You’re travelling through space. You wake up one morning to discover your ship has been sabotaged, the weapons stolen, the captain murdered. Your ship is quickly losing power. You come to the only logical conclusion — aliens have possessed members of your crew and are hiding among you, planning to murder you in your sleep. You need to figure out who among you is really an alien, and kill them before they can kill you.
Crewmate Requirements
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Code of Conduct - All crew members are required to follow the Global Forum Rules and the Forum Game Rules, lest they be ejected into space through the airlock.
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Loyalty to The Cause - Any attempt to intentionally make your faction lose the game will result in punitive action. All crew members must operate with the goal of winning as your faction.
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Inactivity - If a crew member hasn’t said anything in 24 hours, they will be prodded for inactivity. If they do not respond to the prod within 12 hours of it being sent, they will be removed and replaced with someone else. Receiving two prods will result in an automatic replacement.
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Non-Disclosure Agreement - All questions and requests to the ship’s computer must be done in private. Any messages delivered to you by the computer are to stay strictly between you and the computer, per your NDA.
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Communications Log - Any attempts to erase or change the backup log the ship’s automated systems keep are strictly forbidden without express permission from said systems, in case of an emergency. (Don’t edit or delete posts.)
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Coherency - Crew members are encouraged to speak in coherent and understandable language, and to avoid rambling on. As such, “spam” will not be tolerated. Excessive posting may result in warnings or disciplinary action.
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No Outside Communication - Crew members are not allowed to communicate with anyone through unauthorized channels.
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No Doxxing - Crew members are not allowed to publicly or privately discuss their own identities or the identities of other crew members at any time. (This is an anonymous game - do not do or say anything that may reveal your identity, even if you are not a player.)
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Restricted Color - This is the Starship Epiphron Onboard Computer Official Announcement Color. Do not use this color or ones that could be easily mistaken for it.
Starship Status
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Small Ship - After three months of space flight, everyone on the ship has gotten to know each other pretty well. Therefore, you all know each other’s roles (see the Crew Analysis Report below), but not each other’s alignments.
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Power Shortage - In the event of power being cut, the ship will have only 200 hours of power in its battery. Switching off the lights and going to sleep will not drain from its power bank. If the battery runs out, the ship will go permanently dark, which allows aliens to overrun the ship.
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Quiet Hours - Talking in the common areas at night is strictly prohibited. These quiet hours will be 24 hours unless stated otherwise mainly due to host availability
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Crew Member Deaths - Only careful study of deceased crew members can determine whether or not they were host to the alien parasite. As such, only the Coroner will be aware of whether or not deceased crew members were possessed, and he will be unable to determine whether a deceased crew member was a non-infected sympathizer to the aliens.
Crew Analysis Report
All crew members underwent rigorous background screenings prior to boarding the Starship Epiphron, and the ship’s computer has run a set of tests on each crew member to determine their current status. You may view the details of these checks below.
Access Crew Analysis Report
There's one thing that stands between this ship and absolute chaos, and it's you. The captain is dead. He was your leader and your friend, and you have to ask yourself: what would he do? The answer is simple. He would lead. And your first task is to make sure these aliens don't kill anyone else. You'll see your captain avenged. Despite the apparent breakdown of the chain of command, you are still respected among the crew. When you demand someone is executed, your vote counts as two. You take this responsibility very seriously -- if someone's going to die, you'll make sure it's one of the filthy aliens.As the next in command, your vote counts for double that of any other player during the day.
Your role in the mission was to preserve samples in stasis so they'd be unaffected by the oxygen on your ship when you carted them back. You were preserving a handful of plants, but with the right tweaking, you feel you can preserve something... bigger. Say, the room of one of your compatriots. You dare not walk inside, and potentially endanger yourself, but you feel you can freeze a whole room for a night.Each night you may freeze a player, protecting them from attacks but also preventing them from acting.
This was supposed to be an easy mission. Collect some plant samples, analyze them, return home. Now, all of a sudden your life is at risk. You're a botanist, not a xenobiologist. You have no idea what influence alien infestation might have on a host's DNA -- or even, what a regular human's DNA is going to look like. But in extraordinary circumstances, people like you rise to do extraordinary things.Each night you may check a player, comparing their alignment to the last player you checked. You may not test yourself.
Yeah, the guns have been taken. Fortunately you kept your own. It's only got one shot left in it — you've got to make it count.You have a single bullet left in your gun, and you can use this to kill any one player of your choice at night.
Your years of medical training seem wasted in this crisis. You're prepared to treat wounds and injuries sustained in the regular course of a peaceful mission, but unfortunately, medical science has not been able to keep pace with advanced modern weaponry — if someone shoots you, they'll kill you. As such, you're a little out of place in this situation. But there's more ways to save lives than just healing the sick. You're the only one on the ship who knows enough about anatomy to perform an autopsy and determine whether a crew member was host to an alien parasite before their death. Your crew members need you to help them determine if a threat has been neutralized, or if the aliens claimed another victim.By performing a basic autopsy on all dead crew members, you are passively informed whether or not any dead players were host to the alien parasite.
Be aware that you can only tell whether or not they had an alien inside them, meaning that you cannot identify the traitor.
Transporters don't work like they do in Star Trek. It's not about destroying and recreating matter. That's sort of a ridiculous (and destructive) solution to a really basic problem. Really what you do is more about reassigning space via a series of minor wormholes. It's incredibly confusing to the layperson, so you try not to spend much time explaining it.You may switch the two doors of anyone’s room by teleporting them, causing any action performed on one player to be done instead on the other and vice-versa.
Due to this process requiring a large amount of energy, and with the ships power being rationed, you may only do this twice.
Your intricate security system has been compromised. Where once you could see every move your crew made, your screens are now completely dark. What was once a comprehensive network of cameras and sensors is now just a mess of frayed wires and shattered consoles. You can still get some of it to work, though you have to allocate your time carefully.Using whatever hasn’t been damaged, you may watch over one player’s room and learn the identity of all who visit that room.
With the ship's sensors and scanners out of commission, there's no reliable way to monitor everyone. Fortunately, you're a genius. Co-opting some of the equipment from the sensor grid, you've been able to construct a crude monitoring device you keep in your room. You'll register any burst of power, whether from a rifle, stasis unit or teleporter.Each night you will be informed about everyone who was shot, put in stasis, had their room trapped, was drugged, or was teleported.
We've already agreed: we can't trust each other. So why are we discussing everything out in the open, in front of our enemies? That doesn't make any sense to you. Fortunately, you're not really a "rule follower." Every night, you use your equipment to contact someone in secret. You know the best way to survive is to figure this out yourself.During the day you may select a player. The next night you and that player may talk freely with each other.
You were originally here for a semester of job shadowing, so in the current crisis you find yourself way out of your league. However, your time aboard the ship has left you confident you can carry on the work of any crew members that die.Once per game, you may spend a night studying to take on the abilities of a deceased crew member.
You acted as the survival guide down in the field, watching over the frightened lab coats and city people on the mission. Ensuring that the wildlife didn't get to them and that they didn't end up poisoning themselves or worse. It seems like you've somewhat failed at your job in hindsight, but you're sure you can rectify you're mistakes. The shame is that you were never one of those catch and release kind of guys.During the night you may set traps at a player’s room, causing all players who visit your target’s room after you to be killed by your traps.
You only have enough traps to accomplish this twice.
Drugs are bad. Let's get that out of the way — there's no way you would ever endorse the use of drugs, except maybe in the scenario when using the drugs prevents aliens from killing you. It's okay only in this exact scenario and maybe the movie the Faculty. You've used some advanced amphetamines mixed with an adrenaline substitute and come out with something that protects a person from death itself. They also seem overly active and surprisingly tenacious. You hope the drug doesn't have addictive properties, because you only have two doses. But it probably does have addictive properties. Oh well — problem for another day.During the night you may inject someone with a dose of your drugs, making that player use their night action before any others and making them immune to being killed.
You only have enough doses to administer the drugs to two people.
Alignments
By intercepting encrypted communications, the computer has determined that there are likely two aliens on board the Starship Epiphron. There are also signs of a third crew member attempting to communicate with the aliens. However, due to the encryption, their identities remain unknown.
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Sympathizer
Alien
Alien
Access Alignment Descriptions
You are a Crew Member. Your goal is to hunt down the aliens that have infiltrated the ship and eliminate them all.
You are the alien who killed the Captain. The other alien on board the ship is [PLAYER]. Your goal is to overrun the ship by gaining parity with the human crew members. You may kill at night, but if you do you will have a to wait a night before doing it again. As you killed the captain you may not kill the first night. You have no way to communicate with your partner.
You are an alien. The other alien on board the ship is [PLAYER]. Your goal is to overrun the ship by gaining parity with the human crew members. You may kill at night, but if you do you will have a to wait a night before doing it again. You have no way to communicate with your partner.
You are a sympathizer to the Aliens. Your goal is to survive and see the aliens win.
Living Crew Members
Deceased Crew Members
- @Communications - Ejected Day 1
- @Eavesdropper - Killed Night 1
- @Coroner - Ejected Day 2
- @Surveillance - Killed Night 2
- @Facilitator - Ejected Day 3
- @Trapsetter - Killed Night 3
- @Scientist - Ejected Day 4
- @Student - Killed Night 4
- @Teleporter- Ejected Day 5