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Found 9 results

  1. >>> Bookwyrm was DDoSed. Day Four has begun! It will end in a little over 47 hours, at 10:00 PM EST on Monday 6 February 2023. Good luck!
  2. LG91 Day 4: Destination Death stalked through the packed dirty streets of Earthen Truth. On this night, Kvaseth shadowed him. He squeezed past clusters of Shin, the faded brown of his hooded cloak bringing about little comment. Near the vineyards and mountain slopes, it would have. But Earthen Truth was meant to be a trap for the Tukari and warriors, those who subtracted were all over the city. In Earthen Truth, Kvaseth was just another killer among others. "What are you doing?" the spren asked, flitting about his shoulder. "Shhh," he murmured, absently. "I'm following him." "Why?" "Because I think he's Tukari," Kvaseth said. "Are the Tukari bad?" she asked. An odd question for a windspren, Kvaseth thought. But he supposed it was odd enough that this windspren seemed to have taken an interest in him. "Maybe," he said, after a long moment's pause. "They desecrate the stone. But this one. He kills others for the Blades of the Heralds. So yes, he is bad." He hesitated. "And I'm trying to stop him before he kills more people." Saying it aloud, it felt more weighty. Like his stone. Like an oath. "Good," the windspren said. He looked at her. "It's important. Feels important." "Yeah," said Kvaseth. "It is." - The Tukari, if he was Tukari, for Kvaseth had his doubts, no matter how diligently he studied the patterns of Earthen Truth, paused outside an all-too-familiar window. A light glowed through the window, and Kvaseth swore quietly to himself. The killer he was hunting wasn't going after a bearer of an Honorblade tonight. He was aiming to strike at the High Council themselves. He yelled and charged, sword hissing free of the scabbard in a lunge. No more killing. No more subtracting. No more, save for this one. He had already sold his soul as collateral, years ago, after all. Startled, the killer spun about, and Kvaseth's sword slashed out in a bright arc, cleaving through his calf. Blood spurted out. A bright red, one that never ceased to startle Kvaseth. He thought he'd never get used to it. Kvaseth returned to Windstance, grimly satisfied. He'd hit something vital, at least. "You," snarled the killer. "What?" said a voice Kvaseth knew only too well. Oh, the great storming blithering fool. The killer seemed to gather his strength for a lunge. Kvaseth charged to stop him, shoving him aside. He felt a sharp, deep pain in his stomach. Oh. He'd miscalculated. Not a sword. Knives. The killer stabbed him, again and again. Kvaseth did what you almost never did: he dropped his sword. It wasn't going to help in a knife fight. He scrabbled for advantage, slamming his fist into the killer's elbow again and again until the knife dropped from the killer's fingers. He was bleeding out, Kvaseth remembered. His stomach was on fire. It was a matter of time. He just had to hold on. Hell of a way to go, Kvaseth figured. He never thought he'd end up saving Vartan's life, but you never chose who you were protecting. Esaan would've understood, he thought. He found himself smiling, even through the pain, as he struggled to hold the killer down until the Tukari hireling grew limp. And then, only then, Kvaseth let go, allowed himself to roll off and just lie on the packed dirt. The light of the windspren winked, somewhere overhead. He wished he could figure out why she looked so worried. So terrified. "Tukari assassin," Kvaseth gasped, as Vartan's thunderous face swam into view. "I know that," Vartan snapped. "What did you think you were doing?" "Saving you," Kvaseth managed. So tired. The world swam at the edges. "Keeping you alive. Doing what Esaan told me to do. Making it right." "Subtracting never did," Vartan scowled. "I never understood you. You were one who adds. And you threw all of that away to pick up a sword, to subtract of all the damned things you could do!" He grabbed Kvaseth by the shoulders, shaking him. It hurt. It hurt so much, but he couldn't seem to find the strength to protest. "I never understood what Esaan saw in you. She always insisted that there was something more, something great. She was a great fool." "Once," Kvaseth whispered, "Nurturing the land, bringing forth life...Once I believed as you did. The words of the shamans were to me as breath and water. But when the raiders came, and no one did could I continue to believe? When the choice was between fire and the death of everything that mattered and the sword...If a man's philosophy does not let him protect his people, his home, and his family...what good can it do for the world?" "It is not your place to question the shamans," Vartan said. There was the spren again. Kvaseth thought he had seen her, so many times, on his late night walks through Earthern Truth. Funny little spren. The memories were slipping back, memories of blood. Kneeling in the burning fields, cradling his little ones in his arms, blood all over his hands. He had picked up the sword and damned himself and it hadn't even mattered. The raiders had gotten there first. Killed them all. All his little ones. Even Inis. She had died trying to protect them. He had been...he had been... Too late. Despair rose inside him, so thick he could choke on it, like the stench of soot and ash and smoke in his lungs, like the sharp copper scent of spilled blood, the iron tang of the scythe he'd snatched up and used to kill two of the raiders. "So pick something else," the spren said. Her shape winked, uncertainly. A flare of pale light in the darkness. "You can do that, right? Choose to protect. Pick a better set of beliefs." It was so close he could almost reach out and put his hand on it. "The Words," she urged him. "Say them. Believe them. Start again, Kvaseth. Choose better this time." He smiled. A funny idea, that. Starting again. Choosing better. As though he could undo it all. He would have given anything, anything at all to be running through the fields again, to hear them laughing, to gather them up in his arms again. "It isn't possible," Vartan said. "It isn't possible!" "Kvaseth," the spren called. Urgency. He didn't understand why. "You have to say the Words!" "Life..." Kvaseth whispered. "...Before...death." He was walking along a path of packed dirt, along a familiar little crooked road. "It is a lie," Vartan growled. "They are gone! They are gone for good!" "Say them all," urged the spren. "Strength," Kvaseth managed. He needed strength. He reached out and grasped the wooden bars of the gate, undid the latch, and let himself through. And beyond, sprawling as far as the eye could see, were rich fields of golden grain, ripening. He brushed his hand through the stalks and laughed. "...Before weakness." He walked through the fields, first. And then slowly, he broke into a jog, and then a run. Funny that he no longer hurt. The weight of the sword was the first to go. And then the stone. The stone he had carried for so long, a stone to match the one in his heart, the deaths he had carried with him. Laughter. He heard them laughing. His children, his wife, calling to him. "Journey," Kvaseth whispered. But his journey had come to an end. He had found his destination. He had come home, at long last. The last wisps of light faded away as his eyes closed for the last time. Kvaseth died smiling. Kasimir was killed! They were a member of the Shin High Council! He also wrote this Death RP! A Highstorm arrived! Everyone carrying an Honorblade gained 2 Stormlight. (If I didn't already get it to you, let me know.) The turn will end on Thursday, December 1st at 11:00 PM PST. Player List:
  3. Tiny scurried through the mists, his message bag slung over a shoulder. The men, women, and mistwraiths of Tyrian Falls were notorious gossips, and due to both his small size and allomantic ability, they relied on him to deliver their secrets throughout the night. The part of his job that Tiny enjoyed best was drawing graphs. Each night, once all the missives were sent, but before the dawn's light began to disperse the mist, he would find a nice wall and draw some wonderful charts detailing the previous day's discussion. For a while he'd used the side of Dyring's Inn, though he'd known it annoyed the innkeeper. Hadrian's manor was too fancy to have nice, flat walls anywhere, and most of the other townsfolk lived in shorter buildings. The inn though, had a wonderful flat edge reaching both stories that faced the street, so everyone that passed by would see his work. Of course, the inn was gone, and even the one remaining wall had collapsed sometime the previous day. That was why Tiny found himself in an alley adjacent to the town barracks. The wall of the building rose up higher here, perhaps for some storage space within. Tiny unfolded a ladder and began painting his latest masterpiece. As Tiny signed off on his work, he heard a crash and his feet lost their purchase on the ladder. Flared tin gave him sight of several people that had snuck up while he was distracted, and then everything went black in a flash of pain as his head struck the ground. Atelos was on watch in the barracks when he heard the crash out back. Rushing out the door, he discovered the corpse of Tiny, and turned into the darkness, squinting to see if the killers were nearby. A cry suddenly pierced the night. "Murderer, you killed Tiny!" Atelos began to protest but a volley of coins shot from the mists, dropping his body alongside that of Tiny. When dawn broke, not only were the two bodies found, but a significant portion of the weaponry stashed in the barracks was found missing, presumably taken by the Spiked before the murder of TBD. xinoehp512 (Tiny Bearded Dwarf) was a Village Tineye! JNV (Atelos) was a Village Vanilla! Day 4 has begun, and will end at 5PM EDT on Wednesday the 2nd. There is a 1 vote minimum to exe a player, with ties decided randomly. PMs are closed! Please welcome @Whysper as a replacement for Conquestor! Player List: Quick Links:
  4. LG89 Day 4: Present And Lost KeSaam swept the path of his rock garden. A kandra's place was in the Homeland. The Contracts kept them safe. He tried to remember what it was like, the day the council of the Second Generation had reached the decision. Contracts to be modelled on the First Contract, to bind them all, as the First had been bound, generations of kandra to come. KeSaam had not spoken. He had wanted the peace of his rock garden. The peace of the Homeland. But he remembered the fires and the knives of volcanic glass. He remembered what it was like to have all volition and voice stolen by the Flaw. He remembered TarKiin storming out of the council, face grim. "The Contract is a mistake," he had said, that day. Pleaded, perhaps. "You cannot intend to bind every single kandra in perpetuity—" "We do." KeSaam no longer remembered which of the Second had spoken. Which of the council. "And if they disagree?" "A stray kandra is a danger to us all," said the council member. "Then we imprison them for the safety of us all." "Imprisonment will not stop dissent," TarKiin said. "Would you have us kill?" It had not, KeSaam thought, been a demand. It had been a prediction. The day would come, TarKiin had seen, when the kandra would turn on each other, Second on Third, when even imprisonment could not hold back the clash that had been building since the day the council of the Second had chosen a path and bound everyone to it by threats. You could not hold back the rockfall. He had never liked the Contracts. He had felt happiest in the Homeland. In his rock garden. The rock glinted in the glow from the lantern. It was a smooth rock, tumbled in some subterranean river or other, and dark and heavy in his hand when he'd picked it off the stream bed. He'd collected it in the days before the Contracts, the days of fire and knives. It had been a peaceful day, that day. He had listened to the song of the water, let it carry him off into a calm darkness without humans and their demands and the threat they posed. Without fear. It was the first rock in his garden. Some of the later rocks had come from the human cities, the sunlit world. He could not have collected them, he did not think, if not for the Contracts. It did not make the Contracts right. The Contracts simply were. And more than anything else, KeSaam understood duty. You did what you had to, because it had to be done. Because you hoped that by doing your bit, you made the world just a slightly better place. Because you were a single rock in a garden. He was happiest in his rock garden. That never changed. He hung the broom up on its hook, and took one last, long look at his rock garden. And then he stepped away to sit on the porch and waited for the fire to come. Meanwhile, in another cavern, TurTaal ducked beneath a hammer flung from the shadows meant to shatter their pelvis. They hadn't had much warning, but they would take what they could get. And so TurTaal ran, dodging thrown rocks from far-flung corners, taking one into the left shoulder blade before finally stumbing into a room with several other kandra playing cards, collapsing to the floor below. Kasimir was killed! They were a member of the Second Generation with a Blessing of Stability! They also wrote most of this writeup, so go upvote them! Turtle was attacked, but survived! The turn will end at 8:00 PM PDT (or 10:00 PM CDT) on Wednesday, September 28th. Player List: I hope that's all?
  5. 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. Quick Links:
  6. 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:
  7. 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. Quicklinks
  8. Special Thanks to Ben McSweeney for making these icons and Awesomeness Summoned for making them available online. On the Isle of Nebrask, there was one simple rule: keep the Circle whole. The Circle was a line of chalk, surrounding the island, containing the wild chalklings. If it broke, they could swarm out, and decimate the United Isles of America. On the Western Front, a new group of Rithmatists were gathering. Their mission was simple: if the line washed out, they had to repair it. Their commanding officer, Tammy Kingswright, addressed the group. “We are defending our homeland today. The Circle may be holding today, but it could fall at any moment. A single raindrop could ruin our line, and destroy our way of life. We’re not going to allow that. Come rain or shine, we will protect this country! Now, who’s with me?” Mid-Range Game 3 is now open for sign-ups! I’m looking for around 20 players, but the more the merrier. This game will start a day after Long Game 8 ends. Rules: Setting: You are part of a group of Rithmatists, battling wild chalklings in Nebrask. However, it appears some of your battalion actually support the chalklings, and are secretly trying to sabotage the front lines. General Rules: This game has the day and night combined into one cycle. Players will vote on who to lynch in the thread, while sending the GM (me) their special action in PMs. PMs between players are not allowed in this game. Each Cycle will last 48 hours. Rithmatics: To combat the chalklings, most soldiers (excluding Non-Rithmatists) use Rithmatics. Each day, you may do one of the following. However, you may not repeat the same action two cycles in a row. Line of Forbiddance: You protect yourself for the cycle. As long as this stays up, you can't be killed. Line of Vigor: Cancel a target player's action. Line of Making: You create a chalkling that will spy on a target player. Unfortunately, chalklings are extremely dumb and can only be given extremely basic commands. Chalklings will walk in a straight line and will only return to you if they run into a wall. If a player was using a Line of Warding or Forbiddance, you will be informed that they were protected. Otherwise, nothing will happen. Line of Warding: The camp gains one defense for the cycle. (See below) Advanced Rithmatics: You can substitute one of these for your special action, if you have been taught them. Line of Revocation: Kill a target player, as long as they aren't protected by a Line of Forbiddance. This is only available to Rithmatic Scholars. Line of Silencing: Cancel a target player's vote. Special Roles: The Forgotten: You command the wild chalklings, and you win once you outnumber the good-guys. Every night, instead of using Rithmatics, one of you can kill a target player. You are also immune to Wild Chalkling kills. Of course, you have access to a Google Doc to formulate plans. Non-Rithmatist: You are clearly crazy. You sneaked onto the front-lines without having any powers! However, you have studied Rithmatics extensively, and have learned about Advanced Rithmatics. Once per game, you can give a target Rithmatist access to these powers. Sentry: As long as you stay alive, you passively give the camp 1 defense. See below for details. You are also immune to the Wild Chalkling kill. This role will be added if we have enough players. Artist: Because you can draw them so well, your chalklings are smarter. When you use Lines of Making, you will learn what special action your target did that turn. Defense: Since the camp is on the front-lines, there is always the threat of wild chalklings invading. The power of the chalklings is equal to the number of Forgotten. The camps defense is equal to the number of people making Lines of Warding plus the Sentry bonus. If the power of the chalklings is greater than the defense of the camp, a random player is killed. This kill ignores Lines of Forbiddance. If the camp's defense is equal to, or greater than, the power of the chalklings, the camp doesn't lose a player. Quick Links:
  9. The Simple Rules “Don’t kindle flame, don’t shed the blood of another, don’t run at night.” -The Three Simple Rules The Simple Rules exist for a reason on the world of Threnody. Anybody who breaks these Rules via RP will automatically die at the end of the Cycle. General Rules: Standard Quick Fix Game (QF) Procedure. Fast paced Cycles lasting 24hrs with write-ups including the results of the lynch and any mentionable Actions. As this game is a QF, player activity is not only encouraged, it will be incentivized. As such, inactivity will be penalized, solely due to the speedy nature of the game. This game can run with as little as 12 people, but can also can accommodate for upwards of 20+ players. All players will be only allowed to submit One Action per Cycle. Actions can count as Item-Use, Messaging/Message Interception, distributing rations, or the Convict Kill actionl. The Civilians win if they can find and get rid of all of the Convicts, and the Convicts win if they outnumber the Civilians. Roles/Allignments Civilian: A regular citizen, just at the wrong place at the wrong time. But in the Forests of Hell, it is usually always the wrong place at the wrong time. But living in the Forests means that you aren’t weak, either. You can potentially start with any item. Convict: A member of a group of criminals with a high bounty on your head, you’ve no choice but to leave no survivors wherever you go. One of you will be chosen and notified each Cycle to make a kill (cycling through each member before any repeats are made, and the Gang Leader can also be chosen to make the kill). You can potentially start with any items except for the Murder Hood and the Glowsap. You know all the other Convicts identities, and can communicate with them via Messages. These can be intercepted. Gang Leader: The leader of the Gang of Convicts. All good gangs need a Leader, and you are the perfect man for the job. Nobody has ever seen your face, and therefore don’t know what you look like. You also know how to cover your tracks, so you can’t be Detected by ordinary means. Only death can reveal who you truly are. You can also send One Letter to each of your fellow convicts anytime throughout the game that can’t be intercepted. Any messages after the first one to each of them can be intercepted, however. You can’t start with any Items. The Gang Leader can not be discovered by Glowsap. If investigated, you will appear as a Civilian. They are also eligible to be selected to make the group kill for the night. Game Items*: Some players will start off with certain items, possibly, depending on the number of players and their role. All items will have a limited number of uses to fit into the theme of scarcity of resources in the Forests of Hell, and will not be rechargeable. *For Stats purposes, these Items will count as “Roles” for this game. Fenweed Sap - A minor poison that won’t kill, but will make the victim cloudy headed and dizzy. Will Negate their Action for the Cycle. Will have a limited number of uses. Can only poison one person with one dose per Cycle. The target that gets Poisoned will be informed so, but not who they were poisoned by. Silver Ward: Some players will start out with a set amount of Silver Wards, and these can be used to save Players from Lynches. Each Cycle, you can target someone with a Ward if you still have any, and if that player ends up being lynched, they will be saved instead. It will be mentioned they were saved by in the write-up, but not by who. If you use a Ward on somebody who doesn’t get lynched, the Item will be wasted. Silver Wards are an Active-Use item, not a passive. So you can’t give them to someone to save them from a future lynch. (Think of it like a Lurcher Role but with a limited number of uses, and can only save from lynches). Glowsap: A special sap that glows with a dull violet colored light. This item is used to track people at night and can be used to find the Alignment of a player. (Civilian or Convict). Will give a result of Civilian when used on the Gang Leader. Murder Hood: A tar-lined burlap sack that allows you to put over the head of your victim and bludgeon them to death. Prevents the spilling of blood, thus keeping you safe from Shade retribution. Convicts or the Gang Leader can not start with this item. Rations: This game will introduce the “Rations” mechanic. Rations allow a player to survive throughout the game. You need to eat 2 Rations every Cycle to survive. If you go 1 Cycle without eating enough Rations (2), you will be Hungry. When you are Hungry you can not perform any Actions. If you go another Cycle without eating the proper number of Rations while in the status of Hungry, you will die from from Starvation. Any players who die from Starvation will be mentioned, but nobody who is Hungry will be revealed. Every cycle, all players should make a post and place a vote. ‘No kill’ will not count as a vote. If you vote and post at least once each Cycle, you will receive 3 Rations that Cycle, essentially leaving you with 1 after you eat your allotted Rations for the day. These extra Rations can be saved up. Only posting, or placing a post with only a vote will only net you 2 Rations for that Cycle. You can spend 1 Ration to change your vote after your first initial one each cycle. This can be done any amount of times in one Cycle, spending 1 Ration each time you do so. Rations can also be given by players to other players discreetly, although this still counts as an Action. Messaging: Each Cycle, players can spend 1 ration to send an anonymous letter to be sent to another player. The Ration Cost is a Bribe that you give the Innkeeper to pass along your message. However, any player can also spend 2 Rations to Intercept one Message being sent to a player. (If multiple messages are sent to one player, then one of the Messages is randomly chosen to be Intercepted.) Messages must be limited in size and can not exceed 1,000 characters. If multiple people are attempting to intercept a letter from a person, then the letter(s) will be handed out by chance. The Stack (Order of Actions): Fendweed Sap -> Rations -> Glowsap -> Silver Wards -> Lynch -> Kill Actions (Convict group kill/Murder Hoods) -> Messages ----------------------------------------------------------------------------------------------------------------------------------------------------- Sign-up write-up: This game will be told through the perspective of the Innkeeper telling a story, and all of you are all the Main Characters! How this tale ends depends entirely on you! Sign-ups will last a week! Quick Links: