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Mid-Range Game 2: Servants of Honor


Renegade

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Mid-Range Game 2 is beginning!  I’d like to have as many people as possible signed up for this game (the more, the merrier!).  Sign-ups will run until next Sunday, 9PM EST Thursday, 10PM EST.

You are in the small coastal town of Telmont in Alethela, one of the old Silver Kingdoms.  The Knights Radiant have begun to return, which can mean only one thing: a Desolation is coming.  Determined to stop yet another Desolation, the Skybreakers have arrived to purge the town of Surgebinders.  The Windrunners must recruit Squires to defeat the Skybreakers, before all of the town’s Knights Radiant are killed.

Lynch votes are done in-thread.  Votes sent via PM will not be accepted.  Lynching reveals a player's role, alignment, and abilities.  Skybreaker kills do the same.

You may not directly PM any other players in this game.  However, each cycle (including the first), you may use the “Messaging” ability (see below).

All players that do not post anything in the thread for a cycle receive an extra vote against them for that cycle.  (This is to encourage people to be more active.  This rule does not apply to the first cycle, since there is no vote.)

Each cycle will be a Day Turn, lasting 48 hours long.  The first cycle has no actions or votes, other than the Windrunners, who can only recruit Squires that cycle.  Also, all players can also use the Messaging ability the first cycle.  The rollover time is 10PM EST.


Player Roles

Darkeyes: You are a regular, lowly, darkeyed citizen.  You have grown comfortable with the Windrunners’ presence, but the Skybreakers put you on edge.  You feel as if it is your duty to stop the Skybreakers and their henchmen.  You have no special abilities, but you feel special on the inside.  Plus, the Windrunners may choose you to be one of their loyal Squires.

Windrunner: You are a Knight Radiant trained in the surges of Gravitation and Adhesion.  Each day, along with voting, you may recruit one person as a squire (via PM to the GM), and you can use one of the three Lashings (see below).  There are 2 Windrunners, and you are also told the name of your fellow Windrunner (but not the name of the Truthwatcher).  The first cycle, both Windrunners will have a Google doc set up between them in which they can discuss plans.  After that cycle, the doc is broken and messages can only be sent to one another using the Messaging ability.

Truthwatcher:  You are an order of the Knights Radiant trained in the surges of Progression and Illumination.  With Progression, you automatically save yourself from death once, preventing all attacks from killing you that cycle.  However, you will be revealed in the next write-up as a Truthwatcher.  You may also use the surge of Illumination each day (see below).  There is only 1 Truthwatcher.

Squire: You are a servant of the Windrunners, chosen by them to do their bidding.  Once you are recruited, you randomly receive the ability of one of the three Lashings, and are inducted into the Squire Google doc.  A player that has been recruited as a Squire retains their previous alignment and win conditions.  Any player can be taken as a Squire and put into the Squire doc (except Windrunners), but only darkeyes and henchmen will actually receive an ability.  No players begin the game as Squires.

Skybreaker: You are an order of the Knights Radiant, trained in the surges of Gravitation and Division.  You feel that the return of the Knights Radiant will bring about another Desolation.  Your goal is to kill both of the Windrunners and the Truthwatcher.  Each turn, you may use the surge of Division, or a Reverse Lashing.  The Skybreakers and henchmen have a Google doc to plot on for the first cycle only.  After the first cycle, the doc is broken, and messages can only be sent to one another via the Messaging ability.

Henchman: You are a servant of the Skybreakers.  You have no role-based abilities at the beginning of the game.  However, if you are taken as a Squire, you retain your alliance and goal with the Skybreakers, and you receive one of the Lashings and you access to the Squire doc.  You also have access to the Skybreaker doc for the first cycle.


Abilities
Each day, the actions will take effect in the following order: (1) Full Lashings; (2) Basic Lashings & Reverse Lashings; (3) Lynch; (4) Division; (5) Squire Recruits; (6) Illumination & Messaging

Basic Lashing: Protects someone of your choice from getting killed by the surge of Division for the current day.  If the person you protected would have been attacked by Division, that person’s name will be revealed in the write-up.  Cannot protect yourself, and cannot be used two days in a row.

Full Lashing: Blocks another player’s abilities and vote for the current day.  If a Full Lashing is used to cancel Division (or any other abilities), it will not be mentioned in the next day's write-up.  Cannot be used two days in a row, and does not block Message actions.

Reverse Lashing: Allows you to target a player, and steal one Message that they would have received.  That player will not receive the Message, but you will, at the beginning of the following cycle.  Cannot be used two days in a row.

Division: Allows you to choose one target to kill each day. 

Illumination: Allows you to choose 1 person to spy on.  This person's alignment (but not their role) is revealed to you in a PM the next day.  You also discern whether or not they are currently a Squire.

Squire Recruit: The Windrunners’ special ability, which allows them to recruit one player as a Squire each cycle.  The Windrunners can still use one of the three Lashings and Message another player each cycle they use this.

Messaging: A free ability that allows any player to PM the GM, telling them a message they would like delivered to a target player at the beginning of the following cycle.  The message will be delivered anonymously.


Win Conditions: If both Skybreakers are killed, then the “villagers” (Windrunners, Truthwatcher, and darkeyes) win.  If the Truthwatcher and both Windrunners are killed, then the Skybreakers and henchmen win.  Squires win as the team they are aligned with.

So, that’s the game.  If anyone wants any further rule clarifications, please say so in this thread.  Good luck, everyone!

Quick Links:

Edited by Alvron
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[Reserved for Rule clarifications]

 

Pre-Game Clarifications

There are two Windrunners, two Skybreakers, and one Truthwatcher.  Each Windrunner can recruit a player each day.  If both Windrunners recruit the same player, one of their actions is wasted (the target player will still be recruited).  Windrunners cannot see the Squire doc, since the first players to go into the Squire doc would instantly know who the Windrunners are and potentially ruin the game.

 

Both Skybreakers may make kills each cycle.  Combined with the lynch, that’s potentially three kills per cycle.  Depending on the number of people who sign up, I might restrict the Skybreakers so that only one of them may make a kill each cycle.  But, for now, both Skybreakers can use Division.  Each Skybreaker cannot, however, use both Division and a Reverse Lashing the same cycle.

 

The Truthwatcher’s Progression ability can protect them from being lynched or taking Division damage.  The cycle they are attacked, they are immune to other damage, and survive.  So, if the Truthwatcher is lynched, but is also attacked by the surge of Division the same day, they won’t die.  However, they will be revealed in the write-up as a Truthwatcher, since their Progression ability has been used up.

 

Each player can only send one Message to the GM each cycle.

 

Here's an example of how Messaging works.  Let's say that Nale sent a PM to the GM, to be sent to Jezrien, and wrote:

Yo, Jez.  Watch your back.  Sincerely, Nale.

 

That exact message would be PMed to Jezrien (via the GM) at the beginning of the following cycle.  The GM will not confirm or deny whether Nale actually sent that message, or if another player sent that message, pretending to be Nale.  Now, let’s say that Lopen came and used a Reverse Lashing on Jezrien.  Nale’s message to Jezrien would be stolen, and, instead, Lopen would receive Nale’s message.  Jezrien would not be PMed that Message, but Lopen would.  If Lopen used a Reverse Lashing on Nale, it will not steal the message that Nale sent.  Reverse Lashings can only steal one Message sent to a particular player.

 

Tied lynch votes will result in no lynch.

 

If multiple Reverse Lashings are used on the same player, all of those players using Reverse Lashings will steal the same Message.

 

If a player receives multiple Messages, and a player uses a Reverse Lashing on them, one Message will be chosen at random to steal.

Edited by Renegade
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Player List:

  • (Sir Jerric) Serji the net mender
  • (Lightsworn Panda) Jain the Shin traveler
  • (Kal Dell) Kaladen the namesake ;)
  • (Ashiok) Aladdin the urchin
  • (twelfthrootoftwo) Twlv the terrible Thalath merchant
  • (Wyrmhero) Wurum the smuggler
  • (Quitecontrary) Madame Quismet the tavern keeper
  • (Tulir) Rulit the ex-soldier
  • (Mailliw73) Mallaw the old fisherman
  • (The Only Joe) Jeno, of the Purelake
  • (AonarFaileas) Faisan the bronze-smith
  • (Gamma Fiend) Famed Gamin the anachronistic street urchin
  • (Metacognition) Metam the doomsayer
  • (Binnut) Tunnib the mercenary
  • (a smart guy) Gart the ardent
  • (Theorymaker) Tahrin Resten the dawdler
  • (Alvron) Naihar the traveling informant
  • (luckat) Lyce the Worldsinger

Retreated Players List:

  • (Kasimir) Simir the nightsoil porter

 

 

Serji stared out at the waves, hands moving steadily across the nets on his lap. I didn't know where Serji had come from, nor how long he planned to stay in Telmont. The fellow didn't yammer on like some folks did, and he didn't ply me with questions like those grab-and-gone peddlers did.

