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Found 16 results

  1. Anywaaaaayyyyy (pay no attention to the tags) I write some short little scenes when I get bored so uh ima post them here. One of them I've already posted, but I'm putting it here for easier access. NOTE: This is seperate from my Verdur Trilogy post, and these scenes are seperate from the Trilogy. Now for the three scenes I've written in the past 10 days. Scene #1: Short sad, poetic scene (already posted this one) Scene #2: Short, angsty first person scene. It is sad be warned VERY traumatic. Scene #3 Short, also traumatic angsty scene about someone facing the past they've been trying to forget. There. Those are the one's I've written so far. More to come probably!!!
  2. DramaQueen

    Queen Queries

    That's what my original original post said, but now that I've been here for over three years, I figured it's time for an update. Hi! I'm DramaQueen, or just Queen for short, and if you want to know more about me, you're in the right spot. Ask me anything!!
  3. Is there a way to link the "Play SE" image in my signature to http://www.17thshard.com/forum/forum/62-sanderson-elimination/? Thanks! EDIT: Anyone? EDIT: ?
  4. Brandon said that it would be availible on this forum, but where?
  5. No-one knows why the Deepness does what it does. It spreads over the land, casting its blight, seemingly for no other purpose than to disrupt humankind. Many say that it has no consciousness - that it is simply a force of nature. I do not believe this. Particularly as we have made our journey, it is though I can feel it. Watching me. And then there were incidents like last night. Much of the Terrisman’s jewellery was seemingly spirited away in the night. The guards standing by the camp noticed nothing unusual. Furthermore, the Terrisman seemed greatly perturbed by this - they refused to carry on until a full search had taken place, which turned up nothing whatsoever. I began to get a sense that this jewellery may have some relevance to their unusual abilities - indeed, the Terrisman seemed much more conservative in using their abilities after the event. The only conclusion I can come to is that the Deepness was involved. I do not know why - indeed, if his goal was to stop the expedition, I do not understand why he would not throw out the remainder of the Terrismans jewellery, cutting short our mission entirely. I fear, in this, we may be dealing with forces far beyond our understanding. As it is, we are able to limp forward, albeit at a slightly reduced pace. I can only hope that this is the last of the trials we face along the road. Welcome to MR33 - Danger in the Terris Peaks! Signups are open for the next week, until 6pm, Thursday, 7th February, AEST. One Cycle will occur every 48 hours. Lynch rules apply as normal - ties will result in no lynch. PM’s are open this game. There are two groups - the Alendi Loyalists and Rashek’s Lackeys. The Loyalists aim to kill all of Rashek’s Lackeys, and Rashek’s Lackeys aim to outnumber the Loyalists. There is also an independent, The Deepness, who has the goal of whittling down the Loyalists and the Lackeys down to at most three players combined, making them desperate enough to use the power of the well (they have the ability to kill once each cycle to achieve this). If they achieve this, and are alive at the end of the game, then they win and both other sides lose. Roles: Feruchemists - Feruchemists may store charges and use those charges at a later time. You may only store one charge each cycle, however, you may expend as many charges from a single metal as you have stored on a given turn: Pewter/Strength: When storing charges, your vote will not be counted. When tapping charges, whoever you vote for will have an extra vote placed on them per 2 charges spent. (The writeup will not display the missing/extra votes in the vote tally.) Tin/Senses: When you store a charge of Zinc, you may not talk in PM’s for the next cycle. When tapping a charge of Zinc, you may target a player and spy on the contents of a random PM they are in. Bronze/Wakefulness: When you store a charge of Bronze, you may not perform an action for the next cycle. When you tap a charge of Bronze, you may perform an extra action that cycle (tapping Bronze does not count as an action). Decoy - You have a duty to protect those who need it. Target a player - Any actions targeted at that player will target you instead. Doctor - People are so fond of sticking knives into each other - more work for you cleaning it all up afterwards. Target someone - if they were going to die that night, they won’t anymore. Defender - Sometimes, offence is the best defence. You