Miner Inconvenience:Google doc with lore and map:
https://docs.google.com/presentation/d/ ... sp=sharingMechanics:
Players: An odd number of players is needed to function properly the most ideal would be 7 but 5 works fine, 3 wouldn't work but there is an alternate I can make work with 4 if nesscary.
Teams: All players but one are on the team SAM, a mercenary group for higher. Each will get there own personal load out of weapons and gadgets, there back up, a small army of npc soldiers, automated turret defenses and robots. The other tea consists of one person, a single sentient alien whose one goal is to pray upon the humans who have disturbed its rest, his back up? Lots and lots of aliens.
movement: There are numerous buildings on the map, each connected by a trail. You may enter a trail after every encounter, then you will encounter one or more things on the trail (good or bad) then after its resolution you will arrive at your destination which will cause another encounter.
Infestation: It is inevitable that during the game you will lose ground to the alien swarms. As this happens they will take buildings over, infesting them. Once infested any bonus that structure gives will be lost, see more under buildings. You may reclaim infested structures, however your odds of successes are not in your favor. You will need at least a majority of the players to work together in order to take reclaim an infested building. Be warned, any pathways connected to an infested buildings will then become common place for alien activity.
Combat: Fighting is a simple metric, everyone has an combat stat ontop of that is also a dice roll for variation, both sides (all members of that faction, so for example if you are on a wall and fighting it would be your combat stat plus all the npc's. Double side note it will be uncommon for me to roll dice for NPCs, unless they are particularly important.) attack stats are compared, whoever's is higher gains the advantage in the fight. If a team gets double the other teams combat stat then it is an instant victory. Otherwise getting advantage three times, does not have to be in a row, is a win. There is a lot of rp specfic stuff that happens in between but that is all fluf that the rules arnt concerned with.
Buildings:Spoiler (click to show/hide):
Reactor
Benefit: while functioning, the reactor will restore power to an area after an emp 4 turns early, so rather than after 6 turns, only 2.
Loss: reserve power, emergency lights only, greatly darkening the cave.
Bio Lab
Benefit: While in the bio lab you may attempt to train an alien, if successful you can control it, using it to fight for you. It must remain in the same area as you, if you leave it another building for a turn then it will revert to feral.
Loss: if the lab is lost all of the alpha aliens inside will rejoin the alien forces, adding new alien types to fight.
Armory
Benefit: While active all friendly npcs get +1 combat stat
S.A.M. Base
Loss: all robotic units shutdown.
SHIVA Lab
Benefit: Cure, if you take an infected player/Npcs into the SHIVA lab they can be cured, returning them to normal.
Mining Site
It's your only ticket out of this damned cave, if the drill is shutdown all hope is lost. Game over.