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===== Your Knowledge ===== | ===== Your Knowledge ===== | ||
As a survivor | As expected to survive against the Xenomorph infestation firsthand, a survivor is allowed to have somewhat additional level of information, these being: | ||
* You '''do''' know what happened to the colony/station and their Xenomorph presence there (You get to make the story here!). | |||
* You '''do''' know what happened to the colony/station | |||
* You '''may or may not''' know that there may be other potential survivors with you. | * You '''may or may not''' know that there may be other potential survivors with you. | ||
* You '''do not''' know the Marines are coming to the planet/station | * You '''do not''' know the Marines are coming to the planet/station, their intentions, their personnel or their equipment, but you '''do''' know a distress signal was sent out. | ||
===== Roleplay Possibilities ===== | ===== Roleplay Possibilities ===== | ||
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* Miner | * Miner | ||
* Amnesiac | * Amnesiac | ||
* Weston-Yamada Colony Liaison | * Weston-Yamada Colony Liaison | ||
* Generation 1 synthetic (If whitelisted) | |||
'''Reminder:''' | '''Reminder:''' While you are fearful or shellshocked from the aftermath of the Xenomorph invasion, [https://cm-ss13.com/forums/showthread.php?3705-Hostile-Survivors-are-no-longer-permitted-11-6-19 you are NOT permitted to be hostile to the USCM and W-Y nor pretend you are friendly and betray them afterwards]. Unless stated otherwise or part of the [[Colonial Liberation Front]].''' | ||
=====Your Skillset===== | =====Your Skillset===== | ||
Due to how the survivor's skillset is randomized upon their given backstory they won't have a skillset table like the other jobs, atleast not yet anyway. | Due to how the survivor's skillset is randomized upon their given backstory, they won't have a skillset table like the other jobs, atleast not yet anyway. | ||
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===== Additional Information ===== | ===== Additional Information ===== | ||
* Survivors lack USCM ID cards, meaning all automated systems (such as turrets and mines) will not recognize you as a friendly user. If you managed to get to the Almayer, ask somebody who can give you a proper ID card. | * Survivors lack USCM ID cards, meaning all automated systems (such as turrets and mines) will not recognize you as a friendly user. If you managed to get to the Almayer, ask somebody who can give you a proper ID card. | ||
* You only start with your sidearm to defend yourself against | * You only start with your sidearm to defend yourself against aliens, but it's recommended to get other weapons that are scattered across the map, even if only to buy you time to escape once again. | ||
* You also start with a crowbar, survival pouch, 20 sheets of metal, and a loaded tool pouch. The crowbar will be useful for getting through the many unpowered airlocks around the colony. | * You also start with a crowbar, survival pouch, 20 sheets of metal, and a loaded tool pouch. The crowbar will be useful for getting through the many unpowered airlocks around the colony and the metal sheets is useful for creating essential barricades. | ||
* Sticking with other survivors can greatly increase your chance of survival. | * Sticking with other survivors can greatly increase your chance of survival. | ||
* Find a station-bounced radio, one can usually be found in the Engineering areas. This will let you contact other survivors, and maybe be overheard by the marines. | * Find a station-bounced radio, one can usually be found in the Engineering areas. This will let you contact other survivors, and maybe be overheard by the marines. | ||
* [[Guide_to_Engineering|Engineering Guide]] in general will be useful for securing/powering an area with your tools and metal, should you choose not to try and hide in a locker. | * The [[Guide_to_Engineering|Engineering Guide]] in general will be useful for securing/powering an area with your tools and metal, should you choose not to try and hide in a locker. | ||
* Use a screwdriver on your flashlight to turn it into a Rail Flashlight which is brighter than a regular flashlight. | * Use a screwdriver on your flashlight to turn it into a Rail Flashlight which is brighter than a regular flashlight and attach it to your sidearm, if it supports it. | ||
* At the start of a round, every second is important and time is not your friend. Move as fast as you can to gather supplies, barricade, or find other survivors while the | * At the start of a round, every second is important and time is not your friend. Move as fast as you can to gather supplies, barricade, or find other survivors while the Xenomorph threat is still all just larva. | ||
* If you have the synthetic whitelist, you are able to spawn as a generation 1 synthetic as a survivor. You still adhere to the rules regarding whitelists however, but you do have a more varied skill set among the other survivors. | * If you have the synthetic whitelist, you are able to spawn as a generation 1 synthetic as a survivor. You still adhere to the rules regarding whitelists however, but you do have a more varied skill set among the other survivors. |
Revision as of 11:45, 26 December 2019
Difficulty: Very Hard Supervisors: Yourself Rank: Not defined Duties: Survive whenever possible by yourself or with other survivors. Guides: Xywenx00's Survivor Guide Unlock Requirements: Not available. Detailed Description: You are a survivor of the attack on a corporate facility. You worked or lived in the colony/station, and managed to avoid the alien attacks... until now. You are fully aware of the xenomorph threat and are able to use this knowledge as you see fit. You are NOT aware of the marines or their intentions. |__________| |
"Hudson! This little girl survived longer than that with no weapons and no training." ―Ripley to Hudson, Aliens
You worked on a corporate facility, but after a routine excavation or diabolical experimentation, strange creatures were awakened and began systematically hunting and capturing the populace. After sending a distress signal, the Administration went dark, you were left alone, afraid, and in the dark. Your job now is to survive until help arrives.
Your Knowledge
As expected to survive against the Xenomorph infestation firsthand, a survivor is allowed to have somewhat additional level of information, these being:
- You do know what happened to the colony/station and their Xenomorph presence there (You get to make the story here!).
- You may or may not know that there may be other potential survivors with you.
- You do not know the Marines are coming to the planet/station, their intentions, their personnel or their equipment, but you do know a distress signal was sent out.
Roleplay Possibilities
As a Survivor, you have many roleplay possibilities, you start with a random role that anyone would find in a map as well as a random roleplay background to start with, but remember to act within the knowledge of whatever archetype you decide to come up with! Some roles are:
- Standard Colonist
- Colonial Marshal
- Security Member
- Chef
- Archaeologist
- Colony Engineer
- Colony Doctor
- Colony Chaplain
- Scientist
- Salesman
- Prisoner
- Miner
- Amnesiac
- Weston-Yamada Colony Liaison
- Generation 1 synthetic (If whitelisted)
Reminder: While you are fearful or shellshocked from the aftermath of the Xenomorph invasion, you are NOT permitted to be hostile to the USCM and W-Y nor pretend you are friendly and betray them afterwards. Unless stated otherwise or part of the Colonial Liberation Front.
Your Skillset
Due to how the survivor's skillset is randomized upon their given backstory, they won't have a skillset table like the other jobs, atleast not yet anyway.
You can learn more about the skill system, here.
Additional Information
- Survivors lack USCM ID cards, meaning all automated systems (such as turrets and mines) will not recognize you as a friendly user. If you managed to get to the Almayer, ask somebody who can give you a proper ID card.
- You only start with your sidearm to defend yourself against aliens, but it's recommended to get other weapons that are scattered across the map, even if only to buy you time to escape once again.
- You also start with a crowbar, survival pouch, 20 sheets of metal, and a loaded tool pouch. The crowbar will be useful for getting through the many unpowered airlocks around the colony and the metal sheets is useful for creating essential barricades.
- Sticking with other survivors can greatly increase your chance of survival.
- Find a station-bounced radio, one can usually be found in the Engineering areas. This will let you contact other survivors, and maybe be overheard by the marines.
- The Engineering Guide in general will be useful for securing/powering an area with your tools and metal, should you choose not to try and hide in a locker.
- Use a screwdriver on your flashlight to turn it into a Rail Flashlight which is brighter than a regular flashlight and attach it to your sidearm, if it supports it.
- At the start of a round, every second is important and time is not your friend. Move as fast as you can to gather supplies, barricade, or find other survivors while the Xenomorph threat is still all just larva.
- If you have the synthetic whitelist, you are able to spawn as a generation 1 synthetic as a survivor. You still adhere to the rules regarding whitelists however, but you do have a more varied skill set among the other survivors.