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  1. The Curse of the Koloss The Villagers watched in horror as it had done a thousand times before, the village of Tyrian Falls coalesced from the Mist around them. The buildings would change. The seasons would change. Even the people would change. What never changed was the fact that they were trapped in an endless cycle of bloodshed and destruction. As the sun crested the horizon, burning away the last wisps of mist and causing the village to finish solidifying, they could tell that, this time, it was late Fall. The ash falling from the sky was swirled about by the slightly crisp winds. Slowly, the memories of all the deaths and betrayals faded from the villagers’ minds. The only time that they remember that they had slaughtered each other hundreds of times over was when things would reset as they just had. Then, it would all come rushing back to assault them anew. But ignorance is bliss and they never remembered for long. Never long enough to realize what was happening. Never long enough to remember that there were Koloss coming for them. Never long enough to prevent it. Each time, they had to rediscover these things anew, including the fact that there were Spiked amongst them; plotting everyone’s destruction…. Wow. Three years. You guys are insatiable! How many people must you all kill before you’re satisfied? While the rest of the world was lamenting about 2016, I’d say that we all had a pretty awesome year with some amazing games. And it’s all thanks to all of you, our players. Thank you so much for signing up and playing and making these games the best around! Before we get into the rules for the AG this year (and even if you’ve read them from a previous game, you’re going to want to go over them again this time), an announcement of just one of the things that we’ll be changing for the upcoming year*. One thing that we noticed over this last year is that we’ve had a lot of Non-Sanderson related games this past year. We’ve traveled to Westeros, Temerant, Japan, Alera, Kanto, Mars, and Cyrodiil; though there might be others that I missed. This isn’t exactly a bad thing. We like being able to introduce people to new settings and this a great way to do it. But we’d like to focus this upcoming year to getting back to our roots. Games have gotten increasingly complex as well as the number of Non-Sanderson related works. So we’re limiting the number of Non-Sanderson games for the upcoming year to 3-4. This way, we’ll still be able to explore new series and new settings, but we’ll be able to really build the SE lore as well. And we’ve come up with a pretty fun way of deciding which Non-Sanderson games will be run during the next year, if I do say so myself! For those of you who either played LG2 or have read it, you’ll know that there was an addition in that game called Cosmetic Roles. These roles didn’t affect the game, but provided some fun ideas for people to play around with. We’ve expanded on the ones in that game and added them to this AG. Every player will not only need to sign up with a character, but they also either have to pick a cosmetic role from the list below or, pending GM approval, create one of their own. The players that followed their Cosmetic Role the best (chosen by the Mods) will be able to choose which Non-Sanderson related games will be ran in the upcoming year. They don’t have to use it right away. They could hold onto it for a fun game that they see in the Art of Game Creation thread or even run one of their own choosing. And that’s it! If you have any questions, please feel free to ask. On to AG 3! The Curse of the Koloss. *Keep an eye on the Q&A thread for more. We have some ideas we’ll be running by you guys that we think will greatly increase everyone’s enjoyment of these games. 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. This means you have a stockpile of metals. Perhaps that's why they targeted you in the first place. On the other hand, you have a large collection of metals. So you might be able to hold them off. ….Unless there’s someone (or a conspiracy of someones) out to undermine 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 instead. Why can't anything be easy? Roles: A new addition to the AG, this year everyone will also choose a Cosmetic Role when they create a character for the game. A Cosmetic Role does not affect the mechanics of the game in any way. They are there mainly for RP and entertainment purposes. If you’re not a big roleplaying person, that’s okay. There are ways to do a Cosmetic Role without a lot of RP or even just a couple sentences, so I don’t expect this to be too much of a burden for anyone. You can either choose one from the list we have below or you can create your own, pending GM approval of your Cosmetic Role. Have fun! Cosmetic Roles: We'll be starting on a Night round. 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). Also, this should avoid a lot of the typical Day 1 issues of people feeling like they have nothing to go off of on the first day. Order of Actions for the Night will be: -Smoker -Seeker -Lurcher -Coinshot/Kills Days will be 48 hours long and Nights will be 24 hours long. Rollover should be close to 11PM-12AM EST. No hints will be given in the write ups. Allegiance and Roles will be reveal upon death. And we're ready to begin! Sign ups will last a week, so we'll be starting on Jan 9th. Will this be the time that the curse is finally broken? Let's find out! Good luck! Quick Links:
  2. 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:
  3. It is the advent of industry on Scadrial. With developments in machinery and mass production, connecting the farthest reaches of the Elendel Basin is becoming easier than ever. To promote this era of revolution, House Gardre has developed and produced a new steam train, dubbed The Steelway Express. This locomotive is capable of pulling hundreds of passengers, as well as valuable supplies, to a choice destination. Of course, these “valuable supplies”, including several crates of gold and aluminum, are also the target of a group of bandits, who are not afraid to kill in order to have their way. Not only that, but they are unnaturally good with disguises… Not to worry! You and your fellow passengers happen to be rather adept in the art of inquisition. All you need to do is figure out which of the passengers in the car are the bandits, and kill ‘em off. Simple, right? The Game You are a passenger aboard The Steelway Express, being held hostage by the vicious group of bandits known as the Coinshot Clan. While reports of their Allomantic powers are suspect, they have a number of firearms, making them a force to be reckoned with. There are no special roles in this game; all players are either regular Passengers or Coinshot Clan members. The goal for the Passengers is to find the members of the Coinshot Clan amongst them and lynch them, while the goal for the Coinshot Clan is to outnumber the Passengers and take control of the train and its cargo. Cycles in this game are referred to as a “Stations” for RP purposes, and are 24 hours long. During each cycle, the passengers will discuss who they think is suspicious, and vote to lynch them upon reaching the next Station. Tied lynch votes will result in one of the highest-voted players being killed, randomly. One of the Coinshot Clan members will be selected each cycle to kill a target (with the kill action rotating in a repeating pattern). The Coinshot Clan does not get a google doc to communicate in, but can send 1 PM to the player making the kill each cycle (however, neither player can reply to this PM). Other PMs set up directly between players are not allowed in this game, but separate PM groups will be set up by the GM each cycle for every train car. Coins & Payment Actions Everyone will begin with a certain number of coins (which will vary from player to player). Every cycle that a player posts something (relevant to discussion), he/she receives one coin. One additional coin will be earned if that player has a vote placed on someone at the end of the cycle (regardless if their vote becomes nullified). Players may not give coins to one another (everyone’s too greedy to be charitable), and all coins are given to the conductor upon death (i.e. removed from the game). The universal usefulness of currency can come in handy. Each cycle, you may choose to spend coins to perform one of the following actions. The player making the Coinshot Kill may still perform a Payment Action. (Note that these actions occur before coin payouts each cycle.) Postal Service [1 Coin]: Hires a messenger, allowing you to send a message to the GM, to be anonymously delivered to the player of your choice after the cycle is over. Medical Service [3 Coins]: Targets another player, giving them emergency medical services in case they are wounded. If the target player was attacked, their death will be prolonged by one cycle, and the use of this ability will be shown in the write-up. If the player was not attacked, you still pay the 3 coins. A player cannot have their life prolonged for more than 1 cycle in a row. Assassination [? Coins]: Every few cycles (randomly determined), you will be informed that there is an Assassin that can be hired. Each player may bid a certain number of coins to have the Assassin kill a target player (you cannot choose to make the Assassin target no one). The player who bid the most coins has their kill go through, while all others who bid will have their coins returned to them. If it is a tie, and both players choose different Assassination targets, the Assassin will become conflicted and will make no kill. (Both players will be reimbursed if this occurs.) The Assassin kill takes place simultaneously with the Coinshot Clan kill. Seating Arrangements [2 Coins]: Allows you to choose which car you will be placed in for the following cycle, rather than being seated randomly. Choosing to be seated in the Vault Car costs 6 coins, rather than 2. Train Cars Each cycle, all players will be evenly split up into a number of different train cars. The car that a player will be placed in will be randomized, unless they use the “Seating Arrangements” action. Each train car will have its own separate PM group in which to speak, and all players in each train car will be able to participate in a certain activity, exclusive to that car (see below). Buffet Car: The Buffet Car is where players may bake foods, which some may consider a delicacy. In here, you may choose to bake a hearty meal for any other passenger in the Buffet Car (via PM to the GM), causing that passenger to unwillingly pay you 1 coin for your delightful culinary skills, unless they have no coins to give. All baked good transactions between players occur simultaneously at the end of the cycle. You will be informed of who baked food for you once the cycle is over. Passenger Car: The Passenger Car is supposed to be a place for passengers to relax, but during these shenanigans, tensions are rather high. Luckily, the conductor has come around with a gambling game that might cheer you up. (Then again, it might not.) Each player can choose to pay x number of coins, in the hopes of getting rewarded 2x coins at the end of the cycle. However, there’s a catch: the payout for everyone in the car will only go through if the total number of coins paid in the car is less than y coins (y varies from cycle to cycle). If the combined number of coins bet by everyone in the car is at least y coins, not only does nobody receive the payout, but the conductor takes all of the coins bet! Caboose: Here at the rear end of the train is a little car in which the people have big aspirations. All players in the Caboose may vote for any player in the Caboose PM. The player with the most of these votes is kicked off of the train, effectively role-blocking any actions and votes that they took this cycle (however, they can still be affected normally by other actions taken against them). In the case of a tie in votes, one of the top-voted players is randomly selected to be kicked off of the train. The player who was kicked off will not be revealed in the write-up. Vault Car: While it might not have the most scenic view, the Vault Car allows passengers to travel in relative comfort and security. Players inside of this car are immune to all actions taken by players outside of the Vault Car (excluding the lynch vote). Players inside may still use actions on players outside of the car. Unlike the other cars, players are not randomly placed into this car. Instead, they must pay 6 coins in order to take a turn in the Vault Car. Action Sequence Caboose role-block→Payment Actions (except Assassination)→Coin Payouts (including Buffet & Passenger Cars)→Lynch→Kill Actions So, welcome to QF 8! I'm sure you're all surprised to see a Mistborn game without any Allomancy; I felt like changing things up a bit. Signups for the game will conclude on Saturday, June 20th. If you have any questions/clarifications about game rules, please don't hesitate to ask! Also, if you cannot join the game for whatever reason, but wish to watch, PM me if you would like to join the Spec doc. As this is a QF, there won't be any need for pinch-hitters in this game. Player List Write ups:
  4. Twas the night before Christmas and all through the forum. There were exasperated sighs and feelings of boredom! They hit the refresh button for what felt like the thousandth time, They were looking for something entertaining, something sublime! When to what should their wandering eyes should appear, But a game about treachery, death, mayhem, and fear! Huzzah! They exclaimed as their blood lust started rising. They clicked on it quickly, their characters they started devising. It was a Christmas miracle, this game showing up on the site. So Merry Christmas to all and to all a good fight! It's been almost a full year since I started the first game of Sanderson Elimination here on the 17th Shard and what a year it has been! 19 games already and so many new formats and new roles and new systems! You guys have truly made this unique from any other variation of Mafia/Werewolves out there! On top of that, for a game that encourages lies, manipulation, deceit and not just a little bit of blood lust, for the most part, you've all been very cordial and respectful towards each other. You are all truly gentleman killers! I want to thank each and every one of you for being a part of these games and for all the enjoyment I've gotten out of running and playing these games beside you. These games wouldn't exist without all of you and you're all amazing in my book! So, in light of it being our first year together, I thought it would be fun and interesting to go back to our very first game together and see how much has changed since then! To show how far everyone has come since those early, naive days. So here's to one full year of Sanderson Elimination! I hope you've all had as much fun as I have and here's to many more years to come! ---------------------------------------------------------------------------------------------------------------------- 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! --------------------------------------------------------------------------------------------------------------------- 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? THUG: They can survive a single attack. If they are killed during a night or day cycle, they survive and this will be revealed in the write up. If they are attacked again, they die; finally. TINEYE: They are messengers and are capable of writing messages to the town while remaining anonymous. Each night, they can send a message to the Game Master. He will then post it within the write up at the end of the night. As long as the Tineye is alive, players can send Private Messages back and forth. Once he dies, he can no longer deliver messages, so no more PMs. SMOKER: The Smoker is undetectable and he can extend this power to one other person each night. If scanned by a Seeker, the smoker or the person encompassed within his coppercloud will show up as nothing. Alternatively, the Smoker can turn his coppercloud off. This would allow them to be scanned. In addition to being undetectable by the Seeker, the Smoker and his target are unaffected by emotional Allomancy. As long as the Smoker is using their coppercloud, the Soother and Rioter cannot change their votes. SEEKER: The Seeker can sense when someone is burning metals. In fact, he/she has gotten so good that they can tell whether someone is spiked or not! Once per night, the Seeker can target someone to learn their abilities and alignment. COINSHOT: The Coinshot does what they do best. They push metals around; specifically into other people's bodies. Once per night, the Coinshot can target a person for death. Unless otherwise disrupted, that person dies. LURCHER: Where the Coinshot pushes, the Lurcher pulls. Once