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Found 13 results

  1. Highprince Sadeas, I note with mild displeasure the failure of your investigative efforts to expose those threatening the general peace within the camp. The supposedly accidental deaths of the Brightnesses Hymnyes and Kay have the court in such a stir that our decision-making is impaired; while Dalinar’s bridgemen have been able to hold back the Highprinces’ factions from open conflict, it is by no means a continual guarantee, and I am possessed of no doubts that the remaining Ghostbloods are fostering this division, seeking to thrust at the heart of our stability. Redouble your efforts to round up the leaders of this movement, and if necessary put the captive members to the question if persuasion will not loosen their tongues as to who their companions are, and where they are hiding out. Sebarial and Restares want to meet with you; they believe they have leads, and their counsel may be valuable to the continuing uncovering of all plots against the Crown. As always in these times, keep your guard up and your sword close at hand. With my continued thanks for your efforts, Elhokar King of Alethkar Highprince Sebarial had the right idea, Rashor thought as he sat in his private tent sipping auburn wine. Hunting down Ghostbloods was no job for an important lighteyes like himself. Already, he was fifth dahn, and stood to move up a rank when that land deal finally went through. The warcamps were an excellent source of revenue, but the assassination attempt and heightened security had made it very difficult to move people in and out. No matter. Brightlord Devan would eventually cave to Rashor’s extremely generous offer, especially now that the man no longer had access to Soulcast goods. Rashor grinned at the thought as he finished his glass of wine. Reaching beside him to refill his glass, Rashor found that the barrel was empty. Sighing heavily, he looked at the only other barrel in the room, one filled entirely of blue wine. He hadn’t been able to check the contents while liberating it from some noble’s private stores, and destroying wine was a crime even greater than anything the Voidbringers could unleash. He dared not go outside to find more wine, as the other nobles were rampaging throughout the camp, screaming petty accusations against each other. Rashor thought he heard his own name being called once or twice. There was no helping it; he would have to face the wrath of the Voidbringers and drink some of that accursed blue wine. With shaking fingers, he decanted a small measure of wine into the glass. Grimacing, he took a tiny swallow, shuddering at the bitter taste. He was about to get up and steal more wine despite the danger outside when he felt his mouth start to burn. The glass slipped from his fingers and shattered on the ground. By the time the remaining nobles came to check on him, Rashor was dead, evidence of his thievery clearly evident. Mriaze watched the thief die, silently admiring his handiwork. It was ironic, how the man’s dislike for Blue has revealed so very many of his other traits. The Ghostbloods had been watching the man for weeks, and he had to give the man credit. It took skill to steal from a place filled to the brim with soldiers, and Lighteyes. Stealing from the Ghostbloods had been the man’s first mistake. Hiding like a coward had been the man’s last. The death provided satisfaction, though in truth it was little when compared to his frustration with those below him’s incompetence. It had been a simple execution mission, but that thrice stormed women had to take the blow. A different team was being sent in tonight, the failures having been dealt with. They needed results, and death was the best answer to life’s questions. Mraize slipped out of the tent and turned to the lieutenant waiting for him. “Send them in.” Mraize said with a smile. Xinoehp512 was lynched! He was a Thief with a Reverser! Vote Count: Xino (3): Sart, Straw, Fura HH (2): Araris, Aman Sart (2): Coda, Elbereth Straw (1): HH Elbereth (1): Striker Night 2 has begun! It will end in approximately 23 hours on Saturday 16 November at 9 PM EST. Those with spanreeds, once again, may send in orders to use them and then PM freely. Make sure all the GMs are in the PMs. Thanks once again to Devotary and Snip, who did the second and third parts of the writeup, respectively. Good luck! Player List:
  2. Thank you so much to @Butt Ad Venture for tonight's writeup! --- Another day had passed, a day of bolted doors and distrust. A day where the world got a little bit closer to death. A day where hope got an inch closer to death. Lord Kelsier said hope could never die. He lied. Hope was as good as dead. Impossibly, a few people still fought. They fought, and they died. Others questioned whether it would ever end. But in the end they fought, they all fought, and they all kept hope alive. The hope compelled someone to speak up. He shared his knowledge; another said he was wrong. And...the hope got him lynched. Hope had turned on them. Kelsier was wrong. Hope killed them. Kelsier had doomed them. With hope destroying all they fought for, why did anyone still hold on? --- Night 2 has begun! The turn will end on Sunday, September 8, at 12:30 PM PDT. Amanuensis was lynched! He was a Village Seeker. Vote count: Aman (5) Devotary (1) Sart (0) Here are the rules. Player list:
  3. “Are we sure we want to be putting any trust in the words of a dying kandra, and whispers that we only thought we heard?” Needa held her hands out, as if waiting for the answer. “There’s no literature on the subject of the mist speaking to us, but there is literature on the subject of those under a lot of stress experiencing auditory hallucinations.” “The church of the Survivor teaches us that the Mists were claimed by the Survivor after his Ascension.” Aname stepped forward, gently stroking a silver pin shaped as a spear. “I believe that these voices are true, that the Survivor of Hathsin speaks to us even now, telling us what we must know in order to survive.” There were murmurs of agreement from the crowd. Needa resisted rolling her eyes as the superstition. Her whole life, she had been raised to believe that The Lord Ruler was god. Obviously, he had been lying. He was just a powerful man who took control. Now that he was dead, people were looking for a new god. "You really believe that Kelsier wants you to kill Heer Kilyal, an owl, in order to survive the army of Koloss." There was more hesitation now, but Aname nodded. Needa rubbed her forehead and turned to go. "I'm not going to participate in this tomfoolery. I'm going home." She ignored the gasps of indignation from behind her. She had heard the same whispers they had, and was pretty sure it was imagined, possibly a result of a enemy Rioter inflaming their paranoia and fear. Actually, that was a good theory. She could probably find some evidence of that in the old histories, and show people that they needed to be hunting a rogue Misting, not searching for a new God. She took the steps up to the Library two at a time, sparing no time as she hurried to the histories. She pulled one down from the shelf, skimmed its chapter headings, then grabbed another. Then a treatise on Allomancy. Then a treatise on Inquisitors. Almost two glorious hours of uninterrupted studying later, there was a crash and a woosh from the front door. She dropped her book and ran for the entryway. It was on fire. The front door was down, and fire was consuming the long carpets, tapestries, and furniture. Outside, she could hear a large crowd chanting, “Death to the non-believer! Kelsier died for us, and Survived that death! Kill those who impugn his glorious name!” There were more crashes from deeper in her library, and Needa knew she would not be escaping this. There was nothing else she could do. Senn Conrad III stood out with the jeering mob of Survivorists in the late twilight hours, surrounding the library of Needa Naime. So that was where that skaa girl had been hiding herself all along. Among rows and shelves of books—not the typical hiding place for an inferior peasant. Though was she skaa? The former occupants had been illiterate, and perhaps a much better man, so anything was possible. Conrad dismissed the thoughts from his mind. He had more important things to focus on here. Namely, some inconvenient rumours that Lekal’s men could be traced back to documents in the very building held under seige by the Survivorists. As he stood in thought, one particularly inspired Survivorist leapt to his feet. “We need to break in there and give the heretic that runs this place a taste of the Survivor’s true power!” Some of the mob roared assent. Conrad smiled thinly. A perfect chance to rid Luthadel of its records which might trace him—mobs could be useful like that. Donning his hood, he projected his voice, using a trick he had learned to make it carry just above the hubbub of excited voices. “Burn her out! Take down this symbol of apostasy!” There was a brief pause, and some of the crowd around him took up the chant hesitantly. Conrad bellowed again, clear and loud. “Burn her out! Death to the unbeliever! Death!” The chant was spreading now. Soon, nobody would recall its source. Which was all the better for him. Secrecy of identity was necessary for their mission. And another obstacle to that secrecy had been removed; the mob had already lit torches and begun their work. Taking one last glance into the freshly kindled flames which dotted the roof of the library, and which were starting to consume the building, Conrad stood aside, fading back into the emerging mists. Soon, nothing would stand in his way. Not even that Mistborn. “Is it Kelsier?” Elend looked around the hall, meeting the eyes of each of the Survivors former crewmembers in turn. “I’ve heard lots of myths about the man, but none like this. I know he had that Kandra, OreSeur, impersonate him after his death, but by all accounts, this is something else.” Dockson leaned forward onto his elbows and clasped his hands together. “I’ve know him the longest, and I’m quite certain that if the dead could speak to the living, Kelsier would be the one to figure out how to. But,” he raised his arms and shrugged, “I’m open to other options.” “Well, whatever this mistspirit is, Vin mentioned seeing it before she was taken.” Elend turned around and began to pace, pointedly ignoring the looks the others shot each other. “I believe it is real. If it can actually communicate with the dead, then we need to figure out how to talk to it. There are plenty of secrets that the dead can tell us.” “You’re talking about the Lord Ruler’s Atium stache?” Elend looked back and gave a tight smile. “Breeze’s plan notwithstanding, I’d still like to bribe the armies to go away. It’ll be easier than hunting down all their agents in the city.” Hammond cleared his throat and stood up, “Speaking of, there was another riot today. Ms. Naime was killed. Her library was burned down with her inside. We need to maintain order in the city. I don’t think we can waste time ghost hunting.” “On the contrary my dear Ham,” Breeze pointed, “if it is Kelsier, Vin will obey him. If we get Vin back, she can rally the people behind him, Ascendent Warrior and all, and order and morale will be restored.” “If he deigns to support our noble led government.” said Dockson. “If.” Arraenae was lynched! She was the Librarian! Vote Count: Rae (7): Elandera, Fura, Xino, Devotary, Steel, Rath, CadCom CadCom (2): Coop, HH Maill (1): Lum, Stink Rath (1): Stick Xino (1): Maill Night 2 has begun! It will end in about 22-23 hours, on Wednesday 22 May at 9 PM EDT (-4:00 UTC). PMs are currently open. Please remember all rules regarding the use of PMs; namely, make sure that I am in all of them, that they are only one-on-one, and that you refrain from PMing anybody who is not living and on the player list. Enjoy flooding my inbox again.
  4. Exepins pushed pen to paper, recording supplies for Lord Agelmar. No, not him. His imbecile apprentice Aliath was performing that service for the lord, now. No, he was in the Blight now, recording for Moiraine Sedai, tallying the food they all had in reserve. It was easy work, if arduous, and Exepins’ mind wandered. The camp had certainly had its share of battles since reaching the fringes of the Blight. It had begun with the attack on him, of course, the aftereffects of which Moiraine’s healing could not fully dispel. His head still ached, with the Dark One’s own will seeming to try to split it in half, part of what was dragging this blasted paperwork for so long. Then the attack on the village youth. Exepins always was saddened to see such men die. He had seemed like a good lad, one that would have been a hardy captain had he stayed in the Borderlands with them, disciplined and focused—and strong. He shook his head, refocusing on the pile of papers on the floor of his tent with a grimace. The injury, and recent events, must have really gotten into him if he was letting his mind run off during scribing. Setting to his papers with a vengeance, he banished all thoughts from his head, setting his mind to the task of finishing up. Only then could he rejoin the others. The others were discussing the best way to kill him, conversing in indignant whispers. “He’s clearly still a Darkfriend. I mean, just look at how he’s not even talking to us! Any man with a true fear of the Light would be begging for us to examine him!” “Aw, stuff it, you sound too much like that dolt Whitecloak. He’s a Darkfriend from his survival! It’d take the Dark One’s own luck to live through a thumping like the one I gave him yesterday.” A muted chortle followed the statement, and was quickly extinguished. Callor’s voice could be heard as well. “Anyone a witch like that Moiraine figure offers healing to must be a fellow Darkfriend. That is the reason we are killing him, the reason I sent two people to distract Moiraine with talk of ter’angreal, yes? Let’s figure this out.” A sigh emanated from the group. “What, then, do you propose? If we simply kill him, Moiraine will be no less displeased. And we can’t exactly fail to be traced to any murder that did happen with him.” Callor’s eyes could have frozen a candle flame. “I have a plan.” The Blight did not think. Not in the way that a man thought, at least. But it did know exactly what it wanted—to advance. To swallow whole. Such were its limitations, and its advantages. But it constantly sought a new path, a way around the flashing swords of the humans that kept its creepers and tendrils at bay. It found one at last, a small barrier in place in one patch of ground, a weakness it could break through. Two, actually. The Creepers coagulated, forming a rough hammer which crushed the layers of dirt separating the Blight from a shallow trench that had been dug quickly. From the two holes it rushed in, Creepers swallowing the trench with a speed that defied the eye. Eventually, the Creepers met in the middle, unable to further advance out. Yet a rough circle had been created, and its interior was vulnerable. And within the circle stood a man in a tent, hunched over his scribework, blissfully unaware that camping out so close to the Blight had been a poor choice. Exepins’ fellow warriors watched as the Blight eagerly swallowed the circle: land, tent, and the man they believed to be a Darkfriend. Except, of course, that he wasn’t. Night 2 has begun! It will end in 22 hours’ time at 22:00 EST, or 3 AM GMT, December the tenth. Snipexe was lynched! He was a Hardy Fal Dara Warrior. Vote Count: Snipexe (4): Karnatheon, BrightnessRadiant, Mr Doctor, Mark IV, Rathmaskal Young Bard (1): Steeldancer Rathmaskal (1): Randuir Droughtbringer (1): Furamirionind Xinoehp512 (1): Ark1002 Karnatheon (1): Snipexe The Eye has 38 health remaining. The current layer of defence has 1 health remaining, and is the Outermost Ring. The Blight is currently attacking for 11. Please remember that PMs are closed. Ookla the Libre has failed to post in-thread for three straight cycles, and has thus been replaced by Sart. Everyone please welcome him, and thank him for pinch-hitting! @Ookla of the East and @Droughtbringer need to post as well, or suffer the same fate. Rules Clarifications will be edited in when I have the will to find them all. Player List: 1. Steeldancer (Ookla the Positive) as Ookla the Positive, an orphan with a cheery outlook on life. 2. randuir as Evelyn, an Aiel Wise Woman and well-wisher 3. Karnatheon (Ookla the Ring) as Brendan Vallerune, a gleeman totally unrelated to Jeordwyn 4. Cadmium Compounder (Ookla the Duck) as Miumpounder, a cobbler with an abiding hatred of Altarans 5. xinoehp512 (Ookla the Phoenix) as Alkoo, a reclusive Ogier tucked away in encyclopaedias 6. Amanuensis as Nikel Fain, a man hell-bent on killing his father (totally normal) 7. Droughtbringer as Month-Long Drought, a prickly old noblewoman who only eats dried fruit 8. Rathmaskal as Jeordwyn Dormond, an Illianer gleeman who juggles knives through his enemies 9. Devotary of Spontaneity (Ookla the Heretical) as Rhodin, a countercultural Aiel whose views are about to go mainstreamPerrin Aybara, Emond’s Fielder 10. Young Bard (Ookla the Unprepared) as Jancey, a reluctant soldier who signed up to obey his father’s will 11. Mark IV as Lars, an inquisitive young nobleman 12. Snipexe (Ookla the Sceptical) as Exepins, a scribe who will eventually admit to the superiority of British spellings Hardy Fal Dara Warrior 13. Furamirionind as Keisa, a grizzled veteran of the Borderland Wars, with a scar on his forehead to show for it 14. Hemalurgic Headshot (Ookla of the East) as Skern Mundy, a man from the East with many skills 15. Ark1002 (Ookla the Dragon Reborn) as Shifting Shadows, a shifty, shadowy Wolfbrother 16. STINK, a formless thread in the pattern with less than 24 hours to identify himself before the Creator does 17. MetaTerminal (Ookla the Cited) as Elak Dehlin, a merchant with severe paranoia about the One Power 18. BrightnessRadiant, a formless thread in the pattern with less than 24 hours to identify herself before the Creator does 19. Mr Doctor as Antor Vadenfort, a Illianer Warder without an Aes Sedai 20. Sart, a formless thread in the Pattern with less than 24 hours to identify himself before the Creator does
  5. Evening Edition 2 The Elendel Daily Newsworthy Content for Every Octant! The 24th of Doxil, 68, Evening Price 2 Clips Another Death as Investigation is ‘Concluded’ Governor Wilson was rushed from a meeting this afternoon by his guards, after other officials started to riot as he said that the investigation into the suspicious deaths around House Heron had been ‘concluded’. As he made the statement, it was met with jeers from the others in the meeting and questions of bribery and corruption within the governor’s office and the investigative team. The governor attempted to calm them, but became irate when asked about his new mansion out in New Seran. When the question was asked, he declared the meeting adjourned, and made a quick exit to avoid further scrutiny. In an interview given exclusively to The Elendel Daily (see pages 4, 5 for further details), Councillor Brug Jernaq stated that his peers were extremely frustrated by the lack of transparency within this decision, and that it was merely another example in a string of questionable and suspicious decisions made under his regime*. He also has stated that he plans to protest this ‘inaction’ on the Governor’s part, and will be seeking to gather signatures from the nobility to dismiss the Governor from his duties in protest. This furore also comes as yet another body is found in suspicious and violent circumstances. This brings the total number of deaths surrounding House Heron up to four, but even now there are fears that this will not be the end of it. In all the pubs and meeting places of the city, one question is on everyone's many more must die before the city is safe again? *The Elendel Daily wish to point out that the Governor is not under investigation, and has not been charged with any wrongdoing, and any views stated by Councillor Brug Jernaq are their own views, and are not representative of The Elendel Daily. Garrik Urbain Commercial Advertisements Other Headlines This Evening Obituary Previous Editions Itiah XII/I think I am here. was a Rioter! There was a draw for Praise votes, there is no Influential player next Day. Night 2 has begun! It will end at 7PM GMT on Wednesday 7th November. A Tineye is alive, so you may continue sending PMs this Night. I'm finding purple Praise votes to be a little bit difficult to find when embedded in a lot of black text if it's the darker shades of purple, so if you do Praise someone within a wall of text, could you please bold your vote or make sure to use the lighter shade? Assassinate Votes Praise Votes Total Influence Player List
  6. A full day had passed and the village was no closer to finding the Spiked. The death of an innocent Synod member had made them cautious; with few ferrings willing to commit and stick to their decisions. After an initial flurry against Zihel was quelled by his appearance, the villagers instead decided to go after the quieter inhabitants. Even if their chosen target was innocent, at least they could avoid a repeat of the previous day’s fiasco. They would not have to face the shame of ripping into the flesh of a man who had strenuously declared his innocence until his last breath. Instead, they went after Snip, a ferring who worked all day in the local embroidery shop. The rumors began to spread again. Perhaps the Spiked among them weren’t pierced with massive pieces of metal like the Inquisitors were. Smaller spikes would help the infiltrators escape detection; smaller spikes like the quilting needles present in abundance at Snip’s place of employment. With no particular leads, a few of the braver ferrings walked over to Reap What You Sew and found Snip finishing up a quilt depicting Irion’s bloody demise. Despite his protestations that he was doing it for an anonymous client, Snip was dragged to the village center, the quilt in tow. Marne and the Synod had gathered up the village by this time, and the accused was led up to a stage, well away from any potential mobs. “We don’t want any preemptive violence this time,” Marne announced. “Snip will be thoroughly checked for spikes, and he is not to be harmed unless any are found. We cannot afford to continue killing our own.” From the midst of the crowd, a lone voice shouted out, “Be sure you search every last part of him. For all we know, he could be tainted by a sewing needle hidden under his metalminds.” “Rest assured,” Marne intoned, “if Snip is spiked we will find out.” He turned to the hapless prisoner and began removing his metalminds. They were iron, he noted, largely in the form of rings, with the large bracers being the obvious exception. Tapping sight, Marne began to examine Snip’s exposed flesh. He frowned as he examined Snip’s earrings. He reached out and grabbed one. Yes, that was indeed made of iron. While Marne didn’t know how the details of how spikes worked, he recognised the earring as a metalmind. “Oh!” said Snip, panicking as he realized what Marne was holding. “That’s not a spike, I just like to keep some of my metalminds attached to me. Wearing iron rings on my fingers makes it hard to sew sometimes. You know how it is.” Instead of responding, Marne ripped out the pair of earrings, then turned to the rest of the Synod. “Do any of you know whether pieces of metal this small could be enough to turn him evil?” Leidene nodded. “I have done some rudimentary study of the Inquisitors, and I have found no reason they couldn’t use an earring as a spike.” Still on the stage, Snip paled and started to run, obviously filling iron to make him light on his feet. The attempt was doomed to failure. A brief burst of steel enhanced speed allowed Marne to catch him, and pewter sufficed to pick him up and drag him back to the stage when Snip tapped iron. The villagers was murmuring now. Surely, only the guilty would run. Even as Marne resumed his attempt to methodically find and remove every last metalmind, the crowd surged towards the stage, intent on performing the same actions in a decidedly quicker, and bloodier, way. They found no spikes except for the ones in the man’s tote bag, but by the time the mob dispersed Snipexe had been pierced more times than an Inquisitor. Olaf resented the Terris congregation. He resented the veiled looks of malice almost every man shot at him as he walked through the streets. He resented the mumbled words and hushed conversations as he passed by, with or without Marne. And he resented that he had nobody but himself to blame for it all. Sighing heavily and hefting Snip’s quilt, letting the fabric pass through his spindly fingers, Olaf contemplated how he might help the Terris, and more accurately Marne, stop the insanity that was running through the congregations. The public trials, reminiscent of witch-hunts, and the constant paranoia would reveal them to the Lord Ruler, regardless of whether or not the Spiked escaped Tathingdwen. Them. Olaf realised he had come to include himself in that “them.” Perhaps it was the work of Marne, who Olaf saw an upstanding and good man in, much like he viewed in Hadrian so long ago. Perhaps it was his lingering guilt, left over from before and tinged with the bitter remembrance, or lack thereof, of his brief time as a Spiked. Or maybe it was the feel of a group that actually had the best interests of its members at its heart. Not his circle of book-hoarders, which had endeavoured to protect a dead age with the vigour and persistence of a sect with lost importance, caring not for the members it used to achieve such a purpose; nor the Luthadel nobility, a careless and cannibalising lot that would rather kill themselves than the evils roaming in their midst. But these Terris seemed to genuinely fear for the destruction of their Synod, and want to protect each one from the tyrannical grasp of the Lord Ruler, even if that protection made him resent the distrust he received. That is what would make Olaf follow Marne in keeping this group alive. The slain man, Snip, was quite ordinary, from what Olaf had been able to find out from the Synod helpers he had been assigned. He had laboured in the quilt shop for most of his life, and had several pieces to his name, even though he was ostensibly just a fabric cutter. Turning over the half-finished quilt, Olaf was surprised at the level of detail the man had achieved with only a day to work. The blood was vivid, the sun was outlined in a garish red, and only Irion’s condemners were missing from the portrait of his death. Looking at it for a minute, Olaf took a sewing needle, turning it over in his hands. His helpers began to fidget, and he sighed again. “I’m not going to stick myself with this and kill all of you. Now, will one of you tell me how this thing works?” He held up the thimble and the grey thread, which dangled off the half-finished outline of a townsperson. One of his helpers stepped forward, a man with pink leather gloves. An odd choice, but at least the man would help. “I can!” he exclaimed, rubbing his hands excitedly. “Here, poke this part through the hole there, and pull it back up. Oops—that ripped it a bit. No big deal, just keep doing that until you have a rhythm, and keep going until you’ve made the outline.” The other helper frowned. “Darrel, I’m...not sure that’s how that works.” Darrel grinned. “Well, at least the man will be sewing plenty of chaos! Plus, I’m sure he’ll get it after a few hundred attempts. Here, man, you should actually wear that thimble.” Olaf accepted the advice with gratitude—his forefinger was already bleeding slightly from the sewing motion. Olaf sighed again. The Synod was on the verge of extinction, and he was spending his time in a quilting shop, finishing a masterpiece with skills he had just learned, aside two helpers who chatted more than assisted him. Yet Olaf felt that what he was doing had fundamental importance. Finishing this quilt was a way, maybe the only way, to make the others realise what they were doing, and for he himself to see the full extent of the situation before him. Only then could he help Marne to stop the violence spreading like poison through the Synod. Snipexe was lynched! He was a Village Iron Ferring (Skimmer)! Thanks again to Devotary for doing his death scene. Please shower her with upvotes. Night 2 has begun! It will end in about 24 hours at 9 PM EDT on Thursday, August 16. [url=][/url] Player List: 1. Rathmaskal as Laksam, an ash sweeper from the Eastern streets 2. Xinoehp512 as Ereheman Tresni, a man with his priorities backwards 3. Steeldancer as Steel, the fastest sculpture of a squid wrought entirely in steel in all of Tathingdwen 4. Randuir as Zihel, a worldhopper looking for his twin brother 5. I think I am here as Itiah VI, a missionary on a mission Village Steel Ferring 6. Bort as Tee Mai, a tailor specialising in offensive clothing 7. Cadmium Compounder as Ethin Hallil, a cadmium Feruchemist and SCUBA diver 8. _Stick_ as Stick, President of the Tathingdwen Tautological Society of Tautology 9. Jondesu as Remart, a man back from vacation armed with vaguely ominous statements 10. Kidpen as HanTor, a lonely Kandra that’s definitely not Spiked, nope 11. Elandera as Era, an old woman who claims to have been alive before the reign of the Lord Ruler Village Pewter Ferring 12. Snipexe as Snip, a fabric cutter in the local quilt shop Village Iron Ferring 13. Worldhopper from Yolen as Tarin, a Sparker with a wonderful, awful idea 14. Alvron as Izzy Dedyet, who is not dead, feels happy, and thinks she'll go for a walk 15. Phatterner as Citona Vinid, a seemingly faithful follower of the Lord Ruler 16. Ark1002 as Kardik, a Full Feruchemist 17. Araris Valerian as Valwyn, an honest rug merchant 18. Coop772 as Irion, a Full Feruchemist with hidden potential Village Copper Ferring 19. Sart, a stuttering Nameless
  7. Night 2: No Easy Chair “We,” Waern said to them all, “have a problem.” “What would that be, sir?” Eobard asked as he started to shift some of the wooden rubble with Marsh’s help. “This skaa is not just a spy, but also seems to be no better than a common thief,” Waern spat. “They have practically emptied our vaults. At least, I’m hoping it’s them, and not one of you.” “I’d be impressed by that,” Marsh chuckled as he tossed aside a broken chair leg. “Where would they put all those coins, in their trousers? It’s obvious, just check if anyone’s wandering around with them round their ankles!” “That is not what they stole,” Waern replied, through gritted teeth. “We also had money in the form of atium within the vault. They stole – as far as I can tell – None of the coinage, but practically all of our wealth.” “...Ah,” Marsh said, pausing as he dislodged more of the wood. “Yeah, that’s a bit different then, sir.” “Quite. There are a few possibilities here, but I think it seems odd to take what would be obviously incriminating evidence from the vault. Wherever they might hide it, if we can trace it back to them… No, I don’t think this is about material wealth. I believe they have stolen it because they can use it.” “You think they’re Mistborn?” Locke scoffed. “A skaa Mistborn?” “No, I didn’t say that.” Waern said. “That is such a remote possibility that I don’t think it is worth considering. Besides, I feel that if any of you were Mistborn, we would have discovered that secret after as many years. No, I believe them to be a Misting that can burn atium – a Seer. It’s rare that Seers discover what they are, since atium is expensive and the higher ups in this place tend to keep them close to our chest. However, it would not be impossible for such a secret to be discovered in this place. Everything points towards this possibility.” “So does that make them dangerous?” Davus asked. “If they can only burn atium, I mean. It’s not like they’re a Pewterarm or a Coinshot.” “Of course it does,” Locke said. “There’s a reason why the Great Houses live and die by the metal in Luthadel. Doesn’t matter who or what you are, if you face a Mistborn who has access to atium, even if they’re out of their other metals, you’re going to have a bad time.” “It is as Locke says,” Waern nodded. “Regardless of them not being Mistborn, regardless of some of you being Mistings, the Seer is by far and away the most dangerous person in this room. The worst part is that we don’t even know how many beads they have access to – We have a rough idea, but they may have had their own stash, and merely wished to supplement it.” He shook his head. “Regardless, you are informed now of the situation. Use that information as you will.” “Now then,” he continued, “you’ve all had a day to think about this. Which of you do you think is a spy?” “It’s suspicious that Joe was wandering around out here last night,” Sart said. “I think if we look anywhere, it should be at him.” “Him?” Waern asked. “I saw him last Night, he’s not the one who stole from the vault.” “Yes sir, and once again I apologise for the damage done to the furniture,” Joe said as Eobard and Marsh pulled him out from underneath and stood him to his feet. “Unless he was working for them, or had someone else steal for him,” Mira said. “Good point,” Waern nodded. “Wait, what?” Joe asked, as Eobard and Marsh’s hands suddenly held a tighter grip on him. “Good work capturing him, you two," Waern grinned. "Now take him to the chambers. I’ll be along shortly.” A Joe in the Bush was a Rioter! A Joe in the Bush (2): Sart, Mira/Frozen Mint Eobard/Steeldancer (1): Straw Jondesu (1): Edguardo/Paranoid King Mira/Frozen Mint (1): Armina/Arranae Cyfna/Elbereth (1): Droughtbringer Sart (1): Hadrian/Araris Valerian Night two has begun! It will end at 21:00 BST on Sunday 15th. There is a Tineye alive, so PMs may be continue to be sent. Players Quick Links:
  8. LG21: To Reforge a God Background: Since the last two wars with Odium, the Cosmere has finally had peace. The 16 Shards are now able to turn again to their own pursuits - creation or destruction, as it suits their Intents. But the greatest conflict since the Shattering brews on the horizon. Hoid, the discredited leader of the 17th Shard, is rumored to have returned. The last letter he wrote since he left the Cosmere to parts unknown hinted at his desire to end the rule of the Shards entirely, and reforge that from which they Shattered. The name can be heard floating on the Rosharan highstorms. It curls with the mists in Scadrial. The colors of Nalthis whisper it to the Returned. Adonalsium. Through the length and the breadth of the Cosmere, the message travels, leaving consternation in its wake. The final conflict of the divided Cosmere approaches. The end of the order of uncounted millennia looms. The Shards gather their forces for one last stand. Will they be able to defeat Hoid and end his goal of reforging Adonalsium once and for all? Or will Hoid take his final vengeance on that Coalition? Only one thing is certain. The Cosmere will never be the same again. Factions: Shardic Coalition: For untold millennia, you have supported the rule of order in the Cosmere. Hoid and his interference has brought you only two costly wars, and the insolent fool didn't even have the decency to face his punishment for warmongering. Now, he has returned, and you must stop his plan to bring about the return of Adonalsium at any cost. The Coalition wins after killing all members of the 17th Shard, as well as Odium and Autonomy and their Champion(s)/Agent(s). 17th Shard: You have been brought into Hoid's great plan for the worlds of the Cosmere. He was there when Adonalsium was Shattered, and he intends to be there when the God is reborn. To bring his plan to fruition, you must gather up the Shards from their original holders. Unfortunately, they are not likely to surrender them peacefully. To win, you need to outnumber the members of the Shardic Coalition. (Autonomy, Odium, Survival, and any Champions of Odium/Agents of Autonomy do not count towards either faction for purposes of outnumbering.) In addition, the 17th Shard has a sudden death win condition - if at any time, members of the 17th Shard hold all 10 Unshattered Shards, the game is immediately over and they win. If Cultivation is Shattered, this sudden death win condition is no longer possible. The 17th Shard have a doc to conspire in, and have a Faction kill. In addition, there are three Shards who have separate win conditions. These will be described in the Roles section. Roles: All players may make up to three actions in a turn (spread out over day and night cycles). The following count as actions: using a Shardic action or investment ability, using a minor role ability or Faction kill, investing in another player, passing a Shard to another player, moving to another planet. Voting in the thread does not count as an action. Planets and PMs: There will be 7 worlds available: Scadrial, Roshar, Nalthis, Sel, Taldain, Yolen, and First of the Sun. Each of these worlds will have a PM associated with it. Anyone on that world may use the PM freely. Other than these planet PMs and PMs that may be created by Devotion, no PMs between players are allowed. Order of Actions (Day): Secret Votes Redirect Vote/Action Investment Non-specific Shardic Abilities and Meta-Roles Lynch Order of Actions (Night): Redirect Action/Roleblock/Destroy Planet Investment Conversion Non-specific Shardic Abilities and Meta-Roles Protection and Healing Poison Mastrell Awakener and Analyst scans Attack Actions Worldhopping The game will start Saturday, 5/14/16, at midnight, Mountain Daylight Time. Day Cycles will be 48 hours, Night Cycles will be 24 hours. Future turns will end at midnight, MDT, on the appropriate day. Writeups will be posted as soon as is convenient following that.
  9. LG19: Twinborn City After seeing your peaceful village collapse- literally- with infighting and treachery, you fled to a nicer place with many companions. You attracted other twinborn with your promise of equal rights for everyone with allomantic and feruchemical powers. Although you had to exile a few dissidents, it's been quiet here. But then everything changed when the Fire Nation attacked. you found a dead body in the city, stabbed through the heart. Were you the murderer, or will you be a victim? There's only one way to find out. Factions Day and Night Map Actions Items Powers Allomancy Enhanced Allomantic Powers Feruchemy Kandra Blessings and Info Very Rare Occurrences If you were in LG11, most of the rules will be familiar to you, however, a few have changed. Kipper and Elbereth and I are GMing this game. The game will start one week after this was posted, on Tuesday 29 March. Rollover time will be determined then or between now and then.
  10. LG17: Heronfall Sixty-seven years ago, Wyran Heron was born, and The Third World of Scadrial died. Nine others were born later that same year. Whether planned by Harmony or not, or perhaps even lingering elements of The Set, ten children were born with great and terrible strengths, each both Allomantically and Feruchemically complete. With powers bordering on the divine, they carved the world up between them through feats of manipulation and cunning and strength. Ten Lord Rulers, with ten Final empires to rule; the Megacorporations of Scadrial. Now the Megacorporations control almost everything. To keep the peace between them and maintain control, each holds a monopoly on some vital aspect of life - food, metals, and so on. Their power is so great that they are even considered to be sovereign countries in their own rights, with none willing to oppose them for fear of their lives being destroyed by the vindictive companies. Those who work for a Megacorp are guaranteed a safe and comfortable life within the family, 'from cradle to grave'. Those that do not, however, are cast to the wayside. They are the Skaa of the Fourth World. But with great power comes great paranoia. Compounding is no longer a secret for the common people, and even Hemalurgy is known of in both the darkest and the brightest parts of the world. There is one thing they fear more than each other - That more of their kind would grow to oppose them, or worse, all the people of the world become gods like them. From this fear grew the Hemalurgically Identified Spirit System. The HISS was designed to track everyone unique via small computerised chips embedded in the skin, acting as spikes to observe and ensure that people did not engage in Hemalurgy. This was not the reason they gave, of course; HISSes are used for every aspect of daily life, including employment, banking and even accessing The Cognitive Matrix. For one reason or another, you despise the Megacorporations enough to be HISSless, one of the forgotten people of the world. What is there for you to do but live in the underworld? But you have less savoury talents than most. You are employed as a Mistrunner, a person employed by the wealthy elite, other Mistrunners, or even sometimes other Megacorporations, for seedy purposes. In your time, you might have been a part of bodyguarding duties, 'retrieving' valuable goods, or even the dangerous task of breaking into and hacking Megacorporation assets. But like the Skaa Rebellion in the tales, you know that it is futile. There are whispers of change on the wind, however. You have a new benefactor, Feis Yolen, a man whom it is rumoured belongs to the most secretive and powerful Mistrunner group in the world - The Seventeenth Shard. And he thinks big. By bringing together representatives from a large number of Mistrunner crews, he hopes to emulate the Survivor himself - Destabilise the establishment, and create a war between the Megacorporations. Then, while they're distracted, he wants to steal the atium that keeps them young and ensures their dominance over the world for many years to come. To that end, they must break into their secure facilities and steal data until they find the location they keep it and the location of the source. But with so many teams in one place, it is inevitable that some will be compromised. The job cannot wait though. The longer it takes, the more likely that the Megacorporations will tighten their hold on the world and kill more Mistrunner crews. The risks are high, but the rewards are greater still. The dingy bar that you are called to for this job is fairly standard for businesses in the underworld. It is dark and poorly lit (though possibly by choice rather than accident or necessity), and there is a lingering smell of strong alcohol in the room. Too strong, in fact. The smell is almost that of pure ethanol, and there is a very real sense that the building would not so much burn as caramelise if a fire broke out. There are no patrons here, or at least no actual ones. It is very obvious that all who are here before you are here for this job. Behind the bar, and surveying the rest of the room with no concealed distaste, is a young woman. It is obvious that she would prefer to be anywhere else; her glares and the wrinkling of her nose at the smell say that much. The other evidence for this is that she is wearing a rather expensive suit, the sort that a higher ranking employee in a Megacorp might wear in order to be noticed. Whenever a drink is ordered, she takes great care when serving it to avoid marking her clothes, slowly filling the glass and placing it between her and her customer cautiously. The service might be poor, but it's quickly forgiven whenever she says that it is a free bar. You take your drink with no small amount of amusement and thanks for the fact that you didn't have to pay for it, and sit with a few people you half-recognise but don't really know. People you have heard of, that you only really know by their Mistrunner handles, their descriptive nicknames. Surveying the room, you also note with some slight sadness that there are fewer of you than you would expect for a job like this. The Lone Shard crackdowns on Mistrunners seem to be having their effect. Returning to your drink and the polite but anxious light conversation that is sprinkling through the room, your mind turns to the job at hand. Your new employer, Feis Yolen, wants to take down the Megacorps, entities that have existed for decades and only become stronger with each passing moment. How it will be done, if it can even be done at all, you have no idea. But at this point, you are past caring. You signed your crew onto this mission because you have a dream of a world without the tyranny of the Megacorporations, and you will go to any lengths to realise it. No matter the cost, you will be free - in this life, or the next. General Rules While the game for the most part runs as a standard Long Game, there is one important addition: Between the Day and Night Turns, there is also a Planning Turn, based on the Resistance deception game. The Day Turn is the same as normal and lasts 48 hours. A vote will be taken and a player lynched, as usual. In the event of a tie, or of no player gathering two votes, no lynch will occur. During the Planning Turn, one player is publicly chosen at random. That player must assemble a team from the living players and inform the GM of their choice in private via their game PM. The Planning Turn lasts 24 hours. If no team is chosen, then the planner is lynched for indecision. The planner does not have to go on the mission. While I will accept Night Actions during the Planning Turn, note that it could be invalidated by the choice of players on the mission, as actions cannot be used on players on the mission. The Night Turn also lasts 24 hours, and for most people is the same as normal. At the start of the mission, the players on the mission will be publicly stated. Players who are on the mission cannot post in the thread, or use or be affected by actions. They must each message the GM via their game PM, informing them of whether they want the mission to succeed or not. If at least one player votes 'no', then the mission fails, and a random loyal crewmember on the mission dies. The players will be informed that the mission failed, but not how many 'no' votes there were, or how people voted. A Loyalist who does not message the GM will be treated as a failure vote, but they will be the one to die rather than one chosen at random. A Traitor who doesn't inform the GM is treated as a success vote. Check the thread to see if you're on the mission! Eliminators Traitorous crewmembers know the identity of their allies automatically, and share a Google doc to conspire on. Each Night, one of them may inform the GM of a player who is not on the mission that they wish to kill. If multiple players are chosen, then the first player who sent the PM will carry out the kill. The Eliminators win if they either outnumber the crew, or if the crew do not have enough players left to carry out a mission. The Eliminators lose if they all die. Roles Flavour-wise, unlike in previous games, your Roles are not based on your character's abilities - Your character may be completely separate from the specialisation of their crew, so feel free to pick whatever Allomantic and/or Feruchemical power you want for the sake of your RP. These Specialisations (as well as the Eliminator kill) cannot target people on the mission. Communications Expert - Your crew is one of the best when it comes to making connections between people in the field. While there is still one Communications Specialist still alive, players may send PMs to each other during the Planning and Night Turns. No PMs may be sent during the Day Turn (as you're all in the bar together anyway, so you may be overheard). As a Night Action, you may also either send an anonymous message to another player through the GM, or send a message to the GM to post in the write-up. Medical Knowledge - Your crew has an extensive knowledge of healing and surgery thanks to its somewhat reckless past, and combined with the advancements 'procured' from Megacorp installations, you can patch anyone up almost instantly. As a Night Action, you may target yourself or another player and save them from death if they would die that Night. Well-Connected - Your crew works best with people, manipulating and misdirecting them into thinking that they want to give you what you want without them ever realising. As a Night Action, you may target another player and... persuade them to see things your way the next day. That player's vote will change to be on another player of your choice. This choice is made during the Day. This change will be reflected in the number of votes in the writeup, but the player will still appear to have voted for their original choice. Temporal Displacement - Your crew consists of many, many Pulsers and Sliders, able to subtly change the flow of time in miniscule ways around people here and there. You may target two players at once each Night Turn. The first will have his action copied onto the second in addition to any other targets it may have. They will be informed of this and the results of both their actions. If a kill is copied in this way, they will be written as separate events in the writeup. Assassins - You're the best at what you do, and what you do isn't very nice. Death is a form of art for you, and you take it very seriously. Each Night, you may target any number of players and take out the key players in their Crew, killing that player. However, if you happen to target an innocent with these attacks, your action will be entirely negated. This attempt is a one-shot use. If you are an Eliminator, you instead get a one-shot kill. Hackers - Your crew is good at sniffing out hidden information from the Cognitive Matrix, no matter where it may be or how many locked doors it is behind. Each Night, you may invade Heron IndustriesTM' computers in a targeted strike, and discover target player's Alignment. Data Gathering - Your people have so much information at your fingertips already, thanks to your plants in the Lone Shard police force and other spies. The problem is just finding it, which will take quite some time, even if you know what you're looking for. Each Night, you may discover target player's Specialisation. False Trails - Your crew is extremely good at covering tracks - both its own, and those of others. Each Night Cycle, you can hide the Alignment and Role of yourself and/or another player during the next Cycle. This causes the target(s) to appear as Non-Specialist and Loyal. Unless stated otherwise by the player, you are assumed to be using this ability at Night on yourself. Non-Specialist - You provide the brute force (or brute intelligence, whichever is required) for the job. While you may not provide a specific strength, your versatility allows you to contribute particularly well to missions. Player List The game will begin on Saturday 6th at 8PM GMT. Quick Links:
  11. 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:
  12. In the past, there were many who said that flight through space was a fool's dream. Not because the world above the heavens was unreachable, or thought to not exist (for already people had visited other planets via the Cognitive Realm), but because there was no point to it. Why travel through the void of space to Roshar from Scadrial when one could simply travel through the world of the collective mind and bypass it entirely? Of course, many said that the pursuit of knowledge was reason enough, but in the end what drove the humans of the Cosmere to the stars was the need for raw materials. Scadrial in particular, so advanced and so greedy, ran out of commercially viable metal within five centuries of the world's rebirth. How could the world function without metal for computers, or for structures, or for Allomancers? Metal was transported to the world, harvested from the others. Scadrial became a parasite, a great beast that devoured the flesh of the other planets to sate its ravenous hunger. But the trade was two-way, and as Scadrial grew and grew, so too did the other inhabited planets, their own appetites increasing a hundredfold over the course of a few decades. Eventually, something threatened to give, and when it did, only one of two things could happen: War between worlds, or expansion through the stars. Though tensions rose high between the worlds, co-operation was preferred to outright war. And so began not an arms race, but a space race; war by other means. Governments and businesses alike poured what little they had remaining into research and engineering, designing great behemoths to traverse the astral sea, each with a single goal: To rise above their competitors, and to become the sole entity able to exploit the galaxy's resources. As the situation developed, barriers fell away between races and worlds. Strength through unity and diversity: Forgery to grant powers. Allomancy and Feruchemy, implanted with Hemalurgy to create drives for a ship. Voidbringing to scan for suitable worlds to mine. Elantrians to heal and mend both flesh and metal. Awakeners for all the little tasks that would cost a fortune to employ an army of humans for. And finally, Surgebinders to knit the individual pieces together, and make them a whole. It is the greatest irony that such cohesion only came about through competition. But with competition, naturally, comes about subterfuge. The value of such a project is so high that most, if not all of the players in the game have a budget devoted solely to hacking, copying and deleting the plans of their opponents. In some cases, this silent war has turned violent, with even scientists and engineers turned into casualties. The Heron Industries Mining Concern is at present one of the leaders in the race, but they are beset on all sides. The launch of their first ship has been planned for months, and security has been heavily Invested in. All that remains is to obtain a worthy crew for their ship's maiden voyage, preferably ones loyal to The Heron Mining Corporation, and not to their enemies. Of course, there is a slight problem with this; if any do slip through the net, then it will be down to the crew to find these traitors before they disrupt the mission. The