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Found 10 results

  1. Rat squeaked, feeling the tumbling of Joe’s ash taco cart as the man enthusiastically wheeled it ahead of him, heedless of his rodent cargo, which was being jostled about quite severely. He could share in the Brightlord’s thrill, however—who knew ash tacos would sell so well in Roshar, where the warcamps’ only consistent consumption seemed to be wine? Yet it was counted as a foreign delicacy, and Joe’s last worldhopping had brought with him a large supply of the ash so crucial in their construction. The chouta merchants seemed baffled by the innovation, unable to sell their wares as they had in the past, and times seemed to be looking up. Except for the rattling of the cart beneath his claws, of course. As the cart neared the warcamps, Joe began rambling enthusiastically, addressing Rat in a low voice. “Maybe I’m not completely useless after all!” he exclaimed, gesturing at the full pouch of spheres tucked inside his cart. Having said this, and just after having made the turn into the warcamps proper, Joe tripped, sending the cart rolling along the uneven rocky ground. Miraculously, it remained upright, but even so Rat was nearly thrown from the top of the cart, and was forced to make an awkward scramble and a quick dart under the canvas layering towards the bottom of the stand to remain safe and out of sight. The runaway device did not stop with Rat’s safety, however, and the small rodent found himself jarred by the sudden collision with...something. He couldn’t see anymore. “...this cursed ash taco stand!” a bellow came, sounding like Brightlord Ularid. “Joe, storm you! Get over here!” The scurrying sound of footsteps made Rat believe Joe was coming nearer, but the folds of canvas were too heavy. He couldn’t see! He clawed more frantically, looking for a way out. As he squirmed, he could hear raised voices, Joe exchanging words with the crowd of nobility he had apparently interrupted. “...no clue why you keep this out-of-control stand in operation any longer. We have infiltrators and spies to root out, at the King’s orders, and your only concern is turning a little profit for yourself!” Definitely still Ularid, who was close by now. “Look, I’m useless, okay? Leave me alone; I’m not trying to get anyone hurt here. I tripped and fell, and whatever rocks you have in this area are very unforgiving on the knees.” That was Joe. Scrambling, Rat managed to free himself, and found himself looking up at three figures with weapons drawn, staring at the hapless Joe and his cart. He froze, hoping none of them had noticed his appearance, which was limited to a bulge in the canvas from which two eyes peered out. One of the three, neither Ularid nor Joe, cast a greedy eye over the pouch of spheres hanging on the cart. “Look,” he said to Joe, “I might not suspect you like Brightlord Ularid does. But we do have the rights to do customs inspections on your merchandise, which we haven’t done yet, unless the Highprince of Investigation has. Have you seen him?” Joe gulped. “No.” “Good,” said the man, and began heading toward the cart. He found his way blocked by the thick arm of Brightlord Jumae. “I don’t think so, my lad,” he said quietly. The tension in the air crackled, but no move was made. Rat grew increasingly uncomfortable with Ularid. Not looking at either Jumae or the Noble he was restraining, and keeping Joe back with one arm, he seemed to be peering...directly at Rat. His eyes narrowed, and his muscles tensed. Too late, Rat tried to scurry away. “How now, a rat?” he cried. “Dead for a ducat, dead!” The thrust came; Rat gave one last gibbering shriek, and was forever lost. The last thing he heard were the tears of his faithful master, Joe, and the cries of the other nobles as the cart was overrun and plundered. Hemalurgic Headshot was lynched! He was a Noble with an Alerter, a Spanreed, and a Painrial! Vote Count: HH (3): Aman, Coda, HH Aman (1): Stink Night 5 has begun! It will end in approximately 23 hours, on Monday 25 November at 9:00 PM EST. New Spanreed PMs may now be opened. If you have a PM open with a player already, it is acceptable to re-open that PM with your spanreed instead of creating a new one with identical membership. Good luck! Player List: 1. Elandera as Brightness Ellarel, a flighty scribe who nonetheless remains tethered to the ground Noble 2. Rathmaskal/Young Bard as Brightlord I.N., whose reversed name conceals his role as a secret member of the Knights of Ni 3. Butt Ad Venture as Brightness Hmynyes, a connoisseur of classical Vorin music Noble 4. Xinoehp512 as Brightlord Rashor, a man who determinedly believes that blue wine is a plague from the Voidbringers Thief 5. Araris Valerian as Brightlord Arilar, a recently arrived spy with ties to the