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  1. 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:
  2. 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:
  3. The Everstorm has come. Heralds and Voidbringers alike are returning. The Vengeance Pact has broken, shattered like the Plains themselves. Some Highprinces flee, returning to their princedoms, trying to prepare as best they can. Others rally to Dalinar’s call, fighting their way across the near impassable Plains to the Oathgate, and Urithiru. Your small group once belonged to Highprince Thanadal’s camp, but now you are searching desperately for the Oathgate, hoping against hope that you arrive before you succumb to the elements. Bound together by adversity, you would like to believe you can trust each other. Not all is as it seems, however. Trouble has been drawn to your expedition like rotspren to a wound. Bridges collapse, chulls die; your progress has been hindered left and right. And it’s beginning to seem as if it might not all be coincidence… Factions: Roles: Mechanics: Welcome to LG13! Sign-ups are starting now, and will end on July 13th, at 11:00 PM CDT. (This will also be the regular roll-over time.) Check back to this post fairly often; I'll try to keep an up-to-date player list, as well as rule clarifications and links to various write-ups. If anything comes up, or you've got any questions about the Fair Play Rules, (which you should probably go give a read, if you haven't already) the impartial mod for this game will be Little Wilson. Feel free to ask any questions you might have, and if you're interested in being part of the Spec Doc, just send me a PM. Player List: Sani (The Only Joe) - Lighteyes who once scribed for Dalinar Kholin. Justin (Peng the Just) - Former slave. Sheon Idris (Seonid) - Selish Worldhopper. Ableah Edr (Haelbarde) - Woefully without description. Another Selish Worldhopper, of a clan of Selish Worldhoppers. Etam (Metacognition) - Scout. Madon (Mailliw73) - Crem collector. Bartholomew the Blind (Bort) - midget barbomancer/Worldhopper. The Roszo (Renegade) - Herdazian who is determined to be more impressive than his glowing cousin. Adamir (Adamir) - Darkeyes who is convinced he's from another world. Seixa (phattemer) - Yet another Selish Worldhopper,* and once (pseudo-)Priest of Shu-Korath. Kip Sturm (Kipper) - Smart Alec Woefully without description. Ace (Macen) - Delusional man with a tiny hammer, believes that he's a Brightlord and a Radiant. Jain (Lightsworn Panda) - A panda. In a desolate wasteland. (Maybe he's Thanadal's exotic Shin pet?) Em C. Palah (Emerald101) - Emuli potter. (Needs Ace's hammer.) Citrona Vinid (Shallan) - Scadrian-Elantiran Worldhopper and noble who will not be questioned. Wannan (Herowannabe) - Darkeyed soldier. Alive, and assumed to be immortal, seeing how he isn't dead. Eradin (eramit) - Best darkeyed spearman in Thandal's army. Wol (Araris Valerian) - Old ardent who might know how to spell his own name. Findilti Findilt (idolevy) - Delusional man who thinks he's a Knight Radiant. Orlok (OrlokTsobodai) - Woefully without description. Plurn Burn (Feligon) - Engineer who is woefully ignorant of fabrials. Dow (dowanx) - Woefully without description. Eo (Spooky Eowyn) - Apparently Thaylen with fake eyebrows. May or may not be a Selish Worldhopper. Akirsefatafesrika (Bridge Boy) - Blasphemous pretend soldier. Smeagol (leiftinspace) - Obsessive midget Universehopper. Kazaaakplethkilik (Paranoid King) - Supposedly famous thief and Worldhopper. Alvonoha (Alvron) - Ardent, and owner of a strange cat. Catquisitor!?! Cla (Clanky) - Horneater who loves drinking contests. Torren (twelthrootoftwo) - Recalcitrant conscript, and spy for Roion. *Don't ask why there are so many Selish Worldhoppers, despite the danger involved in traversing the Selish and Rosharan Cognitive Realms. It's complicated. F.A.Q.s: 1. Why does Progression come last in the Order of Actions? Progression comes last in the Order of Actions because you are not meant to be able to use it to protect yourself, and I don't want people working around that. Additionally, as Progression is a healing power, it makes logical sense for it to occur after the kill has been made, so there is something to heal. 2. Will Division and the Eliminator Kill be distinguishable in the write-up? Are people saved by Progression revealed in the write-up? Yes they will. However, in the case of Progression, it is only made known that someone was saved from a kill, not who was saved. This holds true for players saved by Abrasion and Tension. (Progression will be distinguishable from kills blocked by Abrasion or Tension, though.) 3. Which actions will players be informed of if they are targeted by them? They will be informed of Division, the Diagramist Kill, Progression (if it saves them from a kill), Illumination, Transportation (if it successfully redirects an action) and Adhesion (if it successfully blocks an action, although this will be indistinguishable from action failure for other reasons). 4. Does someone with Transformation have to specify whether they are looking for a player's Alignment or Role? Yes, you will have to specify which you're looking for. If someone forgets to specify, I'll flip a coin to see which they get.
  4. Twas the night before Christmas and all through the forum. There were exasperated sighs and feelings of boredom! They hit the refresh button for what felt like the thousandth time, They were looking for something entertaining, something sublime! When to what should their wandering eyes should appear, But a game about treachery, death, mayhem, and fear! Huzzah! They exclaimed as their blood lust started rising. They clicked on it quickly, their characters they started devising. It was a Christmas miracle, this game showing up on the site. So Merry Christmas to all and to all a good fight! It's been almost a full year since I started the first game of Sanderson Elimination here on the 17th Shard and what a year it has been! 19 games already and so many new formats and new roles and new systems! You guys have truly made this unique from any other variation of Mafia/Werewolves out there! On top of that, for a game that encourages lies, manipulation, deceit and not just a little bit of blood lust, for the most part, you've all been very cordial and respectful towards each other. You are all truly gentleman killers! I want to thank each and every one of you for being a part of these games and for all the enjoyment I've gotten out of running and playing these games beside you. These games wouldn't exist without all of you and you're all amazing in my book! So, in light of it being our first year together, I thought it would be fun and interesting to go back to our very first game together and see how much has changed since then! To show how far everyone has come since those early, naive days. So here's to one full year of Sanderson Elimination! I hope you've all had as much fun as I have and here's to many more years to come! ---------------------------------------------------------------------------------------------------------------------- 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! --------------------------------------------------------------------------------------------------------------------- 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? THUG: They can survive a single attack. If they are killed during a night or day cycle, they survive and this will be revealed in the write up. If they are attacked again, they die; finally. TINEYE: They are messengers and are capable of writing messages to the town while remaining anonymous. Each night, they can send a message to the Game Master. He will then post it within the write up at the end of the night. As long as the Tineye is alive, players can send Private Messages back and forth. Once he dies, he can no longer deliver messages, so no more PMs. SMOKER: The Smoker is undetectable and he can extend this power to one other person each night. If scanned by a Seeker, the smoker or the person encompassed within his coppercloud will show up as nothing. Alternatively, the Smoker can turn his coppercloud off. This would allow them to be scanned. In addition to being undetectable by the Seeker, the Smoker and his target are unaffected by emotional Allomancy. As long as the Smoker is using their coppercloud, the Soother and Rioter cannot change their votes. SEEKER: The Seeker can sense when someone is burning metals. In fact, he/she has gotten so good that they can tell whether someone is spiked or not! Once per night, the Seeker can target someone to learn their abilities and alignment. COINSHOT: The Coinshot does what they do best. They push metals around; specifically into other people's bodies. Once per night, the Coinshot can target a person for death. Unless otherwise disrupted, that person dies. LURCHER: Where the Coinshot pushes, the Lurcher pulls. Once per night the Lurcher can target someone and that person will be saved from death. SOOTHER: Their ability to dampen emotions puts them and the Rioter in a very special position. During any time during the day round (up until the round ends), they can negate one person's vote. The change will be anonymous, but since I will be posting voting results at the end of each day, those that are observant should be able to tell whose votes were changed. RIOTER: The Rioter works in a similar fashion as the Soother, except once during the day round they can change one person's vote. Using this power does nullify their own vote though. They are still capable of voting, but their vote will not be counted. The change itself will be anonymous, but since I will be posting voting results at the end of each day, those that are observant should be able to tell whose votes were changed. MISTBORN: The Mistborn have the abilities of all of the above, but will only be able to use one per cycle. At the beginning of every night, the Mistborn will be told which ability they have and it's the only ability they have until the next night. REGULAR VILLAGERS: You have no special powers, but you still get a vote every day. Who knows? Perhaps you were meant to be the one to save the town! Not all stories are about the strongest people in a group. SPIKED: Beyond possibly having one of the above roles, you can hear Ruin talking to you. He's told you who else in the town is spiked and together you're to keep the town from mounting a defense before the Koloss arrive. In return, you will be spared. Your goal is to kill one person per night until you outnumber the villagers. -------------------------------------------------------------------------------------------------------- I've made only the slightest of changes to account for our experience. There are no safe roles and depending on how many people decide to sign up, there might be more than one Mistborn! Everything else has stayed the same. We'll be starting on a Night round (sorry to whomever 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! Sign ups should last for about a week from now, so we won't actually be starting until after Jan 1st, but soon after. Let the mayhem begin! Player List Lord Pifferdoo: Baron von Piffertiff the Third (The 1%) Village Soother The Only Joe: Joe (Metallurgist) Regular Villager Mailliw73: Maill (Cobbler) Village Tineye Dominic 1994: Dom (Retired Hazekiller) Regular Villager McKeeDee123: Melend Venture (Stranded Nobleman) Spiked Mistborn Eolhandras: Eoladdin (Town Lunatic) Village Mistborn Kasmir: Karnad (Courier) Regular Villager Little Wilson: Wilson (Town Messenger) Village Lurcher Winter Cloud: Cleo (Metallurgist Apprentice) Village Smoker Alvron: Vron (Alchemist) Village Soother JasonPeng: Peng (Crazy Old Man) Regular Villager Seonid: Senn Conrad (Minor Nobleman) Spiked Lurcher Lightsworn Panda: Jain (Traveler) Village Rioter Renegade: Rent (Lord of the Lands) Village Tineye Ashiok: Ashette Cett (Young Noblewoman) Regular Villager Newan: Newan (Wannabe Hero) Village Smoker Herowannabe: Herwynbe (Terris Steward) Village Coinshot Lord Claincy Ffnord: Clancy (Storyteller) Spiked Smoker Arasis Valerian: Aralis (Skeptical Elderly Grump) Village Seeker Dowanx: Ament (Tailor) Regular Villager Jasnah Damodred: Damon Shan (Worldhopper Who Hates Cookies) Village Thug OstrichofEvil: Lord Ostrich Maliscei Tekiel (Glass Merchant) Regular Villager A Smart Guy: Satrams (Nervous Bartender) Village Smoker Unodus: Odustren Kuethershud (Painter) Spiker Rioter Wyrmhero: Wyra (Female Smith Apprentice/Brawler) Village Thug Weiry Writer: Riew (Skaa Repairman) Spiked Smoker Macen: Larry (Balding Middle-Aged Man) Regular Villager Sarcomere: Recco (Pizza Flinging Foreigner) Village Soother
  5. Ah, Urteau; your home. Sure, things haven't been the same since the Lord Ruler died, but ever since Straff Venture went off to conquer Luthadel, your thieving crew has thrived. Where once you were just a no named crew, barely surviving in the Harrows, now people call you Kalling's Crew. Named after the ashmount nearest to the city, you've blanketed the town in crime sprees and cons. Recently, your leader, Modeft has called the crew together for a new job. He's calling it the heist of a life time and he may be right. It may cost all of you your lives if the Inquisitors catch wind of it.... The Roles Similar to the first game, there will be the 9 typical roles. Where this game is different is that there is only one evil role, The Inquisitor. THUG: They can survive a single attack. If they are killed during a night or day cycle, they survive and this will be revealed in the write up. If they are attacked again, they die… finally. TINEYE: They are messengers and are capable of writing messages to the town while remaining anonymous. Each night, they can send a message to the Game Master. He will then post it within the write up at the end of the night. As long as the Tineye is alive, players can send Private Messages back and forth. Once he dies, he can no longer deliver messages, so no more PMs. SMOKER: The Smoker is undetectable and he can extend this power to one other person each night. If scanned by a Seeker, the smoker or the person encompassed within his coppercloud will show up as nothing. Alternatively, the Smoker can turn his coppercloud off. This would allow them to be scanned. In addition to being undetectable by the Seeker, the Smoker and his target are unaffected by emotional Allomancy. As long as the Smoker is using their coppercloud, the Soother and Rioter cannot change their votes. SEEKER: The Seeker can sense when someone is burning metals. In fact, he/she has gotten so good that they can tell whether someone is spiked or not! Once per night, the Seeker can target someone to learn their abilities and alignment. COINSHOT: The Coinshot does what they do best. They push metals around; specifically into other people’s bodies. Once per night, the Coinshot can target a person for death. Unless otherwise disrupted, that person dies. LURCHER: Where the Coinshot pushes, the Lurcher pulls. Once per night the Lurcher can target someone and that person will be saved from death. SOOTHER: Their ability to dampen emotions puts them and the Rioter in a very special position. During any time during the day round (up until the round ends), they can negate one person’s vote. The change will be anonymous, but since I will be posting voting results at the end of each day, those that are observant should be able to tell whose votes were changed. RIOTER: The Rioter works in a similar fashion as the Soother, except once during the day round they can change one person’s vote. Using this power does nullify their own vote though. They are still capable of voting, but their vote will not be counted. The change itself will be anonymous, but since I will be posting voting results at the end of each day, those that are observant should be able to tell whose votes were changed. MISTBORN: There will only be one Mistborn. They have the abilities of all of the above, but will only be able to use one per cycle. At the beginning of every night, the Mistborn will be told which ability they have and it’s the only ability they have until the next night. UNSNAPPED: You are a Regular Villager, except you have a latent ability hiding inside of you. In the chance that a Misting is converted into a Spiked player, you'll finally recognize your true potential and snap into your allomantic powers. You will inherit the abilities of the converted allomancer, although there is a 25% chance of getting a different one. There is also a 10% chance that you will snap eventually anyways. Every night, the GM will roll to see if you snap. If you do, the power you get will be assigned randomly. REGULAR CREW MEMBER: You have no special powers, but you still get a vote every day. Who knows? Perhaps you were meant to be the one to save the town! Not all stories are about the strongest people in a group. INQUISITOR: Somehow, you've managed to hide amongst the crew. You must have a very good (and very large) pair of sunglasses. Like the Mistborn, there's only one of you, but whenever a Misting dies, you can convert a different player to your side with the role of the dead Misting. You can only do this with the freshly dead though, so the conversion must happen during the very next night turn. To aide you in quest, Ruin has granted you [X] number of special abilities. The number of these abilities will depend on how many players are in the game. To convert another player, you need a dead Misting and one of your Ruin granted abilities. Your target will have a 50% chance to gain the powers of the dead Misting and your Ruin granted power will be used up. The sacrificed power will then be revealed to everyone. If you give up your final Ruin power, you will die. You cannot convert the Mistborn. Cosmetic Roles These are additional roles that players can take on at their own discretion. They do not affect the game play in any way other than to modify how the player posts. If you come up with your own role, feel free to suggest it. There is no penalty for not using one. These are here for your enjoyment, not to be a deterrent. High Imperial - Wasing the wanting of speaking in High Imperial. You must use it at least somewhere in your posts. Note: you do not have to use it for every sentence and you still need to be mostly intelligible. Survivor Priest - Kelsier wasn't just a famous crew leader for you. Perhaps you were in Luthadel during the riots. Perhaps you saw him come back. Regardless, you're a believer and must make reference to the Survivor or the Survivor religion in each post. Drunk - You're never far from a bottle. Heck, sometimes you sleep with one curled in your hands. The reason you drown yourself in alcohol is your own, but within every post, you need to slur some of your words and/or appear to be drunk in some fashion. Cassanova - Good looks are such a curse; one you know all too well. While you didn't ask for it, to you, it's obvious that you are the best looking person ever and you won't let anyone forget it. In every post, you need to remind everyone of what a heartbreaker you are. The Jaist - Somehow, somewhere, you heard about Jaism and knew it to be perfect for you. Now that the Lord Ruler is gone, you've taken up the mantle of this lost religion and in Jaist fashion, you frequently mention your faith. You must end your posts with "Praise the Ja." And that's Game 2! Please state the name of your character (again, please keep it somewhat close to your username) and your role in the crew! I'd like to get around 25 players for this game, but we'll see how many sign up and I'll adjust accordingly. Once I have an idea of how many players I'll have, I may or may not give out the exact number of each role in the game. I will tell you if a role is absent from the game though. If you have any questions or comments, feel free to ask either here or in a PM! Let the Chaos begin! The Players 1. Gamma Fiend- Gamon (Casanova Spiked Soother 2. Bartbug - Barty Spiked (Madman) Tineye 3. Windrunner - Windrunner (Fall Guy) Thug 4. WeiryWriter - Weiry (Lookout) Lurcher 5. Awesomeness Summoned - Wes (pickpocket) Coinshot 6. 213 - Digits (Doctor) Regular Crew Member 7. Simmingly - Shimble Leice (Minor Noble) Coinshot 8. PorridgeBrick - Ridge (Rigger) Seeker 9. Alvron - Vron (Alchemist) Smoker 10. Serendipity - Seran (Reformed Assassin) Thug 11. Kurkistan - Kurki (Knife Guy/Jaist) Regular Crew Member 12. Aether - Aether (Priest of the Survivor) Thug 13. LoganMathewJohnson - Mathieu (Faux Noble) Regular Crew Member 14. AonarFaileas - Aonar (Ex Hazekiller) Spiked 15. Princess - Cessie (Noble Woman) Inquisitor 16. Herowannabe - Herwynbe (Ex Terris Steward) Tineye 17. Dyring - Dyring (Innkeeper Front) Lurcher 18. Edgedancer - Eddy (Bouncer) Regular Crew Member 19. Lord Claincy Ffnord - Ffnord (Stealth Expert) Regular Crew Member 20. Quiver - Lord Ollivier (Obligator) Spiked 21. Mailliw73 - Maxill (Young Recruit) Soother 22. Robot Aztec - Roban (Bartender) Regular Crew Member 23. Little Wilson - Wilson (Messenger) Spiked Coinshot 24. JasonPenguin - Peng (Orphan) Mistborn 25. Sivertongue - Shiv (Cutpurse) Lurcher 26. Leonardus - Lam (Body Sweeper) Regular Crew Member 27. Grayv - Grave (Twixt) Rioter 28. Luckcat - Lucy (Paranoid Urchin) Seeker 29. Aspren - Aspren (Supplies Manager) Smoker Quick Links: