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Lerasi walked through the streets of Elendel, careful to watch for signs someone was tailing her. Her handlers had missed the scheduled meeting to discuss what she’d learned about the People’s Republic of Elendel’s plans with the allomancers and feruchemists they were recruiting. It had been almost a year since they’d overthrown the old government and installed a military regime. Lerasi and the other Loyalists were doing everything they could to tear the regime down, which is how she’d found herself being recruited into a secret force of metalborn. She checked her pocket watch as she walked past the meeting point one more time. It was the time that her handlers were supposed to meet her several days ago. She’d finally received a message from them a few days ago. Apparently they’d almost been caught by the PRE’s hazekillers and had to abort the mission. Lerasi shuddered at the thought of having been there when it happened. Lerasi opened the door to the abandoned building and began to make her way to the meeting room. She tapped bronze to check for any signs of allomancy nearby. Thankfully, she didn’t feel anything, so she opened the door and walked in. There was no one there. Before she had time to react, a hand was around her mouth and someone threw her to the ground. A tall man walked into the center of the room from where he’d been hiding in a shadowed corner. Lerasi’s heart stopped for a moment. They’d found her, they must’ve set her up, she was going to die- “Are you alone?” The man said calmly. Lerasi looked up at him, careful to not move too much lest the people holding her down thought she was trying to escape. “As if I’d ever tell you.” She spat at him. He smiled. “That’s what I wanted to hear.” ~ The group of metalborn had been gathered altogether for the first time since they’d all been recruited. People of all ages and from all over the Elendel Basin had been gathered in Elendel to become the peacekeepers for the fledgling republic. A tall man stood in front of the group, their eyes focused intently on him. “I have gathered you all here today,” he said, his eyes scanning across the people before him, “because there are traitors amongst us.” He held up a hand to prevent the whispers that were already spreading through the group. “Lock the doors,” he said to the hazekillers at the edges of the room. “The building has been locked down. There are enough rations here to keep us all alive for the next...month or so. No one is leaving until we have rooted out the traitors amongst us.” He smiled. “I hope you enjoy your stay.” ~ Welcome to Long Game 66: A Struggle for Power! This is a spiritual successor to the game I ran last summer, LG56. This game will be run by me and my fantastic co-GM @Young Bard with @Fifth Scholar as our wonderful IM. I’ll be posting the rules down below, but I’m not sure how great the formatting is going to be when I try to put them in here. If you want to read the rules with much better formatting, you can do so here. Signups will end on Wednesday, June 3rd at 9 pm CDT. The game will start around 10 pm CDT. ~ Rules: Player List: Quick Links:
Most people know Roshar for its storms. Perhaps they even know it for its legendary Heralds or Knights Radiant. But those days ended long ago. And on the hidden side of Roshar, in the Cognitive Realm, the spren know all to well the tragedy of their ending. For nearly every thinking spren alive at the time had died, killed by the Knights who broke their oaths. But necessity has overcome the decision to never bond with humans again. Because Taln has, after 4,500 years, broken under torture on Damnation. The True Desolation will shortly begin. The Fused are returning to Roshar, and the Unmade are loose upon the land again. And the spren know well that if Odium succeeds in destroying the humans, they will be gone as well. However, what the spren do not know is that Sja-Anat has learned how to Enlighten true spren. And Odium has directed Sja-Anat to corrupt or destroy all the remaining true spren, to prevent any new Radiants from ever being created. And so it began, that Sja-Anat started her insidious work in the shadesmar city of Celebrant. And the spren had no idea that upon the next few weeks hung the fate of Roshar... ----- Welcome to LG54, Cognitive Diversions! All players will be assigned a type of spren. True Spren want to eliminate all Enlightened spren. Enlightened Spren, along with Sja-anat, will want to outnumber the True Spren. Cycles will be 48h/24h, as per usual. The game will begin on 4/17/19, at 9PM MDT. (Please note rollover times will change if the game lasts until I get back home from college). Mailliw will be my co-GM. The Rules Player List Feel free to ask any questions about the rules. Quicklinks:
(Will add in write up later) A World Without Vin Housekeeping 72 hour cycles. Ties result in blah blah blah. This game is role madness. There are secret roles. Not every role will be in the game. The Nobles are attempting to kill all of the Skaa and keep Preservation alive. Rebel Skaa goal is to equal to or outnumber the villagers. They have a group doc together and a group kill (excluding Kelsier). Ruin is a single player who is trying to kill Preservation’s Vessel and the rebel skaa. Alignment Roles Ruin is a single player with the ability to create PMs (single cycle, free action), spy on PMs (only those of the person targeted, not the person they’re responding to), and make a kill. Kelsier is the leader of the Rebel Skaa. He may use each Misting power once, or he may use the use of that power to attempt to convert a Part Skaa to his team. He may not do both. He also has two charges of Atium, which may be used to discover roles. Preservation is a Noble role who can roleblock a player for a cycle (including roleblocking PM-making for the next turn) or give a random Allomantic or Feruchemical role to a player for a cycle. Preservation cannot die to either the lynch or the eliminator kill. Special Roles These roles can and will occur simultaneously with other roles. Part Skaa: if Kelsier targets a skaa-blooded player with his conversion ability, that player will be converted. Metallurgist: can give two people a vial of metal each cycle. You must specify which vial is wanted. Vials can be passed between players. This role is not given to Mistings. Kandra: can make two PMs between yourself and one other person each cycle. PMs only last one cycle from when made. (You do not have to send an order in to make the PM.) Roles The Lord Ruler has one vial/charge of each Misting and each Ferring power. Assassins are able to make one kill per night cycle. Hazekillers are able to defend one person (cannot self target). If that person is attacked, then the Hazekiller kills the attacker. The person attacked still dies. Allomancy/Feruchemy Mistings have start the game with three vials of their metal. Mistings can only use their abilities once a cycle. Ferrings can store thier metals, but it takes a cycle to store. The ferrings only get one charge, at first. Mistings Iron: protects from steel kill Steel: attack one player Tin: target a person and find out what action they took (in the form of “killed [x]”, “protected [y]”, etc) Pewter: extra life for cycle burned Zinc: move a vote onto another player Brass: doubles a vote Copper: protects one player (along with self) from zinc, brass, and bronze Bronze: discovers which metal (if any) a person burned in the last cycle Ferrings Iron: self-protect Steel: roleblock a player (including PMs for the next cycle) Tin: spy on the PMs of your target (you do not see the PMs of the other side of the conversation) Pewter: protect a player from skaa and Assassin kills Zinc: see anyone who targets you (but not what actions they take) Bronze: see the type of action your target took (Allomantic, Feruchemical, or Other) Gold: extra life for that cycle (Will add in timer later. Expect it to last for a week.) Quick Links: