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Found 11 results

  1. Shoutout to @Burnt Spaghetti for the title idea! - - - The Inquisitor, hooded with a billowing, concealing cloak, decided that this was the time. With a knife in one hand and a spike in the other, the Inquisitor cornered three people, haphazardly threw a spike at one of them, and stabbed the other. Suddenly, there was a lurch as the spike was pulled in a different direction. Somehow, the spike was pulled directly back into the Inquisitor's hand. Slightly surprised at this, the Inquisitor ran away and left the stabbed person, Demmanu, bleeding and dying in the corner. Welp. - - - Day 3 has begun! The day will end on Tuesday, September 10, at 12:30 PM PDT. Xinoehp512 has died! They were a Village Tineye. Here are the rules. Player list:
  2. The wizened, weathered man strolled down the ash-covered street, a slight grimace on his face. Eyes downcast, he did not bother knocking at the burnt-down door of the vacant library. A fine enough place to stay the night, perhaps search for something. It was therefore a surprise when the library door swung open of its own accord, by a man who looked slightly surprised himself by his actions. Jumae was somewhat used to it—he did have the special talent of Rioting, and used it almost subconsciously now. The man, instead of apprehending him, smiled, revealing a set of slightly yellowed and dirt-encrusted teeth, and started to ask about his business. That would not do. Jumae cut in. “Why does everything in this rusting city decay?” The doorkeeper shut his mouth quickly, but it was too late to hide his rotting teeth from everyone else who Jumae now realised was with him. One of those men had shaggy and decrepit hair, which Jumae took quick note of. So it was at that moment when everyone in the Library got confused when everything seemed to lose its decrepit state. Jumae, his eyes nearly closed, held up his cuticle, around which swirled a miniature cloud of dust and decay, going from a small size, then expanding into something considerable, then nearly enveloping his whole hand (side note, watch out for Stink’s small, medium and large Nalthis games coming soon!). “Now all shall be clean, even in this despairing night!” Jumae exclaimed, reminding everyone that although all had seemingly been restored to a new brightness, even in the dark, sound remained the same. Instantly, the room was enveloped in an uproar, the men in the library charging at Jumae. “But I needed that decrepit nature to continue my disguise, and fully deceive my audience!” the doorman cried, swinging a heavy staff at Jumae’s skull. “But my shabby, dirty hair! That took three months without the use of conditioners!” another assailant screamed, dealing a solid punch to Jumae’s jaw. “Hey, who swept this place since the fire?” some poor, deaf heanchman cried out while beating Jumae’s arm, unable to hear Jumae’s points of wisdom. Jumae simply laughed, or cackled if you thought he was evil. This was only the beginning of the lawlessness and terror in this godless city since the death of the Lord Ruler and the failure to recognise Elend. He knew there was much more coming; he could feel it in his fingers and toes, could hear it whispered to him as he slowly lost his grip on life...With a final flourish, Jumae pointed at the Doorman and bellowed out the words that came to him from that voice: “Less RP this time, more Precision: Don’t know if Mailliw is evil, just he always lies about how much he knows/how many pm’s he has. I told Coop and Lum that the other was a Lekal Subordinate to see if one would stay silent and kill the other. Gotta find the Mistborn somehow. I win if either the Mistborn wins with Vin still alive, or if the Village wins, and Zane died before Vin. I know of every possible secret role, but I have no clue which ones are in the game, and I won’t spoil Fifth scholar’s fun by telling you what they are or what they do. Each Night, I can post a 200 word message in the writeup, and a 5 word message in each player’s PM. My Document is the dead doc, so I can pass along messages from the dead. Randuir thinks Mailliw is Evil. I won’t reveal the rest of my abilities, since there are things you guys can do to me. (Please don’t) Also, I give anyone permission to RP Fynn Seidel. He’s a paranoid Worldhopper who really wants to kill the Mistborn and Elend.” Jumae then collapsed, dead, to the ashen floor of the library’s ruins. A faint cry, barely decipherable. Dedne sprang out of his semi-recumbent posture within his chair, eyes darting to the source of the yell. The old library, now just a heap of ashes. Who could be doing anything down there at such an hour of the night? Almost anyone, he reminded himself. You’re still cutting tomorrow’s fabric for your job, who knows what others may do? Dedne glanced around, looking for a weapon to use; from the increasing frequency of the cries—was that laughter?—he would need one. Wiping away a small puddle of drool with a grimace where he had fallen asleep, Dedne grabbed the nearest sharp object: the newly recovered Extra-Large Obsidian Scissors. He felt bad putting the object at risk after it had just been stolen, but he needed something If he was going to catch those Subordinates. Running out the front door, Dedne sprinted towards the library “doors,” pace quickening as he heard Jumae’s voice begin to utter cries seemingly devoid of meaning. He remembered them anyway, or at least tried to, as he rushed to apprehend the murderers. Other citizens were waking up as well by now, some in shock, and some clearly deeming what Jumae was saying to be of the highest importance. Dedne alone rushed towards the intruders, squinting to get a better view of their faces, blocked as they were by the injured form of his friend. He held the scissors aloft, ready to ompale any in his way. Immediately, the group stopped beating on Jumae, who was mortally wounded. Donning hoods quickly and sending the body towards Dedne with a well-timed Steelpush, the group withdrew, some more quickly than others, but all sprinting away. Seeing no choice, Dedne pursued, weaving left and letting the body skid to a halt on the loosely paved road. Through crowded streets full of nobility moving armies around, to the narrower alleys where skaa lurked, the chase continued, but one by one the Subordinates evaded him; they had not woken up mere minutes earlier, and fled with the speed of a hunted hart. Still, one man remained in sight, and was indeed