WWG VII: GAME OVER (Tie game)
Posted: Tue Jun 07, 2005 1:58 am
STARDATE: 6.6.2505
CRAFT: The Steven Carr
MISSION: Travel to the Vega star system to observe and evaluate planetary bodies for possible colonization.
CREW MANIFEST: 14 senior crew, 138 colonists, 1 AI
DRIVE TYPE: Hyperspace jump drive requiring crew and colonist stasis during jumps.
In space, there is no night or day, only the inky darkness between the stars.
One vessel, tiny in the infinite blackness, holds the fragile lives of the crew and colonists of The Steven Carr, a hand-picked crew from old world Terra, heading for a distant star. The colonists are in a locked-away stasis system in the lower cargo hold, in suspended animation for the entire duration of the seventy-five year journey. The crew, however, will awaken between hyperjump "hops" to make course adjustments and evaluate the health and safety of the crew and colonists, and the viability of the mission.
Unbenownst to the crew, however, an undeathly monster lurks on the ship. It creeps along in the darkness, and, away from Sol's burning rays, is now immune to the ordinary forms of death for its kind. Most importantly, it knows the Hunger, and must feed to sustain itself. During the hyperjumps, it awakens from its death-like state-- a state all too familiar to it-- and walks the silent ship, searching for a victim.
It tries first the colonist bay, where over a hundred souls wait, ready to be drained. But the system lock warns to alert the entire ship and crew if violated, so it lurks back to its stasis chamber. Soon, when it has greater power and the crew is weak, it will take over and oh, the feasting then!
In the meantime, it will need a partner, to make another like itself if it can, or at least an ally, and it silently picks through the sleeping crew like a child picking through a bin of candy....
CREW MANIFEST:
Space Service Officers:
Captain Surly - (Captain) Ship's Captain JETTISONED
Commander Dee - (Commander) Pilot DRAINED
Lt. Shmeashter - (Lieutenant) Stellar Navigator
Lt. Nick - (Lieutenant) Chief Engineer DISAPPEARED
Lt. Farmer [Hallucinatingfarmer] - (Second Lieutenant) Jumpdrive Engineer AIRLOCKED
Mr. Nixit - (Specialist) Ship Technician
Mr. Floyd - (Specialist) Jumpdrive Technician
Swymir - (SWYMIR unit) Computer AI SHUTDOWN
Civilian Crew:
Dr. Smart - (Doctor) Xenobiologist
Dr. Schme - (Doctor) Linguist
Dr. Sparkle - (Doctor) Psychologist DRAINED
Dr. Slayer - (Doctor) Mathematician DRAINED
Dr. Meisora - (Doctor) Physicist
Dr. McCoy - (Doctor/Lieutenant) First Medical Officer (holds a rank of Lieutenant in the Service) DRAINED
Master Mikki - Master Chef and Morale Officer (also holds an Ensign rank in the Service)
Some of this crew, it knows, may have special skills as well. Already, it is aware that the same lock override that protects the colonists could be used in a crew stasis chamber. And the ship's logs, minimal though they are during the hyperjumps, could provide clues to a clever hacker, despite its best efforts to hide its traces.
It finds a suitable Thrall and feeds the younger vampire a tasty morsel before they return to stasis.
Vampire Lord, please PM me with your Thrall's name.
Hacker, please PM me with your pick for investigation.
Override, you just protect yourself tonight, please.
Additional information:
The Space Service has a military-style hierarchy, but this is a colony ship, and therefore it is run democratically. However, the Captain has the tie-breaking vote in cases of ties unless the entire crew (both Service and Civilian) unanimously votes to change that Space Service directive.
The Computer AI (the SWYMIR unit) is a character in his own right and a member of the crew, and he can be killed. He could also be killing the crewmembers. The main difference (aside from personality) between him and everyone else is that he doesn't need to describe moving into and out of rooms on the ship.
If the entire crew abstains, no one will be "lynched." This will not, however, save you from the vampires. It will also screw with your chances for winning*.
The secret roles are:
Vampire Lord - with the Thrall, drains one person per Stasis Cycle.
Vampire Thrall (chosen by the Vampire Lord) - with the Lord, drains one person per Stasis Cycle
The Hacker (Seer) - May learn information about an individual from the ship system logs each night.
