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Metacognition

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An Obligator shuffled through misty night, weighted down by a heavy trenchcoat favored by the locals. He was of the Canton of Inquisition, although you couldn't tell by looking at him. Lacking the distinctive eye tattoos of an Obligator, he was part of a covert group tasked with infiltration and allomancer detection in the far reaches of the Empire. His canton had recently received an anonymous tip on the presence of skaa mistings in one of the most remote locations of the Empire, a small, out of the way town located in the Eastern Dominance. He and his team were tasked with finding and capturing the allomancers. They had decided to begin with assimilating into the local underground, since the majority of information was to be had there, and it usually had a relatively high concentration of Allomancers. His job was bound to be hard; the people here were notoriously difficult to communicate with, and he'd have to make sure to avoid looking out of place. Still, he couldn't complain much. For this job, he'd been given a seeker full-time, and access to the services of an inquisitor who happened to be nearby. He grimaced slightly, thinking of the carnage that would undoubtedly accompany one of those inhuman creatures. They were good tools, ones he could not afford to lose, but even after working in close proximity with them all these years, they were no less disturbing. He continued to shuffle down the street, which was known territory of one of the local gangs, until at last a figure, barely visible through the mist, called out, “Ising the doing the what of the here?”

The Obligator sighed as he mentally decoded the broken sentence. “Ising the wanting of joining the gang” he replied, hoping he had phrased the response correctly. The figure resolved itself into a man, who motioned for him to follow, then moved down the street into the darkness. The Obligator forced his tired legs into motion as he followed the figure of the man, forcing himself to travel quickly so as to not lose him in the mists. This is going to be a long night

Basic Mechanics:

1 kill per turn for the Obligators

1 lynch per turn

48 hour combined cycle

Win conditions:

Gang members:

Remove all Obligators from the ranks

Obligatiors:

Catch all Allomancers

Allomancy:

Tineye: Learn the alignment of a player

Thug: Passive protection from 1 kill or lynch, 50% chance to kill who killed you OR Obligator who called in the Group Kill

Seeker: Learn the role of any player

Smoker: Hide yourself and 2 others from role seeking

Soother: Cancel 1 player’s vote, your own still counts

Rioter: change 1 player’s vote, your own still counts

Iron: Protect 1 player from a kill

Steel: 1 kill per use

Aluminum misting: You have no power, but when role-searched nothing comes up. You DO count towards win condition

Powers can be used once every other turn

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House Wars

This game is thematically alike to the very first MR game, or to Kas’s arbiter game. There are multiple factions, and there is an Eliminator Faction. But in this game, you get to choose what faction you belong to. (Except the Eliminators. That’s assigned at the start.)

 

Days will be 48 Hours long, Nights will be 24 hours. There is a Lynch, but do you really want to be using it against the Eliminators? Wouldn’t you prefer to use them to your own ends?

 

Win Conditions:

Skaa: The ‘Eliminator Team’. They get a doc to communicate in, and have one group kill per night. The Skaa choose who makes the kill. The Skaa win when they outnumber the Nobility. Skaa can win with their house, rather than with the Skaa.

Nobility: The ‘Village Team’. They’re trying to kill one another, and be the greatest of houses. They win when their house outnumbers, or is equal to all other players.

 

Starting a House:

Houses can have 3, 4 or 5 players. To form a house, each player who wants to be in a house with eachother must send the GM a PM, stating they want to be in a house with X, Y, and Z, and that Y should be Houselord. Each PM must have the exact same names, or else the House will not be formed. Houses do not get to choose their house’s ability, but it will be an ability that works with their role. Each House is given it’s own Doc to communicate in.

 

When a House is started, It is named after the HL, and revealed. The house ability is not revealed, but the players in the house are.

 

Allomantic abilities:

The majority (If not all) of players are Allomancers. Allomancers start with two vials of their own metal. Mistborn start with three random vials. If you burn the same metal four turns in a row, you become a Savant, with an upgraded ability. All Allomancers may use any amount of vials as they want in a turn. Not all metals will have a misting.

 

Some metals can’t be used at day or night. To become a savant in those metals, you simply have to burn the metal three cycles in a row.

Iron: Steal a vial of metal from a player. (Day/Night)

Steel all vials of metal from a player. (Day/Night)

 

Steel: Kill one player. (Night)

Kill one player or defend one Player (Day/Night)

 

Brass: Roleblock a player’s vote. (Day)

Roleblock all players who vote for you, or roleblock a player’s night action. (Day/Night)

 

Zinc: Change a player’s vote. (Day)

Redirect a player’s night action. (Night)

 

Bronze: Detect what allomantic abilities a player used that turn. (Day/Night)

Normal ability, plus learn who used what allomancy against you. (Day/Night)

 

Copper: Blocks all Bronze abilities on yourself, and blocks normal Bronze on another player. (Day/Night)

Blocks all Bronze abilities on yourself and another. Block all Zinc and Brass abilities on yourself. (Day/Night)

 

Pewter: Defend one player. You can target yourself. (Night)

Defend a player or Attack a player. (Day/Night)

 

Tin: learn who a player targeted, or who targeted a player. (Day/Night)

Learn all action related information about a player. (Day/Night)

 

Gold: Nothing happens. (Day/Night)

Ask the GM any what if Question. They will answer it. (Example, ask, “What If I targeted Mailliw with a kill?” Answer, Mailliw was burning Atium, so your kill would have failed. “What If I trusted Wilson?” Answer, Wilson would be trustable, because she is a noble.) (Day/Night)

 

Atium: Pick and choose what actions are allowed to affect you that turn, and can kill or protect another player. Can only be blocked by Atium. (Day/Night)

No. This would be so difficult. You’d have to be a mistborn in the Hathsin house, have 4 beads of Atium, and use them all in a row without getting roleblocked/robbed/whatever. I’m not encouraging that. There aren’t any atium savants. (Day/Night)

 

House abilities:

Each house has an ability, that is unknown outside of the house. In most cases, the Houselord gets final say over how the ability is used. Some abilities are restricted to houses of a certain size.

Spies: This house has a cadre of Spies. The Spies learn all actions taken by a specific player in the game. (5)

Kandra: The House has a hired Kandra. They can target one other player in the game. That player’s loyalties are switched to that house. The Kandra cannot use any allomantic abilities s/he had, but can use either House ability. (3)

Genealogical research: Discovers Alignment (Skaa or Noble). (4/5)

Metal Mines: Receive 3 Vials of Metal per player. (3/4/5)

Pits of Hathsin: Receive one bead of Atium per cycle. (3/4)

Terris Stewards: Any kill actions taken against a player in your house is instead turned into a Roleblock. (Includes Atium kills. Them Terris be Amazing) (3)

Haze Killers: The houselord may choose two players to defend. These players cannot be killed that turn, even by Atium burners. (4/5)

Metallurgist: Mistborn can burn Duralumin. All metals affect twice as many people. (4)

Thieving Crews: Can rob one house of their Metals. Must rob at least two other houses before you can rob the same house. Includes Atium. (3)

Messengers: You run the messengers. Each turn you may prevent one player from making PM’s, or you can read all outgoing, or incoming messages from a player. (This does include a few GM PM’s, such as the HL placing orders for metals, or placing an order to Join the Skaa Contract Doc.) (5)

 

House Lord Actions:

Each cycle, the House Lord may order up to 2 vials of metal per player. The HL decides which player receives what Metal.

The HL may declare certain players unvoteable by members of their house.

The HL may declare an heir, who becomes the new HL on the current HL’s death.

The HL may make contracts.

 

Contracts:

The House Lords are willing to do anything to win, and the Skaa are willing to do anything to survive. That might include working together.

 

All Skaa and HL’s are put anonymously into a doc. There they can make deals. One party will offer a certain action, in return for another party to take a different action. Any action that a Skaa or HL can take is offerable. You cannot offer actions you can’t take. I will be regulating this. You can’t try to back out of a deal after you’ve agreed to it without permission from the other Party. HL’s can make deals with other HL’s. If two parties wish to make a deal in private, I will open a private doc or PM for them, as they wish.

 

(Note: I recommend logging out of Google before entering the doc. And randomize your colour, rather than going with the same colour you always use.)

I would love feedback on this game.

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So I'll be GMing the next LG. It will be run as a sequel to LG14 - To Shatter a Shard. The rules can be found here.

 

I'd like comments on the balance (especially from Joe) - I'm most worried about the fact that there are 7 safe roles. I've built measures in to try and counter that, but I don't know if it's enough.

 

So, 7 of the 10 Shards are safe roles (it's kind of the point of the story). But, Hoid (and therefore the whole Eliminator team) has the names of all of the Shards. This is an incentive for Shards to pass their Shards, because they are going to be attacked by Hoid and his team - especially because if the 17th Shard kills them, they can take the Shard away. The end result is that, though the original holders of these 7 shards are guaranteed safe, there is no way to make certain that anyone who holds one of these Shards is the original holder. My hope is that this is enough uncertainty to offset the safe roles.

