Survivor: Difference between revisions

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m (Edits to structure and added two possible backstories that I've encountered.)
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* [[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.
* [[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.
* 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.

Revision as of 00:33, 20 January 2019

MISC
Survivor.png
Survivor
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:
|__________|
Not defined
|__________|


"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 a survivor you are allowed a level of information that normal Marines won't have, these being:

  • You are allowed to know the basic Xenomorph life cycle, from a facehugger to a T3 caste roughly. You will not know the intricate details and the every ability of each class. (Try and roleplay your knowledge instead of spitting it all out.)
  • You do know what happened to the colony/station. (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 nor their intentions, 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
  • Weyland-Yutani Liason

Reminder: You are permitted to act hostile to both other survivors and marines. You should however, not bonzai charge them, this is not the way of the survivor, if you plan on being outright hostile, try to come up with a reason why you are, and roleplay.


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
  • At the beginning of the game, you will start with a random body part hurt, it might be best to treat that said body part using a bandage.
  • 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.
  • 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.
  • 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.
  • 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.