The Lock Override (Wolfsbane) - May protect one individual, including themselves, from the vampires each night. Sorry for the sucky title-- it was the best I could think of.
The hacker acts at the beginning of Stasis. The Lock Override acts at the beginning of Stasis, after the Seer. The Vampires act in the middle of Stasis.
At the start of each Wake Cycle (Day), I will announce how many days it is before the next Stasis Cycle (Night). No dallying! Deadlines are absolute. About the only way they're not is if the Jump Engineer gets pressured into changing the jump schedule, but let me warn you, Lieutenant-- that piece of equipment is worth far more to the Service than you!
There will be no OOC discussion thread, because dead people don't speak. If you want to talk, do it by PM or in the game thread. Hopefully, the known deadlines between Cycles will alleviate some of the "vote already!" OOC discussion, and if anyone really wants to complain about something related to the game, please feel free to PM me.
As always, PLEASE FEEL FREE TO PM QUESTIONS TO ME! Related to the game, of course.... Seriously, if there's something you don't understand, or you want help with your role, or anything, I will be happy to chat with you about it.
In-character PM "whispers" between players are all right. If you RP them as going through the ship's email system, whoever initiates it should send me a summary when done (this is so, if the Hacker spies you, I might use your email as a log entry they perceive, the information they might gain about your secret identity). If you RP a PM as being whispered in front of others, please indicate that you're whispering in game as well, as usual. If you are dead, you are as silent as the vacuum of space. At the end of the game, there will be an OOC forum thread for chatter and wrap-up, but not until then.
Obviously, the secret identities will always remain secret, even after death.
Having posted the start of the game, I will now go ask the CD to please lock the sign-up thread and sticky this thread.
If you need a refresher: Description of the game.
Thanks, everyone, for joining the game. I look forward to running a great game and everyone having a good time! Good luck!
* In a 14-person game, you have to start with a day cycle to turn the odds in slight favor for the villagers, or give the Seer a free peek. If the crew abstains in the early part of the game, they have a good chance of not killing one of their own that day, but the overall odds for the game tip slightly to favor the vampires. Your choice.
CRAFT: The Steven Carr
MISSION: Travel to the Vega star system to observe and evaluate planetary bodies for possible colonization.
CREW MANIFEST: 14 senior crew, 138 colonists, 1 AI
DRIVE TYPE: Hyperspace jump drive requiring crew and colonist stasis during jumps.
In space, there is no night or day, only the inky darkness between the stars.
One vessel, tiny in the infinite blackness, holds the fragile lives of the crew and colonists of The Steven Carr, a hand-picked crew from old world Terra, heading for a distant star. The colonists are in a locked-away stasis system in the lower cargo hold, in suspended animation for the entire duration of the seventy-five year journey. The crew, however, will awaken between hyperjump "hops" to make course adjustments and evaluate the health and safety of the crew and colonists, and the viability of the mission.
Unbenownst to the crew, however, an undeathly monster lurks on the ship. It creeps along in the darkness, and, away from Sol's burning rays, is now immune to the ordinary forms of death for its kind. Most importantly, it knows the Hunger, and must feed to sustain itself. During the hyperjumps, it awakens from its death-like state-- a state all too familiar to it-- and walks the silent ship, searching for a victim.
It tries first the colonist bay, where over a hundred souls wait, ready to be drained. But the system lock warns to alert the entire ship and crew if violated, so it lurks back to its stasis chamber. Soon, when it has greater power and the crew is weak, it will take over and oh, the feasting then!
In the meantime, it will need a partner, to make another like itself if it can, or at least an ally, and it silently picks through the sleeping crew like a child picking through a bin of candy....
CREW MANIFEST:
Space Service Officers:
Captain Surly - (Captain) Ship's Captain JETTISONED
Commander Dee - (Commander) Pilot DRAINED
Lt. Shmeashter - (Lieutenant) Stellar Navigator
Lt. Nick - (Lieutenant) Chief Engineer DISAPPEARED
Lt. Farmer [Hallucinatingfarmer] - (Second Lieutenant) Jumpdrive Engineer AIRLOCKED
Mr. Nixit - (Specialist) Ship Technician
Mr. Floyd - (Specialist) Jumpdrive Technician
Swymir - (SWYMIR unit) Computer AI SHUTDOWN
Civilian Crew:
Dr. Smart - (Doctor) Xenobiologist
Dr. Schme - (Doctor) Linguist
Dr. Sparkle - (Doctor) Psychologist DRAINED
Dr. Slayer - (Doctor) Mathematician DRAINED
Dr. Meisora - (Doctor) Physicist
Dr. McCoy - (Doctor/Lieutenant) First Medical Officer (holds a rank of Lieutenant in the Service) DRAINED
Master Mikki - Master Chef and Morale Officer (also holds an Ensign rank in the Service)
Some of this crew, it knows, may have special skills as well. Already, it is aware that the same lock override that protects the colonists could be used in a crew stasis chamber. And the ship's logs, minimal though they are during the hyperjumps, could provide clues to a clever hacker, despite its best efforts to hide its traces.
It finds a suitable Thrall and feeds the younger vampire a tasty morsel before they return to stasis.
Vampire Lord, please PM me with your Thrall's name.
Hacker, please PM me with your pick for investigation.
Override, you just protect yourself tonight, please.
Additional information:
The Space Service has a military-style hierarchy, but this is a colony ship, and therefore it is run democratically. However, the Captain has the tie-breaking vote in cases of ties unless the entire crew (both Service and Civilian) unanimously votes to change that Space Service directive.
The Computer AI (the SWYMIR unit) is a character in his own right and a member of the crew, and he can be killed. He could also be killing the crewmembers. The main difference (aside from personality) between him and everyone else is that he doesn't need to describe moving into and out of rooms on the ship.
If the entire crew abstains, no one will be "lynched." This will not, however, save you from the vampires. It will also screw with your chances for winning*.
The secret roles are:
Vampire Lord - with the Thrall, drains one person per Stasis Cycle.
Vampire Thrall (chosen by the Vampire Lord) - with the Lord, drains one person per Stasis Cycle
The Hacker (Seer) - May learn information about an individual from the ship system logs each night.
The Lock Override (Wolfsbane) - May protect one individual, including themselves, from the vampires each night. Sorry for the sucky title-- it was the best I could think of.
The hacker acts at the beginning of Stasis. The Lock Override acts at the beginning of Stasis, after the Seer. The Vampires act in the middle of Stasis.
At the start of each Wake Cycle (Day), I will announce how many days it is before the next Stasis Cycle (Night). No dallying! Deadlines are absolute. About the only way they're not is if the Jump Engineer gets pressured into changing the jump schedule, but let me warn you, Lieutenant-- that piece of equipment is worth far more to the Service than you!

There will be no OOC discussion thread, because dead people don't speak. If you want to talk, do it by PM or in the game thread. Hopefully, the known deadlines between Cycles will alleviate some of the "vote already!" OOC discussion, and if anyone really wants to complain about something related to the game, please feel free to PM me.
As always, PLEASE FEEL FREE TO PM QUESTIONS TO ME! Related to the game, of course.... Seriously, if there's something you don't understand, or you want help with your role, or anything, I will be happy to chat with you about it.
In-character PM "whispers" between players are all right. If you RP them as going through the ship's email system, whoever initiates it should send me a summary when done (this is so, if the Hacker spies you, I might use your email as a log entry they perceive, the information they might gain about your secret identity). If you RP a PM as being whispered in front of others, please indicate that you're whispering in game as well, as usual. If you are dead, you are as silent as the vacuum of space. At the end of the game, there will be an OOC forum thread for chatter and wrap-up, but not until then.
Obviously, the secret identities will always remain secret, even after death.
Having posted the start of the game, I will now go ask the CD to please lock the sign-up thread and sticky this thread.
If you need a refresher: Description of the game.
Thanks, everyone, for joining the game. I look forward to running a great game and everyone having a good time! Good luck!
* In a 14-person game, you have to start with a day cycle to turn the odds in slight favor for the villagers, or give the Seer a free peek. If the crew abstains in the early part of the game, they have a good chance of not killing one of their own that day, but the overall odds for the game tip slightly to favor the vampires. Your choice.