Serji had stepped up to my fishing boat one grey morning and wordlessly joined in untangling the pile of nets that the axehound pups had scrambled overnight. He had a way with knots; the nets had spread free in moments instead of minutes. As he helped heave the folded pile back into the boat, I had asked if he was minded to join me on the rising tide. I'd been struggling to keep my business running single-handed, and Serji turned out to be a blessed windfall.

Take right now for instance. Even while staring out over the sea, Serji's hands slid over the nets, checking for fraying cords and mending holes. I'd have spent an hour after landing and unloading to do as much as he did on the return to the beach, and he didn't seem to pay attention. He knew nets better then my grandfather, yet the fellow couldn't be more than a year or two my senior.

I skimmed the boat onto the sand, and Serji splashed over the side, prow line wrapped over his arm for purchase as he dragged the boat up the beach on the next wave. I cast a bemused glance at the neatly folded nets beside the vacated seat as I vaulted the other side to help.

Serji would like to play. His nameless fisherman buddy is here as an external POV, and should not be accounted as a player character.

Reading along with Long Game Seven, I thought it would be fun to write all the RP from the POV of a steward or a bodyguard. But since this isn't a noble court, I'm going to try a modified approach. This way, the POV doesn't have the option of giving away Serji's role.


Edit: Question. Is Telmont on the Nightstream Sea, the Sea of Spears, Mevan Bay, Hoel Bay, or the Bay of Elibath? (Linked to WoK map of Alethkar) Mostly curious how close to Thalath (the Frostlands) we are. =)

Edited by Sir Jerric
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Argh! Beaten to first again!

 

Jain is back AGAIN with his toy panda (No, he won't be erratic. Thank your lucky stars). He's a Shin traveler who happens to be passing by.

 

Some questions about the rules. Does the Truthwatcher ability protect you from lynches? Can both Windrunners recruit on the same day? Finally, are you allowed to reveal your name to the person you are PMing via GM?

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Rules questions:
Is Messaging restricted to one sent message per player per cycle? Or can a player send more than one in a cycle?
Are the Windrunners in the Squire Doc?
If both Windrunners recruit the same player, one recruit action is wasted?

Actions by Role:
Darkeyes:
Lynch vote (public in thread)
Send one message (targeted via PM to GM)

Darkeyes Squire:
Lynch vote (public in thread)
Send one message (targeted via PM to GM)
Use their assigned Lashing (targeted via PM to GM) * Lashing is not available on the day after previous use *

Windrunner:
Lynch vote (public in thread)
Send one message (targeted via PM to GM)
Recruit one Squire (targeted via PM to GM)
Use one of the Three Lashings (targeted via PM to GM) * May not use same Lashing as last cycle *

Truthwatcher:  
Lynch vote (public in thread)
Send one message (targeted via PM to GM)
Use Illumination (targeted via PM to GM)

Skybreaker:
Lynch vote (public in thread)
Send one message (targeted via PM to GM)
Use Division or Reverse Lashing (targeted via PM to GM) * May not use Reverse Lashing if used last cycle *

Henchman:
Lynch vote (public in thread)
Send one message (targeted via PM to GM)

Henchman Squire:
Lynch vote (public in thread)
Send one message (targeted via PM to GM)
Use their assigned Lashing (targeted via PM to GM) * Lashing is not available on the day after previous use *

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Hmm. I'm going to be gone for the first cycle of this game. I'm going to be high in the mountains for several days starting next Thursday. No internet or phone access. Is that an issue?

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Wurum "The King" Heron, signing up. Should be able to continue my game easily enough while doing this due to rollover times (morning post here, evening post writeup :P).

 

Wurum rather likes it on the coast here in Telmont - In fact, his whole business is based on that single fact. This is because he's a smuggler of goods from across the seas. Its rather dangerous and expensive due to the fact that he is at the mercy of the Highstorms, but he's kind of got that covered - Wurum began life training to be a Stormwarden. It was from this that he realised that the ability to shave off a few minutes travel here and there and avoid patrols would put him in the perfect position to get extra goods in under the cover of a Highstorm.

 

As the town's only Stormwarden, the inhabitants tend to turn a blind eye towards his more illegal activities, though they are grateful for the lower prices and more abundant goods during high taxation and in the colder months. Wurum likes to present himself as a businessman and merchant more than a Stormwarden, as some are unnerved by his ability to calculate when the next Highstorm will occur. Not that he won't use this to his advantage by reading in the presence of people he wishes to do business with.

 

Wurum brings a lot of 'trade' into the town, and hires a lot of the locals as porters and sailsmen (and also salesmen). All told, he tends to lean on being a more benevolent crook as he believes that the town would get pretty sick of him if he was more cut-throat. Some claim that he has a Shardblade, taken from the cold, dead hands of an assassin hired by the local nobility, though no-one has ever seen it - at least, no-one who has continued living afterwards. He denies these rumours strongly, which only makes them more believable.

 

He is slightly unnerved by the presence of both the Windrunners and the Skybreakers in the town though, it must be said. Neither look too kindly on those who break the law, though at least the Windrunners would look past it to the good he does for the town, even if it has its roots in greed and selfishness.

 

...I have just realised that I've set myself up for an RP-based death on Cycle 1. Oh well.

Edited by Wyrmhero
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Perfect for the early casualties. :)

 

 

Madame Quismet stared out into the sea through the windows of The Eye of the Storm tavern. Business was not doing well. After a decade of running the drinking place, keeping a steady supply of food, wine, song and entertainment to those who dock on the Telmont port, Quismet has started to see a decline in patronage. She doesn't want to speculate, but deep inside, she thinks the presence of Skybreakers may be causing it. 

 

Townsfolk are just too wary to be merry these days. And there are not enough new faces! Not enough new ships. 

 

She may have to downsize soon, let go of some of her girls. Maybe even pack up, leave this town and move somewhere else. It's a good thing she's got enough saved for just this stormy day.

 

Quismet smiled that signature smile as she saw a new boat come in. And a new face on the street. Hmm, maybe this town is not a total waste, after all. The voluptuous black-haired woman turned to the counter to one of her most reliable girls.

 

"Rishi!!! Get me a glass of wine, will you?"

 

As the sun went down, she thought to herself that tomorrow is the start of a new day. Maybe, just maybe, her business can still be saved.

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Simir is a short man who carries the nightsoil buckets from the houses each morning. It doesn't pay well, but it's a job. He says little; mostly because you don't want to be saying very much at all when you're covered in latrine muck and stinking. He copes with his job by not caring after years and years of carrying waste buckets, taking occasional baths, and carrying a pouch of fragrant herbs with him.

Incidentally, he has a thriving herb garden.

At times, Simir has been known to undertake odd jobs for Wurum. He's not a physically intimidating enforcer, but most people tend to back down when a waste-slathered man is up and in your face. Well, in your chest, as it turns out.

Edited by Kasimir
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Rulit, an ex soldier signing up.

 

Does every Skybreaker get a kill action?  If so, how many Skybreakers will there be?

And I think it kind of odd that the Windrunners won't be in the squire doc.  I have to saw though, the day off having a doc then it breaking up is a pretty cool idea.

Edited by Tulir
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Rule clarifications time!  (Most of this will be added above.)

 

There are two Windrunners, two Skybreakers, and one Truthwatcher.  Each Windrunner can recruit a player each day.  If both Windrunners recruit the same player, one of their actions is wasted (the target player will still be recruited).  Windrunners cannot see the Squire doc, since the first players to go into the Squire doc would instantly know who the Windrunners are and potentially ruin the game.

 

Both Skybreakers may make kills each cycle.  Combined with the lynch, that’s potentially three kills per cycle.  Depending on the number of people who sign up, I might restrict the Skybreakers so that only one of them may make a kill each cycle.  But, for now, both Skybreakers can use Division.  Each Skybreaker cannot, however, use both Division and a Reverse Lashing the same cycle.

 

The Truthwatcher’s Progression ability can protect them from being lynched or taking Division damage.  The cycle they are attacked, they are immune to other damage, and survive.  So, if the Truthwatcher is lynched, but is also attacked by the surge of Division the same day, they won’t die.  However, they will be revealed in the write-up as a Truthwatcher, since their Progression ability has been used up.

 

Each player can only send one Message to the GM each cycle.

 

Here's an example of how Messaging works.  Let's say that Nale sent a PM to the GM, to be sent to Jezrien, and wrote:

Yo, Jez.  Watch your back.  Sincerely, Nale.

 

That exact message would be PMed to Jezrien (via the GM) at the beginning of the following cycle.  The GM will not confirm or deny whether Nale actually sent that message, or if another player sent that message, pretending to be Nale.  Now, let’s say that Lopen came and used a Reverse Lashing on Jezrien.  Nale’s message to Jezrien would be stolen, and, instead, Lopen would receive Nale’s message.  Jezrien would not be PMed that Message, but Lopen would.  If Lopen used a Reverse Lashing on Nale, it will not steal the message that Nale sent.  Reverse Lashings can only steal one Message sent to a particular player.

