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  1. Long Game 96: KKC in the Modern Age Important Note: There is an application system for this game. Please read the second post before signing up. Welcome to the University! Here are the full rules of the game. Please note that they are 30 pages long. This game is massive. However, we've compiled a "brief" (briefer?) summary for your perusal. Please read the summary at the very least, even if you don't read all 30 pages of rules. GMs: Wilson, Elbereth, ? (we're looking for a third, if anyone is interested) IM: Devotary Start Date: 7/26 7:00 PM Mountain Rollover: TBD Game Mechanic Basics Two factions: Students and Skindancers. Students must expel or kill all the Skindancers; Skindancers are a standard eliminator faction and must expel, kill, or drive insane all the students or destroy as many fields as starting Skindancers (and the fields must include Naming, Alchemy, and Archives). The Skindancer monthly attack is a sabotage, which drives the target insane. Cycles (terms) are 3 turns (months) long, and each month is 48 hours. Months are basically identical except that there are a few things that only take place during the first month of each term/cycle. OoA, in general: tuition/lodging (if the first month of a term), passive roleblocks, active roleblocks & stealing items, all other non-offensive actions, mechanical effects (the horns, filing EP, etc), offensive actions Voting: everyone has 2 votes (‘complaints’) per month, which contribute to players being brought On The Horns and receiving various punishments Action Periods: everyone has 1 general action period they can use for anything; being elevated in different fields may grant more action periods, up to 4. (In Imre you don’t have access to any action periods.) There are also passive actions, which don’t take an action period and can’t be roleblocked. Writeup / GM PM info: when you do an action, you’ll be told if you succeeded or failed (failure = roleblocked) and who you targeted, but nothing else. Writeups will announce who’s elevated (but not in what field unless it’s a Master elevation), if a field is destroyed, if people are attacked (if protected, the attacked player won’t be specified in the writeup but will be told in their PM) PMs: open, don’t require an action, can be group PMs, must include GM, please make a new one each turn. Application system: before the game you can submit music, art, or an essay to improve your musical stat, add an item to your inventory, or get higher field proficiency, respectively. Basic KKC Mechanics Social Class: each player is assigned one of five social classes, which determine your starting lodging, your starting money, and your stipend per term. (All currency is X talents, Y jots, and Z drabs, where each is 1/10 of the previous.) Each class has a couple additional effects specific to said class. Lodging: you must stay in one of the available lodgings each term, which each have a price and a particular effect. You must specify a lodging in the last month of a term, or you will stay on the Streets that term, which is not a pleasant place. There are two lodgings which allow you to stay in Imre the entire term (which usually you may only visit once a turn). Admissions: in order to go to University and gain University abilities, you must go through admissions and pay your tuition each term, which is specific to the player. You can affect your tuition for the next term in various ways (posting, PMing, voting, taking certain actions, etc) to reduce or inflate it. Insanity: you can go insane, either from a Skindancer sabotage or failing your Insanity Roll. Certain actions and abilities give you a bonus to your insanity roll for that turn, and if your roll + bonus is 12 or higher you will go insane. This bonus can be offset with Elevation Points if the player so chooses. When insane, you are nearly but not quite dead - you cannot post, PM, talk in docs, take actions, receive your stipend, etc. You must only wait and hope that you break out. Breakout: each turn, all insane players will have a small (usually 5%) chance of breaking out of the Crockery and returning to the game. This means you lose a rank and an ability, and can no longer learn new abilities or be elevated, but are otherwise entirely back to your previous state. The Horns: votes (complaints) contribute towards a player receiving Discipline Points, and having more than 5 Discipline Points (DP) results in going On The Horns. (Masters also assign DP, which is automatically spread among