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
![Smile](images/smilies/smile.gif)
.
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:
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.