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Posted (edited)

LG108: A Tale of Rats and Spores

Game Premise

10 years after the events of Tress and the Emerald Sea, you will board The Rat's Tale—a great ship and Sprouter institution that trains recruits how to manipulate spores and navigate the Twelve Seas. Every player is therefore a Sprouter by default, but will be split into ranks that have different capabilities. The majority will begin Novices, some will begin Apprentices, and few will begin as Masters. Apprentices will have a PM with their Master and all Masters will share a doc. Ranks can be progressed via consistent active participation (see: Experience and Promotions).

Player Factions

Royal Loyalists are the innocent, uninformed majority whom justly serve the Verdant Kingdom. They win upon removing all Midnight Cultists from the game.

Midnight Cultists are the corrupted, informed minority who seek to avenge the Midnight Sorceress. They share a doc to freely conspire. They win upon reaching parity with the Royal Loyalists.

Day / Night Cycle

48 Hour Days. Day 1 will not have an execution, but from Day 2 onward, a player must be voted out to walk the plank. Additionally, every Day, there will be X/Y Spores available for players to claim from the Stores (other than Zephyr Spores, which are infinite). Players can only claim 3 Spores each Day regardless of their rank. However, Masters will be able to give an extra Spore of their choice to one of their Apprentices each day via their GM PM. Players can also trade both Spores and Spore Pots via their GM PM during either turn, and may also Prepare or Sprout, but not Study.

24 Hour Nights. During the night, players have access to three possible actions: Study: Double your experience gained this cycle; Prepare (Pot): Craft a Spore Pot and gain +5 XP; Sprout (Pot): Expend a Spore Pot to use its effect and gain +5 XP. Giving another player a Spore or Spore Pot is a free action. Additionally, one Midnight Cultist can submit an untraceable kill (they will not leave the cabin, as they will use a Midnight familiar)

Spores, Pots, and Sprouting

All Spore Pots require 1 Zephyr Charge and N Secondary Charges to prepare, where N is the rank of the effect. If a Sprouter of a lower rank attempts to prepare or use a Sprout Pot of a higher rank, there will be a chance of failure.

Zephyr and Zephyr

  1. Novice: Create a PM with target that expires in 1 Cycle.
  2. Apprentice: Create a PM with target that expires in 2 Cycles.
  3. Master: Create a Group PM with up to three targets that expires in 2 Cycles.
  4. Expert: Create a PM with up to three targets that never expires.

Zephyr and Verdant

  1. Novice: If your target leaves their cabin, block their action.
  2. Apprentice: If your target leaves their cabin, block their action and the action of their target.
  3. Master: If your target leaves their cabin, block their action, the action of the target, and the action of everyone else who targets them.
  4. Expert: If your target leaves their cabin, imprison your target until you decide to release them, blocking all actions from and to them.

Zephyr and Roseite

  1. Novice: Shield yourself with crystal, protecting you from one action.
  2. Apprentice: Shield any target, protecting them from one action.
  3. Master: Shield any target or yourself, protecting from all actions.
  4. Expert: Shield another player and yourself, protecting from all actions.

Zephyr and Crimson

  1. Novice: You will fail to safely prepare this into a Pot, inflicting Wound on yourself. Wounded require 1/2 of active players to vote for them to be healed or they will die at the end of the Cycle.
  2. Apprentice: If your target leaves their cabin, inflict a Wound.
  3. Master: If your target leaves their cabin, inflict a Fatal WoundFatally Wounded require 3/4 of active players to vote for them to be healed or they will die at the end of the Day.
  4. Expert: If your target leaves their cabin, kill them!

Zephyr and Sunlight

  1. Novice: If your target leaves their cabin, discover their target.
  2. Apprentice: If your target leaves their cabin, discover their target and action.
  3. Master: If your target leaves their cabin, reveal their target and action in thread.
  4. Expert: If your target leaves their cabin, reveal their alignment in thread.

Zephyr and Midnight

  1. Novice: Investigate target's stock. Cannot be Detected or Blocked.
  2. Apprentice: Steal one random Spore or Pot from target's stock. CbDoB.
  3. Master: Steal two random Spores or Pots from target's stock. CbDoB.
  4. Expert: Steal all Spores and Pots from target's stock. CbDoB.

Experience and Promotions

Every Cycle, players can earn +10 XP via active participation (+5 for 5 discussion posts, +5 for 5 roleplay posts, which can be 5 posts total or 10 separate). Studying doubles the amount of XP you would gain that cycle (10 to 20, 6 to 12, etc). Preparing Pots, Sprouting Pots, and Cultist Kills all earn +5 XP. This means the max any player can get is 20 with Studying or 15 with a night action. Upon gaining an amount of Experience within a Rank, players will be automatically promoted the next Day, which will be announced in the thread.

  • Novices promote to Apprentice upon earning +50 XP. Masters will have the next Day to pick in their doc who will get a PM with them in the Night.
  • Apprentices promote to Master upon earning +60 XP. A new Master Doc will be made in which the old Masters must decide on a single Apprentice to give each newcomer.
  • Masters promote to Experts upon earning +70 XP. In order to become an Expert, Masters have to declare a specific Spore they wish to specialize in. From then on all activity XP will count for this, but only actions involving the relevant spore will earn XP.

Optional Roles

  • King’s Mask: Begins the game as an Expert for all spores. Can belong to either alignment.
  • Spore Eater: Begin the game as a spore gestator. You do not need Spore Pots to use abilities of your relevant Spore, however, there is a cost. Can belong to either alignment.

Order of Actions

Study/Prepare/Trade > Zephyr Verdant > Roseite > Crimson > Sunlight > Midnight

Questions & Answers

Q: What is the breakdown for Prepare/Sprout failure?
A: Attempting to Prepare or Sprout an Apprentice ranked Pot has 25% of failure, Master 50%, and Expert 75% chance if you have not yet achieved the Rank yourself, regardless of how close you are.

Player List

  1. Araris Valerian as Armiel
  2. Belandrius Ohhmar as thOmmAs
  3. The Unknown Hammerer as Illi
  4. TwinStorm as Rane
  5. CoderDrag0n8 as Sozar
  6. TheOneWorldhopper as Fuejrheisjjeirjeujdjeuuduwii
  7. RoyalBeeMage as William Thorne
  8. Hoid Slayer as Shifter, the Mage Slayer, the Forsaken Son
  9. IcedOutPenguin as Itenii
  10. A Joe in the Bush as Emmett
  11. Doc12 as Braid
  12. Stink as Roberto

 

Pinch Hitters

  1. KaladinsSenseOfHumorSpren
  2. Aeternum

 

Spectators

  1. Seonid

 

GAME TO BEGIN A WEEK FROM NOW ON WEDNESDAY, OCTOBER 1ST

Edited by Araris Valerian
Posted (edited)

Can I RP an aetherbound?

39 minutes ago, Amanuensis said:

LG108?: A Tale of Rats and Spores

Game Premise

10 years after the events of Tress and the Emerald Sea, you will board The Rat's Tale—a great ship and Sprouter institution that trains recruits how to manipulate spores and navigate the Twelve Seas. Every player is therefore a Sprouter by default, but will be split into ranks that have different capabilities. The majority will begin Novices, some will begin Apprentices, and few will begin as Masters. Apprentices will have a PM with their Master and all Masters will share a doc. Ranks can be progressed via consistent active participation (see: Experience and Promotions).

Player Factions

Royal Loyalists are the innocent, uninformed majority whom justly serve the Verdant Kingdom. They win upon removing all Midnight Cultists from the game.

Midnight Cultists are the corrupted, informed minority who seek to avenge the Midnight Sorceress. They share a doc to freely conspire. They win upon reaching parity with the Royal Loyalists.

Day / Night Cycle

48 Hour Days. Day 1 will not have an execution, but from Day 2 onward, a player must be voted out to walk the plank. Additionally, every Day, there will be X/Y Spores available for players to claim from the Stores (other than Zephyr Spores, which are infinite). Players can only claim 3 Spores each Day regardless of their rank. However, Masters will be able to give an extra Spore of their choice to one of their Apprentices each day via their GM PM. Players can also trade both Spores and Spore Pots via their GM PM during either turn.

24 Hour Nights. During the night, all players have access to three actions: Study: Double your experience gained this cycle; Prepare (Pot): Craft a Spore Pot and gain +5 XP; Sprout (Pot): Expend a Spore Pot to use its effect and gain +5 XP. Giving another player a Spore or Spore Pot is a free action. Additionally, one Midnight Cultist can submit an untraceable kill (they will not leave the cabin, as they will use a Midnight familiar)

Spores, Pots, and Sprouting

All Spore Pots require 1 Zephyr Charge and N Secondary Charges to prepare, where N is the rank of the effect. If a Sprouter of a lower rank attempts to prepare or use a Sprout Pot of a higher rank, there will be a chance of failure.

Zephyr and Zephyr

  1. Novice: Create a PM with target that expires in 1 Cycle.
  2. Apprentice: Create a PM with target that expires in 2 Cycles.
  3. Master: Create a Group PM with up to three targets that expires in 2 Cycles.
  4. Expert: Create a PM with up to three targets that never expires.

Zephyr and Verdant

  1. Novice: If your target leaves their cabin, block their action.
  2. Apprentice: If your target leaves their cabin, block their action and the action of their target.
  3. Master: If your target leaves their cabin, block their action, the action of the target, and the action of everyone else who targets them.
  4. Expert: If your target leaves their cabin, imprison your target until you decide to release them, blocking all actions from and to them.

Zephyr and Roseite

  1. Novice: Shield yourself with crystal, protecting you from one action.
  2. Apprentice: Shield any target, protecting them from one action.
  3. Master: Shield any target or yourself, protecting from all actions.
  4. Expert: Shield another player and yourself, protecting from all actions.

Zephyr and Crimson

  1. Novice: You will fail to safely prepare this into a Pot, inflicting Wound on yourself. Wounded require 1/2 of active players to vote for them to be healed or they will die at the end of the Cycle.
  2. Apprentice: If your target leaves their cabin, inflict a Wound.
  3. Master: If your target leaves their cabin, inflict a Fatal WoundFatally Wounded require 3/4 of active players to vote for them to be healed or they will die at the end of the Day.
  4. Expert: If your target leaves their cabin, kill them!

Zephyr and Sunlight

  1. Novice: If your target leaves their cabin, discover their target.
  2. Apprentice: If your target leaves their cabin, discover their target and action.
  3. Master: If your target leaves their cabin, reveal their target and action in thread.
  4. Expert: If your target leaves their cabin, reveal their alignment in thread.

Zephyr and Midnight

  1. Novice: Investigate target's stock. Cannot be Detected or Blocked.
  2. Apprentice: Steal one random Spore or Pot from target's stock. CbDoB.
  3. Master: Steal two random Spores or Pots from target's stock. CbDoB.
  4. Expert: Steal all Spores and Pots from target's stock. CbDoB.

Experience and Promotions

Every Cycle, players can earn +10 XP via active participation (+5 for 5 discussion posts, +5 for 5 roleplay posts, which can be 5 posts total or 10 separate). Studying doubles the amount of XP you would gain that cycle (10 to 20, 6 to 12, etc). Preparing Pots, Sprouting Pots, and Cultist Kills all earn +5 XP. This means the max any player can get is 20 with Studying or 15 with a night action. Upon gaining an amount of Experience within a Rank, players will be automatically promoted the next Day, which will be announced in the thread.

  • Novices promote to Apprentice upon earning +50 XP. Masters will have the next Day to pick in their doc who will get a PM with them in the Night.
  • Apprentices promote to Master upon earning +60 XP. A new Master Doc will be made in which the old Masters must decide on a single Apprentice to give each newcomer.
  • Masters promote to Experts upon earning +70 XP. In order to become an Expert, Masters have to declare a specific Spore they wish to specialize in. From then on all activity XP will count for this, but only actions involving the relevant spore will earn XP.

Optional Roles

  • King’s Mask: Begins the game as an Expert for all spores. Can belong to either alignment.
  • Spore Eater: Begin the game as a spore gestator. You do not need Spore Pots to use abilities of your relevant Spore, however, there is a cost. Can belong to either alignment.

Order of Actions

Study/Prepare/Trade > Zephyr Verdant > Roseite > Crimson > Sunlight > Midnight

Questions & Answers

Q: What is the breakdown for Prepare/Sprout failure?
A: Attempting to Prepare or Sprout an Apprentice ranked Pot has 25% of failure, Master 50%, and Expert 75% chance if you have not yet achieved the Rank yourself, regardless of how close you are.

Player List

  1.  

 

 

GAME TO BEGIN A WEEK FROM NOW ON WEDNESDAY, OCTOBER 1ST

What constitutes as 'leaving the cabin'?

When you become an Expert in a specific spore, do you stay a Master? Like, are there Experts in the Master Doc?

Are spore pots crafted with rank level included?

Edited by CoderDrag0n8
Posted (edited)
37 minutes ago, CoderDrag0n8 said:

Can I RP an aetherbound?

Ehhh. I think I'd prefer a worldhopper over a more powerful version of the specific magic system associated with the game mechanics, but I am open to pitches and working it out to not be obtrusive. Mostly the issue would be if I include the Spore Eater role, which I don't think I will unless we get 16+ players.

37 minutes ago, CoderDrag0n8 said:

What constitutes as 'leaving the cabin'?

You don't leave your cabin at night if you StudyPrepare, or sprout MidnightEvery other ability requires you leaving your cabin to use on someone else.

37 minutes ago, CoderDrag0n8 said:

When you become an Expert in a specific spore, do you stay a Master? Like, are there Experts in the Master Doc?

Experts are just Masters with a particular specialization, nothing changes beyond that.

37 minutes ago, CoderDrag0n8 said:

Are spore pots crafted with rank level included?

Yes. Novice Zephyr Pot, Expert Crimson Pot, etc.

Edited by Amanuensis
Posted
9 minutes ago, Amanuensis said:

Ehhh. I think I'd prefer a worldhopper over a more powerful version of the specific magic system associated with the game mechanics, but I am open to pitches and working it out to not be obtrusive. Mostly the issue would be if I include the Spore Eater role, which I don't think I will unless we get 16+ players.

You don't leave your cabin at night if you StudyPrepare, or sprout MidnightEvery other ability requires you leaving your cabin to use on someone else.

Experts are just Masters with a particular specialization, nothing changes beyond that.

Yes. Novice Zephyr Pot, Expert Crimson Pot, etc.

Wonderful. I will sign up once I have more time + more brainpower

Posted

Assuming I don't end up as the IM for this game, I'll play as Armiel, introduced below.

Armiel wiped sweat from his brow as he ladled a serving of oats onto the plate in front of him. The recipient, a new sailor, winced at the blackened bits as he took the food, perhaps mollified by a slightly larger portion than what was strictly called for. Armiel was only a little self-conscious about having burnt breakfast; sunlight spores were blasted tricky to get right. Still, he hoped the lads would eat it all. Sprouting was no easy business - the food was evidence enough of that - and the distractions of rumbling bellies would likely cause the already alarming number of accidents to increase further.

Posted
8 hours ago, Amanuensis said:

Ehhh. I think I'd prefer a worldhopper over a more powerful version of the specific magic system associated with the game mechanics, but I am open to pitches and working it out to not be obtrusive. Mostly the issue would be if I include the Spore Eater role, which I don't think I will unless we get 16+ players.

You don't leave your cabin at night if you StudyPrepare, or sprout MidnightEvery other ability requires you leaving your cabin to use on someone else.

Experts are just Masters with a particular specialization, nothing changes beyond that.

Yes. Novice Zephyr Pot, Expert Crimson Pot, etc.

Could it be that if the spore eater is in play, and I am not the spore eater, I am a broken aetherbound, but otherwise, I am a normal aetherbound?

Posted
9 hours ago, Amanuensis said:

LG108?: A Tale of Rats and Spores

Game Premise

10 years after the events of Tress and the Emerald Sea, you will board The Rat's Tale—a great ship and Sprouter institution that trains recruits how to manipulate spores and navigate the Twelve Seas. Every player is therefore a Sprouter by default, but will be split into ranks that have different capabilities. The majority will begin Novices, some will begin Apprentices, and few will begin as Masters. Apprentices will have a PM with their Master and all Masters will share a doc. Ranks can be progressed via consistent active participation (see: Experience and Promotions).

Player Factions

Royal Loyalists are the innocent, uninformed majority whom justly serve the Verdant Kingdom. They win upon removing all Midnight Cultists from the game.

Midnight Cultists are the corrupted, informed minority who seek to avenge the Midnight Sorceress. They share a doc to freely conspire. They win upon reaching parity with the Royal Loyalists.

Day / Night Cycle

48 Hour Days. Day 1 will not have an execution, but from Day 2 onward, a player must be voted out to walk the plank. Additionally, every Day, there will be X/Y Spores available for players to claim from the Stores (other than Zephyr Spores, which are infinite). Players can only claim 3 Spores each Day regardless of their rank. However, Masters will be able to give an extra Spore of their choice to one of their Apprentices each day via their GM PM. Players can also trade both Spores and Spore Pots via their GM PM during either turn.

24 Hour Nights. During the night, all players have access to three actions: Study: Double your experience gained this cycle; Prepare (Pot): Craft a Spore Pot and gain +5 XP; Sprout (Pot): Expend a Spore Pot to use its effect and gain +5 XP. Giving another player a Spore or Spore Pot is a free action. Additionally, one Midnight Cultist can submit an untraceable kill (they will not leave the cabin, as they will use a Midnight familiar)

Spores, Pots, and Sprouting

All Spore Pots require 1 Zephyr Charge and N Secondary Charges to prepare, where N is the rank of the effect. If a Sprouter of a lower rank attempts to prepare or use a Sprout Pot of a higher rank, there will be a chance of failure.

Zephyr and Zephyr

  1. Novice: Create a PM with target that expires in 1 Cycle.
  2. Apprentice: Create a PM with target that expires in 2 Cycles.
  3. Master: Create a Group PM with up to three targets that expires in 2 Cycles.
  4. Expert: Create a PM with up to three targets that never expires.

Zephyr and Verdant

  1. Novice: If your target leaves their cabin, block their action.
  2. Apprentice: If your target leaves their cabin, block their action and the action of their target.
  3. Master: If your target leaves their cabin, block their action, the action of the target, and the action of everyone else who targets them.
  4. Expert: If your target leaves their cabin, imprison your target until you decide to release them, blocking all actions from and to them.

Zephyr and Roseite

  1. Novice: Shield yourself with crystal, protecting you from one action.
  2. Apprentice: Shield any target, protecting them from one action.
  3. Master: Shield any target or yourself, protecting from all actions.
  4. Expert: Shield another player and yourself, protecting from all actions.

Zephyr and Crimson

  1. Novice: You will fail to safely prepare this into a Pot, inflicting Wound on yourself. Wounded require 1/2 of active players to vote for them to be healed or they will die at the end of the Cycle.
  2. Apprentice: If your target leaves their cabin, inflict a Wound.
  3. Master: If your target leaves their cabin, inflict a Fatal WoundFatally Wounded require 3/4 of active players to vote for them to be healed or they will die at the end of the Day.
  4. Expert: If your target leaves their cabin, kill them!

Zephyr and Sunlight

  1. Novice: If your target leaves their cabin, discover their target.
  2. Apprentice: If your target leaves their cabin, discover their target and action.
  3. Master: If your target leaves their cabin, reveal their target and action in thread.
  4. Expert: If your target leaves their cabin, reveal their alignment in thread.

Zephyr and Midnight

  1. Novice: Investigate target's stock. Cannot be Detected or Blocked.
  2. Apprentice: Steal one random Spore or Pot from target's stock. CbDoB.
  3. Master: Steal two random Spores or Pots from target's stock. CbDoB.
  4. Expert: Steal all Spores and Pots from target's stock. CbDoB.

Experience and Promotions

Every Cycle, players can earn +10 XP via active participation (+5 for 5 discussion posts, +5 for 5 roleplay posts, which can be 5 posts total or 10 separate). Studying doubles the amount of XP you would gain that cycle (10 to 20, 6 to 12, etc). Preparing Pots, Sprouting Pots, and Cultist Kills all earn +5 XP. This means the max any player can get is 20 with Studying or 15 with a night action. Upon gaining an amount of Experience within a Rank, players will be automatically promoted the next Day, which will be announced in the thread.

  • Novices promote to Apprentice upon earning +50 XP. Masters will have the next Day to pick in their doc who will get a PM with them in the Night.
  • Apprentices promote to Master upon earning +60 XP. A new Master Doc will be made in which the old Masters must decide on a single Apprentice to give each newcomer.
  • Masters promote to Experts upon earning +70 XP. In order to become an Expert, Masters have to declare a specific Spore they wish to specialize in. From then on all activity XP will count for this, but only actions involving the relevant spore will earn XP.

Optional Roles

  • King’s Mask: Begins the game as an Expert for all spores. Can belong to either alignment.
  • Spore Eater: Begin the game as a spore gestator. You do not need Spore Pots to use abilities of your relevant Spore, however, there is a cost. Can belong to either alignment.

Order of Actions

Study/Prepare/Trade > Zephyr Verdant > Roseite > Crimson > Sunlight > Midnight

Questions & Answers

Q: What is the breakdown for Prepare/Sprout failure?
A: Attempting to Prepare or Sprout an Apprentice ranked Pot has 25% of failure, Master 50%, and Expert 75% chance if you have not yet achieved the Rank yourself, regardless of how close you are.

Player List

  1.  

 

 

GAME TO BEGIN A WEEK FROM NOW ON WEDNESDAY, OCTOBER 1ST

Can I join? I have not played Sanderson elimination(?) but would like to play.

can I just be a human on the ship named thOmmAs? (Yes spelled like that)

Posted (edited)
11 minutes ago, KaladinsSenseOfHumorSpren said:

Have you read:

 

I will now give me probably 20 minutes

K I just finished, I would still like to play.

Edited by Belandrius Ohhmar
Posted (edited)
2 hours ago, CoderDrag0n8 said:

Could it be that if the spore eater is in play, and I am not the spore eater, I am a broken aetherbound, but otherwise, I am a normal aetherbound?

What aether were you thinking of doing?

2 hours ago, Belandrius Ohhmar said:

Can I join? I have not played Sanderson elimination(?) but would like to play.

can I just be a human on the ship named thOmmAs? (Yes spelled like that)

Yes, you can absolutely join! Welcome to the family, Beland o7

Edited by Amanuensis
Posted
15 hours ago, Amanuensis said:

All Spore Pots require 1 Zephyr Charge and N Secondary Charges to prepare, where N is the rank of the effect.

Is that how many of that type you need?

I'm a little confused about the pots and how you use them to do an action.

Posted
4 hours ago, Amanuensis said:

What aether were you thinking of doing?

Yes, you can absolutely join! Welcome to the family, Beland o7

I dunno. Let me check. I would like Rosite. So I would be a Rosite Aetherbound, or a cracked Rosite Aetherbound. If you let me, I can make a blurb to have my character join.

Posted
1 hour ago, ThatOneWorldhopper said:

I will join as (deep breath):

Fuejrheisjjeirjeujdjeuuduwii, a mysterious figure who sings like his knifes dance.

I’m confused. How would you say F’s talents at singing and knife dancing compare to Armiel’s skill as a cook (wouldn’t burn a salad, but anything else is fair game).

Posted

Officially signing up as a man of many names - Shifter, the Mage Slayer, the Forsaken Son - a mysterious character who I… actually have no plan for

 

Posted
On 9/24/2025 at 2:23 PM, CoderDrag0n8 said:

I dunno. Let me check. I would like Rosite. So I would be a Rosite Aetherbound, or a cracked Rosite Aetherbound. If you let me, I can make a blurb to have my character join.

 

On 9/24/2025 at 9:54 AM, Amanuensis said:

What aether were you thinking of doing?

Yes, you can absolutely join! Welcome to the family, Beland o7

I might just be impatient, but did you see the above post?

Posted (edited)
2 hours ago, CoderDrag0n8 said:

I might just be impatient, but did you see the above post?

Sorry, yeah. I've been a tad busy and very low energy when I'm not, planning on responding in a bit to everyone :P just got home from a long day at work so going to take a little to eat and relax

Edited by Amanuensis
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