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Wyrmhero

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Everything posted by Wyrmhero

  1. Red in Standard hasn't really been offensive as a secondary colour for ages - You're better off going monored, or Black/White warriors (white is the strongest at early-game aggression, though I think Red should be better at it personally). What Red gives you access to which no other colours have is reach, as burn spells can close a game when your creatures can't get through. So you're better off White/Black warriors, splashing Red for removal/burn. I have to ask though... Mardu ramp? How are you ramping (and why) in those three colours?
  2. The Planning Phase is over! Eda has selected the following people for the mission: IrulelikeSTINK, Avis, Lane and Lopen. These players cannot use PMs for the rest of the Night, and cannot post in the thread, or use or be targeted by Actions. I will now ask the selected people whether they want the mission to succeed or not. The Night Turn will end at 8PM GMT on Wednesday.
  3. Night 1: Public Enemies 1-to-4 Many people, when faced with the idea of such a challenge and the possible fatalities arising from taking on a totalitarian regime, might have fallen silent, contemplating their life and whether they were ready to put it on the line in this way. Others might have become grim and sought solace in wines and ales, determined to make their potential last night one that seemed worth it. But, to a Mistrunner, the idea was academic. A Mistrunner did not die quietly in their sleep, it was often said. It was not a question of whether they would survive, but how long a reprieve from death they could eke out. The patron of all Mistrunners was Kelsier, Survivor, proto-Mistrunner, and more besides. The act of defiance in the face of overwhelming odds was practically a hymn to him. As such, they approached the night with their usual air of flippancy and quiet caution, continuing to talk, drink and gamble as they had before. Even the threat of traitors in their number was not enough to deter them; Mistrunners rarely made for lasting friends anyway. There was a certain amount of understanding for that sort of thing, particularly since almost every contract had someone working for a Megacorp behind it anyway. The clatter of dice rang through the bar in its more quiet moments, alongside the shuffling, riffling and playing of cards. They were not discouraged, but there was a certain amount of tension in the room, a sense of foreboding. But behind that, there was also a curiosity, a desire to see what Feis Yolen would have them do first. All of them had entertained ideas about dethroning the Megacorps in some way, but none of them had any weight or sense behind them. And even though they might not live to see the end of them if they did succeed, there was a grim satisfaction at knowing that they would have helped, regardless of how it ended for them personally. There was very little talk of the traitors as the afternoon bled into the evening. The haze of the sun above the smoke and mist of the city faded and died a brilliant shade of red, and was replaced with the florescent glow of dim street-lamps flickering on. Inside, their employer's assistant took out a phone, placing it to her mouth and covering what she was saying with her other hand. After a few minutes, she ended the call and called for quiet. A few minutes later, she even got it. “Lord Yolen has finalised his plans for the attack on the Lone Shard headquarters located on Heron property. By weakening their security forces early on, it is hoped that future operations will progress more smoothly. This will require a diverse set of skills, so do we have any volunteers?” Not a single hand was raised. “Don't all rush to sign up,” she muttered, followed by a sigh. “Fine.” She pointed at Eda. “Select four people by whatever metric you like to carry out this mission. I don't care how it is done, so long as it is done before we run out of time.” Player List No-one was lynched! Miller Washington (1): IrulelikeSTINK Sam Flynn (1): Niter Ember Ghetti (1): Lopen Lopen (1): Lane Niter (1): Alexandrius Venturia Lucy (1): Avis Night 1 has begun! The Planning Phase will end at 8PM GMT on Tuesday evening, and the Night Turn itself will end at 8PM GMT on Wednesday evening. PMs may now be sent. Eda has been selected to choose the team for this mission! Eda will need to PM me before 8PM on Tuesday evening with four people, or else she will die instead.
  4. Good question. I will say that people on the mission cannot participate in PMs. What this means is that everyone can PM for the Planning Turn, but all communication to and from people on the mission must cease during the Night Action Turn.
  5. Generation 6: The Skaa Rebellion Part 2 Turn 1 The Lord Ruler sat on his iron throne, alone in the room. He stared down at the congealed pool of blood before him, the splattered body of the former Lord Heatherlocke tossed aside like a fishing boat in a storm. His head lay scattered around somewhere, but he didn't care to see where it had rolled to after it was displaced. There was silence, aside from the slow dripping of blood from The Lord Ruler's hand to the floor. It wasn't just Lord Heatherlocke's blood; the skin on the back of his hand had split in his rage, his body strengthened but not fortified, and he didn't care enough to fix it. The pain was good, it helped him think. Helped him remember of the last person who had annoyed him this much. But he had died many centuries ago, a name forgotten in the annals of time. Could he have achieved this? No, of course not. Even assuming that the false-Hero had used these powers, as they wanted to be used, he would never have embraced the philosophy of Preservation. It had been hard work, slowly but surely moving towards an unchanging world. Science, fashion, even social status did not change much here. His Inquisitors saw to that. A world in perfect stasis, an hourglass turned on its side. A pulse of power. His mind turned to its source, the terrible and great prisoner held beneath the palace. This was his doing, he knew that. Ruin. A cold force of unflinching destruction. Not malicious, in theory, but apathetic towards people. It was not a person, or perhaps even a force of nature. It was an inevitability, a terminus that the world approached ever closer. It was the slow march of time, the unstoppable onset of entropy, the cold embrace of death. It was the unstoppable end of all things. But while it could only truly mimic human emotion now, that did not mean that Ruin - or rather the mind that held and was consumed by its power – was not sentient. Ruin was the most dangerous of powers, it was intelligent destruction rather than unbridled chaos. Even as he beheld a small sample of the infinite scope of the Cosmere all those years ago, he could feel it working against him, gently turning the tumblers of its locked cage. Lord Penrod was a fool, but an earnest one. His family were all rather closely linked to the Steel Ministry, providing materials for it to use and bodies to serve it. And so, in helping to codify them, he had developed a detachment from the laws of The Final Empire. He probably did not even think to consider what he was doing went against divine law. But ultimately, he could forgive Lord Penrod his folly; in his final moments, he served the Steel Ministry's cause once again, as a warning and a threat. Lord Heatherlocke on the other hand was one of his most promising and most cunning nobles. Like Penrod, he had been granted a city to rule and to shape and mould. But unlike the Penrods, he had expanded his horizons, making more use of the lands of The Final Empire, and helping with the incarceration of its lesser nobles. An enforcer of laws, rather than their writer. If any should have known the repercussions of defying his laws, it should have been House Heatherlocke. And yet, inexplicably, the man and his House had turned on him. An army was led to his city, and while the attempt was futile, it angered him far more than he had thought was possible these days. He had saved this world, and in another five-hundred years, he would save it again. Then another millenium after that. And after that. Every thousand and twenty-four years, he would take the powers that the Well had to offer and use them to tighten his hold on the world, and to keep back the chaos that would overcome it otherwise. It was why he needed everything to remain the same. Every small change deviated from his plan, threatened to bring the world into Ruin's grasp. Ruin had a hand in Lord Heatherlocke's treason – Perhaps Lord Penrod's too, but he didn't know that for sure. Ruin had whispered in Heatherlocke's ear, promising him power, and Heatherlocke had listened. The fact that he was ultimately unsuccessful in the face of the Empire's koloss didn't matter, that was not the victory Ruin had sought. Heatherlocke and the skaa rebellion, both worked against him by showing he could be fought. Both needed to be mercilessly crushed if his reign was to continue, and his world saved. And even then, even ignoring the victory that Ruin had scored in the minds of his people, there was one other change he could not stomach, for in this it was his own fault. Heatherlocke was one of his most trusted nobles, and he had rewarded him with the most dangerous gift of all – knowledge. “I've told them,” Heatherlocke had said as he knelt on the floor before The Lord Ruler earlier, blooded and beaten but alive. “They all know now – The eleventh metal!” There was a manic grin on his face, even as his head was ripped from his neck. He clenched his hand on the chair's arm as it finally stopped bleeding. His temper had overcome him, and he had killed Heatherlocke there and then. All-in-all, the knowledge of aluminium did very little to overcome him personally, as it was very difficult to force someone to burn a metal. He could hardly ban the metal either, not without appearing weak. But the implication that worried him. Ten metals he had granted his nobility, and only ten. Four physical, four mental, one temporal, and atium. Now they knew of one more, one which fit none of the three categories they knew of before. And once they knew of eleven, they would naturally search for the twelfth – Elven was an odd number, its only interesting feature being that it was prime. Twelve, however... Four physical, four mental and four higher, two of which were temporal, two of which affected metal reserves. But then that was three sets of four... Humans, he knew this from observing them for so long, loved to find patterns in things. Perhaps it was in their nature due to Preservation's influence, a ravenous need to keep everything the same. No, at this point, it was only a matter of time before the entire Allomantic system he had developed fell apart. Although... Perhaps not. Aside from gold, which was fairly abundant and remained pure for the most part, the other metals not a part of the eight 'basic' metals were not easy to obtain. Even aluminium was difficult to obtain in a usable form, as his own servants had to resort to mining it from within the ashmounts. The next most available source was in gemstones, and it would be impossible that his nobility could learn to use that without him knowing. Pleasingly, with the technological level of the Empire, it too would almost be impossible to obtain. Yes, this could work. An Obligator approached him some time later, hesitant to disturb his thoughts. “Inform the Great Houses that the Canton of Resource will be selling small amounts of aluminium for their use. Also inform them that the price of atium will be increasing in light of Heatherlocke's treachery, as punishment for their lax ability to spot his turncoat nature.” He smiled a little as the Obligator left. Yes, that should be enough, particularly in light of recent events. And now, he could turn his mind to the other problem, the Skaa Rebellion... And, hidden from the physical world, a lost soul looked on with dismay, quietly watching as the future began to unravel. Generation 6 Player List Generation 6 has begun! Turn 1 shall end on Friday at 6PM GMT. Aluminium has been discovered! It is unlikely that you will be able to mine it, but it's possible to purchase it from the Canton of Resource in the same way that atium can be purchased. So people are aware, Ashiok and Tony Shark have joined the game, and Comatose has rejoined. Also note that the price of Goods have changed. For further information, check the Public Information Sheet in my signature.
  6. 1) The number of players for the mission is a set number, and will remain at 4. 2) The attack is still negated, as a loyal was targeted. 3) Temporal Displacement -> False Trails, Medical Knowledge, Well-Connected, Communications Expert -> Hackers, Data Gathering & Assassins. A quick reminder that all actions are Night-time uses.
  7. Day 1: A Den of Thieves Spirits and ales flowed from the taps like water as the representatives of so many different crews socialised, befriended and antagonised one another. Money changed hands as well, as the Mistrunners used the opportunity to expand their list of contacts and make deals. Some were playing cards in a corner, money moving between them in every round. Here, however, money changed hands in only one direction, and the players were not getting along as well as the rest of the people in the bar. One of them stood up, shouting and pointing accusingly at his opposite. “He's a rusting Spinner!” he spat, sweeping the cards and his own pint off the table and onto the floor. It landed with a resounding smash, the noise cutting through the din and turning all heads in their direction. For his part, the other player just gave a sly smile. “Just because I'm lucky, just because I won, you accuse me of cheating?” He reached down to the floor and picked up one of the notes that had been knocked off, grimacing as it flopped around, leaking. “I hope this ink is waterproof. Or whatever. I'll take the rest of my winnings, thanks.” His opponent knocked him off his chair, and the two faced off against each other. A crowd formed around the two as the two started to brawl, the reluctant bartender sighing to herself at the display. She took some of the change out of the till and shot it over the heads of the crowd, raining upon the two. The hail of coins was not dangerous, but it did distract them enough. “Lord Yolen would be most displeased to hear about this,” she said, raising her voice despite the fact that the room was quiet. “Please do not make a mockery of his generosity, particularly if you don't want to start paying for your drinks for the duration of this venture.” There was a moment of silence, and then they backed down. For the time being, they would work together. Afterwards, however... Well, the Megacorporations and Lone Shard Lawmen weren't the only dangers to Mistrunners. Other crews could be just as lethal. But the lucrative nature of this deal was enough that they could stomach these things, at least for now. Set aside their differences and grievances. Afterwards, however, all bets were off. “Where is his Lordship then?” someone asked. “Let's get on with it all. Quicker we get this done, the quicker we get paid.” “...I suppose that it would be best to get this over with,” she nodded. “Before you make even more of a mess that I have to clean up...” She disappeared behind the bar again and returned with a laptop. She hooked it up to something behind the bar, and pointed a remote across the room. A projector screen dropped down, and after a short warm-up period, an image appeared on the screen. The image was dark, even more than the room. A mass of electronics covered the screen, vast machinery churning away quietly in the background. In the centre was a large chair, entirely made of metal and looking incredibly uncomfortable to sit on. But the tall man occupying this chair did not seem to mind that particularly, sitting back on it imperiously. His upper half was obscured by the glow of the machines behind him, shrouding his identity completely from them. He studied them for a brief moment before speaking. “My greetings to you all,” he said in an old and somewhat raspy voice, “I am pleased to see you all here. I am glad that there are some who are willing to fight against the tyranny that has taken over our world. You all know what we face here. From now on, there is no turning back.” “For those who hope for a quick solution to this problem, I am afraid I must disappoint. Our foes are individually powerful, even ignoring their economic prowess. They are powerful, make no mistake. We face something that has not been seen for several hundred years – Immortal, powerful individuals. We cannot even wait for them to die.” “I wish to take away this facet of their powers. We shall strip their immortality away from them, which also conveniently removes their most dangerous ability. This must be the first step of any plan developed against these tyrants. If we succeed, we can think about what to do next.” He shifted slightly in the chair, but not from any apparent discomfort. His elbows rested on the arms of his chair, his forearms disappearing as he steepled his fingers in the darkness. “Of course, I am also aware that our enemies will not let us plot against them quietly. While I and my assistant have taken every care I can to rid this group of their influence, we aren't so foolish as to believe we have been completely successful.” “I am afraid that we cannot wait any longer for this. We must leave you to discover which of your colleagues is in their pocket. Hopefully, even with them trying to stop us, we shall still succeed. When I have finalised the plans for tonight, we shall make our first excursion. ...I wish to note that I will require any participants in tonight's attack to be sober, and that being drunk all the time will not endear me to you. We have ways of sobering you up, and they are not pleasant. I trust you will not disappoint me.” The screen shut off suddenly, with no farewell message. Lord Yolen's assistant did not seem to be perturbed by this though, and the projector screen started to raise again at her command. Then she seemed to hesitate a little, as if recalling the correct words. “...Last orders, please?” Player List Day 1 has begun! It will end at 8PM GMT on Monday evening. To answer Mailliw73's question about the Assassin Role: If the Assassin is an Eliminator, they get a one-shot kill. If they are a Villager, things are much more complicated. Village Assassins can target any number of players. If they are all Eliminators, then they all die. Otherwise, the attempt completely fails. The Village Assassin only gets one shot at using this ability.
