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Old 06-12-2012, 09:39 PM   #1
Barkeep49
Coordinator
 
Join Date: Jan 2001
Location: Not too far away
WW CXLIX SPAWN IV - GAME OVER (Post 3845)

After the success of the third mission to Spawn Planet, a small permanent mining operation was able to be established on the planet. All has gone well until now, with no Spawn activity reported. But now the Spawn are back.

Anticipated Start date is Monday June 18th.

Warning: Spawn is an intense game. It has been called a favorite rule set by some, but the 3 Spawn games have averaged over 3400 posts and is the game with the second most posts in a single thread (not counting the two dungeon games).

Sign-up
1. Danny
2. Autumn
3. JAG
4. hoopsguy
5. Chief Rum
6. Zinto
7. Schmidty
8. Simbo Klice
9. britrock
10. Lonestargirl
11. Packerfanatic
12. Chubby
13. CrimsonFox
14. Shiggles
15. saldana
16. Julio
17. Darth Vilius
18. mauboy
19. Abe Sargent
20. dubb93


Last edited by Barkeep49 : 06-20-2012 at 08:06 AM.
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Old 06-12-2012, 09:39 PM   #3
Barkeep49
Coordinator
 
Join Date: Jan 2001
Location: Not too far away
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 .

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:
Spoiler


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.

Last edited by Barkeep49 : 06-18-2012 at 07:15 AM.
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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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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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Old 06-12-2012, 09:46 PM   #6
Danny
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I was going to sit out the next one but will play in this. In. I can't possibly play worse than last game.
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Old 06-12-2012, 09:50 PM   #7
Autumn
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Join Date: Feb 2003
Location: Bath, ME
I've never played in Spawn, so I'm excited to get a chance.
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Old 06-13-2012, 07:19 AM   #8
JAG
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Join Date: Nov 2000
Location: St. Paul, MN
Quote:
Originally Posted by Danny View Post
I was going to sit out the next one but will play in this. In. I can't possibly play worse than last game.

Eh, you're allowed one game to remind us you're human too.

In. Never read the Spawn games, so I'll be interested to see what it's about.
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Old 06-13-2012, 09:06 AM   #9
Barkeep49
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Location: Not too far away
Rules have been posted. Requests for public roles are honored where possible.
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Old 06-13-2012, 09:40 AM   #10
Autumn
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Location: Bath, ME
First person to post after startup saying they haven't read the rules yet gets my vote.
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Old 06-13-2012, 10:40 AM   #11
hoopsguy
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Join Date: Oct 2000
Location: Chicago
In.

I've played the previous ones, I'm sure I won't need to read these lengthy rules

Yeah, that sounds like me.
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Old 06-13-2012, 10:57 AM   #12
Chief Rum
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Join Date: Oct 2000
Location: Where Hip Hop lives
I will enter myself in this fine game here run by Barkeep. Thx.
__________________
.
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I would rather be wrong...Than live in the shadows of your song...My mind is open wide...And now I'm ready to start...You're not sure...You open the door...And step out into the dark...Now I'm ready.
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Old 06-13-2012, 11:50 AM   #13
Passacaglia
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Join Date: Oct 2000
Location: Big Ten Country
Oh, you are killing me here. With lurker being due June 19, this is just not going to happen.
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Old 06-13-2012, 12:31 PM   #14
The Jackal
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Join Date: Jan 2008
Location: New Hampshire
I probably won't be able to play, won't be able to participate much until 6/21. We'll see though.

Last edited by The Jackal : 06-13-2012 at 12:32 PM.
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Old 06-13-2012, 01:48 PM   #15
Zinto
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Join Date: Jan 2011
I am in!
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Old 06-13-2012, 04:27 PM   #16
Schmidty
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Join Date: Apr 2001
Location: Early, TX
Haven't played in.....forever; however, I shall play this.
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Old 06-13-2012, 04:28 PM   #17
Simbo Klice
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Join Date: Oct 2009
Wow. In.
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Old 06-13-2012, 04:30 PM   #18
Chief Rum
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Location: Where Hip Hop lives
Quote:
Originally Posted by Schmidty View Post
Haven't played in.....forever; however, I shall play this.

Awesome, glad to see ya.
__________________
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I would rather be wrong...Than live in the shadows of your song...My mind is open wide...And now I'm ready to start...You're not sure...You open the door...And step out into the dark...Now I'm ready.
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Old 06-13-2012, 04:38 PM   #19
Lathum
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Join Date: Dec 2001
Location: homeless in NJ
just stopping in to say hi!
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Old 06-13-2012, 04:43 PM   #20
Autumn
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Join Date: Feb 2003
Location: Bath, ME
VOTE LATHUM
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Old 06-13-2012, 04:44 PM   #21
Autumn
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Location: Bath, ME
Sorry, it's a reflex.
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Old 06-13-2012, 04:49 PM   #22
Danny
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Join Date: Jul 2001
Someone message AlanT, he's got to play in this game.
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Old 06-13-2012, 04:53 PM   #23
Lathum
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Join Date: Dec 2001
Location: homeless in NJ
Quote:
Originally Posted by Autumn View Post
VOTE LATHUM

not bolded. Doesn't count.
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Old 06-13-2012, 06:32 PM   #24
Autumn
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Join Date: Feb 2003
Location: Bath, ME
Quote:
Originally Posted by Danny View Post
Someone message AlanT, he's got to play in this game.

Danny's got too much stuff to do, you guys take care of this.
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Old 06-13-2012, 08:09 PM   #25
britrock88
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Join Date: Jan 2011
Location: Madison, WI
I was transfixed by the scroll of the original Spawn WW game. Hoops was an absolute hero.

I'm in.
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Old 06-13-2012, 08:09 PM   #26
CrimsonFox
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Quote:
Originally Posted by Autumn View Post
Danny's got too much stuff to do, you guys take care of this.

did it this morning
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Old 06-13-2012, 08:10 PM   #27
Autumn
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Join Date: Feb 2003
Location: Bath, ME
Quote:
Originally Posted by CrimsonFox View Post
did it this morning

I guess we know who Danny's bitch is.
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Old 06-13-2012, 08:13 PM   #28
Danny
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Join Date: Jul 2001
Quote:
Originally Posted by Autumn View Post
I guess we know who Danny's bitch is.

My sig keeps getting longer
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Old 06-13-2012, 08:58 PM   #29
Barkeep49
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Join Date: Jan 2001
Location: Not too far away
Quote:
Originally Posted by CrimsonFox View Post
did it this morning
Crimson you playing? You ought to experience Spawn...
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Old 06-13-2012, 09:03 PM   #30
CrimsonFox
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Join Date: Dec 2009
thinking. I really need a break after last game. But maybe these few days will be my break. Then there's putting up with Autumn and Danny's crap.
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Old 06-13-2012, 09:06 PM   #31
hoopsguy
General Manager
 
Join Date: Oct 2000
Location: Chicago
Quote:
Originally Posted by Danny View Post
Someone message AlanT, he's got to play in this game.

I'll be aimless this game without a chance to bicker with Alan when we are both villagers
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Old 06-13-2012, 09:09 PM   #32
hoopsguy
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Join Date: Oct 2000
Location: Chicago
Quote:
Originally Posted by britrock88 View Post
I was transfixed by the scroll of the original Spawn WW game. Hoops was an absolute hero.

I'm in.

It was a really fun game.

It was also that time in the WW career where I was just starting to hit my stride in terms of villager play - I think it takes most players a few games to find a forum voice they are comfortable with in the WW group.
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Old 06-13-2012, 11:10 PM   #33
LoneStarGirl
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Join Date: Jan 2005
Location: Little Rock, AR
This is a hard one to turn down... I think I'll do better since I won't be on drugs that week

I'm in
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Old 06-14-2012, 09:18 AM   #34
Autumn
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Join Date: Feb 2003
Location: Bath, ME
My plan is to be on drugs that week, hopefully it will help.
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Old 06-14-2012, 09:44 AM   #35
Barkeep49
Coordinator
 
Join Date: Jan 2001
Location: Not too far away
We're at 10. I think I can run this particular variation with 16, though more is always better with Spawn. I will be sending out some invites to some alum today and hopefully we can get at least that 16.
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Old 06-14-2012, 10:41 AM   #36
PackerFanatic
Pro Starter
 
Join Date: Jul 2005
Location: Appleton, WI
Oh man...another Spawn? I certainly loved the one I played in...I should hopefully have time to play, so count me in

Thanks for the PM, BK.
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Old 06-14-2012, 01:11 PM   #37
LoneStarGirl
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Join Date: Jan 2005
Location: Little Rock, AR
No alant? blade? Lathum out of retirement?
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Old 06-14-2012, 01:33 PM   #38
LoneStarGirl
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Join Date: Jan 2005
Location: Little Rock, AR
I just reread spawn III, I forgot I played. Very trying game.... Is bulletsponge still around? He was fun.
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Old 06-14-2012, 01:34 PM   #39
LoneStarGirl
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Join Date: Jan 2005
Location: Little Rock, AR
And please sign crimson up, he knows he wants to play
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Old 06-14-2012, 03:54 PM   #40
CrimsonFox
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Join Date: Dec 2009
I keep thinking this is about that african amercian that wears tights and has the giant red cape and chains.
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Old 06-14-2012, 05:08 PM   #41
Chubby
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Join Date: Oct 2000
Location: Syracuse, NY
you bastards.... in
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Old 06-14-2012, 05:41 PM   #42
CrimsonFox
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Join Date: Dec 2009
I'll play only if my friend can play. His name is ...uh...ScarletVulpine.
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Old 06-14-2012, 06:04 PM   #43
Shiggles
Mascot
 
Join Date: Jun 2012
Hello, I'm a friend of CrimsonFox, im a mafia player, although this game looks REALLY complicated, so in order to get the feel for the forum style and how games like this run (i play IRL lol) you mind if i observe as a guest?

Last edited by Shiggles : 06-14-2012 at 06:05 PM. Reason: Spelling
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Old 06-14-2012, 07:06 PM   #44
Autumn
Head Coach
 
Join Date: Feb 2003
Location: Bath, ME
I can't believe CF's trying to trick us like this.
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Old 06-14-2012, 07:09 PM   #45
Zinto
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Join Date: Jan 2011
Hahah, I think Shiggles should have picked the name ScarletVulpine
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Old 06-14-2012, 07:34 PM   #46
JAG
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Join Date: Nov 2000
Location: St. Paul, MN
Quote:
Originally Posted by Shiggles View Post
Hello, I'm a friend of CrimsonFox, im a mafia player, although this game looks REALLY complicated, so in order to get the feel for the forum style and how games like this run (i play IRL lol) you mind if i observe as a guest?

If we told you no, how would we know you weren't observing anyway? Sounds like a wolf play.

Happy belated birthday and hi.

Last edited by JAG : 06-14-2012 at 07:34 PM. Reason: ridiculous spelling error
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Old 06-14-2012, 07:36 PM   #47
Barkeep49
Coordinator
 
Join Date: Jan 2001
Location: Not too far away
Quote:
Originally Posted by Shiggles View Post
Hello, I'm a friend of CrimsonFox, im a mafia player, although this game looks REALLY complicated, so in order to get the feel for the forum style and how games like this run (i play IRL lol) you mind if i observe as a guest?
I can give you a nice low key public starting role and so your main concern could be wolf finding. Certainly happy to have observers but players are good too
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Old 06-14-2012, 07:53 PM   #48
Zinto
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Join Date: Jan 2011
Yeah get in the game. We play nice with new players
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Old 06-14-2012, 07:59 PM   #49
Shiggles
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Join Date: Jun 2012
Quote:
Originally Posted by Barkeep49 View Post
I can give you a nice low key public starting role and so your main concern could be wolf finding. Certainly happy to have observers but players are good too


Lol, well if you guys want new blood here i am :-P. I'll have to read indepth the whole intro and find out who im supposed to be huntin, or maybe ill just sit there and incite slave revolts against our evil oppressor Sir Crimsonfox the agitated, i mean, el capitan! *salutes*
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Old 06-14-2012, 08:10 PM   #50
CrimsonFox
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Join Date: Dec 2009
Well if you are reading the rules, that's more than most of us will do.
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