Contagion: Rules (WIP)

Welcome to Contagion, the USS Eminence’s debilitating disease game. The following are rules and information for the scenario. Note that these rules are subject to change as I refine and tweak the scenario to be more fun based on feedback and suggestions from my guinea pigs (This is you guys. Thank you.)

Scenario and Objective
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Fairly straightforward. A contagion is spreading through the ship/station. Race to contain and cure it before all players are overcome.

You win if the contagion has been completely cured, all personnel have gained immunity, or it has been otherwise rendered harmless.

You lose if all players are incapacitated.

Rules
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Players will be divided into one of four categories

Science
Medical

Engineering
Other


These will be based on the player's IC department. Command officers and other borderline cases (Civilians, Ambassadors, etc) can choose to be either Other or Sci/Med/Eng depending on their career background. This choice must be made at the start of the game and cannot be changed.

The scenario is turn based. At the start of each turn, the following actions will occur

1. Uninfected players may become newly infected.
2. Already infected players may see their infection progress to the next stage or regress due to treatment.
3. Players may attempt to treat infected personnel.
4. Players may attempt to research the disease.

Players will only be allowed a single treatment or two research attempts per turn. Performing one of these actions will lock the player out of performing the other.

Quick note on research/treatment actions. Players can take one action per turn but depending on IC circumstances may not be able to take any actions. For example, if you’re locked in the brig for whatever reason, chances are you aren’t doing any research or treatment that turn.

Players are free to take unlimited minor actions throughout the turn (talking, walking, drinking, crying, fighting, crying some more) even if they are involved in research or treatment.

Major events may also occur such as: hostile boarding parties, warp core breaches in progress, mutinies, and so on. All players may choose to stop their actions and respond to major events. However, Science/Engineering/Medical personnel involved in research or treatment will either take heavy penalties or lose all benefits of the actions they were performing. Non Med/Sci/Eng players will take light or zero penalties should they choose to respond to a crisis in addition to performing research/treatment actions.

Medical Treatment
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Players can only make a single treatment action during a turn. Treating infected personnel will lock a player out of performing research in that turn.
However, a player can treat multiple infected in a single area during an action. Example: A doctor can treat every patient in sickbay during his/her turn but can’t also treat Ensign Ricky in Shuttlebay 2.

Note that not only medical personnel can treat the infected. A helmsman with a bag of hyposprays works perfectly well as a nurse in a pinch. However, medically trained personnel have two advantages:

1. Only trained personnel can deploy new treatments and will generally see better results.
2. Trained personnel can gain information by observing treatments and responses
.

Research
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Players can take two research actions per turn. Performing research will lock a player out of providing medical treatment that turn.

Research actions can be performed one of two ways:

1. The first is by investigating and/or performing tasks. Players can take actions to research or combat the infection. Examples:

Player tests whether the virus is sensitive to broad spectrum radiation.

Player attempts to improve EV suit filters to block viral transmission.

Player attempts to reprogram nanoprobes to combat the infection.


Any player can take any action, but your success will be determined by your expertise in that field of research and possibly a roll depending on how probable the action is.

For the above actions, the first would probably not require a roll by a scientist, the second would have a better chance of succeeding with an engineer, and the third would most likely require a roll with a higher probability of success if done by a player with medical/engineering background.

2. The second is to just make a roll for research points. Players will gain research points according to the value of the roll and the background of the player

Science/Medical
0-30: 0 pt
30-50: 1 pt
50-75: 2 pt
75-95: 3 pt
95-100: Breakthrough

Engineering
0-40: 1 pt
40-80: 2 pt
80-90: 3 pt
90-100: Breakthrough

All Others
0-50: 0 pt
50-80: 1 pt
80-100: 2 pt


Ten research points can be traded for a valuable piece of information. A breakthrough rewards a new piece of information immediately. Players are free to collaborate and pool or trade their points. The information gained will be related to the background of the player who makes the trade.

Disease Progression (Player/Specific NPC)
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The symptoms of the disease will vary depending on the contagion. However, it will move in stages. Infected players will roll at the beginning of each turn to determine disease progression.

Uninfected – You are not infected. Yet.
Immune – Infected/Uninfected. You are immune to the contagion. Depending on circumstances you may still be able to act as a carrier.

Stage 0 – Infected. However, the infection is at a low level and undetectable to all but the most detailed scans. No symptoms
Stage 1 – Infected. Disease may be detectable by routine scans. No symptoms.
Stage 2 – Infected. Disease is readily detectable by scans. Beginning to show light symptoms.
Stage 3 – Infected. Moderate symptoms. Disease may begin to affect duties depending on player station and which symptoms.
Stage 4 – Infected. Moderate symptoms. Player functions are being impacted by symptoms. Penalties incurred on actions taken including treatment and research actions.
Stage 5 – Infected. Severe symptoms. Disease has almost certainly compromised player behavior. Player incurs severe penalties to research or treatment actions.
Stage 6 – Infected. Extreme symptoms. Player is incapacitated or otherwise out of control. Player is unable to take any treatment or research actions.
Stage 7 (NPC Only) – Death.



Disease symptoms run the gamut from coughing, headaches, and uncontrollable yawning all the way down to hemorrhage, psychosis, paranoia, and vertigo.

Starting at around Stage 3, the disease symptoms may begin to affect player actions. The impact may be small or large depending on the player and the symptoms. A science officer suffering from anemia might have a slower pace of research, while a security officer suffering from paranoia and hallucinations might pose something of a more immediate threat. For the most part, you can decide how the symptoms affect your character.

Disease progression is the effective mission timer. As the infection progresses, the ability of players to research and find a cure will diminish. Needless to say, if all medical and research personnel hit Stage 4 or above it’s probably game over.

Disease Progression (Ship/Station)
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Of course, you aren’t alone on the ship or station. Just like the diseases progresses on an individual level, the station/ship will also progress as the game goes on.

Stage 0 – Everything is fine. Business as usual.
Stage 1 – A few are aware that something is going on, but don’t seem especially worried. Normal operations unaffected
Stage 2- Most people are aware that something is going on, but don’t seem especially worried. Normal operations are unaffected. Civilian operations may be moderately impacted.
Stage 3 – Everyone is aware that something is seriously going wrong, and some people may start to panic. Normal stations are moderately impacted. Civilian operations are halted or severely impacted.
Stage 4 – Everyone is aware that something is seriously going wrong. Civilians are in a panic, and even station personnel are probably getting very worried. Normal station operations are moderately to severely impacted. All civilian operations are halted.
Stage 5 – Most people think that the situation is completely out of control. Station personnel are in a state of worry or panic. Civilians are most likely rioting. Normal station operations are severely impacted or halted.
Stage 6 – Everything is terrible.
Stage 7 – The broken and twisted remains of your ship/station will serve as a warning to future generations.

Unlike individual progression, which is driven only by the severity of the contagion, ship/starbase progression is a measure of the general mood of the population and is driven by many factors. Even with a majority of the population at late stage infection, you could have a Stage 2 base progression if you play things right. Likewise, quarantines and firing squads will probably ramp base progression up to Stage 4-5 even if only one person is infected.

Note that some things, like airlocking the infected, may slow initial base progression but make things worse later. Likewise, things like quarantines might cause early unrest but slow later progression. Things like developing new treatments or new technologies will tend to slow ship/station progression greatly at early stages but become less effective at later stages as crews of doctors and engineers are themselves incapacitated.

As the ship/starbase progresses, there is an increased change of crisis events such as riots and an increased chance of technical malfunctions. Treating patients is much more challenging in zero g.


OOC: Hi all. Please feel free to suggest changes and improvements. I’d be lying if I said I had any idea what I’m doing
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Really great work! You've clearly spent a ton of time and effort in planning this. I do have one question though. Looking at the research rolls I noticed it was easier for an engineer to have a breakthrough than a Science/medical. Was that intended, or is that an oversight?
Thanks! And yes that one is intentional. The idea is to have sci/med be a bit more consistent with higher points and eng to have a better chance of breakthroughs.

The values and points will probably need some adjustment, but I'll see how it goes for this first run. Depending on how it goes, I might even unify point values or further differentiate Sci and Med.

Something else I forgot to clarify. Captains and command officers can either choose to be "Other" or Sci/Med/Eng based on their career background but have to choose which at the game start. I'll add this to the rules.
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wrote:
Thanks! And yes that one is intentional. The idea is to have sci/med be a bit more consistent with higher points and eng to have a better chance of breakthroughs.

The values and points will probably need some adjustment, but I'll see how it goes for this first run. Depending on how it goes, I might even unify point values or further differentiate Sci and Med.

Something else I forgot to clarify. Captains and command officers can either choose to be "Other" or Sci/Med/Eng based on their career background but have to choose which at the game start. I'll add this to the rules.
Ah that makes sense! Thanks for clarifying! And you're welcome!