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  1. Warn crushed the missive in his hand and tossed it onto the floor of the cave. He took a moment to try and calm himself down, but failed. He turned his head towards his band of merry men (who were not quite so merry at the moment), daring one of them to ask what was wrong. None of them tried, not yet. He took another deep breath. He started to calm down. "Is one of you Soothing me?" he demanded, "You know I get a mite vexed when I'm Soothed," he added. He took a deep breath, and waited. When the presence on him remained, and no-one owned up, he drew one of his revolvers from his belt, and fired into the crowd of his 'employees'. Wilson, a Soother, fell to the floor, dead before she hit the ground. As expected, a few seconds later, the Soothing vanished. He walked forward to the corpse, the crowd opening up before him, and dug the bullet back out of the corpse's eye. There was no way in hell he would waste aluminium on these people, not when they could re-smelt more bullets out of it. "Now..." He stood back up and put the bullet in his pocket. "Now," he repeated. He hesitated as he looked down at the body of the unfortunate Soother. "Someone get this out of here before it gets a bit congealed," he added. Then he looked back up and tried again. "Now... We have traitors in our midst," he said, without any more preamble. The assembled glanced at each other warily. "Not just traitors. I could understand how a lot of money would tempt a man to kill his friends." It went without saying that they were friends. If they weren't, people tended to end up dead here. "But we have the lowest sort of traitor. Lawmen," he spat on the ground. "Not fit to kiss our boots, right gentlemen?" There was a bit of laughter there, the sort of nervous laughter that always occurred in any business when the boss made something that might or might not be a joke and was still fiddling with a gun idly. "So... You know me, right?" he asked genially, looking at them all and retrieving the piece of paper. "As the most educated person here," not said was the fact that he was also expelled from the University in Elendel, "I have already come up with a plan! Yes, a plan..." He unfolded the scrunched up paper and then folded it properly. He tutted to himself as he got blood on it, before storing it away in his pocket with the used bullet. There was silence for a few moments, before one brave soul asked, "A plan? Sir?" "Hm? Yes, yes, the plan... Well, it's pretty simple, isn't it? If you were as smart as me, you'd have realised that the only way to find the lawmen is to kill them, right? I mean, we can't just ask, can we? Stands to reason that they'd lie. Lawmen are like that. Liars. Stands to reason." More nervous glances. "What if they try to run?" "Run? No no, none of you are allowed to run. That defeats the purpose of this thing! How are we meant to find them if they're not here?" "But lawmen are tricky, right? What if they try to run anyway?" Warn looked at the man and raised a finger at him. "You're on thin ice here, boy," he said, giving him a glare. "Have you all no faith in your good old Captain?" No-one asked what he was Captain of. "I've already come up with a plan. Already come up with a plan..." He drew the second revolver and pointed it above their heads, at the mouth of the cavernous complex. Then the gun went off unexpectedly, and he dropped it, swearing. The bullet hit the ceiling, and then there was a rumbling. The keystone gone, the entire opening was suddenly beset by a rockslide. Debris filled the cave, blocking the entrance. "Well... Looks like my plan went off perfectly," Warn declared with a grin. He picked up the gun, which was letting off quick a bit of smoke from the barrel. "Someone get this fixed," he said, handing it off to someone, who regarded the bloody hand and gun cautiously before taking it, grimacing as they did. "Oh," Warn added, as if something had just struck him. "We're also out of some metals." He took another sheet of paper out from his other pocket. "Let's see... Pewter, steel, brass, lead, gold, brass -" he frowned. "I've said brass twice. Anyway, we're not out of chromium, but I'm pinching all of that..." He continued down the list. "Actually, best to say what we have. Aside from your own personal metalminds, which you should all be minding, we only have some iron, a bit bendalloy, some zinc, bronze and tin. Not enough to make new metalminds though. Pity we can't get more, but this is an emergency, right?" "Well, it's pretty dark in here, so I'm going to say that it's night now and go to sleep. I expect results, people!" He held out a coin. "I'll even give out fabulous prizes to people who do well!" He laughed as he left his 'employees' there, looking at each other with confusion. The ghost of his laughter echoed throughout the cavern as he left. Though it was left unsaid, each person there had the same thought: the Lawmen were probably the least of their worries while Warn was in charge. Quick Fix 7 is upon us, ladies and gentlespren! This game should run a bit quicker than most QF games due to the extra kill floating around, which I hope makes up a bit for the fact that it's a more complex Quick Fix game. General Rules Cycles will last two days apiece. As usual for a QF game, each Cycle, one person will be lynched and the Eliminators will make a kill. However, a major difference here is that a random player will also get a kill only usable that Cycle, known as the Smoking Gun. Players get two actions each Cycle, but these actions must be different (not different types, just different actions). Each Role requires an action to be used in a Cycle. Lynches are slightly different in this game as well. There is no threshold of votes that must be reached on a specific person in order for them to be lynched. In the event of a tie, a random player of those tied players will be lynched. Over the course of the game, a player may become injured if they are saved from death by an Archivist. Injured players have only one action for each Cycle following their injury, and do not count towards their side’s victory condition. Injured players cannot be healed in any way. The Lawmen know the identities of each other, and have a Google doc to conspire on. The Lawmen win if they outnumber the Scoundrels. The Scoundrels win if they eradicate all the Lawmen. If the Scoundrels win, the surviving member with the most money wins a personal victory and becomes their new leader. The full order of effects is: Spinner -> Sell -> Purchase -> Rioter -> Koloss Blooded -> Lynch -> Archivist -> Tineye -> Lawman Kill -> Smoking Gun -> Gambling -> Messages -> Transfer -> Seeker -> Lurcher -> Pulser -> Smoking Gun Distribution. Kill Actions Kill Actions work as in any other game. You target a player with your Kill Action, and this magically results in you shooting them with your gun, hopefully killing them. It's not even difficult - simple point and click interface. No distinction will be made between the type of Kill Action in either writeup or Tineye detection. The Smoking Gun kill takes place after the Lawman Kill. Each Cycle, one of the Lawman may impart justice on a player, and kill them using the Lawman Kill Action. The Smoking Gun is given to a player at random each Cycle (possibly even a Lawman). Players whose actions have been prevented the next Cycle by a Pulser are exempt. If a player who gets The Smoking Gun does not use it, then they will die instead. This ‘inactive’ death cannot be prevented in any way. Money Actions Players start with 4 coins. At the end of a Cycle, each player who posted in the thread gets a coin, and each player who voted also gets a second. Whenever a player dies, their money is distributed evenly amongst all players who either lynched or targeted that player on the Cycle of their death (rounded down, even potentially to 0). Vote Auctions - Each Cycle, players may Sell off their vote to another player. This counts as their action and cannot be retracted. Any other player may send an offer to the GM to purchase a vote from a specific player that offers it up, and who they would like it moved to. The highest bid wins, and that player's vote is changed. In the event of a tie, the first player to make the bid wins. For this purpose, all bids should be made in separate messages. Money is taken from the buyer and given to the seller, with a loss of 1 coin. The seller is not informed of who purchased it. The minimum bid is 2 coins. Bartering a vote uses an action. A player may attempt to purchase multiple votes at once, provided they can afford to do so if they win all of them. If they overspend on votes, their entire Purchase Action is lost. Gambling - A player may also Gamble their coins during the Cycle. Each player bets one coin, and twice that number are distributed randomly between all players gambling that night. This requires an action to use. Messaging - Players may also spend their money to Message another player anonymously (though they may of course sign the message) by sending this message to the GM. Within this message, they may also Transfer coins to another player, at no additional cost. While this requires an action to use, any number of messages can be sent as one action. Multiple messages can even be sent to the same player, if the messenger wishes. Each message sent costs 1 coin. Role Actions Koloss-Blooded - A player who is Koloss-Blooded can use their action to defend themselves during a Cycle, and will survive all deaths during that Cycle, completely unharmed. If they would have died this Cycle and this Role prevented it, they then lose this ability. Regardless of whether or not this ability is in effect, as you are neither a Allomancer or Feruchemist, you cannot be detected by Seekers and show up as Roleless. Archivist - An Archivist is able to use their Coppermind's stored knowledge on medicine to save a player from one attack each Cycle. A player saved from death by this will become injured instead. An injured player has only one action each Cycle and does not count for their side’s victory condition. An injured player cannot be saved again by an Archivist. This saves a player from one attack each Cycle, and takes effect before Koloss-Blooded triggers. Spinner - A Spinner’s Vote is safe from Rioters. They are immune to the effects of Pulsing if Spinning is used on the same Cycle a Pulser targets them. If they make a Kill Action, it cannot be prevented by Koloss-Blooded or Archivist. When Gambling, they will automatically win a coin before the normal distribution process occurs. These effects require an action to use. Pulser - A Pulser may target a player during each Cycle. The next Cycle, neither players' Votes nor Actions will take effect. A player whose Actions & Vote should be prevented this way will be informed, and they will not be given The Smoking Gun. As the user’s actions the following Cycle are prevented, this Action cannot be used on consecutive Cycles. If a Spinner is targeted while using their Role, the Pulser still feels the effects of their own Pulsing, even if the Spinner does not. Rioter - A Rioter is able to change another player’s vote each Cycle. This takes place after Auctioning decides where a vote is placed. If an Auctioned vote is changed (i.e., if the vote is not placed where the purchaser wants it), then the Auction is negated and no money changes hands. Tineye - A Tineye is a master of observation and detection. As an action, the Tineye may follow a player around and see if they use a Kill Action. The Tineye will be told who they killed or attempted to kill if so, but not whether it was The Smoking Gun or a Lawman Kill. Seeker - Seekers can use their action and target a player to discover their Role, if any. You cannot detect Koloss-Blooded this way. Lurcher - A Lurcher makes for rather an impressive thief, able to use their action to steal coins from another target player. The amount stolen is 33% of that player's coins, rounded down. Lurching occurs after all money-based actions. The game will begin on Tuesday the 14th of April, at 9PM GMT. Until then, have fun signing up and RPing and stuff Write ups: