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  1. 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