per night the Lurcher can target someone and that person will be saved from death. SOOTHER: Their ability to dampen emotions puts them and the Rioter in a very special position. During any time during the day round (up until the round ends), they can negate one person's vote. The change will be anonymous, but since I will be posting voting results at the end of each day, those that are observant should be able to tell whose votes were changed. RIOTER: The Rioter works in a similar fashion as the Soother, except once during the day round they can change one person's vote. Using this power does nullify their own vote though. They are still capable of voting, but their vote will not be counted. The change itself will be anonymous, but since I will be posting voting results at the end of each day, those that are observant should be able to tell whose votes were changed. MISTBORN: The Mistborn have the abilities of all of the above, but will only be able to use one per cycle. At the beginning of every night, the Mistborn will be told which ability they have and it's the only ability they have until the next night. REGULAR VILLAGERS: You have no special powers, but you still get a vote every day. Who knows? Perhaps you were meant to be the one to save the town! Not all stories are about the strongest people in a group. SPIKED: Beyond possibly having one of the above roles, you can hear Ruin talking to you. He's told you who else in the town is spiked and together you're to keep the town from mounting a defense before the Koloss arrive. In return, you will be spared. Your goal is to kill one person per night until you outnumber the villagers. -------------------------------------------------------------------------------------------------------- I've made only the slightest of changes to account for our experience. There are no safe roles and depending on how many people decide to sign up, there might be more than one Mistborn! Everything else has stayed the same. We'll be starting on a Night round (sorry to whomever 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! Sign ups should last for about a week from now, so we won't actually be starting until after Jan 1st, but soon after. Let the mayhem begin! Player List Lord Pifferdoo: Baron von Piffertiff the Third (The 1%) Village Soother The Only Joe: Joe (Metallurgist) Regular Villager Mailliw73: Maill (Cobbler) Village Tineye Dominic 1994: Dom (Retired Hazekiller) Regular Villager McKeeDee123: Melend Venture (Stranded Nobleman) Spiked Mistborn Eolhandras: Eoladdin (Town Lunatic) Village Mistborn Kasmir: Karnad (Courier) Regular Villager Little Wilson: Wilson (Town Messenger) Village Lurcher Winter Cloud: Cleo (Metallurgist Apprentice) Village Smoker Alvron: Vron (Alchemist) Village Soother JasonPeng: Peng (Crazy Old Man) Regular Villager Seonid: Senn Conrad (Minor Nobleman) Spiked Lurcher Lightsworn Panda: Jain (Traveler) Village Rioter Renegade: Rent (Lord of the Lands) Village Tineye Ashiok: Ashette Cett (Young Noblewoman) Regular Villager Newan: Newan (Wannabe Hero) Village Smoker Herowannabe: Herwynbe (Terris Steward) Village Coinshot Lord Claincy Ffnord: Clancy (Storyteller) Spiked Smoker Arasis Valerian: Aralis (Skeptical Elderly Grump) Village Seeker Dowanx: Ament (Tailor) Regular Villager Jasnah Damodred: Damon Shan (Worldhopper Who Hates Cookies) Village Thug OstrichofEvil: Lord Ostrich Maliscei Tekiel (Glass Merchant) Regular Villager A Smart Guy: Satrams (Nervous Bartender) Village Smoker Unodus: Odustren Kuethershud (Painter) Spiker Rioter Wyrmhero: Wyra (Female Smith Apprentice/Brawler) Village Thug Weiry Writer: Riew (Skaa Repairman) Spiked Smoker Macen: Larry (Balding Middle-Aged Man) Regular Villager Sarcomere: Recco (Pizza Flinging Foreigner) Village Soother Quicklinks
  5. The setting: Tired of being oppressed by the nobility, Cryus, a Mistborn skaa, led escapes from several major plantations. You were among the escapees. He gathered the skaa, and together you founded a self-sufficient remote village in the eastern dominance. You named it Blackwater after the nearby river that is always a dark greyish black color because of the ash. After fourteen peaceful years, suddenly people are being killed under mysterious circumstances. Cyrus has called a town meeting in his hovel to discuss the murders. If you want to play, make a post with at least your in-game name and a village role, such as cobbler or farmer. The roles: THUG: They can survive a single attack. If they are killed during a night or day cycle, they survive and this will be revealed in the write up. If they are attacked again, they die… finally. TINEYE: They are messengers and are capable of writing messages to the town while remaining anonymous. Each night, they can send a message to the Game Master. He will then post it within the write up at the end of the night. As long as the Tineye is alive, players can send Private Messages back and forth. Once he dies, he can no longer deliver messages, so no more PMs. SMOKER: The Smoker is undetectable and he can extend this power to one other person each night. If scanned by a Seeker, the smoker or the person encompassed within his coppercloud will show up as nothing. Alternatively, the Smoker can turn his coppercloud off. This would allow them to be scanned. In addition to being undetectable by the Seeker, the Smoker and his target are unaffected by emotional Allomancy. As long as the Smoker is using their coppercloud, the Soother and Rioter cannot change their votes. SEEKER: The Seeker can sense when someone is burning metals. In fact, he/she has gotten so good that they can tell whether someone is