About time I finally released this! I've been planning it since before
Werewolf got resurrected, thus the hastily added first sentences.
This is a game similar to Werewolf in a way, but far more advanced with more options.
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The
crew member entered the room. Laser cages lined the walls to the left
and right, each was filled with strange organisms. A single desk was
backed up against the far wall.
The crew member went to the desk and
sat down. He quickly scanned through the papers in the 'In' pile, and
immediately saw what he was looking for. It was a list marked; Omega,
Gamma and Sigma biogenetic codes. The crew member needed to Sigma codes
for his newest project.
Before he left, he looked across the room at
a special cage in the corner. The lasers were twice as thick and the
alloy twice as strong.
Inside the cage lied a single parasite form.
It was the latest discovery from Omega research. It appeared to have
incredible properties once it found a host, and was even apparently
able to control all the other Omega parasites. Testing was scheduled to
begin tomorrow.
The crew member went up to the cage, and leaned
toward the parasite. It seemed completely oblivious to him. He wondered
why the cage was so strong, why the lasers so thick. The creature could
not have escaped from a normal cage, let alone this huge thing.
The
crew member shook his head, and started towards the door. However, a
small yellow post-it note that had slipped unnoticed off the desk got
under his foot, sliding on the slippery steel floor. The crew member
fell backwards, into the thick cage's control panel.
There was a smash.
There was a scream.
There was silence.
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This RP relies heavily on PMs, so bear that in mind when you join.
=============================
TURNS
You
will get to perform one action every turn. I say when turns begin.
Simply choose what action you wold like to perform and PM it to me.
FREE ACTIONS
Radio
(Make a message broadcast across the entire ship; simply post in the
thread. I wll be posting the ship's PA updates like blood tester
results and lab jettisons)
GENERIC ATIONS
Go here (allows you to travel to a location and perform no action)
If you walk past something, you will be notified. You then have the options to:
-Follow (follows the target. they are notified of you following)
-Sneak (follows the target without being noticed)
-Talk to (allows you to have a private PM conversation with them. This action does not use your turn)
-Use items (for example, shooting at them)
If you walk past a passed out player, you can slap them awake again if you want. This does not use up your turn.
THE STATION
The BMRS station glided through the abyss of space, three rings rotating slowly as it orbited the massive planet RX3 below.
BLUE RECTANGLES:
Automatic
Major Doors. They open for any moving object, but log whoever goes
through. Smash them to disable this, but that takes up your turn.
BLUE FLASHING LINES:
Elevators
that can take you from one end of the line to the other. If the power
is on, it is quick and easy. If the power is off, you have to climb a
smooth metal shaft. Not fun. Climbing the shaft takes up your turn, too.
BRIDGE:
A
large room. Various security cameras and control panels line the wall.
Most of the station can be remotely controlled from here. The
surveillance system lets you view the inside of any blue room. There is
also a single escape pod here capable of taking you on a one-way trip
to the planet's surface. There is also a machine that lets you lock any
major door from here (the ones marked on the map-unmarked doors cannot
be locked).
ACTIONS:
See what happens inside every blue room (power must be on).
Single-use escape pod to the surface.
Lock-blue-doors
machine. Can lock infinite doors in one turn. (power must be on for
locks to work, broken doors cannot be locked).
Confirm/Deny A-Bomb (allows/disallows A-Bombs to be collected from the nuke lab)
Confirm/Deny Eject Biolabs (allows/disallows the biolab support button)
STATION CONTROL:
Engage
the thrusters and move the station out of orbit. You could go as far as
to land the station on the planet, but that is a bit extreme.
ACTIONS:
Land station (allows passage from cargo hold to surface)
Launch Station (disallows cargo to surface movement)
Station Missiles (can deal 3 hits of damage to any vessels outside the station)
FC (Facility Control):
A
small room, from which you can control the stations Power and Oxygen
supply. You can also order self destruct, which destroys the entire
station after a lengthy wait, and can be disabled from this room also.
ACTIONS:
Enable/Disable Power
Enable/Disable
Oxygen (kills all lifeforms without a suit on board if left off for
three turns, cannot be used while station is landed)
Enable/Disable Self Destruct (starts a five-turn countdown that destroys the whole station when it reaches zero)
CARGO STORAGE:
You
can get anything from medical supplies to armored spacesuits to oxygen
tanks to assault rifles from this huge room. There are hundreds of
containers, making this room like a maze. There are also two
poorly-armed exploration vessels docked here, which are the only way to
get to the planet and have a way back.
ACTIONS:
Get Item
Launch Vessel (fly into space! see Vessels)
Get on leaving vessel (jump onto a vessel that is leaving)
FAC. LVL (Facility Level):
The Power Core, Life Support and Station Surveillance Control systems are located on this cramped deck.
ACTIONS:
Enable/Disable Power
Enable/Disable
Oxygen (kills all humans without a suit on board if left off for three
turns, cannot be used while station is landed)
Break Power (Disables Power Permanently)
Break Oxygen (Disables Oxygen Permanently)
Break Surveillance (Disables cameras permanently, but you are still caught on tape normally while breaking it)
SUPPORT SHAFT:
Unreachable unless you break down the wall, basically a long reinforced tube filled with pipes.
(No Actions Here)
HABITATION DECK:
Several rooms coming off of a few corridors. This deck is where you sleep.
(No Actions Here, individual rooms have no cameras, corridors only)
CANTEEN:
A large room with several tables, several automated food creators and a bar.
ACTIONS:
Food (Heals one hit)
Drink (Get drunk- 50% chance for double damage, 50% chance to pass out)
HABITATION CORRIDOR:
A corridor that extends around the entire habitation ring. Clean and metallic.
(No Actions)
WEP. LAB (Weapons Lab):
You can pick up experimental firearms and remote bombs here. There are a few labs and one testing range.
ACTIONS:
Get Item
NUKE LAB (Nuclear Lab):
Heavy
machinery resides in this massive lead-lined room. Don't worry,
radiation levels are safe. There is a blood tester to check for
parasitic infection, a laser autodoc to heal any wound besides death,
an AI construction facility and an A-Bomb factory. A-Bombs require
confirmation from the bridge to make, and destroy an entire ring in one
blast. There is also a reactor in the corner; damage it and the entire
room is ejected from the station.
ACTIONS:
Get A-Bomb (W00T!)
Blood Tester (checks if you are a parasite, results are public)
Autodoc (Heals any wound, removes semi-para)
Hit Reactor (ejects and selfdestructs the Nuke Lab, you and any person in it goes with it)
Break Stuff (Permanently disable the blood tester, autodoc or a-bomb factory)
Resurrect
AI (Brings the AI back from the dead. Requires AI chip. If resurrected
by an alien, the AI becomes evil until it dies again.)
AI repair (used only by AI. Restores it's full health.)
BIOENGINEERING LABS:
Many
labs linked by narrow corridors. There are many experimental creatures
in the simulated environments. There are also a number of indestructibe
parasite incubators here!
ACTIONS:
Release creatures (these guys are vicious, use with caution)
Spawn Parasites (creates a parasite drone)
BIOLAB SUPPORT:
A
long narrow metal corridor that reaches behind the biolabs. If you can
press a button here and get confirmation from the bridge, you can shut
off all the biolabs and kill everything in them.
ACTIONS:
Biolab support button (ejects and selfdestructs the biolabs, you and any person in them goes with them)
RESEARCH RING:
A long white corridor that stretches the entire length of the research ring.
(No Actions)
THE PLANET RX3:
A vast icy expanse. You need a spacesuit or space armor to survive down here. It is barren, and a place of last resort.
ACTIONS:
Launch Vessel (if there are any vessels on the planet, you can fly off in one)
Get on leaving vessel (jump onto a vessel that is just leaving)
Awaken
Behemoths (angry yetis take over the planet and deal 1 hit of damage to
everyone on the planet every turn. anti-planet-camper-ability)
ITEMS AND FUNCTIONS:
Only humans and human-form aliens can use items.
Medkit: Heals one hit. Does not use turn. (found in cargo)
Small Firearm: Deals one hit of damage to a target. Four rounds can be picked up per turn. Firing uses turn. (cargo and wep lab)
Grenade: Deals two hits of damage to anyone in the room, excluding self. Excellent anti-drone weapon. (cargo and wep lab)
Bomb:
Places a remote bomb. When detonated, can clear the room, dealing 2
hits to humans and human-form aliens and 3 hits to anything else
inside. Placing uses turn, detonating uses turn. If you want, you can
also order it to destroy walls and create makeshift doorways. (wep lab
only)
Nuke: Destroys an entire station ring. Timed for five turns.
If detonated in the main structure, destroys the station. If detonated
on the planet, kills anyone on the planet and renders it unreachable.
