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Found 5 results

  1. Do you remember that day? That terrible, monumental, glorious day? The day when the Rose Empire was changed forever. The day the usurping Glory Faction came, fought, conquered. The Heritage Faction, unfortunately, didn't stand a chance. When they fell, they fell hard. The change in leadership sent ripples through the entire kingdom, and everyone from arbiters to urchins to forgers felt its effect. It seems it was so long ago, yet the time has passed in a blink of eye. Well, the Glory Faction's rule is stable now. It didn't take them long, all things considering. The Rose Empire settled, falling back into a familiar rhythm. But not the Heritage Faction. How could they? The kingdom had been swept from under their feet in the most brutal of ways, and nothing had been done about it. It had been forgotten about as quickly as a Rememberer's smudge on a painting would be once they covered it up. No, ever since their downfall, those still in the Heritage Faction vowed they would hold the kingdom in their grasp again. Political revenge is a particularly nasty disease, and the Heritage Faction is infected with it. And at long last, they might have the numbers to stand a chance. The Glory Faction's rule may soon be fading into the shadows, and they hardly have a clue of what's to come. ~ The Forger sat in their den, deep under the palace, and smiled. The time has finally arrived. They uncovered an Essence Mark, of their own making- the Forger wouldn't dare trust anyone else's work- and their smile grew wider. The Mark was of excellent craftmanship, a stamp with the most intricate detailing imaginable. And it was time to use it. The Forger quickly inked it, despite there being no reason for haste, and pressed the stamp into their skin. It didn't matter what their name was before, because now they were someone else. As the stamp burned in the Forger's skin, changing their identity, they looked up at the ceiling. Towards the palace. Towards the Emperor's seat and the power of the Rose Empire. I will not fail, ancestors. I will make you proud. When all was done, the Rose Empire would burn. Welcome to MR54: Fading Glory! This game is a rerun of MR37/AN6, which was created and ran as a blackout game by @Elandera, so credit to the concept and rules go to her. Many thanks for letting me borrow the ruleset! A link to the original game can be found here. I'll be the GM for this game, and @Elandera will be the IM. I thought it'd be fun to let the story of the game take place chronologically in the same universe and after MR37, in which the eliminators (Glory Faction) won a decisive victory over the villagers (Heritage Faction). So I switched the names of the factions for the rerun Hope that doesn't cause too much confusion. Signups will run for about a week, ending on Saturday, November 6th, at 1pm PST, assuming enough people sign up. That will be the rollover time for the duration of the game, unless something in my schedule changes. One final disclaimer: It's been a few years since I've read Emperor's Soul, so I apologize in advance for anything I screw up lore/worldbuilding wise Thanks! Anyway, without further ado, here are the rules: Basics: Factions: Soul Forger: Faction-Specific Roles: Non-Faction Specific Roles: Art: OoA: If you prefer the rules in doc form, that can be found here. Player List: Spectators: Pinch-Hitters: Quicklinks:
  2. 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:
  3. LG20: Warcamp Enigmas You are all members of the Alethi lighteyed nobility in the warcamps. Many of you have secret items in your possession. There are a few of you who are hiding other secrets. Whether you use those for good or evil is up to you. You have been infiltrated by some nefarious Ghostbloods who are attempting to steal a soulcaster and a shardblade from you. Killing them all before they obtain those is the only way to succeed. There is also a thief in your midst, though he may end up helping you. Format: This is a rerun of LG5, the first game I GMd. Each Day turn will be 48 hours and each Night turn will be 24 hours long. Rollover time will be 9 pm MST. Signups will end on April 22nd. There is a 5 turn inactivity filter; after five turns of inactivity, inactive players will be killed. General Rules: Every player gets up to three actions per night. Only one item from each tier category may be used per cycle. One 1A, one 1D, and one Tier 2 item is the most that can be used. Any action can be replaced with the Ghostblood kill or a role ability/declaring an heir. Items: Other roles: Item Rules: Death Cries: When a player is killed in any way, they get a chance to send one last message to the group as a whole. The messages must be less than 200 characters and sent to the GM to be posted to the rest of the group. The dead player will not be sent to the dead doc before the end of the turn following their death or until their death cry is sent in. It must be sent in before the end of the turn following the player’s death. Except for this, the dead may not speak. Win conditions: Ghostbloods’ Win: Outnumber the other players Bonus goal: Obtain a Shardblade and Soulcaster. Nobles’ Win: Kill all Ghostbloods Bonus goal: Survive until the end and the player with the most/most valuable items will be made king and the other survivors will be made Highprinces/Highprincesses. Thief's Win: Steal at least one of each item(excluding Shards and a Soulcaster) throughout the course of the game to become a master thief and live a life of luxury. Order of Actions: Links to the writeups: Day 1: Succession War Night 1: Violet Wine Day 2: Whitespines* Night 2: Silence of the Stars Day 3: The Land of the Free* Night 3: Self Sacrifice Day 4: Death's Herald Night 4: The Final Duel Day 5: Dual Stabbing* Night 5: Rightful Vengeance* Day 6: Rematch Night 6: Violet Wine II*† Day 7: Felled Thief Night 7: Running In Circles*† Day 8: Sneak Attack Night 8: Mutton Day 9: Dead for Real Night 9: Third Time's Not the Charm*† Day 10: Another One Bites the Dust Night 10: Is He Dead Yet?*† Day 11: Defensive Maneuvers Night 11: Turning Tides Day 12: Fatal Miscalculation Aftermath: No Way Out *Written by Elbereth †The Saga of Kayden(Kynedath) Current Player List:
  4. 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 Quick Links 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.
  5. Winter is ending, snow falling hard all around. The mountain passes have been covered in snow, keeping you all stuck in the Duladel trading outpost you visited late in the season. Hopefully the winter will be short, but now, a new pressure has arisen. Mai, a lonely trader, not one to talk much, was found outside the outpost, flayed and sacrificed. You know the signs, Followers of the Jeskeri Mysteries are stuck in the outpost with you, making their sacrifices daily. Snowed in, you have no chance but to find them and kill them before they kill you. All Traders: Must submit one vote through a PM to the GM(Mailliw73), once during every cycle hour period. These votes will be made public at the end of the period, and the most voted for player will be sent to die in the snow. You may vote however you wish in the thread, but the vote received in the PM will be your official vote. Anyone who does not either talk to the Outpost’s Owner(the GM), come to the community dinner meetings, or meet with other traders for two consecutive days will freeze in their rooms. Follower of the Mysteries: The followers of the Jeskeri Mysteries must each send one vote for sacrifice via PM to the GM (Mailliw73) per cycle in addition to their normal vote. The most voted for player, in this fashion, will be sacrificed for their own mysterious purpose. Priest of Jesker: The Priest of Jesker is a learned man, and can identify the sacrifice of the Jeskeri Mysteries, having tried to root them out in the past. The Priest may investigate one other player per day (by contacting the GM) to learn if they are a follower of the Mysteries or not. Jindoeese Soldier: The Jindoeese Soldier is trained in the art of ChayShan and can guard one player at night. Anyone who attacks the trader whom the Soldier is guarding will be fought off and the protected trader will not die. Rulo: The Rulo is the fool who managed to get himself stuck in a trading outpost he had no business being in. He’s a bit kayana, so every night he scrawls a message somewhere in the outpost, too bored to sleep. Seon Holder: The Seon Holder makes it so that anyone can send messages(PMs) to any other living players. As long as a Seon Holder is alive, there is no limit to PMs, except that the GM must be included in all of them. The game will start on Monday, November 23rd, at 3:30 MST. Cycles will be 24 hours long. Rollovers will be at 3:30 PM MST/10:30 PM GMT. Spec doc available upon request. The order of actions is as follows: Rulo Message Soldier Lynch Priest Sacrifice Quick Links:
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