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"Are you sure about this sir?" Tina asked, nervously. "It's our only option. If that part of the Circle breaks..." Samuel paused, grimacing. "No, this is the only way. We need men, and we need men now." "But sir, most of these men were discharged! You'd be sending them to the slaughter." "I know that!" He slammed his fist on his desk. "I know that. But it's the only option we have. Our other soldiers are stretched thin enough as it is. We can't afford to lose any more soldiers, and we can't afford to lose any more ground. The only option we have left is to find more Rithmatists, and those don't drop out of the sky. We need all the help we can get, even if they are a bit unusual." "But sir," "No more objections!" Sam yelled. "I don't like this any more than you do, but this is our only option. I'm sending in the order." He wired the missive through. "You're dismissed colonel." She sighed. "Yes sir." As Tina left the room, Sam let out a rare smile. "The Rithmatists were sure to be slaughtered." he thought to himself. "They would be outnumbered and outgunned as soon as they entered the war zone. His operatives among them would make short work of the remaining survivors. And with that part of the Circle undefended, it would surely break. And once that happened," his eyes began turning a milky white. "The Forgotten would rule." Welcome to Mid-Range 21! This is a rerun of my first game, MR3. Both games are set in the Rithmatist universe. In order to encourage role play, please include in your signup why your character was discharged from the military. Below are the rules. The game will be running on Monday, April 17th. Rollover is at 7 PM Central Time, 1 AM BST, with turns lasting 48 hours. I look forward to GMing you. Let me know if you have any rule clarifications/other questions for me. Quick Links:
Special Thanks to Ben McSweeney for making these icons and Awesomeness Summoned for making them available online. On the Isle of Nebrask, there was one simple rule: keep the Circle whole. The Circle was a line of chalk, surrounding the island, containing the wild chalklings. If it broke, they could swarm out, and decimate the United Isles of America. On the Western Front, a new group of Rithmatists were gathering. Their mission was simple: if the line washed out, they had to repair it. Their commanding officer, Tammy Kingswright, addressed the group. “We are defending our homeland today. The Circle may be holding today, but it could fall at any moment. A single raindrop could ruin our line, and destroy our way of life. We’re not going to allow that. Come rain or shine, we will protect this country! Now, who’s with me?” Mid-Range Game 3 is now open for sign-ups! I’m looking for around 20 players, but the more the merrier. This game will start a day after Long Game 8 ends. Rules: Setting: You are part of a group of Rithmatists, battling wild chalklings in Nebrask. However, it appears some of your battalion actually support the chalklings, and are secretly trying to sabotage the front lines. General Rules: This game has the day and night combined into one cycle. Players will vote on who to lynch in the thread, while sending the GM (me) their special action in PMs. PMs between players are not allowed in this game. Each Cycle will last 48 hours. Rithmatics: To combat the chalklings, most soldiers (excluding Non-Rithmatists) use Rithmatics. Each day, you may do one of the following. However, you may not repeat the same action two cycles in a row. Line of Forbiddance: You protect yourself for the cycle. As long as this stays up, you can't be killed. Line of Vigor: Cancel a target player's action. Line of Making: You create a chalkling that will spy on a target player. Unfortunately, chalklings are extremely dumb and can only be given extremely basic commands. Chalklings will walk in a straight line and will only return to you if they run into a wall. If a player was using a Line of Warding or Forbiddance, you will be informed that they were protected. Otherwise, nothing will happen. Line of Warding: The camp gains one defense for the cycle. (See below) Advanced Rithmatics: You can substitute one of these for your special action, if you have been taught them. Line of Revocation: Kill a target player, as long as they aren't protected by a Line of Forbiddance. This is only available to Rithmatic Scholars. Line of Silencing: Cancel a target player's vote. Special Roles: The Forgotten: You command the wild chalklings, and you win once you outnumber the good-guys. Every night, instead of using Rithmatics, one of you can kill a target player. You are also immune to Wild Chalkling kills. Of course, you have access to a Google Doc to formulate plans. Non-Rithmatist: You are clearly crazy. You sneaked onto the front-lines without having any powers! However, you have studied Rithmatics extensively, and have learned about Advanced Rithmatics. Once per game, you can give a target Rithmatist access to these powers. Sentry: As long as you stay alive, you passively give the camp 1 defense. See below for details. You are also immune to the Wild Chalkling kill. This role will be added if we have enough players. Artist: Because you can draw them so well, your chalklings are smarter. When you use Lines of Making, you will learn what special action your target did that turn. Defense: Since the camp is on the front-lines, there is always the threat of wild chalklings invading. The power of the chalklings is equal to the number of Forgotten. The camps defense is equal to the number of people making Lines of Warding plus the Sentry bonus. If the power of the chalklings is greater than the defense of the camp, a random player is killed. This kill ignores Lines of Forbiddance. If the camp's defense is equal to, or greater than, the power of the chalklings, the camp doesn't lose a player. Quick Links: