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  1. I've set this up as a place for you clever people to discuss and create new roles for future games. Hopefully, this will become a list of well balanced roles that GMs can use in future games. If you post a role here, it is free game for anyone to use in their games, unless you specifically state otherwise. Be forewarned, creating balanced roles is incredibly difficult. You need to take into account how they will play with other roles and how they will effect the balance of the game. Creating roles requires running them through scenarios time and again, just to make sure that they don't break the game. No role should be so strong that the opposing faction can't stand against it. I'll let you get to it, but here are a few reference materials to give you some baseline ideas to work from. The Wiki actually has a pretty decent breakdown for the game in general. While this game specific Wiki has a ton of roles already in use and also gives some ideas of their playability. One final note, feel free to create roles and games for any of Sanderson's worlds. Eventually, we'll hopefully have enough roles to easily play anywhere in the Cosmere! Update: The reworked rules and Formats are up! Please keep these in mind while designing your games. The better you know which format you're planning for, the better other people's feedback can be! Long Game Elimination Format Rules With plenty of time and a lot of complexity, the Long Games typically have time for in-depth analysis and plenty of roleplaying opportunities. The drawback being that they typically take a lot longer to play out. Players: 18+ Game Duration: 3+ weeks Game Cycle Duration: 96 hours max. Turns: days and nights, each 48 hours max. Rollover Time: TBD by the GM What to Expect: lots of roleplay more chances for in-depth manipulation lots of complexity high levels of analysis Mid-Range Game Elimination Format Rules A middle ground style of game. The Mid-Range games run fairly quickly, but not nearly as fast as a Quick Fix. This allows for more roleplaying and analysis than a Quick Fix, but less than a Long Game. Players: 15-30 Game Duration: 2-3 weeks Game Cycle Duration: 48 hours Turns: days and nights can be combined into one full cycle 48 hours in length or separated for each to be 24 hours long Rollover Time: TBD by the GM What to Expect: fairly fast pace some complexity a bit of roleplay moderate analysis inactive player warnings/deaths Quick Fix Elimination Format Rules The Quick Fix games follow a faster paced schedule than the other elimination games. This format will have fewer roles than the other games, and be less heavily invested in role playing. Players: 8-16 Game Duration: 1-2 weeks Game Cycle Duration: 24 hours Turns: days and nights combined into one full cycle Rollover Time: TBD by the GM What to Expect: very fast pace basic roleplay simple structure basic analysis one post/PM per cycle inactive player warnings/deaths Game Creation: Table of Contents First of the Sun/Sixth of the Dusk Twei/Eol/Piff - Trappers v. Traders Nalthis lord Claincy Ffnord - Idrians v. Hallandren v. Pahn Kahl - Run as Long Game 4: Colours of War Gamma - Returned v. Traitors w/ sacrifices - Run as Quick Fix 9: The Court of the Gods Wyrmhero - Explorers v. Traitors w/ items, events, and omens Twei - Merchants v. Saboteurs w/ roles and Awakening Roshar Mailliw - Items-based w/ Nobles v. Ghostbloods - Run as Long Game 5: Noble Secrets Rubix - Darkeyes v. Merchants v. Nobles w/ boons and curses - Run as Mid-Range 1: Riots of Kholinar Renegade - Windrunners and Truthwatchers v. Skybreakers - Run as Mid-Range 2: Servants of Honor Wyrmhero - Blackthorn's Army v. Alethi spies w/ roles and events - Run as Mid-Range 4: Alethi War of Unification Aonar - Refugees v. Diagramists w/ roles and squiring - Run as Long Game 13: Traitors on the Plains Aspren - Items-based w/ boons and curses Mailliw - KR v. Skybreakers and Voidbringers Only Joe - Alethi v. The Diagram Kasimir - KR v. Voidbringers Renegade - Bridgemen v. Lighteyes w/ roles, items, and highstorms Winter Cloud - KR v. Parshendi w/ roles, events, and items Winter Cloud - Odium/Voidbringers v. Honor/Cultivation/KR/Shardbearers Wilson - Sons of Honor and Ghostbloods v. Diagrammists Mckeedee - Ghostblood Members v. Moles w/ roles and items Renegade - Alethi Nobles v. Sadeas' Consipirators w/ roles and corruption Araris - Odius Scholars and Voidform v. Regular Forms Wyrmhero - Ghostbloods v. Sons of Honour w/ roles and pairings (two-headed elimination) Scadrial Metacognition - Spiked v. Villagers w/ Allomancers - Run as Long Game 1: In the Wake of Koloss and The Anniversary Game: In the Re-Wake of the Koloss Metacognition - Inquisitor and Spiked v. Allomancers w/ Unsnapped - Run as Long Game 2: The Devil's Den jasonpenguin - Spiked v. Villagers w/ Allomancers - Run as Long Game 3: Blackwater Village Wyrmhero - Noble House War w/ Nobles v. Skaa - Run as Long Game 7 - The Annealing of Luthadel Bartbug - Koloss-blooded vs. Kandra - Run as Long Game 8 - Elendel Gang War Newan - Twinborn v. Spiked w/ kandra, mistwraith, items and a map - Run as Long Game 11: Twinborn Village Renegade - Passengers v. Coinshot Clan w/ coins and locations - Run as Quick Fix 8: The Steelway Express Swimmingly - Koloss and Allomancy 18th Shard - Agents of Ruin v. Islanders w/ allomancy, feruchemy, and hemalurgy Gamma - Flaring Metals Only Joe - Items-based and Allomancy Newan - Pits of Hathsin Prisoners v. Snitches w/ roles and snapping Renegade - Pits of Hathsin w/ Atium and Allomancy Wyrmhero - The Roughs, Thieves v. Lawmen w/ money and roles Kasimir - The Roughs, roles w/ economy, broadsheet, and cosmetic roles Winter Cloud - Skaa and Mistings v. Mistborn assassin w/ roles Wyrmhero - Heron Industries, Loyalists v. Mistrunners w/ roles and employment Seonid - House Conrad v. Venture Agents w/ roles Wyrmhero - Crew v. Traitors w/ roles, missions, and a planning Turn Winter - Venture allies v. Great House Spies w/ roles, items, kandra, contracts, skaa, Inquisitor Kasimir - Workers v. Informants w/ currency, roles, and broadsheet Sel Tempus - Traders v. Followers of the Jeskeri Mysteries - Run as Quick Fix 1: Jeskeri Mysteries Metacognition - Pirates v. Mutineers - Run as Quick Fix 2: Crushthroat's Beginnings Herowannabe - Jeskeri v. Shu-Dereth v. Arelon w/ roles, vote manipulation, Elantris exploration and secrets - Run as Long Game 12: Shadows of Elantris Kasimir - Heritage v. Glory v. Moderation v. Discovery w/ roles and bribery - Run as Mid-Range 7: Eighty Splendid Suns Serendipity - Dakhor v. Forgers and Elantrians Renegade - Forger v. Arbiter and Bloodsealers Panda - Elantris Gang v. Gang w/ roles, items, and Hoed Mckeedee - Derethi Converts v. Jeskeri Cult v. Dulas w/ conversion, elections, and religions Threnody/Shadows for Silence Gamma - Hell's Shadows - Run as Quick Fix 3: Shadowed Secrets Kasimir - Travellers v. Criminals (w/ Shades) Unknown Location/Shadesmar/World-hopping Only Joe - Seventeenth Shard v. Hoid - Run as Quick Fix 4: Conversion Alvron - Epics v. Rithmatists v. Librarians v. Cosmere w/ Hoid and Serial Killer - Run as Mid-Range 5: Competing Realities Quiver - Shards and Seventeenth Shard v. Odium and Voidbringers - Run as Long Game 10: A Game of Shards | Only Joe's reworked version - Run as Long Game 14: To Shatter a Shard Wyrmhero - Space Crew v. Traitors Winter Cloud - Scadrial v. Nalthis v. Roshar w/ roles, items, NPC's, and kandra Earth/Alcatraz Only Joe - Free World v. Evil Librarians w/ Talents and items JasonPenguin - Smedry's v. Librarians w/ Talents and post-censoring Earth/Legion Herowannabe - Legion's aspects v. Nightmare aspects w/ specialties, cupid, and rooms - Run as Quick Fix 6: A Time of Nightmares Earth/Reckoners Alvron - Civilians v. Epics v. Epics - Run as Long Game 9: The Empty Throne, Part 1 Renegade - Researchers (w/ Black Market) Kasimir - Civilians v. Traitors w/ roles and riddles Earth/Rithmatist a smart guy - Nebrask w/ Rithmatists v. Forgotten - Run as Mid-Range 3: When Chalklings Attack Defending Elysium & Firstborn Smart Guy - Humans v. Aliens w/ cryotonics and roles Randland/Wheel of Time Gamma - Forsaken and Darkfriends v. Channelers and Villagers (Wisdom, Wolfbrother, etc) - Run as Long Game 6: Daes Dae'Mar Kasimir - Logain v. Mazrim Taim w/ conversions Meta Games (17S Site) Adamir - Sharders v. Spammers w/ roles, items, locations, rep Role Ideas/Partial Games Terox - Feruchemy Gamma - Kandra Alvron - Items-based (Lerasium beads, etc.) Gamma - Terris Synod and Kandra Alvron - Alloy of Law w/ world-hoppers Macen - Seventeenth Shard v. Hoid Gamma - Shadesmar's ruling spren v. hatespren Clanky - Debtor and Debtholders Only Joe - Omnicide Non-Sanderson Ideas Jasonpenguin - Hunger Games - Run as Quick Fix 5: Hunger Games Aonar - The Old Kingdom Wyrmhero - Magic: the Gathering - Ravnica Wyrmhero - Discworld Wilson - Kingkiller Chronicle - The University, aka "The Most Complex Game Ever" Wyrmhero - Sandman - Dream Aspects Herowannabe - Star Wars Wyrmhero - Chronicales of Amber Kasimir - Doctor Who Kasimir - Assassin's Creed Adamir - Dishonored Wyrmhero - Sandman - Cereal Convention Adamir - Middle Earth
  2. Hello SE, and congratulations on somehow surviving another year of murders and bloodshed. Welcome to Anniversary Game 6/Anonymous Game 7: We Shall All Be Changed. Before discussing the game itself, however, I have several important announcements to make on behalf of the moderating team, and would encourage all of you to fully read through them. The first and most pressing matter is that of the moderation team itself. Unfortunately for all of us, both @Orlok Tsubodai and @Alvron have felt that their schedules no longer permit them to serve as effective moderators for the subforum, and have decided to step down. Needless to say, this is very saddening, as both have given years of service to SE and its community, helping to shape it into a better place, and both the logic and clarity of Orlok and the (sometimes lurking) activity of Alv will be missed on the moderating team and the subforum. We wish them the best of luck as they dedicate themselves to their respective pursuits, and hope that they will find the time to occasionally sneak back into a game or two. Their replacements on the moderating team will be @Elbereth, the other GM for this game, and @Devotary of Spontaneity, and I am confident that both will be excellent additions who will help Wilson and I tremendously in the coming years. El brings with her a wealth of experience in conflict resolution and a veteran perspective as two other long-time players depart, and Devotary’s keen sense of balance and impartiality will also be welcome in game balance review and our thankfully infrequent moderation. With changes in the moderation team, our game balance committee is also undergoing a shift in membership. We are pleased to welcome both @Amanuensis and @STINK back into the committee, and to receive @Elandera, @Araris Valerian, and @Sart as its new members who will be helping with game review. The committee will also be taking on responsibilities such as keeping the GM spreadsheet updated, revising the rules and Lexicon to reflect a post-AG2 understanding of SE, and giving additional feedback in the Art of Game Creation thread—undertakings which moderation has historically wished to be able to do, but there never seems to be enough hours in the day. With the revitalised committee, however, we hope to see these changes finally be made. The final significant alteration to SE policy is with respect to the SE Discord server established by @A Joe in the Bush and currently owned by @little wilson. While the Discord has been incredibly successful on its own merits, its well-being and the casual community fostered there have come at the expense of the subforum’s health and the activity of socialising institutions such as spectator and dead docs, PMs, and the games themselves, which have experienced a falling-off in activity recently. Therefore, to stem community migration to the server, we are officially divorcing it from the subforum—it will be removed from the General Rules thread, the #game_creation channel will be archived to incentivise participation in the largely defunct Art of Game Creation thread, and we ask that you not invite new members to the Discord, but instead encourage them to remain in the subforum and use the games and docs for social interaction. With these changes, we hope to revitalise the SE community and bring personal discussion and RP back into the games. It might surprise you, but you are allowed to talk about your life or begin off topic discussions in docs and PMs, and doing so actually helps both the community and the games. That should be it for sweeping structural changes, so onto a couple of smaller points. First, the variety of GMs in the spreadsheet for upcoming games is depressingly low, and we’d love to see more people creating and running games. With the reinvigorated committee and mod team, there are plenty of people eager to help out if you have a game idea you’re looking to refine, including El and I, and we’ll get you signed up on whichever list you’d like. (And once it comes to actually GMing, there are plenty of experienced players happy to help you co-GM.) So please contact us if you have any ideas you’d like to see run. Second, we’re implementing automatic spectator lists, which you can sign up for to be immediately PMed a spec doc for any game you’re not participating in, hopefully further incentivising people to contribute to spec docs. Finally, after a break during AG5, we are back to handing out non-Sanderson game passes, and will be distributing 3 or 4 after the game to worthy recipients. We won’t be revealing exact criteria, but worthy players are likely to be active, thoughtful and sensible players who foster discussion and community within the games. Just a thought. /announcements Oh no! Although Dalinar Kholin has successfully re-founded the Knights Radiant upon the formerly lost city of Urithiru, there looks to be an insurgent faction of the new Knights sympathetic to ODIUM, the Lord of Hate. While you’re aware of their existence, a small group of cornered individuals with mystical powers and incentive to kill...well, that can be a dangerous thing. Besides, should the Knights fall, who will guard Roshar when the Final Desolation begins in earnest? Factions: Roles: Cosmetic Roles (please read before signing up): Housekeeping: Each Day turn will be 48 hours long, with a simple no-vote-minimum lynch. The player receiving the most votes at the end of the Day turn will be killed; should there be a tie, a random player from among those lynched will die. Each Night turn will be 24 hours long, allowing the various factions and Radiants to submit orders. An inactivity filter of two cycles will be enforced. This is subject to change based on player count. To reiterate, PMs are open so long as an Edgedancer is alive. Please remember to include both @Elbereth and myself in any PMs made. Rollover will occur at 4 AM EST (-4:00 UTC) and may be posted by either El or myself. Due to writeups and the need to send PMs, this will typically take about an hour. Please be patient and bear in mind that there are likely thirty of you to keep tabs on. This game is a completely anonymous game. Please sign up by PMing both @Elbereth and myself with the title “AG6 Signup Request: [Your Name Here]” and include your chosen character and Cosmetic Role (details above) in the PM. Do not tell anyone whether or not you are playing the game. This both makes identity-guessing more fun and ensures the integrity of any voting we may do at the end of the game for non-Sanderson passes. If you wish to spectate, please PM us in a similar manner, and do not reveal that you are doing so. To facilitate anonymity, this thread will be locked, and we urge any discussion about rules changes to be made in the Q&A/Meta Discussion thread. At the start of the game, you will be issued an anonymous account. There are a number of rules associated with the use of an Anonymous Account. Please follow them carefully. Given the potential for abuse of Anonymous Accounts, any rule breaking using the accounts will be dealt with harshly. 1) Do not change the password of the anonymous account you are issued. Wilson (the IM), El and I will have access to all anonymous accounts for the duration of the game. 2) Do not use the anonymous accounts to PM any non-anonymous account, other than the accounts of the GMs. Please do not use your normal accounts to PM anonymous accounts. 3) Once again, do not tell any other player or individual associated with SE whether you are playing or not playing the Anonymous Game. Player identities will be revealed after the game, not on the death of their avatar. Players must not reveal their own identity after their death, until the end of the game, including in the dead/spec doc. Players wishing to spectate rather than play should PM El and myself for a link to the spectator doc. Questions and rules clarifications should be submitted in your sign up PMs, and will be posted by myself in the signups thread. 4) Do not change anything cosmetic about the accounts, including member title, username, signature, and avatar. Good luck to all, and we hope to get this thing started in about a week. Quick Links:
  3. Domand had not come to the Shattered Plains, for once, to stop chaos, but to begin it. It would please neither his inferiors nor himself—which was, of course, why he had to do it. The ASWA was highly selective with its field agents, in the general case, but to the bewilderment of all, an exception had been made for him. An untried initiate, sent to the Shattered Plains to preserve order in a situation which hung on a knife’s edge? Who could count on such a one to uphold the integrity of this crucial mission, in the most probable vortex for a Shardic conflict since the...unfortunate… levelling of Scadrial? Nobody in the Council of Seven expected him to succeed. Darrel’s wisdom had been called into question, and only his invocation of the sole privilege to send out field agents except by unanimous consent of the Council had stifled the staunch opposition of Lerdal and Radler. Funny, how the vote had failed by one member. It always did, when matters were important. Dominion purred, pleased with Darrel’s expansion of authority, but Domand quickly shoved the Shard down and away from his mind. It was a tool. He could not afford to be borne away by the Intent, especially with so much work left to do. The Council was subdued; that was the important part. With Domand safely on Roshar, the real work could now begin. Beginning to count to ten already in his head, he moved through the still night air, weaving towards the bunk of Highprince Sebarial. Shrouded in darkness as he was, he would be hard to spot, and those who saw him should take little notice anyway—it was part of the magic of the cloak, but also partly human nature. Who cares about a nighttime wanderer, when you yourself were one if you were out to notice him? Rounding the last corner and finding himself immersed in pitch blackness, Domand summoned his Shardblade, weaving it experimentally through the air in front of Sebarial’s bunk. It would take all his willpower to take this next step. He hated being obtrusive, hated overt violence, yet certainly did not hate Sebarial. He lifted the Blade, arm trembling slightly as the point was raised, quivering, into the air. God Beyond save us, he thought. And then plunged the Shard through the stone wall. Kay watched with narrowed eyes as a man shrouded in darkness walked past her hiding spot, looking both determined and rushed. A poor combination, that. At least, for whoever the Almighty willed that the man should meet. She chided herself inwardly for attempting to reason out the result of the man’s visit. Nothing is knowable apart from the Almighty and his Heralds, she thought, reciting the first article of the faith of the Devotary she had always been a part of. It was her job to carry out the will of the Almighty and his Heralds—which, incidentally, involved a removal of the king (at this time; who knows what the Almighty may require of you tomorrow?). His embrace of practices such as a hierarchy based on eye colour and the maintenance of ardents who invented Callings and Glories at random had destroyed the kingdom and brought the Almighty’s disapproval. Worse, he sought no guidance from the Almighty or from the Heralds in this troubled time, but rather forged ahead as if not to bother with such “myths.” They would see how mythical they were, if the Almighty did not continually will that their existence be maintained. Heretics these days weren’t just outside the devotaries. Except when they were, like that detestable woman Jasnah Kholin... Her thoughts abruptly snapped back to the walking man, who she had lost track of. Moash would be disappointed in her; how was she supposed to discover who shadowy visitors to highprinces were if she could not even keep track of them for three feet? Kay could not let herself be seen, however, so she crouched further down behind a crem-coated boulder, peering intently at the wall behind which the man had vanished. And screamed as a thin line of light appeared in it, and a hole gradually widened. Sebarial was under attack. And the man she had seen wrapped in shadow was none other than a Shardbearer. Highprince Sebarial, It is with exceeding joy that I write to you, knowing that the dastardly attempt against your life last night was a failure, and that you are in good health, if somewhat shaken (like us all). I do not know who the Shardbearer was or why they had occasion to attack you, but it should rightfully make us all fear for our safety. I understand your concerns that the assassin could have killed you but chose not to, but such conversations are not for the public ear. We will have speech together at the next banquet regarding this. Until then, I will instruct my Cobalt Guard to double their watch against any hint of an attempt against any life in these warcamps. With your aid and vigilance, I am confident we can crush this threat beneath our heels. Elhokar, King of Alethkar My apologies for a shortened writeup; I will hopefully get the chance to fix that tomorrow. Regardless, welcome to LG61: A Radiant Light! The rules are in this doc, and are nicely formatted. If you want immediate formatting-free access, use the spoiler below: Yeah, it’s a lot. I suggest you read over it a few times before the game starts, and send me rule clarifications before the game starts in earnest. Please? It makes me a happier GM. Signups will last a week, and will close Saturday 2 November at 9:00 PM EDT (-5:00 UTC), unless an extension is required. Please sign up if you are able, as the game will be much more fun with a lot of people, as I can do cooler things with item and role distribution. Also, the way the faction system works means that you’re almost guaranteed to be in a doc, and with a team who will help you understand the rules and collaborate with you on them, which always makes SE more fun. (And will probably alleviate some of the stress from looking at that giant ruleset. ) My wonderful co-GMs are @Devotary of Spontaneity and @Snipexe. Don’t be surprised to see them in your PMs, in thread issuing clarifications, etc. And be sure to upvote them both for agreeing to work with me on such a crazy game. Player List: Rule Clarifications and Modifications: Quicklinks:
  4. “We’ve all been fools before,” said Demandred softly. “But this folly has been a pervasive one. I do not know why you have failed to trust me, Sammael, particularly when this snivelling creature was once Lews Therin’s servant. Or maybe...he was Lews Therin himself?” Sammael raised an eyebrow, and said nothing. It certainly appeared more reasonable to him that Demandred was the traitor here. Nothing had been seen of his movements before his sudden reappearance in Amadicia, to fight the Dragon. At least they knew where Asmodean had been. As the other man began approaching Asmodean, Sammael readied a weave of fire and flung it at his erstwhile ally, just as Demandred’s hand gripped Asmodean’s shoulder. The Mask of Mirrors around him flickered and failed, revealing the face of a ruddy youth whose eyes contained the memories of another man, long since dead. The Dragon. Rand al’Thor wasted no time, rolling away from the oncoming blast of flame and preparing a final weave to end Sammael, who stood exposed and shocked. Yet something existed between him and the Source. A slick boundary. He spun to Demandred, whose face, wreathed in agony, bore a grim smile and look of satisfaction. “I will not say avenge me, Sammael,” he croaked. “But your eyes should now be clear. Kill him.” Amethyst Scorpion was lynched! Scorpion (2): Falcon Falcon (2): Scorpion, Hyena Emerald Falcon was killed! He was Demandred the Forsaken! Cycle 9 has begun! It will end in about 23.5 hours, on Tuesday 28 April at 9 PM EDT. Due to low playercounts, there is no longer a lynch. This cycle is shortened to 24 hours. Get your orders in on time, please, as it should be relatively straightforward system of picking the best way to kill your enemy. Good luck! [Player List] Amber Vulture Semirhage Amethyst Scorpion Azure Mouse Graendal Charcoal Hyena Chartreuse Penguin Moghedien Coral Swan M’Hael Cream Tuatara Lanfear Emerald Falcon Demandred Fuchsia Ostrich Mesaana Indigo Weasel Aran’gar Ivory Dragonfly Moridin Magenta Albatross Rahvin Mauve Crocodile Shaidar Haran Melon Dingo Osan’gar
  5. Callor, Child of the Light and personal retainer to the Lord Captain Commander, Pedron Niall, stepped into the open plain. Or, at least, what was now an open plain. What the scene of carnage around him had been before was all but impossible to determine. It was those Aes Sedai witches, he knew, and not all female ones too; the eyewitness reports of the scouts which had been sent back did not deny the presence of male channelers, even under the shadow of the Hand of the Light. A truly frightening prospect, yet one he would have to stomach. The Children would need to redouble their vigilance against the witches and other Darkfriends, if the world had any chance of surviving these troubling times. Of course, few rulers saw the wisdom of this course of action, and those who did—mostly in Amadicia and Arad Doman—did so in fear of Niall’s armies instead of true belief. True belief would come later, he presumed, when they realised the vast scope of the threats against them. But for now, Callor was in the dark about what the future or even the past held. And judging from the expressions of the men and women who were slowly ringing him, they did not either. But such explanation as could be given, would. Welcome to MR41: Lord of Chaos! The rules should be fairly simple to explain, as it’s blackout, so just a few basic guidelines: - This MR runs on a single 48-hour cycle. Most players have one action a turn. - The setting is Wheel of Time. Most players will be channelers. The specific site is the nation of Amadicia in a location which was recently utterly destroyed by unknown forces. - A few other rules will be released C1, including those guiding PM usage. - The game needs exactly 14 players to run, and is anonymous. You may sign up either in this thread, or via a PM to myself and my co-GM @StrikerEZ entitled “MR41 Signup Request: [Your Name Here].” Please refer to the anonymous account rules, which govern your usage of the accounts and are replicated below for your reference. (I’m going to be a bit more lax about Rule #3, but the others remain in full force.) Given the restricted player counts, there will be a strictly enforced two-cycle inactivity filter. If you sign up, please participate. Anonymous Accounts There are a number of rules associated with the use of an Anonymous Account. Please follow them carefully. Given the potential for abuse of Anonymous Accounts, any rule breaking using the accounts will be dealt with harshly. 1) Do not change the password of the anonymous account you are issued. The IM and the GMs will have access to all anonymous accounts for the duration of the game being played. 2) Do not use the anonymous accounts to PM any non-anonymous account, other than the accounts of the GMs or the IM. Please do not use your normal accounts to PM anonymous accounts. 3) Do not tell any other player or individual associated with SE, whether you are playing or not playing the Anonymous Game. Player identities will be revealed after the game, not on the death of their avatar. Players must not reveal their own identity after their death, until the end of the game, including in the dead/spec doc. Part of the attraction of anonymous games is keeping identities obscured, and we'd like to eliminate any chance of information becoming known that undermines the integrity of the anonymity. 4) Do not change anything cosmetic about the accounts, including their member title, username, signature, and avatar. 5) Anonymous accounts have been restricted from posting outside the Roleplaying subforum, but must not be used to post in any thread other than the thread of the game they are currently being used in. If you would rather not play, you are welcome to publicly or privately request a spec doc. Signups will close in a week’s time on Thursday 9 April at 9 PM EDT. If we get enough players before this, the game will still start on schedule, but signups will remain open so anyone who still wants to play can join as a pinch-hitter. Good luck! I will keep a running count of the number of players signed up here: 14 (updated 07:17 Tuesday 7 April) Quicklinks:
  6. I had a friend convince me to join Sanderson Elimination (everyone should give it a shot!) about a month ago but I hadn't looked around the shard until now! I've been a Sanderson fan for about 8 years now. My first exposure to him was when I was reading the Wheel of Time series. While the series itself was really good (and my first real foray into epic fantasy) when Brandon Sanderson took over the last several books the series went to a whole other level. After that, the rest is history. I have read the vast majority of the Cosmere and his non-Cosmere works. I haven't gotten into Alcatraz. I heard it's a solid series but I had moved on mostly from YA by the point I learned about it. I also haven't read Whitesands. I imagine I could find a whole thread about peoples feelings on it (I've heard mixed reviews myself). I'm excited to be here and, hopefully, you will hear more about me!
  7. Welcome to Mid-Range game 40! It takes place about five years before the events of Skyward. A group of Disputers have decided it is time to change the Defiant culture with a little defiance of their own. Rules doc, for better formatting Alignments: Defiant Defense Force - Your job is normally to aid in the effort of battling Krell, but a new threat has risen in the cavern depths that demands your attention. A small number of Disputers - an eccentric counter-culture movement - aim to cripple the DDF. You must stop them before it threatens the survival of the entire Defiant League. The DDF wins when all the Disputers have been arrested or killed. Disputers - Defiant culture has gone too far. The jingoistic teachings are indoctrinating the citizens, and often leading them straight to their deaths. You are members of the DDF who are tired of seeing your friends killed because they feel it is their obligation. While you understand and sympathize with the fight against the Krell, you believe there is a better way. You believe now is the time to start the change and stop the hero-worship of the DDF and First Citizens. The Disputers win when they reach parity with, or out number the DDF members. The Disputers have access to a kill every cycle. Any member can use their role action to submit the kill. General Rules: 48-hour cycles, day/night combined No vote minimum to make an arrest PMs are closed, unless player possesses a radio To create a PM, message the GM with the target. If it is a valid target, the GM will open the communication line at the end of the turn. (See Radio item for further) One role action and one item action per cycle Roles: Items: When a player is arrested or killed, all items are taken back to the quartermaster to be available for purchase. Chits will be distributed randomly among those involved in the arrest or death. Sign-ups will close at 10 p.m. PST on Sunday, February 16. @Devotary of Spontaneity is the IM this game! Player List Quick Links Rule Clarifications and Updates
  8. Hoid crept through the night, following the map he kept locked inside his head. Yes, he was close now. He reached some marker that was only known to him and took a breath. As he let it out, he entered Shadesmar…. He had been spot on. Before him, in Shadesmar, was what was known as the SEAcropolis. It was never on any of the old maps or the new ones, but if you were in the right place (and only the right place), you could get there. It didn’t seem to matter what world you were on either. It was as if this place existed in all the worlds and none of them at the same time. It was one of the few places where he felt he could relax and just take in the sights; and what sights the SEAcropolis held…. Welcome to the SEAcropolis! For those of you who are not aware, Acropolis literally means “Upper City” in greek. The most famous one being the Acropolis in Athens during the Roman Empire. It was a cultural hub for the city that surrounded it and housed some of the most famous structures in the Roman Empire, like the Parthenon. Now, we have one too. Our Acropolis is for SE-related creations that you guys come up with. There have already been some great things created in games and Docs alike and it’s a shame that they never really get to see the light of day. So here is a place for all of those awesome creations; things like song parodies based on different games, or pieces of art inspired from the games, or short stories based on characters or events from here, or banners that you created for the games, or basically anything that is SE-related that you’ve created. Remember though, this is for SE-related work only! The forum already has a place for other artwork and stories and such. As much as I’m sure everyone would love to see everyone else’s artwork, this is for the niche stuff that is something that only those that play the games would really care about; AKA, our own cultural artifacts, if you will. There is one rule that we need to state here: You are not allowed to post anything you’ve created from an ongoing game until that game is finished. Sorry. Feel free to create as much amazingness as you want, but you’ll have to wait until the game finishes to post it. This way, nothing could accidentally give the game away or be used to confirm yourself or any of a hundred other little possibilities. Other than that, let your imaginations run wild and let’s fill our SEA with the brilliance and creativity that only comes from fending off death on a daily basis!
  9. Jastes Lekal took one last look at the smouldering ruins of his home. Family gathered around him, he peered between the lightly falling flakes of ash, as the skaa rebels began to plunder the fire-ridden frame which had once been his mansion. He muttered a curse to himself. What had he been thinking? Giving mere skaa any sort of power? Of course it would come to this, in the end. Blame Elend Venture he would for planting the idea, but had he really been so blinded as to allow representative assemblies by the working peoples? Yes, he had, apparently. But he would not be repeating these same mistakes. He intended, indeed, not to make any idealistic commitment such as that ever again. Fingering a brass earring, Lekal turned to the pitiful, scattered regiment of noble-blooded guards and the few skaa who had had the sense to retain their connections to true nobility in the aftermath of the rebellion. He could trust—or he hoped he could trust—these men. Sticking with somebody who lost power tended to mark you as loyal. Facing them, with a soft, insidious voice seeming to whisper in the dark corners of his mind, he spoke. “I have a plan to recover from this blow.” A few eyebrows went up, but the men said nothing, so Lekal continued. The voice in his head seemed to give him the guidance he needed. “We will make a play for the city of Luthadel itself.” That got reactions. Gasps, mutters, groans. He let them pass—indeed, he revelled in them. His plans would shake the world. “I have access to a force larger than any our enemies can muster—a force which will kill without mercy, fight without pain, and conquer for us. It simply must get into the weakened city. I have a special task for a select few of you…” Trapped. That was how Elend Venture felt. Trapped, and abandoned. Dockson reported that Cett had left the city, which should have been welcome news. Clubs’ spies had even heard credible rumours that Straff Venture was finally dead. That should have made Elend caper with glee. But neither, ultimately, mattered as much as the price he had paid. Vin was gone. A final report, given by a somber Ham, was the worst of the three. The Mistborn Zane, one of his father’s lackeys, had kidnapped Vin. Kidnapped her! He would not believe reports which said that Vin had gone willingly, whatever Ham’s insistences. She couldn’t have. Sazed and Tindwyl had tried to calm him on this matter, but it didn’t work. Elend’s mind raced, trying to figure out how to apprehend the pair. He laughed bitterly. Outpace a pair of Mistborn? Better luck trying to clean the ash off a roof with a pebble. He would need something to draw Zane back, a threat he couldn’t ignore. His plan had been the Atium stash, but they were no closer to that then when they’d first begun. Perhaps he would need to send more men looking for it, now that the city was nearly his again. Elend surveyed the map on his desk. If his father was dead, the threat from the north was mostly finished. An alliance with Cett meant the south and east were mostly his, too. There remained only the west, and that was in good hands with Jastes Lekal. His former confidant would likely be overseeing a happy populace, and would be willing to help Elend find Vin. He sighed. Not much of a victory, but a small one. He’d take it. Unfortunately, it brought him no closer to Vin. Suddenly, the hallway door burst open, revealing a huffing Spook. “Wasing the coming of here,” he gasped out, “finding the moving of Uncle, wasing the seeing of army. Big army.” He spread his hands to indicate size. “Ising the marching of here. West.” Elend’s heart clenched. Another army? Cett’s men had nearly wiped out his supporters the first time. He took a deep breath. Perhaps this, however, would be the threat that drew Zane—and therefore Vin—back to him. He smiled wanly. Perhaps Lekal was not overseeing a content skaa populace after all. Even so, he would force himself to meet and counter this threat as well. It would be the least he could do. Welcome to LG55: Disquiet. With the recent demise of Cett’s Infiltrators at the hands of the Unstable Mistborn, Zane, he and Vin have hoped to begin a new life away from the turmoil in Luthadel. However, their joy is short-lived. Another man with aspirations of taking the city, Jastes Lekal, has arrived, this time with a koloss army at his back. To help weaken the city against his force, he too has sent his Subordinates into Luthadel to topple Elend Venture, the man who currently holds the city. Despite their unwillingness, both sides are now in the conflict, for better or worse. The rules of this game may be accessed here. You may also use the spoiler underneath here, but I make no promises as to the quality of the formatting. Rollover will be at 9:00 PM EDT, or UTC -4:00, at least for now (this may change depending upon my schedule). Signups will close on Thursday 16 May, at 9:00 EDT. (That’s about ten days from now, and marks the end of the busy period in my life. ) Player List: Rules Clarifications: Quick Links: Good luck to all.
  10. Dear esteemed member of the Northern government, You have been cordially invited to a discussion on trade policies between the South and the North. We need to establish better and more consistent rules for the exchange of goods. You would like to make use of our medallions and technology while we would like to make use of your metalborn. In addition, we think this meeting could be beneficial towards the general fostering of positive relations between all nations of the South. Thank you. Please meet us at our landing space, where our airship will be waiting for you. Masks will be provided. We hope you will be able to attend. Sincerely, Dallek, Malwish ambassador. *** Basic Stuff: Factions: Medallion Rules: Medallion Roles: Hello, and welcome to LG52! This is my first game, but hopefully it won't break. Signups will close somewhere around February 17, although this could of course change depending on interest. Player List: Rule Clarifications: Quick Links:
  11. Callor stepped out of the thick woods ringing Fal Dara, his white cloak with the golden sun making a splash against the darkly covered thicket that previously enveloped him. He felt vaguely uncomfortable standing there exposed, in the open between two nexuses of evil. The whitewashed tower, with its shiny exterior that fooled most, but was still full of rot within, was closer than the Dark One’s prison. However, Shayol Ghul seemed to emanate his madness. By means of the Blight spreading surely and slowly over the Blasted Lands and encroaching on the northern kingdoms, the Dark One advanced, and a strong hand was needed to intervene that did not belong to Tar Valon witches. And Callor knew whose hand that would have to be. Smiling at his orders from the Lord Captain Commander, he took to the road fully, prepared for his presence to be announced to the Keep he neared. Let them! Agelmar would be as wet clay in his hands when he saw what the Children could do. A few minutes of warning would change nothing. The Light would shine on and protect those who resisted the Dark One at all times. And Pedron Niall stood for the Light. The guardsman on the walls of Fal Dara Keep blinked. A party had appeared, essentially out of nowhere, on a stretch of clear road empty a second earlier. He frowned, motioning his fellows to hold the gates against the newcomers. Peering closer, he was unsurprised to see an Aes Sedai and a Warder among their number, even if the man looked familiar. The guardsman tried to place him, but the name was slippery on his tongue, and he could not grasp it. Those thoughts were driven from his head by the Aes Sedai, who serenely reached into one of her pouches and showed Agelmar’s sigil, a token of entry. Having little other choice, he let the Warder and his Aes Sedai in, glancing at the others as they passed. Mostly youth, though seemingly an Ogier among them, and an older gleeman. He did not know for what purpose they were there, but the woman had flashed Agelmar’s sign, and as such was to be allowed entry. Curious about the new arrivals, but unable to abandon duty, the guardsman contented himself with watching the north road, and the Blight as it crept slowly closer. Pain. Pain was all Aginor felt, from head to toe. A constant reminder of his failure. A constant reminder that his recklessness had trapped him at the surface of the Wheel for three millennia, while eras came and went. The pain stayed with him for all those millennia, and it did not vanish with his release. Yet despite this pain, Aginor was determined to see that his body would have advantages. He straightened, shrivelled skin screaming in protest from the treatment, and looked towards the Spine of the World. His eyes, at least, were sharp enough to see the mountain range clearly, even as far away as they were, and the dark shapes in that direction coming towards him. Squinting, he made a pretense of studying the mountain ranges. Maybe its formations would be the key to finding what he searched for. Somewhere in there lay the Eye. He just needed to come upon it. Aginor chuckled aloud, loud enough for Balthamel, similarly shrivelled, to raise an inquisitive eyebrow. She did not see what he did. Looking directly at him, moving in his direction with purpose, the shadows materialised: a small contingent of Darkfriends came before him, kneeling. Then Aginor truly smiled. It’s been a month-long drought (or should I say Blight ), but welcome to MR32: The Blight Encroaches! This game, if you didn’t catch it from the RP, is a Wheel of Time game set at the end of The Eye of the World. The Forsaken are trying to destroy, overwhelm, or use the Eye to cut off the fledgling Dragon, al’Thor, from using it against the Great Lord of the Dark. Meanwhile, the Light is frantically defending the Eye against the encroachments of both the Blight and Forsaken, and seek to drive them back and kill them to strike a major blow on behalf of the Light. This game will start at Fal Dara Keep and move back towards the Eye as it continues. My co-GM for this game will be Elandera (@Ookla the Rogue). Our Impartial Moderator is @Alvron. All of the rules for this MR may be found here, in this Google doc. If anyone has any rules questions (and I imagine they do), please do not hesitate to ask. I’ll be saving the first post for a player list and rule clarifications. It is worth noting that the rules are not technically set in stone, as the game balance committee might want me to make tweaks, so until they pass the game, consider this ruleset unfinished. That said, I will try to keep all of you updated on the status of the ruleset until it is confirmed. Actually, I lied about that doc having all the rules. I did not address one set of rules: those pertaining to Ooklas. I am aware that the Ooklas are a wonderful festive way to celebrate Sanderson (having assumed the role of one myself), but they can cause issues regarding identity in SE. I’d hate to have mere confusion about names and identities derail lynch discussion or confuse action orders, and as such am placing the following guidelines for Ookla users: 1. If you changed your name to an Ookla, please place your usual name within your title. 2. If you changed both your name and profile picture, please conclude all your posts with a boldfaced line that states your regular name. Players that only changed their name are not required to do this but are strongly encouraged to, to help out your GMs. (You always have our best interests at heart, right? ) 3. Once the game has begun, do not change your name or profile picture any longer. 4. When voting to lynch on an Ookla, cast your vote in the following format: Regular Name (Ookla Name). For instance: “I vote Fifth Scholar (Ookla the White-Cloaked) for imposing pointless Ookla restrictions.” Also, it might help a lot of people could just generally refer to others by their usual names. 5. Please just call me Fifth. My Ookla name is just for RP. Thank you for cooperating with all of the above, and I’m confident that if everyone tries to adhere to it, we shouldn’t have identity-confusion issues. Signups for this game will close Thursday 6 December 2018, at 10:00 PM EST. (Rollovers in general will be around 10 PM EST.) The countdown site is broken, so do math if you need an exact number. Quick Links:
  12. LG50: News of My Demise The Elendel Daily Newsworthy Content for Every Octant! The 16th of Doxil, 68, Morning Price 2 Clips Contest for Heron Inheritance! In an exclusive to The Elendel Times, Kasaam, Steward to Lord Wayrn Heron, reveals the truth about the ill health of his master. “Lord Heron is dying,” the Terrisman said, candidly, in an interview with this reporter. Kasaam (age unknown) seems tired and worn himself now, perhaps unsurprising after a lifetime of working with such a person. “This is not too shocking; he has had a long and distinguished career, and there are few who can claim to have seen as much of history as he has. If it is a surprise, it is only that it should come now, after so long in good health. Many of his staff, myself included, almost believed that he would live forever.” Indeed, Lord Heron (91) is one of the only people still remaining who remembers the world before the Catacendre. He has previously claimed to be the only man still alive who has met The Lord Ruler, the oppressive tyrant that ruled the old world. And not content with remembering history, the man has lived his life forging it as well – There are few who do not know the name of ‘Heron Industries Mining Concern’, the eminent name in mining, quarrying, metallurgy, logistics and allomantic research. Most of our fair city was built with their aid, and it is estimated that almost twenty percent of the city’s inhabitants rely on the company for their business in some form. The question that is always posed when one thinks of the company is ‘how did they become so powerful?’. The answer, of course, lies in the old world. Lord Heron inherited his Lordship young, and took risks with his family's money, spending it on highly dangerous and profitable ventures. In particular, he helped fund the Skaa Rebellion, selling them weapons and metals in an act which would caused his execution had it been discovered. Those who knew him at the time have spoken of his calculating and, some would say cold, methods, and the ruthlessness that he pursued further wealth with. With the death of the Lord Ruler, his favourable status with the new rulers of The Final Empire saw him ascend to the new parliament created by King (later Emperor) Venture. This gave him further scope to increase his power, in a manner that a more enlightened and less chaotic time might call corrupt. With the Ascension of Harmony and the birth of the world we now live in came a great need for rapid construction. Housing, agriculture, centers of governance, all required stone and metals in greater number than ever before. Lord Heron paved great roadways to the mountains at the edge of the basin, and started to excavate and transport raw materials to the city, in the process founding Heron Industries Mining Concern. One might say that Lord Heron used risk and chaos to propel himself to ever greater heights. Indeed, whether he was extremely intelligent or insanely lucky is a matter that is still debated by many academics today. But, as Kasaam himself has vouchsafed to this reporter, Lord Heron may not be long for this world. And this poses something of a problem for the noble House of Heron and the company that bears its name. Lord Heron’s wife, Shannah Heron, passed away twelve years ago, and they had no children. Thus Lord Heron is the last of his House, and the question of inheritance arises. “We are holding a sort of… contest,” Kasaam says, with a wry smile that doesn’t quite seem to reach his tired eyes. “Lord Heron intends to adopt an heir before his passing, and to ensure that the company is not handed to someone undeserving, he will test that they possess all the traits of a Heron, and that they will lead the House to even greater glories.” All interested parties must send in their applications for no later than the 25th of the month, after which a longlist of candidates will be invited to visit Heron Keep for the second stage of application. Only nobles need apply. Krea Erikeller Commercial Advertisements Personal Advertisements Well, there’s been a lot of speculation on who was going to run the next game, and I’m happy to put those rumours to rest. Congratulations to those of you who correctly guessed that I, Brandon Sanderson, will be running LG50! ...Actually, it’s me, Wyrmhero. But I had you fooled, didn’t I? Go on, admit it. Rules There are two teams, Nobles and Spiked. The Spiked get a document to collaborate on, and get a Night Kill Action as detailed below. In addition to this, players are secretly placed in House Documents, as in LG7 (if anyone remembers all that time go). They may discuss things freely in that document. If there is one player or less alive in that House Doc, it will be made read-only. The House a player belongs to will not be made public on their death, nor will if a House has been emptied of players. The game is broken down into two Turns across each Cycle of play – The Day Turn, and the Night Turn. The game begins on a Day Turn. Day Turns last 48 hours, Night turns 24 hours. The end of each turn will be 7PM in the GM’s timezone (which is currently BST, but will change to GMT on the 28th). During the Day Turn, players vote for another player to Assassinate, and another player to Praise, such as Kasimir/Wyrmhero. A vote will not be counted unless it contains both votes. Players cannot vote for themselves for either Assassination or Praising, and cannot vote to Assassinate and Praise the same player. A vote must be removed before a new vote is placed. Players must rescind both Assassinate and Praise votes before making new ones, even if one vote when reapplied would be for the same player. It just makes my job a lot easier. At the end of each Day, as long as a player has two or more votes, the player with the most votes dies, If there is a tie, or no player has two or more votes, no Assassination occurs. Regardless of whether a player dies, after this all living players gain their Praise votes added to their total tally, and the living player who had the most Praise votes given to them that Day is Influential the next Day (if they survive...). An Influential player’s votes are worth two votes, for both Assassinate and Praise. If there is a tie, no player becomes Influential. During the Day Turn, Rioters and Soothers may use their Actions. No other Actions may be made during a Day Turn. During the Night Turn, one player on the Spiked team can use their Action to use the Spiked Kill Action. No distinction is made between the Spiked Kill Action or a Coinshot Kill Action. In addition, the Thug (if injured), Tineye, Coinshot, Lurcher, Seeker and Smoker may use their Role Actions at this time. Players may send PMs to each other as long as a Tineye is alive (you will be told if they are not). Spiked Kill Actions and Coinshot Kill Actions are simultaneous. Players may only make one Action per Cycle (going Day-Night), regardless of how many Actions they might be able to perform. An exception to this is during the first Day Turn, when a Smoker may designate themselves and one other person to be protected from Soothing and Rioting during the first Day Turn only, as a free Action. The Spiked win if they have the capability to prevent the Nobles from getting a successful lynch again, usually by the Spiked outnumbering the Nobles. If the Spiked all die, the living player with the most Praise votes wins a personal victory, Noble players in their House (dead or alive) win a House victory, and all the Nobles (dead or alive) win a shared victory. Also, I note that once more, it is my burden to bear Ookla Season. I have no idea how the mods are going to handle it this year, but at the very least I want everyone who takes part to set their title to their previous name and for everyone to refer to themselves and the other players as their normal name. The game will begin on Thursday 25th at 7PM BST. Before that time, if players wish to, they can send me obituaries to include at the time of their death. Roles Thug – The first time a Thug would die for any reason (whether at night or from the lynch), they instead survive. If it’s during the Night, their attack and survival will be publicly noted. This is a passive effect and does not require an Action to use. Afterwards, however, the Thug must use an Action to burn Pewter every Night, or they will succumb to their injuries! Tineye – As long as a Tineye is still alive, players can send PMs to another player during the Night Turn, which must include the GM. Group PMs are not allowed. If all Tineyes die, players cannot send messages to each other privately, and can only talk in the thread or their House Doc. As an Action, Tineyes may also send a message at Night to the GM to include within the next Day’s writeup. Coinshot – A Coinshot can use their Action at Night to attempt to kill another player. Lurcher – A Lurcher can use their Action at Night to save another player from being killed. If that player is attacked that Night, their attack and survival will be publicly noted. Rioter – A Rioter can target another player in the Day with their Action, at the cost of nullifying their own Assassinate and Praise votes, to change who another player has voted to Assassinate or to Praise. Influential players still have their double-strength vote changed. Soother – A Soother can target another player in the Day with their Action to nullify their Assassinate and/or Praise vote. Influential players still have their double-strength vote lost. Seeker – A Seeker can use their Action during the Night to discover what Role that player has and whether they are Spiked. Smoker – By using their Action during the Night, a Smoker can protect themselves and up to one other player that Night and the following Day from Rioting, Soothing and Seeking. Soothing and Rioting will fail and Smokers will see the player as Roleless and Noble. End of Signups Depends on player numbers, ideally want 20+. Player List Quick Links:
  13. Night fell on Tathingdwen, a still moonlight broken by falling flakes of ash the only lighting available to the shrouded, mist-covered city. The city, and the secret sect that lived within it: the Terris Synod, a solitary beacon of hope. Marne, the highest-ranking member of that Synod, paced in his office, discontent. Swirling rumours, which he had little power or desire to refute, were being whispered around the hideout. Rumours of Steel Inquisitors, Spiked servants of the Lord Ruler, that had supposedly infiltrated the last bastion of Feruchemy left on Scadrial. Marne found them near unbelievable, but who was he to dismiss the evidence of his Windwhisperers that had seen and heard otherwise? The Synod would be foolish to ignore the members they swore to protect, particularly when they warned of impending danger. However, paranoia was not yet necessary, especially when accusations were so weighty, and evidence was so scarce. The implications of a corrupted Synod were not lost on Marne. At best, it meant that one of his friends, who he had known all his life, was covertly plotting his downfall, At worst…at worst, the Lord Ruler would find and exterminate the last free, living Feruchemists. Neither option was particularly appealing to Marne, and he chose not to believe them—for now. But perhaps further evidence would be worth examining. At last choosing a direction, Marne walked over to his desk, plopping down in the high oak chair with a sigh. Taking out a simple sheet of paper and a pen, he tapped into his tinmind, allowing him to focus on the paper in the dim lighting, and began to write. My fellow Feruchemists, Concerns have been raised about supposed infiltrators and spies within our midst by several members of our congregation. While there may be no cause for immediate concern, as evidence presented so far is inconclusive… Count Olaf, an esteemed member of the Luthadel nobility and newly ascended leader of House Ffnord, prowled through the quiet streets of Tathingdwen. Small steel spikes pricked him in a dozen concealed places, the aftermath of an audience with the Lord Ruler himself. That audience had nearly destroyed his sanity, and had ended with him being given a task; to take a small group and investigate Tathingdwen, finding and infiltrating any groups of Feruchemists found. Then, he was to either kill them all himself, or report back to the Lord Ruler, who would send his Inquisitors to do the same. Finding the Terris Synod had been no easy task. The group was naturally secretive, and suspicious of newcomers. However, one by one, all the spiked in his group had managed to enter the community of Feruchemists there. He alone remained rejected by the society. There was no way for all his spikes to go unnoticed by the vigilant wardens that guarded the Synod’s network of tunnels and safe houses, and his discovery within the society would endanger those already concealed within the Terris ranks. However, feeding the fires of paranoia that existed within the Synod was always a good idea. Not only because feeding fires, even metaphorical, was a good thing in Olaf’s view—though that was certainly part of it—but because Olaf would have the chance to kill Marne, the leader of the Synod who retained skepticism about the presence of Spiked, which would cause enough general mayhem to keep the Synod impotent until he, Olaf, could report back to the Lord Ruler and instruct him to ravage the hideout. Readying a brand, the tip of which was covered in dry tar and pitch, Olaf approached what he believed to be, from the limited directions his associates had been able to slip to him, the study of Marne. The building was nondescript; two stories of solid oak, it had likely been built shortly after the city became a major trading point as a tavern or small storefront. Now it housed the last ruler of the Synod. Striking a match, Olaf ignited the end of the brand, watching it burst alight in a flurry of sparks. He grinned, breathing in once more the fragrance of smoke, and kicked at the nearest ground-floor window with his boot. The metal-reinforced studs on the heel easily shattered the thin glass, creating a sizeable hole through which Olaf threw the burning torch. As the house began to be consumed by flames, Olaf waited by the door, ready for his quarry to come fleeing. Marne put the finishing touches to his letter to the Synod, signing it with a flourish that was just slightly more extravagant than was perhaps necessary. Satisfied with his argument, which would hopefully help stop the paranoid rumours from spreading without solid evidence, he walked towards the staircase leading down to the ground floor, where his main desk was situated. Marne frowned. A faint scent of burning wood drifted up to him, followed by a wisp of black smoke. Panic rose in him immediately, followed by grim determination. Tapping some of his zincmind to clear his thoughts, Marne advanced cautiously down the stairs, careful not to breathe in the smoke too deeply. Peering down the staircase, he saw that the front window had been broken with what appeared to be a foot, judging by the boot-shaped imprint in the glass, and that a brand had been thrown into his writing desk. He felt another flare of panic rise within him. The desk contained older, yet important documents, and they were slowly being consumed by flames. Shoving down his innate revulsion at the sight of fire, Marne forced himself to tear his eyes away from the burning desk. Escape was his priority, even if it meant sacrificing some his papers to fire. Whoever had found him out would need to be neutralised. Tapping speed and strength, Marne rushed towards the door, slamming his shoulder into it and bringing the sturdy wooden structure down. Failing to regain his balance after his mad rush, he collapsed on top of the door. Storing weight, Marne drew himself up and turned around towards his burning house, scanning the street behind it for an intruder. It didn’t take long to find the culprit. A tall, skinny man stood framed in the blaze of the wooden house. Marne could pick out few distinctive features, other than the man’s single eyebrow and tattooed ankle, but from the brand in his hand, as well as the metalminds that were visible as bulges in his clothing, Marne knew he was facing a dedicated Full Feruchemist. Preparing himself to engage in his first real conflict, Marne slowly advanced on the intruder. His knowledge of Feruchemy was extensive. He now just had to use it. Olaf smiled as he witnessed the panicked rush of Marne out of the burning house. Knowing that the Feruchemist was likely a dangerous foe, and that the blaze of the wooden house would soon attract bystanders to intervene, Olaf would need every advantage he could get. A distracted opponent was a welcome one. Preparing to tap his steel, Olaf angled himself towards the oncoming Synod member, ready to face him; his first real challenge. And felt an overwhelming nausea take him, dropping him to his knees. It happened occasionally. Too often, really. Olaf cursed the conscience that remained in him, the vestiges of a code he had held before he came before the Lord Ruler, back when he had been only a minor nobleman, and had joined with Hadrian Heatherlocke to survive the small house war that had swept Luthadel up just two years past. He often would think of Hadrian when his conscience took him, as it did now. What Hadrian would think of him, what Hadrian would have him do. Olaf would often wonder, in moments like these, which was the real him; the hired killer and arsonist who aided the Lord Ruler, or the sceptical nobleman who worked with Hadrian to stop his machinations. Were the spikes the cause of this agony? Lord Ruler, he could be numb at times. Had he even thought about what he had been doing, these past weeks? The Feruchemist was advancing towards him, wary but determined. Olaf looked up at him. His nausea was subsiding. It would be so easy to feign defeat, and then, when Marne least expected it, to— No. Something deep within Olaf, even deeper than the introspection based on the bouts of nausea and thoughts of Hadrian, rebelled. Olaf moved quickly, not giving himself time to reconsider, not letting his insanity grip him again. Reaching under his robes, he pulled one steel spike out of his arm. Another followed, and then others from all over his body, the tips caked in dried blood. He continued until a dozen spikes lay on the ground before him. Bleeding in a dozen places, registering the look of shock on the Synod leader’s face, and finally free from the murderous thoughts at last, Olaf stripped himself of his metalminds as well. He looked up at Marne. “I’m sorry. It was the spikes after all,” he mumbled, and then passed out from blood loss. Marne stood in the burnt remains of his house. Based on the testimony of Olaf, it seemed that the rumours circulating about the hideout did have credence, after all. Storing weight in his ironmind to ensure that the stairs didn’t give way beneath him, Marne ascended to the second floor. His letter to the Synod still lay on his writing desk, remarkably untouched. Marne looked at it with a sad smile; it mattered not whether the letter was burnt or whole—it needed to be rewritten either way. Walking over to his desk, he began scribing a new letter to present tomorrow. My fellow Feruchemists, Concerns have been raised about supposed infiltrators and spies within our midst by several members of our congregation. There is cause for immediate concern, as having apprehended one of these infiltrators myself last evening, I can confirm that the presence of Spiked among us is a real and present threat... Welcome to Long Game 48: The Terris Synod. This game is set in the city of Tathingdwen during the reign of the Lord Ruler, and involves the last free remaining Feruchemists and Terrismen attempting to hide from several Spiked servants of the Lord Ruler within their midst. With Olaf’s testimony revealing the presence of Spiked among the villagers, the Synod has declared Tathingdwen closed, and will not let any in or out until all the Spiked are killed...or they themselves have been destroyed. It is now up to each of you to ensure that the last free Feruchemists survive until the fall of the Lord Ruler. The basic rules of the game may be accessed here. Should clarifications be necessary (and I imagine they will), I will add them to this post or a subsequent one as well as the doc. My co-GM for this game will [email protected] of Spontaneity. Signups will last until next Friday the 10th of August, unless an extension proves necessary. Rollover for this game will occur around 9 PM EDT. Here is the countdown clock to the end of signups: Quick Links:
  14. AG4/AN1: A Fresh Start A mountain stood high above the land that had been a kingdom, surrounded by a thousand fires. Beneath its steady gaze, armies fought relentlessly through the days, ceasing only to take shelter from highstorms. Atop that mountain sat a small town, hosting only a single visible fire in the very centre of the town. “Once, when your parents were but children, there was peace,” an old woman said, making images of happiness and sunshine appear in the flames. “And before that, before even your father’s father’s father’s father lived, there was another war. Another Desolation.” Images of fires in the darkness appeared, first dozens but slowly going out. “War such as the land had never known ravaged the world, and humans died by the tens of thousands. Odium corrupted many more.” All but the last spark had gone out, and it flickered. “But we survived.” The spark flickered again, but it remained. “The Heralds were there to help us, and we survived.” The fire flared and grew, until it filled the entire vision and melded with the fire already there. She smiled at the children. “We’ll survive this one, too. There will be peace again. Now, go on, shoo! Your parents will be wondering where you’ve been.” The children giggled and scattered, but Sherrah stayed and watched the fire. “Peace again,” she murmured to herself, thinking of the campfires that were moving further up the mountain every night. “Someday.” If people were asked to describe Narg, they’d generally say that he was a man - who while unfortunate in life - that just got through life. Not one to interact with people, but also not one to stay in all day. Not one for physical labour, but also not someone who avoids it. Not one for repetitive sentences, but also unable to avoid them. But when pressed for more details about the elusive Narg, most would shrug and just leave with a ‘Narg is Narg, ya know?’. However, we at Roshar Reporting decided to get the full scoop on Narg, so decided to ask Narg about Narg. We’ve edited the boring parts of the interview out, as reporters often do. If anyone would like to have a full transcript involving the incident with the eggs, subscribe today for only 1 mark a month. As well as our feature piece on Narg, we have a story about why Desolations are called Desolations and not Desotructions on Page 4. For the purposes of this interview, Narg will be referred to as Narg and I will be referred to as Mark (also the price of our subscription). Mark: So Narg, it seems like no-one really gets to know you that well, do you even agree with that? Narg: Well I’d always kind of thought that, but I guess now I know it’s true, so thanks for that. Mark: So why did you even think that in the first place? Narg: You think that’s even a question? Don’t answer that. It’s probably because of my name, you know anyone else with the name Narg? Mark: No. Narg: Exactly, doesn’t roll of the tongue now does it? But what makes things even worse is that all the kids think it’s the funniest thing ever, you know how kids are. Leave the house and all I hear is ‘Nargle Nargle, Gives us a Giggle’. That was the first creative thing they did, and let me tell you, these kids are born poets. Mark: Could you give us any more examples? Narg: Well there’s ‘Nargle Nargle, Lives in a Jungle’, then you got ‘Nargle Nargle, Won’t even Struggle’ and don’t forget ‘Nargle Nargle, Forever Single’, Mark: Okay I think that might be enough for now, thanks. So you think that the name Narg is the cause for all your social struggles? Narg: To put it bluntly, yes. Sure there might be other reasons for it, but seriously Narg is just such a stupid name that how can I even do anything with it. But I have found a solution to that problem, which I’m sure you’ll understand eventually. Is that all? Mark: Could you not elaborate on your solution now? Narg: Oh no, you see it only starts in around a week or so. Expect a sudden increase in subscribers, followed by a slow decline in those subscribers. Mark: Thanks? Narg: No problem, now I got things to do so farewell for now. Maybe I’ll even get another interview soon. After that, Narg went to barter for some goods, and you know what? I could hear the songs accompanying him, so I guess he had a point there. Another year of SE, and it doesn’t appear that you’ve had your fill of murdering each other yet… 2017 was a year of a number of changes to SE, beginning with the successful implementation of cosmetic roles in the last AG, and the subsequent return to greater numbers of Sanderson games being played. Later in the year, we saw a changing of the guard of the moderators, saying a sad farewell to Metacognition and Gamma Fiend, with Seonid and myself now joining Wilson and Alv to run this subforum. We’re ending the year (albeit belatedly) on a note of change, too, and are proud to announce that Anonymous Games have been approved. This game, AG4, will be the first Anonymous Game, and further Anonymous Games will be played once each quarter. In order to sign up to run an anonymous game, you must have either GMd 4 games, or have played 15 games. To run an anonymous game, you must be at the top of both the anonymous waitlist, and that of another format. Anonymous Games are not a format of their own, but act as a modifier to games of a differing format. Unfortunately, 2017 also saw changes in our forum that have been less positive, with an increasing tendency towards inactivity. In the spirit of Cosmetic Roles last year, there will be a competition this game for three non-Sanderson game passes, allowing you to run a game not set in one of Sanderson’s works. This year, however, the competition will be based on activity, with a vote amongst players at the end of the game on which players have been the most active, and have done the most to encourage activity. Last year, Meta mentioned we had a secret challenge for three more non-Sanderson game passes. That challenge was also based on activity. We will be awarding those after this game ends as well. And now for the biggest change. To further combat the inactive tendency, we’re rolling out a warning system. At the end of each game, the impartial moderator will ask the GM for a list of the people who went inactive for most of the game. Those who gave the GM a heads-up regarding real life issues won’t have anything to worry about, but people who gave no heads-up will get a warning (this also includes people whose heads-up was just “I don’t feel like playing anymore”). One warning is like a minor slap on the wrist, merely meant to get a player realizing that going inactive without warning isn’t okay. It’s not meant to be a condemnation or make players feel unwanted in the games. Getting two warnings in three games, or three warnings in a six-month period will result in a three month ban from playing. Please, everyone, before you sign up for a game, think about whether you have time to play. If you know something will come up and you’ll only be able to play for so long, don’t sign up. This applies even if the GM would really like a certain number of players. Or if you think you’ll be dead by the time you’d go inactive. If something comes up unexpectedly, that’s understandable. Just let the GM know, and you’ll be fine. Hopefully, with everyone paying attention to their own activity, and perhaps reaching out to include others in the game so everyone is invested (and therefore less likely to go inactive), we can fix this inactivity problem. Housekeeping: AG4/AN1 will begin in 7 days time, at 10pm GMT on the 13th January. Ties will result in an even chance of death between all those tied for the most votes, with a single death occurring. Two votes minimum are required for a lynch. PMs are open until there are no remaining Edgedancers. Group PMs are allowed. Please include Stink and myself in all PMs. The order of actions will be as follows: -Lightweaver -Skybreaker -Windrunner -Dustbringer/Odium’s Sympathisers’ kill Wilson will be the IM for this game. In the first instance, please take any issues to Stink and myself, but if we’re unable to resolve them, or if there’s a conflict of interest, Wilson will step in to facilitate a resolution. Anonymous Accounts: Please sign up by PMing both Stink and myself, with your PM in the format: AG4: [Your Name]. At the start of the game, you will be issued an anonymous account. There are a number of rules associated with the use of an Anonymous Account. Please follow them carefully. Given the potential for abuse of Anonymous Accounts, any rule breaking using the accounts will be dealt with harshly. 1) Do not change the password of the anonymous account you are issued. Wilson, Stink and I will have access to all anonymous accounts for the duration of the game. 2) Do not use the anonymous accounts to PM any non-anonymous account, other than the accounts of the GMs. Please do not use your normal accounts to PM anonymous accounts. 3) Do not tell any other player or individual associated with SE, whether you are playing or not playing the Anonymous Game. Player identities will be revealed after the game, not on the death of their avatar. Players must not reveal their own identity after their death, until the end of the game, including in the dead/spec doc. Players wishing to spectate rather than play should PM Stink and myself for a link to the spectator doc. Questions and rules clarifications should be submitted in your sign up PMs, and will be posted by myself in the signups thread. 4) Do not change anything cosmetic about the accounts, including member title, username, signature, and avatar. Factions: Roles: This thread will be locked. As a reminder, and for those of you who haven’t read the rules (go back and do so), sign ups and spec doc requests must be by PM to Stink and myself, in the format AG4: [Your Name]. Quick Links:
  15. LG41: Night 0: Signups and Rules. Vin dropped through the Mist. She threw out a handful of boxings, steelpushing them downward until they hit the cobblestone street below her, abruptly slowing her fall. She flared tin and scanned the alleyways and windows as she landed, searching for anyone who had attempted to hide after her sudden appearance. No one. The world was quiet here. She fanned her bronze to a flare, seeking out any Allomantic pulses. Still nothing. She prowled down the street until she was satisfied no one was there, then Ironpulled her boxings back to her, and steeljumped away. Fynn Seidel breathed out in relief as the Mistborn jumped away. What manner of ill fortune had brought her here as they were walking through? No one had seen them enter the city, he was sure of that, and the only one to have seen them since had been killed in seconds. One of the other infiltrators gently laid a hand on his back. “Boss, do we continue to the safehouses or find a new route?” Fynn pursed his lips, and mouthed a few things while looking skyward, but shook his head. “We continue. The previous cell already has houses here, and cover stories for us. We just need to reach them. Once we are established in the city, we can work on getting close to the King. Finding a new route could delay us until Cett’s army is already here.” The infiltrators shook off their concealment, and hurried out into the misty night. Roles Factions: Housekeeping: Player List: Steeldancer - A dancer who wears steel toed boots. Straw - Adfus Syponr, A man who beleives in Luck and Chance. Droughtbringer - Fake Joe, a man who tempts the wrath of the Gods. Devotary of Spontaneity - Varun, a man who asks all the right Questions. Asterion137 - Ashimar, a man so quiet, he goes unseen. Seonid - Count Sen Conrad the III, a man unrelated to something or other. Bassookla, Hemalurgic Headshot - Marv, Nothing unusual about him. LivingLegend - Lamar, a parrot who loves Seasonal things. Darkness_ - Jax Sangrin, a man who loves boxes shanerockes - Phillip, the first of his line ShaneyRus - Lyv, who loves short names with rare letters Ornstein - Thorn, a sharp prickly person Nuttallaspren - Norys, a chocolate maker. Araris Valerian - Aralis Penrod, a noble nobleman Sart - Lord Tuy, probably not Hoid Main GM: A Joe in the Bush Co-GM: Maunkos Impartial Moderator: Alvron unhallowed be his name. Quick Links:
  16. General Rules and Etiquette Policy Welcome to Sanderson Elimination! Table of Contents About Sanderson Elimination & Elimination Games General & Fair Play Rules Etiquette Policy SE Lexicon Game Formats GM Formatting Past Games About Sanderson Elimination Sanderson Elimination is the Sanderson-based, forum version of the party game Mafia/Werewolf. The most basic form of the game splits players into two groups: the Village and the Eliminators (also called the Mafia, Werewolves, etc). The Eliminators are mixed into the Villagers and their goal is to kill or outnumber the Villagers. The Villagers are trying to weed out and kill all of the Eliminators. The game is played in turns: Days and Nights. Day turns are when everyone votes on a player to lynch, and the player who accrues the most votes by the end of the day dies. Night turns are when the eliminators choose a player to kill. Often times, there are other roles involved in the game too: a Detective that can investigate a player and discover their alignment/faction, a Doctor who can protect someone, etc. So what’s the Sanderson-based version of this? Well, we take Sanderson settings and build elimination games around those. From little towns in post-Final Empire, to a party trying to cross the Shattered Plains, or a group of people staying at an inn in the Forests of Hell, or any number of other locations. We’ve seen a lot of settings and there are many more available. To get an idea of what games are coming, take a look at the signup list. If you like statistics, the SE Player and Game Stats Spreadsheet contains information about player count of each game, wins and losses, how many games each person has played, how many times each person has been an eliminator, and more.
  17. “Sometimes I wonder if I am the only real thing in a false world.” The voice echoed across a curious landscape. It was an island of sorts, surrounded by swirling mists. The ground was dark, smoky stone—that was how man perceived it, at least. “And other times I wonder if the world is rigid and true and I am what is changing, ever false, ever contradicting.” The speaker looked up at the sky, which was encompassed in a writhing mass of crimson tendrils pierced only by a too-small dot of light. “Identity has always puzzled me. Scholars throughout the æons have searched for a way to define who oneself is. Yet it is just who I am…” The island was covered in short scrubby plants except for a small area around a blazing green fire. A group of spirits stood in the cleared-out space with a cloaked figure at the center beside the fire. When he spoke next, it was with greater intensity. “…who we are. Is Identity how we were created, or how we choose to create ourselves? Do we bear our own souls, or are we ourselves carried along?” The cloaked man threw a pinch of dust in the fire, which flared up, illuminating the faces of the spirits. He looked into each one’s eyes. “Time flows like a river, and the day of proving approaches quickly. When sunset falls, chaos will be upon us. You will need to be prepared.” He took an ornate wooden box out of his pack. It was clearly aged; the wood was bent and covered in holes which emitted a faint glow. He opened the box, revealing rows of small brightly glowing objects, circular or hexagonal in shape and a couple inches in diameter. Each had a unique and intricate pattern carved into its face. “It is time to decide who you will be. Who you will fight for, and who you will fight against.” Above the hooded man, the sky rippled, tendrils casting faint shadows across the stone. One of the spirits stepped forward, reaching into the box and taking a single glowing piece. The others followed. “Who are you, little ones?” Lightning crashed, illuminating the red sky. “You are what the world needs to you to become.” Rules Ah, yes, right, businessy stuff, that’s my cue. [clears throat] Yes, well, my name is Phil! I’m the voice in your head who’s here to do all the businessy stuff related to this quest. Don’t worry about how I’m talking in your head or whose voice I stole or any of that stuff—I’m just a plot device here to repeatedly infodump you. We cool? So, the rules. Er, about that… well, you see, Mr. Hooded Cloak over there says I’m technically not supposed to tell you anything. But I’ve always been one to—shall we say bend the rules a little bit (excuse the pun). I mean, you guys have to have some kind of groundwork to go off of, right? So, to start out with, the game is divided into Day and Night turns which alternate as always. Day turns are 47 hours long with a 1 hour break afterward, and Night turns are 23 hours long, again with a 1 hour break afterward. If you want to be all technical about things, turns will end at 4 AM UTC and the next turn will begin at 5 AM UTC. You can normally take 2 actions each cycle (Day and Night). You can take both during the Day, both during the Night, or one of each, but no more than 2 actions each cycle, and you can’t use the same action more than once in the same cycle unless otherwise stated. If an ability lets you use more than 2 actions per cycle, there is an absolute maximum of 2 actions in the Day and 2 actions in the Night. Clear as mud, eh? Boom, order of actions. You’re welcome. There might be more stuff not on here because Mr. Hooded Cloak is so uptight about everything. You’ll get a notebook to record stuff in too, it’s only a page though so not much of a notebook. It gets shown to everyone once you die. Mr. Hooded Cloak keeps trying to get me to call it a Will but he’s really kind of a morbid guy. Trust me, you don’t want to get to know that git. Speaking of which, there’s a bunch of random stuff he wanted me to tell you. After you die you’ll return here for a couple cycles before “passing on” (see, morbid guy, right?) during which you’ll be “judged for your actions” and you might potentially change your outlook on life. That one’ll be important if you ever get brought back from the dead. He also told me "tie lynches are random" and “scans aren’t infallible” or something weird like that. And, oddly, he also wanted me to make sure to tell you that Wills aren’t carved in metal. I should also talk to you for a couple secs about greed and the universal language: gold. You can get 2 pieces of gold each cycle, one for posting some discussion related to the game and another for posting at least 200 words of in-character text. Here’s a piece of paper that Mr. Hooded Cloak left me listing a few “universal actions” which any of you guys can take: And that’s about it! Good guys win if they kill the bad guys, bad guys win if there are more of them than the good guys. I’ll let you know later on if I forgot to tell you anything. So, with all of this businessy stuff done, I wish you luck and bid you adieu. Have fun storming the castle! [CoGMs are Elenion and Jondesu. IM is Wilson.] Quick Links:
  18. Sign ups are now open for for Mid Range Game #22: My Little Perfidy. This Game in a nutshell My Little Pony in a nutshell Rules Game Basics Factions Pony Types Creating your Pony Character Cosmetic Role Challenge A few Examples: Special Powers Order of Actions: EDIT: Signups will end and the game will begin at: Quick Links:
  19. "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:
  20. QF22: Ghosts in the Night Or: Two-Headed Elimination The Ghostbloods are well-known for being a secretive organisation. It could be said that this secrecy is the only reason they have existed for such a long period of time. They carefully pick and choose their people, evaluating each individually before adding them to their members. They operate in small groups, each only aware of the one they report to and the others in their group. Everything has been done to minimise risk should one of their number be caught. The secrecy the organisation has thrived on has now bled completely through into the very lives of their members. It is said that a half-decent Ghostblood could walk out the door, and suddenly they would be a completely different person. A different face, different hair, all changed within a matter of seconds. It is for this reason that they are known as ghosts, an ethereal presence that many doubt even exists. But through time, they have become complacent, and their hidden nature has started to work against them. Their recruitment methods have become lax, slowly, and they have been infiltrated by their enemies. The Sons of Honour walk amongst their members, their own secrecy preventing them from finding out who they are. The order came down from someone - who, no-one knew - to purge the Ghostbloods of these people. The ghosts are grim, but determined in their task. The Sons of Honour are their enemy, they know this, and if they are left unanswered, they will slowly dismantle the organisation from within. They must be eradicated before that can happen, if the organisation is to have any chance to survive. In the quiet, forgettable town that this division operates in, an unnatural hush has fallen over the night. The normal folk go about uneasy, keenly aware that something is not right but unable to figure out what it is and entirely powerless to stop it. Within the houses, Ghostblood agents make careful plans to deal with the threat from the Sons of Honour, using their skills of subterfuge and skullduggery to fool their neighbours, friends, and even their family. But when every potential threat in the town is two-faced, how can one tell who is a friend, and more importantly, who is a foe? The Rules The variant is the same as a normal set of Elimination, but with one major difference; At the beginning of the game, the GM assigns half the players to be Day Players, and half the players to be Night Players. Players are then paired up, Day/Night, until everyone is in a pair (all pairs will be completely Village or completely Eliminator). In the event of an odd number of players, one player is both Day and Night. Day Players may not post in the main thread unless it is the Day, and vice versa. The pairings between players are hidden, and only the player knows who their partner is. However, all players start the game aware of whether each player is a Day or Night Player. Each player pair shares an Alignment and has the same Role, and they share a Role/Action PM. If a player dies, then the paired player dies with them. Day Players may not talk in PMs unless it is with their pair. Players may talk to their other half via the PM, regardless of whether it is a Day or Night Turn. In the event of one half becoming inactive for a complete Cycle within both thread and PMs, the active half may request to the GM that they take over both Day and Night. This will be stated to happen publicly if it occurs. During the Day, Day Players can discuss in the thread and place votes for another Day Player to lynch. Night Players cannot be voted for. This Turn will last for 48 hours. During the Night, Night Players may target other Night Players with their Action and if PMs are open, talk to other Night Turn players. Day Players cannot be talked to via PM or targeted by Actions. This Turn lasts 24 hours. There are no cross-Turn Actions. It is possible that the game will be Role Madness, but not by any means definite. Rollover will be at 9PM GMT, and the game will begin on Tuesday 14th at 9PM GMT. Roles Assassin - The Assassin's job for the Ghostbloods is to take out anyone who may be a threat. They have the ability to use a Kill Action every Night. Backup - The Backup has been trained in one of the other Roles, but lacks the go-ahead to use his skills. If a player with the Role that the Backup has dies, then a Backup is randomly selected among the eligible Backups to become that Role. The Backup Role cannot be detected until they become that Role. The Backup is aware of their Role. Hired Goon - The Hired Goon's job is to be a target while other Ghostbloods carry out a mission, and is hardened and tough in combat. The Thug's first death is nullified. Messenger - While at least one Messenger is alive, players may send messages to other players within their Turn. Shadow - The Shadow is able to conceal his own nature, and potentially that of another as well. Players targeted by the Shadow's ability cannot have their Day Player, Alignment or Role discovered. Spy - Who said that the Ghostbloods didn't have their own agents amongst the Sons of Honour? Each Night, the Spy may dig up information on a player, confirming whether or not they are a Son of Honour. Stalker - The Stalker is able to stealthy follow a player back home each Night, and is informed the identity that they go by during the Day. Strategist - The Strategist is privy to knowledge that most are not. Each Night, they may use their Action to discover another player's Role in the organisation. Surgeon - The Surgeon's task is to prevent the deaths of the Ghostbloods. They may save a player (excluding themselves) from death each Night. Alas, despite the theme of the game, Kas is buried in work, so I have no co-GM. Anyone want to volunteer? Mission Countdown Quick Links: Player List
  21. GM - AliasSheep Co-GM - Doc12 Smith slunk down the dark corridor, back against the wall, gun held in front of him. He was close now, he knew it. He could feel it in his blood. 15 years he had been tracking them, and now, he was going to find out, once and for all. He peeked around the corner. They were there, talking in hushed tones. “Smith knows.” “He shouldn’t be too hard to handle.” Peter. It was Peter. “Put in the call now.” The call? To whom? “Hello, chief. It’s Smith.” Him? That couldn’t be. What was Peter saying? He was the vole. He stepped out from behind the corner. “What are you talking about Peter?” Peter turned around, and pulled a pistol from his belt. “Smith, what a surprise seeing you here.” Smith’s eyes flicked from Peter to the other man, who was slowly moving up the corridor, his own gun drawn. “Stop moving. Drop your guns.” “Now Smith, why would we ever do that? You see, chief, threatening me, my colleague. He is obviously the traitor.” “No, Peter, you’re the traitor! The vole! I’ve been tracking you for years, I know it’s you.” “See, chief, he’s delusion. Barely functioning. Permission to take him out?” Peter raised his pistol towards Smith and then nodded to the other man. Three guns fired in a loud cacophony and all went black. --- *click* The agency has been infiltrated by Double Agents and it is up to you to work together with your fellow agents to find and eliminate them. Good luck, agent. *click* Rules Miscellaneous Each person starts with two PMs, each containing themself and another player, the links determined by RNG. Cycles are 24 hours long. Game-related is defined as "A post that causes or replies to Discussion and/or Mentions a Game Role.” Thread The main thread is solely for information from the GM which is shared with all players which includes write-ups, and if anyone wants to, RP. This means that there should be no game related talk in the thread. Write-ups Information included in the writeups will be: Who is lynched Who has been removed by the inactivity filter Missives Missives Every cycle, every player can write up to 100 words and submit it to the GM as their missive. The missives are then posted together in the following write-up, anonymously. Roles “Coffee” Roleless. “Contacts” Once per cycle, you can create a new PM between two players, one of which may be yourself, provided they are two different players. The PM will be created at the beginning of the next cycle. “C” Once per cycle, you can redirect someone’s PM to another player of your choosing, provided it isn’t the same player. You must specify both the player whose PM you want to direct and to whom you want the PM to be directed. “The Bureaucrat” Once per cycle, you can cut off one of a person’s PMs for the next cycle. If The Bureaucrat can name the recipient of the PM they want to be cut off, then that PM will be cut off, elsewise it is random. This counts as cutting off the Double Agents’ contact. “The Hacker” Once per cycle, you will have relayed to you all the messages exchanged in one of the PMs of the person you choose for the following cycle. Similarly to the Bureaucrat, if The Hacker can name the recipient they can select them, elsewise it is random. If the Hacker does make a guess, they are not told if they guessed correctly. You will not be told the second member in the PM, and the PM will be selected randomly. Order of Operations Voting Hacking PM removal PM addition Factions Spies The Spies make up the majority of players. Their job is to eliminate all the Double Agents by removing them from the agency. Once per cycle, every agent can cast a vote on who to kick out of the agency. This vote is cast by telling the GM who the agent would like to vote for. Whoever has the most votes, with a minimum of two votes, is sacked (removed from the game). In the case of a tie, the a coin/dice is tossed/rolled to determine who is sacked. Double Agents The Double Agents’ objective is to have at least one PM with all remaining players between them. They achieve this by using their Faction action, which allows them each cycle, to create a new PM between one of their members and another player. The Double Agents all have a doc to discuss in. The Double agents have a second win con, wherein if there are no more players other than Double Agents left in the game, the Double agents win. If at any time no Double Agent has a PM with a non-double Agent, the Double Agents lose the game. Inactivity Filter If an agent is inactive for an entire cycle, they are removed from the game. The two people they had PMs with (or the equivalent after being switched by an N) will gain a PM between them and lose the PMs with the inactive player. To be safe from the inactivity filter, a player must make at least one game related post. Quick Links:
  22. The Curse of the Koloss The Villagers watched in horror as it had done a thousand times before, the village of Tyrian Falls coalesced from the Mist around them. The buildings would change. The seasons would change. Even the people would change. What never changed was the fact that they were trapped in an endless cycle of bloodshed and destruction. As the sun crested the horizon, burning away the last wisps of mist and causing the village to finish solidifying, they could tell that, this time, it was late Fall. The ash falling from the sky was swirled about by the slightly crisp winds. Slowly, the memories of all the deaths and betrayals faded from the villagers’ minds. The only time that they remember that they had slaughtered each other hundreds of times over was when things would reset as they just had. Then, it would all come rushing back to assault them anew. But ignorance is bliss and they never remembered for long. Never long enough to realize what was happening. Never long enough to remember that there were Koloss coming for them. Never long enough to prevent it. Each time, they had to rediscover these things anew, including the fact that there were Spiked amongst them; plotting everyone’s destruction…. Wow. Three years. You guys are insatiable! How many people must you all kill before you’re satisfied? While the rest of the world was lamenting about 2016, I’d say that we all had a pretty awesome year with some amazing games. And it’s all thanks to all of you, our players. Thank you so much for signing up and playing and making these games the best around! Before we get into the rules for the AG this year (and even if you’ve read them from a previous game, you’re going to want to go over them again this time), an announcement of just one of the things that we’ll be changing for the upcoming year*. One thing that we noticed over this last year is that we’ve had a lot of Non-Sanderson related games this past year. We’ve traveled to Westeros, Temerant, Japan, Alera, Kanto, Mars, and Cyrodiil; though there might be others that I missed. This isn’t exactly a bad thing. We like being able to introduce people to new settings and this a great way to do it. But we’d like to focus this upcoming year to getting back to our roots. Games have gotten increasingly complex as well as the number of Non-Sanderson related works. So we’re limiting the number of Non-Sanderson games for the upcoming year to 3-4. This way, we’ll still be able to explore new series and new settings, but we’ll be able to really build the SE lore as well. And we’ve come up with a pretty fun way of deciding which Non-Sanderson games will be run during the next year, if I do say so myself! For those of you who either played LG2 or have read it, you’ll know that there was an addition in that game called Cosmetic Roles. These roles didn’t affect the game, but provided some fun ideas for people to play around with. We’ve expanded on the ones in that game and added them to this AG. Every player will not only need to sign up with a character, but they also either have to pick a cosmetic role from the list below or, pending GM approval, create one of their own. The players that followed their Cosmetic Role the best (chosen by the Mods) will be able to choose which Non-Sanderson related games will be ran in the upcoming year. They don’t have to use it right away. They could hold onto it for a fun game that they see in the Art of Game Creation thread or even run one of their own choosing. And that’s it! If you have any questions, please feel free to ask. On to AG 3! The Curse of the Koloss. *Keep an eye on the Q&A thread for more. We have some ideas we’ll be running by you guys that we think will greatly increase everyone’s enjoyment of these games. 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. This means you have a stockpile of metals. Perhaps that's why they targeted you in the first place. On the other hand, you have a large collection of metals. So you might be able to hold them off. ….Unless there’s someone (or a conspiracy of someones) out to undermine 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 instead. Why can't anything be easy? Roles: A new addition to the AG, this year everyone will also choose a Cosmetic Role when they create a character for the game. A Cosmetic Role does not affect the mechanics of the game in any way. They are there mainly for RP and entertainment purposes. If you’re not a big roleplaying person, that’s okay. There are ways to do a Cosmetic Role without a lot of RP or even just a couple sentences, so I don’t expect this to be too much of a burden for anyone. You can either choose one from the list we have below or you can create your own, pending GM approval of your Cosmetic Role. Have fun! Cosmetic Roles: We'll be starting on a Night round. 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). Also, this should avoid a lot of the typical Day 1 issues of people feeling like they have nothing to go off of on the first day. Order of Actions for the Night will be: -Smoker -Seeker -Lurcher -Coinshot/Kills Days will be 48 hours long and Nights will be 24 hours long. Rollover should be close to 11PM-12AM EST. No hints will be given in the write ups. Allegiance and Roles will be reveal upon death. And we're ready to begin! Sign ups will last a week, so we'll be starting on Jan 9th. Will this be the time that the curse is finally broken? Let's find out! Good luck! Quick Links:
  23. 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
  24. The Awakening at the House on the Hill There is a House on the Hill at the end of the road. It is a large and foreboding mansion, grandiose but quiet. In fact, it is almost eerily so, the only noise coming from it the chirping of insects or the whines of birds and beasts. It is surrounded by an acre of land, and the high walls give it a measure of privacy, a feeling of defensiveness and isolation. The parts of the House that can be seen from the road are grey and dull, a blot of darkness in the colourful outskirts of Hallandren. While it seems to be in perfect condition, if it weren't for the bright candles bathing the rooms in a pale yellow light at seemingly random times, one might think it was abandoned. That no-one lived there. In this, the public are actually right. There has not been anyone living there for as long as people can remember, even if, people reason, someone must visit now and again to dust and replace the candles and so on. Its owner died many, many years ago, and presumably now the only people who go in are the people who take care of the place in preparation for its eventual reuse. There are rumours, of course. Everyone has an idea of what happened, even if they are all contradictory. The rich owner killed his wife and then himself when he discovered her tryst; The Returned who claimed it as his court gave away his Breath in a final act of selflessness long since forgotten; It was built for the God-King, but twenty builders died in its construction, their bones holding the foundations in place; Lifeless prowl the hallways, obeying a last command from a mad Awakener, who died (or perhaps lives yet in a state of unlife) when she decided to replace her own blood with ichor. Yes, everyone has an idea of what happened. Whatever really happened, it seems that none of these rumours hold any truth to them, for the eventuality seems to be now. A 'for sale' sign is up at the rusted and ancient iron gates, and people are arriving to have a look around. Not just prospective purchasers, but the usual sort that turn out at any open house - Nosy neighbours who cannot remember anyone living there in all the time they've lived on the road, gawkers hoping to see the place the previous occupant died, thieves trying to make off the with any Awakened Objects scattered in the House while no-one notices. All sorts stand before the gate, shoulder to shoulder as they try to peer within the grounds. Whatever reason you have for your actions, you have turned up on the first day that the House has been opened to the public for sale. It might be a pointless endeavour, or it could turn out to be an opportunity of a lifetime. But in either case, you don't feel too bad about being one of the first at the gate, waiting for the tour to begin. After all, what could possibly happen to you at the House on the Hill? General Rules For the most part, the game is similar to a normal Sanderson Elimination game, except for the fact that the game is a Hidden Information game. Please be aware of this before you sign up. There are two Turns in a Cycle as normal, Day and Night. The game starts on the Night phase. There will be no deaths on Night 1. There are no Eliminators at the start of the game. Players can only use PMs during the Night. The Traitors win when they outnumber the Explorers. The Explorers win when all the Traitors are dead AND the House has been killed. This requires the players to find the Heart of the House, as well as a method of slaying it. Neither of these can be found before the first Traitor is killed. When the House is dead, no more players can be converted to Traitors. On death, the names of all items and inherent abilities that the player has will be revealed. Their effects will remain hidden. Players who die can only discuss the game with each other in the doc. Please do not discuss with anyone else. Each Day Turn, a player may choose to vote for another player that they think is a Traitor. At the end of the Turn, the player with the most votes is lynched. If there is a draw, or the player with the most votes gets less than two votes, then there will be no lynch. Some players may have Actions to use during the Day Turn. If they do, they cannot use an Action during the Night Turn. Each Turn will last 48 hours. Each Night Turn, if a player did not use an Action during the Day, they may use one now. All players, regardless of Alignment, have the ability to use an Action to Explore during the Night Turn. While exploring, a player may discover one of three things (or they may discover nothing): Event - An Event is a single-time immediate effect that will usually grant some kind of Role to your character. Roles require an Action to use. Item - An Item is a physical object which may be single-use, or have multiple charges that allow it to be used a few times. They require an Action to use. Items are reclaimed by the House upon player death. Items can be given away using an Action, one at a time. Omen - An Omen is a symbol of fear. When an Omen is discovered, a player has their will subverted by the House, gains a Role and access to the Traitor doc, and their Alignment changes to ‘Traitor’. All Omens grant different Roles depending on what is discovered. Note that the player that is subverted is unconnected to the player who discovers the Omen. During the Night Turn, if there are no living Traitors, the House will kill a player at random. Otherwise, the Traitors will have the chance to confer among each other and target a player for death instead using an Action. The game will begin on Friday 18th, at 9 PM GMT. Rollover will also be at 9 PM. Please let me know if you wish to speculate. Kasimir will be sub-GMing while I am asleep . Quick Links:
  25. Sign-ups: Obligatory Introduction Phase You and a group of others have been mysteriously transported to some city ruins. None of the others look familiar but strangely you feel a connection with some of them. You can see cameras flying around watching your every move. There also seems to be some kind of cheering in the distance. A voice booms over hidden loudspeakers. “Welcome Contestants. You are here to compete to the death in order to see which of your respective worlds is the best. To the winning team/competitor goes the glory and prestige.” “Introduce yourselves to the watching audience and your fellow rivals/allies. We shall begin soon” General Rules apply apart from the following exceptions. Day cycles only and will last 47 hours. Cycles will end at 4:00pm NZT – 5:00am BST – 0:00am EDT. This will be followed by a one hour gap so I can work out what the Chull happened before I post the next cycle. I think I got the conversions right First cycle is a meet and greet. 24 hours long. No votes or kills allowed. Other abilities can be used. Write ups will reveal deaths only not failed attacks. Death will reveal factions but not roles. All deaths will be anonymous. No one will know who their allies are at start. You’re going to have to find out as you go. Anyone who doesn't post at least once every second cycle will be killed! There are no docs apart from the dead/spec one. PMs are open and unrestricted. You don't have to include the GM if you don't want to. Action Equation is: Votes + Lottery - Void Sphere - Vote Manipulations + Role Blocks - Protections + Seekings - Deaths = Fun. Last team/player standing wins. Roles/Teams: Scadrial: Sel: Nathis: Roshar: Independent: (May or may not be included depending on GM’s mood.) Lottery: Every even numbered cycle there will be a lottery that anyone can enter. To enter the lottery, players must send in the order via their role PMs. Those that enter the lottery forfeit taking an action that cycle. Votes will still count. If you enter the lottery and have a passive ability or item (like an extra life) then they will not be active. Items will be given to randomly chosen players that enter the lottery. Winning players will not be revealed These items cannot be passed to another. The items will be revealed at the start of the cycle it is drawn for. Items: For those interested this is a great game for RPing. Check out MR5 for ideas. Quick Links: