Page 1 of 74

SFM37 | Pathogenesis 2 (Canned)

PostPosted: Sat Jan 06, 2018 5:53 pm
by TheCow
Revelations
Pathogenesis: an Exodus


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: Image

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

Re: SFM37 | Pathogenesis 2 (Setup)

PostPosted: Sat Jan 06, 2018 5:53 pm
by TheCow
Player List
01. Metrion - Civilian
02. Arcthurus - Civilian
03. Killthestory - Soldier
04. leyva45 - Soldier
05. OllyRenard - Scientist
06. Schultz128 - Civilian
07. moonbird - Soldier
08. cmitc1 - Civilian - Survivor
09. Multiuniverse - Soldier
10. ChubbyMooshroom9 - Scientist
11. EvanManManMan - Soldier
12. MichaelGRook - Civilian
13. andilin1 - Civilian
14. Harkonnen97 - Civilian
15. non271103 - Civilian
16. verdance - Soldier
17. Icibalus - Civilian
18. ShortcutButton - Civilian
19. Varanus - Doctor
20. roz1roz - Civilian
21. kosmo16 - Engineer - Survivor
22. BasicFourLife - Scientist
23. taylork2 - Scientist
24. ejjinami - Engineer
25. lucky333123 - Civilian
26. JammySplodge - Civilian
27. gobln - Doctor
28. mdb1023 - Doctor
29. orangeandblack5 - Soldier
30. Exacerbated - Doctor

ISOs
Spoiler: TheCow

-

Metrion
Arcthurus
K1llthestory
leyva45
OllyRenard
Schultz128 - ryanyb
moonbird
cmitc1
Multiuniverse
ChubbyMooshroom9
EvanManManMan
MichaelGRook
andilin1
Harkonnen97
non271103
verdance
Icibalus
ShortcutButton
EvilDeanius0 - Varanus
roz1roz
kosmo16
BasicFourLife
taylork2
ejjinami
lucky333123
JammySplodge
gobln
mdb1023
orangeandblack5
Exacerbated

Re: SFM37 | Pathogenesis 2 (Setup)

PostPosted: Sat Jan 06, 2018 5:53 pm
by TheCow
Area System
Image
Bridge
█ (11) (0/5)
Armory
███ (25) (0/15)
Cargo A
███ (26) (2/12)
Spoiler: 01. Metrion - Civilian
02. Arcthurus - Civilian
24. ejjinami - Engineer
07. moonbird - Soldier

Cargo B
████ (43) (5/12)
Spoiler: 06. Schultz128 - Civilian
14. Harkonnen97 - Civilian
17. Icibalus - Civilian
18. ShortcutButton - Civilian
25. lucky333123 - Civilian

Mess Hall
██████ (55) (4/10)
Spoiler: 03. Killthestory - Soldier
11. EvanManManMan - Soldier
26. JammySplodge - Civilian

Panic Room
█ (5) (0/1)
Medical Lab
██ (23) (1/5)
Spoiler: 28. mdb1023 - Doctor
Crew Lounge
███ (25) (12/30)
Spoiler: 21. kosmo16 - Engineer
13. andilin1 - Civilian
08. cmitc1 - Civilian
29. orangeandblack5 - Soldier
04. leyva45 - Soldier
05. OllyRendard - Scientist
09. Multiuniverse - Soldier
12. MichaelGRook - Civilian
15. non271103 - Civilian
16. verdance - Soldier
19. EvilDeanius0 - Doctor
20. roz1roz - Civilian
22. BasicFourLife - Scientist
27. gobln - Doctor
30. Exacerbated - Doctor
23. taylork2 - Scientist

Science Lab
██ (22) (2/5)
Spoiler: 10. ChubbyMooshroom9 - Scientist

Re: SFM37 | Pathogenesis 2 (Setup)

PostPosted: Sat Jan 06, 2018 5:53 pm
by TheCow
Timeline
Game Start
Event 1

Re: SFM37 | Pathogenesis 2 (Setup)

PostPosted: Sat Jan 06, 2018 5:56 pm
by TheCow
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)

PostPosted: 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)

PostPosted: 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)

PostPosted: Sat Jan 06, 2018 6:56 pm
by Exacerbated
Sup nerds

Re: SFM37 | Pathogenesis 2 (Day One)

PostPosted: 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)

PostPosted: Sat Jan 06, 2018 6:57 pm
by EvanManManMan
FUCK I WASNT FIRST

Re: SFM37 | Pathogenesis 2 (Day One)

PostPosted: Sat Jan 06, 2018 6:58 pm
by Metrion
Orange equals scum, cow told me.

Re: SFM37 | Pathogenesis 2 (Day One)

PostPosted: Sat Jan 06, 2018 6:58 pm
by Gobln
I hardclaim doctor. Yes, I am serious.

Re: SFM37 | Pathogenesis 2 (Day One)

PostPosted: 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)

PostPosted: 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)

PostPosted: 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)

PostPosted: 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)

PostPosted: 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)

PostPosted: 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)

PostPosted: Sat Jan 06, 2018 7:05 pm
by lucky333123
Hello everyone!

How do we know who are zombies?

Re: SFM37 | Pathogenesis 2 (Day One)

PostPosted: 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)

PostPosted: Sat Jan 06, 2018 7:08 pm
by cmitc1
/vote adilian


its never too soon to start RVS

Re: SFM37 | Pathogenesis 2 (Day One)

PostPosted: 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)

PostPosted: 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)

PostPosted: 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)

PostPosted: 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)


Townie post.

Scummy post.