StarCraft Mafia (Dead)
Posted: Fri May 29, 2009 8:59 pm
StarCraft Mafia
In the remains of a lone outpost in the wastelands of Mar Sara, a small group of soldiers huddle in bunkers amidst shredded wrecks of vehicles and carcasses of Zerg. As they wait for the onslaught that is sure to come, they are unprepared for the attack that comes from within their own unit.PLAYING
At the beginning of the game, a certain number of players (number depends on total number of players) are randomly chosen to become infested. The goal of the infested player is to kill or infest all other players. The goal of the uninfested players is to kill all infested terrans. The game ends when one (or both) of these goals is accomplished.
The game is divided into 24-hour days. Each day, a player (including the infested terrans) may do only one of the following:
Attack Player (+1 fatigue)
Sleep (+2 HP; -3 fatigue; -%50 from first defense, -%25 of second defense if attacked while sleeping)
Use Active Ability (+1 fatigue)
Do Nothing (-1 fatigue)
In addition to one of the previous actions, a player may also:
Give weapon to other player.
Pick up weapon.
Use Offensive Ability
Steal Weapon (+1 fatigue; roll of 11 or 12 required; +6 to roll if target player is sleeping; if it does not succeed, the target player gets 1 attack; declaration of stealing PM'd to game moderator)
For ease of reading and prevention of confusion, all actions must be posted in bold. If an action is not posted in bold, it will not be accepted. If a player does not post any actions, it will be assumed he has Done Nothing. Illegitimate actions will not be accepted.
Turn: a 24-hour day.
Round: the period combat during which the attacker attacks once and the defender defends once
Attack: the instance during combat when the attacking player fires at the other player.
Defense: the instance during combat when the defending player fires at the other player.
Infested Terrans
Infested Terrans are humans that have been infected by the Zerg hyperevolutionary virus. For the sake of gameplay, the infested terrans in this game have been infected by a different strain than the normal. This strain produces no visible alteration of the human, and the human has full mental capacity, but is under the control of the Zerg. Sorry guys, these infested terrans can't blow up.
An infested terran has two forms: human form and Zerg form. In his human form, he works like any other player. In the Zerg form, he has different stats and abilities, and he attacks differently (see Combat (Infested Terran)).
Infested Terrans may communicate with each other via PM, code, phone, telepathy, or whatever way they want.
Fatigue
Fatigue is a penalty that affects player's attack and damage rolls. A player receives fatigue for certain actions.
A player receives +1 fatigue for every 2 turns he is awake in a row, and an additional fatigue for every additional day (e.g. a player awake 5 days in a row receives +1 fatigue on day 3, day 4, and day 5, for a total of +3 fatigue).
Infested Terrans are affected by fatigue while in human form, but not while in Zerg form.
Combat
Combat occurs when one player attacks another player by announcing it via posting who he is attacking on the game thread. When more than one player attacks a single player, each player attacks the single player separately; their order is chosen randomly.
A player only uses one weapon during a battle. The strongest weapons of a player are automatically used during combat, unless the player has explicitly stated which weapon he wants to use.
A player's passive abilities are automatically used first during combat, even if they interfere with the player's attack (e.g. medic using optic flare grenade).
The player with the longest-ranged weapon goes first. If both players have equal ranges, the attacking player goes first.
For each attack or defense, a player first rolls a D12 die. The fatigue of the player is then added to the number on the die. If the resulting number (after the defense has been added) is less than or equal to the attack of the weapon the player is using, the player has scored a hit. If the result is greater than the attack of the weapon the player is using, the player has missed.
If the player scored a hit, he then rolls a die with the number of sides equal to the damage of the weapon the player is using. The defense of the other player is then subtracted from the number on the die. The resulting number (after defense has been subtracted) is then subtracted from the HP of the other player, unless the resulting number is negative, in which case the negative number is treated as a 0.
If the result of the first D12 die is 1, the player has scored a critical hit. Critical hits always get the highest damage possible with the weapon the player is using, and ignore fatigue and defense.
If a player reaches 4 body HP with no suit HP left during combat, he automatically flees. The other player gets 1 last attack in the fleeing player, then combat is concluded.
Combat procedes until one player kills or (in the case of an infested terran attacking) infests the other, or one player flees.
A player may commit suicide by attacking himself, in which case he automatically dies without a battle.
Combat (Infested Terran)
Infested Terrans announce their attack secretly to the game moderator via PM. When attacking like this, the infested terran attacks in Zerg form, not human form. The results of the attack are posted by the moderator only if at least one of the combatants are killed or at least one of them flees.
When attacking in Zerg form, all infested terrans are named 'Infested Terran'; his identity in human form is not revealed.
When attacking in Zerg form, an infested terran does not use any weapons it has in human form.
A infested terran's Zerg form HP is only shown on the player stat list immediately after an attack in Zerg form or an attempted infestation.
A infested terran's human form HP is not affected if it's Zerg form HP is reduced, and vice versa. However, if the Zerg form's HP is reduced to 0, both forms die.
If an infested terran is attacking in human form and its human form reaches 0 HP, it transforms into its Zerg form.
If an infested terran is being attacked, it defends in its human form at first, but tranforms into its Zerg form once its human from reaches 0 HP.
