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  1. Sign-ups: Obligatory Introduction Phase You and a group of others have been mysteriously transported to some city ruins. None of the others look familiar but strangely you feel a connection with some of them. You can see cameras flying around watching your every move. There also seems to be some kind of cheering in the distance. A voice booms over hidden loudspeakers. “Welcome Contestants. You are here to compete to the death in order to see which of your respective worlds is the best. To the winning team/competitor goes the glory and prestige.” “Introduce yourselves to the watching audience and your fellow rivals/allies. We shall begin soon” General Rules apply apart from the following exceptions. Day cycles only and will last 48 hours. Rollover is at 4pm NZT – 4am GMT – 10pm EST I think I got the conversions right First cycle is a meet and greet. 24 hours long. No votes or kills allowed. Other abilities can be used. Write ups will reveal deaths only not failed attacks. Death will reveal factions but not roles. No one will know who their allies are at start. You’re going to have to find out as you go. Anyone who doesn't post at least once every second cycle will be killed There are no docs apart from the dead/spec one. PMs can be requested via the GM. They will be set them up as soon as possible unless requested otherwise. They may contain any number of players. Action order: Vote manipulation, lottery, lynch, decoys/disguises/protection, spying, kills. Last team/player standing wins. Roles: Epics Librarians Rithmatics Others (May or may not be included depending on GMs mood) Team Cosmere (May or may not be included depending on GMs mood) Lottery: Every even numbered cycle there will be a lottery that anyone can enter. To enter the lottery, players must send in the order via their role PMs. Those that enter the lottery forfeit taking an action that cycle. Votes will still count. If you enter the lottery and have a passive ability (like an extra life) then they will not be active. Items will be given to randomly chosen players that enter the lottery. Winning players will not be revealed These items cannot be passed to another. The items will be revealed at the start of the cycle it is drawn for. Items: Detonator Glass: If you are killed while holding this item then your attacker shall be blown up into tee née tiny pieces unless they have some protection. Doesn’t work on lynchings. Hemalurgicly Charged Spike: This spike contains one charge of Allomantic Pewter allowing the one it’s impaled in to survive one attack or lynching. Jumper Cables: These cables and portable battery can be used to protect someone from death by shocking them back to life. However should the one protected not be attacked then they shall die instead. Battery has one charge. Reviver: This handy device can bring back one player from Deaths Door. In order for this device to work the player targeted must have died during the prior cycle. Any longer than that and they would’ve passed through to the other side. Flash Bang Grenade: This one use grenade can be used to cancel the vote and action of one player. Write ups:
  2. At last, the time has come for: Legion Quick Fix Rules A Time of Nightmares (rules put in spoiler tags in case you want to scroll past them) Sign-ups are beginning now, and will tentatively end next Tuesday, depending on my work schedule and availability to start the game. Cycles will typically begin at 10:00PM MST, and end at 8:00PM MST (the two hour window is to give me time to do the write up and create the right PM groups and everything). So welcome everyone! Feel free to sign up and get started! For roleplaying purposes: The game begins at the New Years Eve Party at Stephen Leeds Mansion, happening in the White Room. Those present are Stephen, and all of his aspects (Wilson is home with his family for the Holiday). Write ups:
  3. Twas the night before Christmas and all through the forum. There were exasperated sighs and feelings of boredom! They hit the refresh button for what felt like the thousandth time, They were looking for something entertaining, something sublime! When to what should their wandering eyes should appear, But a game about treachery, death, mayhem, and fear! Huzzah! They exclaimed as their blood lust started rising. They clicked on it quickly, their characters they started devising. It was a Christmas miracle, this game showing up on the site. So Merry Christmas to all and to all a good fight! It's been almost a full year since I started the first game of Sanderson Elimination here on the 17th Shard and what a year it has been! 19 games already and so many new formats and new roles and new systems! You guys have truly made this unique from any other variation of Mafia/Werewolves out there! On top of that, for a game that encourages lies, manipulation, deceit and not just a little bit of blood lust, for the most part, you've all been very cordial and respectful towards each other. You are all truly gentleman killers! I want to thank each and every one of you for being a part of these games and for all the enjoyment I've gotten out of running and playing these games beside you. These games wouldn't exist without all of you and you're all amazing in my book! So, in light of it being our first year together, I thought it would be fun and interesting to go back to our very first game together and see how much has changed since then! To show how far everyone has come since those early, naive days. So here's to one full year of Sanderson Elimination! I hope you've all had as much fun as I have and here's to many more years to come! ---------------------------------------------------------------------------------------------------------------------- Oh no! Koloss have begun advancing on your little town, Tyrian Falls! Since The Lord Ruler died, they seem to be acting with a mind of their own. Unfortunately for you, your town is a way point between Fadrex City and Luthadel. That means you have a stockpile of metals, but that's probably why they targeted you in the first place. On the other hand, you have a large collection of metals! You might be able to hold them off, but it seems like someone (or a conspiracy of someones) seems to be undermining your defenses. Somehow, before the Koloss arrive, you have to rid your town of these dissenters; those that are spiked. Until then, you won't be able to mount an effective defense for your town. If you fail, everyone dies, so you better not fail! --------------------------------------------------------------------------------------------------------------------- Some people within the town have been hiding a few secrets; some of them are Mistings, so you have help in your battle versus the forces of Ruin. Although some of them may be spiked. Why can't anything be easy? THUG: They can survive a single attack. If they are killed during a night or day cycle, they survive and this will be revealed in the write up. If they are attacked again, they die; finally. TINEYE: They are messengers and are capable of writing messages to the town while remaining anonymous. Each night, they can send a message to the Game Master. He will then post it within the write up at the end of the night. As long as the Tineye is alive, players can send Private Messages back and forth. Once he dies, he can no longer deliver messages, so no more PMs. SMOKER: The Smoker is undetectable and he can extend this power to one other person each night. If scanned by a Seeker, the smoker or the person encompassed within his coppercloud will show up as nothing. Alternatively, the Smoker can turn his coppercloud off. This would allow them to be scanned. In addition to being undetectable by the Seeker, the Smoker and his target are unaffected by emotional Allomancy. As long as the Smoker is using their coppercloud, the Soother and Rioter cannot change their votes. SEEKER: The Seeker can sense when someone is burning metals. In fact, he/she has gotten so good that they can tell whether someone is spiked or not! Once per night, the Seeker can target someone to learn their abilities and alignment. COINSHOT: The Coinshot does what they do best. They push metals around; specifically into other people's bodies. Once per night, the Coinshot can target a person for death. Unless otherwise disrupted, that person dies. LURCHER: Where the Coinshot pushes, the Lurcher pulls. Once per night the Lurcher can target someone and that person will be saved from death. SOOTHER: Their ability to dampen emotions puts them and the Rioter in a very special position. During any time during the day round (up until the round ends), they can negate one person's vote. The change will be anonymous, but since I will be posting voting results at the end of each day, those that are observant should be able to tell whose votes were changed. RIOTER: The Rioter works in a similar fashion as the Soother, except once during the day round they can change one person's vote. Using this power does nullify their own vote though. They are still capable of voting, but their vote will not be counted. The change itself will be anonymous, but since I will be posting voting results at the end of each day, those that are observant should be able to tell whose votes were changed. MISTBORN: The Mistborn have the abilities of all of the above, but will only be able to use one per cycle. At the beginning of every night, the Mistborn will be told which ability they have and it's the only ability they have until the next night. REGULAR VILLAGERS: You have no special powers, but you still get a vote every day. Who knows? Perhaps you were meant to be the one to save the town! Not all stories are about the strongest people in a group. SPIKED: Beyond possibly having one of the above roles, you can hear Ruin talking to you. He's told you who else in the town is spiked and together you're to keep the town from mounting a defense before the Koloss arrive. In return, you will be spared. Your goal is to kill one person per night until you outnumber the villagers. -------------------------------------------------------------------------------------------------------- I've made only the slightest of changes to account for our experience. There are no safe roles and depending on how many people decide to sign up, there might be more than one Mistborn! Everything else has stayed the same. We'll be starting on a Night round (sorry to whomever gets killed before they even really get a chance to play! This is due to the fact that that was how it was before and I think it will give people a chance to establish some RP before the game actually starts (which always helps make the write ups better, IMO). Order of Actions for the Night will be: -Smoker -Seeker -Lurcher -Coinshot/Kills Days will be 48 hours long (ending roughly around 1 AM EST unless this schedule needs to change). Nights will be 24 hours long. No hints will be given in the write ups. Allegiance and Roles will be reveal upon death. That should be about everything! If I missed something that you would like clarified, please, let me know either via PM or here in thread and I'll do my best to answer any questions! Sign ups should last for about a week from now, so we won't actually be starting until after Jan 1st, but soon after. Let the mayhem begin! Player List Lord Pifferdoo: Baron von Piffertiff the Third (The 1%) Village Soother The Only Joe: Joe (Metallurgist) Regular Villager Mailliw73: Maill (Cobbler) Village Tineye Dominic 1994: Dom (Retired Hazekiller) Regular Villager McKeeDee123: Melend Venture (Stranded Nobleman) Spiked Mistborn Eolhandras: Eoladdin (Town Lunatic) Village Mistborn Kasmir: Karnad (Courier) Regular Villager Little Wilson: Wilson (Town Messenger) Village Lurcher Winter Cloud: Cleo (Metallurgist Apprentice) Village Smoker Alvron: Vron (Alchemist) Village Soother JasonPeng: Peng (Crazy Old Man) Regular Villager Seonid: Senn Conrad (Minor Nobleman) Spiked Lurcher Lightsworn Panda: Jain (Traveler) Village Rioter Renegade: Rent (Lord of the Lands) Village Tineye Ashiok: Ashette Cett (Young Noblewoman) Regular Villager Newan: Newan (Wannabe Hero) Village Smoker Herowannabe: Herwynbe (Terris Steward) Village Coinshot Lord Claincy Ffnord: Clancy (Storyteller) Spiked Smoker Arasis Valerian: Aralis (Skeptical Elderly Grump) Village Seeker Dowanx: Ament (Tailor) Regular Villager Jasnah Damodred: Damon Shan (Worldhopper Who Hates Cookies) Village Thug OstrichofEvil: Lord Ostrich Maliscei Tekiel (Glass Merchant) Regular Villager A Smart Guy: Satrams (Nervous Bartender) Village Smoker Unodus: Odustren Kuethershud (Painter) Spiker Rioter Wyrmhero: Wyra (Female Smith Apprentice/Brawler) Village Thug Weiry Writer: Riew (Skaa Repairman) Spiked Smoker Macen: Larry (Balding Middle-Aged Man) Regular Villager Sarcomere: Recco (Pizza Flinging Foreigner) Village Soother Quicklinks
  4. Good news, you managed to get a job in the finest army this nation has seen or will ever see, under the just Gavilar and his powerful brother Dalinar! Fight for the unity of all Alethkar! Fight for glory! Fight for riches! Fight for Shardblades! ...But it's not that simple. It never is. Hidden in within your army are spies and saboteurs – And not just from one Brightlord's army either! All you know is that the spies have been sent into your army in pairs to ensure secrecy, and that they're from several different armies. Even worse, you've not fought with most of the people around you before, and rare is the soldier who can vouch for someone else here. You don't even know what their job is around the camp, though you can probably guess in some cases. It will take careful thought and cooperation to find the ones that might be secretly planning your deaths... General Rules Events Spies Eye Colour Roles So, welcome to my second game. As before, I will answer any questions on the main thread, so feel free to throw them at me if you want anything clarified. If there are not as many players as I would like, some Role(s) may be left out. Some (Guardsman and Messenger) have also been slightly modified from previous iterations as well. The game will start Sunday 30th, at 8PM GMT. Cycles will last 48 hours each. Quick Links:
  5. The Empty Throne Part 1: The Barrow Barons With Steelheart dead, the remaining Epics are running amok as they try to wrest control of the city of Newcago from their rivals. You and a group of others have taken refuse inside the now vacant Enforcement Headquarters to wait out the chaos that grips the city. Unfortunately you aren’t the only ones with that idea as some of the former barrow barons have taken it upon themselves to grab control of the HQ and make it their base of operations. Day cycles last 48 hours, night cycles are 24 hours long. Extensions can be requested. Roll over is at 4pm NZDT / 3am GMT / 8pm PDT (I think I got the conversions right.) Write ups will be simple as I am, unfortunately, not as creative as the past GMs. Updated player lists will be posted at the start of each day. Night Action Order: Enforcer/Streetperformer/Illusionist/Neutralizer, Protections, Kills then Scouting. Win Condition: Find and kill the Barrow Barons. Lose Condition: Allow the Barrow Barons to outnumber everyone else. Note: No group can win as long as the Serial Killer is alive. Except for the Serial Killer that is. Barrow Barons have a doc to conspire in as well as a nightly group kill. GM is to be included in all PMs Each day cycle players must send a PM to the GM telling them which room they are to spend the night in. Any who don’t claim a room will be stuck sleeping in the hallways. At the start of each night cycle the GM will PM each player with the names of the other players that are in the same room. The names of those who are in the hallway will be posted in the main thread. You cannot post who you are sharing a room with until the following day cycle. Abilities/roles/PMs can only be used on those in the same room as yourself or those in the hallway. Example: Steelheart is in the Barracks with Frank and Steve. Firefight and Gillian are in the Armoury. Bob is wandering the hallways looking lost. Steelheart can only attack/PM Frank, Steve or Bob. Gillian only has Firefight and Bob for company. Poor Bob has no one to play with unless someone contacts him first. Should both Gillian and Steelheart contact Bob then Bob can pass messages along. However Bob cannot use any abilities on anyone as they aren’t in the same room. Rooms: (Rooms may be added or removed depending on player numbers) Armoury Barracks Mess Hall Officers Lounge Training Room Shooting Range If any wish they can use their night action to search the room they are in. There may or may not be something to find. For example if someone was to search the Officers Lounge they may find a fully/partly charged sidearm which allows a set number of kill attempts or they may find an empty whiskey bottle. Roles: Serial Killer: You are an insane genius. You worked out how to become an epic, all you need to do is kill enough people. After all everyone knows that epics kill indiscriminately, so that must be how they gained their power, right? As such you have two abilities. You can kill once per cycle, day or night, or you may instead stalk up to two people a cycle and find out what roles they have. You must also choose a signature to leave behind as a sign of your kills. i.e. a red rose. Note, if you choose to use your abilities during the day then your vote won’t be counted. Win Condition: Kill everyone. Civilian: You are a normal civilian and have no special abilities however your voice is that of the people. This could be the chance you have been waiting for. Prove yourself to the right people and they will surely reward you. Arms Dealer: Somehow you got caught up in the mob and have found yourself trapped inside the Enforcers HQ. Luckily you still have some of your inventory. Once a night you can give a one shot gun to another for them to use the next night. Enforcer Chief: You can provide protection detail to one player of your choice for one night cycle. (You protect one player from all actions taken both by and against them. Target is not informed that they are protected. Cannot self target. Rich Civilian: You have money, you have influence and you left it all outside. Whoops. However your vote counts double as many still listen to you. Street Performer: You are a master at sleight of hand and misdirection tricks. Once per night cycle you may redirect any action directed against one player to another of your choosing. (You must pm the gm with the name of the target you want protected as well as the target for the redirected actions.) Smoothtalker: You can sell anything. In fact you have already sold Steelhearts skull on numerous occasions. Once a day you may change anyones vote to whatever you want. (Including a no vote) Doctor: You are a trained physician and can provide medical protection to one person for a full cycle. (Once per night cycle you can choose to protect another from any one attack for that night and the following day. Protects from lynching. Cannot self target.) Scout: You are an expert in stealth. Once every night you may spy on another player and discover what actions they take. Sniper: You are a former Enforcement sharpshooter. One kill attempt each night. Invisibility: You are able to turn completely invisible for a limited amount of time. Once per night you can follow a target and find out what actions they take. Precognition: You can see the future. Once per night you may either protect yourself or another from one attack. Matter Disruptor: You can turn any organic matter to dust. One night kill attempt per cycle. Flame body: Your entire body can be turned into living flame, protecting you from attacks. Once every second night cycle you can protect yourself from any and all attacks but must rest during the next cycle. (Invulnerable from all attacks for one night cycle, but cannot protect self again next cycle.) Neutralizer: You can neutralize anyones actions once per night. If no actions are countered this will cancel the targets vote on the following day. Mitosis: You are able to make clones of yourself. You may order your clone to undertake one of the following each cycle. Note: you cannot take the same action in consecutive cycles. Follow a player and learn what actions they take. (Night only) Attempt to kill another player. (Night only) Protect you or another from one attack. (Night only) Distract another so any action or vote they take fails. (Day or night) Strong-arm another’s vote to one of your choosing. (Day only) Illusionist: You can change the appearance of what actions others or yourself take once each night. Example: Player R uses their kill attempt on Player F. The Illusionist can make it look like they protected Player F instead. The action still happens as normal but it won’t show up to any who happen to be spying on Player R at the time. Note: This changes the actions appearance only not the target. Quicklinks
  6. Quick Fix Game 4: Conversions (Name liable to change, if someone comes up with a better one.) General Rules: Standard Quick Fix Game (QF) Procedure. Fast paced Cycles lasting 24hrs with write-ups including the results of the lynch, Votes, and any mentionable Actions. This game can run with as little as 12 people, but will run best with 16+. All players will be only allowed to submit 1 Action per Cycle. Each Cycle will end at 9PM Pacific Standard Time, with the next write up being posted about an Hour later. The Seventeenth Shard Wins if they can find and get rid of all of the Converted and Hoid, and the Converted and Hoid win if they outnumber the Seventeenth Shard. The Roles: The Terris Nurse: (Classic Protection): Once per cycle, you may target any player. That player is immune to all kill attempts during the next Cycle, including Lynchings. The Researcher: (Classic Seeker): Once per Cycle, you may spy on someone, learning their Role. (Nurse, Renegade, Researcher, Wit, Letter Bearer, Converted, Regular) The Renegade: Takes two cycles to kill a player. (On Cycle one, Renegade choose to Target Meta, at the end of Cycle 2, Meta gets assassinated. After Meta has been Targeted, the Renegade cannot take back his Action.) The Letter Bearer: You are the only one who can freely send and receive PM's. If two people wish to Open communications, you can choose to allow it or not. You get a Google Doc for all PM's that you aren't a part of. (See the PM Section) The Wit: Hoid. he has access to the powers of Lightweaving, Allomantic soothing, and Stormlight Healing. He may only use one power per Cycle, in addition to his Conversion power. Lightweaving: If the Researcher targets you, you come up as a Whatever you want it to be. Soothing: He may change someone's Vote. This does Not Cancel his own Vote Seeking: Can determine the Role (But not Alignment) of any one player. Healing: He survives all attempts on his Life for this Cycle. He may Not use this Ability twice in a row. In addition, once per Cycle he may Convert a Sharder to his way of thinking. He may only Convert 25% of the Original Players. Once he's reached his Quota, he can't convert. He may convert and use a Power in the same Cycle. He may not participate in the Converted Kill. The Converted: You've been convinced by Hoid to join him. You keep any abilities you had, and get a group kill, you also get a Doc to talk in with Hoid. PM's: Anyone may send in an Order at any Time to start a PM Conversation the Next Cycle. But this Conversation will not be Started until the Letter-Bearer agrees to deliver messages. He will be able to see what you write in your Conversation, even they're not included. Votes: If there is a Tie in the Votes, the Player who has received more Total votes in past cycles gets killed. Inactivity: Every Cycle that a Player does not post at least once, they receive an additional Vote on them the Next. These votes are cumulative. If a player is lynched solely due to their own Votes, Then two players are lynched. Them and who ever the Village voted to lynch. RP: You may RP on any World, in any time period as anyone you wish. Excluding Earth Variant’s. If you want to die in a specific way due to Lynching, (Such as killed in one of Szeth’s raids, or eaten by Shades) send me a PM, and I’ll work it in. Write-ups: Don’t expect anything too elaborate. I'll include relevant Actions in the Writeups. Such as the Nurse’s Protection, if they’re target gets attacked. Writeups may include Cameo’s by Senior Sharders (Former Players from previous Games.), So if you’d like to have one of your old characters included, Send me another PM. Order of Actions: Lynch Votes Hoid's Soothing Nurse Protection Lynch Kill Renegade Kill Hoid's Healing Hoid's Lightweaving Researcher Ability Hoid's Conversion Power Quick Links:
  7. Special Thanks to Ben McSweeney for making these icons and Awesomeness Summoned for making them available online. On the Isle of Nebrask, there was one simple rule: keep the Circle whole. The Circle was a line of chalk, surrounding the island, containing the wild chalklings. If it broke, they could swarm out, and decimate the United Isles of America. On the Western Front, a new group of Rithmatists were gathering. Their mission was simple: if the line washed out, they had to repair it. Their commanding officer, Tammy Kingswright, addressed the group. “We are defending our homeland today. The Circle may be holding today, but it could fall at any moment. A single raindrop could ruin our line, and destroy our way of life. We’re not going to allow that. Come rain or shine, we will protect this country! Now, who’s with me?” Mid-Range Game 3 is now open for sign-ups! I’m looking for around 20 players, but the more the merrier. This game will start a day after Long Game 8 ends. Rules: Setting: You are part of a group of Rithmatists, battling wild chalklings in Nebrask. However, it appears some of your battalion actually support the chalklings, and are secretly trying to sabotage the front lines. General Rules: This game has the day and night combined into one cycle. Players will vote on who to lynch in the thread, while sending the GM (me) their special action in PMs. PMs between players are not allowed in this game. Each Cycle will last 48 hours. Rithmatics: To combat the chalklings, most soldiers (excluding Non-Rithmatists) use Rithmatics. Each day, you may do one of the following. However, you may not repeat the same action two cycles in a row. Line of Forbiddance: You protect yourself for the cycle. As long as this stays up, you can't be killed. Line of Vigor: Cancel a target player's action. Line of Making: You create a chalkling that will spy on a target player. Unfortunately, chalklings are extremely dumb and can only be given extremely basic commands. Chalklings will walk in a straight line and will only return to you if they run into a wall. If a player was using a Line of Warding or Forbiddance, you will be informed that they were protected. Otherwise, nothing will happen. Line of Warding: The camp gains one defense for the cycle. (See below) Advanced Rithmatics: You can substitute one of these for your special action, if you have been taught them. Line of Revocation: Kill a target player, as long as they aren't protected by a Line of Forbiddance. This is only available to Rithmatic Scholars. Line of Silencing: Cancel a target player's vote. Special Roles: The Forgotten: You command the wild chalklings, and you win once you outnumber the good-guys. Every night, instead of using Rithmatics, one of you can kill a target player. You are also immune to Wild Chalkling kills. Of course, you have access to a Google Doc to formulate plans. Non-Rithmatist: You are clearly crazy. You sneaked onto the front-lines without having any powers! However, you have studied Rithmatics extensively, and have learned about Advanced Rithmatics. Once per game, you can give a target Rithmatist access to these powers. Sentry: As long as you stay alive, you passively give the camp 1 defense. See below for details. You are also immune to the Wild Chalkling kill. This role will be added if we have enough players. Artist: Because you can draw them so well, your chalklings are smarter. When you use Lines of Making, you will learn what special action your target did that turn. Defense: Since the camp is on the front-lines, there is always the threat of wild chalklings invading. The power of the chalklings is equal to the number of Forgotten. The camps defense is equal to the number of people making Lines of Warding plus the Sentry bonus. If the power of the chalklings is greater than the defense of the camp, a random player is killed. This kill ignores Lines of Forbiddance. If the camp's defense is equal to, or greater than, the power of the chalklings, the camp doesn't lose a player. Quick Links:
  8. The Simple Rules “Don’t kindle flame, don’t shed the blood of another, don’t run at night.” -The Three Simple Rules The Simple Rules exist for a reason on the world of Threnody. Anybody who breaks these Rules via RP will automatically die at the end of the Cycle. General Rules: Standard Quick Fix Game (QF) Procedure. Fast paced Cycles lasting 24hrs with write-ups including the results of the lynch and any mentionable Actions. As this game is a QF, player activity is not only encouraged, it will be incentivized. As such, inactivity will be penalized, solely due to the speedy nature of the game. This game can run with as little as 12 people, but can also can accommodate for upwards of 20+ players. All players will be only allowed to submit One Action per Cycle. Actions can count as Item-Use, Messaging/Message Interception, distributing rations, or the Convict Kill actionl. The Civilians win if they can find and get rid of all of the Convicts, and the Convicts win if they outnumber the Civilians. Roles/Allignments Civilian: A regular citizen, just at the wrong place at the wrong time. But in the Forests of Hell, it is usually always the wrong place at the wrong time. But living in the Forests means that you aren’t weak, either. You can potentially start with any item. Convict: A member of a group of criminals with a high bounty on your head, you’ve no choice but to leave no survivors wherever you go. One of you will be chosen and notified each Cycle to make a kill (cycling through each member before any repeats are made, and the Gang Leader can also be chosen to make the kill). You can potentially start with any items except for the Murder Hood and the Glowsap. You know all the other Convicts identities, and can communicate with them via Messages. These can be intercepted. Gang Leader: The leader of the Gang of Convicts. All good gangs need a Leader, and you are the perfect man for the job. Nobody has ever seen your face, and therefore don’t know what you look like. You also know how to cover your tracks, so you can’t be Detected by ordinary means. Only death can reveal who you truly are. You can also send One Letter to each of your fellow convicts anytime throughout the game that can’t be intercepted. Any messages after the first one to each of them can be intercepted, however. You can’t start with any Items. The Gang Leader can not be discovered by Glowsap. If investigated, you will appear as a Civilian. They are also eligible to be selected to make the group kill for the night. Game Items*: Some players will start off with certain items, possibly, depending on the number of players and their role. All items will have a limited number of uses to fit into the theme of scarcity of resources in the Forests of Hell, and will not be rechargeable. *For Stats purposes, these Items will count as “Roles” for this game. Fenweed Sap - A minor poison that won’t kill, but will make the victim cloudy headed and dizzy. Will Negate their Action for the Cycle. Will have a limited number of uses. Can only poison one person with one dose per Cycle. The target that gets Poisoned will be informed so, but not who they were poisoned by. Silver Ward: Some players will start out with a set amount of Silver Wards, and these can be used to save Players from Lynches. Each Cycle, you can target someone with a Ward if you still have any, and if that player ends up being lynched, they will be saved instead. It will be mentioned they were saved by in the write-up, but not by who. If you use a Ward on somebody who doesn’t get lynched, the Item will be wasted. Silver Wards are an Active-Use item, not a passive. So you can’t give them to someone to save them from a future lynch. (Think of it like a Lurcher Role but with a limited number of uses, and can only save from lynches). Glowsap: A special sap that glows with a dull violet colored light. This item is used to track people at night and can be used to find the Alignment of a player. (Civilian or Convict). Will give a result of Civilian when used on the Gang Leader. Murder Hood: A tar-lined burlap sack that allows you to put over the head of your victim and bludgeon them to death. Prevents the spilling of blood, thus keeping you safe from Shade retribution. Convicts or the Gang Leader can not start with this item. Rations: This game will introduce the “Rations” mechanic. Rations allow a player to survive throughout the game. You need to eat 2 Rations every Cycle to survive. If you go 1 Cycle without eating enough Rations (2), you will be Hungry. When you are Hungry you can not perform any Actions. If you go another Cycle without eating the proper number of Rations while in the status of Hungry, you will die from from Starvation. Any players who die from Starvation will be mentioned, but nobody who is Hungry will be revealed. Every cycle, all players should make a post and place a vote. ‘No kill’ will not count as a vote. If you vote and post at least once each Cycle, you will receive 3 Rations that Cycle, essentially leaving you with 1 after you eat your allotted Rations for the day. These extra Rations can be saved up. Only posting, or placing a post with only a vote will only net you 2 Rations for that Cycle. You can spend 1 Ration to change your vote after your first initial one each cycle. This can be done any amount of times in one Cycle, spending 1 Ration each time you do so. Rations can also be given by players to other players discreetly, although this still counts as an Action. Messaging: Each Cycle, players can spend 1 ration to send an anonymous letter to be sent to another player. The Ration Cost is a Bribe that you give the Innkeeper to pass along your message. However, any player can also spend 2 Rations to Intercept one Message being sent to a player. (If multiple messages are sent to one player, then one of the Messages is randomly chosen to be Intercepted.) Messages must be limited in size and can not exceed 1,000 characters. If multiple people are attempting to intercept a letter from a person, then the letter(s) will be handed out by chance. The Stack (Order of Actions): Fendweed Sap -> Rations -> Glowsap -> Silver Wards -> Lynch -> Kill Actions (Convict group kill/Murder Hoods) -> Messages ----------------------------------------------------------------------------------------------------------------------------------------------------- Sign-up write-up: This game will be told through the perspective of the Innkeeper telling a story, and all of you are all the Main Characters! How this tale ends depends entirely on you! Sign-ups will last a week! Quick Links:
  9. Mid-Range Game 2 is beginning! I’d like to have as many people as possible signed up for this game (the more, the merrier!). Sign-ups will run until next Sunday, 9PM EST Thursday, 10PM EST. You are in the small coastal town of Telmont in Alethela, one of the old Silver Kingdoms. The Knights Radiant have begun to return, which can mean only one thing: a Desolation is coming. Determined to stop yet another Desolation, the Skybreakers have arrived to purge the town of Surgebinders. The Windrunners must recruit Squires to defeat the Skybreakers, before all of the town’s Knights Radiant are killed. Lynch votes are done in-thread. Votes sent via PM will not be accepted. Lynching reveals a player's role, alignment, and abilities. Skybreaker kills do the same. You may not directly PM any other players in this game. However, each cycle (including the first), you may use the “Messaging” ability (see below). All players that do not post anything in the thread for a cycle receive an extra vote against them for that cycle. (This is to encourage people to be more active. This rule does not apply to the first cycle, since there is no vote.) Each cycle will be a Day Turn, lasting 48 hours long. The first cycle has no actions or votes, other than the Windrunners, who can only recruit Squires that cycle. Also, all players can also use the Messaging ability the first cycle. The rollover time is 10PM EST. Player Roles Darkeyes: You are a regular, lowly, darkeyed citizen. You have grown comfortable with the Windrunners’ presence, but the Skybreakers put you on edge. You feel as if it is your duty to stop the Skybreakers and their henchmen. You have no special abilities, but you feel special on the inside. Plus, the Windrunners may choose you to be one of their loyal Squires. Windrunner: You are a Knight Radiant trained in the surges of Gravitation and Adhesion. Each day, along with voting, you may recruit one person as a squire (via PM to the GM), and you can use one of the three Lashings (see below). There are 2 Windrunners, and you are also told the name of your fellow Windrunner (but not the name of the Truthwatcher). The first cycle, both Windrunners will have a Google doc set up between them in which they can discuss plans. After that cycle, the doc is broken and messages can only be sent to one another using the Messaging ability. Truthwatcher: You are an order of the Knights Radiant trained in the surges of Progression and Illumination. With Progression, you automatically save yourself from death once, preventing all attacks from killing you that cycle. However, you will be revealed in the next write-up as a Truthwatcher. You may also use the surge of Illumination each day (see below). There is only 1 Truthwatcher. Squire: You are a servant of the Windrunners, chosen by them to do their bidding. Once you are recruited, you randomly receive the ability of one of the three Lashings, and are inducted into the Squire Google doc. A player that has been recruited as a Squire retains their previous alignment and win conditions. Any player can be taken as a Squire and put into the Squire doc (except Windrunners), but only darkeyes and henchmen will actually receive an ability. No players begin the game as Squires. Skybreaker: You are an order of the Knights Radiant, trained in the surges of Gravitation and Division. You feel that the return of the Knights Radiant will bring about another Desolation. Your goal is to kill both of the Windrunners and the Truthwatcher. Each turn, you may use the surge of Division, or a Reverse Lashing. The Skybreakers and henchmen have a Google doc to plot on for the first cycle only. After the first cycle, the doc is broken, and messages can only be sent to one another via the Messaging ability. Henchman: You are a servant of the Skybreakers. You have no role-based abilities at the beginning of the game. However, if you are taken as a Squire, you retain your alliance and goal with the Skybreakers, and you receive one of the Lashings and you access to the Squire doc. You also have access to the Skybreaker doc for the first cycle. Abilities Each day, the actions will take effect in the following order: (1) Full Lashings; (2) Basic Lashings & Reverse Lashings; (3) Lynch; (4) Division; (5) Squire Recruits; (6) Illumination & Messaging Basic Lashing: Protects someone of your choice from getting killed by the surge of Division for the current day. If the person you protected would have been attacked by Division, that person’s name will be revealed in the write-up. Cannot protect yourself, and cannot be used two days in a row. Full Lashing: Blocks another player’s abilities and vote for the current day. If a Full Lashing is used to cancel Division (or any other abilities), it will not be mentioned in the next day's write-up. Cannot be used two days in a row, and does not block Message actions. Reverse Lashing: Allows you to target a player, and steal one Message that they would have received. That player will not receive the Message, but you will, at the beginning of the following cycle. Cannot be used two days in a row. Division: Allows you to choose one target to kill each day. Illumination: Allows you to choose 1 person to spy on. This person's alignment (but not their role) is revealed to you in a PM the next day. You also discern whether or not they are currently a Squire. Squire Recruit: The Windrunners’ special ability, which allows them to recruit one player as a Squire each cycle. The Windrunners can still use one of the three Lashings and Message another player each cycle they use this. Messaging: A free ability that allows any player to PM the GM, telling them a message they would like delivered to a target player at the beginning of the following cycle. The message will be delivered anonymously. Win Conditions: If both Skybreakers are killed, then the “villagers” (Windrunners, Truthwatcher, and darkeyes) win. If the Truthwatcher and both Windrunners are killed, then the Skybreakers and henchmen win. Squires win as the team they are aligned with. So, that’s the game. If anyone wants any further rule clarifications, please say so in this thread. Good luck, everyone! Quick Links:
  10. Ahoy, me hearties and welcome aboard The AonTeo! Ye be part of Crushthroat's crew now and we be raidin' all over the Northern Sea! Aye, by the time we're done, every vessel from Arelon to Sycla will know our name and will fear it. So cast off, ye mangy dogs and don't let our Captain hear any grumblings about any mutiny! He don't take too kindly to that. He be likely to send ye down to Davy Jones' Locker for it! Besides, ye be paid yer fair share and when next we make port, ye'll be loaded to the gunwalls and cracking Jenny's tea cup in no time! The Game You're a member of the dreaded pirate Dreok Crushthroat's crew. This takes place before the events of Elantris, obviously, while he's still out sailing and making a name for himself. As with any place filled with criminals and villainy, not everyone likes the way Captain Crushthroat is running things. They think they should be in charge. You know the hardest part about mutinies? They're bloody hard to know which of the crew is a part of it until it's already happening.... The Rules As this is a Quick Fix, Day and Night turns will be combined together and each cycle is 24 hours long. Every player has two actions during each cycle; a voting action and a secondary action. Secondary actions are for Roles, Items, or Events use. Players will vote for one person to be given the hempen halter every cycle. It takes two votes for someone to be lynched and ties result in a no lynch. There are two Factions; the Mutineers and the Loyal Crew. The Mutineers will know who each other are and they have the goal of lynching Captain Crushthroat. This is accomplished when they can get a majority vote for the Captain (this could happen at any time, so be careful!). The Loyal Crew's job is to find and lynch all of the Mutineers hiding among them. Then they can get back to some decent pirating! Role and Alliance will be revealed on death. In other words, pretty standard. This is where it gets interesting: EVERYTHING WILL BE DONE IN THREAD*. This includes the Mutineers. They do not get a Doc to conspire in. The Mutineers group kill will be passed around each cycle. The Mutineers that are not making the kill will be allowed to send one PM to the person making the kill (I need to be included in those PMs), so they had better make them count! They don't even get to see the PMs being sent to the person making the kill from their other members. Voting will be done in thread, as per the general rules. Red for votes, Green for retractions. *Note: I can't stop players from PMing each other beforehand and setting up little codes and such, but I highly discourage it. Consider it part of the Fair Play Rules. By doing so, you're trying to give yourself an advantage over other players, or in other words, not playing fairly. I'd view this as akin to cheating, so please don't do this. I have faith in you guys, so I don't think this will be a problem, but please don't make me lose that faith in you by doing something like this. Roles, Items, and Events This is a Quick Fix, so there are very few roles and each side could have them. Quartermaster: As long as the Quartermaster lives, only one of each item per cycle is available. Players bid for the item of their choosing, because whoever heard of an honest Quartermaster on a pirate ship? Players bid on items starting with the minimum price (the Axe is not included). The item, if won, is usable for the next cycle, but then it is returned to the vault. If the Quartermaster dies, there will be a set number of each item available for a price and once they are gone, they are gone, but they last until used. There will be only one Quartermaster in the game. Gunner: The Gunner has an extra life from being so tough. There will likely be multiple of them in the game. Powder Monkey: Everyone else. Items These are the items that can be purchased each cycle. The first number represents the item's minimum bidding price. The second number represents the price for the item if the Quartermaster is dead and the final number is the amount of each item available if the Quartermaster is dead. You'll note that the Axe does not have a bidding price. This is intentional. The Quartermaster won't loan out the Axe. It only becomes available if the Quartermaster dies. (1)/(2 x 5) Loaded Dice: Re-roll the lowest roll when Gambling (2)/(4 x 4) Buckler: Blocks an attack (3)/(6 x 3) Grappling Hook: Role-block */(12 x 1) Axe: Allows multiple attacks Events There is only one Event in this game and it's an Event any true pirate can get behind; Gambling. Gambling: Every player starts out with two coins. A post during each cycle will give you another coin. A vote during the cycle will give you another coin. Thus, there are a possible 2 coins, per player, each cycle. Players can spend their coins bidding for items, or they can hold onto them, or they can gamble with them once each cycle. Gambling costs 2 coins and each player will have 3 six sided dice rolled for them (I will be using actual dice, so there won't be any funny business with random number generators). The faces on those dice will be added together and the player with the highest total at the end of the cycle will get 3 coins, thus retrieving the coins they had to begin with plus one coin. And that be the game, ye bilge rats! Now, who out of ye be ready to go on account and join the Crew? Quick Links:
  11. The Stormfather and The Nightwatcher: Riots of Kholinar Welcome to the Riots of Kholinar, where Words of Radiance spoilers will run amok (this is the only warning, if you haven’t read it yet, and are sensitive to spoilers). This Quick Fix will run with some slightly different rules than Tempus’ did. For one, we need a bare minimum of 18 players in order to fill all the roles we need to start the game balanced (the game was designed for 27+, with a minimum of 18). Second, it will run longer than a week, but not more than three. The period duration will be 48 hours (excepting day one, which will be 24, with no voted killing, or death related class actions), with only day cycles, as nights are unnecessary by design in this game. If there is a tie in votes for death, there will be no death that cycle. The rollover time will be 12PM MDT, or 7PM GMT. Lastly, inactivity will be dealt with swiftly, as it slows down games, and that’s just dumb. If you’ve gone 48 hours without a post without announcing your absence beforehand, or if you announce your absence but don’t post for 96 hours, your character will be presumed to have been caught in a highstorm and added to the list of the dead. Don’t get caught in the highstorm. Stay active. And now, without any further ado, let me explain the game. You’re living in Kholinar. Which would be awesome, but riots have overtaken the city, and you’ve begun to suspect that you aren’t going to survive. Three factions have come together, fighting the others for their own survival, by killing and eliminating the others. These factions are the Noblemen, the Merchants, and the Darkeyes. There is, however, a hidden fourth faction, the Seventeenth Shard, that has infiltrated each of these groups and is trying to keep themselves alive by relaying information to the other factions. To help you in your quest, you may leave the city, forfeiting all actions for that cycle, and travel the great distance to the Nightwatcher. There, you can offer up a prayer, asking for anything you want. If the Nightwatcher likes your prayer, she will grant your request in the form of a boon, but beware, for she will also give you a curse of equal greatness to your boon. The Nightwatcher is not obligated to answer all prayers in a night (though she may), but she will answer at least one. If you want to have a chance that your prayer will be granted, make it good. We hear that the Nightwatcher makes decisions based on hilarity and awesomeness. To make things a little more interesting, you’ll also have to worry about Highstorms. Every couple cycles, a highstorm will pass through. Fortunately, there’s a pretty good stormwarden left in Kholinar, so you’ll usually know when the highstorm is going to hit. The thread will be locked during the highstorm, but you can still participate in docs with the other players on your team (because you’re sitting through the highstorm with your compatriots, of course), but you can’t send any action PM’s to the GM. This includes votes, class actions (to be explained below), and prayers to the Nightwatcher (Yes, you’ll be voting through PM. What you say in the thread is up to you). The Roles Everyone will be able to do some action, depending on the role they are given at the start of the game. Some roles are exclusive to a faction, but most of the roles are in each faction. The Steward of Kholinar is the Noblemen exclusive role. He is immune to all role-based effects that could kill him, including objects acquired from the Nightwatcher. He can be killed by lynching or direct action by the Nightwatcher (likely due to the effects of a curse). The Apothecary is the Merchant exclusive role. She has the ability to protect her entire team once per game, for an entire cycle. She also has the ability to kill someone once per game. Poison, anyone? The Freed Bridgeman is the Darkeyes exclusive role. All that time running bridges has made him strong. Because of this, he can die twice. His vote also counts as double for lynching--after all, it’s a riot, and he’s the strongest man in the city. The Seventeenth Sharder is, obviously, exclusive to the Seventeeth Shard. All members of this faction have this role. Besides being loyal to the Seventeenth Shard, they are loyal to one of the other factions. They have also infiltrated a separate faction and are feeding the information and plans from that faction across enemy lines, to the faction they are loyal to (and probably the Seventeenth Shard as well). Each member has the ability to win as either the Seventeenth Shard or the faction they are loyal to. Members of the Seventeenth Shard can survive their first death, but after surviving they are spooked and lose their ability to spy on the other team. They cannot betray the other members of the Seventeenth Shard (like telling the faction they’re loyal to who the traitors in their group are). If they do, they die permanently (whether or not they have been spooked). The Voidbringer is the Seeker-type role. Once per cycle, they can choose a player and find out which faction that player is part of. If enough players join, there will be two types of Voidbringers on each team. One is a true Voidbringer. The other only thinks they are the Voidbringer. The Voidbringers will not know if they are real or fake. The fake Voidbringer will see others as random, or what they expect (if they choose someone on their own team). If the fake Voidbringer searches someone twice, they will see the same answer each time. If the true Voidbringer chooses a member of the Seventeenth Shard, the result will not be “Seventeenth Shard;” instead, it will be the faction the member is loyal to. Lastly, when a Voidbringer is killed, they will have one extra day to live (but they will know death is knocking). It’s advised they use that day to pass any information gleaned on to a trusted source. The Ghostblood can choose one person each cycle to kill. The Ardent can choose one person each cycle to guard. If that person is attacked by a role, the Ardent protects them. He also has the ability to die in place of another person for the lynchings. The Worldsinger can change another player’s vote each day. They also have the ability to silence a player’s vote and action each day. This role will only be included if there are enough players. The Shamed Member of Gavilar’s Guard has the ability to kill someone else when he dies. He can also rabble rouse and demand an extra player be lynched once per game. Both abilities can be used on the same cycle. (Because you can die from things other than lynchings but you won’t know that you died until day actions are complete, it would be smart for the guard to send in a PM each day of who they would like to die along with them if they die that day. If they don’t, no one will die. If you want to save the rabble rousing ability for the day you die, simply clarify that in a PM to the GM each day, with “If I die, then I want [this person] lynched as well.”). This role will only be included if there are enough players. The Dead have the ability to send a Ghost “Tweet” each day. This will be included in the write-up and will be led by the first player to die. The dead can decide what each 140-character message will contain in the dead doc. Signups will go until we have 18 people, or 10 days, whichever comes second. Naturally, in your signup post, please don’t include a profession, race, or anything that would shoehorn you into or out of a role. Personality and gender are fine, but outside of that, please be cautious of how you build your character. If we have 28+ players, there will be people who don't have roles. Lastly, this game will rely heavily on private google docs (mostly so the spooked Seventeenth Sharders can’t continue spying), so you will either need a google account, or to create one for this game. Immediately after you post joining, PM me the email address that you’d like to use, and I’ll get you added to the lists. Player List WeiryWriter - Weiriah, a recluse Lightsworn Panda - Jain, a traveller with a panda obsession Gamma Fiend - Magam, a blasphemous young upstart Tulir - Trahar, a Kholinarian with a lot of pride in his city Ashiok - Asphodel Renegade - Rengar, an insane man Mailliw - Mailam FeatherWriter - Lyla Binnut - Binnt, a slightly confused man with a fear of Highstorms Macen - Ace, a pet detective convinced chulls caused the desolation AonarFaileas - Aonar jasonpenguin - Peng twelfthrootoftwo - Twei a smart guy - Sarams Adolin_Dustbringer - Jim Bob Dirt, a man with an odd love of dirt GreyPilgrim - Greyeh Pilgras, the daughter of (alt universe) Grellin Pilgras Alvron - Rolav, a dagger-carrying man with a love for rabbit meat (whatever that is) firstRainbowRose - Hinah lord Claincy Ffnord - Clanal Wyrmhero - Heron, a man who (secretly) knows the Alethi women’s script Sphinx - Nixi dants - Atrus Sir Jerric - Jerrek jaelre - Khiriq luckat - Lucy Awesomeness_Summoned - Mon Kasimir - Kasimar Quick Links:
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