 

Thoughts?

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House Wars

This game is thematically alike to the very first MR game, or to Kas’s arbiter game. There are multiple factions, and there is an Eliminator Faction. But in this game, you get to choose what faction you belong to. (Except the Eliminators. That’s assigned at the start.)

 

Days will be 48 Hours long, Nights will be 24 hours. There is a Lynch, but do you really want to be using it against the Eliminators? Wouldn’t you prefer to use them to your own ends?

 

Win Conditions:

Skaa: The ‘Eliminator Team’. They get a doc to communicate in, and have one group kill per night. The Skaa choose who makes the kill. The Skaa win when they outnumber the Nobility. Skaa can win with their house, rather than with the Skaa.

Nobility: The ‘Village Team’. They’re trying to kill one another, and be the greatest of houses. They win when their house outnumbers, or is equal to all other players.

 

Starting a House:

Houses can have 3, 4 or 5 players. To form a house, each player who wants to be in a house with eachother must send the GM a PM, stating they want to be in a house with X, Y, and Z, and that Y should be Houselord. Each PM must have the exact same names, or else the House will not be formed. Houses do not get to choose their house’s ability, but it will be an ability that works with their role. Each House is given it’s own Doc to communicate in.

 

When a House is started, It is named after the HL, and revealed. The house ability is not revealed, but the players in the house are.

 

Allomantic abilities:

The majority (If not all) of players are Allomancers. Allomancers start with two vials of their own metal. Mistborn start with three random vials. If you burn the same metal four turns in a row, you become a Savant, with an upgraded ability. All Allomancers may use any amount of vials as they want in a turn. Not all metals will have a misting.

 

Some metals can’t be used at day or night. To become a savant in those metals, you simply have to burn the metal three cycles in a row.

Iron: Steal a vial of metal from a player. (Day/Night)

Steel all vials of metal from a player. (Day/Night)

 

Steel: Kill one player. (Night)

Kill one player or defend one Player (Day/Night)

 

Brass: Roleblock a player’s vote. (Day)

Roleblock all players who vote for you, or roleblock a player’s night action. (Day/Night)

 

Zinc: Change a player’s vote. (Day)

Redirect a player’s night action. (Night)

 

Bronze: Detect what allomantic abilities a player used that turn. (Day/Night)

Normal ability, plus learn who used what allomancy against you. (Day/Night)

 

Copper: Blocks all Bronze abilities on yourself, and blocks normal Bronze on another player. (Day/Night)

Blocks all Bronze abilities on yourself and another. Block all Zinc and Brass abilities on yourself. (Day/Night)

 

Pewter: Defend one player. You can target yourself. (Night)

Defend a player or Attack a player. (Day/Night)

 

Tin: learn who a player targeted, or who targeted a player. (Day/Night)

Learn all action related information about a player. (Day/Night)

 

Gold: Nothing happens. (Day/Night)

Ask the GM any what if Question. They will answer it. (Example, ask, “What If I targeted Mailliw with a kill?” Answer, Mailliw was burning Atium, so your kill would have failed. “What If I trusted Wilson?” Answer, Wilson would be trustable, because she is a noble.) (Day/Night)

 

Atium: Pick and choose what actions are allowed to affect you that turn, and can kill or protect another player. Can only be blocked by Atium. (Day/Night)

No. This would be so difficult. You’d have to be a mistborn in the Hathsin house, have 4 beads of Atium, and use them all in a row without getting roleblocked/robbed/whatever. I’m not encouraging that. There aren’t any atium savants. (Day/Night)

 

House abilities:

Each house has an ability, that is unknown outside of the house. In most cases, the Houselord gets final say over how the ability is used. Some abilities are restricted to houses of a certain size.

Spies: This house has a cadre of Spies. The Spies learn all actions taken by a specific player in the game. (5)

Kandra: The House has a hired Kandra. They can target one other player in the game. That player’s loyalties are switched to that house. The Kandra cannot use any allomantic abilities s/he had, but can use either House ability. (3)

Genealogical research: Discovers Alignment (Skaa or Noble). (4/5)

Metal Mines: Receive 3 Vials of Metal per player. (3/4/5)

Pits of Hathsin: Receive one bead of Atium per cycle. (3/4)

Terris Stewards: Any kill actions taken against a player in your house is instead turned into a Roleblock. (Includes Atium kills. Them Terris be Amazing) (3)

Haze Killers: The houselord may choose two players to defend. These players cannot be killed that turn, even by Atium burners. (4/5)

Metallurgist: Mistborn can burn Duralumin. All metals affect twice as many people. (4)

Thieving Crews: Can rob one house of their Metals. Must rob at least two other houses before you can rob the same house. Includes Atium. (3)

Messengers: You run the messengers. Each turn you may prevent one player from making PM’s, or you can read all outgoing, or incoming messages from a player. (This does include a few GM PM’s, such as the HL placing orders for metals, or placing an order to Join the Skaa Contract Doc.) (5)

 

House Lord Actions:

Each cycle, the House Lord may order up to 2 vials of metal per player. The HL decides which player receives what Metal.

The HL may declare certain players unvoteable by members of their house.

The HL may declare an heir, who becomes the new HL on the current HL’s death.

The HL may make contracts.

 

Contracts:

The House Lords are willing to do anything to win, and the Skaa are willing to do anything to survive. That might include working together.

 

All Skaa and HL’s are put anonymously into a doc. There they can make deals. One party will offer a certain action, in return for another party to take a different action. Any action that a Skaa or HL can take is offerable. You cannot offer actions you can’t take. I will be regulating this. You can’t try to back out of a deal after you’ve agreed to it without permission from the other Party. HL’s can make deals with other HL’s. If two parties wish to make a deal in private, I will open a private doc or PM for them, as they wish.

 

(Note: I recommend logging out of Google before entering the doc. And randomize your colour, rather than going with the same colour you always use.)

I would love feedback on this game.

Firstly, I really want to play this game. And secondly, can players join a house after it's been made? What about when it's lost a player? Could a noble win without joining a house, if you got down to 1 noble in a house, 1 skaa in a different house, and 1 noble without a house, and then the other two die with the houseless noble remaining alive?

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House Wars[/size]

[/size]

This game is thematically alike to the very first MR game, or to Kas’s arbiter game. There are multiple factions, and there is an Eliminator Faction. But in this game, you get to choose what faction you belong to. (Except the Eliminators. That’s assigned at the start.) [/size]

 

Days will be 48 Hours long, Nights will be 24 hours. There is a Lynch, but do you really want to be using it against the Eliminators? Wouldn’t you prefer to use them to your own ends?[/size]

 

Win Conditions:[/size]

Skaa:[/size] The ‘Eliminator Team’. They get a doc to communicate in, and have one group kill per night. The Skaa choose who makes the kill. The Skaa win when they outnumber the Nobility. Skaa can win with their house, rather than with the Skaa.[/size]

Nobility:[/size] The ‘Village Team’. They’re trying to kill one another, and be the greatest of houses. They win when their house outnumbers, or is equal to all other players.[/size]

 

Starting a House:[/size]

Houses can have 3, 4 or 5 players. To form a house, each player who wants to be in a house with eachother must send the GM a PM, stating they want to be in a house with X, Y, and Z, and that Y should be Houselord. Each PM must have the exact same names, or else the House will not be formed. Houses do not get to choose their house’s ability, but it will be an ability that works with their role. Each House is given it’s own Doc to communicate in.[/size]

 

When a House is started, It is named after the HL, and revealed. The house ability is not revealed, but the players in the house are.[/size]

 

Allomantic abilities:[/size]

The majority (If not all) of players are Allomancers. Allomancers start with two vials of their own metal. Mistborn start with three random vials. If you burn the same metal four turns in a row, you become a Savant, with an upgraded ability. All Allomancers may use any amount of vials as they want in a turn. Not all metals will have a misting.[/size]

 

Some metals can’t be used at day or night. To become a savant in those metals, you simply have to burn the metal three cycles in a row.[/size]

[/size]

Iron[/size]: Steal a vial of metal from a player. (Day/Night)[/size]

Steel all vials of metal from a player. (Day/Night)[/size]

 

Steel:[/size] Kill one player. (Night)[/size]

Kill one player or defend one Player (Day/Night)[/size]

 

Brass:[/size] Roleblock a player’s vote. (Day)[/size]

Roleblock all players who vote for you, or roleblock a player’s night action. (Day/Night)[/size]

 

Zinc[/size]: Change a player’s vote. (Day)[/size]

Redirect a player’s night action. (Night)[/size]

 

Bronze:[/size] Detect what allomantic abilities a player used that turn. (Day/Night)[/size]

Normal ability, plus learn who used what allomancy against you. (Day/Night)[/size]

 

Copper:[/size] Blocks all Bronze abilities on yourself, and blocks normal Bronze on another player. (Day/Night)[/size]

Blocks all Bronze abilities on yourself and another. Block all Zinc and Brass abilities on yourself. (Day/Night)[/size]

 

Pewter:[/size] Defend one player. You can target yourself. (Night)[/size]

Defend a player or Attack a player. (Day/Night)[/size]

 

Tin:[/size] learn who a player targeted, or who targeted a player. (Day/Night)[/size]

Learn all action related information about a player. (Day/Night)[/size]

 

Gold:[/size] Nothing happens. (Day/Night)[/size]

Ask the GM any what if Question. They will answer it. (Example, ask, “What If I targeted Mailliw with a kill?” Answer, Mailliw was burning Atium, so your kill would have failed. “What If I trusted Wilson?” Answer, Wilson would be trustable, because she is a noble.) (Day/Night)[/size]

 

Atium:[/size] Pick and choose what actions are allowed to affect you that turn, and can kill or protect another player. Can only be blocked by Atium. (Day/Night)[/size]

No. This would be so difficult. You’d have to be a mistborn in the Hathsin house, have 4 beads of Atium, and use them all in a row without getting roleblocked/robbed/whatever. I’m not encouraging that. There aren’t any atium savants. (Day/Night)[/size]

[/size]

 

House abilities:[/size]

Each house has an ability, that is unknown outside of the house. In most cases, the Houselord gets final say over how the ability is used. Some abilities are restricted to houses of a certain size.[/size]

[/size]

Spies:[/size] This house has a cadre of Spies. The Spies learn all actions taken by a specific player in the game. (5)[/size]

Kandra:[/size] The House has a hired Kandra. They can target one other player in the game. That player’s loyalties are switched to that house. The Kandra cannot use any allomantic abilities s/he had, but can use either House ability. (3)[/size]

Genealogical research[/size]: Discovers Alignment (Skaa or Noble). (4/5)[/size]

Metal Mines: [/size]Receive 3 Vials of Metal per player. (3/4/5)[/size]

Pits of Hathsin[/size]: Receive one bead of Atium per cycle. (3/4)[/size]

Terris Stewards:[/size] Any kill actions taken against a player in your house is instead turned into a Roleblock. (Includes Atium kills. Them Terris be Amazing) (3)[/size]

Haze Killers:[/size] The houselord may choose two players to defend. These players cannot be killed that turn, even by Atium burners. (4/5)[/size]

Metallurgist:[/size] Mistborn can burn Duralumin. All metals affect twice as many people. (4)[/size]

Thieving Crews[/size]: Can rob one house of their Metals. Must rob at least two other houses before you can rob the same house. Includes Atium. (3)[/size]

Messengers:[/size] You run the messengers. Each turn you may prevent one player from making PM’s, or you can read all outgoing, or incoming messages from a player. (This does include a few GM PM’s, such as the HL placing orders for metals, or placing an order to Join the Skaa Contract Doc.) (5)[/size]

[/size]

 

House Lord Actions:[/size]

Each cycle, the House Lord may order up to 2 vials of metal per player. The HL decides which player receives what Metal. [/size]

The HL may declare certain players unvoteable by members of their house.[/size]

The HL may declare an heir, who becomes the new HL on the current HL’s death.[/size]

The HL may make contracts.[/size]

 

Contracts:[/size]

The House Lords are willing to do anything to win, and the Skaa are willing to do anything to survive. That might include working together.[/size]

 

All Skaa and HL’s are put anonymously into a doc. There they can make deals. One party will offer a certain action, in return for another party to take a different action. Any action that a Skaa or HL can take is offerable. You cannot offer actions you can’t take. I will be regulating this. You can’t try to back out of a deal after you’ve agreed to it without permission from the other Party. HL’s can make deals with other HL’s. If two parties wish to make a deal in private, I will open a private doc or PM for them, as they wish.[/size]

 

(Note: I recommend logging out of Google before entering the doc. And randomize your colour, rather than going with the same colour you always use.)[/size]

I would love feedback on this game.[/size]

Looks really fun! :)

Just a couple questions...

If a house loses a player and falls beneath the minimum needed to use its power, is it assigned a new power or does it have to grow to gain access to it again?

What happens to a house if its HL is killed and has not named a heir?

If a house lord is replaced by a Kandra does the entire house's alignment flip?

What are win conditions for the nobles?

Will group PMs be allowed?

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So I'll be GMing the next LG. It will be run as a sequel to LG14 - To Shatter a Shard. The rules can be found here.

 

I'd like comments on the balance (especially from Joe) - I'm most worried about the fact that there are 7 safe roles. I've built measures in to try and counter that, but I don't know if it's enough.

There are seven safe roles, against three Eliminator teams. I think that's balanced. However, I don't think that many of the Shards will pass their Shards. They'll convince themselves that Hoid will believe they did pass their shard, or any other excuse to not lose power. People are prety good at justifying holding on to power.

I've given the game another thorough read through, And I don't have any questions about it. 

 


Can players join a house after it's been made?

What about when it's lost a player?

I haven't decided if players can join a house yet. I'd love other's thoughts on that. Right now I'm leaning towards no. Once you have a house, you don't get new recruits, you have to keep your teammates alive.

Could a noble win without joining a house, if you got down to 1 noble in a house, 1 skaa in a different house, and 1 noble without a house, and then the other two die with the houseless noble remaining alive?

I guess yes, you could solo the entire game. I don't recommend that though.

If a house loses a player and falls beneath the minimum needed to use its power, is it assigned a new power or does it have to grow to gain access to it again?

Uncertain at this point.

What happens to a house if its HL is killed and has not named a heir?

The most active poster in the house Doc becomes the new HL.

If a house lord is replaced by a Kandra does the entire house's alignment flip?

. . . Hmm. . . I don't know. That seems massively imbalanced, as the house with the Kandra basically has up to 8 people because of that. Probably not?

What are win conditions for the nobles?

The Nobles's have to make a House, and the members of that house have to outnumber the rest of the players. Or you have to be the last player standing.

Will group PMs be allowed?

Yes. The GM has to be included.

Edited by The Only Joe
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Urteau’s purge

Unnecessarily long introduction (cuz I got bored :P)

The servant ran, puffing and exhausted, into the garden where Quellion stood with his sister Beldre. He was a lesser nobleman, and had to work for a living, but was still unaccustomed to physical exertion. “My lord,” he puffed, bowing, “Obligator Lyrian is here requesting to see you.” Quellion knew this couldn’t be good news. His family had once dominated Urteau’s politics and economy, but in recent years his house had somehow earned the ire of the Ministry. They had slowly declined since and were now little more than a standard merchant house. Quellion’s father had always been a ruthless man; as a minor noble in the Final Empire, he had needed to be or risk being forced into virtual slavery under the banner of another family. Despite this, he had been determined to restore the house to its old grandeur. His failure to do so perhaps led to his desperation to produce a suitable heir; when his wife proved barren, he had been desperate enough to have 2 children with one of the skaa maids. This secret had been carefully guarded, and only Quellion himself was supposed to know of it; even his own sister had been left ignorant of the fact. He sincerely hoped it had not been leaked, but could think of no other reason for a housecall from one of the top obligators in the local Canton of Inquisition.

“Beldre”, he said as calmly as he could manage, “hide yourself as well as you can. Lyrain may not be here for benevolent purposes. If it comes to blows between us, be prepared to run.”

Beldre would not hear of it. “These obligators are more than parents to me; I’ve known them all since childhood. Do not attempt to infect me with your paranoia.” She quickly crossed the room, opening the door before Quellion could so much as protest.

Obligator Lyrain stood in the doorway, flanked by an Inquisitor. The Inquisitor quickly yanked Beldre to him by the necklace she wore, then casually placed an obsidian dagger to her neck, causing a small bead of blood to slide down and stain her yellow shirt. “Come with me, or I’ll make her death as painful as possible” he said in a deep, hoarse voice, his features twisted to somewhere between a smile and a snarl. Quellion debated running briefly, but knew attempting to escape was futile. He mutely walked over and allowed Lyrian to restrain him. The obligator looked regretful--he had known and tutored Quellion’s sister for many years--but he made no move to comfort her before the inquisitor’s iron gaze. “Come”, the creature commanded once again, as he strode out into the night.

Quellion and his sister were left in a prison cell for time uncountable; with no sun or moon to judge by, and meals coming in at irregular times, he could have spent days or weeks trapped within the cold stone walls. One day, the obligators who delivered his food were clearly confused and distraught. “What’s happened?” Quellion asked them curiously, never having seen an obligator display so much emotion before.

“News from Luthadel has arrived today. Reportedly, the Lord Ruler has died.”

