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  1. Welcome to the Family Quick Fix 48 Welcome new recruits! Congratulations on making it this far. You are one step closer to proving your worth and joining the Ghostbloods. There is just one problem. We have reason to believe that some of you have lied about your real intentions for joining. It has come to our attention that a group calling themselves the Diagrammists is hoping to infiltrate and ultimately control our organization. They are wrong. We would be able to find these so called diagrammists with little effort. However, this has given us a prime opportunity to test those of you who think you have what it takes to join our society. Any Ghostblood worth his salt will be able to tell the imposters. Prove yourselves and you may move on to the next step. You have seven hours. Good luck. Welcome to Quick Fix 48! I will be your host and @Elbereth will be our lovely IM. The rules are as follows. The Teams Loyal Ghostbloods win when all the diagrammists have been removed from the group by whatever means. (yes it's an oxymoron) Diagrammists win when they have an equal or greater number of members remaining. Skills - You have not come this far without developing a few tricks and abilities. You just have to hope they're the kind that are useful here. Tough - You possess great strength and greater stubbornness. You may target another player each cycle to protect from elimination (lynch and kills including the double-or-more-tap). Once you have successfully prevented an elimination, you are exhausted and cannot perform the action anymore. Sneaky - Unfortunately, you are all together in plain sight. This is not typically your strong point, but a little slight of hand still may be helpful. As long as there is at least one sneaky recruit alive, PMs are allowed as described below. The game will start with at least one sneaky recruit. Insightful - Reading people is kind of what you do, but this group is extra guarded. Intentions seem inscrutable, but methods are not. Each cycle you may target a player to discover what skill they have. Convincing - There's no way a bunch of recruits can be harder to convince than the person who introduced you to the ghostbloods. Once per game, you may have your vote count twice. Lethal - You don't say much. You don't have to. Once per game you may eliminate a player. Connected - You already know someone here. You've met before. Once per game you may determine one player's alignment. Recommended - You didn't have to lie, cheat or kill to get here. They practically rolled out the red carpet. You don't need any abilities because all you need is to look at these fools and you can tell which are the imposters. (no powers) Private Messages Private Messages are one-on-one and must include myself and Elbereth. They are available as long as a player with the "sneaky" skill is alive, and must be immediately discontinued when they are all eliminated. The game will start with at least one sneaky recruit and you will be notified in the writeup if they are all dead. Please don't send PMs while waiting for new cycles to be posted as it makes it harder to tell who has already received their information. Votes The vote minimum is 1 vote. In case of a tie, all tied parties will be eliminated. Welcome to the ghostbloods. Notes Depending on the player count, some roles may not be included. There are no hidden roles or rules Cycles will end at 10 AM MST and new ones will be posted shortly thereafter This game is a standard Quick Fix with 24 hour cycles, day and night combined, an eliminator kill that takes an action, and a lynch every cycle. The seven hours comment is not a hard and fast rule and I have in world RP ready to go if we get an eighth day, but Quick fixes usually don't last that long. Order of Actions Connected > Tough > Insightful > Convincing > Eliminations of all kinds Player List Spectator List Pinch Hitters Quick Links Signups will close on Thursday October 29 at 10 AM MST and the game will begin shortly thereafter. Clarifications
  2. It was well past dusk, the candles flickering near their last, condemned shadows dancing in vain on the stone walls and austere furniture of Prelan Orielle's office. The man himself bore all the hallmarks of mediocrity. A third son of a cadet branch of the Orielle line, of reasonable but limited intellect, and showing not a sign of allomancy, he joined the Canton of Orthodoxy upon adolescence. His career had been predictably uneventful; Fadrex City was far from the political games of Luthadel. It was with great surprise, then, that the Prelan Orielle, hunched over a record book at his desk, was disturbed by a sharp knock on the door and the entry of a Steel Inquisitor - a sight almost legendary to the lower ranks of the Empire's bureaucracy. Surprise turned swiftly to concern, as the Inquisitor turned to the Prelan, and fixed him with a stare, all the more terrifying for the absence of eyes. "Prelan." He spoke, and let the silence build. "It has come to the attention of the Canton of Inquisition that your organisation's grip on the affairs of Fadrex has become irresponsibly loose." The Inquisitor paused, and then turned, gesturing to the darkness outside the small window overlooking the Prelan's desk. "Corruption is rife, naturally, but we have heard rumour of indolence in your record-keeping concerning the skaa plantations." A cold smile grew. "The Lord Patresen so very kindly informed us, upon our... questioning, of skaa escaping his lands, and of no small number of boxings changing hands to avoid scrutiny of this inconvenient fact. You will, no doubt, understand why this concerns us." Stepping forward, now unpleasantly close to the Prelan, the voice continued: "We have men to deal with the skaa. They shall be reminded of their place, worry not about that." Placing an unyielding, firm hand on the shoulder of the Prelan, he finished: "You have your own misdeeds to concern you." A body fell, and the Inquisitor turned, and left the room. Welcome to QF45: To Set an Example! STINK shall be my esteemed co-GM. This is an almost entirely vanilla game. There are two factions; the Skaa Thieving Crew, and the Obligators sent to infiltrate their ranks, and put the terror of the Lord Ruler into the hearts of those who might oppose him. The Obligators have a doc within which to plot, and a kill every cycle. Cycles will last 24 hours, with rollover at midnight BST (UTC+1). PMs will be open, but must include myself. Group PMs are disallowed. There will be no roles beyond your alignment. The major chance from normal games is that voting each cycle is compulsory. STINK's compassion is greater than mine, and I have been required to grant each player two "grace" cycles throughout the game, to account for issues that may spring up in your personal lives. If you fail to vote for three cycles during the game, you will die. Tied lynches shall be decided randomly between the players with the most votes. The game will begin in just over 7 days, at 00:01 BST on Sunday the 21st June. Quicklinks
  3. Sign ups will close on Tuesday, February 23rd, at 5PM EST Everyone on Westeros has heard tales of the Long Night; a period of darkness that lasted a generation, when demons emerged from the nothern tundra, mounted on undead steeds from which they commanded an army of shambling corpses. For the sake of preserving existence, the First Men, the Children of the Forest and the arctic-dwelling Giants forged an uneasy alliance to combat the unholy invaders. Despite their disparities, the three races fought valiantly, dealing a critical blow to the White Walkers, forcing them to retreat. Victorious but fearing a second assault, the Alliance for the Dawn erected a seven hundred foot tall wall of ice that stretched from one edge of the continent to the other, to be defended and maintained by a clan of First Men known as the Night’s Watch in case a Long Night should ever come again. Millennia have passed and once again the Night’s Watch has received reports of men rising from the grave and spirits made of snow haunting the land beyond the Wall. Wary of another Long Night, the Lord Commander of the Night’s Watch has allowed wildling refugees through his gates to augment his diminished, and somewhat complacent, forces. Along with a company of soldiers ordered to serve at the Wall by a faraway king, the free folk now live and work among the Sworn Brothers, each faction looking upon one another with distrust and prejudice. Tense and afraid, a few disloyal souls have begun meeting in secret, conspiring to sabotage this fragile union to seize control of Castle Black and save their own skins. In the famous words of House Stark, Winter is Coming. Do you have what it takes to win? To survive? Overview This is your standard quick fix elimination game, each Cycle lasting for a total of 24 hours.Unlike most elimination games, this one bears a slight catch. Depending on the number of players who sign up there will be a limited number of Cycles until the Others invade. The culminating battle’s results will be determined by what roles have survived and which faction has won, or if neither has proven victorious, how far each faction has come. Personal Messages in this game are limited to one outgoing PM per player. Once a cycle you can start a single PM with another player (must include the GM) entitled “QF13C1 Metacognition and Gamma” (replace italics with the relevant cycle number and player’s names). Once that cycle ends that PM may not be used any longer, freeing you up to contact someone else. There is no limit to how many PMs you can receive, nor is there a limit to how many times you can start a PM with a single player. Roles and alignment will not be revealed immediately upon death, but announced one cycle later, as the Maester needs time to examine the corpse and crime scene. As a result, dead players will not receive a link to the dead doc until their role and alignment is revealed, just in case they might be revived by a Red Priest. This game is role madness, therefore every player will have an ability to exploit for the benefit of their faction. There will also be a single Neutral role in this write up that may or may not be in the game depending on things. So without further ado: The Roles: Ranger: You are an ordinary Ranger, trained to scout and patrol the Haunted Forest beyond the Wall. Trained in stealth, you are able to track another player every cycle to learn the identity of the player they target Builder: You are an ordinary Builder, responsible for maintaining the structural integrity of the Wall and Castle Black. You can fortify a single player’s chamber, granting them immunity from any actions used on them that Cycle. Steward: You are an ordinary Steward, tasked with a variety of day-to-day services that provide you access to every chamber within the castle, allowing you to rummage through another player’s belongings and discover their role once per cycle. Oldtown Acolyte: Before being sent to the wall, you studied at the Citadel to become a Maester. While there, you learned much of the medical arts, and thus are a proficient healer. Due to your expertise, you can heal a player who is Fatally Wounded or afflicted with Greyscale once a cycle Red Priest: You are a devout worshipper of R’hllor, blessed by his Lordship with the divine gift of resurrection. Only once during the game you can perform the Last Kiss on a player who died the previous cycle (during the limbo period where their role and alignment are not revealed) and bring them back to life. Giant-blooded: Somewhere within your lineage an ancestor mated with a Giant. You try not to wonder the implications of such a feat, but do not question it, for it has made you an especially sturdy individual. You will survive any attempt on your life, receiving a Fatal Wound instead. Gold Cloak: Once you were a noble warrior, enforcing the Crown’s Law in King’s Landing. Now you are a shadow of your former self, defending the Wall while selling your skills to protect your Sworn Brothers. Every cycle you can choose to defend another player at night. If they are attacked, you save them from death, receiving a Fatal Wound in their stead. Skinchanger: Born with the gift to influence the minds of men, you can manipulate another to do your bidding - but only once, for they will become resistant to your intrusions forever after. Every cycle you can change another player’s vote or the target of their action. Once a player is controlled they are immune to any further attempts of you using this ability. Greenseer: Graced with greensight, you enter another world in your dreams where you can speak with spirits both new and old. As the Greenseer, you can commune with the dead (begin the game with access to the Dead Doc). If you die, you will be able to send a 10 character message to player of your choice once every cycle. Shadowbinder: During your time in Asshai you dabbled in mysticism, learning to summon an entity of darkness capable of assassinating those you deem unworthy of living. Every cycle you cast a vote for a player to the Pyre and they die, you can bring your shadow to life and kill another player of your choosing. Stoneman: In your youth you contracted Greyscale but were cured before it could spread further than your hand. Though you conceal your deformity within a sterile gauntlet or glove, the disease still thrives beneath it, ready to infect another once every cycle. Warg: Whether you hail from the North or from beyond the Wall, you came to Castle Black with a loyal companion, whose bond to you transcends that of ordinary mortals. As a Warg your fate is tied with a ferocious predator. If you are called to the pyre, you can command your beast to kill one player of those who voted for you. If you are attacked in the night, your beast will track down your murderer and attempt to avenge you, dealing a Fatal Wound. Faceless Man: In the Free City of Braavos, you stripped yourself of your identity and became a servant of the Many-Faced God. It is your duty to bring the gift of death to all of Westeros. You have no interest in the conflict between the Faithful and the Traitorous men of the wall. Your only goal is to ensure the White Walkers succeed in overrunning the Wall and invading Westeros. You can choose to assassinate a single player every cycle disguised as another. Conditions and Order of Actions Fatal Wound: You have survived an attack. Unless healed by an Oldtown Acolyte you will die to your wounds next cycle. Greyscale: You have contracted a terrible disease. Unless healed by an Oldtown Acolyte you will die two cycles from being infected. Builder + Skinchanger > Ranger + Steward + Red Priest + Oldtown Acolyte > Lynch + Stoneman + Shadowbinder + Traitor Kill + Faceless Man Write ups:
  4. 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:
  5. 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:
  6. Hello everyone. We're going to be trying a new, quicker form of elimination game to supplement the main games. These Quick Fix games will run at different times from when the main games begin, and will take less than a week to complete. This will be the inaugural game! So we'll be keeping it nice and simple. Quick Fix games will be shorter in duration - you'll need to be able to post once in any 24 hour period to participate. Day and Night will run simultaneously in that period. There will be fewer special roles, and they will be more straightforward to make certain everyone gets a good grasp of the game. In a Quick Fix, Role playing is less important - you won't be making complex roles like for the main games. A core premise will be provided, and you will be given a character framework to work with. You may or may not choose to expand upon this character by filling in your own details as you go! Feel free to lie about them as well, of course. A full list of the basic ruleset for the Quick Fix games can be found here. Premise: For our first game, the premise will take place on Sel. The players are all gathered at a Duladel trading outpost - it is the end of winter, and late, inclement weather has snowed in the passes. Holing up in the small outpost, you prepare to last out the short winter. One morning, however, you awaken to the sound of horses braying. Confusion reigns briefly, until gathered outside, you witness a grisly scene - the outpost's freeholder has been nailed to the stable wall, his entrails gone, his stomach bloated with red dyed straw. The traces for the horses have been cut, and the stable is empty. The tracks lead off down the snow covered road, but no sign is visible. With no guards and no guarantee to make it to the next village safely in such unexpected conditions, you have no choice but to try to discover the identity of the killer - before they kill again! Day Rollover Time: 4pm GMT, Noon EST, 9am PST Roles: All Players: Must submit one vote via PM to the game master (Tempus), once every during every 24 hour period. These votes will be made public at the end of the period, and the most voted for player will be sent to die in the snow. Follower of the Mysteries: A follower of the Jeskeri Mysteries must send one vote via PM to the game master (Tempus) per 24 hour period in addition to their normal vote. The most voted for player will be sacrificed for their own mysterious purpose. Priest of Jesker: The Priest of Jesker is a learned man, and can identify the sacrifice of the Jeskeri Mysteries. A Priest will know the correct number of Jeskeri Mystery followers at game start, and may investigate one other player per day (by contacting the game master) to learn if they are a follower of the Mysteries or not. We're looking for a minimum of 8 players, and an ideal of 16. If enough players are gathered by the Rollover time this next Monday, the game will begin. If not, the game will begin on the following Friday. Sign up by leaving a comment confirming your attendance below! Quick Links:
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