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  1. Sign ups will close on Tuesday, February 23rd, at 5PM EST Everyone on Westeros has heard tales of the Long Night; a period of darkness that lasted a generation, when demons emerged from the nothern tundra, mounted on undead steeds from which they commanded an army of shambling corpses. For the sake of preserving existence, the First Men, the Children of the Forest and the arctic-dwelling Giants forged an uneasy alliance to combat the unholy invaders. Despite their disparities, the three races fought valiantly, dealing a critical blow to the White Walkers, forcing them to retreat. Victorious but fearing a second assault, the Alliance for the Dawn erected a seven hundred foot tall wall of ice that stretched from one edge of the continent to the other, to be defended and maintained by a clan of First Men known as the Night’s Watch in case a Long Night should ever come again. Millennia have passed and once again the Night’s Watch has received reports of men rising from the grave and spirits made of snow haunting the land beyond the Wall. Wary of another Long Night, the Lord Commander of the Night’s Watch has allowed wildling refugees through his gates to augment his diminished, and somewhat complacent, forces. Along with a company of soldiers ordered to serve at the Wall by a faraway king, the free folk now live and work among the Sworn Brothers, each faction looking upon one another with distrust and prejudice. Tense and afraid, a few disloyal souls have begun meeting in secret, conspiring to sabotage this fragile union to seize control of Castle Black and save their own skins. In the famous words of House Stark, Winter is Coming. Do you have what it takes to win? To survive? Overview This is your standard quick fix elimination game, each Cycle lasting for a total of 24 hours.Unlike most elimination games, this one bears a slight catch. Depending on the number of players who sign up there will be a limited number of Cycles until the Others invade. The culminating battle’s results will be determined by what roles have survived and which faction has won, or if neither has proven victorious, how far each faction has come. Personal Messages in this game are limited to one outgoing PM per player. Once a cycle you can start a single PM with another player (must include the GM) entitled “QF13C1 Metacognition and Gamma” (replace italics with the relevant cycle number and player’s names). Once that cycle ends that PM may not be used any longer, freeing you up to contact someone else. There is no limit to how many PMs you can receive, nor is there a limit to how many times you can start a PM with a single player. Roles and alignment will not be revealed immediately upon death, but announced one cycle later, as the Maester needs time to examine the corpse and crime scene. As a result, dead players will not receive a link to the dead doc until their role and alignment is revealed, just in case they might be revived by a Red Priest. This game is role madness, therefore every player will have an ability to exploit for the benefit of their faction. There will also be a single Neutral role in this write up that may or may not be in the game depending on things. So without further ado: The Roles: Ranger: You are an ordinary Ranger, trained to scout and patrol the Haunted Forest beyond the Wall. Trained in stealth, you are able to track another player every cycle to learn the identity of the player they target Builder: You are an ordinary Builder, responsible for maintaining the structural integrity of the Wall and Castle Black. You can fortify a single player’s chamber, granting them immunity from any actions used on them that Cycle. Steward: You are an ordinary Steward, tasked with a variety of day-to-day services that provide you access to every chamber within the castle, allowing you to rummage through another player’s belongings and discover their role once per cycle. Oldtown Acolyte: Before being sent to the wall, you studied at the Citadel to become a Maester. While there, you learned much of the medical arts, and thus are a proficient healer. Due to your expertise, you can heal a player who is Fatally Wounded or afflicted with Greyscale once a cycle Red Priest: You are a devout worshipper of R’hllor, blessed by his Lordship with the divine gift of resurrection. Only once during the game you can perform the Last Kiss on a player who died the previous cycle (during the limbo period where their role and alignment are not revealed) and bring them back to life. Giant-blooded: Somewhere within your lineage an ancestor mated with a Giant. You try not to wonder the implications of such a feat, but do not question it, for it has made you an especially sturdy individual. You will survive any attempt on your life, receiving a Fatal Wound instead. Gold Cloak: Once you were a noble warrior, enforcing the Crown’s Law in King’s Landing. Now you are a shadow of your former self, defending the Wall while selling your skills to protect your Sworn Brothers. Every cycle you can choose to defend another player at night. If they are attacked, you save them from death, receiving a Fatal Wound in their stead. Skinchanger: Born with the gift to influence the minds of men, you can manipulate another to do your bidding - but only once, for they will become resistant to your intrusions forever after. Every cycle you can change another player’s vote or the target of their action. Once a player is controlled they are immune to any further attempts of you using this ability. Greenseer: Graced with greensight, you enter another world in your dreams where you can speak with spirits both new and old. As the Greenseer, you can commune with the dead (begin the game with access to the Dead Doc). If you die, you will be able to send a 10 character message to player of your choice once every cycle. Shadowbinder: During your time in Asshai you dabbled in mysticism, learning to summon an entity of darkness capable of assassinating those you deem unworthy of living. Every cycle you cast a vote for a player to the Pyre and they die, you can bring your shadow to life and kill another player of your choosing. Stoneman: In your youth you contracted Greyscale but were cured before it could spread further than your hand. Though you conceal your deformity within a sterile gauntlet or glove, the disease still thrives beneath it, ready to infect another once every cycle. Warg: Whether you hail from the North or from beyond the Wall, you came to Castle Black with a loyal companion, whose bond to you transcends that of ordinary mortals. As a Warg your fate is tied with a ferocious predator. If you are called to the pyre, you can command your beast to kill one player of those who voted for you. If you are attacked in the night, your beast will track down your murderer and attempt to avenge you, dealing a Fatal Wound. Faceless Man: In the Free City of Braavos, you stripped yourself of your identity and became a servant of the Many-Faced God. It is your duty to bring the gift of death to all of Westeros. You have no interest in the conflict between the Faithful and the Traitorous men of the wall. Your only goal is to ensure the White Walkers succeed in overrunning the Wall and invading Westeros. You can choose to assassinate a single player every cycle disguised as another. Conditions and Order of Actions Fatal Wound: You have survived an attack. Unless healed by an Oldtown Acolyte you will die to your wounds next cycle. Greyscale: You have contracted a terrible disease. Unless healed by an Oldtown Acolyte you will die two cycles from being infected. Builder + Skinchanger > Ranger + Steward + Red Priest + Oldtown Acolyte > Lynch + Stoneman + Shadowbinder + Traitor Kill + Faceless Man Write ups:
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