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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:
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:
It's official: Sign ups are now open for the Elantris game that Tulir and I will be co-GMing! This will be a typical Long Game, and follow all the outlines for that format. Day phases will last 48 hours and Night Phases will last 24 hours (though if it turns out that players need more time for the night phases then we will extend those to 48 hours also). Please review the rules below, and let me or Tulir know if you have any questions about them. Shadows of Elantris Rules Setting For Roleplaying purposes, the entirety of the game will be held inside the King's Palace, centered on the King's court, with the exception of those players who are taken by the Shaod and cast into Elantris. At the beginning of the game, all the players are gathered in the Court to hear a grand announcement to be made by Patriarch Seinalan. Also, if there is anyone who would like to sign on as a "pinch-hitter" (someone who stands by to take over for someone who goes inactive) for whatever reason, please PM me and let me know.
The Competition Sign Ups for Mid-Range Game 6: A Venture in Atium “Today, my friends, I toast to the rise of House Venture!” Lord Venture raised his cup full of wine high in the air. The minor houses invited raised their own in toast as well. “And one of your own houses too.” That got them interested, especially the Great Houses who disguised themselves as part of the crowd. The invitations sent out had said Minor houses only, but it seemed a perfect time to commit a sabotage that would bring down the new Great House. They didn’t want more competition. They were satisfied with how things had been before the rise of Venture. Many of the minor houses whispered to their fellow house members. What in the Lord Ruler’s name does Lord Venture mean? Many thought. One person-or was it- shrugged. They seemed uninterested as they stirred their drink. Bored. They weren’t here for Venture. “Yes, I know what you are thinking. What do I mean?” Lord Venture chuckled at their responses. “Many of you might be wondering of my new particularly… suspicious source of riches.” More nods and more whispers. “Maybe some of you have come here planning to rob me of it.” He looked through the crowd pointedly and some shied away from the gaze. Some leaned in and others yet acted as if they had no idea what he was talking about. They were all dangerous, no matter what their mask was. No matter who they pretended to be, they were all the same at heart: Politicians. “Some of you may eye my house as a competitor.” The Great House spies knew what he was talking about. “Some of you care nothing for me.” The mysterious figure shrugged. “But you all want my atium.” That made a stir in the crowd. Atium? Did he say atium? “There is many of you here who wish me ill. For both of our protections, I offer you a deal. The biggest of your houses when all of those who wish my wealth enough to lie...” Lord Venture trailed off and looked intensely at each and every one of the nobles in the crowd. “When all of those who want my new wealth enough to kill for are dead themselves, I shall take the largest surviving house into mine.” “Dead?” That caused uproar among the crowd. “Become a Great House ourselves?” Some of the Great House spies looked confidently at one another. We will not fail. This atium will be ours and ours alone. All of these minor houses will lose their heads and lose their money. If it happens at a Venture ball then Venture will take the blame. “I suggest the benefit of an alliance.” Said the Urbain spy, sliding into the seat besides an Elariel one. They pretended they didn’t recognize each other, but they both knew what each other was. “An alliance?” The Elariel spy looked at the Urbain one and smiled. “Sounds intriguing. Tell me more.” Rules: 24 hour cycles. See Tin under Roles for PM rules. Every other player may choose to write an anonymous message to be revealed in the writeup. The next cycle, the players who did not write a message before take a turn to. Example: Cycle 1, X sends a message and Y does not. Cycle 2, Y sends a message and X does not. No images or links. Use your best judgement on length. If they get too long, I'll impose a word limit. Eliminators get a doc to conspire in. Victory Conditions: Alignments Minor House: Your house is very small. However, opportunity has come your way. If you can help root who’s spying on Venture for the other Great Houses, Venture might just bring you into their fold. Primary Victory Condition: Eliminate all Great House Spies. Secondary Victory Condition: Finish the game as the largest minor house. Great House Spies: You have been ordered to discover the secret to how House Venture suddenly rose to power. You and your fellows have infiltrated some of the minor houses that have been pandering to House Venture. You are to gather information through any means necessary, even if it means toppling a few minor houses. Primary Victory Condition: Eliminate Outnumber the members of all the Minor Houses. Order of Actions Day- Brass-Zinc-Lynch Night- Items - Tin - Pewter - Copper - Atium - Iron - Steel- Skaa Kill - Great House Kill - Bronze - Inquisitor Kill You can take two action. The anonymous message does not count as an action. Only one can be a metal. Roles Mistborn- A Mistborn may burn one of any of the metals below. They must chose one metal per turn and cannot use the same metal two times in a row. Steel- A Coinshot/Mistborn may burn steel to kill a different player. If that player coincidentally is also a Coinshot/Mistborn and targets you for death as well, neither player dies. Iron- A Lurcher or Mistborn may burn iron to save a different player from death. If that player is a Coinshot/Mistborn and targets someone for death, the kill is cancelled as well as the Coinshot/Mistborn being saved. Is only a nighttime ability and cannot save from lynch. You cannot Lurch yourself. This means that if X Lurches Y, any kill actions that Y attempts fail but he is protected from one kill. Pewter- Your pewter enhanced muscles prevent you from dying from the first time you would die. This is the only role that will let you live through a lynch. Tin- If the tineye is alive, any player can request that a message be given to another player through the GM. If the Tineye/Mistborn burning tin who is given that particular message decides to let it through, the GM tells the player what it is. However, the Tineye/Mistborn burning tin may opt to modify the message slightly. Bronze- You may burn bronze to discover another player’s role. It only shows if they are an allomancer and which metal they’re burning. The same result will show up if they’re being Smoked, don’t have allomancy, or are not using it. Copper- You may hide your and anyone else’s allomancy. Zinc- You may change one person’s vote, deleting your own. Brass- You may delete one person’s vote. Atium- May only be burned by a Mistborn. Will let you survive all attacks on a night cycle. Special Roles (may be included or not) Kandra- You may decide to eat a person who dies the cycle before. You are not told which options you will have. You will be told any messages the tineye has allowed them and then discovered. Whoever owns your Contract will be told whatever info you gain. You start as the Venture’s contract. If the Venture is killed, your Contract will be given to the person with the highest amount of atium. You will be told the owner of your Contract. They will be told what information you get but not you. You can survive one kill, including the lynch. Your alignment is the same as the owner of your Contract at the end of the game. Victory Condition: Whichever your owner has. Venture- You are a member of the House Venture and have the force of the Great House on your side. You start with two atium and the Contract to the kandra. Victory Condition: Kill all the Great House Spies Skaa- You don’t like any of these nobles! You just want to kill as many of them as you can before you’re discovered and lynched. You may kill once each night and you have the ability to escape from one kill except the Inquisitor’s. You may not use atium in any way. You cannot kill the Inquisitor. Victory Condition: Kill all nobles. Inquisitor- You don’t really care about any of the petty noble problems. Your only issue is the Skaa. You may kill once each night. If you kill a noble, it doesn’t matter. Victory Condition: Kill the skaa. Atium Atium is a valuable resource. Many will kill for it. During a night cycle, a player with a role may give up the option to use their action (and disable an extra life) in exchange for 1 piece of atium. Or, in the day cycle, the option to vote. Each cycle 1 piece of atium is available. Atium may be used to: Burn, for a Mistborn. Bribe someone to change their vote (the other player will receive one atium) Bribe someone to not take an action (the other player will receive two atium. Does not affect vanillas, with or without items) Buy an item Give to someone else (you can chose how much) X amount of items will be up for purchase for x amount of atium in day cycles. See Items for more details. Items Dueling Cane (1 atium) - Will kill one player before shattering. Poison (1 atium) - May be used to poison one player. They will die when you die. Marriage Contract (3 atium) - Join two Minor Houses together and turn them into one secondary goal wise. (see Houses) Will not effect a Great House Spy’s victory condition, they will simply be added into the Google Doc. The Minor House who offered the contract’s House Doc will be the newly joined one. The Great House Spies may not purchase a Marriage Contract but it may be used on them. Extra Metal Vials (4 atium) - Mistborn may burn the same metal twice in a row, but only twice. You can buy one item one cycle. You must wait until the next cycle to use it. If you have already used it and it isn't a passive effect (like Extra Metal Vials) then your killer doesn't get it. If it is passive or you haven't used it, your killer gets it. Houses There will be multiple Minor Houses. They may have two or three members. Each Minor House will have a Google Doc to share. A Marriage Contract will bring one Minor House into another’s. Each Minor House has a secondary victory condition, to be the largest at the end of the game. Marriage Contracts make the two houses one and their joint Victory Condition. Write ups: