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Long Game 23: The Siege of Luthadel


Renegade

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Long Game 23: The Siege of Luthadel

The Final Empire has fallen.

Against all odds, a young Mistborn managed to kill the Lord Ruler, ending his reign of terror.  But this has opened up a power vacuum in the city of Luthadel.  The young Elend Venture has proclaimed himself emperor of a new empire, but you know that his reign will, inevitably, be cut short.  You wish to be the one to topple this new empire, reestablishing it under your faction’s banner.  To do so, you will have to defeat the other three factions that are also struggling to ascend to the throne.  It is only through espionage, intrigue, and the majestic power of Allomancy that you will be able to control the city.  But you’ve also heard rumors of a rogue Inquisitor wandering about Luthadel as well…

The Game

Spoiler

You are a member of one of the four factions attempting to seize control of Luthadel after the fall of the Final Empire.  Your faction must work together in order to fight off the opposing factions and reign supreme.  Some of you are lucky enough to be Mistings or even Mistborn; the rest of you have to settle with being regular old non-Allomancers.  Each faction must pool together their funds in order to recruit koloss and kandra and gain the upper hand.  There is also an Inquisitor around Luthadel, hoping to spike people and force them to submit to Ruin’s will.

The game begins on Night 0, which will last for 24 hours.  This first Night is primarily used for setting things up; as such, no Allomancy or kill actions will be taken.  However, the Inquisitor will be able to Spike a player on Night 0.  All subsequent Day turns and Night turns will last for 47 hours each (plus a 1-hour intermission between turns to process actions and work on the write-up).  Each Day turn, there will be a lynch, unless the vote is a tie (there is no 2-vote threshold necessary to lynch a player).  You may not create PMs with other players in this game.

 

Each of the four factions (Venture, Cett, Lekal, and Penrod) have their own Google docs to scheme in.  The top of these Google docs are used for submitting group Night actions (see “Boxings”).  The Inquisitor is a member of one of these four factions, as well as the leader of the Spiked, which will have their own Google doc as well.

 

The win condition for each of the factions is to kill all of the opposing factions, the Inquisitor, and the Spiked players.  The goal for the Inquisitor and the Spiked players is to eliminate all non-Spiked players.

Players that are lynched will have their Allomantic abilities (if any) and faction alignment revealed, as well as whether or not they are Spiked.  Players that are killed during the Night turn will have their Allomantic abilities and method of death revealed, and will be stated as either Spiked or non-Spiked.  Their faction alignment will not be revealed.  Players who were attacked during the Night and survived will not be revealed in the write-up.  The attacked player will be informed that they were attacked via PM.

Allomancy

Spoiler

Unlike previous games, Allomancy in this game requires Allomantic vials to perform.  All Allomancers (including Mistborn and the Inquisitor) begin the game without any metal vials.  Each Allomancer receives their corresponding Allomantic vial at the end of every Night, including Night 0.  Allomancers with multiple metals available (Mistborn, Inquisitors, and Spiked) must PM the GM during the Night to choose which metal vial to receive, or they will not receive any.  Players cannot give their vials to other players (with one exception; see “Non-Allomancers” below).

Using Allomancy to Burn a metal uses up one vial of the corresponding metal.  If, however, an Allomancer saves up their metal vials, they may choose to Flare their metal during a turn, increasing its abilities.  Flaring a metal uses up two vials, rather than just one.  Allomancers with multiple metals available may choose to Burn or Flare multiple metals during a single cycle, as long as they have the proper metal vials to do so.  An Allomancer may not, however, choose to Burn or Flare the same metal multiple times during a cycle.

IRON: An excellent metal for manipulating projectiles and preventing them from reaching a target, Iron’s protective capabilities are second to none.

  • Burned: As a Night Action, Iron allows you to protect another player (not yourself) from being killed by a single use of Flared Steel, downgrading the corresponding action to Burned Steel.  (Basically, if targeted by Flared Steel, instead of dying, the target only has their metal action blocked.)
  • Flared: During the Night, you may use Iron to protect another player from all Burned and Flared Steel attacks.

 

STEEL: Steel is, and always has been, the best metal for shooting (and sometimes killing) people with projectiles.

 

  • Burned: As a Night Action, Steel allows you to severely wound a player, blocking their actions and causing them to waste any metal vials they consumed.  The player is notified after the Night is over that their action was cancelled.  If their metal action takes place the following Day, it will still be blocked, but the player will not be notified until the Day is over.
  • Flared: During the Night, Flaring Steel allows you to shoot a coin at lethal speeds, killing your target.  This does not block their metal action.

TIN: Tin heightens your senses, allowing you to peer through the mists and carry messages undetected.

  • Burned: As a Night Action, Tin allows you to send up to 2 messages to the GM, which will be anonymously relayed to up to 2 selected players after the Night is over.
  • Flared: As a Night Action, Tin allows you to have a PM conversation set up between any two target players (one of which may be yourself).  The GM will set up the PM at the end of the Night turn.  The PM will last for one full cycle (Day and Night) before being closed.

PEWTER: Pewter enhances your strength and physical endurance, doing wonders for you when you are fighting in the midst of a battle.

  • Burned: As a Night Action, Pewter allows you to automatically kill 1 random koloss that is attacking your faction.
  • Flared: As a Night Action, Pewter will instead make you resilient to attacks, allowing you to survive one Night kill (Flared Steel or koloss attack) made on you.

ZINC: As recently discovered, using strong emotional Allomancy on a kandra or koloss can take control of it, allowing you to bend it to your will.

  • Burned: As a Night Action, Zinc allows you to temporarily take control of one kandra from a selected faction.  When the targeted faction’s kandra (which is chosen randomly from the faction) is sent to find information for its faction, it delivers the information to your faction, rather than the kandra’s original faction.
  • Flared: As a Night Action, you steal a kandra from the target faction.  Neither you or the other faction will receive the kandra’s information for the Night, but your faction will receive the Kandra at the beginning of the following Day turn.

BRASS: Brass is an excellent metal for manipulating people to your own ends.

  • Burned: As a Day Action, Brass allows you to change a player’s vote to another player (you may not make a player vote for him/herself).
  • Flared: As a Day Action, you may cancel another player’s vote.  This overrides Burned Brass’s ability, and can pierce through Burned Copperclouds.  This also prevents the player from receiving a boxing from placing a vote.

COPPER: Copper has been proven to be the best defense against nosey Seekers and Soothers from opposing factions (or maybe even your own, depending on how things turn out).

  • Burned: As a Day Action, Copper protects you and a target from the effects of Burned Brass and Burned Bronze for the entire cycle (Day and Night).
  • Flared: As a Day Action, Copper protects you and a target from Flared Brass and Bronze, as well as their Burned counterparts, for the cycle.

BRONZE: When trying to locate rogue Allomancers, Bronze is the metal you need.  Bronze can be used to Seek Allomantic pulses from afar.

  • Burned: As a Night Action, Bronze allows you to discern which metals a target is Burning or Flaring (if any), as well as whether or not the target is Spiked.  Copperclouded players will appear as unSpiked and not using any metals.
  • Flared: As a Night Action, Flared Bronze does the same as Burned Bronze, but can pierce through Burned Copperclouds.  Players with Flared Copperclouds around them will appear as unSpiked and not using any metals.

Mistborn

Mistborn, unlike those mundane Mistings, have access to all eight of the metals, as well as Duralumin, a recently discovered metal.  Mistborn may choose which metal to receive each Night cycle, but can only receive each metal vial once.  After all nine of their metals have been chosen, they may no longer receive any more metals.

DURALUMIN: This is a recently-discovered alloy of aluminum, designed for boosting the effectiveness of metals Burned simultaneously with it.  Since this is a pointless ability for Mistings, only Mistborn use it.  Duralumin, when used simultaneously with another metal, boosts that metal’s Burn to a Flare.  Duralumin can only be used once, and cannot boost multiple metals at once.

Non-Allomancers

Spoiler

While some players may not have the mystical powers that Allomancy would grant them, they can still perform valuable covert operations for their team.  Once per game, each non-Allomancer (including Spiked players that were formerly non-Allomancers) may target another player on a Night turn (excluding Night 0), and attempt to intercept that player’s vial shipment during the Night, redirecting the vial (if they received one) to you.  On a later Night, you can give away that vial, and that vial only, to another player, who will receive it at the start of the following Day.

Inquisitor and Spikes

Spoiler

The Inquisitor is the leader of the Spiked faction, and begins the game with a certain number of Spikes.  Each Spike grants the Inquisitor an Allomantic ability.  Unlike Mistborn, the Inquisitor can receive vials of each of their Allomantic abilities as many times as they like.  Along with using a metal action each cycle, the Inquisitor may also choose to give up one of their Spikes during a Night turn.  The Inquisitor will Spike the target player, converting them to the Spiked faction and giving them the corresponding Allomantic ability.  (The Inquisitor loses the ability they Spiked by doing this.)  The newly Spiked player loses their win condition with their former faction, and can only win as the Spiked faction.  However, the Spiked player still has access to their former faction’s doc.  The Spiked faction has no standard Eliminator kill.

If the player that was Spiked was a Misting, they retain their former Allomantic power and gain the Spiked one as well.  If the player that was Spiked is the same type of Misting as the power that the Spike grants, that Misting’s Allomantic power is enhanced, and their Allomancy is always automatically upgraded to the Flared status (and only requires one vial to do so).  A Mistborn that has been Spiked will either be able to receive vials of metals they have not used up yet, or receive vials of whatever Spiked metal they received (there is no limit on this).  As with Mistings, the Mistborn’s Spiked ability will be upgraded to a Flared ability automatically.

Once the Inquisitor has used up all of their Spikes, they automatically die.

Boxings

Spoiler

Every good army needs a good source of funds.  Yours is no exception.  Boxings, the currency of the Final Empire, continue to be its currency just after its fall.  Each faction (other than the Spiked faction) begins with a certain number of boxings, which may be spent to recruit koloss or kandra.  Each cycle, every player contributes to the number of boxings that their faction receives.

  • Each player that posts something in-thread during the cycle earns their faction one boxing.
  • Each player that has a vote placed at the end of the Day turn earns their faction one additional boxing.  Voting for yourself will not count.

Boxings are distributed after the Day turn concludes.  Factions may purchase koloss or kandra at the conclusion of the Night turn (including Night 0), via their Google doc.  Koloss and kandra may not be used against opposing factions on Night 0.

The Spiked faction may not purchase koloss or kandra for their own Spiked faction.  Spiked members (including the Inquisitor) have their boxings sent to the faction that they were formerly part of.

Koloss

Koloss are creatures that can be controlled for battles, with enough training.  Koloss require 4 boxings to be bribed and “bought”.  As they are so large and tough, they are great for laying siege unto other factions.  As a group Night action, a number of koloss can be ordered to attack a target faction (not the Spiked faction) and attempt to kill one of their members.  If the target faction has their own koloss, they will use them as a defense.  Each attacking koloss will counteract a defending koloss, killing both of them.  If all of the defending koloss are dead and there are still attacking koloss remaining, the koloss will randomly kill one of the target faction’s members.  If the target happens to be protected by Flared Pewter, no koloss kill will be made.  No more than one member of the target faction may be attacked by the koloss during a single Night turn.  All koloss attacks occur simultaneously, and any koloss that survive a battle return to their original faction once the Night is over.

Spiked players (including the Inquisitor) count as members of their former faction to the koloss.  Therefore, koloss can kill Spiked players.

Kandra

These amazing shapeshifters are great at infiltrating enemy factions and learning secret information about them.  Establishing a Contract with one costs 3 boxings, and once you have established a Contract with a kandra, you retain it for the rest of the game.  Each Night, all kandra may find out one piece of information about a target faction.  You may order each kandra to:

  • Discover what that faction did with their koloss during the Night (who they attacked, and how many koloss they sent).

  • Discover how many kandra that faction has (as well as each kandra’s name), and what they sent each kandra to do during the Night.

  • Discover the name of one random player from that faction.  (The player may be living or dead, but it will not be one that has already been revealed to you, either by lynch or previous kandra actions.)

  • Discover how many boxings or koloss that faction has available to them, after their Night actions are complete.

*A note about group Night actions: As many group actions as possible may be taken each Night.  Your faction may purchase multiple koloss and kandra, attack multiple targets with koloss, and use multiple kandra actions (assuming you have enough kandra) during the same Night. These actions are submitted at the top of the faction doc during the Night.

Order of Actions

Spoiler

Day

  1. Brass, Copper
  2. Boxing Distribution

  3. Lynch

Night

  1. Steel (Burned)

  2. Iron, Pewter

  3. Steel (Flared), Koloss

  4. Tin, Zinc, Bronze, Kandra

  5. Boxing Purchases

  6. Inquisitor Spikings, Vial Distribution / Interception

Quck Links

Welcome to LG 23, everyone!  This game will be co-GM’d by Gamma and I, and we’ll make sure that this game is as much of a hectic frenzy as possible!

Due to the complexity of the game, I anticipate a lot of questions, so if you have any, please don’t hesitate to ask!  (If you have a question during the game, it’s best to ask it either in-thread or in your game PM, rather than your faction doc.)

There’s no limit on the number of players for this game; in fact, more players will make the game more fun!  Sign-ups will conclude on Monday, June 27, at 9 PM EST.

Edited by Devotary of Spontaneity
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Player List

  1. Jonly (The Only Joe)
  2. Locke (OrlokTsubodai)
  3. Sandhya (Elbereth)
  4. Silk (Amanuensis)
  5. Rima (Mailliw73)
  6. Olvar (Alvron)
  7. Ranel (The Young Bard)
  8. Guilty (Master Elodin)
  9. Mottel Musgreave (Mckeedee123)
  10. Ri (Arraenae)
  11. Straw (Straw)
  12. Kelron (cloudjumper)
  13. Kipper (Kipper)
  14. Hadrian Penrod (Araris Valerian)
  15. Zas (zas678)
  16. Shara (Nyali)
  17. Vela (Burnt Spaghetti)
  18. Jaena (jaimeleecee)
  19. Dominic (dowanx)
  20. Cenn Celverclogs Stimbers (TheSilverDragon)
  21. Sart Tram (Sart)
  22. Ganon (TheMightyLopen)
  23. -- (STINK)
  24. Louik (Bugsy6912)
  25. Shady (Paranoid King)
  26. Exisa Erikell (phattemer)
  27. Parth Resnuren (Conquestor)

 

Rule Clarifications

  • Inquisitor spikes do not have secret uber-abilities.
  • Burning Iron will only downgrade Flared Steel.  Flaring Iron can block all Steel uses from affecting a target altogether.
  • Koloss attacks occur simultaneously; koloss will not return to their original factions until the Night turn is completely over.
  • Each kandra that a faction recruits has a given name that cannot be changed, no matter what.
  • If multiple factions attack the same faction with koloss, one of those attacking factions will be randomly determined to attack first with 1 koloss, and then it will cycle between the attacking factions, each attacking with a single koloss, until a player from the faction is attacked, or there are no attacking koloss remaining.
  • Only 1 person from each faction can be killed by koloss during the Night, no matter how many factions attack them.
  • There are no secret roles in this game.  I promise.
  • You may name your faction's kandra, as long as the name is kandra-esque and does not reveal any game-pertinent information.
  • It will be noted in the write-up whether someone was Spiked.
  • You may not order koloss to attack your own faction.
  • You will learn a kandra's name if it is stolen with Flared zinc.
  • You may not use koloss or kandra the same Night turn that they are bought.
Edited by Renegade
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:D This will be fun. Signing up as Sandhya, please. I'm seriously considering my RP playstyle this game, given that I haven't done that in a while. Essentially that'd mean I prioritize RP posts over posting acutal commentary, rather than the other way around, and require myself to do at least one post of RP a turn. If anyone else is RPing, I'd love to have a RP partner! :) 

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Hmm, an Inquisitor with Spikes that convert others.  Sounds familiar.  Will any of the Inquisitors Spikes have "enhanced" abilities like say Uber-Tin?:o
Does Iron downgrade a normal Steel action or only Flared Steel?


Olvar is signing up.  An accomplished apothecary with a large stock of chemicals, drugs, poisons.  He is very relaxed about all the murders and poisonings that goes on between the noble houses, but does prefer it when there's less death as it makes it easier for him to operate his business of selling various pharmaceuticals.

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14 minutes ago, Alvron said:

Hmm, an Inquisitor with Spikes that convert others.  Sounds familiar.  Will any of the Inquisitors Spikes have "enhanced" abilities like say Uber-Tin?:o
Does Iron downgrade a normal Steel action or only Flared Steel?

The Inquisitor's spikes won't have enhanced abilities. :P

Burned Iron will only downgrade Flared Steel; Flared Iron blocks all Steel uses from harming the target.

4 minutes ago, Mailliw73 said:

@Renegade If Venture sends its only Koloss to attack Cett and Penrod sends its only one to attack Venture, would Cett and Venture take a loss or would Venture's attack and defend?

Both would take a loss, since all of the attacks happen simultaneously.  Basically, koloss won't return to their original factions until the Night is over.

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Woot! I've been looking forward to this game for awhile! All compliments and kudos to Renegade for creating this awesome game, as I'm just to help keep track of everything and write-up help and all of that. So feel free to ask me any questions as well! (The more questions asked before the game gets started, the better!) :P

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11 hours ago, Elbereth said:

:D This will be fun. Signing up as Sandhya, please. I'm seriously considering my RP playstyle this game, given that I haven't done that in a while. Essentially that'd mean I prioritize RP posts over posting acutal commentary, rather than the other way around, and require myself to do at least one post of RP a turn. If anyone else is RPing, I'd love to have a RP partner! :) 

I'll be your RP partner, El. :) Internet connection is spotty now, but I'll have full internet when the game starts.

Sign me up as Rima, an informant who likes attending balls.

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10 hours ago, Mailliw73 said:

@Renegade If Venture sends its only Koloss to attack Cett and Penrod sends its only one to attack Venture, would Cett and Venture take a loss or would Venture's attack and defend?

I'll play as Rima.

 

50 minutes ago, Arraenae said:

I'll be your RP partner, El. :) Internet connection is spotty now, but I'll have full internet when the game starts.

Sign me up as Rima, an informant who likes attending balls.

Empasis mine.

Well THIS won't be confusing at all.

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I've got a question!

14 hours ago, Renegade said:

Long Game 23: The Siege of Luthadel

...

  • Discover how many kandra that faction has (as well as each kandra’s name), and what they sent each kandra to do during the Night.

...

What's the point in learning each kandra's name?

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35 minutes ago, AliasSheep said:

Can I join the spec doc?

Sure, I'll get that set up in a few minutes.

31 minutes ago, Amanuensis said:

I've got a question!

What's the point in learning each kandra's name?

Each kandra that a faction recruits has a given name that cannot be changed, no matter what.  There could be a benefit in knowing another kandra's name, but I'll leave it to you guys to figure out what that is. ;)

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27 minutes ago, Renegade said:

Each kandra that a faction recruits has a given name that cannot be changed, no matter what.  There could be a benefit in knowing another kandra's name, but I'll leave it to you guys to figure out what that is. ;)

I'm pretty sure that I know.. :ph34r::P 

 

EDIT: I'll be Luen [REDACTED], a member of house [REDACTED].

Edited by Master Elodin
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4 hours ago, Arraenae said:

I'll be your RP partner, El. :) Internet connection is spotty now, but I'll have full internet when the game starts.

Sign me up as Rima, an informant who likes attending balls.

Yay! :D 

Point of order - were there still balls after Elend's ascension to the throne? I thought they stopped... Been a while since I read the books, though. :unsure:

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