more tired than Dedne himself. Excellent. He would catch one of Conrad’s gang this day. Taking a sharp left where the man had just ducked beyond the corner, Dedne faced a narrow alleyway. Pulling out his scissors again, he looked up; perhaps he had finally trapped the man. The two Mistborn stood in the dark passage, smiling. Dedne tried to duck, but four coins lacerated his chest, dropping him instantly beside the dead Subordinate who had met the same grisly fate. Dedne heard voices, as if from the end of a long tunnel. “Well, Vin, did we get two spiders or just the one?” “One, I think,” Vin replied. “Look—he was pursuing the other, and shows no markings of Lekal’s.” Through a dim mist, Dedne saw the Mistborn bend, muttering something more, but she was too far off to make anything out. Perhaps he would...sleep again. Yes, that sounded wonderful. Dedne’s dead body fell forward into Vin’s arms, a testament to the will of Elend’s men—and of their paucity. STINK was attacked and killed! He was a Elend’s Loyalist Rioter 2! Xinoehp512 was attacked and killed! He was a Elend’s Loyalist Smoker 1! Day 3 has begun! It will end in 46-47 hours, on Friday 24 May at 9 PM EDT. There will be a lynch today, with no vote minimum. Please remember that PMs are closed during the Day. Good luck! check LG24!Jumae Player List:
  3. One year ago The Great Lord stirred. Ishamael could tell how weak the seals truly were, after three thousand years of wearing away. The cuendillar was brittle enough that he would be able to escape into the world again. Freedom, a wonderful feeling after eternal sleep in the Pit of Doom, sealed by Lews Therin and his Companions so long ago. But unlike his previous sojourns, this one would be permanent. He slammed at the stone with a glove coated with the True Power, seeming to weaken it further, enough. Seizing what little of saidin he could through the walls of the prison, he tore a gateway out of the mountain. Yet this time, no tendril of the One Power linked him to it. After three millennia of sleep, the Chosen would emerge from Shayol Ghul, to do the Great Lord’s bidding. Perhaps Aginor and Balthamel had been freed first, but Ishamael intended to perform the most important task he had been set: to find, and kill at last, the reincarnate Lews Therin. And he knew exactly how. Giving utterance to a laugh that echoed in the valley of Shayol Ghul, Ishamael raised his hands, feeling saidin flow through him, the taint of the Great Lord’s counterstroke sliding off the barrier erected by his own power. The Blight bristled, surging, sensing the strength of its master. Southward it swept with renewed fury. The touch of the Great Lord had returned to the world. Now A renewed fury it indeed was. Callor stood, the middle hours of the night being the lot he had drawn for the watch. Around him, he could see the Blight’s tendrils snaking their way towards the camp at impossibly fast speeds. Having grown accustomed to repelling the things from two days of experience—had it only been two days under the witch’s Warder’s tutelage? it seemed so long—Callor drew his sword, setting his feet in a stance that allowed him mobility and flexibility. Moiraine may be a Darkfriend, he mused wryly, but this Lan fellow may be worth keeping her around. Wonder what made him decide to join with the witches? The stance he assumed was mirrored in the poses of the other soldiers—clearly, he was not the only one instructed in the usage of such a posture. The Creepers advanced, attacking, and Callor moved into the familiar stances. The Boar Rushes down the Mountain. The Courtier Taps his Fan became Parting the Silk became Heron Wading in the Rushes. One form to the next, blocking, attacking, fighting against the Shadow. Perhaps he had underestimated the Borderlanders’ toughness after all. He could see why warriors came here, came to wage war against the Dark One. Standing there, striking down Creepers on the right and left, his arms never seemed to tire of striking for the Light, his legs seemed as though they would hold him up forever, though thousands fall around him. Each tendril of shadow he struck down was a victory for the Light. Each overhanging branch of rotting vegetation, each rank weed, each insect which occasionally flew like a magnet straight towards him, each that was struck down delayed the Shadow. Callor even then ceased to think, to contemplate anything but the forms, to lose himself in the joy of striking a blow for the Light. It had seemed like an eternity later. Moiraine Sedai had assured him it had only taken ten minutes for him to go weary, for his defence against the encroaching Blight to no longer carry its full effectiveness. According to the witch’s account, which was delivered with little emotion, Alkoo had elected to throw himself among the vast carpet of Creepers and tendrils, sacrificing himself to spare Callor from suffering the same fate. Callor could not fathom why anybody would die for him. Light, he’d not, given the chance. He had tried asking Lan, but he’d simply responded with, “It is every man’s right to decide when to Sheathe the Sword.” Flaming lot of good that’d been! Moiraine arched an eyebrow, and Callor realised he’d spoken aloud. Covering his mouth and reddening, he retreated back into a silent brooding at the table, thinking of Alkoo. The image of the Ogier, with a sad smile on his face, vanishing into the cloud of Blight make Callor shudder, yet he could not look away, just that section repeating in his head over and over, the Blight slowly advancing. Though it seemed to be going at a less vigorous pace than before, there was no question that it was creeping up, and that they had lost a layer around where Moiraine Sedai thought the Eye was. From Callor’s view, there were only 6 layers left before the Eye itself was breached. He sent a silent prayer to the Light they would last that long. Day 3 has begun! It will end in 22 hours’ time at 22:00 EST, or 3 AM GMT, December the 11th. Xinoehp512 was killed! He was Roleless. The Eye has 38 health remaining. The current layer of defence has 1 health remaining, and is the Second Ring. The Blight is currently attacking for 6. Two Creepers of the Blight have appeared: Poxx and Kanker! They will Send Runner on N4 unless stopped. Emond’s Fielders Message: There is a lynch today. Please remember that PMs are closed. 1. Steeldancer (Ookla the Positive) as Ookla the Positive, an orphan with a cheery outlook on life. 2. randuir as Evelyn, an Aiel Wise Woman and well-wisher 3. Karnatheon (Ookla the Ring) as Brendan Vallerune, a gleeman totally unrelated to Jeordwyn 4. Cadmium Compounder (Ookla the Duck) as Miumpounder, a cobbler with an abiding hatred of Altarans 5. xinoehp512 (Ookla the Phoenix) as Alkoo, a reclusive Ogier tucked away in encyclopaedias Roleless 6. Amanuensis as Nikel Fain, a man hell-bent on killing his father (totally normal) 7. Droughtbringer as Month-Long Drought, a prickly old noblewoman who only eats dried fruit 8. Rathmaskal as Jeordwyn Dormond, an Illianer gleeman who juggles knives through his enemies 9. Devotary of Spontaneity (Ookla the Heretical) as Rhodin, a countercultural Aiel whose views are about to go mainstreamPerrin Aybara, Emond’s Fielder 10. Young Bard (Ookla the Unprepared) as Jancey, a reluctant soldier who signed up to obey his father’s will 11. Mark IV as Lars, an inquisitive young nobleman 12. Snipexe (Ookla the Sceptical) as Exepins, a scribe who will eventually admit to the superiority of British spellings Hardy Fal Dara Warrior 13. Furamirionind as Keisa, a grizzled veteran of the Borderland Wars, with a scar on his forehead to show for it 14. Hemalurgic Headshot (Ookla of the East) as Skern Mundy, a man from the East with many skills 15. Ark1002 (Ookla the Dragon Reborn) as Shifting Shadows, a shifty, shadowy Wolfbrother 16. STINK, a formless thread in the pattern with less than 24 hours to identify himself before the Creator does 17. MetaTerminal (Ookla the Cited) as Elak Dehlin, a merchant with severe paranoia about the One Power 18. BrightnessRadiant as Fifi 19. Mr Doctor as Antor Vadenfort, a Illianer Warder without an Aes Sedai 20. Sart as Shirley U. Jest, a Cairhienen noblewoman who takes life far too seriously Good luck to all!
  4. Morning Edition 3 The Elendel Daily Newsworthy Content for Every Octant! The 25th of Doxil, 68, Morning Price 2 Clips Tekiel Appeal Begins There's never a dull moment in Elendel, particularly with the recent chaos and murders that have affected many of the Noble Houses. For now though, these grisly killings have taken a secondary billing to what could be the most important legal case in recent history. House Tekiel came under fire recently for poor working conditions, and a few days ago an independent inquiry found them guilty of negligence and dangerous working practices. The inquiry pronounced their guilt unanimously after finding multiple examples of cost-cutting on safety measures. House Tekiel's argument was not helped by Lord Tekiel's comments about his workforce and the derogatory terms he used to describe them, invoking the word 'skaa', and the imagery of the people used as a slave race in the world before the Catacendre. Further to this, Lord Tekiel responded by requesting an appeal, as well as publishing an open letter within this and many other newspapers, refuting the claim, and also doubling down on his use of the word 'skaa' to describe the working class of Elendel. This has supposedly not endeared him to the appeal committee, and many experts believe that the stubbornness House Tekiel has displayed could lead to further punitive damages. Workers under House Tekiel have grouped themselves together as a single body for the sake of this investigation, and their representatives will be providing evidence to the appeal committee. The legal council of the Elendel Consolidated Trade Union, as House Tekiel's factory workers have called their group, have stated that they are hopeful that this case will spur the creation of new laws regarding health and safety in the workplace, and hope that it will end exploitative practices within canneries and other factories city-wide, not just within House Tekiel and their businesses. It has been noted, both by the ECTU and by House Tekiel's own legal team, that House Tekiel is only doing as the other Houses are doing, and both sides claim that it would be foolish to hold them to a different standard to their peers. As such, there are high hopes among the ECTU that this case could have far-reaching consequences on how workers are treated throughout the city. House Tekiel, along with many other Noble Houses, is also awaiting results of a further inquiry regarding their contribution to the smog and contaminated canal water that have plagued the city in recent years. This inquiry, and the appeal, are ongoing. Krea Erikeller Commercial Advertisements Personal Advertisements Other Headlines This Evening Previous Editions Avi/Elandera was attacked during the Night, but survived! Day 3 has begun! It will end at 7PM GMT on Friday 9th November. Player List
  5. The next morning the investigators all sat around the small table in the Oracle’s shop, with bloodshot eyes and trembling hands, sipping coffee. None of them had been able to sleep the night before. Every now and then one of them would shudder or gasp or wimper as they had a flashback from the day spent searching the crypt. Nobody spoke. Day 3 has begun! The randomly selected tile ended up being an event: Note: To implement this event relatively painlessly (it still took a bit of fiddling with the spreadsheet but I made it work) I simply randomly selected one entire column of Evidences and removed it (making sure the Assassin's Key Evidence wasn't removed). In the spreadsheet I have struck-through the removed column, and in the player list down below I have removed each player's evidence card and placed it in a separate column, so that you can easily see which evidences were removed. I'm mostly sure that I was able to do this correctly without making any mistakes anywhere, but if you notice any, let me know. In the case of any potential discrepancies, the spreadsheet takes precedence. In short, you all now know that the Key Evidence card is not one of the removed Evidences. Here are your Oracle clues (unchanged from last round): Player List: (Players who have used their Attempts are highlighted in purple. The "Removed" column on the right side shows which evidence cards were removed by the Vision of the Past event) Link to the spreadsheet Link to the Rules
  6. Day 3: Canton Tea Party Waern wiped the sweat and some of the blood off his brow as he placed his instruments in a bucket of water to soak. He watched the still-wet blood swirl in the warm water for a moment, before realising he was dozing off, lost in the mesmerising patterns it was producing. It was late, and he was tired. He left the chamber and started locking up. There was nothing particularly dangerous or useful in there, but it was usually best to stop people stumbling on the room accidentally in the dark. They could injure themselves quite badly if they knocked over the bucket and stood on the tools, after all. He had just turned the key in the lock when he heard the cry for help. Immediately he broke into a run, heading to help the source. It was only when he found the cloaked figure withdrawing their knife (was that metal or obsidian? He couldn’t tell what material it was made from in the dark) from Eobard’s throat. Waern’s hand went to his belt, only to realise that he had taken his coat off in the torture chamber, and neglected to put it back on when he left. And now it was locked away. The figure watched his hand, and when they realised he was defenceless, they started to advance. Waern, for his part, started to retreat, a step for a step. Then the deadlock was broken, and he turned and ran. Cowardly perhaps, but Waern had always believed that discretion was the better part of valour. Besides, after being banished to this godforsaken place, Waern had very little pride remaining. He turned a corner, footsteps beating down on the stone floor in time with the footsteps of his pursuer some distance away. His sudden movement had given him some space, but not enough that he could sneak away from them without them knowing. He turned into another passageway, and then disaster – it was a dead end. Hurriedly, he grabbed the first doorknob and tried to open it. He gave up quickly, as it was apparent it was locked. He tried the next one, which was open. He flung himself through the door and slammed it shut. There was a key in the lock, so he turned it. Only then did he allow himself to breath and see which room he had escaped into. “Sir, this is a surprise,” Jaina said. “Of course, you’re more than welcome to join us, I’ve always said that to everyone, but I never thought anyone would actually take me up on it. But still, as I say, happy to have you here with us, there’s enough for everyone. Please, have a seat.” She gestured opposite her. Waern blinked and didn’t move. Jaina had changed out of the dour Obligator uniform they were required to wear, and was now wearing a light-coloured long sundress, with a matching wide-brimmed sunhat. She sat on the floor, presumably because Joe had broken all the chairs in the building, and in front of her was a table with three china cups on it, as well as a plate with biscuits. “...Us?” Waern said, knowing that was really not the question he wanted to ask, but it was the only one he was able to think of at the moment. “Yes-” Jaina said, before frowning and looking to the side of the table and then under it, and finally checking the pocket of her Obligator coat. “Oh, your loud entrance scared her into hiding. Well, it will just have to be us for a little bit, but I’m sure that’s fine.” “Right...” Waern nodded, though he wasn’t quite sure why. A strong smell of alcohol hit his nose, and he frowned. “Is that… That’s not tea in those cups, is it?” Jaina shook her head. “Unfortunately we seem to have run out of tea, so I have had to make do.” “Make do… with what?” “Whiskey,” she said, a small grin on her face. “It was the first thing I could find. Now are you going to sit down? It’s very rude and distracting, having you stand there like that. You loom, sir. Or you do when you’re standing and I’m not, anyway. Please sit and have a biscuit.” Waern didn’t immediately respond. Instead he crouched down, took the key out of the lock, and looked through the keyhole. An eye stared back at him, and he hurriedly jammed the key back in the lock, hoping that would at least scare his attacker. He turned back to the tea party, or rather whiskey party, apparently, and considered his options. Dealing with this madness, or death. Perhaps he was already mad, considering death seemed the more enticing of the two. He massaged his temple and slowly came to a decision. “I’ll stay,” he said, and hating himself for it. “Good!” Jaina smiled, removing the stopper from the glass bottle that was slightly out of his view, and pouring a third cup as full as one would normally fill it with tea. “Just have a seat over there, and I’ll introduce you...” When his Obligators turned up for the meeting the next day, they found a Waern with great black bags under his bloodshot eyes, wincing at the sound of every footstep. His face was pale and his gaze was unfocused. “Hehe,” Jaina giggled a little from a corner of the room, where she had sat down to stop the walls spinning so much. “He looks like a panda.” Waern grunted. “Tell me later who you think it is. You guys talk for a bit. For The Lord Ruler’s sake though, keep it down.” He leaned against the wall behind him and slid down until he was sitting against it. “I’m going to try and catch up on some sleep." He closed his eyes and folded his arms. "Wake me if you need me.” Eobard (Steeldancer) was a Lurcher! Day 3 has begun! It will end at 21:00 BST on Tuesday 15th. There is a Tineye alive, so PMs may be continue to be sent. Players Quick Links:
  7. LG21: To Reforge a God Background: Since the last two wars with Odium, the Cosmere has finally had peace. The 16 Shards are now able to turn again to their own pursuits - creation or destruction, as it suits their Intents. But the greatest conflict since the Shattering brews on the horizon. Hoid, the discredited leader of the 17th Shard, is rumored to have returned. The last letter he wrote since he left the Cosmere to parts unknown hinted at his desire to end the rule of the Shards entirely, and reforge that from which they Shattered. The name can be heard floating on the Rosharan highstorms. It curls with the mists in Scadrial. The colors of Nalthis whisper it to the Returned. Adonalsium. Through the length and the breadth of the Cosmere, the message travels, leaving consternation in its wake. The final conflict of the divided Cosmere approaches. The end of the order of uncounted millennia looms. The Shards gather their forces for one last stand. Will they be able to defeat Hoid and end his goal of reforging Adonalsium once and for all? Or will Hoid take his final vengeance on that Coalition? Only one thing is certain. The Cosmere will never be the same again. Factions: Shardic Coalition: For untold millennia, you have supported the rule of order in the Cosmere. Hoid and his interference has brought you only two costly wars, and the insolent fool didn't even have the decency to face his punishment for warmongering. Now, he has returned, and you must stop his plan to bring about the return of Adonalsium at any cost. The Coalition wins after killing all members of the 17th Shard, as well as Odium and Autonomy and their Champion(s)/Agent(s). 17th Shard: You have been brought into Hoid's great plan for the worlds of the Cosmere. He was there when Adonalsium was Shattered, and he intends to be there when the God is reborn. To bring his plan to fruition, you must gather up the Shards from their original holders. Unfortunately, they are not likely to surrender them peacefully. To win, you need to outnumber the members of the Shardic Coalition. (Autonomy, Odium, Survival, and any Champions of Odium/Agents of Autonomy do not count towards either faction for purposes of outnumbering.) In addition, the 17th Shard has a sudden death win condition - if at any time, members of the 17th Shard hold all 10 Unshattered Shards, the game is immediately over and they win. If Cultivation is Shattered, this sudden death win condition is no longer possible. The 17th Shard have a doc to conspire in, and have a Faction kill. In addition, there are three Shards who have separate win conditions. These will be described in the Roles section. Roles: All players may make up to three actions in a turn (spread out over day and night cycles). The following count as actions: using a Shardic action or investment ability, using a minor role ability or Faction kill, investing in another player, passing a Shard to another player, moving to another planet. Voting in the thread does not count as an action. Planets and PMs: There will be 7 worlds available: Scadrial, Roshar, Nalthis, Sel, Taldain, Yolen, and First of the Sun. Each of these worlds will have a PM associated with it. Anyone on that world may use the PM freely. Other than these planet PMs and PMs that may be created by Devotion, no PMs between players are allowed. Order of Actions (Day): Secret Votes Redirect Vote/Action Investment Non-specific Shardic Abilities and Meta-Roles Lynch Order of Actions (Night): Redirect Action/Roleblock/Destroy Planet Investment Conversion Non-specific Shardic Abilities and Meta-Roles Protection and Healing Poison Mastrell Awakener and Analyst scans Attack Actions Worldhopping The game will start Saturday, 5/14/16, at midnight, Mountain Daylight Time. Day Cycles will be 48 hours, Night Cycles will be 24 hours. Future turns will end at midnight, MDT, on the appropriate day. Writeups will be posted as soon as is convenient following that.
  8. LG17: Heronfall Sixty-seven years ago, Wyran Heron was born, and The Third World of Scadrial died. Nine others were born later that same year. Whether planned by Harmony or not, or perhaps even lingering elements of The Set, ten children were born with great and terrible strengths, each both Allomantically and Feruchemically complete. With powers bordering on the divine, they carved the world up between them through feats of manipulation and cunning and strength. Ten Lord Rulers, with ten Final empires to rule; the Megacorporations of Scadrial. Now the Megacorporations control almost everything. To keep the peace between them and maintain control, each holds a monopoly on some vital aspect of life - food, metals, and so on. Their power is so great that they are even considered to be sovereign countries in their own rights, with none willing to oppose them for fear of their lives being destroyed by the vindictive companies. Those who work for a Megacorp are guaranteed a safe and comfortable life within the family, 'from cradle to grave'. Those that do not, however, are cast to the wayside. They are the Skaa of the Fourth World. But with great power comes great paranoia. Compounding is no longer a secret for the common people, and even Hemalurgy is known of in both the darkest and the brightest parts of the world. There is one thing they fear more than each other - That more of their kind would grow to oppose them, or worse, all the people of the world become gods like them. From this fear grew the Hemalurgically Identified Spirit System. The HISS was designed to track everyone unique via small computerised chips embedded in the skin, acting as spikes to observe and ensure that people did not engage in Hemalurgy. This was not the reason they gave, of course; HISSes are used for every aspect of daily life, including employment, banking and even accessing The Cognitive Matrix. For one reason or another, you despise the Megacorporations enough to be HISSless, one of the forgotten people of the world. What is there for you to do but live in the underworld? But you have less savoury talents than most. You are employed as a Mistrunner, a person employed by the wealthy elite, other Mistrunners, or even sometimes other Megacorporations, for seedy purposes. In your time, you might have been a part of bodyguarding duties, 'retrieving' valuable goods, or even the dangerous task of breaking into and hacking Megacorporation assets. But like the Skaa Rebellion in the tales, you know that it is futile. There are whispers of change on the wind, however. You have a new benefactor, Feis Yolen, a man whom it is rumoured belongs to the most secretive and powerful Mistrunner group in the world - The Seventeenth Shard. And he thinks big. By bringing together representatives from a large number of Mistrunner crews, he hopes to emulate the Survivor himself - Destabilise the establishment, and create a war between the Megacorporations. Then, while they're distracted, he wants to steal the atium that keeps them young and ensures their dominance over the world for many years to come. To that end, they must break into their secure facilities and steal data until they find the location they keep it and the location of the source. But with so many teams in one place, it is inevitable that some will be compromised. The job cannot wait though. The longer it takes, the more likely that the Megacorporations will tighten their hold on the world and kill more Mistrunner crews. The risks are high, but the rewards are greater still. The dingy bar that you are called to for this job is fairly standard for businesses in the underworld. It is dark and poorly lit (though possibly by choice rather than accident or necessity), and there is a lingering smell of strong alcohol in the room. Too strong, in fact. The smell is almost that of pure ethanol, and there is a very real sense that the building would not so much burn as caramelise if a fire broke out. There are no patrons here, or at least no actual ones. It is very