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Found 3 results

  1. LG25: A Breath of Power GMs: Elbereth and The Only Joe In a small town between T’Telir and the Idrian border, a number of Idrian Returned have gathered after their escape from Idris (being unwilling to die). They have discovered a way to force others to give up Breath, and so they are creating drabs left and right (and then, of course, killing them; they don’t want the secret getting out). You are the Hallandren people of the town, and you don’t particularly wish to become a drab and then die, for fairly obvious reasons. You must stop these Returned before they steal all your Breath and murder you all. Good luck. Generics: Each player has two actions per cycle. Cycles will be composed of 48 hour days and 24 hour nights. Turnover will be at 8:30 p.m. PDT/11:30 EDT/3:30 GMT. Tied lynches will result in a coinflip. PMs are completely open as long as you include the GMs. Factions Hallandren Village. May lynch one person every day cycle. Win condition: Kill all the Idrian Returned. Idrian Returned Every individual Returned must consume one Breath every 3 cycles. As a group, the Returned may steal one person’s Breath every cycle, which goes to whichever Returned sent in the kill. Returned may or may not start with Breath. They have a doc in which to converse. Win con: Outnumber the Hallandren. Breath Each person starts out with a certain number of Breaths (at least one). Breath may be used to Awaken objects or given to another player (at which time all of your Breath which is not in an Awakened object goes to that player) during the Day. Note: If you voluntarily give your Breath to someone else, breath cannot be passed to you (though you may still enter the Lottery). This does not apply to having your breath stolen. 0 Breaths (Drabs): If you spend one full turn as a drab, you will die. (The Idrian Returned have hired an assassin to kill all drabs, because drabs are useless to their purposes and they don’t want any drab from whom they have stolen Breath to reveal them.) Potential Returned: If a Potential Returned is killed by the Returned, they resurrect and become Returned instead of dying when they would have died from the assassin, and their win condition changes to Idrian Returned. Awakening You may choose to Awaken an object during any night cycle. You may not use the object the same turn in which it is Awakened. You may also use an action to retrieve your breath from the object. (Note that this comes after drab deaths in the Order of Actions.) Strawman: You may invest 4, 6, or 8 breaths into a Strawman. Each progressive level can perform a different action. All Strawmen can also sense whether the target is a Potential Returned. 4 breaths: Discover how much Breath your target currently holds (not including any they have in Awakened objects). 6 breaths: Discover what item(s) your target currently has Awakened. 8 breaths: Discover one action that your target took last night (kill, Breath Transfer, Lottery, etc.). The Idrian Returned kill shows up as Breath Transfer on the night on which the kill is performed, but a kill on the night during which the resulting drab dies. Awakening appears as Breath Transference. Awakened Rope: 3 breaths. You may target one person each night to roleblock them. Lifeless: 5 breaths. Choose one person each night to target. Your Lifeless may protect that person from one attack (including stealing breath). This does not include death from being drab. You may self-protect. Awakened Clothing: 1 breath. Choose one person to negate their vote during the day. Lifeless Rabbit: 9 breaths. Choose one person every night to kill. This is not a delayed kill. Breath Lottery Each night, players may choose to enter the breath lottery. There will be a certain number of breaths available each night (based on number of alive players), which will be distributed randomly among the entries. The lottery may only be entered once each night. Order of Actions Breath Receiving/Lottery Drab death Awakened Rope Lifeless Breath Stealing Lifeless Rabbit Retrieve breath from Awakened objects Awaken Objects Strawmen The game will begin Friday, August 19th (for American timezones; August 20th for everyone else), at 8:30 p.m. PDT. Write ups:
  2. LG19: Twinborn City After seeing your peaceful village collapse- literally- with infighting and treachery, you fled to a nicer place with many companions. You attracted other twinborn with your promise of equal rights for everyone with allomantic and feruchemical powers. Although you had to exile a few dissidents, it's been quiet here. But then everything changed when the Fire Nation attacked. you found a dead body in the city, stabbed through the heart. Were you the murderer, or will you be a victim? There's only one way to find out. Factions Day and Night Map Actions Items Powers Allomancy Enhanced Allomantic Powers Feruchemy Kandra Blessings and Info Very Rare Occurrences Quick Links If you were in LG11, most of the rules will be familiar to you, however, a few have changed. Kipper and Elbereth and I are GMing this game. The game will start one week after this was posted, on Tuesday 29 March. Rollover time will be determined then or between now and then.
  3. MR13: Treachery on the Terris Peaks GMs: Elbereth and Twei History turns and shifts, and a little piece of metal moves just slightly... “Right. You’re qualified, you’re coming. Your bag, please?” The young man froze. “Why do you need my bag?” “Inspection. We need to know if we should provide you with a better bag or if yours is sufficient. Also, extraneous metalminds aren’t allowed. There shouldn’t be a reason for you to have a coppermind, for instance. I’ll be carrying the only one, to record what happens at the Well.” He very reluctantly handed his bag over. “I’m not perfectly packed yet,” he tried. “There’s some stuff that I want to take out...” “Really? I thought you said you were ready to go, right now.” “Well, yes... I mean...” He stopped as she pulled out a metal cylinder. “Don’t open that, please! It’s private.” “Privacy isn’t private when you’re dealing with the protection of the most important man in the world,” commented Tindomë wryly, opening the metal cylinder. It looked to have words printed on it. The young man stayed silent as she read, head hung in defeat. She looked up at him. “‘He must never be allowed to complete his quest’? ‘Alendi was never the Hero of Ages’? ‘Alendi must not reach the Well of Ascension’? This is signed by Kwaan. The traitor!” She threw his backpack back at him. “Get out of my sight. No traitors will be allowed on this mission.” He stared at her with hate. “Very well. But I have friends who are packmen. You can’t stop them all!” He turned and stalked away. “Friends, huh?” she said softly to herself. Unfortunately, Rashek was right. She didn’t have nearly enough packmen yet, and she didn’t even know if she could trust those she’d already accepted. She looked down the long line of hopefuls. Most she could dismiss off the bat, of course. Previous experience as a packman was required, and most of them didn’t even have that. But those who did... She couldn’t turn away a willing hand, even if that hand might turn traitor. She’d just have to try to figure out who was who as fast as possible, and make sure Alendi was protected at all times. Tindomë rubbed her forehead. She’d never thought this was going to be easy, but it wasn’t supposed to involve traitors. She tossed the metal sheet to the ground and beckoned forth the next applicant. Format Factions Conditions and Environmental Phenomena Feruchemy Quick Links:
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