Kholins Noble 6. StrikerEZ as Brightlord Nalakor, a professional chull breeder and racer and close friend of the King’s Wit Noble Spy 7. Furamirionind as Brightness Dohila, a lighteyes who insists on wearing only orange and green lace Noble 8. Hemalurgic Headshot as Rat, a pet of Brightlord Joe and a secret worldhopper Noble Pet 9. Sart as Tleir, a Purelaker trying desperately to impersonate the missing Brightness Drella while House Sebarial hunts for her Ghostblood 10. STINK as Jumae III, a Brightlord whose eccentricity in fashion contrasts sharply with a docile and even temperament 11. DrakeMarshmallow as Brightlord Ekard, a man at the mercy of the Almighty Himself 12. Amanuensis as Brightlord Ularid Leiken, a man hunting a chull with a green shell which once insulted his mother 13. Coda as Brightness Dejda, one of Adolin’s former girlfriends who now hates the Kholins with a passion 14. Straw as Brightlord Straw, an effigy of Gavilar which was officially recognised as a lighteyes of the fourth dahn 15. Elbereth as Brightness Tintallë, whose title has come under charges of redundancy by expert Quenya scholars Noble
  2. Now when it was known that Zane had escaped from their grasp once again and pursuit was unavailing, Elend’s Loyalists remained long seated in darkness in the quiet of their rooms; but the Subordinates for the most part returned to their plots and mourned for the lost opportunity. Through the dim alleys of Luthadel mists drifted in from outside the city walls and mantled the storefronts, and the lamps and torches of many men began burning pale against the gloom of the setting sun. Then suddenly Senn Conrad appeared in the city and called on all to come to the courtyard of Keep Venture upon the summit of its highest turret; but the doom of banishment and exile that had been laid on him by Elend was not lifted, and he openly defied the Loyalists. The multitude gathered swiftly, therefore, to hear what he would say; and the turret and all the passages and walls of the Keep were lit with the light of many torches that each one bore in hand. Conrad was a master of words, and his tongue held great power over hearts when he would use it; and that night he made a speech to the Loyalists which they ever remembered. Fierce and fell were his words, and full of frustration and pride; and hearing them the Loyalists were stirred to madness. His wrath and his hate were given the most part to Astick, and yet it was with him and from him that well nigh all the words which issued from his mouth had their ultimate source; but he was distraught from grief from the slaying of his companion, and with anguish from the loss of his quartzite skull. He claimed now the leadership of all the Subordinates now that Zane the Mad was dead, and he scorned the decrees of Elend. “Why, O people of Luthadel,” he cried, “why should we serve the jealous Elend, who cannot keep us nor even his own city safe from the ravages of Mistborn? And though he be now their foe, was not his date and Zane of one kin? Vengeance calls me hence, but even were it otherwise I would not dwell longer in the same land with the kindred of my comrade’s slayer and of the thief of my treasure. Yet I am not the only valiant in this valiant people. And have not all ye lost a friend to this war? And what else have ye not lost, being cooped up in a narrow city between Straff Venture’s horde and an army of koloss?” “Here once was life, which Elend begrudged to Scadrial, but now death levels all. Shall we mourn here deedless for ever, a shadow-folk, mist-haunting, dropping vain arrows on an innumerable horde? Or shall we return to our lives? In Luthadel under the Lord Ruler ran sweet the flow of free commerce through plains unclouded with armies. Wide lands lay about, where a free people might walk. There they lie still, awaiting us who in our folly forsook them. Come away! Let the cowards keep this city and police its laws!” Long he spoke, and ever he urged the Loyalists to follow him and by their own prowess kill Astick and win great valour with the forces of Lekal. Yet recalling their separate callings Astick and Laila his supporter therefore spoke against Conrad, and fierce words awoke, so that wrath came to the edge of swords. Divided into two camps, the Loyalists arose; but though the split had seemingly been even, the influence of a few voices, spoken in underhanded tones in choice words, would prove the deciding factor. Conrad was therefore stripped of his vials of metal, and forced to burn aluminum in preparation for his execution, on the outskirts of the keep, there to throw him down from the sheer walls of the city. And Astick stood by and said nothing; but at the last Conrad cried out: “So you forsake your city and your kin, ill-gotten fiend! Here shall you fail of all your hopes, and here may you yet die the same death as I.” Then they cast Conrad over the walls of the Keep, and so he ended. Devotary of Spontaneity was lynched! She was Count Senn Conrad III! Vote Count:find it now? Devotary (6): Maill, Elandera, HH, Stick, Ada Stick (4): Lum, Fura, Devotary, Rath, Straw Night 5 has begun! It will end in about 22-23 hours on Friday 31 May at 9 PM EDT (-4:00 UTC). You have one more turn to find your items before they’re lost forever to the Hostile Mist Spirit. PMs remain open during the Night. Please continue to abide by all restrictions on their use. Good luck! Player List:
  3. Stopped was Month-Long Drought: dried-up, withered, old. The Blight took her, merciless, Though she was driven in. In, driven, was she though? Mercilessly her taking, Blight, the old, withered-up, dry drought, month-long, was stopped. Month-Long Drought was far past old, past caring The Dark One seemed to her but a man erring And not a great force Without shred of remorse To whom many would spend their lives swearing She took up with Moiraine to advise her Yet never made the woman apprise her As an adviser And none the wiser Others frequently sought to chastise her The conflict would resolve itself one day When six came over intending to slay With Drought surrounded And quickly bounded She turned into the Blight’s latest prey Night 5 has begun! It will end in 23 hours’ time at 21:00 EST, or 2 AM GMT, December the 17th. Droughtbringer was lynched! He was Roleless. Vote Count: Droughtbringer (6): randuir, Mark IV, Furamirionind, Hemalurgic Headshot, Mr Doctor, Karnatheon Mr Doctor (2): Sart, Steeldancer Mark IV (1): A Joe in the Bush The Eye has 36 health remaining. The current layer of defence has 6 health remaining, and is the Sixth Ring. The Blight is currently attacking for 11. This is not a typo; the Blight is attacking for eleven. Wormwood was killed! Nailicis and Nogard are still alive, and will Send Runner N6 unless stopped. Screwtape is still alive, and will Send Runner D6 unless stopped. Randuir IsRand and BrEn Memorium will continue attacking people tonight unless stopped. Please remember that PMs are closed. 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 Roleless 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 Roleless 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 Warrior of Fal Dara 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 Emond’s Fielder; Fal Dara Warrior 16. A Joe in the Bush as Joseph, a man who has mastered the art of squeezing into very small spaces in bushes 17. MetaTerminal (Ookla the Cited) as Elak Dehlin, a merchant with severe paranoia about the One Power Moiraine’s Circle 18. BrightnessRadiant as Fifi Balthamel 19. Mr Doctor as Antor Vadenfort, a Illianer Warder without an Aes Sedai 20. Sart as Shirley U. Jest, a Cairhienen noblewoman who takes life far too seriously Good luck to all!
  4. Evening Edition 5 The Elendel Daily Newsworthy Content for Every Octant! The 27th of Doxil, 68, Evening Price 2 Clips Critics SLAM Elendel-Focused Policies In a meeting this afternoon, Governor Wilson finalized the agreement that would see extra money dedicated to the new dredging policies to clear up the canal. This financing was to be drawn from the transportaiton budget, which is normally used for building new infrastructure between Elendel and the outlying cities and towns within the basin. In particular, representatives of New Seran condemned the policy for 'funneling yet more money into Elendel at the expense of everywhere else'. It has long been a condemnation of the government that they focus on the city and not so much other areas of civilisation, but they have always responded that it 'makes more sense to spend in Elendel, where it can reach the greatest number of people in the most efficient way'. As the population of Elendel dwarfs that of other cities, they say, more money should be spend there rather than elsewhere. New Seran's representative, Lord Shore, was disappointed to hear of the allocation of funding. 'This is simply typical of self-centered, 'big city thinking', where they simply do not understand the hardships of life outside the walls of Elendel. They do not care that we had food shortages last year, because they don't have to suffer them. They don't care that the cities out there are getting poorer and poorer, and that Elendel drains the life and youth from them to sustain itself. There are hundreds of examples of young people coming to Elendel with the hope of a better life, only to find themselves on the streets, unwanted. And Elendel does nothing to help!' This angry outburst comes after the death of one 'Aniah Arkwood', a young girl from the roughs that reportedly came to seek her fortune in the City, like so many others before her. Her story is both common and unique. She arrived in Elendel some time within the last month, hoping to make use of a connection to House Heron to find work. Any work found this way would have been of a far better quality than would be found in the roughs, and it is speculated that she may have desired to send money back to support her family. While she did not initially succeed in this, her connection meant that she was present at the meeting between House Heron and the potential heirs to Lord Heron, which led to her becoming involved in the chaos currently being wreaked on Elendel by the Spiked cult. Unfortunately, this proved to be a fatal decision for her to make, and her body was found earlier this afternoon, another victim of the allure and violence of Elendel. In response to the accusations of an Elendel-focused government, the Governor hastily announced that plans would be drawn up to create a transit system between Elendel and cities such as New Seran. He stated that this might make use of the 'railroad' system devised by House Heron to transport goods, and that he was interested to see how House Hasting's steam engine could be applied to it to create horseless transportation systems moving at great speed without a need to stop to change or rest horses and drivers. House Izenry has claimed that such a move would be unthinkably dangerous, while House Hasting has welcomed the opportunity to collaborate with the Governor on this project. House Heron declined to comment on the death of Miss Arkwood. Garrik Urbain Commercial Advertisements Obituary Previous Editions Other Headlines This Evening Aniah Arkwood/Ark1002 was a Noble! Araris Valerian/Ookla the Curmudgeonly is Influential the next Day. Night 5 has begun! It will end at 7PM GMT on Sunday 18th November. The number of Tineyes alive is both nonzero and positive, so PMs may continue to be sent. Assassinate Votes Praise Votes Total Influence Player List
  5. Night 5: Apathy When Waern entered the atrium this morning, he was surprised to find everyone idling around, none of them really talking to each other, or even focusing on anything. Everyone seemed to be staring off into the distance, unable to bring themselves to concentrate. "What's going on here?" Waern asked. Sheon shrugged. "And what," Waern continued, "does that mean?" "...What's the point?" "I'm sorry?" "What's the point, sir?" Sheon repeated, finally looking up at Waern. "I mean... say that we find this person. What do we do then?" "Torture them, extract information, and then execute them?" Waern replied, almost confused. What else would they do? "And then what?" Sheon said. "What do we do then, sir?" "Then we get on with our lives," Waern said, gritting his teeth as if to bite down the irritation he was starting to feel creep up on him. "I know what this is, bloody Soothers," he muttered. "All right, all of you!" he shouted, hoping to draw their attentions. None of them looked up at him, finding fractionally more interest in ignoring the world around them. "Fine then," Waern muttered. "As you were." He groaned quietly to himself and left them to their ennui. If they were going to ignore the world, then it was only right that he could do the same. No-one was lynched! Jaina/little wilson (2): Pix/Lemonelon, Jaina/little wilson, Armina/Arranae Armina/Arranae (2): Alrin/Arinian, Locke/Orlok Tsubodai, Marsh/Darkness_ Edguardo/Paranoid King (1): Hadrian/Araris Valerian Night 5 has begun! It will end at 21:00 PM BST on Wednesday. There is still a Tineye alive, so PMs may be continue to be sent. Players Quick Links:
  6. 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.
  7. 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:
  8. 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:
  9. It's official: Sign ups are now open for the Elantris game that Tulir and I will be co-GMing! This will be a typical Long Game, and follow all the outlines for that format. Day phases will last 48 hours and Night Phases will last 24 hours (though if it turns out that players need more time for the night phases then we will extend those to 48 hours also). Please review the rules below, and let me or Tulir know if you have any questions about them. Shadows of Elantris Rules Setting For Roleplaying purposes, the entirety of the game will be held inside the King's Palace, centered on the King's court, with the exception of those players who are taken by the Shaod and cast into Elantris. At the beginning of the game, all the players are gathered in the Court to hear a grand announcement to be made by Patriarch Seinalan. Also, if there is anyone who would like to sign on as a "pinch-hitter" (someone who stands by to take over for someone who goes inactive) for whatever reason, please PM me and let me know.
  10. 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.