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Found 6 results

  1. Long Game 22: Corenne al'Daishar - Return to Glory, or, The Return of the Blood Battle Wheel of Time Elimination Mayor Twim Calberen awoke from the horrible nightmare he had been having, dispelling horrible images of war and death, betrayal and blood. Light blind me, but that dream felt so real! He stood up and looked around his room, the same office he had used for the last dozen years or so, ever since becoming the Mayor of the quaint little village of Drell’s Crossing. He stood up, wincing at the aches and cracking joints that accompanied his morning routine as he stretched the wariness out of his bones before walking over to his desk. He forgot to put out his candle out before retiring the night before, he noticed, as he moved the fine sea folk porcelain dish holding the melted glob of wax off of the letter he had been reading. That was probably why he had nightmares, considering. His cousin had written him recently, telling of news and tales, all mostly old and almost guaranteed rumour. False dragons walking the earth? War, famine and disease? The Dead rising from the grave? Next the fool would start talking about the approach of Tarmon Gai’don! Surely his cousin’s talk of weird dreams and repeating nightmares had gotten the fancy into his head, and that would explain the dreams from the night before. Although this Hinterstap didn’t sound like a village Twim Calberen wanted to be visiting anytime soon! He idly traced his finger over the final sentence his cousin had written him. Corenne al’Daishar. Mayor Twim was rusty on his Old Tongue, but he was certain that translated to “Return to Glory”. Either that, or “The Return of Bloody Battles”, which didn’t sound nearly as promising. Still, with an uneasy feeling and a dark feeling of dread slowly settling over him, Twim Calberen decided to greet the day with a smile, as sometimes that’s what being Mayor was all about. It was time to say hello to all the wonderful citizens of his lovely town, Drell’s Crossing. ------------------------------------------------------------------------------------- It's that time again! This is going to be a rerun of LG6, with just a few slightly tweaked rules, so read carefully! Also, if enough players sign-up, I'll also add in the Warder Role down below! (Highlighted in Orange). I will let you know before the game begins if any Warders are included or not! Villager:A regular, vanilla character. Who needs powers to be a hero? Each night you get to give a player a Dragon’s Fang* Darkfriend: A group of dedicated servants of evil. You and your small group have been given orders to infiltrate and destroy this town from the inside out. You get to conspire in a secret Doc with the other Darkfriends and the Forsaken. **They also have special rules if Corrupted. Forsaken: The Leader of the Darkfriends.Get to conspire with them in a Doc. When Viewed shows up as a 'Villager', or they can perform an additional Night Kill for the Darkfriends. If they perform the extra night kill, their actions can be Tracked the next day and any Viewings on them the night they perform the kill will reveal them as 'Forsaken'. Can not be Corrupted by Padan Fain. Wisdom: Has honed the powers of saving people to almost an instinct. Can target somebody once per night and protect them from one Kill. Can not target self. Can not save from lynch. Wolfbrother: You feel the call of the Moon and your nocturnal brethren. Can target somebody to Hunt and Kill once per night. Viewer: Can see images and auras around people. Once per night can target somebody and find out their Role and Alignment Thief-taker: You can smell evil and find out past crimes. During the Day Cycle, you can target somebody and at the beginning of the next Night Cycle, you will find out who, if anybody, they targeted the Night Before. Whitecloak: As a Child of the Light, it is your duty to root out criminals. Once per Day, during the Day Cycle, you can choose a player to Detain during the Night. This prevents any Night Actions performed against the target, and prevents the target from performing any Night Actions. Can not target self. Dreamwalker: You have mastered the World of Dreams. At night you can flee to The World of Dreams and can’t be targeted that Night. Except if the Forsaken targets you for a kill, you, then they can still kill you. Players are allowed to send PMs during the Night Cycle while you live. When there are no living Dreamwalkers, messages can’t be sent. Aiel-blooded: You may not look it, but you have hardened Aiel blood in your veins. You can survive one lynching or Night kill. The fact you survived an attack or lynching be revealed in the write-up, but not your alignment or role. Ta'veren: The Wheel Weaves as the Wheel Wills. Except when you're involved, as people have always told you how the Pattern of the Wheel seems to bend around you, either forcing you or those near you to take different actions and choices they wouldn't have otherwise. Once per night you can target a player and re-direct their actions to another player of your choice (Not yourself) Channeler: A wildling user of the One Power. You can chose one of your Weaves to cast per Night Cycle. Once you use all 5 weaves you becomes Burned Out and show up as a regular Villager. You can only use each Weave once. Air- Hands of Air protect a target from Night Kill. Not yourself Fire – Hurl a Fireball at target, performing a Night Kill. Water – Cast Mask of Mirrors on a target at night, making them Untargetable for the Night. Earth – Use Earth to harden your skin, allowing you to negate any one possible Night Kill against you. Can also be used to Survive a lynch. (You send the order in during the Day cycle you’re getting lynched, if so) Spirit – Lash out at somebody with a weave of Spirit, Role-Blocking their Night Action. Channelers also start the game Bonded to a Warder. You know who the Warder is, but not their Alignment. You can PM with your Warder for the duration of the game, regardless of the Dreamwalker being alive or not. *If your Warder dies, you die two full cycles after that. But you can reuse any Weaves you used once before again. Warder*: Warders start off the game paired with a Channeler. They know the identity of the Channeler, but not their Alignment. The Channeler and Warder can PM together throughout the duration of the game, regardless of a Dreamwalker being alive or not. If your Channeler would die, you sacrifice yourself in their place and die instead. Doesn’t save from a lynch. IF your Channeler is lynched, you have 2 Cycles left to live, and get to make 1 kill to avenge them. Padan Fain: You carry with you the Taint of Shadar Logath. You can Corrupt up to X number of players throughout the game. (X based off of number of players) Corrupted players have their own Doc to communicate in. Padan Fain can not Corrupt the Forsaken, if they target them the action will appear to be Role-blocked. Fain also shows up as a regular villager when scanned. He’s tricky like that. **Darkfriends that get Corrupted are capable of winning as either a Darkfriend or a Corrupted. Town Mayor: During the day, the town can hold public elections to elect a Town Mayor. The Mayor has influence throughout the town, so therefore they can either have their Vote count for double, OR, they can cancel out somebody else’s vote for that cycle. This power can be used the Cycle you get elected. Dragon's Fang: At night, Villagers without any special Roles get to help the village hunt down any possible darkfriends. Once a Night, they can submit a player they want to give a Dragon’s Fang. The player with the most votes for a Dragon Fang gets revealed in the Day write-up, and has an automatic vote placed against them for the lynch that Day. Villagers win if they eliminate all of the Darkfriends and Corrupted. Darkfriends win if they outnumber the other players. The Corrupted and Padan Fain win if they outnumber the other players. General Mafia Rules in effect. Each player is assigned a Role and Alignment at the beginning of the Game, and then they can post Votes in the thread during the Day Cycle, and send in any Role Actions whenever appropriate. The player with the most Votes tallied against them is Lynched at the end of the Day Cycle, Mayor votes and Dragon Fangs are included. Day Cycles will be 48hours long, and Night Cycles will last 24 hours, or end whenever all Night Actions are sent in. If you chose not to use an Action for the Night, still send a PM declaring your action to be “None”. How Write-ups will work: Votes will be posted publicly in the thread with a list of who voted for whom, etc. Night event write-ups will work like this: -Wolfbrother kills will be obvious. (Wolves swarm the victim) -When Padan Fain converts somebody, it will be mentioned in the write-up, denoted with the appearance of the evil white fog, Mashadar.** -Darkfriend and Forsaken kills appear the same -Wisdom healing somebody is only mentioned if they actually save the Target from Death -Whitecloak, If somebody is Detained, it is shown in the write-up, but not who was Detained or who Detained somebody -Channelers Fireball will be revealed in the write-up if used, and the other powers depending on if they interacted with any other Roles. (If Hands of air actually save somebody, Earth Skin will be written up the same way as Aiel-Blooded, Spirit and Water Actions won’t be revealed in write-up) -If your Action gets Role-blocked or doesn’t go through, it won’t be revealed in the write-up and you will just be informed your Action was ‘unsuccessful”. -If a Channeler gets roleblocked, then it counts as the weave never being used, and you can still use it later. (Unless Two Channelers use Spirit on each other, then they’re both used up) - Dreamwalkers detained by a Whitecloak can still be targeted by Forsaken for a kill Quick Links to the Beginning of Each Turn
  2. 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:
  3. The Setting You’ve followed Dalinar and his army to the lost city of Urithiru. With Alethi and other peoples arriving more and more every day, the city is becoming a rather bustling place, which is perfect for an agent such as yourself. What better way to subtly manipulate the decisions--especially with the Desolation nigh at hand? Unfortunately for you, you’re not the only one trying to control what’s going on. You’ve learned that there is another group working against your cause, and there are even rumors of a third group, undermining the other two. The Sons of Honor and the Ghostbloods have never gotten along, and now is no different. However, as people start disappearing from the city, you fear you might have to work together to solve the problem. Some of the disappearances are people you’ve never met and you think they might work for the other side, but others are people you know. Maybe the rumors are true. Maybe someone is trying to remove the other players in this politically manipulative game. Can you find them before they kill you too? The Teams There are three teams, spread between two factions. The members of each faction will not be publicly announced in the thread, but you will have an idea of who is on your team (more on that in a bit). Players’ alignments are not revealed upon death. Sons of Honor You’re a devout Vorin, and if you could go back to the times of old and bring the Hierocracy back, you would. In fact, you’re convinced that all you need to do is find the Voidbringers, because once they return, the Heralds will be back. And how can anyone deny Vorin dominance when their very gods are saving the people from the Desolation? Ghostbloods You’re a Ghostblood. Fascinated with the Desolations and the Parshendi, you’re not interested in causing another Desolation, and you certainly aren’t interested in another Hierocracy. You’d like nothing better than to stop the Everstorm and the Desolation from taking place, and you hope by being in Urithiru, you can have some effect in keeping it at bay. Diagrammists You believe in the Diagram written by King Taravangian. Devoted to bringing stability to Roshar, you’ve noticed that these two other groups, the Ghostbloods and the Sons of Honor, only seek to destabilize the political structures, making them easier to bend to their will. To stop them, you and a number of other Diagrammists have infiltrated the Ghostblood and Sons of Honor ranks, and you are intent to end their manipulations in Urithiru once and for all. You have one group kill per cycle and will have access to a Google Doc in which to conspire. The Roles To further your faction’s cause, you all have abilities that help you perform your tasks. Roles will be evenly distributed between the factions, and then randomly distributed among all faction members (including Diagrammists). Roles are not revealed upon death. Knight Radiants Amazingly, some of you have shown surgebinding potential and are well on your way to becoming Knight Radiants. With causes such as the ones you’re fighting for, you don’t expect to have any Radiants from Orders like the Windrunners, who rely far too much on honor, or the Skybreakers, who are driven by justice, which is something you tend to bend if it suits your purposes. However, not all the Orders are stuffy, and some of them are even pretty useful to your faction. Both factions have four Knight Radiants in their ranks, equally distributed between the factions. However, because there is only one Bondsmith in the game, the faction without the Bondsmith will get a random, fourth Radiant. Bondsmith - You’re all about uniting people under a common cause, and you believe your faction’s goals are the only way to bring about true unity in these trying times. You have access to the surges of Tension and Adhesion, but you can only use one per cycle. Tension - Each cycle, you can create a PM with one player. Send in your request to the GMs, who will set it up for you at the end of the cycle (accounting for any redirection and/or other blocking abilities). This PM can continue for as long as both participants are alive. Adhesion - Uniting people is what you do. Nothing brings you more joy than bringing two people together--particularly if those two people used to be enemies. You can choose two people each cycle, and on the following cycle, those two people must ultimately vote identically. The GM will PM the lucky two to tell them of this new, unbreakable (at least for a day) friendship. Edgedancer - You don’t care much for your faction's grand plans, but you figure that if you’re not there, the little details will get overlooked. Plus, you like putting your abilities to good use. You have access to the surges of Friction and Progression, but you can only use one per cycle. Progression - With the power of Regrowth, you like saving things, whether it’s making a nearly dead plant grow or healing an injured person. You can protect any player from one kill attempt each cycle, including lynch. However, you cannot save yourself. Friction - You’re so fast, you can sneak into someone’s private rooms, read all their messages, and get out before being seen. You can spy on all outgoing PM’s from one player per cycle. The recipient of the messages is not included. Lightweaver - A true artist, you’re less concerned about who wins and more concerned that such an historic time is documented. You’re still choosing to help out your faction, though, because what better way to make sure things stay interesting? You have access to the surges of Illumination and Transformation, but you can only use one per cycle. Illumination - redirect one random action from target to a different target Transformation - change a vote (including no vote) to another player Elsecaller - Some people might wonder why an Elsecaller, one of the more benevolent orders, is caught up in such schemes, but kindness is all based on perception, right? You believe your faction’s cause is what’s best for everyone, and you’ll do all you can to help people based on that belief. You have access to the surges of Transformation and Transportation, but you can only use one per cycle. Transformation - change the appearance (alignment and role) of a dead player for two cycles. Transportation - prevent any action on them that cycle--except lynches. (self-target) Other Professions Surgeon - You studied medicine in Kharbranth itself, learning at the best hospitals in the world. Your skills are second to none (although there are a few who are equally as good as you are). You can protect any player from one kill attempt per cycle, but you cannot protect yourself. Runner - Trained by one of the fastest messengers alive, you take pride in your speed of delivery. You’re among the fastest in Urithiru, making you a hot commodity. Each cycle, you can create a PM with one player. Send in your request to the GMs, who will set it up for you at the end of the cycle (accounting for any redirection and/or other blocking abilities). This PM can continue for as long as both participants are alive. Artifabrian - Although ardents are the only people allowed to use Soulcasting, it would, to say the very least, be rather naive to expect that rule to be strictly obeyed. As an artifabrian, you have engineered and experimented with a variety of fabrials in order to improve on your designs, some of which push the very boundaries of what is thought possible. Every cycle, you may pick a target. One random action that would affect the target comes to you instead. Ardent - As a member of the ardentia, you are a member of a key group in Alethi society. Being an ardent has its contradictions: while you are free from the customs and constraints governing each gender, your life is not your own; you are considered the property of a lighteyes, and are not permitted to own anything. More importantly, you have exclusive access to knowledge of Soulcasting and fabrials. Using this, you may change a vote (including no vote) to another player (or no one) each cycle. Cook - You learned your impressive culinary skills among the Horneaters, and you can cook a meal like these lowlanders haven’t ever tasted before. You know how to mask the most potent flavors in a dish, and occasionally, you’ve been known to use that skill for less-than-pleasant purposes. You’ve racked up quite the body count with some of your culinary surprises. Each cycle, you can attempt to kill any player. Veristitalian Scholar - For you, the past is never dead; it takes a clever mind to sift through the detritus to reconstruct history objectively--as things truly happened. Where historians seek to paint themselves in the most flattering light, you see yourself as a dispassionate seeker of the truth: for you know that in the past lies the answers to the future. Each cycle, you can research one of the dead to discover alignment and role. Explorer - You’ve been recruited by Dalinar to map out Urithiru. Spending your nights in the uninhabited regions of the lost city, you don’t see much other than your maps, and no one sees you either, until you surface in the morning. Every other cycle, you can prevent any and all actions targeting you, including lynches, from affecting you. Assassin - You’re a master assassin, and you have many skills at your disposal. You’re invisible when you want to be, you have a knack for learning the information you need to get into inaccessible places, and you see things others tend to miss. Unfortunately for you, your assassin services aren’t needed as much here in Urithiru, but that doesn’t mean you can’t use your other skills. You can watch a player any cycle, learning the identity of one random player who targeted them (regardless of whether the action succeeded or not) The Positions Every well-established group has a command structure. The Sons of Honor and Ghostbloods are no different. While not every member knows who all the others are, each one knows someone, and a few have even more knowledge. Positions are assigned randomly, with no distinction between loyal members of the faction and the Diagrammists. Thaidakar (Ghostbloods) and Restares (Sons of Honor) - You are the leader of your group. You know the identity of every member and the position they hold within. Commander - You report directly to your leader. As such, you know his identity. You also know the identities of the people who report to you. This is only a fraction of the members in the group though, as there are multiple Commanders. Captain - Reporting to the Commander, you know his identity but haven’t a clue who the leader is. That’s okay, though. You have enough responsibility as it is. You know the identities of a fraction of the Regular members. Regular - You’re just a regular member of the group, but that doesn’t mean you don’t get to have fun. You’re just as important as the others, except that you don’t quite know who’s on your side. You only know the identity of your Captain. Win Conditions Primary Win Condition Sons of Honor and Ghostbloods: Kill the Diagrammists Diagrammists: Kill everyone else. Secondary Win Condition Sons of Honor or Ghostbloods need to kill the other faction’s KRs. Each faction has four (only four Orders are in the game, but there is only one Bondsmith; the faction without the Bondsmith gets a random additional KR). The faction with the most KR’s alive if/when all Diagrammists are dead wins. The other loses. If both factions have an equal number of Radiants alive or all Radiants are dead, they tie and win together. Alternate Win Condition If an equal number of each team (Sons of Honor, Ghostbloods, and Diagrammists) is alive at any point in the game and the Bondsmith is still alive, the remaining players win together, united in one cause by the Bondsmith. All the dead players lose. Micellaneous Points of Order GMs: Wilson and Kasimir Order of Actions: Transportation/Explorer, Illumination/Artifabrian Assassin (starts watching) Progression/Surgeon, Tension/Runner, EC Transformation LW Transformation/Ardent, Friction, Adhesion Scholar Diagrammist kills, Cook Lynch Rollover Time: 9am MST/midnight SGT (4pm GMT) Number of Players/Role Distribution: In order for all roles to be in the game, there will need to be at least 26 players. This game can run on less, but not all the roles will be included, and we will not tell you which roles are not in the game. If there are more than 26 players, fantastic! Quick Links:
  4. It began with Doc Piffington, an outlaw who was a doctor, but not that Doctor. He was soon followed by the Doctor, who... was that Doctor. Then came Doctor McNinja, followed by Doctor Cloud' Wintre and myself, Dr. Nowko Lestibournes. And thus was a movement born. Soon, many had joined our ranks; eventually, we were nearly a dozen strong. In spite of this, we remained nebulous, loosely tied together by our shared doctorship. This could not stand. I came here to rally, to gather, and to unite us. We may have begun as a small sect of an insignificant outlaw gang on Scadrial, but we are well on our way to becoming so much more. Join the cause. Become a doctor! -------------------- About the Guild The Abundance accepts doctors from all walks of life; Good or evil, cosmere or reckonersverse, rich or upper middle-class. All that we require is a dedication to the pursuit of doctorliness. At the time of this writing, the Abundance allows for dual membership in all other guilds; as alliances shift and form, this may be subject to change. As doctors, we are constantly seeking to expand our learning. It is this quest that defines and unites us. Should you or your guild require information of a scholastic nature, we'll have it -- and if not, we'll find it. A sizeable number of our members are experts in the medical professions, and we thus extend this service as well: if you find yourself injured, diseased, poisoned, or otherwise inconvenienced by the fleshiness of your body, contact us, and we will do all that we can to restore you to health. Fees for the above services, or any others you may need, should be discussed with Dr. Rab Heatherlocke, our resident public relations aficionado. -------------------- The Rules of Guild ​Do no harm (unless you really, really want to). Don't ask for a second opinion -- yours is better anyway. Willful ignorance is never acceptable behavior for a doctor. Do unto others as you would have done unto them. One must be fashionable at ALL times to be a successful doctor. -------------------- Official Members Dr. Nowko Lestibournes (Wonko the Sane)............................Guild administrator, first official member Dr. Seixa* (phattemer)............................................................Guild honorificifier and secretary Doctor Cloud' Wintre (Winter Cloud)......................................Guild recruitment officer Doc Piffington (Lord Pifferdoo)...............................................Guild quartermaster, The First Doctor Dr. Rab Heatherlocke (Haelbarde).........................................Guild political advisor and diplomat Doctor McNinja (Clanky).........................................................Guild assassin and medical expert Doctor Walin (spencer12347).................................................Unassigned The Doctor (ostrichofevil)........................... ............................Guild spacetime expert, token minority Dr. Kipper (Kipper)..................................................................Guild bamboo and hemalurgy expert * The Honorable Sir Maestro Dr. Brightlord Seixa, Ph.D., M.D., LL.B., J.D., D.Phil., O.D., Psy.D., D.D.S., D.C., D.P.M., D.V.M., Pharm.D., N.D., S.J.D., Esq. NOTE: Guild positions listed above are tentative. More permanent positions will be decided and added at a later date. The origin of our illustrious brotherhood can be found here, in Sanderson Elimination Quick Fix 7.
  5. First of all, I know this isn't Sandersonian, and I'd like to explain myself. I wanted to build a game without preset factions, where people chose there own alliances and there was only one winner. Hunger games fit this pretty perfectly, and it is still book related. (please don't kill me) Day 1: The cornucopia. for each player's day one action, they will simply say whether or not they want to go for the cornucopia. There will be ten items in the cornucopia. If exactly ten players choose to go for the cornucopia, they each get one random item. If more than ten players choose to go for it, ten, chosen at random, will get random items, and the rest will die in the bloodbath. If fewer than ten players go for the cornucopia, the items will be divided up among however many there are, meaning that some players will get multiple items. The Items 1X bow 2X medical kit 3X throwing knives 1X Nightlock 2X Canteen 1X body armor The bow: If you have the bow, your attack's always successful. your attacks take two defenses to stop. Also, if you have the bow, your attacks happen before normal attacks (but still after knife/nightlock attacks) See "attacking" and "throwing knives" below. Medical Kit: If you have the medical kit and would die, you can use the medical kit to heal from your wounds and continue on. The medical kit is used up in the process. Throwing Knives: Are used to kill people. If you throw your knife at someone, they die. defending won't protect you from knives The knife gets lost once it is thrown. The knife can be used in addition to your normal attack. Knife attacks happen before normal attacks. See "attacking" below. Nightlock: Can be used to poison someone. This functions the same as throwing knives when used to poison someone. However, nightlock does have an additional use: If there are only two players remaining and one of them has nightlock, they can both win. Canteen: If you have the canteen, you are immune to the effects of dehydration. See "dehydration" below. Body armor: Helps protect you. It counts as if there was always an extra person defending you. Item limit: If you have more than three items at any time, you must immediately drop one of them. This happens before any actions in the next cycle Days 2-∞ All days after day one, your action will be simple: Attack ___ (with nightlock or knife if you have it and would like to use it) or Defend ____ EDIT: OR Give ____ to ____. Use this to give an item to another player. Attacking: Simply choose someone to attack. Anyone who has more people attacking them than defending them will die. the items they hold will be divided up among the attackers. If they die, all attacking people get credit for the kill (for purposes of end of game tiebreakers) Defending: Simply choose someone to defend. You can (and probably most often will) defend yourself. Defending does not protect from the bow, night-lock, or throwing knives. Dehydration: If no one dies during a cycle, the Game Makers get bored and cut off the water supply, making two random tributes die from thirst. muttations:there are 10 muttations loose in the arena. Each cycle the pack may attack someone at random. You can choose to attack the muttations. If you do, you kill one of them. If they are all dead, the muttation attacks stop. The odds of there being a muttation attack are directly proportional to the number of living muttations. For instance, if there are 8 living muttations, there is an 80% chance of a muttation attack. If there are five alive, there's a 50% chance etc. the number of living muttations will be revealed each cycle in the right up. Muttation kills count for 1/2 a kill for purposes of end-of-game tiebreakers. Endgame: If all remaining tributes would die during the same cycle (if, for example, there are two tributes remaining, and they attack each other at the same time) the winner is the one who had the most kills attributed to him/her during the game. The sponsors, impressed by their violence, give them a shotgun and they win. PMs: Are allowed, but limited. You can't do group PMs (only two participants) and you can only be involved in 3 PMs. EDIT: To start a PM with someone, first ask for it. Don't include any information in the original message as they may not accept or may be at their PM limit. If you don't want to be in the PM simply say "I decline." If someone starts a PM with you, and you are already at your PM limit. Simply reply "I'm at my PM limit." If you try to start a PM with someone and they're already at their PM limit, it doesn't count toward your limit of three total conversations. You can find someone else instead. The reasoning for this rule is that I want some of the game to happen in the thread. If a person you have a PM conversation with dies, it still counts as one of your three. You can't start a new one to replace it.also, please don't use the quote feature to prove what someone said to you via PM. This is considered cheating. I would prefer it if you include me in the PMs so that I can see what's going on and answer any rules questions, but you don't have to. Cycles: Should be 24 hours, unless something comes up in my life. Depending on how you guys play, this game might last anywhere from only a few cycles to several weeks. Sign ups: Will last until I'm satisfied with the number of players we have. If you have any questions, let me know. Final notes: Please don't try to make any promises based your honor or "I swear on the first edition of Elantris" or anything. Part of the game is that people don't know if you will keep your word. There is a decent chance that you will be betrayed, please don't take this personally. That should be it! Let me know if you have any major questions or concerns about the rules and may the odds be ever in your favor! Also, you can go ahead and pick your district and the gender of your character when you sign up. Taken roles: TMckeedee, male from 1. Ignis, female from 2. Joe, male from 2. Aaron, Male from 3. Ceni, female from 3 Al, Male from 4. Tessa, female from 4. Dam, male from 5. Melinda, female from 5. Ice, female from 6. Isana, female from 7. Mil, Male from 7. Salamander, Male from 8. Newan, Male from 9. Eolloe, female from 9 Tekon, Male from 10. Marge, female from 10. Dom, male from 11. Niobe, Female from 11. Ament, male from 12 Ashiok, Female from 12. Male options: 6 Female options: 1, 4, 7, 8 Write Ups:
  6. Hello everyone. We're going to be trying a new, quicker form of elimination game to supplement the main games. These Quick Fix games will run at different times from when the main games begin, and will take less than a week to complete. This will be the inaugural game! So we'll be keeping it nice and simple. Quick Fix games will be shorter in duration - you'll need to be able to post once in any 24 hour period to participate. Day and Night will run simultaneously in that period. There will be fewer special roles, and they will be more straightforward to make certain everyone gets a good grasp of the game. In a Quick Fix, Role playing is less important - you won't be making complex roles like for the main games. A core premise will be provided, and you will be given a character framework to work with. You may or may not choose to expand upon this character by filling in your own details as you go! Feel free to lie about them as well, of course. A full list of the basic ruleset for the Quick Fix games can be found here. Premise: For our first game, the premise will take place on Sel. The players are all gathered at a Duladel trading outpost - it is the end of winter, and late, inclement weather has snowed in the passes. Holing up in the small outpost, you prepare to last out the short winter. One morning, however, you awaken to the sound of horses braying. Confusion reigns briefly, until gathered outside, you witness a grisly scene - the outpost's freeholder has been nailed to the stable wall, his entrails gone, his stomach bloated with red dyed straw. The traces for the horses have been cut, and the stable is empty. The tracks lead off down the snow covered road, but no sign is visible. With no guards and no guarantee to make it to the next village safely in such unexpected conditions, you have no choice but to try to discover the identity of the killer - before they kill again! Day Rollover Time: 4pm GMT, Noon EST, 9am PST Roles: All Players: Must submit one vote via PM to the game master (Tempus), once every during every 24 hour period. These votes will be made public at the end of the period, and the most voted for player will be sent to die in the snow. Follower of the Mysteries: A follower of the Jeskeri Mysteries must send one vote via PM to the game master (Tempus) per 24 hour period in addition to their normal vote. The most voted for player will be sacrificed for their own mysterious purpose. Priest of Jesker: The Priest of Jesker is a learned man, and can identify the sacrifice of the Jeskeri Mysteries. A Priest will know the correct number of Jeskeri Mystery followers at game start, and may investigate one other player per day (by contacting the game master) to learn if they are a follower of the Mysteries or not. We're looking for a minimum of 8 players, and an ideal of 16. If enough players are gathered by the Rollover time this next Monday, the game will begin. If not, the game will begin on the following Friday. Sign up by leaving a comment confirming your attendance below! Quick Links: