old.Tohtori
FH is my second home
- Joined
- Jan 23, 2004
- Messages
- 45,210
People are onboard a science vessel, sent to investigate the deep regions of space. Their mission gets complicated as they find out that there are parasitic aliens onboard the ship. No one knows who they are! Eek!
Every now and then the people need to get rest and the ship needs to reboot systems, and then the evil that lurks in the shadows will roam free. During "day time" time the people will choose one person to be thrown out the airlock, just 'cause of good old paranoia.
The players are;
Calaen
Thorwyn
fl3a
Cerb
- English -
tris-
Uara
Aph3x
Thadius
Levin
The roles are;
Parasites (Wolves, talk among eachother, kill at night.)
Parasite leader (orders kills and scouts, if lost, scouting is lost)
Crewmembers (The ones in the middle, no powers)
Scientist (Can investigate DNAs during night to find out who people really are. (Seer role))
Mechanic (Can set people in stasis during night. during stasis, they can't be touched or do any action)
Android (Works with the crew. Can survive one attack from parasites and learn the identity of said parasite. Can also survive a infiltrator attack, but won't learn identity)
Infiltrator (Can plant DNA evidence, or kill during night. Lone survivor. DNA planting will mask someone as a parasite for other seers. IF a parasite scouts a faked person, they will recieve parasite info as well).
RP rules apply; No previous info to be used, metagaming at a minimum.
No inactivity timer; Prod works, if prodded, person has to answer to me. I will modkill inactive players, i won't modkill silent people.
Added definitions; parasites send out a killer and scout, these are parasite individuals and kill/scout work as individual actions, not group. So blocking a parasite, will block kill.
Will send out roles and wait for confirmations. No talking before i set the wheels in motion.
Every now and then the people need to get rest and the ship needs to reboot systems, and then the evil that lurks in the shadows will roam free. During "day time" time the people will choose one person to be thrown out the airlock, just 'cause of good old paranoia.
The players are;
Calaen
Thorwyn
fl3a
Cerb
- English -
tris-
Uara
Aph3x
Thadius
Levin
The roles are;
Parasites (Wolves, talk among eachother, kill at night.)
Parasite leader (orders kills and scouts, if lost, scouting is lost)
Crewmembers (The ones in the middle, no powers)
Scientist (Can investigate DNAs during night to find out who people really are. (Seer role))
Mechanic (Can set people in stasis during night. during stasis, they can't be touched or do any action)
Android (Works with the crew. Can survive one attack from parasites and learn the identity of said parasite. Can also survive a infiltrator attack, but won't learn identity)
Infiltrator (Can plant DNA evidence, or kill during night. Lone survivor. DNA planting will mask someone as a parasite for other seers. IF a parasite scouts a faked person, they will recieve parasite info as well).
RP rules apply; No previous info to be used, metagaming at a minimum.
No inactivity timer; Prod works, if prodded, person has to answer to me. I will modkill inactive players, i won't modkill silent people.
Added definitions; parasites send out a killer and scout, these are parasite individuals and kill/scout work as individual actions, not group. So blocking a parasite, will block kill.
Will send out roles and wait for confirmations. No talking before i set the wheels in motion.