spiked or not, or even if they are a feruchemist! Once per night, the Seeker can target someone to learn their abilities and alignment. COINSHOT: The Coinshot does what they do best. They push metals around; specifically into other people’s bodies. Once per night, the Coinshot can target a person for death. Unless otherwise disrupted, that person dies. LURCHER: Where the Coinshot pushes, the Lurcher pulls. Once per night the Lurcher can target someone and that person will be saved from death. Lurchers can target themselves. SOOTHER: Their ability to dampen emotions puts them and the Rioter in a very special position. During any time during the day round (up until the round ends), they can negate one person’s vote. The change will be anonymous, but since I will be posting voting results at the end of each day, those that are observant should be able to tell whose votes were changed. RIOTER: The Rioter works in a similar fashion as the Soother, except once during the day round they can change one person’s vote. Using this power does nullify their own vote, though. They are still capable of voting, but their vote will not be counted. The change itself will be anonymous, but since I will be posting voting results at the end of each day, those that are observant should be able to tell whose votes were changed. MISTBORN: They have the abilities of all of the above, but will only be able to use one per cycle. At the beginning of every night, the mistborn gets to pick which allomantic ability they get until the next night. The mistborn cannot choose that same ability until they have used all the other abilities at least once. CONNECTOR (DURALUMIN FERRING): A connector can store their influence. During the day cycle, they can choose to make their vote not count. If they do, they can later tap it to make their vote count extra. The connector can store any amount of influence, but can only tap it once per day cycle. In other words, they cannot make their vote count more than double. BLOODMAKER (GOLD FERRING): A bloodmaker stores health. During each night cycle, they can store health. This makes them extremely fragile during storage, and they have a one in ten chance of dying of something boring, like a cold or falling off a stump, but later they can tap their goldmind to survive attacks. Tapping a goldmind will last through the night and next day cycle, but will only allow the bloodmaker to survive one attack. The charge in the metalmind is lost whether or not the bloodmaker is attacked. REGULAR VILLAGERS: You have no special powers, but you still get a vote every day. Who knows? Perhaps you were meant to be the one to save the town! Not all stories are about the strongest people in a group. SPIKED: Beyond possibly having one of the above roles, you can hear Ruin talking to you. He’s told you who else in the town is spiked and together you’re to make sure everyone dies. In return, you will be spared. Your goal is to kill one person per night until you outnumber the villagers. Special note: no matter if the Tineye is alive or dead, people who are Spiked can communicate to each other in the spiked google doc. Notes: 1) these game roles are very similar to the roles for game 1, in the wake of the koloss, but there are some major changes. They are in bold. 2) This game probably won’t start fully until after Devil’s Den ends, but a lot of people seem to be eager to sign up, so here you go. 3) I apologize in advance that the write ups won't be as good as meta's 4) There are no 'safe' roles in this game. The spiked could have any role. List of Villagers: Gamut - Ex-pirate. Jack-of-all-trades Clan - Grumpy old farmer deceased spiked tineye Joe - Town Metallurgist Maw - Middle-aged farmer Meta - Wannabe Detective Bartson - Tavern owner deceased mistborn Alon - Traveling Tradesman deceased regular villager Wark - Scarred *Hopeless Drunk Selvar - Town *THE Doctor Asp - Town Peddler deceased spiked mistborn Lents - Town Tinker Dane - Fake Noble Raubber - Town Undertaker Erendi - Liar with a mysterious past deceased spiked Xaneth - Shady Wanderer *Professional Spy deceased connector Mac - Town Giant deceased villager Dyrii - Master Thatcher deceased seeker Arst - Town Warrior deceased spiked seeker Forage - Master Merchant (maybe Worldhopper) deceased smoker Vizinni - A Foreign Lord Mabi - Town Seamstress Chidden - Young Hero thanks for the list, gammut Quick Links:
  6. Ah, Urteau; your home. Sure, things haven't been the same since the Lord Ruler died, but ever since Straff Venture went off to conquer Luthadel, your thieving crew has thrived. Where once you were just a no named crew, barely surviving in the Harrows, now people call you Kalling's Crew. Named after the ashmount nearest to the city, you've blanketed the town in crime sprees and cons. Recently, your leader, Modeft has called the crew together for a new job. He's calling it the heist of a life time and he may be right. It may cost all of you your lives if the Inquisitors catch wind of it.... The Roles Similar to the first game, there will be the 9 typical roles. Where this game is different is that there is only one evil role, The Inquisitor. THUG: They can survive a single attack. If they are killed during a night or day cycle, they survive and this will be revealed in the write up. If they are attacked again, they die… finally. TINEYE: They are messengers and are capable of writing messages to the town while remaining anonymous. Each night, they can send a message to the Game Master. He will then post it within the write up at the end of the night. As long as the Tineye is alive, players can send Private Messages back and forth. Once