swore that Alendi would reach the peaks, and you are willing to do whatever it takes to achieve that. You get to kill a player each cycle. Debonair - You ooze charisma, and that means people listen to you. Target a player, and their vote is shifted to another player of your choice. Desperate Packman (to be honest, I just want all the roles to start with D at this point) - After the debacle with the metalminds, you intend to keep an eye out around camp and make sure nothing like this happens again. Target a player, and you can see whoever targeted them that night. (Please note: Just because a role is listed here does not guarantee that it will be present in the game when it starts.) Signups: Roadwalker - Honorable Dietrich Drake Itiah - De Itiah au Powerful Ark - {Defiantly unnamed} Shqueeves - {Delinquent without a name} Fifth Scholar - Duilin Droughtbringer - Droughtbringer Xinoehp - Dedne Elandara - Declan, the Detailed Devotary - Daedi CadCom - Fourth Letir ShaneRockes - Dave, the Terrible Liar Snipexe - Dr. Snip Walin - Nawl Steeldancer - {Despondent that they don't have a name} Clarifications: {None just yet} Quick Links:
  6. Opening Scene: Ash falls from the sky, while the Sliver of Infinity rules with an iron fist. He has stamped out all that opposes him, dousing any flames of rebellion. The Nobles dance while The Skaa die, just outside of their Ballrooms. Many are either happy with this life, or resigned to it. But there are a few trying to gather support, trying to becoming the fire that will burn down the system. Rules: Welcome to Long Game 40, this game is based off of the Naming/Open Ended mechanic of LG18 and 33. Essentially there are no set actions that you can take, if you can justify it then it is possible. GM discretion exists. This will be a faction game, each faction being one of the Great Houses of Luthadel. You are competing against the other Great Houses to earn favor in the eyes of The Lord Ruler. The struggle has been going on for years. But something new has happened, a thought to be member of a Great House was revealed to be a Skaa Rebel infiltrating the house. The Nobles, of course, are outraged at this, and demand that the rest of the Skaa that have infiltrated the ranks of the Nobles be found, and so the manhunt begins… The game will end when either the Rebels have been wiped out by the Nobles, if the Rebels gain the support that they need, or if the Rebels outnumber the Nobles. If the Rebels are wiped out the Great House with the most Favor wins the game. The ways you can earn Favor listed below: Killing an Eliminator outside of the Lynch - 15 Starting a successful lynch on an Eliminator - 5 Participating in an Eliminator Lynch - 1 Posting at least 2 posts of 200 words each of RP in one round - 5 Posting at least 2 posts of 200 words each of Strategy/Planning in one round - 5 Attending a Noble Ball - 5 At the start of the game each house will get together and decide what their house will focus on. The focus of any given house allows one member of the house to take one action based off of the focus chosen each cycle. This action must be approved by the GMs. Foci: Weapons Subterfuge Travel Metal Crops Hazekillers Soldiers Other (GM approval required) Some players will recieve a role as a Misting. A Misting may burn whatever metal is assigned to them once a Cycle. The actions taken by burning a metal may be anything so long as it can be justified, and the GMs approve. Generally speaking the metals will follow the below: Pewter: Defense, Extra Life Tin: Spy, PM Creation Iron: Move, Protect, Steel: Move, Attack. Copper: Hide, Prevent Emotional Bronze: Knowledge Brass: Manipulate (Suppressive) Zinc: Manipulate (Active) Gold: Past info Atium: Unblockable Attack, Protect, Unblockable Action Example: Aonar is a really creative Steel Misting/Coinshot. He decides that he wants to do something that no one expected and decides to run away. He uses his Steel action to run away from everyone, and prevent all kills from hitting him. The GMs say that he can do that, but that there is a 25% chance that he will not be back in time to earn Favour, or participate in the lynch next cycle. There may or may not be secret roles. Probably not, unless I am lying Each night every house may send someone (and only one person) to a Noble Ball. When a player is sent to a Noble Ball they are put into a group PM with the other players that are sent to the Ball, and can not talk in the main thread, but can talk to their house in their doc. A player participating in a Noble Ball may still take actions, but they can only target other players at the Ball, while players outside of the Ball can not target those at the Ball. During a Ball the player's’ RP and Strategy posts will still count towards Favour. The Rebels have two possible win conditions, either outnumber the remaining villagers, or achieve enough Skaa Support to start a Rebellion. To start a Rebellion the Rebels require (Number of Villagers)*(25) = Support. The Rebels can gain support in the following ways: Kill a Noble outside of the lynch - 15 Posting at least 2 posts of 200 words each of RP in one round - 5 Posting at least 2 posts of 200 words each of Strategy/Planning in one round - 5 PMs are open, and require Aonar, Orlok, and me to be in them. Aonar will be helping GM this game, while Orlok will be the IM. If there are any questions ask below. Player List: The game will start at: 9:00 PM my time on Monday the 20th https://www.timeanddate.com/worldclock/fixedtime.html?msg=LG+40%3A+Start&iso=20171120T21&p1=220 The day will last 46 hours, and the night will last 22 hours. Rollover will be 2 hours long. Rule Clarifications: Quick Links:
  7. So, this is kind of a random and depressing question, but my best friend's grandfather is dying of ALS, and I don't know what to do. Hugs, yes, chocolate, yes, yet otherwise I'm witless. She almost seems to be blaming herself for.... something. "When you know it's the last of someone's mortal life that you will talk to them in, what do you say? When you will look back on that day and forever regret or be satisfied with what you said, what words?" How do I help her? How can I comfort her and help her feel loved? We are both Mormon, so we have the "families are eternal, and you will see them in the life to come" part down, but when death knocks, eternity seems very a long ways away. Does anyone have any advice on how to help her? I would appreciate it a lot.
  8. I cannot find, despite half an hour of searching, the topic where someone brilliant talked about the correlation between the three shards on Roshar and the colors of orange, violet, and one other color that I think was green, in the wine, moons, etc.
  9. The title says it all. I'm brainstorming a new novel, but need a name for my protagonist. I can't think of a name for her. Help me out?
  10. Setting You’ve followed Dalinar and his army to the lost city of Urithiru. With Alethi and other peoples arriving more and more every day, the city is becoming a rather bustling place, which is perfect for an agent such as yourself. What better way to subtly manipulate the decisions--especially with the Desolation nigh at hand? Unfortunately for you, you’re not the only one trying to control what’s going on. You’ve learned that there is another group working against your cause, and there are even rumors of a third group, undermining the other two. The Sons of Honour and the Ghostbloods have never gotten along, and now is no different. However, as people start disappearing from the city, you fear you might have to work together to solve the problem. Some of the disappearances are people you’ve never met and you think they might work for the other side, but others are people you know. Maybe the rumors are true. Maybe someone is trying to remove the other players in this politically manipulative game. Can you find them before they kill you too? Teams There are three teams, spread between two factions. The members of each faction will not be publicly announced in the thread, but you will have an idea of who is on your team (more on that in a bit). Sons of Honour You’re a devout Vorin, and if you could go back to the times of old and bring the Hierocracy back, you would. In fact, you’re convinced that all you need to do is find the Voidbringers, because once they return, the Heralds will be back. And how can anyone deny Vorin dominance when their very gods are saving the people from the Desolation? Ghostbloods You’re a Ghostblood. Fascinated with the Desolations and the Parshendi, you’re not interested in causing another Desolation, and you certainly aren’t interested in another Hierocracy. You’d like nothing better than to stop the Everstorm and the Desolation from taking place, and you hope by being in Urithiru, you can have some effect in keeping it at bay. Diagrammists You believe in the Diagram written by King Taravangian. Devoted to bringing stability to Roshar, you’ve noticed that these two other groups, the Ghostbloods and the Sons of Honour, only seek to destabilize the political structures, making them easier to bend to their will. To stop them, you and a number of other Diagrammists have infiltrated the Ghostblood and Sons of Honour ranks, and you are intent to end their manipulations in Urithiru once and for all. You have one group kill per cycle, but you do not have access to a Google doc to collaborate, and must rely on PM communication. The Roles To further your faction’s cause, members of your factions have abilities that will help you perform your tasks. Roles will be evenly distributed between the factions, and then randomly distributed among faction members (including Diagrammists). Roles are not revealed upon death. Not all members will have a role. Those who have no role are Regulars. Knight Radiants Amazingly, some of you have shown surgebinding potential and are well on your way to becoming Knight Radiants. With causes such as the ones you’re fighting for, you don’t expect to have any Radiants from Orders like the Windrunners, who rely far too much on honour, or the Skybreakers, who are driven by justice, which is something you tend to bend if it suits your purposes. However, not all the Orders are stuffy, and some of them are even pretty useful to your faction. Both factions will have an equal number of Knight Radiants in their ranks. This distribution will be random. Note: there is only one Bondsmith in the game, regardless of how many Radiants are included. Bondsmith - You’re all about uniting people under a common cause, and you believe your faction’s goals are the only way to bring about true unity in these trying times. You have access to the surges of Tension and Adhesion, but you can only use one per cycle. Tension - Each cycle, you can create a PM between any two players (can self target). Send in your request to the GM, who will set it up for you at the end of the cycle (accounting for any redirection and/or other blocking abilities). This PM can continue for as long as both participants are alive. Adhesion - Uniting people is what you do. Nothing brings you more joy than bringing two people together--particularly if those two people used to be enemies. You can choose two people each cycle, and on the following cycle, those two people must ultimately vote identically. The GM will PM the lucky two to tell them of this new, unbreakable (at least for a day) friendship. Edgedancer - You don’t care much for your faction's grand plans, but you figure that if you’re not there, the little details will get overlooked. Plus, you like putting your abilities to good use. You have access to the surges of Friction and Progression, but you can only use one per cycle. Progression - With the power of Regrowth, you like saving things, whether it’s making a nearly dead plant grow or healing an injured person. You can protect any player from one kill attempt each cycle. However, you cannot save yourself. Friction - You’re so fast, you can sneak into someone’s private rooms, read all their messages, and get out before being seen. You can spy on all outgoing PM’s from one player per cycle. The recipient of the messages is not included. Lightweaver - A true artist, you’re less concerned about who wins and more concerned that such an historic time is documented. You’re still choosing to help out your faction, though, because what better way to make sure things stay interesting? You have access to the surges of Illumination and Transformation, but you can only use one per cycle. Illumination - Each cycle, you can redirect one random action from your target to a different target. Transformation - You can change a vote (including no vote) to another player. Elsecaller - Some people might wonder why an Elsecaller, one of the more benevolent orders, is caught up in such schemes, but kindness is all based on perception, right? You believe your faction’s cause is what’s best for everyone, and you’ll do all you can to help people based on that belief. You have access to the surges of Transformation and Transportation, but you can only use one per cycle. Transformation - You can target a dead player, changing their appearance (role) for the following two cycles. Transportation - This action prevents any action from other players that targets you, no matter the action, from affecting you for a whole cycle. Lynches will still kill you. Other Professions Surgeon - You studied medicine in Kharbranth itself, learning at the best hospitals in the world. Your skills are second to none (although there are a few who are equally as good as you are). You can protect any player from one kill attempt per cycle, but you cannot protect yourself. Runner - Trained by one of the fastest messengers alive, you take pride in your speed of delivery. You’re among the fastest in Urithiru, making you a hot commodity. Each cycle, you can create a PM with two players (can self target). Send in your request to the GM, who will set it up for you at the end of the cycle (accounting for any redirection and/or other blocking abilities). This PM can continue for as long as both participants are alive. Artifabrian - Although ardents are the only people allowed to use Soulcasting, it would, to say the very least, be rather naive to expect that rule to be strictly obeyed. As an artifabrian, you have engineered and experimented with a variety of fabrials in order to improve on your designs, some of which push the very boundaries of what is thought possible. Every cycle, you may pick a target. One random action that would affect the target comes to you instead. Ardent - As a member of the ardentia, you are a member of a key group in Alethi society. Being an ardent has its contradictions: while you are free from the customs and constraints governing each gender, your life is not your own; you are considered the property of a lighteyes, and are not permitted to own anything. More importantly, you have exclusive access to knowledge of Soulcasting and fabrials. Using this, you may change a vote (including no vote) to another player (or no one) each cycle. Cook - You learned your impressive culinary skills among the Horneaters, and you can cook a meal like these lowlanders haven’t ever tasted before. You know how to mask the most potent flavors in a dish, and occasionally, you’ve been known to use that skill for less-than-pleasant purposes. You’ve racked up quite the body count with some of your culinary surprises. Each cycle, you can attempt to kill any player. Veristitalian Scholar - For you, the past is never dead; it takes a clever mind to sift through the detritus to reconstruct history objectively--as things truly happened. Where historians seek to paint themselves in the most flattering light, you see yourself as a dispassionate seeker of the truth: for you know that in the past lies the answers to the future. Each cycle, you can research one of the dead to discover role. Explorer - You’ve been recruited by Dalinar to map out Urithiru. Spending your nights in the uninhabited regions of the lost city, you don’t see much other than your maps, and no one sees you either, until you surface in the morning. Every other cycle, you can prevent any and all actions targeting you, including lynches, from affecting you. Assassin - You’re a master assassin, and you have many skills at your disposal. You’re invisible when you want to be, you have a knack for learning the information you need to get into inaccessible places, and you see things others tend to miss. Unfortunately for you, your assassin services aren’t needed as much here in Urithiru, but that doesn’t mean you can’t use your other skills. You can watch a player any cycle, learning the identity of one random player who targeted them (regardless of whether the action succeeded or not) The Positions Every well-established group has a command structure. The Sons of Honour and Ghostbloods are no different. While not every member knows who all the others are, each one knows someone, and a few have even more knowledge. Every cycle, a person in command can make one PM with any member below them in the command chain. This person does not have to be directly below them, and these PMs can be created at any point in the cycle. Positions are assigned randomly, with no distinction between loyal members of the faction and the Diagrammists. Thaidakar (Ghostbloods) and Restares (Sons of Honour) - You are the leader of your group. You know the identity of every member and the position they hold within. Commander - You report directly to your leader. As such, you know his identity. You also know the identities of the people who report to you. This is only a fraction of the members in the group though, as there are multiple Commanders. Captain - Reporting to the Commander, you know his identity but haven’t a clue who the leader is. That’s okay, though. You have enough responsibility as it is. You know the identities of a fraction of the Regular members. Private - You’re just a regular member of the group, but that doesn’t mean you don’t get to have fun. You’re just as important as the others, except that you don’t quite know who’s on your side. You only know the identity of your Captain. Win Conditions Primary Win Condition Sons of Honour and Ghostbloods: Kill the Diagrammists Diagrammists: Kill everyone else. Secondary Win Condition Sons of Honour or Ghostbloods need to kill the other faction’s KRs. The faction with the most KR’s alive if/when all Diagrammists are dead wins. The other loses. If both factions have equal numbers of Radiants alive or all Radiants are dead, they tie and win together. Alternate Win Condition If an equal number of members from all three teams (Sons of Honour, Ghostbloods, Diagrammists) is alive at any point in the game and the Bondsmith is still alive, the remaining players win together, united in one cause by the Bondsmith. Order of Actions Transportation/Exploration Illumination/Artifabrian/Assassin Progression/Surgeon/Tension/Runner/Elsecaller Transformation/Scholar Lightweaver Transformation/Ardent/Friction/Adhesion Kills/Lynch GM Notes GMs: Wilson and STINK Impartial Moderator: Alvron Player Cap This game will have a player cap, to be chosen by the GMs after signups are closed, depending on the how many players sign up. That cap will be somewhere between 20-25 players. However, more players can sign up. We will use an RNG to decide who plays the game out of those who sign up, and those not chosen will go onto the Pinch Hitter list. Inactivity Filter This game will also have an inactivity filter. Any player who does not post, PM (if they can) and submit an action (if they can) in the first two cycles of the game will be replaced by someone on the Pinch Hitter list. After the first two cycles, any player who doesn’t post, PM, or submit an action for two cycles will be killed. Please note that this means you must do all three, if you are able, to be considered active in the first two cycles of the game. After the first two cycles, you only have to do one of the three to be considered active and not killed. If you must go inactive for a short time, please let the GMs and the thread know when you will be going inactive and when you will return. This period of inactivity cannot go beyond three cycles. If it goes beyond two, you will not be killed by the filter (though you could be killed by the lynch or another kill). If you do not return on the date/cycle specified, you will be killed. Rollover Rollovers will be at 12:30 PM MST/7:30 PM GMT. Signups will close at 11:30 AM MST/6:30 PM GMT on Monday, 2 January, so we don't have to worry about rollovers are New Year's Eve or New Year's Day. The game will start an hour later. PMs will go out during that hour. Player List Quick Links
  11. This is a thread where any of you can ask me anything... You probably already knew that. So, if you have any interest, ask me things!
  12. Hey guys! I figured I'd take part in the whole creative-thing, but since I cannot draw or write particularly well, and music is my forte, I figured I could take inspiration from the Cosmere (or any Sanderson) to write. I would love some suggestions, like "dark emotional ballad based on Vin and Elend's undying love" or "bridgeman work song". Any suggestions will be acknowledged and much appreciated.
  13. 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. Quick Links:
  14. Just wondering if there are any other Merlin fans on here. Please no spoilers, I'm only on season 2.
  15. Hello, friends! - I frequent a debating website known as Factpile.com, where fictional characters are pitted against each other in battles to the death. There have been some Vin matches and one Steel Inquisitor match on there, but Sanderson's works haven't had much of a showing. I'm planning on donating some money to suggest a debate in the near future, and to show the world the strength of Mistborn, I'm going with the Lord Ruler. - However, I need feats. You see, Factpile likes hard facts from the text and WoGs from the authors. Because of the nature of Allomancy and Feruchemy, and the Lord Ruler's status as the most powerful Allomancer to ever show up in the books (so far), I can use feats from any Allomancer or Feruchemist to represent what he is capable of doing. But I'd like some help gathering them up. So, if you can recall a WoB about the capabilities of Allomancy/Feruchemy/Compounding, or remember a passage from the books, post it here with a source! - Thank you for any help, guys! (Oh yeah, if anyone has any suggestions on who would be an extremely close match to the Lord Ruler in a fight, post them in here too. ) How Compounding works: TLR new about Chromium/Nicrosil: TLR base Allomantic strength is as strong/stronger than Elend with Duralumin: Duralumin + Atium explanation: TLR had Hemalurgic spikes/used them for more power: TLR was a Savant or nearly so in all metals: Doesn't really tell us anything, but TLR used Lerasium for.... SOMETHING: Steel Feruchemy/Compounding Steel: Feruchemical Warmth is actually Warmth: TLR has perfect memory: Various Feruchemical gold feats: Various Feruchemical pewter/Allomantic pewter feats: TLR lie detection abilities: TLR soothing: TLR Steelpushing: Other character's feats with Allomantic steel (TLR can do ALL of these): Tin Savant Feats TLR made himself to be more powerful than other Allomancers
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