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Subject: Chaos Spawn World VII: Game over! rss

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Dr. Urza, PhD of Dungeon Crawl
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The One, The Only.... Chaos Spawn World(tm) VII by KakarisMaelstrom. As modded by Urza47.

Since CSW6 was such a success, it seems only right to bring it back for another encore. This time around, I've made some more substantive rule changes. Such changes will be in blue, so if you've played in an earlier CSW, you can focus on the blue parts and skim the rest. Please feel free to post questions, comments, and suggestions; nothing is set in stone yet.

Starts on March 7.

=========================
1. Game Overview
=========================

------------------------------------------------
1.1. Setting
------------------------------------------------

1.1.1. Brief

Sci-Fi.
Rules Heavy.
Unabashed Conversion.
Unfair to Blatantly Unfair Odds.

1.1.2. Storyline

Rumors abounded throughout the Empire...that the leadership was being controlled by some sort of alien force.

Goddess-Prophet Cassandra's circuits awoke and she had cried forth a fearsome prophecy...Cassandra believed that the Empire was destined to fall.

And it did. The Empire's ships never returned.

But now, a splinter of the former Empire has reemerged to rise again, reclaim the lost ship and come to one clear conclusion once again...

The Crystal must still be mined.

Once again they look to the Goddess-Prophet Cassandra to find the lost prophecy that occurred long ago. Cassandra's circuit surges with power and her eyes open:

2006.03.15.00001 - Upon this ancient world, travellers land,
2006.03.15.00002 - Seeking power, seeking wealth by the Crystal.
2006.03.15.00003 - Minerva accept the travellers with open arms.
2006.03.15.00004 - As their souls are ripped from their flesh,
2006.03.15.00005 - one asks, "Why is it that we are here?"
2006.03.15.00006 - It might seem a philosophical query, but is not.
2006.03.15.00007 - Had any of them in their hearts desire for [the] [E]mpire?
2006.03.15.00008 - Had all of them forgotten what they left behind to gain this power?
2006.03.15.00009 - No. They too accepted Minerva with open arms.
2006.03.30.00001 - Typhon, its belly full of Crystal, has become the deliverer.
2006.03.30.00002 - However, it will never find its way home.
2006.03.30.00003 - A powerful force is held imprisioned in its metal shell.
2006.03.30.00004 - A war is fought within a day that means the fate of the [E]mpire.
2006.03.30.00005 - None will ever know the names of those who died to save us.
2006.03.30.00006 - But should they not succeed, as I know they must not,
2006.03.30.00007 - we will soon know what it means to be the prey.
2011.09.16.00001 - The desperate
2011.09.16.00002 - do not learn from the past.
2014.09.27.00001 - Still desperate
2014.09.27.00002 - a smaller ship was selected
2014.09.27.00003 - as few would volunteer for this mission.
2015.05.07.00001 - not again. not again. not again.
2015.05.07.00002 - do not dismay we will leave.
2015.05.07.00003 - begone.

Philosophers, politicans, and warriors argue in the forums about what it means and what exactly happened.

However, the Empire has learned from its previous errors... and has created a ship capable of performing this operation while retaining key personnel... another SLAVE SHIP... known as Intrepid.


1.1.3. Story So Far

Real Games:

CSW1: http://www.boardgamegeek.com/geekforum.php3?action=viewthrea...

CSW2: http://www.boardgamegeek.com/geekforum.php3?action=viewthrea...

CSW3: http://www.boardgamegeek.com/geekforum.php3?action=viewthrea...

CSW4: http://www.boardgamegeek.com/thread/103270/chaos-spawn-world...

CSW5: http://www.boardgamegeek.com/thread/681464/chaos-spawn-world...

CSW6: https://www.boardgamegeek.com/thread/1225710/chaos-spawn-wor...

Diversions:

Chaos Spawn World Part Duex and a Third: PreGame Show : http://www.boardgamegeek.com/geekforum.php3?action=viewthrea...

Chaos Spawn World Part Deux and a Third: The Humble Art of Preening : http://www.boardgamegeek.com/geekforum.php3?action=viewthrea...

Chaos Spawn World in Echo Effect: https://www.boardgamegeek.com/article/19169360#19169360

------------------------------------------------
1.2. Rating
------------------------------------------------

Rated R.

Language may be profane. Tactics may be anything short of player harassment or jabs that seems personal in nature. Players may mix In Character and Out of Character communications. Sexual innuendo is encouraged.

------------------------------------------------
1.3. Schedule
------------------------------------------------

1pm BGG: Away missions sent, results posted shortly thereafter. (this may be done earlier at the First Officer's discretion)
3pm BGG: Liftoff announced.
4pm BGG: Day actions due.
5pm BGG: Dusk, execution.

For night, you have until 4pm the following day to submit night orders, with daybreak around 5-6pm.

Weekends/Holidays: The game does not run on weekends. It also doesn't run on US federal holidays.

All times "Central", aka BGG time.

------------------------------------------------
1.4. Chat Rules
------------------------------------------------

Evolved Spawn will be able to communicate in "Spawn Chat". (Spawned are not added to the chat until they evolve.) A Communications Specialist can also set up a chat between any two players.

------------------------------------------------
1.5. Handling Absence
------------------------------------------------

1.5.1. Unknown Absence

GM's discretion. Typically replace first, remove second. Role revealed on removal.

1.5.2. Known Absence

Players may vote or take actions by proxy if they will not be available at the time of day/night flip. Please notify the GM as early as possible in all cases - he enjoys having your actions early in the day if possible.


=========================
2. Game Rules
=========================

------------------------------------------------
2.1. Beginning the Game
------------------------------------------------

2.1.1. Roles

Each player of the game is a single character in the story. That player takes on the role of that character by posting his words into the forum and his private actions by chat to the GM in their mod chat.

Prior to starting the game, every player is given their game role. Until you have that role, you may not post in the thread. Roles are described in far more depth in Section 3.

2.1.2. Game Start

Game starts at 1 AM Monday in a day cycle. (Though in practice, the game will open sometime the previous weekend.)

The following has occured:

- An NPC has been slain.
- A random amount of supplies are generated.
- A number of rooms are damaged.
- At least two players are Spawn - at minimum one Hive Mind and one Spawn Queen.

------------------------------------------------
2.2. Victory Conditions
------------------------------------------------

There are two teams in this game: The Loyalists and the Spawn. Players frequently switch allegiances as the game

goes on.

2.2.1. Loyalist Victory

The Loyalists win if there are no Evolved Spawn in play. This includes slaves and NPCs.

2.2.2. Spawn Victory

The Spawn win in one of two conditions:

- All Loyalists are dead (Blood Victory)
- A single Spawn and Loyalist remain (Spawn Do Not Respect Politics Victory)
(Dehydration Victory was removed)

------------------------------------------------
2.3. What Happens at Day and Night
------------------------------------------------

2.3.1. Day/Night Concept

This game exists throughout time. Day and Night phases are alternated.

2.3.2. Day Cycle

The most important part of the day is that the Loyalist crew votes for one of their number to be executed by the Computer's poison dart. They do this because they suspect that person of being a Spawn.

In order for an execution to be successful, 1/3 or more of the votes must be for a single entity. Additionally, players may vote for "No Lynch". If "No Lynch" wins, or no player has at least 1/3 of the vote, no player is executed.

Players may also [vote nightfall] to lock their vote. You might do this to indicate that you won't be present for lynch, and so others shouldn't count on you to move your vote. If enough people do this, the execution may happen before its scheduled time.

Votes are:

1. In bold.
2. In brackets
3. Refer to the person's username (like in the original mod's case KakarisMaelstrom). Some people have shortcuts
that can be used instead, for example: [vote @] or [vote goo]
4. Votes are case insensitive. Spelling generally doesn't count, but it does have to be unambiguous.

Example:

[VOTE KakarisMaelstrom]

Votes made in any other format are liable to be ignored. A vote must be recognized by Cassandra in order to count. There are a number of other day cycle activities that will be described later.

2.3.3. Night Cycle

The most important part of the night cycle is that the Spawn attack crew members and locations. This can cause damage, deaths, and even conversion of the loyal crew to the side of the Spawn.


------------------------------------------------
2.3. GM Revelations
------------------------------------------------

2.3.1. On Switch of Cycles

When cycles flip, the GM will give an update as to the status of the ship. This status includes, at minimum:

- A roster of the crew, including everyone's public role.
- An accounting of those who were killed, including any associated role reveal.
- Which locations are damaged, and how many shifts are required to repair them.
- The current amount of water and crystal in storage.
- A list of those who are Wounded and Exhausted.

2.3.2. On Deaths

When someone is slain, they will be revealed as:

Human if Human OR
Type of Spawn if Spawn.

Some causes of death, such as mutiny of the Captain, do not include a reveal.

2.3.3. On Change/Update to Status

Wounds, Exhaustion, Medical Examinations, Away Teams, damage to systems, deaths, (virtually everything) will be reported as soon as GM becomes aware of them.

------------------------------------------------
2.4. Actions
------------------------------------------------

2.4.1. Reporting Actions

Actions are reported by chat to the GM.

2.4.2. Action Limits

Unless otherwise stated, each action may only be performed once a day. You may take several actions per day or night cycle but each action may only be performed once.

2.4.3. Failure to Take an Action

If you're past deadline, you fail to act.

2.4.4. Faking an Action

Players may choose not to take advantage of a role or even "appear" as though they are working or have taken their action when they are not. If said role or work would results in a Status occurring, such as exhaustion, that player still takes on that Status. This rule is in place to allow a Spawn engineer, for example, to appear to stay up late working on the engines but actually not do any work.

2.4.5. Resting as an Action

As either a day or night action, you may REST to relieve Exhaustion. That means you take no other action that day. You must specifically say you are resting by chat to the GM.

2.4.6. Stay Awake as an Action

A player may choose to "Stay Awake" by notifying the GM in chat. That night he will also gain a trait of "Resistant" since he'll see any Spawn coming. That also means you take no other action that day.

------------------------------------------------
2.5. Locations
------------------------------------------------

Spawn may nominate to attack locations instead of people. What happens depends on the location.

Some crewman are able to protect locations. Protecting a location means that an attack on a location is instead redirected at you. Typically this means you die to save the location.

2.5.1. Engines – Adds a number of shifts of repair time. As long as the engines are damaged, liftoff is not possible.

2.5.2. Water Supply – If supply has water in it, some amount of water is lost. If supply is empty or nearly so, the tank may be damaged. Until it is repaired, water must be harvested each day and after the check for water, the remaining water is lost.

2.5.3. Security Room – An attack here renders the Security Room unusable. Unassigned weapons are lost.

2.5.4. Slave Pits - A successful attack here frees the slaves on the ship. They riot with unpredictable effects.

2.5.5. Crew Quarters - While the crew quarters are damaged, crewman may not rest.

------------------------------------------------
2.6. Away Missions
------------------------------------------------

The First Officer selects a team of people to go on an away mission. Any number of away missions may be sent, although all must be declared at the same time. Those assigned are obligated to go. (It's an order! Yes, the Captain can be "ordered" to attend an away mission. The Empire is funny about delegation of responsibilities.)

There are four types of missions that may be ordered:

1) Water Mission (Slaves Permitted)
2) Mining Mission (Slaves Permitted)
3) Technology Mission
4) Spawn Hunting Mission (Slaves Permitted)

Slaves may be sent on some away missions. They are not as hardy or as capable as regular crewman, but are expendable. If slaves go along, the expedition must be lead by the First Officer or a Slavemaster.

A maximum of five people, including slaves, can attend an away mission. However, there is no limit to the number and types of missions that can be sent. For example, you can send two five-man water missions.

Any person who goes on an Away Mission is at risk of being infected by Chaos Spawn World (around 10%). This is treated as though they have become a "Spawned". The likelihood of this occurring is increased if there are any Spawn accompanying the Away Team.

2.6.1. Water Mission
Water is essential to the survival of the crew. Each water expedition that is sent produces the following amount of water:

5 per slave.
10 per crewman.
20 per scientist.
-10 per spawned.
-20 per spawn.

At this point, the amount of water harvested can fluctuate by an integer amount from +10 to -50. (uniformly distributed among all multiples of five)


2.6.2. Mining Expedition
Crystal uses the same formula as water. The crew must gather sufficient crystal before they can lift-off.

2.6.3. Technology Expedition
A technology expedition can be sent out to find weird little gadgets that will alter the game mechanics in some way. Each loyalist, especially scientists, increases the chance of finding something as well as its usefulness. Each Spawn or Spawned decreases those chances.

2.6.4. Spawn Hunting Mission
Members of the crew who go on a Spawn Hunting Expedition will have a greater chance of being Spawned (during the mission), however, will be far more resilient to future Spawn attacks.

------------------------------------------------
2.7. Lift Off
------------------------------------------------

If you are Loyalist, you want to lift off.

2.7.1. Advantages of Lift-Off
Spawn Queens degrade into Skindancers.

2.7.2. Water Requirements for Lift-Off
Each crew member must have a unit of water at lift-off. For each unit they are short, a randomly determined crew member takes a wound. If a randomly determined member already has a wound, he dies. (This rule has been replaced by rule 2.12, below)

2.7.3. Mineral Requirements for Lift-Off
The crew's dedication to the Empire demands that they get seven units per player and three units per slave (based on the starting number of each).

2.7.4. Engine Repaired for Lift-Off
The engines must be fully repaired to lift-off.

------------------------------------------------
2.8. The Attack
------------------------------------------------

Attacks are resolved using the following steps:

1. If one player involved in the attack is Wounded and the other is not, the Wounded player is killed automatically.

2. "Armed" players fire at their opponent. If both players are armed, they shoot at each other simultaneously. Each shot has a 20% chance to cause a Wound.

3. The attacker makes a melee attack, as detailed in section 2.8.1. Then the defender, if still alive, makes a melee attack as well.

4. If either combatant is Wounded or Killed, the fight ends. Otherwise, repeat step 3.

2.8.1 Melee Attacks

A melee attack is resolved by rolling 1d100, applying modifiers, and consulting the following table:

21 or more: Target is Killed
1-20: Target is Wounded
0 or less: No effect

Modifiers:
Each stack of "Resistance" on target: -10
Attacker is Exhausted: -20
Attacker is Wounded: -30 (not cumulative with Exhausted)

------------------------------------------------
2.9. Witnessing
------------------------------------------------

Overnight, anyone at the same site as another (based on their night actions) have a 10% chance to see other people at that site. Spawn, if attacking, look like Spawn. You can't tell who the player is. If defending, however, the Spawn retains his human form.

All Spawn see what any Spawn saw.

------------------------------------------------
2.10. Order of Effects
------------------------------------------------

Generally speaking, Spawn actions occur before Loyalist actions. This includes most attacks.

Order of effect in all cases will be based on "adherence to theme" followed by "not revealing data to the dead".

------------------------------------------------
2.11. NPCs
------------------------------------------------

2.11.1. The Computer

The Computer is able to answer player's questions about a great many number of topics. It is a medium by which the GM relays information into the game. It is unable to answer gamebreaking questions like... "Is the Captain a Spawn?" You're welcome to ask though.

2.11.2. Other NPCs

Other NPCs are (most likely) living creatures. This has the unfortunate problem of them being possible targets for a Spawnling Attack. They, however, never have a vote and do not count towards water needs. Some will have nifty powers.

------------------------------------------------
2.12. Water Consumption and Dehydration
------------------------------------------------

2.12.1 Daily Water Requirement

At the conclusion of each day, the crew must drink some water. Every crew member, excluding Galleymasters and Mr. Coffee, must consume one unit of water. If there is not enough water for everyone to have some, all of it is consumed and lots are drawn to determine who gets some. This takes place after the execution, so anyone who dies during the day does not consume water.

2.12.2 Dehydration

Anyone who doesn't drink becomes dehydrated. A dehydrated player that doesn't drink again the following day dies. Dehydrated players do not receive special consideration if there is another water shortage. Thus, it is dangerous to be short on water for multiple days in a row as the crew may start dying off. A dehydrated player that does receive water the next day loses this status.

Spawn can become dehydrated, but will not die of dehydration. If a dehydrated Spawn doesn't receive water again, nothing happens and the Spawn remains dehydrated.

2.12.3 Water Tanks

The water tanks give the crew a buffer in case not enough water is collected on any given day. If the water tanks are damaged when water is collected, any excess water that is not consumed is lost. A successful attack on the water supply may cause a loss of water instead of or in addition to damaging the water tanks themselves.

There is no limit to the amount of water that can be stored in the tanks.


------------------------------------------------
2.13. GM Game Tampering
------------------------------------------------

GM is known to purposely and inadvertently screw with the game by adding or omitting details. Errors will not be corrected after the fact. GM also really doesn't like blatant attempts to abuse game mechanics. In fact, since Chaos Spawn World has this wonderful ability to twist reality, you'll find it might just work against you.

=========================
3. Roles
=========================

------------------------------------------------
3.1. Player Roles
------------------------------------------------

Every player has a number of roles:

Each player has a publicly known crew role: PUBLIC
Each player has a secret role that they might not even know: SECRET (Which indicate whether you are Loyalist or Spawn)
Some players have a quirky trait that does not indicate their allegience: QUIRK

Upon the start of the game, the GM will assign roles to each of the players in a manner he finds consistent with game balance.

Two ways you'll learn about your secret role:
- You'll be told at the start.
- It'll be revealed as it first takes effect.

------------------------------------------------
3.2. PUBLIC ROLES
------------------------------------------------

Public Roles are known to all other players. They are grouped in four types: Officers, Skilled, Security, and Other (to be announced in game if any).

++++++++++++++++++++++
3.2.1. Officers
++++++++++++++++++++++

Officers are the ruling authorities on the ship. Each is assigned a specific rank relative to the other officers. When an officer dies, all officers beneath him are moved up a rank to fill the vacancy. For example, if the Captain is killed, the First Officer becomes the new Captain, the Chief of Security becomes the new First Officer, etc. If there is no underling for a particular officer, the lowest ranked officer may take the advantage of all ranks under him.

For example, a First Officer with no Chief of Security has the advantages of both the First Officer and Chief of Security. If all the officers are dead, all officer advantages are lost.

______________________
3.2.1.1. The Captain (Rank #1)

OVERRIDE EXECUTION - DAY - Being the officer in charge, he can override the crew's voting decision and have someone else executed. He can't override a vote on himself! If he overrides a vote, all crew vote overnight to mutiny. If half, rounded up, do so, the Captain mysteriously disappears. Please notify the GM in chat to do this.

EXECUTE SLAVES - NIGHT - May consider the possibility of killing the slaves the next day. It will be brought to a vote the next day, as well as the typical execution. Please notify the GM in chat to do this. The slave pits must be in good repair.

LIFT OFF - DAY - During the day, may call for Lift-Off.

______________________
3.2.1.2. First Officer (Rank #2)

SEND AWAY TEAM - DAY - The First Officer's primary duty is to lead away missions. Please see "2.6. Away Missions" for complete details. Post the away team assignments to the thread in bold to do this.

______________________
3.2.1.3. Chief of Security (Rank #3)

PROMOTE - DAY/NIGHT - He is in charge of filling in the security gaps. During the day or night, he may change any one Security public role to another Security public role. The request should be sent via chat. The role will change as we enter the next phase. This ability requires the security room to be in good repair.

______________________
3.2.1.4. Junior Officer (Rank #4+)

A replacement officer in case one is slain.

++++++++++++++++++++++
3.2.2. Skilled
++++++++++++++++++++++

Skilled crew members have skills that cannot easily be replaced.

______________________
3.2.2.1. Communications Specialist

OPEN CHANNEL - DAY/NIGHT - Can open a channel during a day or night cycle allowing a chat room between any two players. You cannot open a channel to a mechanical device. Please notify the GM in chat to do this.

______________________
3.2.2.2. Engineer

REPAIR - DAY/NIGHT - May choose a system to repair. You reduce the damage on the system by one shift. Please notify the GM in chat to do this. An Engineer cannot preemptively fix a system they believe will be attacked.

______________________
3.2.2.3. Doctor

EXAMINE - DAY - During the day, may examine a crewman for Spawn infection. If the crewman is Loyalist, he is released. If the crewman is Spawned, the infection is reversed and the crewman is Loyalist again. If the crewman is Evolved Spawn, the doctor is slain during the examination. The results of the examination are publicly reported regardless of the outcome.

______________________
3.2.2.4. Galleymaster

PROTECT WATER - NIGHT - May guard the Water Supply from Spawn attack, as the Sentry skill. The Galleymaster does not need to consume water each day, and cannot become dehydrated. Upon lift-off, may choose a new skilled role.

______________________
3.2.2.5. Nurse

HEAL - DAY - May heal one wounded status to exhausted status, during the day. This is reported publicly.

______________________
3.2.2.6 Mr. Coffee

AI - PASSIVE - Mr. Coffee is an electric coffee pot. As Mr. Coffee is a piece of technology, he cannot be Spawned. Mr. Coffee does not need to consume water for survival, and cannot become dehydrated or exhausted. However, Mr. Coffee cannot attend away missions.

CAFFEINATE - DAY/NIGHT - Coffee cures exhaustion immediately, setting the status to Rested, though the status change is not reported until the next cycle. Each application of coffee consumes one unit of water. This ability can be used up to four times each cycle.
______________________
3.2.2.7. Scientist

SCANNING - PASSIVE - If brought along on an Away Team, they are far more likely to discover things. No extra help on a hunting mission though.

______________________
3.2.2.8. Slaves

FILL IN - PASSIVE - Players who desire to join the game partway through may join as slaves (if the slaves have not been executed).

EXPENDABLE - PASSIVE - Slaves have no skills or voting rights. Slaves cannot be wounded, they die instead. Slaves do not consume water, and cannot become Dehydrated. Slaves may be spawned, however.

++++++++++++++++++++++
3.2.3. Security
++++++++++++++++++++++

Security personnel are there to die for the sake of their kinsmen.

______________________
3.2.3.1. Privates

FUTURE ROLE - PASSIVE - Privates are unassigned crewmen. They may gain a different job later in the game.

______________________
3.2.3.2 Sargeant at Arms

ARM - DAY - If the Security Room is in good repair, he may hand out firearms to players. 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 Security Room is in good repair. Otherwise, those that are "Armed" hold onto their firearms.

______________________
3.2.3.3. Sentry

GUARD - NIGHT - Guards a specific location. If an attack would hit the location he is guarding, the attack is intercepted by his flesh.

MONITOR - DAY/NIGHT - If the Security Room is repaired, you may monitor a particular player or location and get a detailed report of what happened.

______________________
3.2.3.4. Warden

DETAIN - DAY/NIGHT - The Warden locks a player in his room, preventing the detanied from taking any physical action during that phase. The target may still rest normally -- unless of course the Crew Quarters are damaged, in which case another suitable room will be used. Psionic actions, such as those of a Hive Mind, Mind Leech, or Empath, are unaffected. Additionally, the target cannot be attacked while he is detained; an attacker will attack the Warden who is guarding him instead.

______________________
3.2.3.5. Slavemaster

SLAVE MANAGEMENT - PASSIVE - May lead slaves on an Away Mission in the place of the First Officer.

GUARD SLAVES - NIGHT - May guard the Slave Pits at night, as the Sentry skill.

------------------------------------------------
3.3. SECRET ROLES - LOYALIST
------------------------------------------------

3.3.1. Absolute Trust - PASSIVE – A player or group of players know each other very well and if they start acting different (by becoming a Spawned), the other members of the Trust will be informed of it.

3.3.2. Duplicant - DAY/NIGHT - May take on the public ability of any (living) crewman once per game for a single Day or Night cycle. The Duplicant is a sneaky guy, though.... even when using his skill, no one will know who the Duplicant is.

3.3.3. Empathic - DAY/NIGHT - Please notify the GM in chat to verify truth of one complete sentence said by another person. The sentence must come from the public thread. The GM will respond with either "True, False, or Unknown" based on the GM's understanding of the statement. The results are based on when the statement was made; a statement that is now false, but was true when uttered will still return "True". (Once per game. "Unknown" results don't count.)

3.3.4. Incorruptible – PASSIVE - "Tough" to taint via away missions and Spawnling attacks. If an Incorruptible would have converted as a result of attending an away mission, it doesn't work. The role also confers two traits of "Resistant" if attacked by Spawnlings. In either case, the power is spent (unbenknownst to the Incorruptible player) and subequent conversions/attacks are unaffected.

3.3.5. Light Sleeper – PASSIVE - If attacked by Spawn, the character gains the status "Resistant". If triggered, may cause exhaustion.

3.3.6. Miracle Worker – PASSIVE - If included on an Away Team, will protect the team from taint. If the ship would lift-off with one more unit of crystal and you haven't been on an away mission, the crystal might just show up. Likewise for water if there isn't enough for everyone and someone's dehydrated. In any case, this effect only works once. If Miracle Worker hasn't been triggered by lift-off, he'll get some other "to be determined" ability.

3.3.7. Restless – PASSIVE - Fear of being Spawned keeps this character up at night. Wandering the hallways may allow him to witness all sorts of stuff. Characters with it have a chance to become Exhausted every night.

3.3.8. Guardian - NIGHT - May protect any person, including himself. He gains the status "Resistant" and "Brutal" when protecting and is considered the Attacker. (And thus will make a melee attack first) Won't become exhausted using this ability.

3.3.9. Vigilante - NIGHT - May attack one player, once per game. The power is lost when the attack has resulted in a combat. If the intended target cannot be found or reached (due to his arrest, for instance), this power is retained but the Vigilante may become Exhausted as a consequence of wandering the halls at night.

------------------------------------------------
3.4. SECRET ROLES - SPAWN
------------------------------------------------

Spawn always know their secret roles, unless tainted on an away mission.

The Spawn are always aware of all Spawn but may only chat amongst the evolved Spawn.

______________________
3.4.1. Big Deep

BRUTALITY - PASSIVE - Has the status "Brutal".

______________________
3.4.2. Hive Mind

SPAWN ATTACK - NIGHT -

Direct the Spawn's attacks for the night. May take one of three actions:

- May attack using an evolved Spawn of his choice on a person or location of his choice.
- May attack a person using a Spawnling if a Spawn Queen is in play.
- May attack a person using a Swarm if a Swarm Lord is in play.

Once per game, if the Hive Mind is not "exhausted" or "wounded", it may execute a second attack. Each attack must be made with a different instance of evolved Spawn (which may or may not have the same role) and cannot be made the night he gains the Hive Mind role.

UNDYING WILL - PASSIVE - If a Hive Mind is slain, a randomly determind evolved Spawn gains the Hive Mind role in addition to their other powers. The new Hive Mind may make a double attack, even if a prior Hive Mind made one as well. (After the mandatory one night waiting period)

______________________
3.4.3. Lurker

SPY - NIGHT - May spy on other players overnight and gain a synopsis of what that player did. Lurking does not require Hive Mind participation.

______________________
3.4.4. Shellback

ARMORED - PASSIVE - Has the status "Unwoundable".

______________________
3.4.5. Spawn Queen

SPAWNLING ATTACK - PASSIVE - If a Spawn Queen is in play, the Hive Mind may make a Spawnling Attack. A Spawnling is released against a living target.

Spawnling Attacks are not nearly as dangerous as regular attacks - the defender is granted two stacks of the status "Resistant". However, if the Spawnling achieves a "Killed" result, the defender becomes a Spawned. The Spawn Queen is unharmed if the Spawnling it creates dies or is wounded in the attack.

______________________
3.4.6. Spawned

EVOLVING - PASSIVE - This is the only Spawn not considered "Evolved". Upon becoming Spawned, the player is stripped of their Loyalist Secret Role (which cannot be regained). At the start of the next night, the Spawned will evolve into a randomly determined form of Spawn.

If a Spawned is part of an Absolute Trust partnership, and is cured by the Doctor, his partner will receive a new Loyalist role.

______________________
3.4.7. Swarm Lord

SWARM ATTACK - PASSIVE - If a Swarm Lord is in play, the Hive Mind 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. In both cases, the effect is automatic.

______________________
3.4.8. Bio-Plasma Thrall

SUICIDE - DAY/NIGHT - May kill himself outright to kill another player. No roll necessary and requires no involvement from the Hive Mind.

______________________
3.4.9. Mind Leech

PSYCHIC ASSAULT - 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, the ability has a 60% chance of being negated. Both involved players become "Exhausted" in any case. Mind Leeching does not require Hive Mind participation.

______________________
3.4.10. Mister Happy

NINE LIVES - PASSIVE - Mister Happy has this incredible ability to avoid being killed in a battle, one way or another. However, he can't be made to make an attack unless he, himself, is the Hive Mind.

______________________
3.4.11. Plaguebearer

TAINTED - PASSIVE - Even more than other Spawn, the Plaguebearer has an incredible ability to taint anyone he is in contact with.

______________________
3.4.12. Skindancer

TRADE SKINS - PASSIVE - If directed by the Hive Mind to attack, the Skindancer attacks a player. If he achieves a "Killed" result, the Skindancer dies but whoever he attacked because an evolved Spawn immediately.

------------------------------------------------
3.5. QUIRKS
------------------------------------------------

Both Loyalists and Spawn may have Quirks.

3.5.1. Sneaky Git - Has a chance to avoid being found at night.

3.5.2. Vandal - Can leave a secret message for a single player or the group (Please notify the GM in chat to do this.).

3.5.3. Armed - Is armed from the start with a small arms.

3.5.4. Influential - An influential player's lynch vote is worth an additional 0.01. This does not affect the 1/3rd minimum necessary for an execution.

3.5.5. Water Hog - Requires more than your fair share of water. Affects wounding at liftoff.

3.5.6. Psychic Awareness - You become aware when you have been affected in any way by a non-physical action.

3.5.7. Hacker - Once per day and once per night, you may make the Mr. Coffee or the Computer say or do something it does not intend to do. Do this via GM -- the Computer will comply as soon as it is received, or will relay the command to the Mr. Coffee who must also comply with its next post.

3.5.8. Gut Feeling - You may receive the (revealed) secret role of one of the players who voted for you throughout the day if you get enough votes. Will fail to trigger if players are using it as part of a plan.

3.5.9. Snooper - May overhear choice bits of conversations that take place in chat rooms.

3.5.10. Tireless - Almost never becomes exhausted.

=========================
4. Status (aka Traits)
=========================

4.1. Brutal

If a character has the status "Brutal", he ignores the status "Resistant" in his target. (This doesn't work like "brutal" does in most WW games!)

4.2. Dehydrated

Dehydrated players have not had water for some time. If they miss getting water again, they die. This is cured by getting water. Spawn won't die of dehydration, however.

4.3. Exhausted

You get Exhausted by taking a physical action two phases in a row. There are also some skills that simply cause exhaustion.

Furthermore, taking any action at night has some chance to cause exhaustion.

If a player takes an active physical action when exhausted, he becomes Wounded.

You may REST during a day or night phase to cure exhaustion. Coffee can help, too.

4.4. Resistant

For each instance of "Resistant" a character has, he has an additional resistance to defeat in an attack. Attackers are, however, far more likely to win battles than defenders.

4.5. Unwoundable

A character bearing this trait ignores results making him "Wounded". He may be killed normally, however.

4.6. 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 or killed. It is impossible to tell with certainty if a wound was caused by Human or Spawn.

A WOUNDED player is unable to defend himself against further attacks.

A player may choose to injure himself by notifying the GM in chat to do this.. All wounds and healing of wounds will be announced publicly by the GM. A wound can be healed (to exhausted) after two cycles of undisturbed rest. Undisturbed rest is defined as not taking an action (aside from the Hive Mind's attack order).

4.7. Armed

Players which are armed may make preemptive attacks against others, as described in the Attack section.

=========================
5. Number of Players
=========================

Accepting applications for up to 50. Anywhere between 20 - 50 will comprise a full crew.
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Re: Chaos Spawn World VII: Signups! Starts Dec. 7
Player List According to Cassandra:
Androl
annab
AnneAa
Applejack123
Benesephiir
ErintheRed
gelrod
JaredW25
Javal
jerimiah
jwandke
ljtrigirl
mmesich
nolemonplease
RoyalApe
syntax3rror
Tarrant
Taxshop
Tfang
xandryyte

20 players are signed up.

To sign up for this game go to
http://www.thecassandraproject.org/jeremy/werewolf/game/1468...
 
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Re: Chaos Spawn World VII: Signups! Starts Dec. 7
I just signed up on Cassandra. First :D
 
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With Trigun being this lock consensus good read for so many people, I find it really bizarre that she's alive. There's a threshold where if she's still alive she should probably be murdalated.
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Re: Chaos Spawn World VII: Signups! Starts Dec. 7
I just signed up on Cassandra.
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Re: Chaos Spawn World VII: Signups! Starts Dec. 7
I just called Cassandra in for a closer examination. *snaps on rubber gloves*
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Re: Chaos Spawn World VII: Signups! Starts Dec. 7
Now I just need to get Massacred quickly.
 
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With Trigun being this lock consensus good read for so many people, I find it really bizarre that she's alive. There's a threshold where if she's still alive she should probably be murdalated.
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Re: Chaos Spawn World VII: Signups! Starts Dec. 7
annab wrote:
I just called Cassandra in for a closer examination. *snaps on rubber gloves*
Hahaha. Hopefully you won't have to examine me quite as many times this time.
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From first to last, from last to first, werewolf means *not* being cursed.
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Re: Chaos Spawn World VII: Signups! Starts Dec. 7
Would love to play, but can't see far enough into the future to be sure of availability. Signing up for the time being, but if I don't respond promptly to the check-in mail, consider me out of action, sorry.
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Re: Chaos Spawn World VII: Signups! Starts Dec. 7
Javal wrote:
Would love to play, but can't see far enough into the future to be sure of availability. Signing up for the time being, but if I don't respond promptly to the check-in mail, consider me out of action, sorry.
I gave you as an answer in the British sheep so you would play in this game, you know. That's how it works.
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With Trigun being this lock consensus good read for so many people, I find it really bizarre that she's alive. There's a threshold where if she's still alive she should probably be murdalated.
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Re: Chaos Spawn World VII: Signups! Starts Dec. 7
All I remember about this game is that Tommy was the evil slave master, annab and I spent a whole lot of time in the exam room, the only time the water was attacked was the one time I forgot to put the order in to guard it, and Wes made me hungry for Cthulhu cookies.
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Re: Chaos Spawn World VII: Signups! Starts Dec. 7
ljtrigirl wrote:
All I remember about this game is that Tommy was the evil slave master, annab and I spent a whole lot of time in the exam room, the only time the water was attacked was the one time I forgot to put the order in to guard it, and Wes made me hungry for Cthulhu cookies.
I remember it being one of the few times that we both had solid good reads on each other.
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With Trigun being this lock consensus good read for so many people, I find it really bizarre that she's alive. There's a threshold where if she's still alive she should probably be murdalated.
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Re: Chaos Spawn World VII: Signups! Starts Dec. 7
nolemonplease wrote:
ljtrigirl wrote:
All I remember about this game is that Tommy was the evil slave master, annab and I spent a whole lot of time in the exam room, the only time the water was attacked was the one time I forgot to put the order in to guard it, and Wes made me hungry for Cthulhu cookies.
I remember it being one of the few times that we both had solid good reads on each other.
Oh that's true!

Soon. It will happen again.
 
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With Trigun being this lock consensus good read for so many people, I find it really bizarre that she's alive. There's a threshold where if she's still alive she should probably be murdalated.
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Re: Chaos Spawn World VII: Signups! Starts Dec. 7
I shot xandryyte, got the Comms dude to open a channel between us, and then claimed to you so no one could steal it later!
 
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Re: Chaos Spawn World VII: Signups! Starts Dec. 7
ljtrigirl wrote:
All I remember about this game is that Tommy was the evil slave master, annab and I spent a whole lot of time in the exam room, the only time the water was attacked was the one time I forgot to put the order in to guard it, and Wes made me hungry for Cthulhu cookies.
I think I was an engineer last time. Eventually I died.
 
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With Trigun being this lock consensus good read for so many people, I find it really bizarre that she's alive. There's a threshold where if she's still alive she should probably be murdalated.
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Re: Chaos Spawn World VII: Signups! Starts Dec. 7
Ziilch wrote:
ljtrigirl wrote:
All I remember about this game is that Tommy was the evil slave master, annab and I spent a whole lot of time in the exam room, the only time the water was attacked was the one time I forgot to put the order in to guard it, and Wes made me hungry for Cthulhu cookies.
I think I was an engineer last time. Eventually I died.
I think you worked yourself to death?
 
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Re: Chaos Spawn World VII: Signups! Starts Dec. 7
ljtrigirl wrote:
Ziilch wrote:
ljtrigirl wrote:
All I remember about this game is that Tommy was the evil slave master, annab and I spent a whole lot of time in the exam room, the only time the water was attacked was the one time I forgot to put the order in to guard it, and Wes made me hungry for Cthulhu cookies.
I think I was an engineer last time. Eventually I died.
I think you worked yourself to death?
Ah yes, there was an engineering suicide pact to get the ship in the air before the slaves killed us all.
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Re: Chaos Spawn World VII: Signups! Starts Dec. 7
I remember Lemon getting me to replace someone on D1. I read up on the rules and the thread, went to eat, and then came back to see I had died.
soblue
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With Trigun being this lock consensus good read for so many people, I find it really bizarre that she's alive. There's a threshold where if she's still alive she should probably be murdalated.
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Re: Chaos Spawn World VII: Signups! Starts Dec. 7
Ziilch wrote:
ljtrigirl wrote:
Ziilch wrote:
ljtrigirl wrote:
All I remember about this game is that Tommy was the evil slave master, annab and I spent a whole lot of time in the exam room, the only time the water was attacked was the one time I forgot to put the order in to guard it, and Wes made me hungry for Cthulhu cookies.
I think I was an engineer last time. Eventually I died.
I think you worked yourself to death?
Ah yes, there was an engineering suicide pact to get the ship in the air before the slaves killed us all.
It was unsuccessful.
 
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Kevin
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Re: Chaos Spawn World VII: Signups! Starts Dec. 7
I successfully got us off Spawn World in Echo Effect. I'm the right monkey for this job.
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Re: Chaos Spawn World VII: Signups! Starts Dec. 7
RoyalApe wrote:
I successfully got us off Spawn World in Echo Effect. I'm the right monkey for this job.
I successfully lied about everthing on spawnworld.

Sure. I am in.
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Re: Chaos Spawn World VII: Signups! Starts Dec. 7
Because not enough people are currently signed up, this game will be delayed until the following Monday, Dec. 14. If there aren't 20 signups by then, it'll have to wait until January.
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Re: Chaos Spawn World VII: Signups! Starts mid February
Now that various wintertime holidays and conventions are behind us, it's time to get this back on track! I'll update the start date in Cassy tonight. I'm now looking at a mid-February start.

If you're signed up, please make sure you're still in. If you're not, what are you waiting for?
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Re: Chaos Spawn World VII: Signups! Starts mid February
Bump.

I would encourage everyone to play this game given it is one of the more unique experiences on the board.
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Re: Chaos Spawn World VII: Signups! Starts mid February
Don't worry about the rules. The game isn't for the players to have full control of the rules and then strategize. But to have an understanding of their role in the game. And the game happens around them.
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Re: Chaos Spawn World VII: Signups! Starts mid February
dbmurph22 wrote:
Bump.

I would encourage everyone to play this game given it is one of the more unique experiences on the board.
Agreed. I really loved my experience in the last one.

I especially liked the pace. It was slow, but it didn't feel like it.
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