obvious that all who are here before you are here for this job. Behind the bar, and surveying the rest of the room with no concealed distaste, is a young woman. It is obvious that she would prefer to be anywhere else; her glares and the wrinkling of her nose at the smell say that much. The other evidence for this is that she is wearing a rather expensive suit, the sort that a higher ranking employee in a Megacorp might wear in order to be noticed. Whenever a drink is ordered, she takes great care when serving it to avoid marking her clothes, slowly filling the glass and placing it between her and her customer cautiously. The service might be poor, but it's quickly forgiven whenever she says that it is a free bar. You take your drink with no small amount of amusement and thanks for the fact that you didn't have to pay for it, and sit with a few people you half-recognise but don't really know. People you have heard of, that you only really know by their Mistrunner handles, their descriptive nicknames. Surveying the room, you also note with some slight sadness that there are fewer of you than you would expect for a job like this. The Lone Shard crackdowns on Mistrunners seem to be having their effect. Returning to your drink and the polite but anxious light conversation that is sprinkling through the room, your mind turns to the job at hand. Your new employer, Feis Yolen, wants to take down the Megacorps, entities that have existed for decades and only become stronger with each passing moment. How it will be done, if it can even be done at all, you have no idea. But at this point, you are past caring. You signed your crew onto this mission because you have a dream of a world without the tyranny of the Megacorporations, and you will go to any lengths to realise it. No matter the cost, you will be free - in this life, or the next. General Rules While the game for the most part runs as a standard Long Game, there is one important addition: Between the Day and Night Turns, there is also a Planning Turn, based on the Resistance deception game. The Day Turn is the same as normal and lasts 48 hours. A vote will be taken and a player lynched, as usual. In the event of a tie, or of no player gathering two votes, no lynch will occur. During the Planning Turn, one player is publicly chosen at random. That player must assemble a team from the living players and inform the GM of their choice in private via their game PM. The Planning Turn lasts 24 hours. If no team is chosen, then the planner is lynched for indecision. The planner does not have to go on the mission. While I will accept Night Actions during the Planning Turn, note that it could be invalidated by the choice of players on the mission, as actions cannot be used on players on the mission. The Night Turn also lasts 24 hours, and for most people is the same as normal. At the start of the mission, the players on the mission will be publicly stated. Players who are on the mission cannot post in the thread, or use or be affected by actions. They must each message the GM via their game PM, informing them of whether they want the mission to succeed or not. If at least one player votes 'no', then the mission fails, and a random loyal crewmember on the mission dies. The players will be informed that the mission failed, but not how many 'no' votes there were, or how people voted. A Loyalist who does not message the GM will be treated as a failure vote, but they will be the one to die rather than one chosen at random. A Traitor who doesn't inform the GM is treated as a success vote. Check the thread to see if you're on the mission! Eliminators Traitorous crewmembers know the identity of their allies automatically, and share a Google doc to conspire on. Each Night, one of them may inform the GM of a player who is not on the mission that they wish to kill. If multiple players are chosen, then the first player who sent the PM will carry out the kill. The Eliminators win if they either outnumber the crew, or if the crew do not have enough players left to carry out a mission. The Eliminators lose if they all die. Roles Flavour-wise, unlike in previous games, your Roles are not based on your character's abilities - Your character may be completely separate from the specialisation of their crew, so feel free to pick whatever Allomantic and/or Feruchemical power you want for the sake of your RP. These Specialisations (as well as the Eliminator kill) cannot target people on the mission. Communications Expert - Your crew is one of the best when it comes to making connections between people in the field. While there is still one Communications Specialist still alive, players may send PMs to each other during the Planning and Night Turns. No PMs may be sent during the Day Turn (as you're all in the bar together anyway, so you may be overheard). As a Night Action, you may also either send an anonymous message to another player through the GM, or send a message to the GM to post in the write-up. Medical Knowledge - Your crew has an extensive knowledge of healing and surgery thanks to its somewhat reckless past, and combined with the advancements 'procured' from Megacorp installations, you can patch anyone up almost instantly. As a Night Action, you may target yourself or another player and save them from death if they would die that Night. Well-Connected - Your crew works best with people, manipulating and misdirecting them into thinking that they want to give you what you want without them ever realising. As a Night Action, you may target another player and... persuade them to see things your way the next day. That player's vote will change to be on another player of your choice. This choice is made during the Day. This change will be reflected in the number of votes in the writeup, but the player will still appear to have voted for their original choice. Temporal Displacement - Your crew consists of many, many Pulsers and Sliders, able to subtly change the flow of time in miniscule ways around people here and there. You may target two players at once each Night Turn. The first will have his action copied onto the second in addition to any other targets it may have. They will be informed of this and the results of both their actions. If a kill is copied in this way, they will be written as separate events in the writeup. Assassins - You're the best at what you do, and what you do isn't very nice. Death is a form of art for you, and you take it very seriously. Each Night, you may target any number of players and take out the key players in their Crew, killing that player. However, if you happen to target an innocent with these attacks, your action will be entirely negated. This attempt is a one-shot use. If you are an Eliminator, you instead get a one-shot kill. Hackers - Your crew is good at sniffing out hidden information from the Cognitive Matrix, no matter where it may be or how many locked doors it is behind. Each Night, you may invade Heron IndustriesTM' computers in a targeted strike, and discover target player's Alignment. Data Gathering - Your people have so much information at your fingertips already, thanks to your plants in the Lone Shard police force and other spies. The problem is just finding it, which will take quite some time, even if you know what you're looking for. Each Night, you may discover target player's Specialisation. False Trails - Your crew is extremely good at covering tracks - both its own, and those of others. Each Night Cycle, you can hide the Alignment and Role of yourself and/or another player during the next Cycle. This causes the target(s) to appear as Non-Specialist and Loyal. Unless stated otherwise by the player, you are assumed to be using this ability at Night on yourself. Non-Specialist - You provide the brute force (or brute intelligence, whichever is required) for the job. While you may not provide a specific strength, your versatility allows you to contribute particularly well to missions. Player List The game will begin on Saturday 6th at 8PM GMT. Quick Links:
  9. 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:
  10. In the past, there were many who said that flight through space was a fool's dream. Not because the world above the heavens was unreachable, or thought to not exist (for already people had visited other planets via the Cognitive Realm), but because there was no point to it. Why travel through the void of space to Roshar from Scadrial when one could simply travel through the world of the collective mind and bypass it entirely? Of course, many said that the pursuit of knowledge was reason enough, but in the end what drove the humans of the Cosmere to the stars was the need for raw materials. Scadrial in particular, so advanced and so greedy, ran out of commercially viable metal within five centuries of the world's rebirth. How could the world function without metal for computers, or for structures, or for Allomancers? Metal was transported to the world, harvested from the others. Scadrial became a parasite, a great beast that devoured the flesh of the other planets to sate its ravenous hunger. But the trade was two-way, and as Scadrial grew and grew, so too did the other inhabited planets, their own appetites increasing a hundredfold over the course of a few decades. Eventually, something threatened to give, and when it did, only one of two things could happen: War between worlds, or expansion through the stars. Though tensions rose high between the worlds, co-operation was preferred to outright war. And so began not an arms race, but a space race; war by other means. Governments and businesses alike poured what little they had remaining into research and engineering, designing great behemoths to traverse the astral sea, each with a single goal: To rise above their competitors, and to become the sole entity able to exploit the galaxy's resources. As the situation developed, barriers fell away between races and worlds. Strength through unity and diversity: Forgery to grant powers. Allomancy and Feruchemy, implanted with Hemalurgy to create drives for a ship. Voidbringing to scan for suitable worlds to mine. Elantrians to heal and mend both flesh and metal. Awakeners for all the little tasks that would cost a fortune to employ an army of humans for. And finally, Surgebinders to knit the individual pieces together, and make them a whole. It is the greatest irony that such cohesion only came about through competition. But with competition, naturally, comes about subterfuge. The value of such a project is so high that most, if not all of the players in the game have a budget devoted solely to hacking, copying and deleting the plans of their opponents. In some cases, this silent war has turned violent, with even scientists and engineers turned into casualties. The Heron Industries Mining Concern is at present one of the leaders in the race, but they are beset on all sides. The launch of their first ship has been planned for months, and security has been heavily Invested in. All that remains is to obtain a worthy crew for their ship's maiden voyage, preferably ones loyal to The Heron Mining Corporation, and not to their enemies. Of course, there is a slight problem with this; if any do slip through the net, then it will be down to the crew to find these traitors before they disrupt the mission. The crew will be alone in the depths of space, unable to call on help, with nothing but their own skills and wits to rely on. May Adonalsium help them all. ...It's that time of the year, folks! Yes, that time where Wyrm bites off even more than he can chew than usually and runs an SE game. For those also playing Heirs, I will prioritise dealing with this over Heirs, but it shouldn't come up much due to the Cycles being 4 days each and them having different times. General Rules This plays like a standard game of Elimination. There will be several Traitors sprinkled within the crew, who collaborate on a Google Doc, and the game follows a standard sequence of Day/Night Shifts, with votes being taken in the day, and most actions taking place at Night. Each Day, a lynch will occur if one player has two or more votes, with no lynch occurring in the event of a tied vote. Each Night, the Traitors will be able to kill a player by using an Action. The game continues until either all the Traitors are dead, or the Traitors can successfully overpower and lynch the Captain, either through outnumbering the living loyal crewmembers, or by tricking them and succeeding in voting to lynch him. The game will begin on Friday the 30th of October at 9PM, GM's timezone (GMT). Days and Nights will both take 48 hours each. It will start on a Day Turn. Roles Head of Departments Crew Manifest
  11. The Empty Throne Part 1: The Barrow Barons With Steelheart dead, the remaining Epics are running amok as they try to wrest control of the city of Newcago from their rivals. You and a group of others have taken refuse inside the now vacant Enforcement Headquarters to wait out the chaos that grips the city. Unfortunately you aren’t the only ones with that idea as some of the former barrow barons have taken it upon themselves to grab control of the HQ and make it their base of operations. Day cycles last 48 hours, night cycles are 24 hours long. Extensions can be requested. Roll over is at 4pm NZDT / 3am GMT / 8pm PDT (I think I got the conversions right.) Write ups will be simple as I am, unfortunately, not as creative as the past GMs. Updated player lists will be posted at the start of each day. Night Action Order: Enforcer/Streetperformer/Illusionist/Neutralizer, Protections, Kills then Scouting. Win Condition: Find and kill the Barrow Barons. Lose Condition: Allow the Barrow Barons to outnumber everyone else. Note: No group can win as long as the Serial Killer is alive. Except for the Serial Killer that is. Barrow Barons have a doc to conspire in as well as a nightly group kill. GM is to be included in all PMs Each day cycle players must send a PM to the GM telling them which room they are to spend the night in. Any who don’t claim a room will be stuck sleeping in the hallways. At the start of each night cycle the GM will PM each player with the names of the other players that are in the same room. The names of those who are in the hallway will be posted in the main thread. You cannot post who you are sharing a room with until the following day cycle. Abilities/roles/PMs can only be used on those in the same room as yourself or those in the hallway. Example: Steelheart is in the Barracks with Frank and Steve. Firefight and Gillian are in the Armoury. Bob is wandering the hallways looking lost. Steelheart can only attack/PM Frank, Steve or Bob. Gillian only has Firefight and Bob for company. Poor Bob has no one to play with unless someone contacts him first. Should both Gillian and Steelheart contact Bob then Bob can pass messages along. However Bob cannot use any abilities on anyone as they aren’t in the same room. Rooms: (Rooms may be added or removed depending on player numbers) Armoury Barracks Mess Hall Officers Lounge Training Room Shooting Range If any wish they can use their night action to search the room they are in. There may or may not be something to find. For example if someone was to search the Officers Lounge they may find a fully/partly charged sidearm which allows a set number of kill attempts or they may find an empty whiskey bottle. Roles: Serial Killer: You are an insane genius. You worked out how to become an epic, all you need to do is kill enough people. After all everyone knows that epics kill indiscriminately, so that must be how they gained their power, right? As such you have two abilities. You can kill once per cycle, day or night, or you may instead stalk up to two people a cycle and find out what roles they have. You must also choose a signature to leave behind as a sign of your kills. i.e. a red rose. Note, if you choose to use your abilities during the day then your vote won’t be counted. Win Condition: Kill everyone. Civilian: You are a normal civilian and have no special abilities however your voice is that of the people. This could be the chance you have been waiting for. Prove yourself to the right people and they will surely reward you. Arms Dealer: Somehow you got caught up in the mob and have found yourself trapped inside the Enforcers HQ. Luckily you still have some of your inventory. Once a night you can give a one shot gun to another for them to use the next night. Enforcer Chief: You can provide protection detail to one player of your choice for one night cycle. (You protect one player from all actions taken both by and against them. Target is not informed that they are protected. Cannot self target. Rich Civilian: You have money, you have influence and you left it all outside. Whoops. However your vote counts double as many still listen to you. Street Performer: You are a master at sleight of hand and misdirection tricks. Once per night cycle you may redirect any action directed against one player to another of your choosing. (You must pm the gm with the name of the target you want protected as well as the target for the redirected actions.) Smoothtalker: You can sell anything. In fact you have already sold Steelhearts skull on numerous occasions. Once a day you may change anyones vote to whatever you want. (Including a no vote) Doctor: You are a trained physician and can provide medical protection to one person for a full cycle. (Once per night cycle you can choose to protect another from any one attack for that night and the following day. Protects from lynching. Cannot self target.) Scout: You are an expert in stealth. Once every night you may spy on another player and discover what actions they take. Sniper: You are a former Enforcement sharpshooter. One kill attempt each night. Invisibility: You are able to turn completely invisible for a limited amount of time. Once per night you can follow a target and find out what actions they take. Precognition: You can see the future. Once per night you may either protect yourself or another from one attack. Matter Disruptor: You can turn any organic matter to dust. One night kill attempt per cycle. Flame body: Your entire body can be turned into living flame, protecting you from attacks. Once every second night cycle you can protect yourself from any and all attacks but must rest during the next cycle. (Invulnerable from all attacks for one night cycle, but cannot protect self again next cycle.) Neutralizer: You can neutralize anyones actions once per night. If no actions are countered this will cancel the targets vote on the following day. Mitosis: You are able to make clones of yourself. You may order your clone to undertake one of the following each cycle. Note: you cannot take the same action in consecutive cycles. Follow a player and learn what actions they take. (Night only) Attempt to kill another player. (Night only) Protect you or another from one attack. (Night only) Distract another so any action or vote they take fails. (Day or night) Strong-arm another’s vote to one of your choosing. (Day only) Illusionist: You can change the appearance of what actions others or yourself take once each night. Example: Player R uses their kill attempt on Player F. The Illusionist can make it look like they protected Player F instead. The action still happens as normal but it won’t show up to any who happen to be spying on Player R at the time. Note: This changes the actions appearance only not the target.