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Cycle 3: Make a Wish Happy Birthday @The Flash! Nopony in Ponyville could remember the last time there was a birthday party and Pinkie Pie hadn't helped to plan it (Except for maybe Granny Smith, but a pony could never be sure what Granny Smith was ‘remembering’ and what she was making up on the spot). Fortunately, the super duper party planner Pony had foreseen that she might not make it back in time for Bracken’s party, and had not left him unprepared. Bracken examined the large present that sat in the middle of his library. It was nearly as tall as he was, and just as wide and long. It was white with a large pink ribbon tied around it. On it was a note that read: “Open in case of party. -P. P.” Bracken glanced at Wormy, who shrugged. So Bracken grabbed one of the loose ends of ribbon. As soon as he gave it a tug the top of the present burst off with a loud “POP!” and a “Squee!” A shower of confetti shot out of it, along with streamers, party hats, balloons, games, a buffet table, and even a large cake with candles somehow already aflame. The entire collection of party supplies spun through the air and landed in precisely the right spots. Bracken blinked and adjusted the party hat that had landed atop his head. “Well then, now we just need some guests!” Somepony knocked at the door, and when Bracken opened it the entire town was waiting there. After two days of being gripped in suspicion and fear everypony was ready for something to lighten the mood, and Bracken’s party was just the thing. So for the rest of the day the ponies mingled, chatted, ate cake, laughed, played games like “Musical Mares” and “Pin the horn on the Princess,” and there was even a bit of flirting going on. But it couldn’t last forever. Eventually the sun dropped below the horizon, and everypony quieted as Princess Luna descended from the sky and landed in their midst. “It is well that you have had a chance to make merry,” the Princess said. “But I am afraid that solemnity is what is needed here. Celestia still lies unconscious and all of Equestria is danger from the Changeling invasion. So I ask, who among you shall be drinking of the Elixir of Secrets this night?” Ponies who were quiet before went even more silent now. Nopony dared to make a sound, except for one. Weaver was sniggering as she quietly whispered something in Twilight Blossom’s ear. Suddenly Twilight Blossom burst out laughing, and fell to the ground, stomping her hooves and wiping tears from her eyes. At the same time, Weaver realized that everypony was staring at her and frowning. She blinked at them, the red fez sitting askew atop her head, and said, “Huh?” *** A short time later, the purple clouds of smoke in Zecora’s hut revealed that not only was Weaver her true pony self, she had also been holding the Element of Laughter. And so it was that Ponyville turned their backs on Laughter at the time that they needed it the most. Jeeves sat in his home, pouring over his lists and notes. He knew he was missing Bracken’s party, but he had been too wrapped up in his work to set it aside. He wiped sweat from his brow, then leaped up. It all made sense now! He knew which of all the ponies in the village had been replaced by Changelings! And all the evidence was laid out neatly in his notes, plain as day for anypony to see. He snatched up his notes and dashed out into the street, excited to spread the word. The streets were mostly empty - Everypony must still be at the birthday party, but there was one pony trotting along. Dapper Duke jumped in surprise as Jeeves galloped up to him and thrust the notes in his face. “I’ve figured out who the Changelings are!” Jeeves declared excitedly. “See? It’s all right here.” Dapper’s eyes widened as he scanned the well-ordered notes. He cleared his throat and said, “Yes, hmm, I see. This is very well done. There is just one thing that you have forgotten to take into consideration.” Jeeves paused. Had he really missed something? “What’s that?” he asked hesitantly. “Changelings can change who they are at will,” Dapper said. “They can appear to be anypony.” With that green light flashed around Dapper Duke and when the light cleared Jeeves was looking at his twin, except that his twin had a malicious grin spread across his face. Weaver (Frozen Mint) was lynched! She was a Village Pony with the Element of Laughter Jeeves (Randuir) was kidnapped! He was a Regular Village Pony Twilight Blossom (Droughtbringer) is laughing uncontrollably (Cannot be voted for this cycle) Vote Tally Frozen Mint (5): Jondesu, Bridge Boy, Randuir, BrightnessRadiant, Anonymous Darkness Ascendant (0): Anonymous Paranoid King (0): The Flash Jondesu (0): Paranoid King Player List EDIT: Also note that this cycle will go for a couple hours longer than normal, because this coming Thursday I will be busy for several hours in the evening.
“The mind is its own place, and in itself can make a heaven of hell, a hell of heaven…” The harsh environment of the Pantheon islands has gained a new threat. After their success on Patji, the Northern Interests Trading Company have been expanding their foothold in the Pantheon. Experience on Patji has taught a few of their number to survive the cruel jungle, allowing them to explore the islands as freely as the trappers do. Now their gaze has landed on the island of Amaji, and a small party has been sent to scout the island and weaken the resident trappers. The Game: 48 hour cycles, with combined Day and Night turns. Players get one vote and one action per cycle. Actions can include the Trader kill, Trapper special abilities, Aviar abilities (two can be used in one cycle) and giving Aviar to others. Factions: Traders - The Eliminator faction. Familiar enough with the Pantheon to pass as trappers, you are also equipped with advanced weaponry. You get one kill per cycle and can communicate in a doc; you win when your numbers are equal to the Trappers’. Trappers - Native to the Eelakin Isles, you've spent most of your lives in the harsh Pantheon jungle - first on Sori, now Amaji. You win by eliminating the Traders. The surviving Trapper with the most types of Aviar at the end of the game wins a bonus victory. Roles: The jungle has lessons to teach, for those able to learn. Aviar: Players can start with more than one Aviar. Players can have a max of 5 Aviar; up to two can be used in the same cycle. A player can give any number of their Aviar to another player, and they can also be stolen (see below). The first player to vote on the lynch target (excluding retracted votes) will receive one of the lynched player's Aviar at random. Aviar are otherwise lost when their owner dies. Caution: The Pantheon jungle is dangerous, and even the most experienced trappers can't afford to lower their guard. Each player receives a word or phrase (their 'code'), unique to them. They must include this word or phrase in a post a minimum of twice a cycle. Any player who does not has not been cautious enough. The first time is a free pass and will incur a warning. The second time, their code will be strongly hinted at in the writeup. The third time, they will die. If player A believes the code of player B is X, they may tell the GM ('Player B's code is X'). If correct, A steals all of B's Aviar (or as many as possible before reaching the cap). If incorrect, B steals one of A's Aviar. This does not count as your action, though only one guess may be made per cycle. Signups will run for 7 days; the game starts at 30th Jan, 10PM AEDT/11AM UTC/4AM MST Quick Links:
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:
Good news, you managed to get a job in the finest army this nation has seen or will ever see, under the just Gavilar and his powerful brother Dalinar! Fight for the unity of all Alethkar! Fight for glory! Fight for riches! Fight for Shardblades! ...But it's not that simple. It never is. Hidden in within your army are spies and saboteurs – And not just from one Brightlord's army either! All you know is that the spies have been sent into your army in pairs to ensure secrecy, and that they're from several different armies. Even worse, you've not fought with most of the people around you before, and rare is the soldier who can vouch for someone else here. You don't even know what their job is around the camp, though you can probably guess in some cases. It will take careful thought and cooperation to find the ones that might be secretly planning your deaths... General Rules Events Spies Eye Colour Roles So, welcome to my second game. As before, I will answer any questions on the main thread, so feel free to throw them at me if you want anything clarified. If there are not as many players as I would like, some Role(s) may be left out. Some (Guardsman and Messenger) have also been slightly modified from previous iterations as well. The game will start Sunday 30th, at 8PM GMT. Cycles will last 48 hours each. Quick Links: