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  1. The inhabitants of Tyrian Falls moved quickly to take advantage of their second victory against the Spiked. No longer just a refuge, Tyrian Falls has spent the past year forming coalitions with nearby populations in the former Western and Northern Dominances, all intent on forming a government free from the tyranny of the Final Empire with its Steel Ministry and Noble Houses. Tyrian Falls itself had thrived, grown to become a town and a critical production center. Yet, the curse of Tyrian Falls could not be so easily defeated. Recently,the Mists have begun to linger even during the day. Ashmount Tyrian spew more and more ash into the air. Devastating earthquakes rip the ground open. Plantations rapidly restructured into prioritizing food production struggled to feed everyone as these disasters rendered more and more farmland unusable. Squeezed between the armies of Fadrex City to the west and the New Empire to the South, a desperate attempt to form an alliance with Urteau was made. These efforts have yet proved unsuccessful, as Ashmount Kalling laid waste to the intervening land, and neither party was willing to commit to an agreement without a dependable supply line permitting trade and travel. While negotiations were ongoing, Tyrian Falls came under assault once more. The New Empire’s Koloss have been spotted rounding Lake Tyrian in its direction, while the sickeningly familiar signs of sabotage have begun to appear in the fields and the forges, in the wells and the walls. Should Tyrian fall here, Urteau will walk away from an alliance, abandoning its neighbors to the ravages of Empire and Ruin in order to pursue self-sufficiency. Yet again, it falls to Tyrians to root out the saboteurs before the Koloss arrive. Welcome to Anniversary Game 10 and another year of SE! @Elandera and myself will be the GMs, and @Elbereth will be the IM. This is an anonymous game so don’t sign up in the thread. Please sign up by PMing me or Elandera privately. You can message us here, on Discord, or wherever else you like, and you'll be in so long as we respond with a "noted" within a day or two. Do your best not to indicate whether or not you're playing to anyone else. If you want to spectate, PM me and I'll send you a link when the game starts. Check out the rules below and pick a cosmetic role if you wish before signing up. Rules: You can find the rules in a doc at this link, nicely formatted for your convenience, but you can also read them below. (Doc will be edited to fit current game) Alignments: VILLAGE: Win when all Spiked are dead. SPIKED: Win when they outnumber the village, or otherwise can no longer lose. General Rules: 48-hour days, 24-hour nights. Vote minimum is 1. Ties are decided randomly. Final votes will reflect the number changed by manipulation, but not the names. Unsuccessful attacks will be announced as “____ was attacked, but didn’t die!” with no differentiation between Thug and Lurcher protection. Spiked vs. Coinshot attacks will be differentiated in the write-up, including if the attack is unsuccessful. Group PMs are allowed. Spiked are not guaranteed a role. There are no secrets. There is an inactivity filter of two cycles. You must post in the thread, or be replaced/removed. One action per turn (two allowed per cycle). Roles: 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. The GM will then post it within the write up at the start of the next Day. As long as a Tineye is alive, players can send Private Messages back and forth. Once no Tineye is alive, they can no longer deliver messages, so no more PMs. SMOKER: The Smoker is undetectable and they can extend this power to one other person each night*. If scanned by a Seeker, the smoker or the person encompassed within their coppercloud will show up as being Smoked. Alternatively, the Smoker can turn their coppercloud off. This would allow them to be scanned accurately as a Smoker. In addition to being undetectable by the Seeker, the Smoker and their target are unaffected by emotional Allomancy. As long as the Smoker is using their coppercloud, a Soother or Rioter cannot change their vote. *Smokers can choose on D1 whether they want their copper cloud on or off, applying only to themselves. SEEKER: The Seeker can sense when someone is burning metals. In fact, they have 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. A Lurcher cannot target the same person two nights in a row. SOOTHER: Their ability to dampen emotions puts them and the Rioter in a very special position. During the Day, 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 what 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 what votes were changed. 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 day, the Mistborn will be told which ability they have and they can use that ability until the next night. If a previously held power would be received, the die is rerolled, and the new power is granted regardless of whether or not it was previously held. VANILLA: 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. Additional notes: Cosmetic Roles: You are highly encouraged (though not required) to take a cosmetic role. Use it however you wish and include it however much you want in your posts. This is simply for fun and for RP creativity. Anonymous Account Rules: Sign-ups will close Tuesday, January 2nd at 6 p.m. PT / Wednesday, January 3rd at 2 a.m. GMT / 1 p.m. AEDT. Quick Links: Current player count: 25/30
  2. In the year since Tyrian Falls weathered Spiked sabotage and a Koloss invasion, it has become a haven for anyone in the Western Dominance and beyond seeking refuge from the Final Empire’s remnants. Yet the wounds left by Scimon Tlag’s final stand are slow to heal. Nothing can replace the fallen villagers lost in those terrible days a year ago. Even as they have tried to rebuild, helped by many of the new residents, something has always felt wrong. Off. Just a little. As The world around them also began to crumble., Outside forces were drawn to the town’s miraculous survival. Soldiers of Ashweather Cett encroach upon the borders. Then a contingent of Koloss diverted from their path to Luthadel to set their sights back on Tyrian Falls. In the midst of these, problems begin to arise from within its walls. Rebuilding has stalled. Stockpiles of food inexplicably disappear. Even the metal reserves begin to dwindle. Then the hostilities begin again. Those few who remain from before notice a pattern. They see the signs. Spiked have returned among the new residents. But maybe, possibly, they have drawn the others into their ranks already.From the old residents. No one is safe. Welcome to Anniversary Game 9 and another year of SE! @Devotary of Spontaneity and myself will be the GMs, and @Elbereth will be the IM. This is an anonymous game so don’t sign up in the thread. Please sign up by PMing me or Devotary privately. You can message us here, on Discord, or wherever else you like, and you'll be in so long as we respond with a "noted" within a day or two. Do your best not to indicate whether or not you're playing to anyone else. If you want to spectate, PM me and I'll send you a link when the game starts. Check out the rules below and pick a cosmetic role if you wish before signing up. Rules You can find the rules in a doc at this link, nicely formatted for your convenience, but you can also read them below. Alignments: VILLAGE: Win when all Spiked are dead. SPIKED: Win when they outnumber the village, or otherwise can no longer lose. General Rules: 48-hour days, 24-hour nights. Vote minimum is 1. Ties are decided randomly. Final votes will reflect the number changed by manipulation, but not the names. Unsuccessful attacks will be announced as “____ was attacked, but didn’t die!” with no differentiation between Thug and Lurcher protection. Spiked vs. Coinshot attacks will be differentiated in the write-up, including if the attack is unsuccessful. Group PMs are allowed. Spiked are not guaranteed a role. There are no secrets. There is an inactivity filter of two cycles. You must post in the thread, or be replaced/removed. One action per turn (two allowed per cycle). Roles: 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. The GM will then post it within the write up at the start of the next Day. As long as a Tineye is alive, players can send Private Messages back and forth. Once no Tineye is alive, they can no longer deliver messages, so no more PMs. SMOKER: The Smoker is undetectable and they can extend this power to one other person each night*. If scanned by a Seeker, the smoker or the person encompassed within their coppercloud will show up as being Smoked. Alternatively, the Smoker can turn their coppercloud off. This would allow them to be scanned accurately as a Smoker. In addition to being undetectable by the Seeker, the Smoker and their target are unaffected by emotional Allomancy. As long as the Smoker is using their coppercloud, a Soother or Rioter cannot change their vote. *Smokers can choose on D1 whether they want their copper cloud on or off, applying only to themselves. SEEKER: The Seeker can sense when someone is burning metals. In fact, they have 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. A Lurcher cannot target the same person two nights in a row. SOOTHER: Their ability to dampen emotions puts them and the Rioter in a very special position. During the Day, 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 what 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 what votes were changed. 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 day, the Mistborn will be told which ability they have and they can use that ability until the next night. If a previously held power would be received, the die is rerolled, and the new power is granted regardless of whether or not it was previously held. VANILLA: 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. Additional notes: Cosmetic Roles: You are highly encouraged (though not required) to take a cosmetic role. Use it however you wish and include it however much you want in your posts. This is simply for fun and for RP creativity. Anonymous Account Rules Sign-ups will close Tuesday, December 27th at 6 p.m. PT / Wednesday, December 28th at 2 a.m. GMT / 1 p.m. AEDT. Quick Links Current player count: 23/30
  3. LG79/AN10: The Rhythm of Freedom The Rosharian sun set on the horizon, and the first moon was about to rise. Thane hummed to the rhythm of determination as he worked the soil. He had been assigned by the Fused to make food for the army. Thane was okay with that, as he didn't necessarily want to be fighting the Heralds and Knights Radiant. They scared him. But so did the Fused. Thane wiped his brow and looked up as the stars began to come out. It would be time to meet with the others here in a few minutes. --- "We must escape Odium," Pavli whispered fiercly to the Rhythm of Hope. "Only if we run, and abandon our forms, can we escape him and his Fused. I want freedom, like the humans have. Some humans choose to follow Honor, and some choose to follow Odium. Why are we enslaved to Odium, and our ancestors?" Balik sang the rhythm of Anxiety. "They will hunt us down, and kill us. They will not let us go. How can we escape without them knowing?" Thane watched the others argue. They had started meeting a few months ago, and they were of the same mind. They needed to escape Odium. He was one of the farmers, but several others here were actively fighting. The main fighting had moved away from here in Valhav over more towards Alethela, but that didn't change that there was a chance of the humans attacking any time. They had realized that the Fused and Odium would see them all dead in the effort to destroy the humans. And this group had decided not to put up with it anymore. "We can go to Natanatan. It will be far away from the fighting, far away from Odium. But we will need to leave behind our forms, and run" Thane offered to the group. "How will we get there," asked a femalen near him. Pavli sang to Consideration. "There is a mountain pass nearby. We can cross through there, then walk through Alethela. We will need food and water." Moirin, the eldest of the group hadn't said anything so far, but now stood up. Everyone stopped talking. She was the defacto leader of this small group of rebels. Yes, Thane thought, we are rebels aren't we? Fighting against Odium. Fleeing from their gods. "We've been discussing leaving for all this time. It is only a matter of time before the Fused find out. We must leave now. Gather your things. Get provisions from the fields. And grab some gemstones in case we need forms. We will all enter dullform to cut Odium off from our gemhearts." Moirin sung the Rhythm of Longing. "If we escape, we can live our lives like the humans do. Free to choose what we want." And just like that, it was decided. The group dispersed to go and gather the needed supplies. They would leave that night, before the third moon set. --- Abaram sat in a small hut, thinking to herself. The insanity was close at hand, but she managed to keep it away. If she died again, she would probably lose whatever thought she still had. She started as a knock sounded on the door. Her spy entered, solidifying from the Smokeform he had just been. "They are leaving tonight, my lady," he said to the Rhythm of Subservience. "Shall we destroy them all?" She had known that some of the singers in the village wanted to leave, escape from their lives. She had hoped they would give up, but it seemed they were determined. "No, we will not," Abaram said to the Rhythm of Command. She smiled. "We will join them." The malen appeared suitably confused, so Abaram elaborated. "I am Mavset-Im. Gather a few of my servants. We will join them, and attempt to cajole them into returning. And if they will not, then we will destroy them from within. They will realize there is no escape from Odium." The malen's eyes widened at the audacious plan. He rushed out to go gather a few individuals. Abaram sat back down, and sighed. Hopefully this would entertain her for a bit. Fighting the Heralds was tiring. --- Welcome to Rhythm of Freedom, the first Singer game! This is an anonymous game, so DO NOT SIGN UP IN THREAD. Just throw me a PM that you want to sign up. Signups will end one week from today, at 10 AM EDT, on the 19th. You can also choose to sign up as a pinch hitter, and any additional players beyond the max of 30 accounts will be pinch hitters as well. @Araris Valerian will be the IM. It'll be fun to GM again. Please have fun as well! Rules are below. Basic rules. Quick Links Player List Player count: 18/30
  4. Callor, Child of the Light and personal retainer to the Lord Captain Commander, Pedron Niall, stepped into the open plain. Or, at least, what was now an open plain. What the scene of carnage around him had been before was all but impossible to determine. It was those Aes Sedai witches, he knew, and not all female ones too; the eyewitness reports of the scouts which had been sent back did not deny the presence of male channelers, even under the shadow of the Hand of the Light. A truly frightening prospect, yet one he would have to stomach. The Children would need to redouble their vigilance against the witches and other Darkfriends, if the world had any chance of surviving these troubling times. Of course, few rulers saw the wisdom of this course of action, and those who did—mostly in Amadicia and Arad Doman—did so in fear of Niall’s armies instead of true belief. True belief would come later, he presumed, when they realised the vast scope of the threats against them. But for now, Callor was in the dark about what the future or even the past held. And judging from the expressions of the men and women who were slowly ringing him, they did not either. But such explanation as could be given, would. Welcome to MR41: Lord of Chaos! The rules should be fairly simple to explain, as it’s blackout, so just a few basic guidelines: - This MR runs on a single 48-hour cycle. Most players have one action a turn. - The setting is Wheel of Time. Most players will be channelers. The specific site is the nation of Amadicia in a location which was recently utterly destroyed by unknown forces. - A few other rules will be released C1, including those guiding PM usage. - The game needs exactly 14 players to run, and is anonymous. You may sign up either in this thread, or via a PM to myself and my co-GM @StrikerEZ entitled “MR41 Signup Request: [Your Name Here].” Please refer to the anonymous account rules, which govern your usage of the accounts and are replicated below for your reference. (I’m going to be a bit more lax about Rule #3, but the others remain in full force.) Given the restricted player counts, there will be a strictly enforced two-cycle inactivity filter. If you sign up, please participate. Anonymous Accounts There are a number of rules associated with the use of an Anonymous Account. Please follow them carefully. Given the potential for abuse of Anonymous Accounts, any rule breaking using the accounts will be dealt with harshly. 1) Do not change the password of the anonymous account you are issued. The IM and the GMs will have access to all anonymous accounts for the duration of the game being played. 2) Do not use the anonymous accounts to PM any non-anonymous account, other than the accounts of the GMs or the IM. Please do not use your normal accounts to PM anonymous accounts. 3) Do not tell any other player or individual associated with SE, whether you are playing or not playing the Anonymous Game. Player identities will be revealed after the game, not on the death of their avatar. Players must not reveal their own identity after their death, until the end of the game, including in the dead/spec doc. Part of the attraction of anonymous games is keeping identities obscured, and we'd like to eliminate any chance of information becoming known that undermines the integrity of the anonymity. 4) Do not change anything cosmetic about the accounts, including their member title, username, signature, and avatar. 5) Anonymous accounts have been restricted from posting outside the Roleplaying subforum, but must not be used to post in any thread other than the thread of the game they are currently being used in. If you would rather not play, you are welcome to publicly or privately request a spec doc. Signups will close in a week’s time on Thursday 9 April at 9 PM EDT. If we get enough players before this, the game will still start on schedule, but signups will remain open so anyone who still wants to play can join as a pinch-hitter. Good luck! I will keep a running count of the number of players signed up here: 14 (updated 07:17 Tuesday 7 April) Quicklinks:
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