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      Oathbringer is out! Let's make our policy on spoilers clear! 1. You must preface topics with Oathbringer spoilers with the prefix [OB] in the front 2. You are only allowed to post spoilers and spoiler topics in the Oathbringer Spoiler Board, Cosmere Theories, and some select work-related forums. 3. For posts in the Oathbringer Spoiler Board you do not need to use spoiler tags inside a topic marked [OB]. For Cosmere Theories, you also do not need to put spoiler tags inside your topic if the topic has [OB] in the title. However, for Cosmere Theories, if you are adding Oathbringer stuff to an old theory without the [OB] tag, those must go in spoiler tags and you must make it obvious outside the spoiler tag that the spoiler is regarding Oathbringer content. 4. For select things that do require talking about OB spoilers, in Events, Coppermind, and Arcanum forums, those are allowed but keep OB spoilers in spoiler tags 5. Avoid and minimize spoilers in topic titles--even though those two boards will not appear in the Recent Topics ticker, topic titles still appear in Recent Activity and the forum home.  6. You aren't allowed to post Oathbringer spoilers in places other than listed, even with spoiler tags.  It will be nine months and then the Oathbringer board will be re-merged with the Stormlight board and you will not need to tag these spoilers. If you'd like to move something in the Stormlight Archive board to the Oathbringer board, to update it with new Oathbringer information, Report the post and we will happily move it to the Oathbringer spoiler board. Part-by-part Reactions Though the Oathbringer Spoiler Board will be very spoilery, very fast (maybe don't come there until you've read the book, as people do have copies that bookstores sold early), you'll have these five topics for reactions if you want to nerd out: Part 1 Reactions
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Found 45 results

  1. I've set this up as a place for you clever people to discuss and create new roles for future games. Hopefully, this will become a list of well balanced roles that GMs can use in future games. If you post a role here, it is free game for anyone to use in their games, unless you specifically state otherwise. Be forewarned, creating balanced roles is incredibly difficult. You need to take into account how they will play with other roles and how they will effect the balance of the game. Creating roles requires running them through scenarios time and again, just to make sure that they don't break the game. No role should be so strong that the opposing faction can't stand against it. I'll let you get to it, but here are a few reference materials to give you some baseline ideas to work from. The Wiki actually has a pretty decent breakdown for the game in general. While this game specific Wiki has a ton of roles already in use and also gives some ideas of their playability. One final note, feel free to create roles and games for any of Sanderson's worlds. Eventually, we'll hopefully have enough roles to easily play anywhere in the Cosmere! Update: The reworked rules and Formats are up! Please keep these in mind while designing your games. The better you know which format you're planning for, the better other people's feedback can be! Long Game Elimination Format Rules With plenty of time and a lot of complexity, the Long Games typically have time for in-depth analysis and plenty of roleplaying opportunities. The drawback being that they typically take a lot longer to play out. Players: 18+ Game Duration: 3+ weeks Game Cycle Duration: 96 hours max. Turns: days and nights, each 48 hours max. Rollover Time: TBD by the GM What to Expect: lots of roleplay more chances for in-depth manipulation lots of complexity high levels of analysis Mid-Range Game Elimination Format Rules A middle ground style of game. The Mid-Range games run fairly quickly, but not nearly as fast as a Quick Fix. This allows for more roleplaying and analysis than a Quick Fix, but less than a Long Game. Players: 15-30 Game Duration: 2-3 weeks Game Cycle Duration: 48 hours Turns: days and nights can be combined into one full cycle 48 hours in length or separated for each to be 24 hours long Rollover Time: TBD by the GM What to Expect: fairly fast pace some complexity a bit of roleplay moderate analysis inactive player warnings/deaths Quick Fix Elimination Format Rules The Quick Fix games follow a faster paced schedule than the other elimination games. This format will have fewer roles than the other games, and be less heavily invested in role playing. Players: 8-16 Game Duration: 1-2 weeks Game Cycle Duration: 24 hours Turns: days and nights combined into one full cycle Rollover Time: TBD by the GM What to Expect: very fast pace basic roleplay simple structure basic analysis one post/PM per cycle inactive player warnings/deaths Game Creation: Table of Contents First of the Sun/Sixth of the Dusk Twei/Eol/Piff - Trappers v. Traders Nalthis lord Claincy Ffnord - Idrians v. Hallandren v. Pahn Kahl - Run as Long Game 4: Colours of War Gamma - Returned v. Traitors w/ sacrifices - Run as Quick Fix 9: The Court of the Gods Wyrmhero - Explorers v. Traitors w/ items, events, and omens Twei - Merchants v. Saboteurs w/ roles and Awakening Roshar Mailliw - Items-based w/ Nobles v. Ghostbloods - Run as Long Game 5: Noble Secrets Rubix - Darkeyes v. Merchants v. Nobles w/ boons and curses - Run as Mid-Range 1: Riots of Kholinar Renegade - Windrunners and Truthwatchers v. Skybreakers - Run as Mid-Range 2: Servants of Honor Wyrmhero - Blackthorn's Army v. Alethi spies w/ roles and events - Run as Mid-Range 4: Alethi War of Unification Aonar - Refugees v. Diagramists w/ roles and squiring - Run as Long Game 13: Traitors on the Plains Aspren - Items-based w/ boons and curses Mailliw - KR v. Skybreakers and Voidbringers Only Joe - Alethi v. The Diagram Kasimir - KR v. Voidbringers Renegade - Bridgemen v. Lighteyes w/ roles, items, and highstorms Winter Cloud - KR v. Parshendi w/ roles, events, and items Winter Cloud - Odium/Voidbringers v. Honor/Cultivation/KR/Shardbearers Wilson - Sons of Honor and Ghostbloods v. Diagrammists Mckeedee - Ghostblood Members v. Moles w/ roles and items Renegade - Alethi Nobles v. Sadeas' Consipirators w/ roles and corruption Araris - Odius Scholars and Voidform v. Regular Forms Wyrmhero - Ghostbloods v. Sons of Honour w/ roles and pairings (two-headed elimination) Scadrial Metacognition - Spiked v. Villagers w/ Allomancers - Run as Long Game 1: In the Wake of Koloss and The Anniversary Game: In the Re-Wake of the Koloss Metacognition - Inquisitor and Spiked v. Allomancers w/ Unsnapped - Run as Long Game 2: The Devil's Den jasonpenguin - Spiked v. Villagers w/ Allomancers - Run as Long Game 3: Blackwater Village Wyrmhero - Noble House War w/ Nobles v. Skaa - Run as Long Game 7 - The Annealing of Luthadel Bartbug - Koloss-blooded vs. Kandra - Run as Long Game 8 - Elendel Gang War Newan - Twinborn v. Spiked w/ kandra, mistwraith, items and a map - Run as Long Game 11: Twinborn Village Renegade - Passengers v. Coinshot Clan w/ coins and locations - Run as Quick Fix 8: The Steelway Express Swimmingly - Koloss and Allomancy 18th Shard - Agents of Ruin v. Islanders w/ allomancy, feruchemy, and hemalurgy Gamma - Flaring Metals Only Joe - Items-based and Allomancy Newan - Pits of Hathsin Prisoners v. Snitches w/ roles and snapping Renegade - Pits of Hathsin w/ Atium and Allomancy Wyrmhero - The Roughs, Thieves v. Lawmen w/ money and roles Kasimir - The Roughs, roles w/ economy, broadsheet, and cosmetic roles Winter Cloud - Skaa and Mistings v. Mistborn assassin w/ roles Wyrmhero - Heron Industries, Loyalists v. Mistrunners w/ roles and employment Seonid - House Conrad v. Venture Agents w/ roles Wyrmhero - Crew v. Traitors w/ roles, missions, and a planning Turn Winter - Venture allies v. Great House Spies w/ roles, items, kandra, contracts, skaa, Inquisitor Kasimir - Workers v. Informants w/ currency, roles, and broadsheet Sel Tempus - Traders v. Followers of the Jeskeri Mysteries - Run as Quick Fix 1: Jeskeri Mysteries Metacognition - Pirates v. Mutineers - Run as Quick Fix 2: Crushthroat's Beginnings Herowannabe - Jeskeri v. Shu-Dereth v. Arelon w/ roles, vote manipulation, Elantris exploration and secrets - Run as Long Game 12: Shadows of Elantris Kasimir - Heritage v. Glory v. Moderation v. Discovery w/ roles and bribery - Run as Mid-Range 7: Eighty Splendid Suns Serendipity - Dakhor v. Forgers and Elantrians Renegade - Forger v. Arbiter and Bloodsealers Panda - Elantris Gang v. Gang w/ roles, items, and Hoed Mckeedee - Derethi Converts v. Jeskeri Cult v. Dulas w/ conversion, elections, and religions Threnody/Shadows for Silence Gamma - Hell's Shadows - Run as Quick Fix 3: Shadowed Secrets Kasimir - Travellers v. Criminals (w/ Shades) Unknown Location/Shadesmar/World-hopping Only Joe - Seventeenth Shard v. Hoid - Run as Quick Fix 4: Conversion Alvron - Epics v. Rithmatists v. Librarians v. Cosmere w/ Hoid and Serial Killer - Run as Mid-Range 5: Competing Realities Quiver - Shards and Seventeenth Shard v. Odium and Voidbringers - Run as Long Game 10: A Game of Shards | Only Joe's reworked version - Run as Long Game 14: To Shatter a Shard Wyrmhero - Space Crew v. Traitors Winter Cloud - Scadrial v. Nalthis v. Roshar w/ roles, items, NPC's, and kandra Earth/Alcatraz Only Joe - Free World v. Evil Librarians w/ Talents and items JasonPenguin - Smedry's v. Librarians w/ Talents and post-censoring Earth/Legion Herowannabe - Legion's aspects v. Nightmare aspects w/ specialties, cupid, and rooms - Run as Quick Fix 6: A Time of Nightmares Earth/Reckoners Alvron - Civilians v. Epics v. Epics - Run as Long Game 9: The Empty Throne, Part 1 Renegade - Researchers (w/ Black Market) Kasimir - Civilians v. Traitors w/ roles and riddles Earth/Rithmatist a smart guy - Nebrask w/ Rithmatists v. Forgotten - Run as Mid-Range 3: When Chalklings Attack Defending Elysium & Firstborn Smart Guy - Humans v. Aliens w/ cryotonics and roles Randland/Wheel of Time Gamma - Forsaken and Darkfriends v. Channelers and Villagers (Wisdom, Wolfbrother, etc) - Run as Long Game 6: Daes Dae'Mar Kasimir - Logain v. Mazrim Taim w/ conversions Meta Games (17S Site) Adamir - Sharders v. Spammers w/ roles, items, locations, rep Role Ideas/Partial Games Terox - Feruchemy Gamma - Kandra Alvron - Items-based (Lerasium beads, etc.) Gamma - Terris Synod and Kandra Alvron - Alloy of Law w/ world-hoppers Macen - Seventeenth Shard v. Hoid Gamma - Shadesmar's ruling spren v. hatespren Clanky - Debtor and Debtholders Only Joe - Omnicide Non-Sanderson Ideas Jasonpenguin - Hunger Games - Run as Quick Fix 5: Hunger Games Aonar - The Old Kingdom Wyrmhero - Magic: the Gathering - Ravnica Wyrmhero - Discworld Wilson - Kingkiller Chronicle - The University, aka "The Most Complex Game Ever" Wyrmhero - Sandman - Dream Aspects Herowannabe - Star Wars Wyrmhero - Chronicales of Amber Kasimir - Doctor Who Kasimir - Assassin's Creed Adamir - Dishonored Wyrmhero - Sandman - Cereal Convention Adamir - Middle Earth
  2. Hoid crept through the night, following the map he kept locked inside his head. Yes, he was close now. He reached some marker that was only known to him and took a breath. As he let it out, he entered Shadesmar…. He had been spot on. Before him, in Shadesmar, was what was known as the SEAcropolis. It was never on any of the old maps or the new ones, but if you were in the right place (and only the right place), you could get there. It didn’t seem to matter what world you were on either. It was as if this place existed in all the worlds and none of them at the same time. It was one of the few places where he felt he could relax and just take in the sights; and what sights the SEAcropolis held…. Welcome to the SEAcropolis! For those of you who are not aware, Acropolis literally means “Upper City” in greek. The most famous one being the Acropolis in Athens during the Roman Empire. It was a cultural hub for the city that surrounded it and housed some of the most famous structures in the Roman Empire, like the Parthenon. Now, we have one too. Our Acropolis is for SE-related creations that you guys come up with. There have already been some great things created in games and Docs alike and it’s a shame that they never really get to see the light of day. So here is a place for all of those awesome creations; things like song parodies based on different games, or pieces of art inspired from the games, or short stories based on characters or events from here, or banners that you created for the games, or basically anything that is SE-related that you’ve created. Remember though, this is for SE-related work only! The forum already has a place for other artwork and stories and such. As much as I’m sure everyone would love to see everyone else’s artwork, this is for the niche stuff that is something that only those that play the games would really care about; AKA, our own cultural artifacts, if you will. There is one rule that we need to state here: You are not allowed to post anything you’ve created from an ongoing game until that game is finished. Sorry. Feel free to create as much amazingness as you want, but you’ll have to wait until the game finishes to post it. This way, nothing could accidentally give the game away or be used to confirm yourself or any of a hundred other little possibilities. Other than that, let your imaginations run wild and let’s fill our SEA with the brilliance and creativity that only comes from fending off death on a daily basis!
  3. Day 2: Phantom Thief Waern was awoken by a crash in the night. An almighty thunderous smashing, shattering and splintering that reverberated through his ears and made him sit upright in his bed. “Lord Ruler, what was that?” he asked, throwing the duvet off and quickly throwing on a cloak over his nightclothes. Had they come for him? Did the skaa wish to try and face him for the key to escape? Well, he would not face them unprepared. From under his pillow, he grabbed a pair of obsidian daggers, tucking them in the belt, before unlocking his bedroom door and peering out. The corridor was empty, which was as much a relief to him as it was a disappointment. He lit a candle and crept out, following the source of the noise. He stepped carefully and slowly, every footstep on the cold stone ground prickling his skin. He shielded the light of the candle with his hand, every moment he remained hidden potentially crucial. A light shone ahead of him, as someone hooded and cloaked left a room and made to follow down the corridor in front of him. Waern crept down the corridor after them, and was pleased to be rewarded for his caution. As they turned to investigate the other light source in the corridor, he started to walk more briskly. The hooded figure was surprised and stood paralysed, as if unsure what to do. Then they dropped their candle to shroud them in darkness, and ran. Waern grinned and sped up into a run, relishing the pursuit. This was what he was here for, this was his purpose in life, the hunting of the enemies of The Final Empire. All that he could think of was the chase now, the fact that his prey was running before him, and the promotion that was dangling tantalisingly before him. There was a second crash as Waern tripped over a protruding chair leg in the atrium and collided with the wall of furniture. This was followed by a secondary crash as more wood shattered and fell on him, an avalanche of chairs falling down as if to bury him. “Lord Ruler, what the hell is this?!” he yelled, even though it was unlikely anyone would hear him and come to see what was happening. “Uh… sorry sir...” a voice said from under a few chairs. As his candle rolled towards Waern, it faintly illuminated the face of Joe underneath them.. “Obligator,” Waern said, mustering up as much indignation as he could manage in order to hide his embarrassment at the situation, being knocked to the floor and defeated by furniture, “I asked you already; what the hell is this? That racket was you earlier, I assume?” “Well, sir,” Joe said, his mouth rattling off, “seeing as you said no-one was to leave, I thought it would be a good idea to blockade the door as well, so that no-one could even try to pick the lock, sir… Unfortunately, while I was placing the last chair on top, sir, it kind of… Fell on me…” “It kind of fell on you,” Waern repeated, sighing as he shuffled around. Ah, good, there was some give here. He just needed a bit of exertion… Lord Ruler, it was far too early to deal with this. No, it was always too early to deal with this. “Yes, sir,” Joe nodded. “You’re just lucky I’m not stuck here.” He said, heaving himself up and dislodging more chairs. “Though you have stopped me from capturing our likely suspect.” He brushed off some splinters off his coat. “Sorry sir!” Joe said, groaning a little as more of the debris displaced by Waern fell on him. “Uh, sir?” “What?” Waern said, sighing as he picked the candle holder up, and then picked the candle up carefully to place within it. There was no point in running after them now. Whoever it was, they would have disappeared by now. “Can you help me out of here, sir?” Waern made a show of considering it, before walking away. “Sir!” “You can lie there and think about what you’ve cost us,” Waern yelled back. “Maybe someone will be sympathetic enough to free you in the morning.” “Uh… Very good sir!” Waern shook his head and returned to the room that the figure had appeared from. His face fell when he realised what room it was. “No, no!” The heavy metal door remained open, the lock damaged and jammed, displaying all that lay inside the vault. Boxings littered the floor haphazardly in a pile, a fortune tossed aside as though it was worthless. Waern ran inside, scooping up the coins and throwing them aside as he searched for the real prize this room was meant to securely contain. He found it eventually, a small wooden box. The lock was broken on the box too, and he futility tipped it upside down, as though that would make the atium it used to contain magically reappear. The thief had stolen their atium. That meant that either the skaa was just trying to hurt them financially, or they were going to use them as covert bribes. The first was annoying but seemed like a poor end to years of hiding amongst them, but it would certainly get him into trouble if anyone found out outside these walls. The second though was downright dangerous, and could lead to a cull of this outpost if every bead was not fully accounted for. No, there was a third potential use here, he realised, with dawning horror. While it was not common knowledge amongst the general nobility, the Steel Ministry knew a lot more about the allomantic arts than they did, and the Inquisition’s knowledge dwarfed even that. The most threatening possibility of all was that the skaa was a Seer, able to use the most powerful metal to see the future. Even without the use of other metals like a Mistborn, they would be almost impossible to kill, and could easily kill anyone here in a fight. Waern growled and glared at the box, and contemplated throwing it as hard as he could against the wall, just for the cathartic release. Instead, his rage gave way to a sigh of despair, and he let the box fall out of his hands to the ground. He stayed like that for a moment, before rising slowly to his feet. He contemplated calling everyone together to inform them, but dismissed it. There was little that could be done for now. He’d tell everyone else in the morning. Well, it already was the morning. He’d tell everyone else when it wasn’t quite so early, then. For now, he needed to go back to bed. He doubted though that he would get any sleep. Day 2 has begun! It will end at 21:00 BST on Saturday 14th. There is a Tineye alive, so PMs may be continue to be sent. For the new players who are unfamiliar with our/my writeups, I will just take a moment clarify that the presence of Joe in this writeup at the same time as a mysterious figure appearing means nothing for his alignment. These writeups are just a fun bit of story, and never contain any relevant information you need unless noted otherwise. As GM, the only times I will ever confirm the alignment of a player in this game are privately to the player in their PM at the start of the game, and publicly on the player's death. Players Quick Links:
  4. Night 1: Dead Man's Boots “You’re joking,” Nickel said, with a frown. “Have you ever known me to joke?” Waern asked, with a frown. “This is entirely serious business, I assure you.” “We can’t just turn on each other like that!” Gaskon said. “For a start, we’d practically be guessing. How can we just point at someone and magically decide that this person that we’ve known for years is actually secretly someone that has been lying to us all that time? Lying to us well enough that we don’t know that, despite having worked with them closely for so long?” “I’m afraid you don’t have a choice in the matter anymore,” Waern replied, crossing his arms. “No-one’s getting out of here until we find out who it is. I’ve made sure of that. And since this place is locked, and I can promise you that no-one will find the key, there is only one way any of us are getting out – Either this spy kills us all, or we kill them and any of the people here they have subverted… Do I make myself clear?” “We… we will need to think about this, I suppose,” Sony said. “Talk to each other and figure out which of us is the weirdest.” Waern shrugged. “That’s fine by me. As far as I’m concerned, this is your work now for the next however long it takes. And if two dozen of the Empire’s Obligators can’t solve this mystery, then there truly is no hope. I would like to believe that we’re better than this. So, go on.” He waved them away with his hand. “Go discuss. At the very least, consider that the death of those standing beside you offers some interesting opportunities.” “You- You can’t seriously suggest that any of us would put our own advancement over the good of the Empire?” Joe said, mouth dropping open. “That would defy everything we stand for!” “Would it?” Locke asked, folding his arms over his chests and leaning against the wall. “You forget your history, and even your present, Joe. The Final Empire is built on climbing ever higher by treading on the fingers of your peers. It is practically an unspoken tenant of our society - no, our very religion - that the strong rise up and the weak are rightfully crushed below. Why else would The Lord Ruler turn a blind eye or even encourage the infighting within the Great Houses in Luthadel? It helps to strengthen ourselves and the Empire, that's why.” “And yet,” Joe said, clenching and speaking through his teeth, “We are meant to be professionals and to work together. You might think it’s all very well for this little bit of chaos to propel you to greater heights, but what about what comes after? When we all start to see knives at our backs, and we cannot trust that our co-workers aren’t secretly trying to kill us all?” “Simple,” Locke shrugged. “Lose the naivety and idealism. Become pragmatic. Realise that this is a unique situation that does not reflect life as we know it here. For what it’s worth, if anyone does try to kill me for the sake of their own career and fails, there will be no hard feelings. I would do the same in your position.” He grinned, chuckling a little. “Though if you do succeed, I can’t promise I won’t hold a grudge.” “Madness,” Joe muttered, “Absolute bloody madness.” “Agreed,” Gaskon said. “Madness.” “It seems to me,” Edguardo said, “that we should look to those least keen on the idea for our first suspect.” “Wait, what?” Gaskon rounded on him. “Makes sense to me,” Mira nodded. “What would a skaa spy want to do more than delay any action?” “Anyone have a better suggestion?” Waern asked. “I-” Gaskon began. “No? Very well,” Waern said. He pointed at Mira and Edguardo. “You two accused him, so you can help me bundle him into the chamber.” “Wait!” Gaskon tried, before the pair put their hands on his arms and started dragging him away. “I’m not a bloody skaa!” He tried to fight against them, but if there was one thing the Obligators of the Inquisition were trained in, it was how to hold down people and drag them away. “Well, hopefully then your death will point us in the right direction,” Waern said, as he watched Gaskon being pulled away. “If it’s not him, then you all will need to do some thinking,” he added to the rest of the assembled. “I’ll let you know if the questioning brings anything up that you need to know.” And with that, he followed Mira and Edguardo to the torture chamber. Duty called. Gaskon Renaud (Amanuensis) was an Obligator! Gaskon Renaud/Amanuensis (2): Edguardo/Paranoid King, Mira/Frozen Mint Joe/A Joe in the Bush (1): Hadrian/Araris Valerian Rin/doc12 (1): Sart Edguardo/Paranoid King (1): Jaina/little wilson Night 1 has begun! It will end at 21:00 BST on Thursday 12th. There is a Tineye alive, so PMs may be continue to be sent. Players Quick Links:
  5. “Sometimes I wonder if I am the only real thing in a false world.” The voice echoed across a curious landscape. It was an island of sorts, surrounded by swirling mists. The ground was dark, smoky stone—that was how man perceived it, at least. “And other times I wonder if the world is rigid and true and I am what is changing, ever false, ever contradicting.” The speaker looked up at the sky, which was encompassed in a writhing mass of crimson tendrils pierced only by a too-small dot of light. “Identity has always puzzled me. Scholars throughout the æons have searched for a way to define who oneself is. Yet it is just who I am…” The island was covered in short scrubby plants except for a small area around a blazing green fire. A group of spirits stood in the cleared-out space with a cloaked figure at the center beside the fire. When he spoke next, it was with greater intensity. “…who we are. Is Identity how we were created, or how we choose to create ourselves? Do we bear our own souls, or are we ourselves carried along?” The cloaked man threw a pinch of dust in the fire, which flared up, illuminating the faces of the spirits. He looked into each one’s eyes. “Time flows like a river, and the day of proving approaches quickly. When sunset falls, chaos will be upon us. You will need to be prepared.” He took an ornate wooden box out of his pack. It was clearly aged; the wood was bent and covered in holes which emitted a faint glow. He opened the box, revealing rows of small brightly glowing objects, circular or hexagonal in shape and a couple inches in diameter. Each had a unique and intricate pattern carved into its face. “It is time to decide who you will be. Who you will fight for, and who you will fight against.” Above the hooded man, the sky rippled, tendrils casting faint shadows across the stone. One of the spirits stepped forward, reaching into the box and taking a single glowing piece. The others followed. “Who are you, little ones?” Lightning crashed, illuminating the red sky. “You are what the world needs to you to become.” Rules Ah, yes, right, businessy stuff, that’s my cue. [clears throat] Yes, well, my name is Phil! I’m the voice in your head who’s here to do all the businessy stuff related to this quest. Don’t worry about how I’m talking in your head or whose voice I stole or any of that stuff—I’m just a plot device here to repeatedly infodump you. We cool? So, the rules. Er, about that… well, you see, Mr. Hooded Cloak over there says I’m technically not supposed to tell you anything. But I’ve always been one to—shall we say bend the rules a little bit (excuse the pun). I mean, you guys have to have some kind of groundwork to go off of, right? So, to start out with, the game is divided into Day and Night turns which alternate as always. Day turns are 47 hours long with a 1 hour break afterward, and Night turns are 23 hours long, again with a 1 hour break afterward. If you want to be all technical about things, turns will end at 4 AM UTC and the next turn will begin at 5 AM UTC. You can normally take 2 actions each cycle (Day and Night). You can take both during the Day, both during the Night, or one of each, but no more than 2 actions each cycle, and you can’t use the same action more than once in the same cycle unless otherwise stated. If an ability lets you use more than 2 actions per cycle, there is an absolute maximum of 2 actions in the Day and 2 actions in the Night. Clear as mud, eh? Boom, order of actions. You’re welcome. There might be more stuff not on here because Mr. Hooded Cloak is so uptight about everything. You’ll get a notebook to record stuff in too, it’s only a page though so not much of a notebook. It gets shown to everyone once you die. Mr. Hooded Cloak keeps trying to get me to call it a Will but he’s really kind of a morbid guy. Trust me, you don’t want to get to know that git. Speaking of which, there’s a bunch of random stuff he wanted me to tell you. After you die you’ll return here for a couple cycles before “passing on” (see, morbid guy, right?) during which you’ll be “judged for your actions” and you might potentially change your outlook on life. That one’ll be important if you ever get brought back from the dead. He also told me "tie lynches are random" and “scans aren’t infallible” or something weird like that. And, oddly, he also wanted me to make sure to tell you that Wills aren’t carved in metal. I should also talk to you for a couple secs about greed and the universal language: gold. You can get 2 pieces of gold each cycle, one for posting some discussion related to the game and another for posting at least 200 words of in-character text. Here’s a piece of paper that Mr. Hooded Cloak left me listing a few “universal actions” which any of you guys can take: And that’s about it! Good guys win if they kill the bad guys, bad guys win if there are more of them than the good guys. I’ll let you know later on if I forgot to tell you anything. So, with all of this businessy stuff done, I wish you luck and bid you adieu. Have fun storming the castle! [CoGMs are Elenion and Jondesu. IM is Wilson.] Quick Links:
  6. Sign ups are now open for for Mid Range Game #22: My Little Perfidy. This Game in a nutshell My Little Pony in a nutshell Rules Game Basics Factions Pony Types Creating your Pony Character Cosmetic Role Challenge A few Examples: Special Powers Order of Actions: EDIT: Signups will end and the game will begin at: Quick Links:
  7. "Are you sure about this sir?" Tina asked, nervously. "It's our only option. If that part of the Circle breaks..." Samuel paused, grimacing. "No, this is the only way. We need men, and we need men now." "But sir, most of these men were discharged! You'd be sending them to the slaughter." "I know that!" He slammed his fist on his desk. "I know that. But it's the only option we have. Our other soldiers are stretched thin enough as it is. We can't afford to lose any more soldiers, and we can't afford to lose any more ground. The only option we have left is to find more Rithmatists, and those don't drop out of the sky. We need all the help we can get, even if they are a bit unusual." "But sir," "No more objections!" Sam yelled. "I don't like this any more than you do, but this is our only option. I'm sending in the order." He wired the missive through. "You're dismissed colonel." She sighed. "Yes sir." As Tina left the room, Sam let out a rare smile. "The Rithmatists were sure to be slaughtered." he thought to himself. "They would be outnumbered and outgunned as soon as they entered the war zone. His operatives among them would make short work of the remaining survivors. And with that part of the Circle undefended, it would surely break. And once that happened," his eyes began turning a milky white. "The Forgotten would rule." Welcome to Mid-Range 21! This is a rerun of my first game, MR3. Both games are set in the Rithmatist universe. In order to encourage role play, please include in your signup why your character was discharged from the military. Below are the rules. The game will be running on Monday, April 17th. Rollover is at 7 PM Central Time, 1 AM BST, with turns lasting 48 hours. I look forward to GMing you. Let me know if you have any rule clarifications/other questions for me. Quick Links:
  8. QF22: Ghosts in the Night Or: Two-Headed Elimination The Ghostbloods are well-known for being a secretive organisation. It could be said that this secrecy is the only reason they have existed for such a long period of time. They carefully pick and choose their people, evaluating each individually before adding them to their members. They operate in small groups, each only aware of the one they report to and the others in their group. Everything has been done to minimise risk should one of their number be caught. The secrecy the organisation has thrived on has now bled completely through into the very lives of their members. It is said that a half-decent Ghostblood could walk out the door, and suddenly they would be a completely different person. A different face, different hair, all changed within a matter of seconds. It is for this reason that they are known as ghosts, an ethereal presence that many doubt even exists. But through time, they have become complacent, and their hidden nature has started to work against them. Their recruitment methods have become lax, slowly, and they have been infiltrated by their enemies. The Sons of Honour walk amongst their members, their own secrecy preventing them from finding out who they are. The order came down from someone - who, no-one knew - to purge the Ghostbloods of these people. The ghosts are grim, but determined in their task. The Sons of Honour are their enemy, they know this, and if they are left unanswered, they will slowly dismantle the organisation from within. They must be eradicated before that can happen, if the organisation is to have any chance to survive. In the quiet, forgettable town that this division operates in, an unnatural hush has fallen over the night. The normal folk go about uneasy, keenly aware that something is not right but unable to figure out what it is and entirely powerless to stop it. Within the houses, Ghostblood agents make careful plans to deal with the threat from the Sons of Honour, using their skills of subterfuge and skullduggery to fool their neighbours, friends, and even their family. But when every potential threat in the town is two-faced, how can one tell who is a friend, and more importantly, who is a foe? The Rules The variant is the same as a normal set of Elimination, but with one major difference; At the beginning of the game, the GM assigns half the players to be Day Players, and half the players to be Night Players. Players are then paired up, Day/Night, until everyone is in a pair (all pairs will be completely Village or completely Eliminator). In the event of an odd number of players, one player is both Day and Night. Day Players may not post in the main thread unless it is the Day, and vice versa. The pairings between players are hidden, and only the player knows who their partner is. However, all players start the game aware of whether each player is a Day or Night Player. Each player pair shares an Alignment and has the same Role, and they share a Role/Action PM. If a player dies, then the paired player dies with them. Day Players may not talk in PMs unless it is with their pair. Players may talk to their other half via the PM, regardless of whether it is a Day or Night Turn. In the event of one half becoming inactive for a complete Cycle within both thread and PMs, the active half may request to the GM that they take over both Day and Night. This will be stated to happen publicly if it occurs. During the Day, Day Players can discuss in the thread and place votes for another Day Player to lynch. Night Players cannot be voted for. This Turn will last for 48 hours. During the Night, Night Players may target other Night Players with their Action and if PMs are open, talk to other Night Turn players. Day Players cannot be talked to via PM or targeted by Actions. This Turn lasts 24 hours. There are no cross-Turn Actions. It is possible that the game will be Role Madness, but not by any means definite. Rollover will be at 9PM GMT, and the game will begin on Tuesday 14th at 9PM GMT. Roles Assassin - The Assassin's job for the Ghostbloods is to take out anyone who may be a threat. They have the ability to use a Kill Action every Night. Backup - The Backup has been trained in one of the other Roles, but lacks the go-ahead to use his skills. If a player with the Role that the Backup has dies, then a Backup is randomly selected among the eligible Backups to become that Role. The Backup Role cannot be detected until they become that Role. The Backup is aware of their Role. Hired Goon - The Hired Goon's job is to be a target while other Ghostbloods carry out a mission, and is hardened and tough in combat. The Thug's first death is nullified. Messenger - While at least one Messenger is alive, players may send messages to other players within their Turn. Shadow - The Shadow is able to conceal his own nature, and potentially that of another as well. Players targeted by the Shadow's ability cannot have their Day Player, Alignment or Role discovered. Spy - Who said that the Ghostbloods didn't have their own agents amongst the Sons of Honour? Each Night, the Spy may dig up information on a player, confirming whether or not they are a Son of Honour. Stalker - The Stalker is able to stealthy follow a player back home each Night, and is informed the identity that they go by during the Day. Strategist - The Strategist is privy to knowledge that most are not. Each Night, they may use their Action to discover another player's Role in the organisation. Surgeon - The Surgeon's task is to prevent the deaths of the Ghostbloods. They may save a player (excluding themselves) from death each Night. Alas, despite the theme of the game, Kas is buried in work, so I have no co-GM. Anyone want to volunteer? Mission Countdown Quick Links: Player List
  9. GM - AliasSheep Co-GM - Doc12 Smith slunk down the dark corridor, back against the wall, gun held in front of him. He was close now, he knew it. He could feel it in his blood. 15 years he had been tracking them, and now, he was going to find out, once and for all. He peeked around the corner. They were there, talking in hushed tones. “Smith knows.” “He shouldn’t be too hard to handle.” Peter. It was Peter. “Put in the call now.” The call? To whom? “Hello, chief. It’s Smith.” Him? That couldn’t be. What was Peter saying? He was the vole. He stepped out from behind the corner. “What are you talking about Peter?” Peter turned around, and pulled a pistol from his belt. “Smith, what a surprise seeing you here.” Smith’s eyes flicked from Peter to the other man, who was slowly moving up the corridor, his own gun drawn. “Stop moving. Drop your guns.” “Now Smith, why would we ever do that? You see, chief, threatening me, my colleague. He is obviously the traitor.” “No, Peter, you’re the traitor! The vole! I’ve been tracking you for years, I know it’s you.” “See, chief, he’s delusion. Barely functioning. Permission to take him out?” Peter raised his pistol towards Smith and then nodded to the other man. Three guns fired in a loud cacophony and all went black. --- *click* The agency has been infiltrated by Double Agents and it is up to you to work together with your fellow agents to find and eliminate them. Good luck, agent. *click* Rules Miscellaneous Each person starts with two PMs, each containing themself and another player, the links determined by RNG. Cycles are 24 hours long. Game-related is defined as "A post that causes or replies to Discussion and/or Mentions a Game Role.” Thread The main thread is solely for information from the GM which is shared with all players which includes write-ups, and if anyone wants to, RP. This means that there should be no game related talk in the thread. Write-ups Information included in the writeups will be: Who is lynched Who has been removed by the inactivity filter Missives Missives Every cycle, every player can write up to 100 words and submit it to the GM as their missive. The missives are then posted together in the following write-up, anonymously. Roles “Coffee” Roleless. “Contacts” Once per cycle, you can create a new PM between two players, one of which may be yourself, provided they are two different players. The PM will be created at the beginning of the next cycle. “C” Once per cycle, you can redirect someone’s PM to another player of your choosing, provided it isn’t the same player. You must specify both the player whose PM you want to direct and to whom you want the PM to be directed. “The Bureaucrat” Once per cycle, you can cut off one of a person’s PMs for the next cycle. If The Bureaucrat can name the recipient of the PM they want to be cut off, then that PM will be cut off, elsewise it is random. This counts as cutting off the Double Agents’ contact. “The Hacker” Once per cycle, you will have relayed to you all the messages exchanged in one of the PMs of the person you choose for the following cycle. Similarly to the Bureaucrat, if The Hacker can name the recipient they can select them, elsewise it is random. If the Hacker does make a guess, they are not told if they guessed correctly. You will not be told the second member in the PM, and the PM will be selected randomly. Order of Operations Voting Hacking PM removal PM addition Factions Spies The Spies make up the majority of players. Their job is to eliminate all the Double Agents by removing them from the agency. Once per cycle, every agent can cast a vote on who to kick out of the agency. This vote is cast by telling the GM who the agent would like to vote for. Whoever has the most votes, with a minimum of two votes, is sacked (removed from the game). In the case of a tie, the a coin/dice is tossed/rolled to determine who is sacked. Double Agents The Double Agents’ objective is to have at least one PM with all remaining players between them. They achieve this by using their Faction action, which allows them each cycle, to create a new PM between one of their members and another player. The Double Agents all have a doc to discuss in. The Double agents have a second win con, wherein if there are no more players other than Double Agents left in the game, the Double agents win. If at any time no Double Agent has a PM with a non-double Agent, the Double Agents lose the game. Inactivity Filter If an agent is inactive for an entire cycle, they are removed from the game. The two people they had PMs with (or the equivalent after being switched by an N) will gain a PM between them and lose the PMs with the inactive player. To be safe from the inactivity filter, a player must make at least one game related post. Quick Links:
  10. The Curse of the Koloss The Villagers watched in horror as it had done a thousand times before, the village of Tyrian Falls coalesced from the Mist around them. The buildings would change. The seasons would change. Even the people would change. What never changed was the fact that they were trapped in an endless cycle of bloodshed and destruction. As the sun crested the horizon, burning away the last wisps of mist and causing the village to finish solidifying, they could tell that, this time, it was late Fall. The ash falling from the sky was swirled about by the slightly crisp winds. Slowly, the memories of all the deaths and betrayals faded from the villagers’ minds. The only time that they remember that they had slaughtered each other hundreds of times over was when things would reset as they just had. Then, it would all come rushing back to assault them anew. But ignorance is bliss and they never remembered for long. Never long enough to realize what was happening. Never long enough to remember that there were Koloss coming for them. Never long enough to prevent it. Each time, they had to rediscover these things anew, including the fact that there were Spiked amongst them; plotting everyone’s destruction…. Wow. Three years. You guys are insatiable! How many people must you all kill before you’re satisfied? While the rest of the world was lamenting about 2016, I’d say that we all had a pretty awesome year with some amazing games. And it’s all thanks to all of you, our players. Thank you so much for signing up and playing and making these games the best around! Before we get into the rules for the AG this year (and even if you’ve read them from a previous game, you’re going to want to go over them again this time), an announcement of just one of the things that we’ll be changing for the upcoming year*. One thing that we noticed over this last year is that we’ve had a lot of Non-Sanderson related games this past year. We’ve traveled to Westeros, Temerant, Japan, Alera, Kanto, Mars, and Cyrodiil; though there might be others that I missed. This isn’t exactly a bad thing. We like being able to introduce people to new settings and this a great way to do it. But we’d like to focus this upcoming year to getting back to our roots. Games have gotten increasingly complex as well as the number of Non-Sanderson related works. So we’re limiting the number of Non-Sanderson games for the upcoming year to 3-4. This way, we’ll still be able to explore new series and new settings, but we’ll be able to really build the SE lore as well. And we’ve come up with a pretty fun way of deciding which Non-Sanderson games will be run during the next year, if I do say so myself! For those of you who either played LG2 or have read it, you’ll know that there was an addition in that game called Cosmetic Roles. These roles didn’t affect the game, but provided some fun ideas for people to play around with. We’ve expanded on the ones in that game and added them to this AG. Every player will not only need to sign up with a character, but they also either have to pick a cosmetic role from the list below or, pending GM approval, create one of their own. The players that followed their Cosmetic Role the best (chosen by the Mods) will be able to choose which Non-Sanderson related games will be ran in the upcoming year. They don’t have to use it right away. They could hold onto it for a fun game that they see in the Art of Game Creation thread or even run one of their own choosing. And that’s it! If you have any questions, please feel free to ask. On to AG 3! The Curse of the Koloss. *Keep an eye on the Q&A thread for more. We have some ideas we’ll be running by you guys that we think will greatly increase everyone’s enjoyment of these games. 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. This means you have a stockpile of metals. Perhaps that's why they targeted you in the first place. On the other hand, you have a large collection of metals. So you might be able to hold them off. ….Unless there’s someone (or a conspiracy of someones) out to undermine 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! Factions: 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 instead. Why can't anything be easy? Roles: A new addition to the AG, this year everyone will also choose a Cosmetic Role when they create a character for the game. A Cosmetic Role does not affect the mechanics of the game in any way. They are there mainly for RP and entertainment purposes. If you’re not a big roleplaying person, that’s okay. There are ways to do a Cosmetic Role without a lot of RP or even just a couple sentences, so I don’t expect this to be too much of a burden for anyone. You can either choose one from the list we have below or you can create your own, pending GM approval of your Cosmetic Role. Have fun! Cosmetic Roles: We'll be starting on a Night round. 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). Also, this should avoid a lot of the typical Day 1 issues of people feeling like they have nothing to go off of on the first day. Order of Actions for the Night will be: -Smoker -Seeker -Lurcher -Coinshot/Kills Days will be 48 hours long and Nights will be 24 hours long. Rollover should be close to 11PM-12AM EST. No hints will be given in the write ups. Allegiance and Roles will be reveal upon death. And we're ready to begin! Sign ups will last a week, so we'll be starting on Jan 9th. Will this be the time that the curse is finally broken? Let's find out! Good luck! Quick Links:
  11. Setting You’ve followed Dalinar and his army to the lost city of Urithiru. With Alethi and other peoples arriving more and more every day, the city is becoming a rather bustling place, which is perfect for an agent such as yourself. What better way to subtly manipulate the decisions--especially with the Desolation nigh at hand? Unfortunately for you, you’re not the only one trying to control what’s going on. You’ve learned that there is another group working against your cause, and there are even rumors of a third group, undermining the other two. The Sons of Honour and the Ghostbloods have never gotten along, and now is no different. However, as people start disappearing from the city, you fear you might have to work together to solve the problem. Some of the disappearances are people you’ve never met and you think they might work for the other side, but others are people you know. Maybe the rumors are true. Maybe someone is trying to remove the other players in this politically manipulative game. Can you find them before they kill you too? Teams There are three teams, spread between two factions. The members of each faction will not be publicly announced in the thread, but you will have an idea of who is on your team (more on that in a bit). Sons of Honour You’re a devout Vorin, and if you could go back to the times of old and bring the Hierocracy back, you would. In fact, you’re convinced that all you need to do is find the Voidbringers, because once they return, the Heralds will be back. And how can anyone deny Vorin dominance when their very gods are saving the people from the Desolation? Ghostbloods You’re a Ghostblood. Fascinated with the Desolations and the Parshendi, you’re not interested in causing another Desolation, and you certainly aren’t interested in another Hierocracy. You’d like nothing better than to stop the Everstorm and the Desolation from taking place, and you hope by being in Urithiru, you can have some effect in keeping it at bay. Diagrammists You believe in the Diagram written by King Taravangian. Devoted to bringing stability to Roshar, you’ve noticed that these two other groups, the Ghostbloods and the Sons of Honour, only seek to destabilize the political structures, making them easier to bend to their will. To stop them, you and a number of other Diagrammists have infiltrated the Ghostblood and Sons of Honour ranks, and you are intent to end their manipulations in Urithiru once and for all. You have one group kill per cycle, but you do not have access to a Google doc to collaborate, and must rely on PM communication. The Roles To further your faction’s cause, members of your factions have abilities that will help you perform your tasks. Roles will be evenly distributed between the factions, and then randomly distributed among faction members (including Diagrammists). Roles are not revealed upon death. Not all members will have a role. Those who have no role are Regulars. Knight Radiants Amazingly, some of you have shown surgebinding potential and are well on your way to becoming Knight Radiants. With causes such as the ones you’re fighting for, you don’t expect to have any Radiants from Orders like the Windrunners, who rely far too much on honour, or the Skybreakers, who are driven by justice, which is something you tend to bend if it suits your purposes. However, not all the Orders are stuffy, and some of them are even pretty useful to your faction. Both factions will have an equal number of Knight Radiants in their ranks. This distribution will be random. Note: there is only one Bondsmith in the game, regardless of how many Radiants are included. Bondsmith - You’re all about uniting people under a common cause, and you believe your faction’s goals are the only way to bring about true unity in these trying times. You have access to the surges of Tension and Adhesion, but you can only use one per cycle. Tension - Each cycle, you can create a PM between any two players (can self target). Send in your request to the GM, who will set it up for you at the end of the cycle (accounting for any redirection and/or other blocking abilities). This PM can continue for as long as both participants are alive. Adhesion - Uniting people is what you do. Nothing brings you more joy than bringing two people together--particularly if those two people used to be enemies. You can choose two people each cycle, and on the following cycle, those two people must ultimately vote identically. The GM will PM the lucky two to tell them of this new, unbreakable (at least for a day) friendship. Edgedancer - You don’t care much for your faction's grand plans, but you figure that if you’re not there, the little details will get overlooked. Plus, you like putting your abilities to good use. You have access to the surges of Friction and Progression, but you can only use one per cycle. Progression - With the power of Regrowth, you like saving things, whether it’s making a nearly dead plant grow or healing an injured person. You can protect any player from one kill attempt each cycle. However, you cannot save yourself. Friction - You’re so fast, you can sneak into someone’s private rooms, read all their messages, and get out before being seen. You can spy on all outgoing PM’s from one player per cycle. The recipient of the messages is not included. Lightweaver - A true artist, you’re less concerned about who wins and more concerned that such an historic time is documented. You’re still choosing to help out your faction, though, because what better way to make sure things stay interesting? You have access to the surges of Illumination and Transformation, but you can only use one per cycle. Illumination - Each cycle, you can redirect one random action from your target to a different target. Transformation - You can change a vote (including no vote) to another player. Elsecaller - Some people might wonder why an Elsecaller, one of the more benevolent orders, is caught up in such schemes, but kindness is all based on perception, right? You believe your faction’s cause is what’s best for everyone, and you’ll do all you can to help people based on that belief. You have access to the surges of Transformation and Transportation, but you can only use one per cycle. Transformation - You can target a dead player, changing their appearance (role) for the following two cycles. Transportation - This action prevents any action from other players that targets you, no matter the action, from affecting you for a whole cycle. Lynches will still kill you. Other Professions Surgeon - You studied medicine in Kharbranth itself, learning at the best hospitals in the world. Your skills are second to none (although there are a few who are equally as good as you are). You can protect any player from one kill attempt per cycle, but you cannot protect yourself. Runner - Trained by one of the fastest messengers alive, you take pride in your speed of delivery. You’re among the fastest in Urithiru, making you a hot commodity. Each cycle, you can create a PM with two players (can self target). Send in your request to the GM, who will set it up for you at the end of the cycle (accounting for any redirection and/or other blocking abilities). This PM can continue for as long as both participants are alive. Artifabrian - Although ardents are the only people allowed to use Soulcasting, it would, to say the very least, be rather naive to expect that rule to be strictly obeyed. As an artifabrian, you have engineered and experimented with a variety of fabrials in order to improve on your designs, some of which push the very boundaries of what is thought possible. Every cycle, you may pick a target. One random action that would affect the target comes to you instead. Ardent - As a member of the ardentia, you are a member of a key group in Alethi society. Being an ardent has its contradictions: while you are free from the customs and constraints governing each gender, your life is not your own; you are considered the property of a lighteyes, and are not permitted to own anything. More importantly, you have exclusive access to knowledge of Soulcasting and fabrials. Using this, you may change a vote (including no vote) to another player (or no one) each cycle. Cook - You learned your impressive culinary skills among the Horneaters, and you can cook a meal like these lowlanders haven’t ever tasted before. You know how to mask the most potent flavors in a dish, and occasionally, you’ve been known to use that skill for less-than-pleasant purposes. You’ve racked up quite the body count with some of your culinary surprises. Each cycle, you can attempt to kill any player. Veristitalian Scholar - For you, the past is never dead; it takes a clever mind to sift through the detritus to reconstruct history objectively--as things truly happened. Where historians seek to paint themselves in the most flattering light, you see yourself as a dispassionate seeker of the truth: for you know that in the past lies the answers to the future. Each cycle, you can research one of the dead to discover role. Explorer - You’ve been recruited by Dalinar to map out Urithiru. Spending your nights in the uninhabited regions of the lost city, you don’t see much other than your maps, and no one sees you either, until you surface in the morning. Every other cycle, you can prevent any and all actions targeting you, including lynches, from affecting you. Assassin - You’re a master assassin, and you have many skills at your disposal. You’re invisible when you want to be, you have a knack for learning the information you need to get into inaccessible places, and you see things others tend to miss. Unfortunately for you, your assassin services aren’t needed as much here in Urithiru, but that doesn’t mean you can’t use your other skills. You can watch a player any cycle, learning the identity of one random player who targeted them (regardless of whether the action succeeded or not) The Positions Every well-established group has a command structure. The Sons of Honour and Ghostbloods are no different. While not every member knows who all the others are, each one knows someone, and a few have even more knowledge. Every cycle, a person in command can make one PM with any member below them in the command chain. This person does not have to be directly below them, and these PMs can be created at any point in the cycle. Positions are assigned randomly, with no distinction between loyal members of the faction and the Diagrammists. Thaidakar (Ghostbloods) and Restares (Sons of Honour) - You are the leader of your group. You know the identity of every member and the position they hold within. Commander - You report directly to your leader. As such, you know his identity. You also know the identities of the people who report to you. This is only a fraction of the members in the group though, as there are multiple Commanders. Captain - Reporting to the Commander, you know his identity but haven’t a clue who the leader is. That’s okay, though. You have enough responsibility as it is. You know the identities of a fraction of the Regular members. Private - You’re just a regular member of the group, but that doesn’t mean you don’t get to have fun. You’re just as important as the others, except that you don’t quite know who’s on your side. You only know the identity of your Captain. Win Conditions Primary Win Condition Sons of Honour and Ghostbloods: Kill the Diagrammists Diagrammists: Kill everyone else. Secondary Win Condition Sons of Honour or Ghostbloods need to kill the other faction’s KRs. The faction with the most KR’s alive if/when all Diagrammists are dead wins. The other loses. If both factions have equal numbers of Radiants alive or all Radiants are dead, they tie and win together. Alternate Win Condition If an equal number of members from all three teams (Sons of Honour, Ghostbloods, Diagrammists) is alive at any point in the game and the Bondsmith is still alive, the remaining players win together, united in one cause by the Bondsmith. Order of Actions Transportation/Exploration Illumination/Artifabrian/Assassin Progression/Surgeon/Tension/Runner/Elsecaller Transformation/Scholar Lightweaver Transformation/Ardent/Friction/Adhesion Kills/Lynch GM Notes GMs: Wilson and STINK Impartial Moderator: Alvron Player Cap This game will have a player cap, to be chosen by the GMs after signups are closed, depending on the how many players sign up. That cap will be somewhere between 20-25 players. However, more players can sign up. We will use an RNG to decide who plays the game out of those who sign up, and those not chosen will go onto the Pinch Hitter list. Inactivity Filter This game will also have an inactivity filter. Any player who does not post, PM (if they can) and submit an action (if they can) in the first two cycles of the game will be replaced by someone on the Pinch Hitter list. After the first two cycles, any player who doesn’t post, PM, or submit an action for two cycles will be killed. Please note that this means you must do all three, if you are able, to be considered active in the first two cycles of the game. After the first two cycles, you only have to do one of the three to be considered active and not killed. If you must go inactive for a short time, please let the GMs and the thread know when you will be going inactive and when you will return. This period of inactivity cannot go beyond three cycles. If it goes beyond two, you will not be killed by the filter (though you could be killed by the lynch or another kill). If you do not return on the date/cycle specified, you will be killed. Rollover Rollovers will be at 12:30 PM MST/7:30 PM GMT. Signups will close at 11:30 AM MST/6:30 PM GMT on Monday, 2 January, so we don't have to worry about rollovers are New Year's Eve or New Year's Day. The game will start an hour later. PMs will go out during that hour. Player List Quick Links
  12. The Awakening at the House on the Hill There is a House on the Hill at the end of the road. It is a large and foreboding mansion, grandiose but quiet. In fact, it is almost eerily so, the only noise coming from it the chirping of insects or the whines of birds and beasts. It is surrounded by an acre of land, and the high walls give it a measure of privacy, a feeling of defensiveness and isolation. The parts of the House that can be seen from the road are grey and dull, a blot of darkness in the colourful outskirts of Hallandren. While it seems to be in perfect condition, if it weren't for the bright candles bathing the rooms in a pale yellow light at seemingly random times, one might think it was abandoned. That no-one lived there. In this, the public are actually right. There has not been anyone living there for as long as people can remember, even if, people reason, someone must visit now and again to dust and replace the candles and so on. Its owner died many, many years ago, and presumably now the only people who go in are the people who take care of the place in preparation for its eventual reuse. There are rumours, of course. Everyone has an idea of what happened, even if they are all contradictory. The rich owner killed his wife and then himself when he discovered her tryst; The Returned who claimed it as his court gave away his Breath in a final act of selflessness long since forgotten; It was built for the God-King, but twenty builders died in its construction, their bones holding the foundations in place; Lifeless prowl the hallways, obeying a last command from a mad Awakener, who died (or perhaps lives yet in a state of unlife) when she decided to replace her own blood with ichor. Yes, everyone has an idea of what happened. Whatever really happened, it seems that none of these rumours hold any truth to them, for the eventuality seems to be now. A 'for sale' sign is up at the rusted and ancient iron gates, and people are arriving to have a look around. Not just prospective purchasers, but the usual sort that turn out at any open house - Nosy neighbours who cannot remember anyone living there in all the time they've lived on the road, gawkers hoping to see the place the previous occupant died, thieves trying to make off the with any Awakened Objects scattered in the House while no-one notices. All sorts stand before the gate, shoulder to shoulder as they try to peer within the grounds. Whatever reason you have for your actions, you have turned up on the first day that the House has been opened to the public for sale. It might be a pointless endeavour, or it could turn out to be an opportunity of a lifetime. But in either case, you don't feel too bad about being one of the first at the gate, waiting for the tour to begin. After all, what could possibly happen to you at the House on the Hill? General Rules For the most part, the game is similar to a normal Sanderson Elimination game, except for the fact that the game is a Hidden Information game. Please be aware of this before you sign up. There are two Turns in a Cycle as normal, Day and Night. The game starts on the Night phase. There will be no deaths on Night 1. There are no Eliminators at the start of the game. Players can only use PMs during the Night. The Traitors win when they outnumber the Explorers. The Explorers win when all the Traitors are dead AND the House has been killed. This requires the players to find the Heart of the House, as well as a method of slaying it. Neither of these can be found before the first Traitor is killed. When the House is dead, no more players can be converted to Traitors. On death, the names of all items and inherent abilities that the player has will be revealed. Their effects will remain hidden. Players who die can only discuss the game with each other in the doc. Please do not discuss with anyone else. Each Day Turn, a player may choose to vote for another player that they think is a Traitor. At the end of the Turn, the player with the most votes is lynched. If there is a draw, or the player with the most votes gets less than two votes, then there will be no lynch. Some players may have Actions to use during the Day Turn. If they do, they cannot use an Action during the Night Turn. Each Turn will last 48 hours. Each Night Turn, if a player did not use an Action during the Day, they may use one now. All players, regardless of Alignment, have the ability to use an Action to Explore during the Night Turn. While exploring, a player may discover one of three things (or they may discover nothing): Event - An Event is a single-time immediate effect that will usually grant some kind of Role to your character. Roles require an Action to use. Item - An Item is a physical object which may be single-use, or have multiple charges that allow it to be used a few times. They require an Action to use. Items are reclaimed by the House upon player death. Items can be given away using an Action, one at a time. Omen - An Omen is a symbol of fear. When an Omen is discovered, a player has their will subverted by the House, gains a Role and access to the Traitor doc, and their Alignment changes to ‘Traitor’. All Omens grant different Roles depending on what is discovered. Note that the player that is subverted is unconnected to the player who discovers the Omen. During the Night Turn, if there are no living Traitors, the House will kill a player at random. Otherwise, the Traitors will have the chance to confer among each other and target a player for death instead using an Action. The game will begin on Friday 18th, at 9 PM GMT. Rollover will also be at 9 PM. Please let me know if you wish to speculate. Kasimir will be sub-GMing while I am asleep . Quick Links:
  13. 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 47 hours. Cycles will end at 4:00pm NZT – 5:00am BST – 0:00am EDT. This will be followed by a one hour gap so I can work out what the Chull happened before I post the next cycle. 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. All deaths will be anonymous. 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 are open and unrestricted. You don't have to include the GM if you don't want to. Action Equation is: Votes + Lottery - Void Sphere - Vote Manipulations + Role Blocks - Protections + Seekings - Deaths = Fun. Last team/player standing wins. Roles/Teams: Scadrial: Sel: Nathis: Roshar: Independent: (May or may not be included depending on GM’s 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 or item (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: For those interested this is a great game for RPing. Check out MR5 for ideas. Quick Links:
  14. General Rules and Etiquette Policy Welcome to Sanderson Elimination! Table of Contents About Sanderson Elimination & Elimination Games General & Fair Play Rules Etiquette Policy SE Lexicon Game Formats GM Formatting Past Games About Sanderson Elimination Sanderson Elimination is the Sanderson-based, forum version of the party game Mafia/Werewolf. The most basic form of the game splits players into two groups: the Village and the Eliminators (also called the Mafia, Werewolves, etc). The Eliminators are mixed into the Villagers and their goal is to kill or outnumber the Villagers. The Villagers are trying to weed out and kill all of the Eliminators. The game is played in turns: Days and Nights. Day turns are when everyone votes on a player to lynch, and the player who accrues the most votes by the end of the day dies. Night turns are when the eliminators choose a player to kill. Often times, there are other roles involved in the game too: a Detective that can investigate a player and discover their alignment/faction, a Doctor who can protect someone, etc. So what’s the Sanderson-based version of this? Well, we take Sanderson settings and build elimination games around those. From little towns in post-Final Empire, to a party trying to cross the Shattered Plains, or a group of people staying at an inn in the Forests of Hell, or any number of other locations. We’ve seen a lot of settings and there are many more available. To get an idea of what games are coming, take a look at the signup list. If you like statistics, the SE Player and Game Stats Spreadsheet contains information about player count of each game, wins and losses, how many games each person has played, how many times each person has been an eliminator, and more. There is a Discord server where a lot of the players talk about off-topic discussions. This server is not endorsed by 17S and the site will not be held accountable for anything that goes on there. The server is owned by A Joe in the Bush, and it follows the rules that he has chosen to put in place. If you'd wish to access it, contact him.
  15. Pokemon GO has just been released worldwide, and already new features are being tested for the game. The feature being tested by you, the players, is the battle function. You all volunteered to help test it, and have been placed together in a testing area so that it is easy to reach each other. Unfortunately, the losers of the battles seem to die in real life, and you are getting no responses from the overseers… Gotta Kill ‘Em All is a free-for-all QF where everyone starts off with a kill role. To win, you simply need to be the last man standing. Cycles will last 24 hours, and rollover will take place at 11pm GMT (7pm EST, 4pm MST, 9am ACT). A lynch will occur every cycle. Vote in Red and retract in Green. Only one vote is required for a lynch, and in the case of a tie, a coin will be flipped. Personal messages are not allowed in this game. There will be only three Known Pokemon. Unknown Pokemon will be introduced to the game when the following number of players sign up: 7, 11, 15, 19, and 24. Unknown Pokemon exist outside of the base type effectiveness chart, and may or may not have different win conditions. NAME Bulbasaur Charmander Squirtle Bulbasaur Not Very Effective Not Effective Super Effective Charmander Super Effective Not Very Effective Not Effective Squirtle Not Effective Super Effective Not Very Effective Not Very Effective: Deals miniscule damage. If a Pokemon is hit with a Not Very Effective Attack, they take damage equal to the attacking Pokemon's strength. Not Effective: Deals no damage. If a Pokemon is hit with a Not Effective attack, they escape unscathed. Super Effective: Deals critical damage. If a Pokemon is hit with a single Super Effective attack, they receive 5x damage. When a Pokemon's Hit Points are depleted to 0, they are defeated. When you attack a Pokemon you will be informed how effective it was in your GM PM. When you are attacked by a Pokemon you will be informed how effective it was, as well as how many attacks you have sustained so far. Sign ups will end on August 2nd, 2016, at 11pm GMT (7pm EST, 4pm PST, 9am ACT): the game will begin shortly thereafter Quick Links: Edit 1: Just to say my story through the tags has already been messed up, so this is not a good omen.
  16. Mid-Range Game 15: The Dula Revolution -------------------- Welcome to Duladel, the greatest city in Opelon, Kolo? It's election season here, and people are campaigning left and right. Of course, some Derethi rulos have shown up and are causing trouble, but what harm could they possibly do? -------------------- This scenario takes place in an affluent section of Duladel just before Hrathen begins the revolution. There are three distinct groups with their own victory conditions.: -The Derethi Converts: The nobles that have secretly converted to Shu Dereth in the hope of gaining political power after the revolution. They win if they outnumber the non-Derethi players, regardless of whether or not the Jeskeri Mysteries Cult controls the senate (the Cult loses in this case.) The Converts have their own doc, and can use a kill action on each night cycle. -The Jeskeri Mysteries Cult: They win if the Derethi Converts are exterminated while half or more of the Senate belongs to the Mysteries. If the Derethi religion is stamped out and the Mysteries Cult does not control the senate, the members of The Cult will be executed (and lose.) The Cult also has its own doc, and can use a kill action on each even-numbered night cycle.. -The Dulas: The Korathi, Jeskers, and Shu-Kesegans. They win if the Derethi religion is stamped out, but if The Cult controls half or more of the Senate seats at the end of the final cycle, all Non-Cultists will die horrible deaths (and lose) -------------------- Day and night cycles will be separate in this game, each lasting 24 hours. rollover is at 12:00 AM GMT, or 7:00 PM US Central time. -------------------- Roles: -Gyorn: This is the leader of Duladel's branch of Shu-Dereth. The role is only available to members of Shu-Dereth. -Abilities: - Dakhor Spies: Each day cycle, the Gyorn can inspect a single player to learn their role, but not their alignment. -Korathi Acolyte: You've recently converted to Shu-Korath, and you're eager to fulfill your mission to bring about unity through love and brotherhood. Derethi Converts and Mysteries Cultists cannot be Korathi Acolytes. -Abilities: -Korathi Forum: An Acolyte begins the game with their own special doc, which they can add one player to once each night cycle. -Kesegan Monk: A monk of the Kesegan sect. You've received training in the martial art of Chaysan, which gives you a significant edge over your enemies. You can perform one of the following actions each night cycle: -Abilities: -Kesegan Guardian:Can guard any player currently in the game each night cycle. If a kill action is used on that player, the identity of the attacker will be revealed to you via PM and the player you're guarding will not be killed. You can use this action on yourself, but the identity of your attacker will not be revealed should you be attacked in this case. -Vigilante: Can attack any player currently in the game each night cycle. If the player is a Derethi Convert, Mysteries Cultist, or Duelist, they will be informed of the attempt made on their life and the kill action will fail, and you'll be informed that they defended themselves. If the player is being guarded or otherwise unable to be killed, you will be informed of that. Otherwise, the target will die. -Merchant: This player happens to be a particularly wealthy merchant, and they have the option of getting out of town if things are getting rough for them. -Abilities: -Business Trip: Once per game, these players can choose to skip a night cycle. They will not be able to take any actions that cycle, but are immune to kill actions. -Duelist: You've trained extensively with dueling swords, and use this power to guard the Republicans from those who would do them harm in these troubled times. -Abilities: -Guard: These players can select a Senator to defend each night cycle, and during that cycle, kill actions used against that player will be blocked. You will be informed whether or not that person was attacked. -The Landlord: An affluent citizen in Dula society. Your money and influence give you the ability to change the results of elections. -Abilities: -Affluence: Landlords can add an extra, anonymous vote to either the Election or the Recall on Night Cycles. ---------------------------------------- The Senate: The Senate (I'm calling it the Senate, though the canon probably has a different, as-of-now unstated name for it) is the center of Dula society. Each night cycle, there is both an election and a recall election, in which a player is selected to join the Senate and forced to leave the senate, respectively. 3-5 players will be randomly selected to be the initial Senators. These players can have any role or religious affiliation. Senate Discussions take place on a public doc. A senator must have at least 2 votes on them to be elected. A senator must have at least 5 votes on them to be recalled If the Election/Recall vote is tied, the Senator to be elected/recalled will be selected randomly from the top tied contenders. The senate can have no more than 5 members. If 5 players are currently in the senate, only the Recall election will take place that cycle. In addition, no Recall Election will take place if there are 2 or less players currently in the senate. Votes for Election are in green Repealing Election votes are in red Votes for Recall are in blue Repealing Recall votes are in orange I hope that that's... not too confusing. Basically, lynching takes place on day cycles, elections take place on night cycles. Senators are protected from kill actions on the night in which they are elected. ------------------------------------- The Senate has two main functions each day cycle: Senate Vote: Whoever the Senate collectively votes for in the special vote on the senate doc will recieve three additional votes on them for the lynch. Senate Inspection: The Senators also vote to inspect one player once each day cycle. The player's role and alignment will be revealed via PM to a random Senator. Senators will vote for a player on the public doc. A simple majority will determine who the senate vote and the senate inspection goes on. And finally, once per game, the senate can vote to suspend the lynch entirely. This requires the agreement of the majority of the senate in a simple yes-kolo or no-kolo poll. ------------------------------------- An award goes to the player that creates the most posts that use the word "kolo" more than twice. Signups end on July 1st! Player list: Quick Links:
  17. Long Game 22: Corenne al'Daishar - Return to Glory, or, The Return of the Blood Battle Wheel of Time Elimination Mayor Twim Calberen awoke from the horrible nightmare he had been having, dispelling horrible images of war and death, betrayal and blood. Light blind me, but that dream felt so real! He stood up and looked around his room, the same office he had used for the last dozen years or so, ever since becoming the Mayor of the quaint little village of Drell’s Crossing. He stood up, wincing at the aches and cracking joints that accompanied his morning routine as he stretched the wariness out of his bones before walking over to his desk. He forgot to put out his candle out before retiring the night before, he noticed, as he moved the fine sea folk porcelain dish holding the melted glob of wax off of the letter he had been reading. That was probably why he had nightmares, considering. His cousin had written him recently, telling of news and tales, all mostly old and almost guaranteed rumour. False dragons walking the earth? War, famine and disease? The Dead rising from the grave? Next the fool would start talking about the approach of Tarmon Gai’don! Surely his cousin’s talk of weird dreams and repeating nightmares had gotten the fancy into his head, and that would explain the dreams from the night before. Although this Hinterstap didn’t sound like a village Twim Calberen wanted to be visiting anytime soon! He idly traced his finger over the final sentence his cousin had written him. Corenne al’Daishar. Mayor Twim was rusty on his Old Tongue, but he was certain that translated to “Return to Glory”. Either that, or “The Return of Bloody Battles”, which didn’t sound nearly as promising. Still, with an uneasy feeling and a dark feeling of dread slowly settling over him, Twim Calberen decided to greet the day with a smile, as sometimes that’s what being Mayor was all about. It was time to say hello to all the wonderful citizens of his lovely town, Drell’s Crossing. ------------------------------------------------------------------------------------- It's that time again! This is going to be a rerun of LG6, with just a few slightly tweaked rules, so read carefully! Also, if enough players sign-up, I'll also add in the Warder Role down below! (Highlighted in Orange). I will let you know before the game begins if any Warders are included or not! Villager:A regular, vanilla character. Who needs powers to be a hero? Each night you get to give a player a Dragon’s Fang* Darkfriend: A group of dedicated servants of evil. You and your small group have been given orders to infiltrate and destroy this town from the inside out. You get to conspire in a secret Doc with the other Darkfriends and the Forsaken. **They also have special rules if Corrupted. Forsaken: The Leader of the Darkfriends.Get to conspire with them in a Doc. When Viewed shows up as a 'Villager', or they can perform an additional Night Kill for the Darkfriends. If they perform the extra night kill, their actions can be Tracked the next day and any Viewings on them the night they perform the kill will reveal them as 'Forsaken'. Can not be Corrupted by Padan Fain. Wisdom: Has honed the powers of saving people to almost an instinct. Can target somebody once per night and protect them from one Kill. Can not target self. Can not save from lynch. Wolfbrother: You feel the call of the Moon and your nocturnal brethren. Can target somebody to Hunt and Kill once per night. Viewer: Can see images and auras around people. Once per night can target somebody and find out their Role and Alignment Thief-taker: You can smell evil and find out past crimes. During the Day Cycle, you can target somebody and at the beginning of the next Night Cycle, you will find out who, if anybody, they targeted the Night Before. Whitecloak: As a Child of the Light, it is your duty to root out criminals. Once per Day, during the Day Cycle, you can choose a player to Detain during the Night. This prevents any Night Actions performed against the target, and prevents the target from performing any Night Actions. Can not target self. Dreamwalker: You have mastered the World of Dreams. At night you can flee to The World of Dreams and can’t be targeted that Night. Except if the Forsaken targets you for a kill, you, then they can still kill you. Players are allowed to send PMs during the Night Cycle while you live. When there are no living Dreamwalkers, messages can’t be sent. Aiel-blooded: You may not look it, but you have hardened Aiel blood in your veins. You can survive one lynching or Night kill. The fact you survived an attack or lynching be revealed in the write-up, but not your alignment or role. Ta'veren: The Wheel Weaves as the Wheel Wills. Except when you're involved, as people have always told you how the Pattern of the Wheel seems to bend around you, either forcing you or those near you to take different actions and choices they wouldn't have otherwise. Once per night you can target a player and re-direct their actions to another player of your choice (Not yourself) Channeler: A wildling user of the One Power. You can chose one of your Weaves to cast per Night Cycle. Once you use all 5 weaves you becomes Burned Out and show up as a regular Villager. You can only use each Weave once. Air- Hands of Air protect a target from Night Kill. Not yourself Fire – Hurl a Fireball at target, performing a Night Kill. Water – Cast Mask of Mirrors on a target at night, making them Untargetable for the Night. Earth – Use Earth to harden your skin, allowing you to negate any one possible Night Kill against you. Can also be used to Survive a lynch. (You send the order in during the Day cycle you’re getting lynched, if so) Spirit – Lash out at somebody with a weave of Spirit, Role-Blocking their Night Action. Channelers also start the game Bonded to a Warder. You know who the Warder is, but not their Alignment. You can PM with your Warder for the duration of the game, regardless of the Dreamwalker being alive or not. *If your Warder dies, you die two full cycles after that. But you can reuse any Weaves you used once before again. Warder*: Warders start off the game paired with a Channeler. They know the identity of the Channeler, but not their Alignment. The Channeler and Warder can PM together throughout the duration of the game, regardless of a Dreamwalker being alive or not. If your Channeler would die, you sacrifice yourself in their place and die instead. Doesn’t save from a lynch. IF your Channeler is lynched, you have 2 Cycles left to live, and get to make 1 kill to avenge them. Padan Fain: You carry with you the Taint of Shadar Logath. You can Corrupt up to X number of players throughout the game. (X based off of number of players) Corrupted players have their own Doc to communicate in. Padan Fain can not Corrupt the Forsaken, if they target them the action will appear to be Role-blocked. Fain also shows up as a regular villager when scanned. He’s tricky like that. **Darkfriends that get Corrupted are capable of winning as either a Darkfriend or a Corrupted. Town Mayor: During the day, the town can hold public elections to elect a Town Mayor. The Mayor has influence throughout the town, so therefore they can either have their Vote count for double, OR, they can cancel out somebody else’s vote for that cycle. This power can be used the Cycle you get elected. Dragon's Fang: At night, Villagers without any special Roles get to help the village hunt down any possible darkfriends. Once a Night, they can submit a player they want to give a Dragon’s Fang. The player with the most votes for a Dragon Fang gets revealed in the Day write-up, and has an automatic vote placed against them for the lynch that Day. Villagers win if they eliminate all of the Darkfriends and Corrupted. Darkfriends win if they outnumber the other players. The Corrupted and Padan Fain win if they outnumber the other players. General Mafia Rules in effect. Each player is assigned a Role and Alignment at the beginning of the Game, and then they can post Votes in the thread during the Day Cycle, and send in any Role Actions whenever appropriate. The player with the most Votes tallied against them is Lynched at the end of the Day Cycle, Mayor votes and Dragon Fangs are included. Day Cycles will be 48hours long, and Night Cycles will last 24 hours, or end whenever all Night Actions are sent in. If you chose not to use an Action for the Night, still send a PM declaring your action to be “None”. How Write-ups will work: Votes will be posted publicly in the thread with a list of who voted for whom, etc. Night event write-ups will work like this: -Wolfbrother kills will be obvious. (Wolves swarm the victim) -When Padan Fain converts somebody, it will be mentioned in the write-up, denoted with the appearance of the evil white fog, Mashadar.** -Darkfriend and Forsaken kills appear the same -Wisdom healing somebody is only mentioned if they actually save the Target from Death -Whitecloak, If somebody is Detained, it is shown in the write-up, but not who was Detained or who Detained somebody -Channelers Fireball will be revealed in the write-up if used, and the other powers depending on if they interacted with any other Roles. (If Hands of air actually save somebody, Earth Skin will be written up the same way as Aiel-Blooded, Spirit and Water Actions won’t be revealed in write-up) -If your Action gets Role-blocked or doesn’t go through, it won’t be revealed in the write-up and you will just be informed your Action was ‘unsuccessful”. -If a Channeler gets roleblocked, then it counts as the weave never being used, and you can still use it later. (Unless Two Channelers use Spirit on each other, then they’re both used up) - Dreamwalkers detained by a Whitecloak can still be targeted by Forsaken for a kill Quick Links to the Beginning of Each Turn
  18. QF15: Death Note The television flickers into life. As expected the leading news article is about more deaths contributed to the mysterious Kira. The police are baffled as to how Kira is killing people without being anywhere near the victims. Murderers huddle in fear of being brought before the ultimate judge, Death, while civilians rejoice at being able to walk down dark alleys without fear of being attacked. Thankfully Interpol has sent their best detective to track down and stop the killers no matter what realm they are from and restore the chaos that is everyday life. Welcome to QF15 where the pen is truly mightier than the sword. Rules: Cycles are 24 hours long. Rollover is at 5pm NZT, 5am GMT, 11pm MDT Sign ups will last one week. PMs are only allowed to be one on one. GM to be included. Shinigami and Death Note Holders have a google doc for communication. Investigations will only reveal if they are involved in murders. It will not distinguish between Shinigami, Murderers or Holders. Ryuk will start with a Holder chosen randomly. Failed attacks will not be revealed in the write up. Win conditions: Shinigami and Holders: Kill L and outnumber rest Village: Cleanse the world of the Shinigami threat Order of actions: Protections Death Note Kill (This death will negate the vote of the one killed.) Investigation Vote Recruit Lynch/Murderer Kill Roles: Write ups:
  19. LG19: Twinborn City After seeing your peaceful village collapse- literally- with infighting and treachery, you fled to a nicer place with many companions. You attracted other twinborn with your promise of equal rights for everyone with allomantic and feruchemical powers. Although you had to exile a few dissidents, it's been quiet here. But then everything changed when the Fire Nation attacked. you found a dead body in the city, stabbed through the heart. Were you the murderer, or will you be a victim? There's only one way to find out. Factions Day and Night Map Actions Items Powers Allomancy Enhanced Allomantic Powers Feruchemy Kandra Blessings and Info Very Rare Occurrences If you were in LG11, most of the rules will be familiar to you, however, a few have changed. Kipper and Elbereth and I are GMing this game. The game will start one week after this was posted, on Tuesday 29 March. Rollover time will be determined then or between now and then.