crew will be alone in the depths of space, unable to call on help, with nothing but their own skills and wits to rely on. May Adonalsium help them all. ...It's that time of the year, folks! Yes, that time where Wyrm bites off even more than he can chew than usually and runs an SE game. For those also playing Heirs, I will prioritise dealing with this over Heirs, but it shouldn't come up much due to the Cycles being 4 days each and them having different times. General Rules This plays like a standard game of Elimination. There will be several Traitors sprinkled within the crew, who collaborate on a Google Doc, and the game follows a standard sequence of Day/Night Shifts, with votes being taken in the day, and most actions taking place at Night. Each Day, a lynch will occur if one player has two or more votes, with no lynch occurring in the event of a tied vote. Each Night, the Traitors will be able to kill a player by using an Action. The game continues until either all the Traitors are dead, or the Traitors can successfully overpower and lynch the Captain, either through outnumbering the living loyal crewmembers, or by tricking them and succeeding in voting to lynch him. The game will begin on Friday the 30th of October at 9PM, GM's timezone (GMT). Days and Nights will both take 48 hours each. It will start on a Day Turn. Roles Head of Departments Crew Manifest
  13. The Empty Throne Part 1: The Barrow Barons With Steelheart dead, the remaining Epics are running amok as they try to wrest control of the city of Newcago from their rivals. You and a group of others have taken refuse inside the now vacant Enforcement Headquarters to wait out the chaos that grips the city. Unfortunately you aren’t the only ones with that idea as some of the former barrow barons have taken it upon themselves to grab control of the HQ and make it their base of operations. Day cycles last 48 hours, night cycles are 24 hours long. Extensions can be requested. Roll over is at 4pm NZDT / 3am GMT / 8pm PDT (I think I got the conversions right.) Write ups will be simple as I am, unfortunately, not as creative as the past GMs. Updated player lists will be posted at the start of each day. Night Action Order: Enforcer/Streetperformer/Illusionist/Neutralizer, Protections, Kills then Scouting. Win Condition: Find and kill the Barrow Barons. Lose Condition: Allow the Barrow Barons to outnumber everyone else. Note: No group can win as long as the Serial Killer is alive. Except for the Serial Killer that is. Barrow Barons have a doc to conspire in as well as a nightly group kill. GM is to be included in all PMs Each day cycle players must send a PM to the GM telling them which room they are to spend the night in. Any who don’t claim a room will be stuck sleeping in the hallways. At the start of each night cycle the GM will PM each player with the names of the other players that are in the same room. The names of those who are in the hallway will be posted in the main thread. You cannot post who you are sharing a room with until the following day cycle. Abilities/roles/PMs can only be used on those in the same room as yourself or those in the hallway. Example: Steelheart is in the Barracks with Frank and Steve. Firefight and Gillian are in the Armoury. Bob is wandering the hallways looking lost. Steelheart can only attack/PM Frank, Steve or Bob. Gillian only has Firefight and Bob for company. Poor Bob has no one to play with unless someone contacts him first. Should both Gillian and Steelheart contact Bob then Bob can pass messages along. However Bob cannot use any abilities on anyone as they aren’t in the same room. Rooms: (Rooms may be added or removed depending on player numbers) Armoury Barracks Mess Hall Officers Lounge Training Room Shooting Range If any wish they can use their night action to search the room they are in. There may or may not be something to find. For example if someone was to search the Officers Lounge they may find a fully/partly charged sidearm which allows a set number of kill attempts or they may find an empty whiskey bottle. Roles: Serial Killer: You are an insane genius. You worked out how to become an epic, all you need to do is kill enough people. After all everyone knows that epics kill indiscriminately, so that must be how they gained their power, right? As such you have two abilities. You can kill once per cycle, day or night, or you may instead stalk up to two people a cycle and find out what roles they have. You must also choose a signature to leave behind as a sign of your kills. i.e. a red rose. Note, if you choose to use your abilities during the day then your vote won’t be counted. Win Condition: Kill everyone. Civilian: You are a normal civilian and have no special abilities however your voice is that of the people. This could be the chance you have been waiting for. Prove yourself to the right people and they will surely reward you. Arms Dealer: Somehow you got caught up in the mob and have found yourself trapped inside the Enforcers HQ. Luckily you still have some of your inventory. Once a night you can give a one shot gun to another for them to use the next night. Enforcer Chief: You can provide protection detail to one player of your choice for one night cycle. (You protect one player from all actions taken both by and against them. Target is not informed that they are protected. Cannot self target. Rich Civilian: You have money, you have influence and you left it all outside. Whoops. However your vote counts double as many still listen to you. Street Performer: You are a master at sleight of hand and misdirection tricks. Once per night cycle you may redirect any action directed against one player to another of your choosing. (You must pm the gm with the name of the target you want protected as well as the target for the redirected actions.) Smoothtalker: You can sell anything. In fact you have already sold Steelhearts skull on numerous occasions. Once a day you may change anyones vote to whatever you want. (Including a no vote) Doctor: You are a trained physician and can provide medical protection to one person for a full cycle. (Once per night cycle you can choose to protect another from any one attack for that night and the following day. Protects from lynching. Cannot self target.) Scout: You are an expert in stealth. Once every night you may spy on another player and discover what actions they take. Sniper: You are a former Enforcement sharpshooter. One kill attempt each night. Invisibility: You are able to turn completely invisible for a limited amount of time. Once per night you can follow a target and find out what actions they take. Precognition: You can see the future. Once per night you may either protect yourself or another from one attack. Matter Disruptor: You can turn any organic matter to dust. One night kill attempt per cycle. Flame body: Your entire body can be turned into living flame, protecting you from attacks. Once every second night cycle you can protect yourself from any and all attacks but must rest during the next cycle. (Invulnerable from all attacks for one night cycle, but cannot protect self again next cycle.) Neutralizer: You can neutralize anyones actions once per night. If no actions are countered this will cancel the targets vote on the following day. Mitosis: You are able to make clones of yourself. You may order your clone to undertake one of the following each cycle. Note: you cannot take the same action in consecutive cycles. Follow a player and learn what actions they take. (Night only) Attempt to kill another player. (Night only) Protect you or another from one attack. (Night only) Distract another so any action or vote they take fails. (Day or night) Strong-arm another’s vote to one of your choosing. (Day only) Illusionist: You can change the appearance of what actions others or yourself take once each night. Example: Player R uses their kill attempt on Player F. The Illusionist can make it look like they protected Player F instead. The action still happens as normal but it won’t show up to any who happen to be spying on Player R at the time. Note: This changes the actions appearance only not the target.