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Old 06-12-2012, 09:39 PM   #5
Barkeep49
Coordinator
 
Join Date: Jan 2001
Location: Not too far away
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).

Last edited by Barkeep49 : 06-17-2012 at 07:29 PM.
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