  20. MR13: Treachery on the Terris Peaks GMs: Elbereth and Twei History turns and shifts, and a little piece of metal moves just slightly... “Right. You’re qualified, you’re coming. Your bag, please?” The young man froze. “Why do you need my bag?” “Inspection. We need to know if we should provide you with a better bag or if yours is sufficient. Also, extraneous metalminds aren’t allowed. There shouldn’t be a reason for you to have a coppermind, for instance. I’ll be carrying the only one, to record what happens at the Well.” He very reluctantly handed his bag over. “I’m not perfectly packed yet,” he tried. “There’s some stuff that I want to take out...” “Really? I thought you said you were ready to go, right now.” “Well, yes... I mean...” He stopped as she pulled out a metal cylinder. “Don’t open that, please! It’s private.” “Privacy isn’t private when you’re dealing with the protection of the most important man in the world,” commented Tindomë wryly, opening the metal cylinder. It looked to have words printed on it. The young man stayed silent as she read, head hung in defeat. She looked up at him. “‘He must never be allowed to complete his quest’? ‘Alendi was never the Hero of Ages’? ‘Alendi must not reach the Well of Ascension’? This is signed by Kwaan. The traitor!” She threw his backpack back at him. “Get out of my sight. No traitors will be allowed on this mission.” He stared at her with hate. “Very well. But I have friends who are packmen. You can’t stop them all!” He turned and stalked away. “Friends, huh?” she said softly to herself. Unfortunately, Rashek was right. She didn’t have nearly enough packmen yet, and she didn’t even know if she could trust those she’d already accepted. She looked down the long line of hopefuls. Most she could dismiss off the bat, of course. Previous experience as a packman was required, and most of them didn’t even have that. But those who did... She couldn’t turn away a willing hand, even if that hand might turn traitor. She’d just have to try to figure out who was who as fast as possible, and make sure Alendi was protected at all times. Tindomë rubbed her forehead. She’d never thought this was going to be easy, but it wasn’t supposed to involve traitors. She tossed the metal sheet to the ground and beckoned forth the next applicant. Format Factions Conditions and Environmental Phenomena Feruchemy Quick Links:
  21. The impossible has happened. Steelheart is dead! And with his death many epics have either fled the city or gone into hiding leaving a power vacuum that needs to be filled. In the warrens beneath the city is where you live. You make a living alongside your fellow gang members by scavenging what you can’t intimidate from others. Time has been good to you and your crew. Rival gangs have come and gone while yours has remained strong. Until now that is. With the power vacuum above many of your fellow crewmembers feel it’s time to head to the surface and carve out some of the prime territory for themselves. However a rival gang is also eyeing up the surface for their new headquarters. While they are a small and relatively new gang they are rapidly growing and have even managed to subvert some of your fellow members. The leaders have called together all those they think have been approached by this rival gang and plan to address the situation personally…. Rules: Standard LG Elimination Rules and Etiquette apply. 72 hour cycles (48 day and 24 night) Due to rolling blackouts, mobile phones (PMs) can only be used during the night. Please include the GM in all PMs. Sign ups will last the standard 7 days. Rollover will be at 5pm NZDT / 4am UTC / 9pm MST A new player list will be included at the start of the Day phase. There will NOT be a countdown clock posted by the GM. Deaths will not be distinguishable from each other. Only those that made the kill will know who killed who. Each player can take one action per night unless otherwise stated. It is possible that not all roles are in game. You will not be told if that is the case or which ones are missing. It is also possible that there are hidden roles and/or items. Anyone who doesn’t show activity either by posting in thread or PMs at least every second full cycle will be killed. After all if you’re not helping the gang root out the traitors then you must be one of them, right? The Traitors win once they outnumber the Loyalists. The Loyalists win once the find and kill all Traitors. The Traitors have a Doc to conspire in. Roles: Side Roles: Items: Quick Links:
  22. “The mind is its own place, and in itself can make a heaven of hell, a hell of heaven…” The harsh environment of the Pantheon islands has gained a new threat. After their success on Patji, the Northern Interests Trading Company have been expanding their foothold in the Pantheon. Experience on Patji has taught a few of their number to survive the cruel jungle, allowing them to explore the islands as freely as the trappers do. Now their gaze has landed on the island of Amaji, and a small party has been sent to scout the island and weaken the resident trappers. The Game: 48 hour cycles, with combined Day and Night turns. Players get one vote and one action per cycle. Actions can include the Trader kill, Trapper special abilities, Aviar abilities (two can be used in one cycle) and giving Aviar to others. Factions: Traders - The Eliminator faction. Familiar enough with the Pantheon to pass as trappers, you are also equipped with advanced weaponry. You get one kill per cycle and can communicate in a doc; you win when your numbers are equal to the Trappers’. Trappers - Native to the Eelakin Isles, you've spent most of your lives in the harsh Pantheon jungle - first on Sori, now Amaji. You win by eliminating the Traders. The surviving Trapper with the most types of Aviar at the end of the game wins a bonus victory. Roles: The jungle has lessons to teach, for those able to learn. Aviar: Players can start with more than one Aviar. Players can have a max of 5 Aviar; up to two can be used in the same cycle. A player can give any number of their Aviar to another player, and they can also be stolen (see below). The first player to vote on the lynch target (excluding retracted votes) will receive one of the lynched player's Aviar at random. Aviar are otherwise lost when their owner dies. Caution: The Pantheon jungle is dangerous, and even the most experienced trappers can't afford to lower their guard. Each player receives a word or phrase (their 'code'), unique to them. They must include this word or phrase in a post a minimum of twice a cycle. Any player who does not has not been cautious enough. The first time is a free pass and will incur a warning. The second time, their code will be strongly hinted at in the writeup. The third time, they will die. If player A believes the code of player B is X, they may tell the GM ('Player B's code is X'). If correct, A steals all of B's Aviar (or as many as possible before reaching the cap). If incorrect, B steals one of A's Aviar. This does not count as your action, though only one guess may be made per cycle. Signups will run for 7 days; the game starts at 30th Jan, 10PM AEDT/11AM UTC/4AM MST Quick Links:
  23. QF12: The Time of Reckoning there's You live in California. Or you used to. Nowadays it's called Persepolis, named by the Epic who's ruled here since Calamity rose. All things considered, he isn't the worst. Public infrastructure is mostly gone, sure, but killing is frowned upon. A few months later, you woke up with powers yourself. You've pleased Perseus, and have made your way into his service. Perseus has need of all of you, but you would do well to remember: you are replaceable. Every day, Perseus chooses the worst among you, those who have contributed the least, and kills them. Personally. Every day there is a reminder that no one is untouchable. Even Epics. Even you. always You come from somewhere else. You've seen what the Epics do. And you've sworn to execute any who break the law. By a strange coincidence, that is almost all of them. For what they have done, for what they do, for what they will do, there will be a reckoning. And you are bringing it. another Alignments role Roles If you don't contribute in Perseus' Court, you don't live. Any player who does not post in the thread, the GM PM, or another PM in 2 full cycles will be killed by him mercilessly. Notes: The only means of PMs is Telepathy. No other PMs are allowed. The write-up will include all kill attempts. Only dead players will be named in the write-up. There may be hints in write-ups, but it is not a good idea to read too much into wording. The number of Telepathy PMs will change depending on how many people sign up. It will be edited into the rules once the game starts. Order of Actions: 1. Perseus' Kill 2. Passive Powers 3. Transmogrification 4. Illusions 5. Votes Counted and Lynch 6. Forcefields 7. Matter Disruption and Reckoner Kill 8. Invisibililty Quick Links:
  24. The snow and the ash from the nearby and aptly named Ashmount, Tyrian, fell together in a swirling mesh of black and white. It made it even more difficult to see anything at a distance. After only a 15 meters, everything just looked like static on a television screen. But the people of Tyrian Falls didn't need to be able to see to know what was out there. Every year, like the worst alarm clock in history, they knew that another band of Koloss was steadily trudging towards them. And they knew all about the Spiked hiding in their midst, attempting to sabotage their preparations. You'd think that they'd all just leave, but for some strange reason, it seemed that they couldn't; as if they were cursed by some evil, unseen hand. As the snow and ash fell and an impending sense of doom settled onto the shoulders of the fair people of Tyrian Falls, they all stopped whatever they were doing to stand and curse the sky together: "Leave us alone, Metacognition!" Guess what everyone? It's that time of the year again! Three cheers for our second year here on the illustrious 17th Shard and it's been a great year, if I do say so myself. Thank you all for being a part of it and for making these games as amazing as they've been. Our little sub-forum here wouldn't be the same without all of you. So you guys all know what's coming; it's time for our Anniversary Game! Unfortunately, the Admins didn't get back to us in time about the Anonymous Accounts at this point in time, so we're going to see if maybe this time, the village of Tyrian Falls can get a little redemption. If the Spiked wind up winning again, I'm officially calling this village cursed! But before we get to that, I'd like to give you maniacs some updates as to a few things we're changing for our next year here and also some things to look forward to too! First up, with as many people as we have playing anymore and how many awesome people who have stepped up to GM games for us, we're updating the schedule for how and when the games will begin. The new schedule is in effect as of now. So what is the new schedule and how does it differ from our last schedule? I'm glad you asked! Before, the way we staggered games looked something like this: -LG1, QF1 in the middle of LG1, MR1 after QF1 finishes and as LG1 ends. LG2 starts after LG1 ends and the cycle continues. I did a simple graphic for it (not to scale by any means) a long time back that I'll include here: But, with how the subforum has grown, this is what we'll be working with going forward: Instead of setting the MRs and QFs schedules to be based on the LGs, they operate independently. QF1 is followed by MR1, which is followed by QF2 and so on. On the other hand, the LGs would stagger. LG1 would start, run for 5 cycles (this is just a starting number and we will adjust it if that seems like it is too long or too short of a delay) and then LG2 would start and repeat ad infinitum. As I did above, I did a quick visual of what we're looking at: We feel that this will make it so that there's not as long of a wait before someone gets to run their game. Which means we could probably use some more QF GMs, so if anyone has any ideas, feel free to sign up! Due to how this schedule is set up, it means that we won't be able to avoid holidays as much, but I think that will be a minor problem. If you have any questions or comments on the new schedule, please feel free to contact either myself, Wilson, or Gamma! That's the major news. We're discussing on reformatting a few of the threads to use them more effectively and you guys should be on the look out for something we're calling the SEAcropolis in the near future too! I think you guys will like what we have in mind for the future. Now, onto our second Anniversary Game! I'll be posting all the rules and roles and stuff below. Sign ups will last until the evening Dec. 25th. That's right, my Christmas present to all of you is your roles and alignment! This also allows us to circumvent the worst of the holiday distractions as well and leaves us with only a small bump once New Years rolls around, so this is as accessible as we could make it. So without further adieu: AG2: The Return of the Koloss! 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! Factions: 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? Roles: We'll be starting on a Night round (sorry to whomever likely 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. Let the games begin and again, thank you all for another great year! Quick Links:
  25. In the past, there were many who said that flight through space was a fool's dream. Not because the world above the heavens was unreachable, or thought to not exist (for already people had visited other planets via the Cognitive Realm), but because there was no point to it. Why travel through the void of space to Roshar from Scadrial when one could simply travel through the world of the collective mind and bypass it entirely? Of course, many said that the pursuit of knowledge was reason enough, but in the end what drove the humans of the Cosmere to the stars was the need for raw materials. Scadrial in particular, so advanced and so greedy, ran out of commercially viable metal within five centuries of the world's rebirth. How could the world function without metal for computers, or for structures, or for Allomancers? Metal was transported to the world, harvested from the others. Scadrial became a parasite, a great beast that devoured the flesh of the other planets to sate its ravenous hunger. But the trade was two-way, and as Scadrial grew and grew, so too did the other inhabited planets, their own appetites increasing a hundredfold over the course of a few decades. Eventually, something threatened to give, and when it did, only one of two things could happen: War between worlds, or expansion through the stars. Though tensions rose high between the worlds, co-operation was preferred to outright war. And so began not an arms race, but a space race; war by other means. Governments and businesses alike poured what little they had remaining into research and engineering, designing great behemoths to traverse the astral sea, each with a single goal: To rise above their competitors, and to become the sole entity able to exploit the galaxy's resources. As the situation developed, barriers fell away between races and worlds. Strength through unity and diversity: Forgery to grant powers. Allomancy and Feruchemy, implanted with Hemalurgy to create drives for a ship. Voidbringing to scan for suitable worlds to mine. Elantrians to heal and mend both flesh and metal. Awakeners for all the little tasks that would cost a fortune to employ an army of humans for. And finally, Surgebinders to knit the individual pieces together, and make them a whole. It is the greatest irony that such cohesion only came about through competition. But with competition, naturally, comes about subterfuge. The value of such a project is so high that most, if not all of the players in the game have a budget devoted solely to hacking, copying and deleting the plans of their opponents. In some cases, this silent war has turned violent, with even scientists and engineers turned into casualties. The Heron Industries Mining Concern is at present one of the leaders in the race, but they are beset on all sides. The launch of their first ship has been planned for months, and security has been heavily Invested in. All that remains is to obtain a worthy crew for their ship's maiden voyage, preferably ones loyal to The Heron Mining Corporation, and not to their enemies. Of course, there is a slight problem with this; if any do slip through the net, then it will be down to the crew to find these traitors before they disrupt the mission. The crew will be alone in the depths of space, unable to call on help, with nothing but their own skills and wits to rely on. May Adonalsium help them all. ...It's that time of the year, folks! Yes, that time where Wyrm bites off even more than he can chew than usually and runs an SE game. For those also playing Heirs, I will prioritise dealing with this over Heirs, but it shouldn't come up much due to the Cycles being 4 days each and them having different times. General Rules This plays like a standard game of Elimination. There will be several Traitors sprinkled within the crew, who collaborate on a Google Doc, and the game follows a standard sequence of Day/Night Shifts, with votes being taken in the day, and most actions taking place at Night. Each Day, a lynch will occur if one player has two or more votes, with no lynch occurring in the event of a tied vote. Each Night, the Traitors will be able to kill a player by using an Action. The game continues until either all the Traitors are dead, or the Traitors can successfully overpower and lynch the Captain, either through outnumbering the living loyal crewmembers, or by tricking them and succeeding in voting to lynch him. The game will begin on Friday the 30th of October at 9PM, GM's timezone (GMT). Days and Nights will both take 48 hours each. It will start on a Day Turn. Roles Head of Departments Crew Manifest