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Old 06-12-2012, 09:39 PM   #4
Barkeep49
Coordinator
 
Join Date: Jan 2001
Location: Not too far away
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.

Last edited by Barkeep49 : 06-18-2012 at 07:32 AM.
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