he dies, he can no longer deliver messages, so no more PMs. SMOKER: The Smoker is undetectable and he can extend this power to one other person each night. If scanned by a Seeker, the smoker or the person encompassed within his coppercloud will show up as nothing. Alternatively, the Smoker can turn his coppercloud off. This would allow them to be scanned. In addition to being undetectable by the Seeker, the Smoker and his target are unaffected by emotional Allomancy. As long as the Smoker is using their coppercloud, the Soother and Rioter cannot change their votes. SEEKER: The Seeker can sense when someone is burning metals. In fact, he/she has gotten so good that they can tell whether someone is spiked or not! Once per night, the Seeker can target someone to learn their abilities and alignment. COINSHOT: The Coinshot does what they do best. They push metals around; specifically into other people’s bodies. Once per night, the Coinshot can target a person for death. Unless otherwise disrupted, that person dies. LURCHER: Where the Coinshot pushes, the Lurcher pulls. Once per night the Lurcher can target someone and that person will be saved from death. SOOTHER: Their ability to dampen emotions puts them and the Rioter in a very special position. During any time during the day round (up until the round ends), they can negate one person’s vote. The change will be anonymous, but since I will be posting voting results at the end of each day, those that are observant should be able to tell whose votes were changed. RIOTER: The Rioter works in a similar fashion as the Soother, except once during the day round they can change one person’s vote. Using this power does nullify their own vote though. They are still capable of voting, but their vote will not be counted. The change itself will be anonymous, but since I will be posting voting results at the end of each day, those that are observant should be able to tell whose votes were changed. MISTBORN: There will only be one Mistborn. They have the abilities of all of the above, but will only be able to use one per cycle. At the beginning of every night, the Mistborn will be told which ability they have and it’s the only ability they have until the next night. UNSNAPPED: You are a Regular Villager, except you have a latent ability hiding inside of you. In the chance that a Misting is converted into a Spiked player, you'll finally recognize your true potential and snap into your allomantic powers. You will inherit the abilities of the converted allomancer, although there is a 25% chance of getting a different one. There is also a 10% chance that you will snap eventually anyways. Every night, the GM will roll to see if you snap. If you do, the power you get will be assigned randomly. REGULAR CREW MEMBER: You have no special powers, but you still get a vote every day. Who knows? Perhaps you were meant to be the one to save the town! Not all stories are about the strongest people in a group. INQUISITOR: Somehow, you've managed to hide amongst the crew. You must have a very good (and very large) pair of sunglasses. Like the Mistborn, there's only one of you, but whenever a Misting dies, you can convert a different player to your side with the role of the dead Misting. You can only do this with the freshly dead though, so the conversion must happen during the very next night turn. To aide you in quest, Ruin has granted you [X] number of special abilities. The number of these abilities will depend on how many players are in the game. To convert another player, you need a dead Misting and one of your Ruin granted abilities. Your target will have a 50% chance to gain the powers of the dead Misting and your Ruin granted power will be used up. The sacrificed power will then be revealed to everyone. If you give up your final Ruin power, you will die. You cannot convert the Mistborn. Cosmetic Roles These are additional roles that players can take on at their own discretion. They do not affect the game play in any way other than to modify how the player posts. If you come up with your own role, feel free to suggest it. There is no penalty for not using one. These are here for your enjoyment, not to be a deterrent. High Imperial - Wasing the wanting of speaking in High Imperial. You must use it at least somewhere in your posts. Note: you do not have to use it for every sentence and you still need to be mostly intelligible. Survivor Priest - Kelsier wasn't just a famous crew leader for you. Perhaps you were in Luthadel during the riots. Perhaps you saw him come back. Regardless, you're a believer and must make reference to the Survivor or the Survivor religion in each post. Drunk - You're never far from a bottle. Heck, sometimes you sleep with one curled in your hands. The reason you drown yourself in alcohol is your own, but within every post, you need to slur some of your words and/or appear to be drunk in some fashion. Cassanova - Good looks are such a curse; one you know all too well. While you didn't ask for it, to you, it's obvious that you are the best looking person ever and you won't let anyone forget it. In every post, you need to remind everyone of what a heartbreaker you are. The Jaist - Somehow, somewhere, you heard about Jaism and knew it to be perfect for you. Now that the Lord Ruler is gone, you've taken up the mantle of this lost religion and in Jaist fashion, you frequently mention your faith. You must end your posts with "Praise the Ja." And that's Game 2! Please state the name of your character (again, please keep it somewhat close to your username) and your role in the crew! I'd like to get around 25 players for this game, but we'll see how many sign up and I'll adjust accordingly. Once I have an idea of how many players I'll have, I may or may not give out the exact number of each role in the game. I will tell you if a role is absent from the game though. If you have any questions or comments, feel free to ask either here or in a PM! Let the Chaos begin! The Players 1. Gamma Fiend- Gamon (Casanova Spiked Soother 2. Bartbug - Barty Spiked (Madman) Tineye 3. Windrunner - Windrunner (Fall Guy) Thug 4. WeiryWriter - Weiry (Lookout) Lurcher 5. Awesomeness Summoned - Wes (pickpocket) Coinshot 6. 213 - Digits (Doctor) Regular Crew Member 7. Simmingly - Shimble Leice (Minor Noble) Coinshot 8. PorridgeBrick - Ridge (Rigger) Seeker 9. Alvron - Vron (Alchemist) Smoker 10. Serendipity - Seran (Reformed Assassin) Thug 11. Kurkistan - Kurki (Knife Guy/Jaist) Regular Crew Member 12. Aether - Aether (Priest of the Survivor) Thug 13. LoganMathewJohnson - Mathieu (Faux Noble) Regular Crew Member 14. AonarFaileas - Aonar (Ex Hazekiller) Spiked 15. Princess - Cessie (Noble Woman) Inquisitor 16. Herowannabe - Herwynbe (Ex Terris Steward) Tineye 17. Dyring - Dyring (Innkeeper Front) Lurcher 18. Edgedancer - Eddy (Bouncer) Regular Crew Member 19. Lord Claincy Ffnord - Ffnord (Stealth Expert) Regular Crew Member 20. Quiver - Lord Ollivier (Obligator) Spiked 21. Mailliw73 - Maxill (Young Recruit) Soother 22. Robot Aztec - Roban (Bartender) Regular Crew Member 23. Little Wilson - Wilson (Messenger) Spiked Coinshot 24. JasonPenguin - Peng (Orphan) Mistborn 25. Sivertongue - Shiv (Cutpurse) Lurcher 26. Leonardus - Lam (Body Sweeper) Regular Crew Member 27. Grayv - Grave (Twixt) Rioter 28. Luckcat - Lucy (Paranoid Urchin) Seeker 29. Aspren - Aspren (Supplies Manager) Smoker Quick Links:
  7. So there's a game that I've played on one of the other forums I visit that I think you guys might enjoy. It goes by many names, but it's basically an elimination game. It's a game of bluffs and mystery. Lies and manipulation. How well can you fool your fellow 17th Sharders? How long can you survive? The way it plays is, you have a group of people (villagers, as they're typically called) and some of them are actually enemies, but no one knows who. It is turn based, following a night/day schedule. At the end of each turn, the Game Master (me, in this case) will do a write up that details what took place during that night or day turn. The objective is for the villagers to kill all of the enemies or for the enemies to outnumber the number of villagers. How It Works The game is split into two sections, Day and Night. Each of these periods typically last somewhere between 24-48 hours in length, depending on how much time everyone wants. The game starts with the beginning of the first Night. During the Night, players use their night actions (when their character has them) by a Private Message to the Game Master. There will be x enemies (depending on number of participants), and the rest will be villagers. The enemies get to try to kill one person per night. The enemies will know who all the other enemies are and the villagers have no knowledge of who anyone else is when the game begins. Night ends with me posting a report of who was killed, and perhaps hints at any other events that happened, if they are relevant. During the Day, Once the killings are done, it becomes Daytime, where all players hold a "town meeting" to discuss amongst themselves who might be the enemies. This means they will debate openly in the game thread, votes are placed and one person is killed off. Voting is done by stating who you want to be killed and posting it in red. If you change your mind, you have to rescind your previous vote in green before you can vote for someone else and then can vote for someone else again in red. Players holding Special Roles must be careful in persuading other members to vote without revealing themselves (or they might be targeted next round by the surviving enemies). Once the vote is decided (either by majority or the time is up), the player is killed and their alignment and role is revealed, if they had a role.* If there is a tie, no one is killed. *This isn't always the case, but considering this is our first game, I figured it should be as open as possible. Then the cycle starts over until either all the enemies are killed off or they outnumber the villagers. Obviously, as I already stated, it is a game of obfuscation and lies. The enemies are trying to fool everyone during the day round into killing one of their own and keeping themselves hidden, while everyone else is trying to find and kill off the enemies before they outnumber the villagers that are left. For the game to be entertaining though, you have to follow fair play rules. As an example, you can't use anything from the Game Master to prove you are a villager, like showing my Private Messages to other players, nor show Private Messages from other players. You can lie within the game however. For example, You can say "Player X messaged me saying he is a 'Special Role'. I don't believe him." whether it's true or not, but you can't show any print screen or proof of anything related to game mechanics. Similarly, you can't use your forum or real life friendship to guarantee to someone that you are speaking the truth. The lack of information, the bluffing, the lies are part of the game. So that's the general concept of the game. Hopefully you guys are intrigued by the idea, because now I'm going to make it Sanderson style and show you what I mean by Special Roles via those that I'd like to use in this game! So without further ado: Mistborn Elimination! Oh no! Koloss have begun advancing on your 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! --------------------------------------------------------------------------------------------------------------------- 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? THUG: They can survive a single attack. If they are killed during a night or day cycle, they survive and this will be revealed in the write up. If they are attacked again, they die… finally. TINEYE: They are messengers and are capable of writing messages to the town while remaining anonymous. Each night, they can send a message to the Game Master. He will then post it within the write up at the end of the night. As long as the Tineye is alive, players can send Private Messages back and forth. Once he dies, he can no longer deliver messages, so no more PMs. SMOKER: The Smoker is undetectable and he can extend this power to one other person each night. If scanned by a Seeker, the smoker or the person encompassed within his coppercloud will show up as nothing. Alternatively, the Smoker can turn his coppercloud off. This would allow them to be scanned. In addition to being undetectable by the Seeker, the Smoker and his target are unaffected by emotional Allomancy. As long as the Smoker is using their coppercloud, the Soother and Rioter cannot change their votes. SEEKER: The Seeker can sense when someone is burning metals. In fact, he/she has gotten so good that they can tell whether someone is spiked or not! Once per night, the Seeker can target someone to learn their abilities and alignment. COINSHOT: The Coinshot does what they do best. They push metals around; specifically into other people’s bodies. Once per night, the Coinshot can target a person for death. Unless otherwise disrupted, that person dies. LURCHER: Where the Coinshot pushes, the Lurcher pulls. Once per night the Lurcher can target someone and that person will be saved from death. SOOTHER: Their ability to dampen emotions puts them and the Rioter in a very special position. During any time during the day round (up until the round ends), they can negate one person’s vote. The change will be anonymous, but since I will be posting voting results at the end of each day, those that are observant should be able to tell whose votes were changed. RIOTER: The Rioter works in a similar fashion as the Soother, except once during the day round they can change one person’s vote. Using this power does nullify their own vote though. They are still capable of voting, but their vote will not be counted. The change itself will be anonymous, but since I will be posting voting results at the end of each day, those that are observant should be able to tell whose votes were changed. MISTBORN: There will only be one Mistborn. They have the abilities of all of the above, but will only be able to use one per cycle. At the beginning of every night, the Mistborn will be told which ability they have and it’s the only ability they have until the next night. REGULAR VILLAGERS: You have no special powers, but you still get a vote every day. Who knows? Perhaps you were meant to be the one to save the town! Not all stories are about the strongest people in a group. SPIKED: Beyond possibly having one of the above roles, you can hear Ruin talking to you. He’s told you who else in the town is spiked and together you’re to keep the town from mounting a defense before the Koloss arrive. In return, you will be spared. Your goal is to kill one person per night until you outnumber the villagers. Special note: no matter if the Tineye is alive or dead, people who are Spiked can communicate to each other through whatever means they see fit (Google Doc has worked out for some of the groups I’ve played with quite well in the past). ---------------------------------------------------------------------------------------------------------------------------------- I’ve color coded the groups, as it would be unfair (and in some cases useless) for those that are Spiked to have certain abilities. Depending on how many people want to play and on randomness, there may be more than one of some of the roles. Or there may be none of another. If there are no Tineyes, I will state as much at the beginning of the game. Green means that the role could belong to either the Villagers or the Spiked, Blue means that they are definitely Villagers and Red means that they are, of course, Spiked. So that’s it! What do you guys think? Is this something you’d like to try? If you would, just respond by saying you’d like to play and give yourself a name and role within the town. Roles like, Mayor or Barkeep or Innkeeper or Town Drunkard. Have fun with it and feel free to come up with some history for your character. Please, for the sake of simplicity though, keep your name close to your username. For example, if I were playing, I might call myself Meta: the innkeeper who is always spying on guests through the keyhole. I waited until now to post it because I didn't want to interfer with anyone's holiday plans, so this won't actually start till after New Years, but I figured we could start getting people signed up, if this is something everyone would find interesting. I’d like a group of around 14-16 people to start with, but if we get more, I won’t complain. Once we get enough people, I’ll do a write up to set the scene and then the first night will start. At that time, I’ll send out PMs to everyone with their roles as well. Feel free to ask any questions you might have either through PMs or on here and I’ll answer them as soon as possible. Thanks! Quick Links to the Beginning of Each Turn
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