Infesting
An infested terran may choose to infest a player instead of attacking him. The infested terran must inform the game moderator in his PM that he is infesting the player. Each time the infested terran attacks during an attempted infestation, his final damage is halved. In order to infest the other player, the infested terran must make a critical hit. Once the critical hit has been made, the opposing player gets 1 last shot, and he is then converted to another infested terran.
If an infestation is successful, the results are not posted.
Scuffling
If more than one player tries to pick up or steal the same item, a scuffle ensues. Using the attacks of their suits (or, in the case of the ghost, their body), they attack each other like they would in a normal battle. However, during scuffling, suit HP is ignored and damage is taken directly from body HP. Suit defense is still included unless the suit HP of the player is equal to 0. If more than two players are involved, each player attacks one random player at a time.
The players scuffle for 2 rounds. After that, whoever has the most body HP gets the item. In the event that there is a tie, a die is rolled to determine the winner. After scuffling a player receives +1 fatigue and may not do anything else for the rest of the turn.
Special abilities may not be used during a scuffle.
Players may be killed during a scuffle by reaching 0 body HP.
Players may flee during scuffling, but their opponent does not get a last attack as with fleeing during normal combat.
Special Abilities
There are three forms of special abilities: active, passive, and offensive. Active abilities take up a player's whole turn. Passive abilities are automatically used while attacking and defending. Offensive abilities can be used with other actions on a player's turn.
A player may not kill himself using his own special abilities (e.g. player has 4 HP left and uses a stim pack). A player may not use Heal, Repair, or Infest on himself.
Players
Players have 2 forms of HP, suit HP and body HP. When a player is hit, his suit takes damage first, then, once his suit HP is depleted, his body takes damage. The defense of the suit is only used for suit HP, and the defense of the body is only for body HP. Once his body HP equals 0, the player is dead. A suit with 0 HP is not destroyed and can be repaired.
Players may acquire new items by stealing them, having them given to them, or picking them up from a dead player.
All players except for the ghost have a suit attack. This attack represents punching while wearing the suit. A player may not use his suit attack if his suit HP is equal to 0.
The ghost has a body attack. This attack represents the ghost fighting hand-to-hand. The ghost may use his body attack even when his suit HP is equal to 0.
When the damage from an attack reduces a player's suit HP to 0, but some damage is left over, the extra damage is subtracted from the player's body HP after the defense of the player's body has been subtracted from the extra damage (e.g. ghost with 2 suit HP and 16 body HP will have 0 suit HP and 15 body HP if hit by 5 damage [2 suit HP -5 damage; 16 body HP -(3 damage -2 defense)]).
When a player dies, all items he has are not destroyed, and may be picked up or repaired by other players.
Players may not acquire new suits.
Players may not acquire new special abilities.
Marine
Body HP: 10
Attack: 0
Damage: 0
Defense: 0
Suit:
CMC-400 Powered Combat Suit (30 HP, 2 defense, 8 melee attack, 2 damage)
Items:
C-14 Rifle (6 medium-ranged attack, 6 damage)
Special Abilities:
Stim Pack (nullifies fatigue and increases final damage by %50 for 3 rounds and gives user first attack for 1 battle; -5 body HP; offensive)
Firebat
Body HP: 10
Attack: 0
Damage: 0
Defense: 0
Suit:
CMC-660 Heavy Power Suit (40 HP, 3 defense, 8 melee attack, 2 damage)
Perdition Flamethrowers (8 melee attack, 9 damage)
Special Abilities:
Stim Pack (nullifies fatigue and increases final damage by %50 for 3 rounds and gives user first attack for 1 battle; -5 body HP; offensive)
Medic
Body HP: 10
Attack: 0
Damage: 0
Defense: 0
Suit:
CMC-405 Light Combat Suit (20 HP, 1 defense, 6 melee attack, 1 damage)
Items:
C-7 Pistol (5 short-ranged attack, 4 damage)
Optical Flare Grenade (-2 damage from enemy's attacks for 5 rounds; 2 count)
Special Abilities:
Heal (+5 HP to target player's body HP; active)
Technician
Body HP: 10
Attack: 0
Damage: 0
Defense: 0
Suit:
CMC Light Combat Armor (15 HP, 5 melee attack, 1 damage)
Items:
C-7 Pistol (5 short-ranged attack, 4 damage)
Special Abilities:
Repair (+8 HP to target player's suit HP, or enable target item; active)
Sabotage (disable target item for 3 turns, or -12 HP to target suit; +1 fatigue to user; works the same as stealing except scuffling does not happen; offensive; declaration of sabatoge PM'd to game moderator)
Ghost
Body HP: 16
Attack: 10 melee
Damage: 3
Defense: 2
Items:
Hostile Environment Suit (10 HP, Cloak)
C-10 Rifle (10 long-ranged attack, 12 damage)
Special Abilities:
Cloak (halves enemy attack; only usable for 1 battle every other turn; only usable if HES has at least 3 HP; offensive)
Enhanced Vision (+2 defense against first enemy attack; passive)
Psychic Probe (%50 chance to determine if target player is infested or not; active)
Infested Terran (Zerg Form)
Body HP: 50
Attack: 8 melee
Damage: 8
Defense: 3
Special Abilities:
Infest (offensive)
This game has been terminated due to lack of participation.
Note: I plan to start a new game, with drastically changed rules, once any other games are finished.