 

As to the setting, Telmont is up at the Northern/Stormward part of Alethela, at the mouth of Hoel Bay.  Since it is located on the Stormward side of Alethela, it is prone to extremely powerful highstorms and lots of flooding.

 

I can move back the sign-ups until next Sunday, if that’s okay with everyone.  It’ll give me more time to get everything together for the game, and allow more players to die in LG 7 and sign up and get ready.

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One more question: Tied lynch votes are no death, or is there a random death?

 

Thanks for the clarifications. Looks like I got the Actions by Role accurate, if I read that right.

 

Communication in this game is going to be interesting. Temporary docs and prioritized, interceptable, single messages will be a puzzle to work with. =)

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Tied votes will result in no lynch.

 

Since we only have 10 people signed up, and so that everyone can get ready, I've moved back the end of sign-ups to Sunday.  Hopefully, by then, there will be enough people to begin.  At the very least, I'd like 18 people signed up.  However, the game will run much smoothly with more, so don't be afraid to sign up!

Edited by Renegade
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A familiar voice drifted up the street, and Twlv cursed under his breath. He ducked around the back of the nearest building, leaving his ladder and tools where they were. Hopefully they wouldn't notice.

'...next shipment. Belm thinks he will like...' He only caught a moment of conversation, before the winds changed again and the words became indistinguishable. But it was enough of a reminder to send a chill down his spine. It was just his storming luck to end up in the same hamlet as that 'Legitimate Businessman' Wurum. Associating with a smuggler was bad enough, but this one seemed to know one of Twlv's former contacts. Valath had been a frontman for this Belm, and had been about the only moneychanger Twlv could find who was willing to give him a loan. Which...well, if it had gone well, he wouldn't be here, would he?

Well, he hadn't escaped Wurum's notice entirely, but he could at least keep out of the way as much as possible. Maybe pretend he was retired, do some odd jobs. Not like he had a reputation to worry about if he started dabbling on the wrong side of the law.

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Ren: There are two cases I'd like a ruling on, please.

 

Case 1:

 

X sends a message to Y.

Z, V, and K have all used a Reverse Lashing on Y. I'm wondering if all three of them get X's message, and how it is determined which of them gets X's message otherwise.

 

Case 2:

 

X, V, and K have all sent messages to Y (wow, this guy's one popular fellow!)

 

Z uses a Reverse Lashing on Y. Whose message does he get?

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Wow, we're getting creative here. :P

 

Case 1: All three of them would get X's message.

 

Case 2: Z (the one using the Reverse Lashing) would receive one of the three messages at random.

 

Case 3: That would be a really uncommon occurrence, but Z would steal the message sent to Y, and Y would steal the message sent to Z.

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I haven't been super active in the last game, however I'll theoretically be free from Friday onwards for the next little while, so why not.

 

No time for RP/questions right now, but Faisan the bronze-smith is signing up. (If I remember correctly, previous to Aharietiam, the Desolations had halted technological progression to the point where they were unable to forge iron cost-effectively, assuming that Taln is telling the truth.)

Edited by AonarFaileas
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Hmm. I was hoping this had filled out a little more over the week. :/

I will sign-up though, to try and help bolster the player list!

Meet.... Famed Gamin.

I am no regular street urchin, mind you. I have been to the lands of Shinovar and back! I have climbed the peaks of the Misted Mountains in the west, I have been to the famed City of Shadows, Rall Elorin, and I have glimpsed the mysteries that lie within it's darkened walls! From Aimia to the Reshi Ises, From Azir to Thaylenah to the northern reaches of Herdaz! Famed Gamin has lied, begged, cheated, stolen, and puppy-eyed his way across the entire continent and back dozens of times! My wild and bold exploits have made me equally famous and infamous all over the world! I have been to the Horneater Peaks and swam in their sacred pools, I have walked across the Shattered Plains and back, I have captured spren and voidbringers alike, charming them with my wits and bravery, making them spill the secrets of the Other Worlds to me, I have had a cup of tea with the Nightwatcher herself, and called the stormfather a bloody fool to his face. I am Famed Gamin! Hear me roar!
 

 

And old man watched as the odd kid wandered down the street muttering to himself of strange and ridiculous triumphs, the silly declarations fading in volume as the kid strolled further away, oblivious of the city around him. "Storming fools should stay where they belong, and away from here," he said before spitting at the ground. That's what he thought of people like that.

Edited by Gamma Fiend
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