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  1. No-one knows why the Deepness does what it does. It spreads over the land, casting its blight, seemingly for no other purpose than to disrupt humankind. Many say that it has no consciousness - that it is simply a force of nature. I do not believe this. Particularly as we have made our journey, it is though I can feel it. Watching me. And then there were incidents like last night. Much of the Terrisman’s jewellery was seemingly spirited away in the night. The guards standing by the camp noticed nothing unusual. Furthermore, the Terrisman seemed greatly perturbed by this - they refused to carry on until a full search had taken place, which turned up nothing whatsoever. I began to get a sense that this jewellery may have some relevance to their unusual abilities - indeed, the Terrisman seemed much more conservative in using their abilities after the event. The only conclusion I can come to is that the Deepness was involved. I do not know why - indeed, if his goal was to stop the expedition, I do not understand why he would not throw out the remainder of the Terrismans jewellery, cutting short our mission entirely. I fear, in this, we may be dealing with forces far beyond our understanding. As it is, we are able to limp forward, albeit at a slightly reduced pace. I can only hope that this is the last of the trials we face along the road. Welcome to MR33 - Danger in the Terris Peaks! Signups are open for the next week, until 6pm, Thursday, 7th February, AEST. One Cycle will occur every 48 hours. Lynch rules apply as normal - ties will result in no lynch. PM’s are open this game. There are two groups - the Alendi Loyalists and Rashek’s Lackeys. The Loyalists aim to kill all of Rashek’s Lackeys, and Rashek’s Lackeys aim to outnumber the Loyalists. There is also an independent, The Deepness, who has the goal of whittling down the Loyalists and the Lackeys down to at most three players combined, making them desperate enough to use the power of the well (they have the ability to kill once each cycle to achieve this). If they achieve this, and are alive at the end of the game, then they win and both other sides lose. Roles: Feruchemists - Feruchemists may store charges and use those charges at a later time. You may only store one charge each cycle, however, you may expend as many charges from a single metal as you have stored on a given turn: Pewter/Strength: When storing charges, your vote will not be counted. When tapping charges, whoever you vote for will have an extra vote placed on them per 2 charges spent. (The writeup will not display the missing/extra votes in the vote tally.) Tin/Senses: When you store a charge of Zinc, you may not talk in PM’s for the next cycle. When tapping a charge of Zinc, you may target a player and spy on the contents of a random PM they are in. Bronze/Wakefulness: When you store a charge of Bronze, you may not perform an action for the next cycle. When you tap a charge of Bronze, you may perform an extra action that cycle (tapping Bronze does not count as an action). Decoy - You have a duty to protect those who need it. Target a player - Any actions targeted at that player will target you instead. Doctor - People are so fond of sticking knives into each other - more work for you cleaning it all up afterwards. Target someone - if they were going to die that night, they won’t anymore. Defender - Sometimes, offence is the best defence. You swore that Alendi would reach the peaks, and you are willing to do whatever it takes to achieve that. You get to kill a player each cycle. Debonair - You ooze charisma, and that means people listen to you. Target a player, and their vote is shifted to another player of your choice. Desperate Packman (to be honest, I just want all the roles to start with D at this point) - After the debacle with the metalminds, you intend to keep an eye out around camp and make sure nothing like this happens again. Target a player, and you can see whoever targeted them that night. (Please note: Just because a role is listed here does not guarantee that it will be present in the game when it starts.) Signups: Roadwalker - Honorable Dietrich Drake Itiah - De Itiah au Powerful Ark - {Defiantly unnamed} Shqueeves - {Delinquent without a name} Fifth Scholar - Duilin Droughtbringer - Droughtbringer Xinoehp - Dedne Elandara - Declan, the Detailed Devotary - Daedi CadCom - Fourth Letir ShaneRockes - Dave, the Terrible Liar Snipexe - Dr. Snip Walin - Nawl Steeldancer - {Despondent that they don't have a name} Clarifications: {None just yet} Quick Links:
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