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It was night again. The University lay in silence, and it was a silence of three parts. 

The most obvious part was a hollow, echoing quiet, made by things that were lacking. If there had been a wind it would have sighed through the trees, passed along the streets with a whisper, and buried the silence under a shower of snow. If there had been a crowd, even a handful of students around, they would have filled the silence with conversation and laughter, the debates and drinking one expects from a place of learning during the wee hours of the night. If there had been singing... but no, of course there was no singing. In fact there were none of these things, and so the silence remained. 

Inside the Crockery a student trembled in her room. She peered around with wide eyes, as if something might jump out at her at any moment. In doing this she added a small, scared silence to the larger, hollow one. It made an alloy of sorts, a counterpoint. 

The third silence was not an easy thing to notice. If you listened for an hour, you might begin to feel it in the tightly closed windows and in the blue tinge at the bottom of a candle flame. It was in the stillness of the empty graveyard that now held only the memory of a long dead necromancer. It was in the slow back and forth of a dagger rubbing along a whetstone. And it was in the hands of the woman who held it, polishing a blade of steel that already gleamed in the moonlight. 

The woman had moon-silver hair, bright as starlight. Her eyes were cold and sharp, and she moved with the subtle danger that comes from knowing many things. 

The University was hers, just as the third silence was hers. This was appropriate, as it was the greatest silence of the three, wrapping the others inside itself. It was icy and deep as winter’s snows. It was keen as a fresh-forged sword. It was the patient, razor-sharp sound of a woman who is waiting to kill. 

* * *

The rain-soaked streets were slick, but that didn’t stop the mercenary who roamed them. A random passerby might assume she walked carelessly, moving from one side of the street to the other and back, her feet moving almost drunkenly. 

But no, there was a beat, indecipherable to all but her, and her feet kept time to that beat. She grabbed a lamppost and spun around it, a full 360, her eyes taking in all around her. No one was following her. Not that any tails would have a chance if she was being followed. She was a master at ending lives, a true professional. But nothing made her heart sing quite as much as dancing. 

She leapt onto the fountain in the square and followed that beat. Forward, backward, add a twirl, and then finish with a heel-clicked leap as she spotted her prey. 

She was still dancing as he died.


And so begins Long Game 65: Dancing Through Life! This is the third iteration of the massively complicated Kingkiller Chronicle game. It will be run by @little wilson and myself, with @Fifth Scholar as the Impartial Mod, and will start on April 29th. (Rollover time TBA.) 

Below, you’ll find a summary of the main ruleset (or use a doc if you prefer), with most of the detail removed so you can get an idea of the general shape of the game without having to immediately deal with 18 pages of specifics. It is not meant as a reference document, only a general outline. You can find the full ruleset here. We highly recommend you look at the full ruleset before the game starts (and before you sign up, so you know what you’re getting into!). 

Note: Of particular note is the Talent Pipes section. If you want a better chance of getting them, you can submit a recording of your own musical talents (see the clarifications for details) before the game starts. Send it in a PM to Wilson and myself titled LG65: [your name]! 

 

Section 1: Game Basics

This section entails the basics of the game like the factions and their win conditions, the cycles and order of events, and how voting works.

 

Factions

Students win by expelling or killing all the Skindancers.

Skindancers win by killing all the arcanists OR destroying the University (remove all fields). Skindancers have access to a Google doc to plan and conspire. They can sabotage one person per turn. Sabotages appear as if the person simply cracked, and they are sent to the Crockery. If the Skindancers sabotage someone already in the Crockery or an expelled student, that player dies, unless they are protected.

 

Housekeeping

  • Cycles (=terms) are separated into two turns, each representing one month in the game. Turns are 36 hours long with 12-hour rollovers between each turn. 
  • Turns are mostly indistinguishable from each other. The only difference between turns will be certain events—stipend payout, admissions, and lodging. 
  • Every player is able to cast two votes (= “complaints”). Every two complaints counts as one Discipline Point. 
  • All students have one general action period which they can use for any ability they have access to, and some fields provide additional action periods. You may take a maximum of four actions in a turn. While in Imre, you do not have access to any of the usual action periods, but instead have access to all the Imre actions.
  • PMs are open and do not require an action. Please start a new PM every turn, rather than rolling it over. 

 

Turn Event Order

  • Complaint-Filing
  • All Non-Offensive Role & Item Actions, including Imre actions
  • All Offensive Actions
  • Elevations
  • Insanity Roll
  • The Horns

Events Only Occurring Just Before the First Turn of Each Cycle

  • Stipend Payout
  • Admissions & Tuition
  • Masters halved
  • Inflations & Reductions
  • Vint increase 
  • Decreased Tuition from Arithmetics 
  • Lodging

 

Section 2: University Basics

This section entails basics that are related directly to this game and the University. These include the currency system, social classes, lodging, admissions, insanity/The Crockery, and discipline points/The Horns.

 

Currency 

  • Iron Drab: 1/10 of a copper jot (=penny)
  • Copper Jot: worth 10 iron drabs and 1/10 of a silver talent (=dime)
  • Silver Talent: worth 10 copper jots or 100 iron drabs (=dollar)


Social Classes

Vintish Nobleman

  • Pros: 30 talent stipend. Very rich! 
  • Cons: Higher tuition cost, chance of being roleblocked, have to stay in one of the top locations if possible

Aturan Nobleman

  • Pros: 20 talent stipend. Pretty rich still!
  • Cons: your superstition makes it harder to do arcane arts, smaller chance of being roleblocked 

Yllish Commoner

  • ~11 talent stipend (very average!)
  • it’s better to be poor on the streets 

Cealdish Commoner

  • ~10 talent stipend (but poor but oh well) 
  • better with selling and buying items, and you can gamble with amazing odds!
  • oh and your loans are cheaper too!
  • it’s better to be poor on the streets 

Edema Ruh

  • ~5 talent stipend (very poor :( you’ll just have to cope with music!)
  • good at music: half price rooms and better chance for Talent Pipes 
  • decent at gambling 
  • better to be poor on the streets 


Lodging
In the second month of each term, all players PM the GM to say where they are lodging for the next term. If they don’t, they will spend that cycle on the streets.

On the Streets

  • = if you don’t submit a location
  • Negative actions on you always work, positive ones often fail 
  • Chance of roleblock, chance of dying! 

The Underthing

  • No cost
  • Only if you’ve escaped the Crockery!
  • You can’t do much except talk in thread 

Mews

  • 1 talent
  • Easier to go insane

Anker’s

  • 4 talents
  • 10% chance of an action failing or an item being stolen

Windy Tower

  • 6 talents
  • 1 more EP per turn

Grey Man

  • 7 talents 
  • In Imre! You can be there both turns
  • Can’t attend University while there

Golden Pony

  • 9 talents
  • -1 vote on them

Horse and Four

  • 12 talents (expensive but nice!!)
  • 40% chance for sabotages/kills to fail


Admissions
Every term/cycle, students must go through admissions and pay tuition if they want to continue studying at the University. If a student cannot pay tuition, they cannot attend the University for that term. 

The starting tuition per term for each student is 10 talents.

Tuition Reductions

  • Post once: 1 talent
  • Quality thread participation: 5 drabs per post
  • Quality RP: 5 jots per post
  • Impress a Master : 1 talent
  • File a complaint: 5 jots
  • Send messages: 5 jots
  • Selling an item in Imre: 5 drabs
  • Purchasing an item from the Apothecary: 5 jots-1 talent
  • Placing a request on the Black Market: 5 jots-2 talents
  • Trying for Talent Pipes: 1 talent
  • Fulfilling a Black Market contract: 5 jots

Tuition Inflations

  • Participate heavily in messages but very little in the thread: 1-4 talents
  • Have complaints filed against you: 1 jot per complaint
  • Being brought On the Horns: 2 talents
  • Not RPing a public apology: 2 talents
  • Re’lar: 1 talent
  • El’the: 2 talents

For Masters:

  • Fail to post in the thread: 3 talents
  • Don’t elevate a student: 1 talent
  • Fail to use any actions for the entire term: 4 talents


Insanity and the Crockery
All players in the Arcanum have a chance of going crazy and being sent to The Crockery, the University’s famed insane asylum. This “cracking” can happen through either a sabotage by the Skindancers or actual cracking. Depending on what a player studies, the chances of going insane may increase. When a person goes insane, they’re effectively dead (with a chance of returning). Sabotages on the insane function as a kill. No action targeting the insane can be blocked, regardless of bodyguards or Medica/item actions.

Players accrue Insanity Points (IP), which are reset every turn. A player goes insane when they accrue at least 12 IP in a single turn. Insanity Rolls start with a d10, with certain actions adding IP.

There is a small chance that those in the Crockery can escape! It’s 1/20 for most players, and 1/10 for experienced Namers. If a player breaks out, they will return to the game one rank lower than they were when they went insane, and they will have one random power less than they had when they entered. They can no longer impress a Master and be elevated.
 

The Horns and Discipline Points
The Horns is the disciplinary system of The University, and the lynch substitute. Every turn, students will get Discipline Points (DP) through both the lynch and from the Masters. Masters give 5 DP each, on voted-on people when they’re NPCs and to anyone when they’re PCs. Elevation Points in the relevant field can be used to reduce the number of DP a Master gives to a student. 

If a student has 5 DP, they’ll be brought On the Horns. Punishments scale from dropping charges (likely at 5 DP) to expulsion (guaranteed after 20 DP), with chances of higher punishments (lower ones, below) increasing with more DP. 

Punishments

  • Formal Apology: RP an apology! (or you’ll get more tuition and DP next turn)
  • Public Lashing: Roleblocked (unless nahlrout), either 1 or 3 turns depending on severity
  • Expulsion: Kicked out of University. Can’t complain, target/PM anyone in Uni (and not in Imre), can still be targeted by anyone and sabotages kill now

 

Section 3: The Arcanum Basics

The Arcanum is where all the fun happens at the University. Led by the nine Masters, there are many different fields of study in which students can try their hands: Sympathy, Artificery, Alchemy, Naming, Rhetoric & Logic, Arithmetic, Linguistics, Physicking, and the Archives.

 

 

Ranks and the Elevation Point System
There are three ranks in the Arcanum: E’lir, Re’lar, and El’the, achieved by impressing a Master and being elevated. Your elevations do not all have to occur in the same field, but many abilities become more powerful if a student levels more than once in the same field. 

Every student has a certain number of Elevation Points (EP) per turn. Spending EP in a particular field increases the chance of being elevated if the Master is an NPC, and 15 EP are needed to become a Master. EP can be spent all in one field, or spread over several, and the student retains all EP spent in that field until it is used up for an elevation or disciplinary actions. 

Students by default start outside of the Arcanum, and have 5 EP to spend each turn.

  • E’lir’s have 4 EP each turn.
  • Re’lar’s have 3 EP each turn.
  • El’the’s have 2 EP each turn.
  • Masters cannot spend EP.

Each Master elevates one student per turn. NPC-controlled Masters will choose who to elevate at random, with chances proportionate to how many EP each student in their field has spent. PC Masters can choose at their discretion among those who have any EP in the field. Elevations cost 5 EP (or all their points in the field, if they have less). 

Becoming a Master: An El’the who accrues 15 EP in a field will become the Master of that field, if there is no other player currently holding the position. El’the’s who have only been elevated in a single field gain an automatic 5 EP in that field upon elevation to El’the.

 

Masters
There are nine Masters at the University. They are Linguist, Arithmetician, Rhetorician, Archivist, Physicker, Sympathist, Artificer, Alchemist, and Namer. When a player becomes a Master in a field, certain mechanics change slightly.

Masters cannot be brought On the Horns. The Lodging options are the same as they are for students, but cost 25% less for Masters. Their default tuition is halved to 5 talents. If a Master cannot pay tuition, they are removed from their position and replaced with an NPC. Once they pay the tuition they failed to pay, they will regain their position as a Master, assuming a PC hasn’t taken it. Stipend remains the same.

Kills, Sabotages & Insanity: If a PC Master is killed or sabotaged, the Master will go back to being NPC-controlled. If a former Master breaks out of the Crockery and their field is still NPC-controlled, they will permanently be reduced to El’the. 

Skindancer Masters: If a Skindancer becomes a Master, they have a special ability: they can destroy that field of study. At that point, no one else can be elevated into it. Students already in the field can continue using the powers they already have and any items they may have already created, but they cannot gain new powers nor can they create new items.

 

Section 4: Arcanum Fields

There are 9 different fields of study for students at the University. By impressing a Master and being elevated into a field, students learn abilities in that field. By impressing a Master multiple times and being elevated multiple times, students increase their knowledge in that field, and gain another ability.

While most fields have role abilities, Alchemy and Artificery students are able to create items. Items take two actions two to create, which can be done in either one turn or two. If done during a single turn, students creating an item cannot file a complaint or impress a Master.

 

Linguistics
The Linguistics field works solely with words and languages. Each elevation grants another ability, and all after the first get another action period. 

  • Anonymous message
  • Protection from PM spying
  • PM spying
  • Tell if someone lied last turn

Arithmetics
Master Arithmetists gain an Arithmetic action period. All Arithmetic abilities get more powerful on further levels in the field.

  • Devi’s interest rate goes down
  • Steal money from people
  • Better deals in the Black Market and Apothecary
  • Reduced tuition

Rhetoric & Logic
Rhetoricians have learned the power of persuasion and manipulation better than almost anyone else. At each level upgrade after the first, gain an additional Rhetoric action period.  

  • Redirect someone
  • Get four complaints instead of two
  • Bore someone into forgetting to complain
  • Move a complaint to someone else

Archives
Scrivs spend a lot of time in the Stacks and Tomes. There’s a lot of knowledge crammed in their heads, making them an unexpected sort of formidable foe. At each level upgrade after the first, gain an additional Archive action period.  

  • Roleblock if your target is a Skindancer
  • Investigate events for Skindancer involvement
  • Spy on someone else’s studies
  • Learn a different field’s ability

Sympathy
Sympathy works with Alar, and the stronger one’s Alar is, the harder it is to beat them. Those who study Sympathy are susceptible to cracking and being sent to the Crockery. Students in Sympathy have a Sympathy action period, and the Master gains an additional Sympathy action period. Both Sympathy abilities get more powerful on further levels in the field.

  • Make a mommet that can roleblock someone (eventually you can make them from traces of the killer on someone’s corpse!)
  • Bind to another person so that actions on you are duplicated, and eventually downgrade negative effects 
  • (there are only two of these but trust me I’m not doing them credit to how powerful they are)

Physicking
The Medica is a great place to learn all about medicine and keeping people healthy through treatment and preventive care. The Master Physiker has a Physicking action period. All Physikers can access all abilities, but each ability’s use depends on how much time a person has spent studying Physicking.

  • All actions on you fail
  • Roleblock someone by sticking them in the Medica
  • Decrease risk of insanity for others
  • Protect from sabotage or kill

Alchemy
At first level, gain an Item Creation period that can be used for crafting items in Alchemy or Artificery. All alchemy items are usable only once. The strength of an Alchemy item is determined by the number of levels in Alchemy the user has.

  • Destroy an item or cancel an action
  • Protect from bone tar and malfeasance
  • Get a player to answer a few questions truthfully
  • Destroy a location!!

Artificery
All artificery items can be given away, and most can be destroyed. Your level in Artificery determines how many times an item can be used.

  • Detect an action on you
  • Protect from a sabotage
  • Rob a player (money and items!)
  • Protect from kills, sabotages, and sympathy

Naming
Naming is perhaps the most arcane of all the arcane arts. There are no specific abilities, but there are instead Names to learn. Each Name has a basic function, but it’s up to the Namer’s discretion on what they want to actually do with that Name.

When a student is elevated for the first time, they learn the Name of the Wind. Further Names are learned by using the last-learned Name multiple times. Each level in Naming beyond the first gives a Naming action period, allowing them to use multiple Names at once. For each Name beyond the first that they learn, their insanity roll bonus increases by one per Name. Additionally, each time they use more than one Name in a single turn, their insanity bonus increases for that turn.

Naming Actions
The following lists the types of base action each Name is capable of. 

  • Wind - Action Manipulation, Action Block, PM Spying, Attack
  • Iron - Artificery Items, Fae, Action Block, and Protection
  • Earth - Action Block, Action Protection, Attack Protection
  • Fire - Attack, Mass Attack, Item Destruction
  • Water - Action Block, Attack Protection, Action Manipulation
  • Blood - Action Manipulation, Attack Protection, Attack
  • Bone - Action Manipulation, Action Block, Attack Protection, Attack, Alchemy Items
  • Stone - Protection, Action Block, Items
  • Holly - Items, Fae Protection, Fae Action Block, Seeking Manipulation/Fae
  • Amber - Alchemy, Mommets

 

Section 5: Imre

Every term, players can go to Imre once. For the half-cycle they are in Imre, students cannot file new EP, though they can still be elevated. Players cannot do any University action (use a field ability or create an item).

Players can go to The Eolian once per time they are in Imre, though they can only try for their Talent Pipes once. Players can only go to Devi’s and The Loaded Dice once per time in Imre. They can purchase/sell any number of items/contracts at the Black Market or the Apothecary.

 

The Eolian

Each player can try for their Talent Pipes once in the game, for 1 talent. You have a random base ability, which you can raise if you send a recording to the GMs during signups! Then we’ll roll a die, add your base ability, and see if you win the Pipes. Pipes grant 10 talents per cycle to whoever holds them. 

You can also boost your stats a bit by going to the Eolian and practicing!

Devi’s

Any player can go to Devi’s to borrow money from her. The minimum loaned is 4 talents and the maximum is half of the player’s term income. Interest starts accruing immediately at 30%. The amount of interest is due at the end of each cycle. If students cannot pay, Devi will make a mommet with the player’s blood, and that mommet will go into the Black Market for other players to purchase.

The Loaded Dice

Everyone likes being risky every once in a while, right? The Loaded Dice fulfills all your gambling needs. Don’t let the name throw you off. We’re totally honest here!

Every player can come to The Loaded Dice and play a game. The house rolls 1d20 and the gambler is able to bet on up to 5 numbers. The more numbers you bet on, the higher your chances of winning but the lower your winnings will be. If your number comes up, you win! If you win, you cannot return to The Loaded Dice for a full term, and twice in two terms gets you blacklisted. 

Nox’s Apothecary

Each half cycle, a variety of items/services are available for purchase by anyone who wants to pay the cost. The courier service is always available, but the items are based on inventory and may run out.

  • Nahlrout: 1 talent, lashing protection or roleblock 
  • Couriers: 2 talents, send an anonymous message
  • Bloodless: 10 talents. Protects against sabotage.
  • Gram: 25 talents, protects against kill/sabotage/sympathy 

The Black Market

For Sale
This section of the Black Market is populated partially by the GM. Items can run out, but will be restocked every few cycles. Services are always available, but get more expensive as they get bought. Players can also anonymously sell items/services on this part of the Black Market. 

  • Mommets: Price is the player’s debt to Devi, can roleblock the player
  • Bodyguards: Variable. Protects a player from 2 sabotages and/or 1 kill
  • Assassins: Variable. Kills a player of your choice

Contracts
The Contracts half of the Black Market is populated solely by players. Players sell contracts anonymously, with the price of the contract paid to the person who fulfills the contract. If a player accepts a contract, they will not be told who sold it, but they must fulfill the contract by the end of the next cycle.

 

Edited by Elbereth
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I am not going to fix that formatting tonight. Sign up, have fun, it'll be pretty in the morning. (The doc version is better anyway.)

Player List
1. @Haelbarde - Seòras
2. @Elandera - Athdara, alchemist
3. @Burnt Spaghetti - Bryn Aria
4. @DeTess - Evelyn Bryen
5. @Elkanah
6. @Straw - Straw
7. @xinoehp512
8. @Lord_Silberfarben - Lord Silberfarben
9. @Coda - Catalan, namer
10. @Karnage - Lasko Veitch
11. @Hemalurgic Headshot
12. @StrikerEZ - Ryykal Ladzo
13. @Lumgol
 - Caia Irèn
14. @Experience - Shard
15. @Devotary of Spontaneity - Vol, paranoid alchemist
16. @CadCom - Cadaci
17. @Sart - Sagaer Murtoy, accompanied by a child
18. @Furamirionind

19. @Zillah
20. @Araris Valerian - Arael Solon
21. @Rathmaskal - Rath
22. @STINK - Ugfal the Three-Handed, with only two hands
23. @Kynedath - Traelynn Weeks, likes beets
24. @Walin - Lin Wa
25. @GreenRover - Knighter Nune
26. @Young Bard - Nethwyl Nox, pyromaniac
27. @TheMightyLopen - Leo

Quicklinks

 

Edited by Elandera
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A young woman stood at the gates, gazing up at the University before her, ambition in her blue grey eyes. Flicking the long copper hair that had fallen in front of her eyes behind her head, she made her way inside, a spring in her step as she walked towards the beginning of her future.

----

Bryn Aria has enrolled

 

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Here comes Lord Silberfarben.

Look at him, walking in the street as if it will somehow raise and protect him from all dangers.

Don't let their name fool you, Lord is not a title but their first name, meaning 'naive' in some lost language.

No one knows if the name somehow affected him magically, as all names have meanings, or if simply other people's expectations have defined his life.

Whichever one, he stands at the entrance to the mighty University and wills its gates to open for him.

of course, they don't, even the university can't afford to have self-opening doors. He does not break his nonchalance and pushes the wooden doors wide open.
And of course, since the university does not have one gate, but many leading into different buildings, he stumbles into the archives.

 

"Hmm," He says as he looks around, "I want to sign up for learning in this fine academy! Where do I do that?"

 

Edited by Lord_Silberfarben
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I'm going to hold off on signing up quite yet due to some health issues getting worse, and I don't want to disappear this game. I should know within a couple days if I can sign up.Regardless, here are some of my preliminary questions : )  :

Spoiler
  1. If a player is attacked and survives, is the player that was attacked notified, or are they unaware they were attacked?
  2. Does the sabatauge count as an attack?
  3. As protection is not an information-gathering action, if someone sucsesfully protects against an attack, do they also not know who was attacked?
  4. Do players have 2 votes per cycle (1 each turn) or 2 votes each turn?

    Lodging:
  5. If I am living on the streets and roll that I am to be killed by a mercenary, if I am also sucsessfully protected that turn, will I die? Will the write up say someone was attacked but survived?
  6. If someone is in the underthing can they still recieve PMs?
  7. For the risk of getting roleblocked/robbed at anchors, how is this percentage decided? How is it decided which effect you will get? Is it possible to be both roleblocked and robbed?

    Admissions:
  8. What is considered a "quality thread participation"? Is it analysis? What if it is poorly thought/rushed out analysis?
  9. Is "Quality RP" determined by length of RP, detailedness/story, or a mixture?
  10. If someone makes 5 RP posts in a cycle, but they are all 2 sentences, would multiple of these posts be combined together to create 1 "Quality RP", or is Quality RP determined based on standalone posts?
  11. If you file 2 complaints in one cycle do you get a 6 jot reduction?
  12. Sending messages is PMing people right? Do you only need to send a single PM to get the 3 jot reduction?

    The Horns and Discipline Points:
  13. If a formal appology is in thread, can it count as a "Quality RP" to reduce next term's tuition?
  14. Does a public lashing roleblock you for an amount of cycles or turns? Both terminoligy is used.
  15. No one not attending the university can PM students of the University?

    Masters:
  16. If a field of study is destroyed, is the thread notified?
  17. Can a master choose to step down so that they can study in another field?

    Section 4: Arcanum Fields:
  18. Are the second/3rd level upgrades given to people who are Eleveated to higher ranks in the field? (So someone elevated to Re'lar would gain the second level upgrade, and El'ithes would gain the third level upgrade?)
  19. If I become a Re'lar elevated by the Rhetoric & Logic Master, and then am elevated to E'ithe by the Liguistics Master, would I get the third level upgrade in Linguistics, giving me 1 general action + 2 Linguistic general actions + 1 Rhetoric action? (Or would the upgrade only give me 1 bonus action, so 1 general + 1 Linguistic general + 1 rhetoric?)
  20. Hand Delivery is a passive ability, so no PMs can be spied apon at all. However can still be roleblocked by someone? (Just double checking I understand)
  21. "Omen Recognition: You recognize the signs of all kinds of fae. Because of this, you can investigate any event and determine whether or not it was caused by a fae." Are there Fae in this game other than the Skindancers?
  22. For naming, if a person is expelled, do they keep all the same progression of name learning as someone not expelled does, or is their percentage of learning new names fixed?
  23. Is the name you learn after the wind random or a progression?

 

 

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Despite her short, slight figure, it was easy to pick her out in the crowd - the sheer energy in her step, her wide open eyes, her ponytail barely containing a mane of unruly dark floof. She could barely pick out a building in the distance, but her heart thrummed with anticipation. The Archives. I'm going to the Archives and nobody can stop me.

Signing up as Caia Irèn. Say goodbye to my sanity, everyone. :)

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Note: while y'all are perfectly welcome to declare what fields you're going to, you don't have to do so in public. What field(s) you're studying is between you and the GMs unless you decide to share it with anyone else. You also aren't guaranteed to get into the field you go for, just keep that in mind! 

Also, social classes will be entirely random. 

Quote
  1. If a player is attacked and survives, is the player that was attacked notified, or are they unaware they were attacked?
  2. Does the sabatauge count as an attack?
  3. As protection is not an information-gathering action, if someone sucsesfully protects against an attack, do they also not know who was attacked?
  4. Do players have 2 votes per cycle (1 each turn) or 2 votes each turn?

1. They are notified. 
2. Yes. 
3. They do not. (I assume this is only referring to Cheating Death from Physicking, because the only other protections are self-protects.)
4. 2 votes per turn. 

Quote

Lodging:

  1. If I am living on the streets and roll that I am to be killed by a mercenary, if I am also sucsessfully protected that turn, will I die? Will the write up say someone was attacked but survived?
  2. If someone is in the underthing can they still recieve PMs?
  3. For the risk of getting roleblocked/robbed at anchors, how is this percentage decided? How is it decided which effect you will get? Is it possible to be both roleblocked and robbed?

1. The mercenary attack is not unblockable, so you can indeed be protected from it. And yes. 
2. No. 
3. You have a 10% chance of something happening. If you have no items, it's automatically a roleblock. If you have items, we flip a coin to see if you're roleblocked or an item is stolen. (If you have multiple items, we RNG which one.)

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Admissions:

  1. What is considered a "quality thread participation"? Is it analysis? What if it is poorly thought/rushed out analysis?
  2. Is "Quality RP" determined by length of RP, detailedness/story, or a mixture?
  3. If someone makes 5 RP posts in a cycle, but they are all 2 sentences, would multiple of these posts be combined together to create 1 "Quality RP", or is Quality RP determined based on standalone posts?
  4. If you file 2 complaints in one cycle do you get a 6 jot reduction?
  5. Sending messages is PMing people right? Do you only need to send a single PM to get the 3 jot reduction?

1. Analysis / game-based discussion that's at least 200 words. The length requirement for both this and RP is so we can be impartial, but it's also just so you can count it yourself and know where you stand. 
2. Length of RP - also 200 words.  
3. Standalone posts. 
4. No. Filing a single complaint gets you 3 jots, filing further complaints doesn't do anything. 
5. Correct, and yes. 

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The Horns and Discipline Points:

  1. If a formal appology is in thread, can it count as a "Quality RP" to reduce next term's tuition?
  2. Does a public lashing roleblock you for an amount of cycles or turns? Both terminoligy is used.
  3. No one not attending the university can PM students of the University?

1. Absolutely. 
2. Turns, and changed that in the rules to be clearer. 
3. Expelled students can't PM students at University. Students who aren't expelled but aren't currently attending can. 

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Masters:

  1. If a field of study is destroyed, is the thread notified?
  2. Can a master choose to step down so that they can study in another field?

1. Yes. 
2. No. 
 

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Section 4: Arcanum Fields:

  1. Are the second/3rd level upgrades given to people who are Eleveated to higher ranks in the field? (So someone elevated to Re'lar would gain the second level upgrade, and El'ithes would gain the third level upgrade?)
  2. If I become a Re'lar elevated by the Rhetoric & Logic Master, and then am elevated to E'ithe by the Liguistics Master, would I get the third level upgrade in Linguistics, giving me 1 general action + 2 Linguistic general actions + 1 Rhetoric action? (Or would the upgrade only give me 1 bonus action, so 1 general + 1 Linguistic general + 1 rhetoric?)
  3. Hand Delivery is a passive ability, so no PMs can be spied apon at all. However can still be roleblocked by someone? (Just double checking I understand)
  4. "Omen Recognition: You recognize the signs of all kinds of fae. Because of this, you can investigate any event and determine whether or not it was caused by a fae." Are there Fae in this game other than the Skindancers?
  5. For naming, if a person is expelled, do they keep all the same progression of name learning as someone not expelled does, or is their percentage of learning new names fixed?
  6. Is the name you learn after the wind random or a progression?

 

1&2. The distinction between rank and level is as follows: Each time you're elevated, you go up in rank from E'lir to Re'lar to El'the. Each time you're elevated in a particular field, you go up a level in that field. So if you're elevated in R&L, R&L, and Linguistics, you're an El'the with the second-level upgrade in R&L and the first-level upgrade in linguistics. Is that clear enough? 
3. Correct. 
4. No. Fae = skindancers in all cases. 
5. They keep the same progression of Name learning. 
6. Random. 

 

 

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If you get to 15 EP spent in a field without getting elevated once, do you immediately become master and unlock all the abilities in that field? Or is the 15 EP requirement only applicable once you’re an El’the (or whatever rank is before Master)? @Elbereth @little wilson

Edited by StrikerEZ
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14 minutes ago, StrikerEZ said:

If you get to 15 EP spent in a field without getting elevated once, do you immediately become master and unlock all the abilities in that field? Or is the 15 EP requirement only applicable once you’re an El’the (or whatever rank is before Master)? @Elbereth @little wilson

So you must be an El'the to be elevated to Master, but you do not have to be elevated in the particular field in which you're raised to Master. So if you're an El'the with 15 EP in Arithmetics but were only elevated in Linguistics, you could become the Master Arithmetist. 

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14 hours ago, Elbereth said:

I am not going to fix that formatting tonight. Sign up, have fun, it'll be pretty in the morning. (The doc version is better anyway.)

Player List
1. @Haelbarde - Seòras
2. @Elandera - Athdara, alchemist
3. @Burnt Spaghetti - Bryn Aria
4. @DeTess - Evelyn Bryen
5. @Elkanah
6. @Straw - Straw
7. @xinoehp512
8. @Lord_Silberfarben - Lord Silberfarben, 
9. @Coda - Catalan, namer
10. @Karnage - Lasko Veitch
11. @Hemalurgic Headshot
12. @StrikerEZ
13. @Lumgol
 - Caia Irèn
14. @Experience - Shard

So can other people still join, is this the cut-off?

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Cadaci began to prepare for the new term. When he had originally transferred to the University, he had done so with the intent of becoming a mundane lawyer. However, the arcane arts intrigued him, so he chose to change his field of study and this was to be his first term in the new field. He still needed to decide which, or how many of the arcane arts he intended to study. But that's what the first week was for, wasn't it?

Signing up as Cadaci.

Edited by CadCom
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