Quellion sat in silence, shocked. He had not payed much attention to the ministry teachings, but even he knew that was impossible. The Lord Ruler was eternal and unchanging, himself a sliver of the infinite power of God. And he had been killed? Still, he recognized how he could use the news. If the nobles had already heard, it was only a matter of time before the informants did so as well, and from them the general population. All of the rage of an oppressed population released in an instant. A man who could funnel that rage could become powerful indeed.

The shock of The Lord Ruler’s death apparently had distracted the Obligatiors immensely, for as they left one accidentally left the door slightly ajar. Quellion waited until they left the room, then silently burst through the door of the cell into the constricted hallway leading to the guardhouse. Grabbing the keys from a nearby peg, he quickly released Beldre from her cell, and together they stole down the hallway. Quellion noticed a confiscated bag of Imperial Boxings as he approached the door leading to now audible group of guards. He lifted it as silently as he could, then handed it carefully to Beldre. She looked away, but nodded, knowing what needed to be done.

They burst into the room together, and Beldre threw out a handful of coins, shoving them into the 3 guards occupying the room. All 3 fell. 2 stopped breathing. Beldre dry retched, horrified by her actions, and began to sob loudly. Quellion attempted to quiet her, but it was too late. The Inquisitor from before strolled into the room with a controlled, confident gait, smiling wickedly at the 2 halfbloods.

The shock of the inhuman creature broke Beldre out of her remorse, and she and Quellion bolted into the alleyways, splitting into different directions. The Inquisitor followed Quellion, quickly cornering him. He briefly relished the feeling of absolute control over the man's life, and was tempted to end it immediately, but God had given him clear instructions. He pulled a spike from a pouch at his side, crossed the distance to the cowering Quellion with the speed and grace of pewter, and raised the spike. Quellion attempted one last, desperate blow, which the Inquisitor blocked with blurring speed before ramming the spike directly into Quellion’s upper arm. Quellion cried out in pain, clutching his arm and falling to his knees. The Inquisitor moved as if to finish him off, but suddenly cocked his head, his tin enhanced senses apparently detecting something. He dropped a coin and shot off into the night.

Hoping desperately the Inquisitor’s new target was anyone but his sister, Quellion hobbled down the alleyway. The piece of metal in his arm hurt surprisingly little, but when he went to remove it he nearly collapsed from the pain. Perhaps it's best to leave it in until a doctor can get it out, he decided. He continued down the alley, until he found Beldre huddled in a corner crying quietly. “Beldre!” He exclaimed. “Thank the Lord Ruler you're ok!”

Looking up, her eyes widened. “I thought the Inquisitor had killed you” she said, her tears of sorrow becoming those of relief. “Lord Ruler! You're injured!” She exclaimed, rushing over and examining the shard of metal in his arm. “It appears to be blocking the blood flow; if it wasn't, you'd be dead already. Let's get you to a doctor so it can be taken out safely”

“There's no time,” Quellion replied. “The Lord Ruler is dead, and I have a responsibility to gain control and create stability here. I have to go now if I want to have any chance of leading the rebellion”

“That responsibility is not yours to take,” said Beldre, her concern for her brother growing.

“This responsibility was not taken,” Quellion replied, a dangerous and determined blaze burning in his eyes. “It was given to me by the Survivor himself.”

The Inquisitor stood on the roof of a nearby building, every detail of the conversation having carried to his tin enhanced ear. He smiled eerily, satisfied. Soon, Ruin would control the city. Lyrain stood next to him nervously. “If I may ask, are you sure releasing a halfblood allomancer was smart?”

He turned, looking at the lesser obligator, as if judging his worthiness. “You may not” he finally replied, Pushing his unfortunate companion off the roof and into the cobbles below, using the force to launch himself out into the night. Ruin had plans for him.

TL;DR: Quellion, under the influence of Ruin, has seized control of Utreau and is now moving to exterminate or convert the noble blooded in the city. The skaa are facing persecution and curfews, and themselves want to flush out the nobles, having misinterpreted the teachings of Kelsier. As such, this game has 3 factions: Government, Skaa, and Noble Blooded.

Factions/win conditions:

Government: the government’s goal is to eliminate all Noble Blooded. About a quarter of their group will be Allomancers that Quellion has recruited. They will have a doc to communicate in and a Group Kill each cycle

Skaa: The skaa want to help the government and eliminate the Noble Blooded.

Nobles: The nobles’ goal is to eliminate the Government. They and government have a roughly equal sized pool. About half of the nobles will be Allomancers. Noble Allomancers have a hard time getting metals inconspicuously, however, and therefore only ½ of their starting Allomancer number can use a power each turn. They will have a doc to communicate in

Format:

At the surface, there will be 2 visible groups: The Public Officials, and the General Population. The PO are the non-Allomancer government players. Their identities are revealed from the start. Each PO member can post once per cycle in the thread, and they may not PM. The rest of the players will be put in the General Population. The GP has one Lynch a turn.

Allomancy:

Tineye: Learn the alignment of any player

Thug: Passive protection from 1 kill or lynch, 50% chance to kill who attacked you

Seeker: Learn the role of any player

Smoker: Hide yourself and 1 other from role seeking

Soother: Cancel 1 player’s vote, your own still counts

Rioter: change 1 player’s vote, your own still counts

Iron: Protect 1 player from a kill

Steel: 1 kill per use

NOTE: Not all powers will necessarily be assigned

I'd gladly accept any feedback on the idea or the writeup :)

Edited by Bugsy6912
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Um... the main problem I see is that all of the Public Officials are going to get lynched immediately, unless their noble friends try to attack them. Did you mean that Public Officials are non-Allomancers in the Government faction? Because that would make more sense.

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Um... the main problem I see is that all of the Public Officials are going to get lynched immediately, unless their noble friends try to attack them. Did you mean that Public Officials are non-Allomancers in the Government faction? Because that would make more sense.

Whoops, let me just fix that real quick... I'm so used to nobles and government being synonymous that I wrote the wrong one accidentally. Thanks for the catch!

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I know I'm new here, but I was wondering what people thought of this game idea:
 
Harbingers of Desolation (contains spoilers for Words of Radiance)
 
Premise

Urithiru has been found, the Knights Radiant have been officially reinstated, and a call has gone out to every nation urging any Surgebinders to join them. A time was given for the first meeting between the Surgebinders, a meeting where the only publicly known Radiant, known only as the Bondsmith, would organize them into a cohesive force to face the coming Desolation. Only those who could prove they could absorb Stormlight were allowed onto the floor of the tower city Urithiru where the meeting would take place. Guards were posted at the stairwells and balconies. When the time came for the meeting, the assembled group opened the massive doors to the conference room where the Bondsmith waited, and there they found his corpse.
 
You are able to channel Stormlight and decided to join the newly reformed Knights Radiant. Some of you are Knights, able to Surgebind, but many of you are simply Squires and Pages, able to channel the Stormlight only, but with the potential in you for greatness. The Desolation is coming, and agents of Odium hide among you. The Knights Radiant must be strong to face what comes, and they must be a light to the people of Roshar. If there are traitors among you, they will pick off the Knights one by one until none are left and the Desolation sweeps the land uncontested. It is a grim truth, but your ranks must be purged of those traitors before preparations can proceed.


 
Full Introduction

"One is almost certainly a traitor to the others." In a quiet corner of Urithiru, a woman sat at a desk. She stared at a small scrap of paper in her hand, the edges burned and charred. Whatever else had been written there, she did not know. She frowned. It was a fragment from the Diagram. The "Book of the 2nd Desk Drawer," if she wasn't mistaken.
 
She didn't want to believe it, but she had to. The Knights Radiant had been refounded. Urithiru had been discovered. The news spread quickly and people flooded to the hidden city, hoping to weather the coming storm. With the refugees came a number of people who could absorb Stormlight, applicants to join the newly reformed Knights Radiant. Everything was too new, so it wasn't clear who was a Surgebinder and who just had the potential. Perhaps some had just bonded their spren and not yet spoken the Words, perhaps some were simply Squires, connected to one of those who had spoken the Words. This should be a time of celebration and hope - the children of Honor stood a chance against the Voidbringers, they could organize and prepare the world for the coming Desolation.
 
But something, something was wrong. Very wrong. The one Radiant who had revealed himself so far was known as the Bondsmith. He was the one who had opened the Oathgate, the one everyone looked up to, the one everyone put their faith in. The Bondsmith was dead. He had been murdered. By a Surgebinder. Or at least, by someone who glowed with stormlight.
 
He had asked all of the potential Surgebinders who had arrived to meet with him. Everyone came alone, and no one who was not one of them had passed that way. The guards had kept careful watch, but from the stairways into the conference chamber's floor. No one had been allowed to enter except those who glowed with stormlight. The list of suspects was small, but the floor in question was large and no one had spent the entire time between arriving and the body's discovery in the presence of another.
 
Unsurprisingly, the ones who had spoken the Words were not quick to reveal who they were and what they could do. Someone among them was a killer, one who wanted to usher in the Desolation. Worse, it wasn't just one of them, she was certain of that. She looked again at the scrap of paper in her hand, and while the rest of the document was illegible, she knew the gist of what it said. The traitor would bring others, and the fledgling order would be destroyed from the inside. The Radiants were no threat to the Diagram - the Radiants wouldn't survive to interfere.
 
But the Diagram wasn't always right. She had left them long ago for a reason. Many reasons, actually. But she knew. The Radiants could survive this, but only if they acted fast. They had to kill the traitors before the Desolation arrived in full force. If they did not, Roshar would face the coming storm alone.
 
She went back to rejoin the others and there proposed her plan. They would root out the traitors one by one until none remained. She knew a way to spot them - when someone corrupted by Odium died, the voidspren that they had bonded with, the one who allowed them to channel stormlight, would wriggle out of them and flee. They would talk among themselves and choose a single person who the rest would execute as a suspected traitor.
 
There was no guarantee they'd be right, but it was better for some of them to die than for all of Roshar to be destroyed. Life before Death. What they would do here, locked on this floor and prevented from leaving until this was all through, it would give them nightmares. But that was a burden that they must bear. Strength before Weakness. It would need to be done carefully, with consideration, and with respect for those they kill, but they must not dwell on their mistakes. Journey before Destination.
 
Unanimously, they agreed to her plan. The Radiants to be because Roshar needed them, the traitors because it would give them an opportunity to kill the rest here and now, accelerating their plans to destroy the order entirely. With grim determination, she ordered everyone to take a seat, to begin the discussion. When someone died, they would adjourn for a time to consider what they had learned, and then return a short time later to vote again.
 
 
(( Yes, yes, I know, I'm distorting the meanings of the First Ideal, but deal with it title=":P" /> This is a parallel Roshar where things are a bit different. ))


 
Basic Info

Alignments: The Traitors have infiltrated the newly reformed order of the Knights Radiant (Radiants). There are no other alignments. When someone dies, their alignment will be revealed in the writeup under normal circumstances. However, the Bondsmith's alignment is not revealed, nor is the alignment (or role) of a Voidbringer currently copying the Bondsmith's passive ability. Both show up simply as "Bondsmith" in the writeup.
 
Roles: See below for the full list. All 11 power roles have an active and a passive ability. Every night, the Traitors must designate one of their number to execute their faction kill. If that Traitor has a power role, they may not use that role's active ability that night. There are a few roles that are Traitor-only, and a few that are Radiant-only. Other roles can be either. There is no active alignment detection (though there is one passive, see the Elsecaller below), but there is active role detection. All roles will be unique, but see below for notes on Squires and Pages who do not start with any special abilities.

When someone dies, their role (and alignment if not a Bondsmith) will be revealed. The Voidbringer, however, can hide their role when they die by copying the Bondsmith's passive ability on the same cycle that they die.
 
Note that all active abilities state if it is possible for them to self-target or not even if that would make no sense. This matters if the Elsecaller swapping people results in someone self-targeting with a role that normally wouldn't be used that way. If forced to self-target by the Elsecaller with a role that cannot self-target, nothing will happen. You will not be informed. 
 
Squires and Pages: Anyone who does not have a power role will be a Squire for a power role. When that power role dies, the Squire gains their power and role. From then on, all detection will show the former Squire as their full power role rather than Squire. A specific Knight and their role's Squire may have different alignments. While Squires of alignment-locked roles will share alignment requirements (meaning, the Windrunner Squire must be a Radiant), but there is no way to detect what kind of Squire a Squire is (role detection will simply show them as "Squire" and when they die, their role will be revealed as "Squire").
 
If there are more players than twice the number of roles, additional players will be Pages. Pages are just like Squires, but third in line for the role they are linked to. Pages never become Squires - they remain as Pages until both the Squire and Knight die, at which time the Page becomes a Knight. Until that point, they always show as "Page" when role examined (or killed). If there are more players than three times the number of roles, either additional roles will be added or a fourth layer of backups will be created.
 
Primary Targets: All night actions that target multiple people require the user to declare one of those people the "primary target." If the role's target is detected or changed, only the Primary Target is affected. No role ability can detect the targets other than the primary one. This prevents multi-targeting roles from being easily identifiable by the number of targets they chose and allows the player to determine which target they want to be detectable/mutable. Currently, this game only has three actions with multiple targets - Unite (Bondsmith active copycat), Dominate (Voidbringer active redirect), and Elsecall (Elsecaller active redirect).
 
Traitors: The Traitors get a document to collaborate in. Each night, they may perform a night kill against a single target. One of the Traitors must be designated as the one performing the night kill. The Traitor who performs the night kill may not perform any other action that night. The Traitors' faction kill can self-target.
 
PMs: No information related to this game may be shared between living players anywhere except in the public thread for this game, with one exception - the Bondsmith may create one PM per night as outlined below. This PM only lasts the night and will be closed in the morning. Dead players may not post in the public thread or send any game-related messages to living players. The Bondsmith's final post is an exception to this.


 
Roles

Regardless of their role, each night, one member of the Traitor alignment may choose to use the following ability. If they do so, they may not use any other active ability that night.

 

All Traitors

  • Active - Assassinate: Perform the Traitors' faction night kill on a chosen target. If the target is protected from the attack, this action silently fails. Only one player may use Assassinate each night. Can target self.

 

 

Voidbringer (Traitor Only)

  • Active - The Voidbringer may perform one of the following actions each night:

    1. Nullify: Choose a target. Your target's active role ability that night has no effect. Their passive still works as normal. Can self-target.​

    2. Dominate: Choose a player (the "initial target"), declare what their role is, and select a primary target (which can be the same player or a different player). If the correct role is declared, the Voidbringer gains the declared role's passive ability until the start of the next night (their initial target does not lose it) and that player's active role ability's target (primary target where applicable) changes to the one specified. The initial target is not informed of this change. If your initial target chooses not to act, nothing happens except for the Voidbringer's Passive ability activating. In that case, detection abilities cannot detect who you tried to redirect the ability to. Your primary target is also not detectable if your initial target is not the role you declared them to be. The Voidbringer cannot target themselves as the initial target, but they can choose themselves for the primary target.

    3. Assassinate: Perform the Traitors' faction night kill on a chosen target. If the target is protected from the attack, this action silently fails. Only one player may use Assassinate each night. Can target self.
  • Passive - Infiltrator: When the Voidbringer's role is examined by a player (such as by the Truthwatcher's Truthsight ability), the Voidbringer appears to be the role of their current target (specifically their primary target if Dominate was used - the initial target of Dominate cannot be detected or redirected).

    Clarifications

If the Voidbringer was forced to self-target (or chose to for some convoluted reason) and are examined that same night, they will appear as "Voidbringer." They will also appear as "Voidbringer" if they do not submit an action for the night that they are examined.

When the Voidbringer dies, their role and alignment will still be revealed as "Traitorous Voidbringer" unless they were currently copying the Bondsmith's passive ability (in which case they will appear as "Bondsmith" with no alignment given).

Infiltrator triggers successfully even if the Voidbringer's target dies before it activates (attacks technically happen before masking).

 

 

Windrunner (Radiant Only)

  • Active - Protect: Can target one person per night to protect from a night kill that night. If multiple night kills target their target, their target will still die. They are not informed if their protection worked or not and nor is their target. Cannot target self. Cannot target the same person two nights in a row.

    Clarifications

If the Windrunner targets the same person with Protect two nights in a row due to a redirect, Protect will still silently fail.

If the Bondsmith copies the Windrunner's Protect ability, they have the same restriction as the Windrunner, but independent of the Windrunner. This means that, if the Bondsmith copies the Protect ability two nights in a row and targets the same person with it both nights, the Protect ability will silently fail on the second night. However, if the Windrunner protects someone, and then the following night the Bondsmith copies the Protect ability and targets that same person, the protection works both times. Working together, a Bondsmith and Windrunner can keep two people protected every night (provided that neither of them are either person).

The Bondsmith can use the Windrunner's ability to protect the Windrunner. The Windrunner can use their Protect ability to protect the Bondsmith even if the Bondsmith copied the Protect ability that night.

  • Passive - Defiant: If night-killed, their killer's identity (but not alignment or role) is revealed.

 

Skybreaker (Radiant Only)

  • Active - Execute: Can target one person per night and execute a night kill against that target. Cannot target self. (Sorry, Szeth!)
     
  • Passive - Judgment: If their target is protected from a night kill, the Skybreaker learns that they were protected and discovers their target's role.

 

Lightweaver

  • Active - Spy: Can target one player per night and discover the names of every player who targets their target, but not their role or alignment. This ability only detects BondsmithsVoidbringers, and Elsecallers if the Lightweaver's target is the primary target of the UniteDominate, or Elsecall ability. Can target self.
  • Passive - Inspirational: The Lightweaver's lynch votes count as 1.5 votes (ie: they break ties in their favor).

 

Truthwatcher

  • Active - Truthsight: Detect one person's role per night. All types of Squires detect as "Squire" and all types of Pages detect as "Page." Can target self, which will return "Truthwatcher." Note that the Voidbringer will almost always have her role masked as another.
  • Passive - Observant: Discovers all roles that target them each night, but not which players did the targeting or the alignment of those roles. This ability only detects Bondsmiths, Voidbringers (meaning, their current mask), and Elsecallers if the Truthwatcher is the primary target of the Unite, Dominate, or Elsecall ability.

 

Elsecaller 

  • Active - Elsecall: Can target two people per night (must indicate one as a "primary" target). These targets swap "positions" such that any night action targeting one hits the other instead. Where applicable (meaning, for the Unite ability), only the primary target is affected. No notice is given. Can target self as either target.

    Clarifications

This ability only affects actions taken after it in the Order of Operations. This means that Elsecall does not affect Nullify, a Bondsmith copying Nullify, Dominate, or itself.

Because this ability only swaps primary targets, the Bondsmith's initial target is immune to this ability and does not change.

If a Bondsmith copies Elsecall, the copied Elsecall cannot affect the Elsecaller's Elsecall. However, the Elsecaller's Elsecall can affect the Bondsmith's copy, but only the primary target. This means that the Elsecaller herself is always one of the two targets of a Bondsmith's successful copy.

  • Passive - Guidance: Starts the game knowing the identity of one randomly selected loyal non-Elsecaller Squire (not Page). They are not told what type of Squire the target is.

    Clarifications

If the Voidbringer successfully copies the Elsecaller with their Dominate ability, they are also given the name of this specific player.

If the Elsecaller dies and an Elsecaller Squire or Page becomes an Elsecaller, if the original target is still alive, the new Elsecaller learns their identity (even if they are no longer a Squire) but not their current role. If that player has died, then the new Elsecaller is instead told of a randomly chosen, loyal, living Squire or Page. If no such players exist, they are instead told that no such players exist. If the Voidbringer copies this ability after the target changes, they are told the identity of this new player (or that no such players exist).

 

 

Bondsmith

  • Active - Unite: Every night, can create one PM between 3-5 people that lasts only that night. Can include self, but doesn't have to. Must indicate one of the people as a primary target.
     
  • Active - Unite: Every night, you may select another player (the "initial target") and copy their action for the night. When you use this ability, you must also select a target for the copied action (your "primary target"). If your target is a Squire, your target is a Page, your target decides not to use their ability, or you or your target has the Nullify (Voidbringer roleblock) action used on them, this action silently fails. The following abilities may not be copied: Execute (Skybreaker attack), Assassinate (Traitor faction kill), and Dominate (Voidbringer redirect). Attempting to copy one of these abilities causes Unite to silently fail. If the copying fails, you have no primary target as far as detection abilities are concerned. You may not target yourself as the initial target, but you may target yourself as the primary target, but if you do so and the copied ability cannot self-target, Unite will silently fail.

    Clarifications

Using Unite does not affect your initial target's action usage - it copies, not redirects.

Unite's copied ability occurs immediately after the ability that was copied in the Order of Operations.

If the initial target attempts to preform an action, but selects an invalid target (either accidentally or due to a change in targets caused by the Elsecall or Dominate action), Unite also silently fails. The targeted ability must succeed, even if it has no effect, for Unite to copy it.

The Bondsmith counts as the user of the copied ability for the purposes of player tracking skills. Role tracking skills will show the role used as "Bondsmith," not the role of the copied ability.

If you target an Elsecaller, your two targets are swapped as usual, meaning your chosen primary target will be swapped with the Elsecaller herself.

Elsecall and Dominate cannot change your initial target, but can change your primary target (unless you copied Nullify).

Choosing the Voidbringer as your initial target only has an effect if the Voidbringer chooses to use the Nullify action.

Feedback will only be given if the Truthwatcher, Willshaper, or Lightweaver is copied, and then only if there are players who meet the criteria. Copying the Truthwatcher successfully will always return a Role. Copying the Willshaper will return a single player name if your primary target targeted anyone and will return nothing if your primary target did not as if it had failed. Copying the Lightweaver may return one or more player names if your primary target is targeted, but if they are not, it will return nothing as if it had failed.

  • Passive - Leadership: If killed, may make one final post. This post must be made the following day if killed at night, or the following night if lynched.
     
  • Passive - Legacy: If killed, their role and alignment will appear in the writeup simply as "Bondsmith" with no indication of their alignment (unlike all other roles). In addition, they may send a single message to the GM of any length. This message must be sent the following day if killed at night, or the following night if lynched. Before the end of the day or night in which the message was sent, it will be delivered to one randomly chosen Page loyal to the Radiants. If no such Page exists, it will be delivered to one randomly chosen Squire loyal to the Radiants. If no such Squire or Page exists, it will be delivered randomly to one randomly chosen player loyal to the Radiants.

    Clarifications

The Bondsmith will not be told ahead of time who will receive their message.

If the Bondsmith is a Traitor, their message is still sent to a player loyal to the Radiants.

If the Voidbringer dies while currently copying the Bondsmith's passive ability, they will appear in the writeup as "Bondsmith" with no alignment given. If this happens, the Voidbringer will also be able to send a message to a random player loyal to the Radiants, just like a Bondsmith would.

 

 

Stoneward

  • Active - Force of Will: Can target one person per night. If the Stoneward votes against that person the following day, their vote silently counts as two votes instead of one. If they do not vote for that person, their vote is counted as normal. Can target self.
  • Passive - Stone Sinew: Once per game, the Stoneward is protected from a single night kill. They are informed when this occurs, but learn nothing about their attacker. If protected by another player, that protection is used first and this passive ability is not wasted, but they are not informed that anything occurred.

    Clarifications

If the Stoneward dies and is replaced by the Stoneward Squire or Stoneward Page, the once-per-game protection renews if spent. It is once per game per player, not once per game per role.

While the Voidbringer is copying the Stoneward's passive ability, they also gain a once-per-game protection from a night kill. This protection is separate from the Stoneward's and using it does not prevent the Stoneward from using their once-per-game protection (and vice versa). However, once the Voidbringer successfully uses this protection, it is permanently gone.

If the Voidbringer dies and is replaced by a Voidbringer Squire or Voidbringer Page, the one-per-game protection renews just as it does when the Stoneward is replaced.

 

 

Willshaper

  • Active - Track: Can target one person per night and discover which player they targeted that night (as a primary target only where applicable). Can target self.
  • Passive - Adventurous: The Willshaper is informed of all players who target them during the night (as a primary target only where applicable), but not what their roles or alignments were.

 

Dustbringer

  • Active - Release: Can target one person per night. If their target is targeted with a kill action at night, the Dustbringer executes a night kill against their target's attacker. This does not prevent the death, but still works if the death is prevented in other ways (unlike the passive). Can target self, which can stack with their passive if not protected and cause two kill actions to be executed against their killer if they are night-killed.
  • Passive - Vengeful: If successfully night killed, executes a simultaneous kill against their killer.

 

Edgedancer

  • Active - Regrow: Can target one person per night. Silently negates one votes to lynch that person the following day. Cannot target self.
  • Passive - Slick: Each day, one vote to lynch the Edgedancer is automatically (and silently) negated.

 

(Radiant Order) Squire

  • Latent - Squire: You have no special powers, but if your linked Power Role dies, you take over their role and gain their powers. When detected by a Truthwatcher, your specific Squire type does not appear, only "Squire." If you are killed, your specific Squire type will also not be revealed and your role will be listed simply as "Squire." This makes it more ambiguous as to which roles are still active in the game.

    There are at most 11 Squires, one for each power role (including the Voidbringer). If there are fewer than 22 players, players will not be told which roles lack Squires.

 

(Radiant Order) Page

  • Latent - Page: Similar to Squires in every way, except they are third in line for the power. If both the Knight and Squire die, they gain the Knight's role and powers. If only the Squire dies, they remain a Page. Pages always detect as "Page" when examined (or killed) until they succeed a Knight.

    Pages will only be added if there are more than 22 players. If there are fewer than 33 players, players will not be told which roles lack Pages. If there are 33 or more players, each role will have at least one Page and no more than two.

Note: The Windrunner Squire, Windrunner Page, Skybreaker Squire, and Skybreaker Page, if present, are Radiant Only roles. The Voidbringer Squire and Voidbringer Page, if present, are both Traitor Only roles.


 

Order of Operations

The basic order of operations is as follows:

  • Roleblock
  • Redirect
  • Protect
  • Attack (simultaneous)
  • Mask
  • Detect
  • Manipulate Vote
  • Track

All attacks are done simultaneously. This means that you cannot stop someone from killing you by killing them first. If two people target each other with attacks, both are attacked and die unless they have protection. Within all other categories, the actions are executed sequentially according to the list below. The Unite (Bondsmith Active Copycat) ability activates immediately after the copied ability.

 

 

[ Roleblock - sequential ]

Nullify (Voidbringer Active Roleblock)

 

[ Redirect - sequential ]

Dominate (Voidbringer Active Redirect)

Elsecall (Elsecaller Active Redirect)

 

[ Protection - sequential ]

Protect (WIndrunner Active Protect)

Release [set] (Dustbringer Active Trap)

 

[ Attacks - simultaneous ]

*Execute (Skybreaker Active Attack)

*Assassinate (Traitor Active Attack)

*Release [attack] (Dustbringer Reactionary Attack)

*Vengeful (Dustbringer Passive Attack)

 

[ Role Masking and Detection - sequential ]

Infiltration (Voidbringer Passive Role Masking)

Judgment (Skybreaker Passive Role Detection)

Truthsight (Truthwatcher Active Role Detection)

 

[ Vote Manipulation - sequential ]

Force of Will (Stoneward Active Preemptive Double Vote)

Regrow (Edgedancer Active Preemptive Vote Cancel)

 

[ Tracking - sequential ]

Track (Willshaper Active Player Tracking (target))

Adventurous (Willshaper Passive Player Tracking (attacker))

Spy (Lightweaver Active Player Tracking (attacker))

Observant (Truthwatcher Passive Role Tracking (attacker))

Thoughts?
 
This format is much simpler than most I've seen on this site, but it's also much more power-role-heavy than what I used to play with elsewhere. There is also very limited PM access, something I feel is extremely powerful in a game like this, and very little feedback given when abilities are used. I prefer it that way, just seeing the results of what you've done and not being told explicitly what happened.
 
The reason for the Dominate ability is to give a downside to mass claiming.

 

EDIT: I've updated the rules to include more clarifications. I've also completely changed the Bondsmith's abilities. This removes all PMs from the game. I've decided that I don't really like how PMs change the game. I feel that all game-related conversations should be public except between Eliminators. The Bondsmith now has a copycat ability.

Edited by Nyali
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What happens to the Page if the Knight dies?

 

If the Squire is also dead, the Page becomes the Knight. The squires and pages are power role backups. So, the Edgedancer could be a Radiant, and the Edgedancer Squire could be a Traitor, and the Edgedancer Page could be a Radiant. If the Edgedancer dies, the Edgedancer Squire becomes an Edgedancer and the Traitors gain access to that power role. Later, if the new Edgedancer (the former Squire) dies, the Edgedancer Page becomes an Edgedancer.

 

This keeps power roles in the game much longer than normal while keeping them unique to a single player (at a time), encourages Traitors to find and kill specific players to gain access to power roles, and rewards the Radiants for killing specific Traitors. It also mitigates the problem of a key role dying extremely early, such as the Voidbringer.

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Yes, but what if the Page and Squire are alive? Does the Page become a Squire?

 

No, it says that in the description. The Page stays a Page until they become a Knight due to both the knight and squire above them being dead.

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So I've been musing about a Cthulhu themed game:

Innsmouth has become home to a secret cult that is terrorising the town with a string of kidnappings for human sacrifices. If not stopped, the whole town will have gone mad, or will be rotting in the deep. 

 

Village wins if they stop all the Cultists

Cultists win if they make all the villagers go mad.

 

Each player will have a randomly assigned Mental Stability. Actions and events can produce Insanity points, which reduce the players Mental Stability. When a player’s MS gets to 3, they begin exhibiting signs of madness, which get worse the closer their MS gets to 0. If it reaches 0, they go completely mad (sent to asylum, suicide).

 

Sources of IP:

- Lynching a fellow villager (Murdering an innocent)

- Not posting on a cycle (Crazy bored)

- Lynching a cultist (catching them in the middle of one of their rituals)

 

Once per game, cultists can publicly reveal themselves, and reduce all players MS by making a public display in the town square. 

 

Signs of madness become evident in the way players speak (think MR1 curses, for those who played that or have read through that game). Maybe every post/paragraph has to start with the letter 's'. Maybe you can't use the letter 'e'. Maybe you can't directly name anyone. If you forget to use your rule, you lose another IP. And if you tell anyone that you have a condition, you lose 3 IP. 

Needs a bit of work to decide on the range of starting stabilities, and the point loss values, but thoughts? 

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So I've been musing about a Cthulhu themed game:

Innsmouth has become home to a secret cult that is terrorising the town with a string of kidnappings for human sacrifices. If not stopped, the whole town will have gone mad, or will be rotting in the deep. 

 

Village wins if they stop all the Cultists

Cultists win if they make all the villagers go mad.

 

Each player will have a randomly assigned Mental Stability. Actions and events can produce Insanity points, which reduce the players Mental Stability. When a player’s MS gets to 3, they begin exhibiting signs of madness, which get worse the closer their MS gets to 0. If it reaches 0, they go completely mad (sent to asylum, suicide).

 

Sources of IP:

- Lynching a fellow villager (Murdering an innocent)

- Not posting on a cycle (Crazy bored)

- Lynching a cultist (catching them in the middle of one of their rituals)

 

Once per game, cultists can publicly reveal themselves, and reduce all players MS by making a public display in the town square. 

 

Signs of madness become evident in the way players speak (think MR1 curses, for those who played that or have read through that game). Maybe every post/paragraph has to start with the letter 's'. Maybe you can't use the letter 'e'. Maybe you can't directly name anyone. If you forget to use your rule, you lose another IP. And if you tell anyone that you have a condition, you lose 3 IP. 

Needs a bit of work to decide on the range of starting stabilities, and the point loss values, but thoughts? 

 

First, I think you changed a word and didn't update it everywhere because you appear to use IP and MS interchangeably. They are the same thing, right?

 

Biggest concern at first glance is that if Cultists can instantly lower all villager MS by one once per game, you need to be careful that every cultist revealing at once doesn't cause them to instantly win way earlier than intended. For instance, if people start with 5 MS and there are 5 cultists, then they can win on turn one. Obviously, that's too few. If they start with too much, then it becomes a meaningless mechanic that doesn't matter. Balancing those two extremes seems like it could be difficult since the value is rather volatile, and you need to consider the case of every living cultist revealing at once when MS is thought to be low enough as a very likely possibility. If I was a Cultist in that game, I would try to balance it such that any targeted MS loss would focus on the players with the highest MS, and then when everyone exhibits a madness symptom, have all cultists reveal. You can even ignore several villagers, one or two fewer than the number of cultists, since you only need to outnumber them to win. Unless this game requires complete victory, in which case the cultists control the lynch and have a night kill (I'm assuming?).

 

On that note, do the cultists have a night kill? I assume the cultists' goal is actually to make all the villagers go mad or kill them, since you seen to list killing as a thing.

 

Oh, and you seem to be saying that if the villagers lynch a villager, they lose an MS. If they instead lynch a cultist, they lose an MS. That sounds like any lynching results in an MS loss, which doesn't seem right. Also, do only those who vote suffer the loss?

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Summer vacation is officially here, which means I can finally revise this old game concept. Also, I'd like to apologize to the players of the last game I was in. Classes made me too busy participate, and I forgot about the game I was in. Sorry. Anyways, back to the concept at hand.

 

Eliminating Elysium

First off, there are massive spoilers for Defending Elysium, a short story Brandon wrote, in this game. Thankfully, the story is free to read on Brandon's website. Here's a link to it. Now then, on to the game itself.

 

Spoiler

Chaos has erupted in the Outer Platforms after it has been revealed that rogue aliens have been impersonating humans in an attempt to gain superior weaponry. Unfortunately for the visitors to Jupiter Platform 19, their missile station has just been infiltrated. The bunker has been cut off from the outside. If the aliens gain control of the missiles, who knows what chaos they might cause.

 

Missiles:

The aliens need weapons to wage war on their oppressive regimes. Unfortunately for the humans, atomic missiles have been stored in this facility. To launch one, the aliens need two things: a technician to guide the warhead to its destination, and the access code that arms that particular missile. Each technician has the access code to a single missile to start out with. These codes can be given away to someone else during the night. If a technician is killed during the night, their killer takes the access code. If they are lynched, one of the people who voted for them gets it.

 

Position:

Each player will receive a different position before the game starts. Each players' position is public knowledge. Any faction can have any role. Here are the roles.

  • Technician: You're one of the few people that actually know how to launch the rocket. As long as you have the Launch Codes for a missile, and the town votes for you to launch you can fire that missile to a location of your choice. One technician is guaranteed to be an Alien.
  • General: You are in charge of this facility, and you will be respected. Your vote counts double. However, no one actually likes you that much. Any votes from Mechanics and Technicians against you are doubled as well.
  • Soldier: You were assigned to protect the facility. You failed in that duty, but it left you with an advantage. You still have your gun. If you are lynched, and you guarded against one of the people voting for you, you will kill that person as you die.
  • Mechanic: You're in charge of maintaining this facility in the middle of nowhere. You know a way to disarm the rockets; unfortunately, it involves blowing them up. When you are lynched, you can activate the self-destruct sequence, destroying a rocket of your choice.
  • Politician: You were touring the facility when everything went crazy. You automatically have 1 vote assigned to you, since no one really trusts you.

 

Cytonics:

The ability to sense other minds is present in all intelligent lifeforms. During the night cycle, a player can protect himself from the actions of another player. If that player tries to use an action on the protected party, it will not happen, and the other player will be immediately killed.

For example, Tom (A normal Human) sends in his night action to protect himself from Steve. Steve tries to investigate Tom during the night. It will backfire hilariously, and Tom will kill Steve instead. Oops.

 

Roles:

 

Roles are assigned normally, and are revealed after death.

 

  • Innocent Bystander: You don't have any special powers aside from your role.
  • UIB Agent: Instead of using Cytonics, you can target one player during the night to learn that player's role.
  • Cyto Adept: You can target two players with your Cytonic powers.
  • Phone Company Operator: You can target two players with your Cytonic powers. Furthermore, instead of using Cytonics, you can kill a target player.
  • Alien: You swapped minds with a human, and now look just like one of them. You have a Google Doc to conspire in, and you have a group kill.
  • Thief: You're in the employ of one of Earth's mega-corporations. They will pay top dollar if you can make it out with some of the missile codes. Instead of using Cytonics, you can target a player to steal any launch codes they are carrying.

Win Conditions:

  • Humans: Destroy all missiles by either launching them into the sun, or by having Mechanics blow them up.
  • Aliens: Fire a missile at the Alien Homeworld, or outnumber the humans to force them to do it for you.
  • Thief: Kill all the aliens, then escape with a working launch code.

 

I'd be interested in running this as a Quick Fix Game. Feel free to give me suggestions about the game.

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<p>Summer vacation is officially here, which means I can finally revise this old game concept. Also, I'd like to apologize to the players of the last game I was in. Classes made me too busy participate, and I forgot about the game I was in. Sorry. Anyways, back to the concept at hand.Eliminating ElysiumFirst off, there are massive spoilers for Defending Elysium, a short story Brandon wrote, in this game. Thankfully, the story is free to read on Brandon's website. Here's a link to it. Now then, on to the game itself.SpoilerChaos has erupted in the Outer Platforms after it has been revealed that rogue aliens have been impersonating humans in an attempt to gain superior weaponry. Unfortunately for the visitors to Jupiter Platform 19, their missile station has just been infiltrated. The bunker has been cut off from the outside. If the aliens gain control of the missiles, who knows what chaos they might cause.Missiles:The aliens need weapons to wage war on their oppressive regimes. Unfortunately for the humans, atomic missiles have been stored in this facility. To launch one, the aliens need two things: a technician to guide the warhead to its destination, and the access code that arms that particular missile. Each technician has the access code to a single missile to start out with. These codes can be given away to someone else during the night. If a technician is killed during the night, their killer takes the access code. If they are lynched, one of the people who voted for them gets it.Position:Each player will receive a different position before the game starts. Each players' position is public knowledge. Any faction can have any role. Here are the roles.

  • Technician: You're one of the few people that actually know how to launch the rocket. As long as you have the Launch Codes for a missile, and the town votes for you to launch you can fire that missile to a location of your choice. One technician is guaranteed to be an Alien.
  • General: You are in charge of this facility, and you will be respected. Your vote counts double. However, no one actually likes you that much. Any votes from Mechanics and Technicians against you are doubled as well.
  • Soldier: You were assigned to protect the facility. You failed in that duty, but it left you with an advantage. You still have your gun. If you are lynched, and you guarded against one of the people voting for you, you will kill that person as you die.
  • Mechanic: You're in charge of maintaining this facility in the middle of nowhere. You know a way to disarm the rockets; unfortunately, it involves blowing them up. When you are lynched, you can activate the self-destruct sequence, destroying a rocket of your choice.
  • Politician: You were touring the facility when everything went crazy. You automatically have 1 vote assigned to you, since no one really trusts you.
Cytonics:The ability to sense other minds is present in all intelligent lifeforms. During the night cycle, a player can protect himself from the actions of another player. If that player tries to use an action on the protected party, it will not happen, and the other player will be immediately killed.For example, Tom (A normal Human) sends in his night action to protect himself from Steve. Steve tries to investigate Tom during the night. It will backfire hilariously, and Tom will kill Steve instead. Oops.Roles:Roles are assigned normally, and are revealed after death.
  • Innocent Bystander: You don't have any special powers aside from your role.
  • UIB Agent: Instead of using Cytonics, you can target one player during the night to learn that player's role.
  • Cyto Adept: You can target two players with your Cytonic powers.
  • Phone Company Operator: You can target two players with your Cytonic powers. Furthermore, instead of using Cytonics, you can kill a target player.
  • Alien: You swapped minds with a human, and now look just like one of them. You have a Google Doc to conspire in, and you have a group kill.
  • Thief: You're in the employ of one of Earth's mega-corporations. They will pay top dollar if you can make it out with some of the missile codes. Instead of using Cytonics, you can target a player to steal any launch codes they are carrying.
Win Conditions:
  • Humans: Destroy all missiles by either launching them into the sun, or by having Mechanics blow them up.
  • Aliens: Fire a missile at the Alien Homeworld, or outnumber the humans to force them to do it for you.
  • Thief: Kill all the aliens, then escape with a working launch code.
I'd be interested in running this as a Quick Fix Game. Feel free to give me suggestions about the game.

This has some pretty interesting ballance mechanics. I, for one, would be interested in seeing how it plays out. Quick question, though. You said any faction could have any role, but the thief win condition directly contradicts the alien one. Perhaps alter the thief to make their win con be the win con of their faction, plus a secondary win condition of controlling a working launch code at the end.

Oh, and the General/politician should probably be made public at the start. I'm not sure about the mechanic/technician votes counting double, as it may reveal a role and make the aliens' job much easier. Perhaps make it optional or make it so all votes against them count double?

Also, does the technician pass their role when they pass the codes? It seems like that's what you mean, but just making sure

Edited by Bugsy6912
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First, I think you changed a word and didn't update it everywhere because you appear to use IP and MS interchangeably. They are the same thing, right?

 

Biggest concern at first glance is that if Cultists can instantly lower all villager MS by one once per game, you need to be careful that every cultist revealing at once doesn't cause them to instantly win way earlier than intended. For instance, if people start with 5 MS and there are 5 cultists, then they can win on turn one. Obviously, that's too few. If they start with too much, then it becomes a meaningless mechanic that doesn't matter. Balancing those two extremes seems like it could be difficult since the value is rather volatile, and you need to consider the case of every living cultist revealing at once when MS is thought to be low enough as a very likely possibility. If I was a Cultist in that game, I would try to balance it such that any targeted MS loss would focus on the players with the highest MS, and then when everyone exhibits a madness symptom, have all cultists reveal. You can even ignore several villagers, one or two fewer than the number of cultists, since you only need to outnumber them to win. Unless this game requires complete victory, in which case the cultists control the lynch and have a night kill (I'm assuming?).

 

On that note, do the cultists have a night kill? I assume the cultists' goal is actually to make all the villagers go mad or kill them, since you seen to list killing as a thing.

 

Oh, and you seem to be saying that if the villagers lynch a villager, they lose an MS. If they instead lynch a cultist, they lose an MS. That sounds like any lynching results in an MS loss, which doesn't seem right. Also, do only those who vote suffer the loss?

By once per game, that's for the team. Once one cultist has done it, none of the others can.

MS refers to your sanity level, whereas IP is what gets taken away from the MS pool.

The 'night kill' involves the cultists showing someone a glimpse of a great old one, sending them mad. The village lynch is either a kill or sending the person to an asylum. Point is that death or madness remove players from the game.

Only those who vote lose MS. And both lose MS, one loses more. I might pull that though. Depends if I can balance the point usage.

And I was thinking that the revealed cultist to drop everyone's MS insta dies.

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I've updated my game format suggestion posted here.

 

Would this be a good mid-range game? I'd love to run it if people are interested in playing. If people feel I should play more games here first, I can wait, but no MR14 was appearing, QF15's theme was unappealing to me, and LG21 doesn't seem to be getting enough players to run D:

EDIT: Umm, I can no longer edit my post. If I try, I get the error "You are not allowed to use that image extension on this community." even if I make zero changes to it. There are no images in my post at all and I have no signature. I'm confused.

Edited by Nyali
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The schedule for games is here. MR14 will come after QF15 finishes. You can sign up to run a MR in this thread (you can see the signup schedule for each game format in the second post), if you want to. :) Hope that helps!

Can't help with the technical problems, though. Sorry.

Edited by Elbereth
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