The year is Twenty-Ninety-Three. Drifting in space, the last great Arc of humanity is under siege. Following the rekindling of the Zombie Virus on Earth, the government sent up a craft which would head to new horizons, searching for a new home. That was half a century ago. Somehow, a new strain of the zombie plague was released onto the ship, and humanity is in grave danger. Shall humanity endure? Or shall they be stomped out?
Factions and Win Conditions Spoiler:Survivors- Eliminate the zombie threat
Ultimate Victory: Eliminate the zombie threat + destroy the Source
Zombies - Pacify or otherwise overrun the remaining survivors
Ultimate Victory: Eliminate the survivors without taking casualties
Game Specific Mechanics Spoiler:
All players will receive a Generic Role. Each Generic Role has special attributes and is able to utilize Generic Abilities.
Zombies receive a second Role, in conjunction with their first.
If a room runs out of Oxygen, everyone in the room dies.
Zombification will be treated as an Ability, not a Game Mechanic.
This is a 30 player, closed no-pm game.
48 hour days, 24 hour nights.
All players' locations, statuses, and Generic Roles will be shown publicly. Most abilities will be included in Day Posts.
This game will feature "events". Seemingly random occurrences which are triggered through various means throughout the game. Any events in effect will be listed in the OP and stated at the start of whatever day it is applicable to.
Generic Roles Spoiler:Soldier Weapon Skills Attack is an Incapacitate Search Priority: 4
Scientist May research Zombies May use Technology Attack is a Demobilize Search Priority: 3
Doctor May delay zombie plague May use medical labs Attack is a Demobilize Search Priority: 3
Civilian May move 2 spaces each turn May not use special Items Attack is a Stun Search Priority: 2
Engineer May use most items May access and control the Bridge Cannot Attack Search Priority: 1
Generic Abilities Spoiler:Move: Players may move 1 space/night, unless otherwise stated. Movement priority is the inverse of search priority. Attack: Players may attack other players as their action, causing status effects based on a player’s role. You may only target those in the same room as you Defend: Players may block incoming attacks, but may not perform any other action that day. Defending is ineffective against specific items without their respective counter Search: Players may search their current location for items Items: If a player has an Item, they may activate its ability
Players may Move and make two other generic actions. Defend and Item can only be used alone with Move. This is done each night.
Status Effects Spoiler:Healthy: Implied. Stunned: Player cannot Search, Attack, or use Items a day after being stunned Immobilized: Players cannot Move the of day and the day after being Demobilized Incapacitated: Players cannot take any action the day of and the day after being Incapacitated Dead: Implied. Zombified: Implied.
Area System Spoiler:
1. Bridge [Engineers may access the ship's controls from this location, locking and unlocking doors as well as diverting oxygen] Capacity: 5 2. Armory [Weapons can be found here for Soldiers to use however Items cannot be used in this room because of the security mechanisms] Capacity: 15 3. Cargo A [Special tech can be found here, however because of the darkness, actions are hidden from sight] Capacity: 12 4. Cargo B [Information on who the Zombies might be is found here, however there is a radiation leak which may render people here unable to move] Capacity: 12 5. Mess Hall [The room is well lit, which means any attacks by Zombies here will be made known] Capacity: 10 6. Panic Room [Anyone in this room cannot be lynched while they are in here. You may only stay in this room one day at a time] Capacity: 1 7. Medical Lab [Doctors can use this room to study Zombie samples. Doctors may prevent Stun and Demobilize status effects while in this room as an Action] Capacity: 5 8. Crew Lounge [This room has no special qualities, except it is really big and all players start here] Capacity: 30 9. Science Lab [Scientists can use this room to study Zombie samples. Scientist may research here.] Capacity: 5
FAQ If a room's capacity is orange, it means the room is near full capacity and will use oxygen at a 10% increased rate. If a player is attacked five or more times, instead of being inflicted with a status effect, they are killed. A Soldier's attack or an attack with a weapon counts for double. Zombies are the mafia. Zombies have a generic role as well as a unique zombie specific role.
Re: SFM37 | Pathogenesis 2 (Setup)
Posted: Sat Jan 06, 2018 6:55 pm
by TheCow
All roles sent out. D1 ends in 48 hours, 5 minutes (give or take this is a cow game)
Reminder: basic actions are used at night, unless otherwise stated.
Re: SFM37 | Pathogenesis 2 (Day One)
Posted: Sat Jan 06, 2018 6:55 pm
by cmitc1
hey guys!
lets start this game up right!
i think we should take advantage of the abundance of civilians and use them to protect important people! we dont know if its annouceed whem someone attacks someone to stun someone, so i think its important that we do! ill probably annouce who im going to protect and follow before day end!
what are your guys thoughts on the idea?
Re: SFM37 | Pathogenesis 2 (Day One)
Posted: Sat Jan 06, 2018 6:56 pm
by Exacerbated
Sup nerds
Re: SFM37 | Pathogenesis 2 (Day One)
Posted: Sat Jan 06, 2018 6:57 pm
by cmitc1
there last 5 people on the list are orange for some reason.
Re: SFM37 | Pathogenesis 2 (Day One)
Posted: Sat Jan 06, 2018 6:57 pm
by EvanManManMan
FUCK I WASNT FIRST
Re: SFM37 | Pathogenesis 2 (Day One)
Posted: Sat Jan 06, 2018 6:58 pm
by Metrion
Orange equals scum, cow told me.
Re: SFM37 | Pathogenesis 2 (Day One)
Posted: Sat Jan 06, 2018 6:58 pm
by Gobln
I hardclaim doctor. Yes, I am serious.
Re: SFM37 | Pathogenesis 2 (Day One)
Posted: Sat Jan 06, 2018 6:59 pm
by ejjinami
why are the numbers 26-30 shown in orange while 1-25 in green??????
yes, I don't think we'll lose anything by making our actions known. Perhaps we should make some sort of plan so that we can act in an organized manner?
Re: SFM37 | Pathogenesis 2 (Day One)
Posted: Sat Jan 06, 2018 7:02 pm
by cmitc1
so, do you guys think its safe to assume there is one scum in every class?
Re: SFM37 | Pathogenesis 2 (Day One)
Posted: Sat Jan 06, 2018 7:02 pm
by Metrion
Gobln wrote:I hardclaim doctor. Yes, I am serious.
Heal me, and we cool.
ejjinami wrote:why are the numbers 26-30 shown in orange while 1-25 in green??????
yes, I don't think we'll lose anything by making our actions known. Perhaps we should make some sort of plan so that we can act in an organized manner?
Agreed. Although I think we should keep moving plans somewhat hidden for now.
Re: SFM37 | Pathogenesis 2 (Day One)
Posted: Sat Jan 06, 2018 7:03 pm
by Gobln
cmitc1 wrote:so, do you guys think its safe to assume there is one scum in every class?
You're the zombie (mafia).
Only the mafia would care about this petty stuff.
Re: SFM37 | Pathogenesis 2 (Day One)
Posted: Sat Jan 06, 2018 7:03 pm
by Metrion
cmitc1 wrote:so, do you guys think its safe to assume there is one scum in every class?
Don't setup spec in a Cow game.
Re: SFM37 | Pathogenesis 2 (Day One)
Posted: Sat Jan 06, 2018 7:04 pm
by ejjinami
and if zombies can really survive without air (even if just for a while) I think it would be completely gamebreaking if they had an engineer. so imo if it's true most probably there can't be a zombie engineer. (if we can prove sth like that somewhere in game, it would make me and kosmo inno)
Re: SFM37 | Pathogenesis 2 (Day One)
Posted: Sat Jan 06, 2018 7:05 pm
by lucky333123
Hello everyone!
How do we know who are zombies?
Re: SFM37 | Pathogenesis 2 (Day One)
Posted: Sat Jan 06, 2018 7:07 pm
by ejjinami
lucky333123 wrote:Hello everyone!
How do we know who are zombies?
they bite. living people don't bite, they swallow as a whole.
Re: SFM37 | Pathogenesis 2 (Day One)
Posted: Sat Jan 06, 2018 7:08 pm
by cmitc1
/vote adilian
its never too soon to start RVS
Re: SFM37 | Pathogenesis 2 (Day One)
Posted: Sat Jan 06, 2018 7:10 pm
by Metrion
ejjinami wrote:and if zombies can really survive without air (even if just for a while) I think it would be completely gamebreaking if they had an engineer. so imo if it's true most probably there can't be a zombie engineer. (if we can prove sth like that somewhere in game, it would make me and kosmo inno)
Townie post.
Re: SFM37 | Pathogenesis 2 (Day One)
Posted: Sat Jan 06, 2018 7:10 pm
by lucky333123
ejjinami wrote:
lucky333123 wrote:Hello everyone!
How do we know who are zombies?
they bite. living people don't bite, they swallow as a whole.
Ohhh so basically zombies are hidden players who are basically "mafia"?
Re: SFM37 | Pathogenesis 2 (Day One)
Posted: Sat Jan 06, 2018 7:11 pm
by TheCow
Attention all passengers. Due to breaches in the hull's integrity, all doors leading to the Armory have been locked. These doors may only be released by accessing the Captain's security override card.
ACCORDING TO UNCONFIRMED REPORTS, THE CAPTAIN WAS KILLED BY ZOMBIES IN ONE OF THE CARGO AREAS LAST NIGHT. MAYBE THE KEY-CARD IS LOST THERE?
Re: SFM37 | Pathogenesis 2 (Day One)
Posted: Sat Jan 06, 2018 7:13 pm
by Gobln
cmitc1 wrote:/vote adilian
its never too soon to start RVS
Scummy post.
Metrion wrote:
ejjinami wrote:and if zombies can really survive without air (even if just for a while) I think it would be completely gamebreaking if they had an engineer. so imo if it's true most probably there can't be a zombie engineer. (if we can prove sth like that somewhere in game, it would make me and kosmo inno)