Arming uses turn. (nuke lab only)
Assault Rifle: Deals two hits of
damage to a nearby target. Two rounds can be picked up per turn. Firing
uses your turn. (cargo and wep lab)
Space Suit: Allows you to
survive without oxygen if you are human. Also stops people identifying
you when they walk past. Putting on or taking off the suit uses your
turn. (cargo only)
Battle Armor: Allows you to survive without
oxygen if you are human. Also gives you 1 extra hit of health. Putting
on or taking off uses your turn. (wep lab only)
Drug: Allows you to
perform 2 actions in one turn, at the cost of one hit of health. Taking
the drug does not use your turn, but only gives you two actions on the
turn you used it. (cargo only)
Stimpack: +1 damage for the next three turns, at the cost of one hit of health.
Virus
Canister: Infests the target with a pimped-up version of the parasite.
It takes one hit of health away every turn until the target dies, then infection
rules apply. Can be removed with autodoc.
Shadow Key: Secret item. What does it unlock? (you have to find this item)
AI
Global Upgrade: Makes the AI uberpowerful when used on it! Use with
caution. +3 hits of hp and +2 damage. Deactivates on death.
AI Chip: Can be recovered from an AI corpse. Used to resurrect the AI. Can be destroyed to eliminate AI from the game.
HITS (HEALTH):
Every human starts with 3 hits of health.
Aliens have 4 hits of health when in their true alien forms.
The AI has five hits of health.
Alien drones have 2 hits of health only, but cannot pass out.
If
your hits reach 1, you pass out. AI incuded, they become immobilized.
If your hits reach zero, you die. If you were infested with semi-para
or virus canister when you died, you then become an alien spawn.
UNARMED COMBAT:
Huamns cannot engage in unarmed combat, but every human starts with a Small Firearm with 5 ammo.
Aliens
in their alien form and drones can deal 1 hit of damage without a
weapon. Cerebrates deal 2 hits. However, this also infests the victim
of the attack with semi-para.
AIs can use their machine cannon to deal 2 hits of damage to the target. This is increased with the AI global upgrade.
PASSING OUT AND DEATH:
If
you pass out, you cannot move until someone slaps you awake again. You
can, however, still make radio broadcasts. Passed out players are prime
targets for finishing blows, so be careful when broadcasting your
stunned status over the radio.
If you die, it is game over. Unless you are the AI, in which case you must wait for someone to resurrect you.
A dead player becomes an identifiable corpse. A player that turns into a spawn leaves a mutilated, unidentifiable corpse.
ALIENS
Finally, the main objective!
When
the game begins, one player is chosen to be the 'cerebrate', or lead
alien. Their mission is to subvert the other players into spawns or
kill them. If the cerbrate dies, a random spawn becomes the cerebrate.
If all aliens die, humans win. If all huamns die or turn to spawns, the
aliens win.
Aliens can use their turn switching beteen their human
and alien forms. In their human form, they look exactly like regular
humans. In their alien form, they have the power to infest other
players and fight without ammo. Thay also lose the need to breathe
oxygen. However, they cannot use items in this form.
DRONES
Alien
drones created in the biolabs are controlled by the cerebrate, who
orders them around just like a player. They are a dangerous force when
in numbers, but can easily be cleared out with a bomb or grenade.
However, they are also dumb, and do not notice players they pass in the
corridors, only players found at their destination. They have the
special ability; Rampage, which causes them to go to a place and just
attack whoever they find there, instead of waiting until next turn.
However it has a large chance of failing when multiple drones are given
this order.
THE AI
The AI's job is to defend the humans. It
is the only player that can be resurrected, and is by far the most
powerful player. It cannot use items at any point however. It has the
special ability; Overdrive, which allows it to make two actions in one
go. This however costs it one hit of health, identical to the Drug.
VESSELS
Time to take flight! The vessels docked in the cargo hold are useful. once you get aboard and launch one, you get some options.
ACTIONS:
Orbit
station (stay near the station. You can see other ships near the
station this way. This is where your ship ends up just after launch)
Land in station (go back to the cargo hold)
Fly down to planet (land on the planet)
Shoot at other vessel. (deals a hit of damage to the vessel. The vessels have 5 hits, the station has 20)
Self Destruct (guess.)
TIPS FOR TAKING YOUR TURN
Don't RP for me, just list what you will be doing in the turn.
Save your RPing for when you interact with other players.
Wow, big rules list. But it gets the game identified well.
LET THE SIGNUPS BEGIN!