  8. LG17: Heronfall Sixty-seven years ago, Wyran Heron was born, and The Third World of Scadrial died. Nine others were born later that same year. Whether planned by Harmony or not, or perhaps even lingering elements of The Set, ten children were born with great and terrible strengths, each both Allomantically and Feruchemically complete. With powers bordering on the divine, they carved the world up between them through feats of manipulation and cunning and strength. Ten Lord Rulers, with ten Final empires to rule; the Megacorporations of Scadrial. Now the Megacorporations control almost everything. To keep the peace between them and maintain control, each holds a monopoly on some vital aspect of life - food, metals, and so on. Their power is so great that they are even considered to be sovereign countries in their own rights, with none willing to oppose them for fear of their lives being destroyed by the vindictive companies. Those who work for a Megacorp are guaranteed a safe and comfortable life within the family, 'from cradle to grave'. Those that do not, however, are cast to the wayside. They are the Skaa of the Fourth World. But with great power comes great paranoia. Compounding is no longer a secret for the common people, and even Hemalurgy is known of in both the darkest and the brightest parts of the world. There is one thing they fear more than each other - That more of their kind would grow to oppose them, or worse, all the people of the world become gods like them. From this fear grew the Hemalurgically Identified Spirit System. The HISS was designed to track everyone unique via small computerised chips embedded in the skin, acting as spikes to observe and ensure that people did not engage in Hemalurgy. This was not the reason they gave, of course; HISSes are used for every aspect of daily life, including employment, banking and even accessing The Cognitive Matrix. For one reason or another, you despise the Megacorporations enough to be HISSless, one of the forgotten people of the world. What is there for you to do but live in the underworld? But you have less savoury talents than most. You are employed as a Mistrunner, a person employed by the wealthy elite, other Mistrunners, or even sometimes other Megacorporations, for seedy purposes. In your time, you might have been a part of bodyguarding duties, 'retrieving' valuable goods, or even the dangerous task of breaking into and hacking Megacorporation assets. But like the Skaa Rebellion in the tales, you know that it is futile. There are whispers of change on the wind, however. You have a new benefactor, Feis Yolen, a man whom it is rumoured belongs to the most secretive and powerful Mistrunner group in the world - The Seventeenth Shard. And he thinks big. By bringing together representatives from a large number of Mistrunner crews, he hopes to emulate the Survivor himself - Destabilise the establishment, and create a war between the Megacorporations. Then, while they're distracted, he wants to steal the atium that keeps them young and ensures their dominance over the world for many years to come. To that end, they must break into their secure facilities and steal data until they find the location they keep it and the location of the source. But with so many teams in one place, it is inevitable that some will be compromised. The job cannot wait though. The longer it takes, the more likely that the Megacorporations will tighten their hold on the world and kill more Mistrunner crews. The risks are high, but the rewards are greater still. The dingy bar that you are called to for this job is fairly standard for businesses in the underworld. It is dark and poorly lit (though possibly by choice rather than accident or necessity), and there is a lingering smell of strong alcohol in the room. Too strong, in fact. The smell is almost that of pure ethanol, and there is a very real sense that the building would not so much burn as caramelise if a fire broke out. There are no patrons here, or at least no actual ones. It is very obvious that all who are here before you are here for this job. Behind the bar, and surveying the rest of the room with no concealed distaste, is a young woman. It is obvious that she would prefer to be anywhere else; her glares and the wrinkling of her nose at the smell say that much. The other evidence for this is that she is wearing a rather expensive suit, the sort that a higher ranking employee in a Megacorp might wear in order to be noticed. Whenever a drink is ordered, she takes great care when serving it to avoid marking her clothes, slowly filling the glass and placing it between her and her customer cautiously. The service might be poor, but it's quickly forgiven whenever she says that it is a free bar. You take your drink with no small amount of amusement and thanks for the fact that you didn't have to pay for it, and sit with a few people you half-recognise but don't really know. People you have heard of, that you only really know by their Mistrunner handles, their descriptive nicknames. Surveying the room, you also note with some slight sadness that there are fewer of you than you would expect for a job like this. The Lone Shard crackdowns on Mistrunners seem to be having their effect. Returning to your drink and the polite but anxious light conversation that is sprinkling through the room, your mind turns to the job at hand. Your new employer, Feis Yolen, wants to take down the Megacorps, entities that have existed for decades and only become stronger with each passing moment. How it will be done, if it can even be done at all, you have no idea. But at this point, you are past caring. You signed your crew onto this mission because you have a dream of a world without the tyranny of the Megacorporations, and you will go to any lengths to realise it. No matter the cost, you will be free - in this life, or the next. General Rules While the game for the most part runs as a standard Long Game, there is one important addition: Between the Day and Night Turns, there is also a Planning Turn, based on the Resistance deception game. The Day Turn is the same as normal and lasts 48 hours. A vote will be taken and a player lynched, as usual. In the event of a tie, or of no player gathering two votes, no lynch will occur. During the Planning Turn, one player is publicly chosen at random. That player must assemble a team from the living players and inform the GM of their choice in private via their game PM. The Planning Turn lasts 24 hours. If no team is chosen, then the planner is lynched for indecision. The planner does not have to go on the mission. While I will accept Night Actions during the Planning Turn, note that it could be invalidated by the choice of players on the mission, as actions cannot be used on players on the mission. The Night Turn also lasts 24 hours, and for most people is the same as normal. At the start of the mission, the players on the mission will be publicly stated. Players who are on the mission cannot post in the thread, or use or be affected by actions. They must each message the GM via their game PM, informing them of whether they want the mission to succeed or not. If at least one player votes 'no', then the mission fails, and a random loyal crewmember on the mission dies. The players will be informed that the mission failed, but not how many 'no' votes there were, or how people voted. A Loyalist who does not message the GM will be treated as a failure vote, but they will be the one to die rather than one chosen at random. A Traitor who doesn't inform the GM is treated as a success vote. Check the thread to see if you're on the mission! Eliminators Traitorous crewmembers know the identity of their allies automatically, and share a Google doc to conspire on. Each Night, one of them may inform the GM of a player who is not on the mission that they wish to kill. If multiple players are chosen, then the first player who sent the PM will carry out the kill. The Eliminators win if they either outnumber the crew, or if the crew do not have enough players left to carry out a mission. The Eliminators lose if they all die. Roles Flavour-wise, unlike in previous games, your Roles are not based on your character's abilities - Your character may be completely separate from the specialisation of their crew, so feel free to pick whatever Allomantic and/or Feruchemical power you want for the sake of your RP. These Specialisations (as well as the Eliminator kill) cannot target people on the mission. Communications Expert - Your crew is one of the best when it comes to making connections between people in the field. While there is still one Communications Specialist still alive, players may send PMs to each other during the Planning and Night Turns. No PMs may be sent during the Day Turn (as you're all in the bar together anyway, so you may be overheard). As a Night Action, you may also either send an anonymous message to another player through the GM, or send a message to the GM to post in the write-up. Medical Knowledge - Your crew has an extensive knowledge of healing and surgery thanks to its somewhat reckless past, and combined with the advancements 'procured' from Megacorp installations, you can patch anyone up almost instantly. As a Night Action, you may target yourself or another player and save them from death if they would die that Night. Well-Connected - Your crew works best with people, manipulating and misdirecting them into thinking that they want to give you what you want without them ever realising. As a Night Action, you may target another player and... persuade them to see things your way the next day. That player's vote will change to be on another player of your choice. This choice is made during the Day. This change will be reflected in the number of votes in the writeup, but the player will still appear to have voted for their original choice. Temporal Displacement - Your crew consists of many, many Pulsers and Sliders, able to subtly change the flow of time in miniscule ways around people here and there. You may target two players at once each Night Turn. The first will have his action copied onto the second in addition to any other targets it may have. They will be informed of this and the results of both their actions. If a kill is copied in this way, they will be written as separate events in the writeup. Assassins - You're the best at what you do, and what you do isn't very nice. Death is a form of art for you, and you take it very seriously. Each Night, you may target any number of players and take out the key players in their Crew, killing that player. However, if you happen to target an innocent with these attacks, your action will be entirely negated. This attempt is a one-shot use. If you are an Eliminator, you instead get a one-shot kill. Hackers - Your crew is good at sniffing out hidden information from the Cognitive Matrix, no matter where it may be or how many locked doors it is behind. Each Night, you may invade Heron IndustriesTM' computers in a targeted strike, and discover target player's Alignment. Data Gathering - Your people have so much information at your fingertips already, thanks to your plants in the Lone Shard police force and other spies. The problem is just finding it, which will take quite some time, even if you know what you're looking for. Each Night, you may discover target player's Specialisation. False Trails - Your crew is extremely good at covering tracks - both its own, and those of others. Each Night Cycle, you can hide the Alignment and Role of yourself and/or another player during the next Cycle. This causes the target(s) to appear as Non-Specialist and Loyal. Unless stated otherwise by the player, you are assumed to be using this ability at Night on yourself. Non-Specialist - You provide the brute force (or brute intelligence, whichever is required) for the job. While you may not provide a specific strength, your versatility allows you to contribute particularly well to missions. Player List The game will begin on Saturday 6th at 8PM GMT. Quick Links:
  9. The Innistrad-onwards restriction is a bit difficult - 'Chaos' decks are hard to build at the best of times, and a large chunk of them are pre-Innistrad. But I suppose it all depends on what you mean by 'Chaos'. Actual randomness puts you immediately into Red. Almost no two-ways about it. The only particularly sensible 'Chaos' card I can think of in this time period is Possibility Storm, from the Return to Ravnica block. Whenever you cast a spell, you instead cast the first one you come across in your deck with the same Type. The other entirely random cards since Innistrad are frankly so bad as to be unplayable even within the theme. Before then, the only other one I can think of which isn't coin-flips is Scrambleverse. Alternatively, there is the more playable Guild Feud from that block, which basically puts you into RG as deck colours with big Creatures being cheated out. That may not be what you're looking for though, as it still feels a bit like an actual deck. A bit older, and less random but still fairly chaotic is the Cascade mechanic, possibly pairing with Possibility Storm for chains of spells. The issue with this as an idea though is that a lot of the Cascade cards are rather expensive for what they do. Not sure this is of much help, but it may spark an idea or two. It just depends on the flavour of chaos you want to implement, and how much you care about the deck being playable or wanting to play it.
  10. I am busy on the weekends of the 17th and 31st (Magic pre-release event and birthday stuff respectively), so I have decided that I shall start the next Generation on the 7th of February. A bit of a longer gap than I wanted or intended, but stuff crops up. I will make a few decisions about the stuff already discussed in the meantime.
  11. I would like to point out that this makes three Village Smokers dead, which potentially tells us something. Regardless of whether or not there are any more Smokers, and whether any extras are Eliminators or not, it's important to note that three Village Smokers hints towards the Eliminators having more than one of a Soother, a Rioter and a Seeker (ignoring the possibility of Mistborn too). Also worth noting, Mark appears to be trying to point out his innocence here by pointing out how he didn't vote for a Villager. He's very much still on my suspicion list, but I've been giving him the benefit of the doubt. It has to run out at some point though...
  12. The fact that you're arguing to keep me alive doesn't enter into this vote. I'm not going to be bribed into not voting for you by that . Also, this new post of yours doesn't really have much of substance either, and I was kind of hoping to get more out of you which is new, rather than just repeating that mantra. Do you not have an opinion on how things are going right now, with regards to Hellscythe being up for the lynch for a third time already?
  13. Hellscythe, you've answered your own question as to why I wasn't killed instead of STINK - Because you think it is entirely and 100% obvious that I am an Eliminator. Why would they do it when they (or perhaps when you) can instead cajole others into doing it. Sigh... Hellscythe, I'm really not sure what to think about you. You could be tunneling onto me because you are genuinely suspicious of me (though wrong), or because you're an Eliminator who really does think they can get me lynched. Honestly, at this point I'm starting to be more suspicious of Mailliw and Elbereth, just because I'm thinking you'd have a bit more support if you were one, and you seem like an obvious lynch target at this point. I'm not going to vote for you, not yet. I'm going to put a vote on Hreo again, as he's posted but hasn't actually contributed anything with that post.
  14. I don't see why you think it's Villagers killing Villagers just because Venture was innocent and there were no Soothings/Riotings going on. Venture was in a comfortable lead, as votes go, so there would be no point in using Emotional Allomancy. Also, it was the lynch of a Villager. The only possible reasons the Eliminators would have to Sooth or Riot would be to create confusion or to try and get someone else lynched (tricky, as they would need a Soothing and a Rioting). So I really don't think it clears any of those four at all.
  15. The confusion arises because you say that if I'm not, then Stink will be. Or do you mean that if I'm not, then STINK must be for him to want me dead, and it's co-incidence that we are both Tineyes? If it's like that, then I'm sorry for the misunderstanding. Keeping my vote there for the moment, but it's probable that it will shift before I head off. I must admit, STINK does appear to be muddying the waters a little at the moment, as others have said. How do you know that there is an Eliminator within a trust group, exactly? Unless the trust group is built incorrectly (and done by wishful thinking rather than a Seeker), then it sounds like the only way for this to actually be true is for the Seeker to be an Eliminator. In which case, what evidence have you of this? Regardless of which two it is, the person you are accusing is a trusted individual, so it sounds to me like it'd be fairly important to get the truth of this out. So what's going on here? I do agree though that the lynch of an inactive Eliminator isn't a tell-tale sign of innocence - It's happened before. In addition to this, the lynch only happened due to a Rioter, which means it was almost certainly lucky or accidental that an Eliminator was killed. Edit: With regards to a liason, is it worth a person in each group revealing themselves and offering to be scanned by the other to prove themselves before acting as a liason (and NOT a merge of the groups or complete pooling of information in case there is an Eliminator Seeker)? They can only kill one of the people who reveals themselves, and if they are Smoked, then we know the Eliminators have a Smoker for sure (I would be very disappointed if a Villager Smoked one of these two).
  16. I feel as though if STINK had been Seeked, he should probably have spoken up about it by now to avoid situations like recently where he may have been lynched. With regards to Hellscythe being lynched, we've tried that before and it didn't really work, so I'd kind of like to at least make sure he gets lynched this time, if we end up going that way. Would really prefer closure on that subject than re-treading the same old ground for a fourth day. Hreo, a question. Why are you so set on the idea that a Tineye must be evil? It seems a little odd for you to think so, considering that's a fairly large logical leap to make, and it just seems like a good excuse to start lynching Tineyes without appearing too Eliminator.
  17. This is no different from lynching just because someone has a Role. Ignoring that bit of 'evidence', the only actual reason you have is apparently a wild stab in the dark that it was either me or Kas (and then adding Mailliw, but ignoring Hreo and Alvron, as well as the less-old players who are still very experienced, such as Hael, Jain, Luckat and Orlok). I'd hope you have a better reason than your gut for this, we shouldn't need to go off gut feelings at this stage in the game - we have 3 Days and 4 Nights of interactions and occurrences that we can use now instead. If you have any actual reasoning, I'd be happy to hear it. Besides, what about our lovely PM? We were going to troll so many people together ...You know, fairly certain
  18. Hey, I said we should give up on lynching you for now, so kind of half-and-half . Stink says to continue killing Hellscythe too. Not sure why he wants to kill me all of a sudden though, never mentioned anything like this to me in our PM... Maybe it's because I forgot to do a double-Tineye message with him? You know what? STINK. Why do you want me lynched? First time you've mentioned this at all, as far as I can tell, so I'd rather like some reasons. I agree our Coinshot(s) appear to be inactive, which is a real pain. We must have one, it'd be too cruel to give the Eliminators a Lurcher and nothing to defend against .
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