players with complaints on them until the Master becomes PC-controlled.) Players on the Horns are subject to various punishments (with the chance for harsher punishments increasing the more DP the player has accrued), from RPing a public apology to being roleblocked to being expelled. Expulsion: expelled students can no longer attend the University (duh) to complain, learn new abilities or be elevated further. They can also only PM or target non-enrolled students or students in Imre, and sabotages count as kills against them. The Arcanum There are nine fields at the University, each of which has certain abilities that you can learn by being elevated in them. You can choose which fields to study in by filing Elevation Points in your chosen field(s) each turn. The Master of each field will choose a player to elevate each month from among the players with EP in their field (when a Master is a NPC, they’ll choose randomly weighted with the number of EP each player has). Ranks: there are four ranks in the University. You start out with no rank, and then are elevated to E’lir, then Re’lar, then El’the (and finally Master). Your rank usually determines which abilities you have access to. Your level (the number of elevations you have in a given field) often determines how powerful your abilities are (and if you get additional action periods specific to your field). Gaining abilities: In Linguistics, Rhetoric & Logic, and Archives, you gain 1 ability, which is determined by your rank (e.g. if you’re elevated to Re’lar you gain the Re’lar ability in that field). In Arithmetics, Sympathy, and Physicking, every student has access to all abilities, but each ability increases in power depending on your level (i.e. how many elevations you have in that field). In Alchemy & Artificery, you have the ability to create all items up to your current rank (e.g. a Re’lar has access to E’lir and Re’lar level items), but items have different levels depending on your number of elevations in Alchemy/Artificery. Naming is weird Mastery: Masters are NPC-controlled until an El’the gains 15 EP in a field, at which point they become Master of that field. Masters have discounted lodging and tuition and cannot be brought on the Horns, and Master-level abilities in their field (even if they didn’t have all four elevations in the same field). They assign Discipline Points, choose who to elevate, but can no longer be elevated or learn abilities in other fields. Skindancer Masters can choose to destroy a field, at which point no one else can be elevated in it or learn new abilities from it. More detail on each field and its actions is given below the Imre section, for the curious. Imre Any player can go to Imre one month per cycle (or can stay in an Imre-specific lodging to be there for all three turns of the cycle). In Imre, you don’t have access to taking actions, but instead can visit various locations in Imre and do things there. The Eolian: you can try for your Talent Pipes once during the game, which are a +10 talents per turn item. You can also practice there to try to improve your musical stat before trying for your Pipes. Moneylenders: you can visit Devi or Giles to take out a loan. Devi gives higher loans with steeper interest, will take collateral, and will put a mommet with your blood on the Black Market if you default. Giles is only accessible by Cealdish Commoners or at the Grey Man, and gives smaller loans at much more reasonable prices. The Loaded Dice: gamble a certain amount of money on numbers of your choice, and if the GM rolls one of your numbers then you get a reward (proportional to the amount of money + the number of guesses). Certain social classes can get better odds here. Nox’s Apothecary: here you can buy certain items and services. Black Market: you can buy Bodyguards and Assassins here, and players can place and take contracts of all sorts (from ‘kill X’ to ‘give me a solution to the Collatz Conjecture’). Fields Linguistics: grants additional general action periods. Abilities are PM-related and granted depending on your elevation rank. Hand Delivery (E’lir) (passive): PMs to/from expelled players, cannot be spied on Mysterious Bulletins (Re’lar): anonymous writeup messages Bribe the Messenger (El’the): PM spying Linguistic Analysis (Master): detect if a player lied in your presence Arithmetics: all abilities are passive except for pickpocketing, and all accessible to all Arithmetics students. Reduced Interest (passive), with Devi and Giles Great Deals (passive), at the Apothecary and Black Market Decreased Tuition (passive) Pickpocket: steal some coins from someone targeting you Rhetoric & Logic: up to 3 Rhetoric action periods. Abilities are complaint-related and granted depending on your elevation rank. Argumentum ad Nauseam (E’lir): cancel someone’s vote(s) Proficient in Hyperbole (Re’lar): gain two additional votes Persuasive Arguments (El’the): change a vote to a different player Law of Contraposition (Master): redirect an action Archives: up to 3 Archives action periods. Abilities are mostly scans, and granted depending on your elevation rank. Omen Recognition (E’lir): determine if an event was Skindancer-caused School Records (Re’lar): learn what fields someone has been elevated in Banned Books (El’the): learn an ability from another field Fae Lore (Master): target a player and roleblock them only if they are a Skindancer Sympathy: all players have access to all actions. Actions have an insanity bonus based on level. Mommet-making: mommets are a 1-use item that roleblock the player they’re made for and cannot be roleblocked or redirected. Depending on level, this can be a random player, a player of your choice, or the (anonymous) cause of a kill/sabotage. Masters can use that last kind for a kill instead of a roleblock. Malfeasance Protection: create a binding between you and another student. Depending on level, this will copy all actions on you to the other student (and possibly vice versa), downgrade all negative actions on either of you, or transfer all actions on you entirely to the other student. Physicking: all players have access to all actions. Medica Emergency: next turn, no one will be able to target you (but you also won’t be able to take other actions, and may not be able to PM or vote) Medica Detainment: fully roleblock a player. Psychological Counseling: decrease someone else’s insanity bonus that turn (decrease is equivalent to number of elevations in Physicking) Cheating Death: protect another player from kills/sabotages (though you may only be able to delay the inevitable) Alchemy: gain an Item Creation period. (Note: items take two action periods to complete, and doing both in the same turn will mean you can’t do anything else.) The level of an Alchemy item is determined by how many elevations the user has. Alchemists can create any item at or below their current rank. Items have an insanity bonus on creation. Tenaculum (E’lir): destroy an item or cancel an action of your choice (random if you specify something nonexistent) Firestop (Re’lar) (passive): passively protect from heat-based malfeasance (mommets, bonetar, tenaculum, Fire naming actions) Plum Bob (El’the): drug a player and ask them up to 5 basic questions, which they must answer truthfully (unless and until they go into a rage, the chance of which is higher for each question asked) Bone-tar (El’the): destroy a lodging. Some chance (level-dependent) of it going volatile and killing half the players staying there. Artificery: gain an Item Creation period. (Note: items take two action periods to complete, and doing both in the same turn will mean you can’t do anything else.) The level of an Artificery item is determined at creation, by how many levels the creator has, and indicates how many uses the item will have. Artificerists(?) can create any item at or below their rank. Items have an insanity bonus on creation. Ward (E’lir): Detect a random action used on you and its level. Bloodless (Re’lar) (passive): protect from a sabotage. Thieves Lamp (Re’lar): steal 30% of a player’s money and half their items. Gram (El’the) (passive): protects from sabotages, kills, and malignant sympathy. Cannot be destroyed. Naming: Up to 3 Naming action periods. Namers start by learning the Name of the Wind, and learn further names by using their most recently-learned Name, and continue to learn Names even when expelled. Each Name beyond the first grants a passive (+1) insanity bonus per turn. Using more than one Name grants an additional insanity bonus on top of that. Names are not defined actions in the same sense as other field abilities, but just general areas which can be used singly or together to accomplish whatever you’re creative to come up with. If you plan to use a Name, get your order in as early as possible so the GMs can work with you on what exactly will or won’t work. Player List Matrim's Dice Kasimir The Known Novel Steeldancer JNV Wonko the Sane Archer Drake Marshall Ashbringer TJ Araris Valerian Szeth Pancakes Stink Sart Quick Links
  2. “Part of our story begins in the Court, as it welcomes the very first group of students...” “Hello, everyone.” An aged but powerfully built man stood at a podium, looking down at the strange assortment of humans and creatures that stood in the hall. “I am Sir Young, Dragonslayer, and one of the Founders of this place. I summoned you here because I wished to welcome you before classes begin. “Although Coyote has rent the Gillitie from our Court, and regular passage between the two is currently difficult, if not impossible, it is our hope that this institution will continue to serve as a place where humans and etheric beings can live in harmony and learn from each other. “Moreover--” “Is that so?” A voice spoke from the back of the crowd, scarcely loud enough for everyone to hear. To the left of Sir Young, a bored-looking man with close-cropped blonde hair suddenly stood at attention, reaching for something concealed beneath his cloak.. “Then what are you doing with the trees?” “They are being cleared to make room for additional lodgings and residential areas. Your lodgings, I might add.” “Is that all? This place that the Seed has created is enormous, and continues to grow despite Coyote’s intervention. It may well be larger than Gillitie Forest already. Surely we can find space for ourselves, somewhere in the expanse?” “...Coyote’s intervention?” There was a faint creak as the blonde man strung a longbow. The crowd shuffled away from the speaker, revealing a tall Anwyn. “Blast, I’m not supposed to know about that, am I? The way the Forest’s magic has begun to rebel against the Seed? Eh, it’s no matter, I suppose. I am not the only one Coyote sent to bring light to your misdeeds.” “What is the point of this? Why are you trying to reignite the conflict between our people? Is that not what Coyote created to gorge to stop?” “It didn’t stop you, did it?” The elf pointed towards the archer, accusing. Young glanced to his left and nodded, almost imperceptibly. “Steadman.” The Anwyn seemed enraged by the lack of response. “We know--” Between one heartbeat and the next, an arrow was drawn, nocked and loosed, as the Archer proved his name. Rik (Yitzi2), has died! He was an Anwyn! Day One has started. You have 48 hours to decide who you want to lynch and who you wish to represent you as Medium. Good luck. (Quick reminder, PMs cannot be sent during the day, unless you’re the Telepath.) Player List: Locke Tekiel (Orlok Tsubodai) Elbe (Elbereth) Budgie (A Budgie) Altea Meza (Crimsn-Wolf) Carrie Brule (Burnt Spaghetti) Clanky (Clanky) Anwir (Drake Marshal) Anansi (Metacognition) John (Winter Devotion) Small Large (Stink) Lyren (Droughtbringer) Shqueeves (Shqueeves) Pickle (asterion) Lopen (TheMightyLopen) Tarek (Randuir) BrightnessRadiant Ecthelion Quick Links:
  3. “Ooh, ooh, tell me a story!” Coyote pranced around the Court’s latest medium in a decidedly undignified fashion, body undulating in a way that was unsettling to the eye. “What sort of story?” “A story about me, of course! Those are always the best stories.” The god grinned widely, muzzle full of far too many teeth, all razor sharp. “Of course,” the medium agreed gravely, settling themselves on a nearby stump. “So which story will you tell?” Coyote nuzzled against the medium’s legs before rolling onto his back, demanding wordlessly that his belly be scratched. “Will you tell of how I placed the stars in the sky? Of how I hid the moon?” As the medium cautiously obliged Coyote with scratches, the god turned, snapping at their fingers, missing by only a hair. “Or will you tell of how I tore the Wood and Court asunder? Of how I trapped the Seed Bismuth, and made the humans know fear?” “I will not tell any of those stories, I think.” “But you must! Those are my favourites.” The air in the wood seemed to thicken. Strange shadows flickered at the edge of the medium’s vision, and Coyote let out a low growl, teeth growing longer, sharper, if that were possible. “I think you will like this one, once I have told it. It is a tale of your cleverness, your wisdom, your vengeance and your mercy.” The shadows abated, and Coyote’s form rippled, becoming smaller, less aggressive. A look of puzzlement replaced his former snarl. “That does sound like me. But I am not sure I know this story.” “It is an old tale, and not well known. It begins a few short years after you divided the Court from the Wood, and the Archer cursed the Annan Waters. Suspicion and fear ruled. “No one spoke of it, but the Court and the Wood were at war.” So, before we get started, this game is going to be a little unusual. This is not a standard Elimination game. This is not a Faction game. This is not a free-for-all. It’s a bit of all three. For this game, there will be two game threads, not one. One for the Court, and one for the Wood. Players can only communicate with or PM players in their respective threads, outside of special circumstances. (PMs are night only.) Likewise, there are two factions, Gunnerkrigg and Gillitie. In the Court thread, Gunnerkrigg is Village, and Gillitie Eliminator, and vice versa in the Wood thread. When one game ends, both do. Turns will have th standard 48/24 Day/Night lengths. Because of the nature of this game, and the source material, there are a few additional mechanics. The Test. Each player can, once in the game, choose to die. If they do, they will be resurrected into the other thread, given a random non-unique role and have a 60% chance to switch alignments (ergo, villagers will tend to stay villagers, just in the new thread, and elims will tend to stay elims.). Mediums, and Meetings. In addition to the lynch vote that each thread has each day, each thread also has a Medium vote, where a player can be given or stripped of the Medium role. Mediums may post/PM in both threads, and gain a neutral alignment, unless they are an Eliminator. Additionally, they can appoint a Guardian from their original thread. This Guardian gains either the Dragonslayer, or Protector of the Forest role, depending on their thread, and gains the win-con of ensuring their Medium’s survival. If the Medium loses their role, so does their Guardian. In addition to the powers the Medium had before, the appointed Medium gains the ability to call a Meeting. During a Meeting, there is only one thread, and all players can take actions on each other, PM each other, and they have a group lynch. The game cannot end during a Meeting. Meetings cannot be held concurrently. Again, given the nature of the source material, there are additional secret roles and mechanics that you'll have to discover as you play. These secrets do not belong to any particular faction. Roles: Forest: Hollow Faerie: Hollow Faeries cannot undergo the Test. However, if they are killed, they are automatically resurrected in the other game following standard rules. Regional Faerie: You have a small power over the Ether. While generally speaking you are harmless, you can be annoying. Target a player, any action they take has a 25% chance to fail, or any action taken against them has a 25% chance to fail. Air Elemental: Using your mastery over the air, you can PM one player of your choice during the day. Anwyn/Forest Elf: Although not the most Etherically powerful of Forest dwellers, you come from a strong people, and not many can boast your tolerance for alcohol. During the day, you can slip someone a glass of achewater, and they will pass out and forget to vote. Rogat Orjak: Despite appearances, you are not a dragon, and would much rather not be compared to one of those barbarians, thank you. Your large size allows you to shrug off most attacks, and makes your fellows reluctant to accuse you, even though you’ve assured them multiple times you’re quite nice, really. (Extra life, optional -1 vote at the end of the Day.) Shadowperson: One of the remnants of Coyote’s failed attempt to replicate humanity, you have no particular Etheric talents, but you are sneaky. You can follow a player at night and see what actions they take. Wisp: A masterful illusionist, you can convince anyone of anything. During the day, you can move one player’s vote. Ysengrin: A wolf spirit who is unswervingly loyal to Coyote, you have an enormously powerful etheric presence. (Kill/Protect) Unique. Reynard: A trickster-spirit, your etheric skills revolve around misdirection and illusion. (Redirect/Conceal[<-Coppercloud equivalent, blocks Shadowperson scan and vote manipulation, amongst other things.]) Unique. Protector of the Forest: Gifted enormous power by Coyote to protect your Medium, the very trees have become an extension of your being. In Gillitie Wood, you are all but omnipotent, although you feel your physical body atrophying. Kill, Protect, Roleblock, Redirect, Extra Life. Can use up to two actions each night, however, additional uses count towards atrophy. If they use three actions consecutively, they die. Powers weakened during Meetings (loses the extra action period). Unique. Court: Barrier Mage: You can attempt to protect a player each night. Although you will save them from death, there is a chance they will be injured, unable to place a vote or take actions next cycle. Witch: Each night you may cast a spell attempt to gauge a player’s intentions. (Basically an alignment scanner, albeit with a chance of failure.) Telepath: Each day, you are given the option to PM up to three random active players. Making Everything Boring: Any random effect always lands the way you wish it. Unique. (Note, requires specific targets, and knowledge of the random effects; cannot affect more than two things at once.) Demi Fire Elemental: One kill attempt per cycle; as with Barrier Mage, it cannot fail completely, but it can injure instead. Dragonslayer: Trained and warded to enhance your physical abilities to a superhuman degree, you are the greatest warrior of the Court. Two lives, kill/protect. Unique. Teleport: You can randomly swap two player’s locations, so that actions that would affect one instead affect the other. (Basically, trade actions that would target you for actions targeting a random other player.) Zeta: Officially speaking, you do not have a power. Unofficially speaking, you are very, very scary. 10% chance each Turn for you and a random number of others to be transported to a nightmarish alternate dimension. If this happens, you will all be put in a PM together for the turn, and be unable to speak in-thread. Each player taken has a 20% chance to die, or change alignments (alignments beyond the simple Court/Forest split...). Actions taken while Zeta’s role is in effect can have unpredictable results. Unique. Engineer: You specialize in building robots. You can send a drone to stalk a player, either listening in on their conversations or reporting back their actions. High failure chance. However, you can send this outside the Court. If you do, however, and it fails, the drone will attempt to take root, and you will be executed at the next Meeting. Etheric Scientist: While you have no talent with the Ether yourself, you’ve devoted all your time to studying it. Largely powerless on your own, although you can disrupt or enhance Etheric abilities. (Roleblock or remove failure chance of roles, Engineer excepted.) Miscellaneous: Hello everybody. This game is going to be run by me and @A Joe in the Bush; while we haven't quite finished finalizing things, one of us is probably going to take the Wood Thread, while the other takes the Court. Likewise, rollover time and game start are still up in the air, but a good bet puts the game start between the 8th and the 11th, and rollover at around 11PM central time. While I know this is a non-Sanderson setting, and not a super well-known one, at that, I'm hoping people will play. We'll need a lot for this game to last longer than a week or so. (Like, 28 minimum, preferred 30+). If you're interested in getting to know the setting a bit before the game, start here . (Or start here , and jump back to the beginning if it catches your interest. The beginning's a little rough.) I think Wilson's probably the IM, (since she knows too much. ) And there will be a spec doc available upon request, although I'd much prefer people play. (Seriously. If you're reading this, sign up. Doesn't matter if you've never played SE before, or if it's been a while, we could use the players.) And I think that's all, folks. EDIT: Game now has an official start time. Woooo! Player List: Locke Tekiel (Orlok Tsubodai) Marv (Hemalurgic Headshot) Straw (Straw) Elbe (Elbereth) Budgie (A Budgie) Altea Meza (Crimsn-Wolf) Araris Valerian (Araris Valerian) Tautali Laust (Megasif) Centaurus (Darkness Ascendant) Stick (Stick) Carrie Brule (Burnt Spaghetti) Koru (Doc12) Bart Allen (Flash) Clanky (Clanky) The Inspector (Paranoid King) Reginald Canuk (Dalinar Kholin) Sean (Polkinghornbd) Anwir (Drake Marshal) Anansi (Metacognition) Fess (Arinian) John (Winter Devotion) Jordren (Majestic) Small Large (Stink) Lyren (Droughtbringer) Shqueeves (Shqueeves) Pickle (asterion137) Rendren (cloudjumper) Kintas (Jondesu) Lopen (TheMightyLopen) Noah (Eternum) Tarek (Randuir) BrightnessRadiant Ecthelion Quick Links: (Note that there are separate threads, this is so the game is still readable afterwards. If we were to merge the two threads together then it would be pure chaos. Similarly, as of this game, we, the Mods, were unaware of a way to duplicate posts and thus merging the Meetings into one thread but not the other would also cause chaos and so were merged into this thread. There are posts/edits at the points where the threads change type so you shouldn't have too much trouble reading through. Hopefully.) Court: Forest: Meetings:
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