the Attack succeeding *More than one person attacking *Target is exhausted or wounded *Attack of a room and not a person Modifiers which decrease the chance of the Attack succeeding *Security personnel is defending *Security personnel has a phaser *The person being attacked is resistant The level of damage done to either a person or a room is based on how successful the attack is. An attack where the number rolled is above the chance of success is a failure, and there is a small chance that the attacker will be wounded. An attack where the number rolled is from 0-19 of the chance of success then a person is wounded. Any other result causes the person to die. If the target of an attack is a room, is protected, and the only protector dies, there is a chance damage will be done to the room. Example: One Spawn attacks a private. This private is not exhausted, wounded, or resistant so the target number is 65. If the number rolled is 66, the attack fails. If the number rolled is 65, the private is wounded. If the number rolled is 45 the private is killed. If Spawn attack each other there is a 60% possibility that nothing will happen (Spawn will simply know the attack was unsuccessful) a 10% chance that the attacking Spawn will recognize the defender as a Spawn and a 30% chance the attack will be rolled. Multiple Attacks and Protectors Spawn may decide instead of combining an attack to launch more than one attack (but many only attack a person or room twice in one night). When PM’ing the GM with the attack information it should also include the order of attack. The first attack will be resolved followed by the second. If there is more than one protector, the protector with the most bonuses will fight the atack 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 40% chance of success. Up to two other people may join the attack for a 40% increased chance of success (in other words up to 120% base 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 – Dehydrated If a character has the status "Dehydrated" they suffer the same penalties as a character with Status - Exhausted (see below). Further if this status is not cured at the start of the next day cycle (by the person recieving water) then they die. Status – Exhausted Exhausted 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 may be become exhausted and certain things, like performing the Repair action, guarantee exhaustion. 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". Spawns may also chose to Stay Awake, but will receive no trait. Exhaustion can be healed after one night of undisturbed rest. Undisturbed rest is defined as not taking an action. Spawn who attack have a small chance of becoming exhausted (which is increased any time there is a Spawnling attack, especially for those who performed the attack). Status – Resistant For each instance of "Resistant" a character has, he has an additional resistance to defeat in an attack. Status – Unwoundable A character bearing this trait ignores results making him "Wounded". He may be killed normally, however. Status – Wounded When an attack occurs, you never really know for sure who is going to win. Either party involved in an attack may end up WOUNDED. It is impossible to tell with certainty if a wound was caused by Human or Spawn. Someone who is wounded will have only a minor chance to know what attacked them. A WOUNDED player is at a sever 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, nurse, or medic. Undisturbed rest is defined as not taking an action (aside from the Spawn’s regular attack). Player List 1. Lathum 2. RealDeal 3. Passacaglia 4. Saldana 5. Vince 6. Bek 7. Kingfc22 8. dubb93 9. MrBug78 10. hoopsguy 11. sndlvs 12. Mr.Wednesday 13. ArdentEnthusast 14. Blade6119 15. Raiders Army 16. Fouts 17. pennywiseb 18. Schmidty 19. jeff061 20. KWhit 21. MarcVaughn Alternate (The Alternate will have a small, non voting role and will step in should any player need to be replaced) 1. Please don't hesitate to ask questions or give suggestions. |
im always in..even if you are killing me tonight wrongfully
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im interested
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Werewolf? I'm in.
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I would be interested depending on the complexity. Me stupid person.
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I'm always in.
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i[m always in. and blade desrves it
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i would love to play again, count me in
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WW game? Oh yea!!!
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Yeah, I would be up for a more complex game.
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I'd be in provided it starts after Labor Day
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Ok thanks for the responses everybody. Rules and sign-up will be forth coming later this week, with an intended start date of Sept 5.
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While I'd be interested, I'm still new enough to the game that I'd probably sit it out.
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Sounds interesting. I'd like to play!
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im in
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Sounds interesting.
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Ok I have finished typing out the rules. It will be a 16-24 person game with hopefully 1 alternate (who will have a role of sorts). I am going to do a proofread in the morning and make a few last decisions (such as whether or not to include coffee and how much to tell about the percentages of certain events happening). I will change this into a sign-up thread at that point.
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I'd be in. I've taken a long enough break. :)
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IF it starts the 5th, I'll be backaround town in the evening so I'm in.
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I would also be interested
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Barkeep, if you're interested I can point you towards a game like you're talking about on BGG, might give you some ideas of the logistics, etc.
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Also rules have been posted, and sign-up is now open. Please don't hesitate to ask questions or give suggestions. |
in
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im in
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I dunno if I need to sign up again or what, but count me in!
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So is it more than 1/3, or at least 1/3? |
holy complex game, batman! i know i put it up earlier, but count me in
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Also even if you expressed interest before please confirm now that the rules are up. |
I would like to join!
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Count me in for this one
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So, does this
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I've read the rules. Too complex for itty bitty old me. :) I'll watch, though. It should be a fun game, Barkeep!
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Thanks for the kind words Neon! |
WOW those are a lot of rules, but I'll play.
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So would having 2 attackers be any different than having 3? |
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screw it, if there is still room i'll play.
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Im in if it starts on Monday, Labor Day...
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I'll play. Work is starting to pick up a little bit, which may limit daytime activity level, but I'm up for a game and this looks like it could be fun.
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I'll join
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In.
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I'll sit out... little too involved for me.
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Barkeep I would definitely suggest giving credit to Kakaris Maelstrom at BGG since these are basically his rules for the CSW series with some minor changes.
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I'll play since this starts after labor day.
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im game, i told you by PM but you didnt add my name so ill reply here as well
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I'll do it...really complicated and I'll probably muck it up, but I'll give it a shot.
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I appreciate people taking the leap of faith. I promise to offer assitance at all times to confused people. Since we now have 16 we have enough for the game to run for sure. If you would like to request a certain public role please PM me your top three choices and I will be happy to try and fufill your request.
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Count me in. At first I was pretty intimidated, but I'm sure after the first day or so it will make sense.
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One last bump. I hope to send out positions sometime late tomorrow or Saturday and will continue to accept any one who wants to join through Sunday night. If you have a particular public position (or two) that you'd like to play PM me. The first day will start on schedule on Tuesday morning.
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I'll join up, turns out I'm going to have a couple boring days coming up(cars in the shop).
Roles should be assigned randomly I think though. Then again I haven't read the short novel you call a rule set yet ;), so maybe it's covered. |
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Screw that, I wanna be the freakin captain. |
This is going to be a fun read.
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Glad to have you as a reader Neon. I look forward to seeing what twists you've come up with for your game. |
i want some important role...not crappy private or engineer
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I'll play.
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I'm in (just bear with me the first couple of days ok ;) )
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hi all hows it going...sry about the last werewolf game i had the first week of school. Very busy
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Roles have been sent to everybody. The Game will begin Tuesday.
Here is the crew roster: Command Staff Captain - ardent enthusiast First Officer - KWhit Second Officer - RealDeal Security Chief - Kingfc22 Ensign - Lathum Engineers Saldana Mr.Wednesday MrBug708 jeff061 Bek Medical Staff Doctor - Vince Nurse - Raiders Army Security Staff Sergeant at Arms - sndlvs Warden - Blade6119 Galley Master - hoopsguy Security Crewman - Fouts Security Crewman - Schmidty Scientist dubb93 Privates pennywisesb Passacaglia Marc Vaughan |
Ok, now I got to figure out how to play this game :).
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Dammit Jim, I'm a Doctor, not a mechanic!
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Great, I have Blade as part of my security staff.
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And you? Ensign. |
question for barkeep: as an engineer, do i have to select what jobs i do during each cycle by PM to you or post in the thread, or will the captain/first officer order me to do something, which i then automatically do?
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First the only actions which should be posted in the thread are votes. Everything else should be PM'ed to me. In any role you may choose to fufill your duties at any time. So if you decide you want to repair the Engine Room just PM to tell me that and I'll post a duty log showing what you are doing. On the other hand an officer may PM me with your order. In that case I will post that you were ordered to repair the designated place. An officer may also give an order that you repair a place the following day, but you cannot tell me that you'd like to repair a place in the following day. Orders are processed on a first come basis. Hope that answers your question. |
Where's my eyepatch? Garrr.
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So let's say an engineer says "I want to repair X place." Later on, an officer says "I order the engineer to repair Y place." Does the officer's order override the Engineer's action? |
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I'm here. This should be interesting. :)
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I'm excited to get the ball rolling here.
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Rule Change
I've changed the percentages for attacks. Regular attacks now have a 65% chance of success with each additional attacker adding 40 more percent. Spawn attacks now have a 40% chance of success with each additional attacker adding 40 more percent. Previously there wasn't enough of an incentive, I felt, for Spawn to attack in groups giving the survivors a large disadvantage. Under the new rules 1 and 2 player attacks have a decreased percentage while 3 player attacks have an increased percentage. Note that the Vigilante continues to have a 75% chance of success. |
thx barkeep for the missing name...im glade someone is watching out for me...i saw it changed so all is forgiven
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I'm here. Should be a fun game.
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I'm back from an overnight trip to Columbus and ready to get this show on the road.
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im still sooo lost, but im ready to start wading through this...
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One last rule change (I promse!): Previously the rules had stated Spawn on the Spawn Council had limited communications during the day. While this was a good game mechanic in theory, I do not believe it is practical and so Spawn, as in every other WW game, will have the ability to communicate at all times. |
Is the game starting tomorrow?
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I'd rather be a private than a nurse. Just call me Gaylord Focker. :)
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As I do not know what time I will be waking up tomorrow, rather than having the game wait for me, I thought I would get it started tonight. Feel free to talk, but please no voting or actions until after 9 EDT. And now on to the game…
It is the year 2490 and you are a part of the crew of the Peregrine. You have signed up to be on this ship for one reason: money. On the very edges of explored space there are is a report of a planet which is full of Crystlium the most valuable material known to man, as it is the material that has made interstellar travel possible. If the ship succeeds in its perilous mission and manages to bring back a cargo hold brimming with with Crystlium no member of the crew will ever have to worry about money again. The ship has been on the planet for several months, and against all odds, it appears as though the mission will be an overwhelming success. You have managed to almost completely fill your cargo hold, while still maintaining more than enough rations to make the long voyage back home. But then disaster strikes when the earth seems to come out from underneath you. The large earthquake gives everyone a bit of a scare. Fortunately, none of the Crystlium is damaged but the ship’s engines are damaged and it will take several days for the engineers to repair it. Dubb, the ship’s geologist and only scientist, says that another earthquake will likely happen in the next two or so weeks. The engineering crew has a discussion and decides that a few simple changes will prevent any more damage from being done to the ship. Captain Enthusiast decides that all members of the crew will go out and mine the next day to give you a full load of Crystlium, and then all members of the crew can remain safely aboard the ship while the engineers fix the damage. The day goes normally enough for most of the crew. At 2000 hours all of the crew except one is back. The group he had been with says he thought he had found a cache of high quality Crystlium and was going to investigate it. When he didn’t return they figured he had already returned to the ship. By 2100 hours the one crew member is not back. KWhit and Kingfc have put together an away team to look for the member when there is a knock on the outer hull door. The missing crew member, Barkeep, is admitted to the ship, but he is in bad shape. Vince wants to try and perform surgery, but Barkeep insists on telling you his tale. As he went to investigate his sighting of Crystlium a mutant creature, unlike anything he had ever seen before came out of a crevice in the ground, and attacked him. If it hadn’t been for dumb luck, the crewman says, the creature would have succeeded in implanting itself in him. But worse, in the distance he could see what looked like two, maybe three, other members trying to battle similar creatures. While he couldn’t tell who the crewman were, after his battle he went to investigate, and could clearly see two sets of prints leading to a scuffle, but only one set, the human set, walking away. Just as he finishes telling his tale he lapses into unconsciousness. You all stand there numb at the implication of what he has just said when Dubb speaks up. It seems that ever since the earthquake the sensors have read something strange in the air and several crewmembers have spoke of having some sort of awareness that they hadn’t had before. But the news gets worse. Bek reports that the water replication system has stopped working. All diagnostics suggest that it should function normally, but ever since the earthquake it just will not work. There is enough water on the ship to last the crew two days. This means if you are going to last any longer than that, people will have to leave ship on missions to try and find some water on the surface of the planet. It seems as though weird things are happening and that your crew might not still all be your crew and that the only hope of riches, not to mention survival, is to leave the planet and find and kill the spawn who have infected the crew. Ship’s Status Room Reports Engineering – DAMAGED – Requires 12 Cycles to repair Water Plant – Fully Operational Water Supply – 10 units (Enough for just under two days with current crew size) Security Headquarters Fully Operational Brig – Empty Weapons Locker – 7 phasers Crew Status Command Staff Captain - ardent enthusiast First Officer - KWhit Second Officer - RealDeal Security Chief - Kingfc22 Ensign - Lathum Engineers Saldana Mr.Wednesday MrBug708 jeff061 Bek Medical Staff Doctor - Vince Nurse - Raiders Army Security Staff Sergeant at Arms - sndlvs Warden - Blade6119 Galley Master - hoopsguy Security Crewman - Fouts Security Crewman - Schmidty Scientist dubb93 Privates pennywisesb Passacaglia Marc Vaughan All day actions and votes are due by 9 EDT PM Tuesday. Also if you are choosing not to vote for an execution it would be helpful if you would go NO VOTE just so people know not to wait for your vote. Good luck to both sides. |
Just re-read the rules and it looks like water is going to play a big role in this game.
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Checking in. Will be out this morning, hope to catch up with the conversation mid-afternoon.
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hehe, that's great. I feel more motivated already!! So I assume one of us engineers will be slaving over the engine room tonight and the rest will be sleeping? Or can we start working on the room during the current day cycle(if so put me to work ;).)? |
First officer KWhit reporting for duty. It is my opinion that we must secure our water supply and immediately procure additional stores of water.
Let's discuss strategy for a while before we conduct any actions. In fact, I would say we should set aside a time period for planning and coordination and a scheduled time later in the day where we issue orders and perform our duties. I feel that we need to coordinate our actions. I don't want everyone to start doing their own things and stepping on each other. Thoughts? |
Sounds good to me, Kwhit.
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Private Passacaglia, reporting for duty, SIR!
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engineer saldana, awaiting orders sir!
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Engineer MrBug here
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Since 1/3 of the first day is over, if you're looking for something to discuss perhaps who the Doctor and/or Nurse should examine is a good place to start
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From the hip I'd say examination priorities as of now would be Captain, Scientist(since there is only one), then down the command ladder.
Also maybe the Doctor and Nurse should examine each other, or Nurse examines Doctor and Doctor examines Captain, ect. |
i would agree that a long exam of the captain would be the best course of action...make sure our orders are coming from a trustable source. i also think the engineers should get to work on the engines asap, since the water per day requirement may be reduced once we lift off, but i didnt want to put in my action without senior officer approval.
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By the way, as my usual first day strategy I'll vote for the most quiet person. In this case the most quiet person wieghted by least important role.
If most quiet person is an important role I'll have to give them a pass. |
I certainly wouldn't mind getting the engineers working. We could certainly do that and send out a party for water. I am thirsty, after all. :)
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I'm ready and willing to assist with the engines. I think that's a reasonable first priority for fixing.
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