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Sorry for the delay, my doggy had an appointment to meet her new vet yesterday.
The captain checked his list of passengers and staff while everyone came aboard at the dock. He wasn't much of a fan of getting a fresh crew while taking on civilians, but his orders were quite clear. He couldn't even give them time to get aquainted with one another due to how strictly scheduled this trip was. Once the final person was on board, he made preparations to depart and made a ship-wide announcement.
"Attention everyone, this is the captain. Our heading is a 15 day straight shot to our destination and should be fairly uneventful. However, the pirates would love an opportunity to capture or destroy this ship. In the event of an attack, all guests are to return to and remain in their quarters while the threat is dealt with. Additionally, the ship's interior defenses will attack anyone who registers as a hostile presence. As long as you don't carry a weapon without an authorization chip, you will be fine."
The first day was uneventful and filled with passengers mingling. It was time. An explosion ripped through the ship, sending people and parts flying. The ship came to a stop and a new, unknown voice filled the ship.
"I am sorry passengers, your captain is...shall we say...indisposed of currently. Your flight is being re-routed to a new destination." The ship spun as the crew fought to regain control. Then, everything went dark. Emergency power systems came online, but were only enough to keep two systems running at full. This is where your story begins.
Here's the situation for those who don't like stories or didn't understand because I'm not a good writer: the ship is damaged and can't move. An automated distress signal went off and ships (one friendly, many not) are on their way. You have enough power generation for two systems to be on full or enough for three systems to be on partial.
Here are the available systems:
life support - on full, entire ship is "safe". On partial, random rooms will lose oxygen (random players take oxygen deprivation damage). Off, entire ship loses oxygen (all players take oxygen deprivation damage).
Shields - on full, pirate fleet will deal no damage. On partial, chance of damage getting through to a random room (random players take damage). Off, no protection (random players take damage).
Defense - on full, both internal and external on, pirate ships have a reduced chance of hitting. partial, either internal or external on, auto-switches dependent on detection of threat. off, nothing is on
Scanner - can only be partially powered due to damage. Partial, can see if a pirate fleet is inbound. Off, can't see.
All other ship systems are either unimportant to this story line or too damaged to be repaired here.
Player damage: I like the idea of having events that can hinder you, but not ones that are "oh, sucks to be you" and you can't play anymore. Therefore, I'm using "Environmental Damage" in this round. Everyone has 8 potential that will recover (slowly) over time. Oxygen deprivation takes 1 potential a round, non-player weapons fire does 2 (internal defenses, pirate attack with partial shield power), and anything deemed "extra" doubles that base number. You regain 1 potential each round you don't get additional damage.
Some of the roles will be similar to the standard mafia roles, others will be very specific to this round. There are three groups:
Crew: Your main goal is to discover and kill the pirates. After all, that's what you signed on for.
Guest: Your main goal is to survive. You really don't care which side wins, you just want to be able to have solid ground under your feet again.
Pirate: Your main goal is to take the ship by killing anyone who might be able to stop you. Having this vessel will undoubtedly return you to the dominant force out here.
To keep things interesting, roles will not be revealed here.
As to the rule I mentioned would be added: If you have been killed, you may not talk to people who are still alive about this round at all (no comments on events happening, etc.). You may still make a farewell post, but keep it brief and don't include any information that can help other players. If I find people breaking this rule, a random member of their team will be mod-killed.
As a final note, anything that says something along the lines of "...a chance of..." is determined via polyhedral dice rolls. Not going to waste time this round on making sure that an algorithm is working properly.
Role PM's are being sent out. Feel free to reply to them with any questions you have.
The captain checked his list of passengers and staff while everyone came aboard at the dock. He wasn't much of a fan of getting a fresh crew while taking on civilians, but his orders were quite clear. He couldn't even give them time to get aquainted with one another due to how strictly scheduled this trip was. Once the final person was on board, he made preparations to depart and made a ship-wide announcement.
"Attention everyone, this is the captain. Our heading is a 15 day straight shot to our destination and should be fairly uneventful. However, the pirates would love an opportunity to capture or destroy this ship. In the event of an attack, all guests are to return to and remain in their quarters while the threat is dealt with. Additionally, the ship's interior defenses will attack anyone who registers as a hostile presence. As long as you don't carry a weapon without an authorization chip, you will be fine."
The first day was uneventful and filled with passengers mingling. It was time. An explosion ripped through the ship, sending people and parts flying. The ship came to a stop and a new, unknown voice filled the ship.
"I am sorry passengers, your captain is...shall we say...indisposed of currently. Your flight is being re-routed to a new destination." The ship spun as the crew fought to regain control. Then, everything went dark. Emergency power systems came online, but were only enough to keep two systems running at full. This is where your story begins.
Here's the situation for those who don't like stories or didn't understand because I'm not a good writer: the ship is damaged and can't move. An automated distress signal went off and ships (one friendly, many not) are on their way. You have enough power generation for two systems to be on full or enough for three systems to be on partial.
Here are the available systems:
life support - on full, entire ship is "safe". On partial, random rooms will lose oxygen (random players take oxygen deprivation damage). Off, entire ship loses oxygen (all players take oxygen deprivation damage).
Shields - on full, pirate fleet will deal no damage. On partial, chance of damage getting through to a random room (random players take damage). Off, no protection (random players take damage).
Defense - on full, both internal and external on, pirate ships have a reduced chance of hitting. partial, either internal or external on, auto-switches dependent on detection of threat. off, nothing is on
Scanner - can only be partially powered due to damage. Partial, can see if a pirate fleet is inbound. Off, can't see.
All other ship systems are either unimportant to this story line or too damaged to be repaired here.
Player damage: I like the idea of having events that can hinder you, but not ones that are "oh, sucks to be you" and you can't play anymore. Therefore, I'm using "Environmental Damage" in this round. Everyone has 8 potential that will recover (slowly) over time. Oxygen deprivation takes 1 potential a round, non-player weapons fire does 2 (internal defenses, pirate attack with partial shield power), and anything deemed "extra" doubles that base number. You regain 1 potential each round you don't get additional damage.
Some of the roles will be similar to the standard mafia roles, others will be very specific to this round. There are three groups:
Crew: Your main goal is to discover and kill the pirates. After all, that's what you signed on for.
Guest: Your main goal is to survive. You really don't care which side wins, you just want to be able to have solid ground under your feet again.
Pirate: Your main goal is to take the ship by killing anyone who might be able to stop you. Having this vessel will undoubtedly return you to the dominant force out here.
To keep things interesting, roles will not be revealed here.
As to the rule I mentioned would be added: If you have been killed, you may not talk to people who are still alive about this round at all (no comments on events happening, etc.). You may still make a farewell post, but keep it brief and don't include any information that can help other players. If I find people breaking this rule, a random member of their team will be mod-killed.
As a final note, anything that says something along the lines of "...a chance of..." is determined via polyhedral dice rolls. Not going to waste time this round on making sure that an algorithm is working properly.
Role PM's are being sent out. Feel free to reply to them with any questions you have.