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Everything posted by Wyrmhero
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That is quite possibly the worst we could have expected over night. They've really stifled our ability to detect Cultists, so now we have to rely on our own wits and ingenuity. Domi help us all... Does this actually tell us anything? Well, it tells us they were somewhat scared of being found, but that's probably sensible when you know Meta's one of them. Who did Meta target last night, and did anyone know about that? Did he get to use his ability, or was that countered by the poison? I'm very interested in this Kipper vs. Seonid thing going on here. If Seonid is a Cultist, then it seems silly to try and lynch one person at the expense of yourself like that. But if Kipper is one, then he has denied forgetting, and claimed it's a GM error. So if Seonid doesn't say that he received it later on, then we can assume that either Kipper did not give it away deliberately, or Seonid is lying to get him lynched. Is a person worth a Seon for the Cultist team? I'm not sure. Another thought is that Wonko isn't on the level, and the death of phattemer is a roundabout way of clearing him (as well as getting a Priest out the way). So the question I have is, who knew that phattemer was a Priest? Is it possible that Wonko is our leak?
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I think it's just that the possibility of people being able to replace you has meant that people are less worried about not being able to play after they sign up. I also wouldn't discount Eliminators dropping out, whoever said that, as people can now take advantage of the system to play when they wouldn't normally be able to. So, currently confirmed by Meta: Meta, Winter, Kas, Twei. Considering he found us an Eliminator, I am inclined to believe him. I doubt he would throw a player under a non-existent bus just to win, after all. Confirmed by Phattemer: Phatt, Renegade, Wilson, Neodynium. Wonko has been helping him, and so can probably be cleared. phattemer we are assuming to be truthful, and I will assume people are correct in that assumption. Confirmed by the lynch: Locke, Winter, Walin, Mailli, Feligon. While the lynch has killed four innocents, I'm inclined to believe it's on our side, since it's also killed a Cultist. Just going through Winter's posts, grabbing all that interest me: Day 1: Asks phattemer why he thinks Mckdee is a debtor if suspicious. Day 2: Thinks that the quasi-inactives have to go. Tries to get suspicion thrown on Wilson, but doesn't vote. Then starts looking at Downx, Wonko, Mckdee and Phatt. She explains away Downx as 'having a quick, logical reason', and Mckdee as trying to avoid themselves getting lynched. Phatt she proclaims suspicion of. Also jokingly accuses Kipper as a Gyorn. Winter did, however, fall into the Eliminator-Stops-to-Gloat trap, where she made a big thing about a sudden bandwagon. I therefore do not really think that any of the guys on the bandwagon are likely to be Eliminators (that is, wilson, Wonko, Dowanx, Mckeedee, phattemer) Night 2: Responds to Wilson's pointed-out people. Clanky she red-texts. Mostly she tells people to speak up. She allowed Luckat to slide with 'maybe some in real life reasons', whereas Clanky she accused due to his RP in the second Cycle. Mailliw she said offered useful advice. Day 3: Winter responds to Wonko's comment about having a Seon. She says she may have something to say on it later. She does not. Night 3: Says she understands why Mailliw was lynched, so didn't say anything. Also does a delicious mass-player-analysis, which I will cross-examine separately. Day 4: Says Meta isn't suspicious. Claims the Gyorn is an experienced player. She is then discovered and troll-mode engaged. So overall, it's probably what we would expect from an Eliminator. A lot of stuff thrown around, but nothing that really sticks. We only have one confirmation of alignment on the people she accused, so there's not too much to go on with it, but just from this, we ave four 'uncleared' people that she has pointed out: Clanky, Dowanx, Luckat and Mckeedee. So, analysing Winter's analysis. I'm going to put people into three camps: People Winter said were legit, that she was unsure of, and that she found suspicious. Legit Jain - She doesn't go into detail here, just saying she finds him a little suspicious but thinks he's a Villager. Potentially doesn't have a reason but wants to put him in the legit camp? Mckeedee - She is fairly certain he remained on the side of the righteous after the small mix-up that happened. But she then contradicts herself and says 'who knows'. This possibly is consistent, considering she said she thought he just didn't want to be lynched earlier. Kasimir - Says there's lots of discussion going on and that she trusts him. Judging from what Kas has said and done so far, I agree with her. little wilson - Again, another she trusts implicitly. Metacognition - Well, we know what those good reasons were now... Unsure Haelbarde - She said she was unsure despite the fact that he apparently was rather useful. I admit that the links would be a good way of appearing more Villager-y without actually doing anything to help the Village. Kipper - She notes his claimed role, and that's about it. No information as to whether she trusts him or not. Clanky - She says she doesn't distrust him, changing her mind about the bandwagon. She says its unlikely the Cultists would mess with it unless another of them were targets. The other people up for the chop that Day were Orlok, Mckeedee, Kipper, Araris Valerian, Pifferdoo and Wonko the Sane. Dowanx - Same reasons as Clanky, which tells us very little without providing any more evidence. Alvron - She has no idea about him. Araris Valerian - She says he is contributing to discussion, and not much else. The Honey Badger - No idea. Pifferdoo/Emerald - She neglects to comment due to the new player, despite the fact that she has all his previous work to judge the character on, despite the new player. Claincy - States that him having real-life stuff going on is a pain, but doesn't comment on his actions. ostrichofevil - No idea, says he's inactive. Karlin - No idea, says he's inactive. Aonar/Wyrmhero - Says she will have to go back over posts. Seonid - Says there's been some helpful stuff there, but nothing much to go on. Twei - Says there's nothing to go on. Wonko the Sane - As above. Luckat - States she was lurking before Winter poked her, but nothing much to go on. Suspicious Bort - She says she agrees with Wilson that he's probably Cultist. She also thinks we are missing confirming evidence. Considering that she was a Cultist, I doubt he is too. So, overall, let's cross out the people (well, person) she has flagged up as suspicious and the ones we are fairly sure about. Thus we are left with: Jain, Mckeedee, Haelbarde, Kipper, Clanky, Dowanx, Alvron, Araris Valerian, Pifferdoo/Emerald, Claincy, ostrichofevil, Karlin, Aonar/Wyrmhero, Seonid, Twei, Luckat. Of these, I am going to cross out the ones who were a part of the bandwagon which she spoke out against afterwards but then corrected herself with later. We are left with: Jain, Haelbarde, Kipper, Alvron, Araris Valerian, Pifferdoo/Emerald, Claincy, ostrichofevil, Karlin, Aonar/Wyrmhero, Seonid, Twei, Luckat. Notably, a lot of these people she declined to comment on. I find her trust of Jain suspicious, as she never gives a real reason for it, as well as her lack of comment on Pifferdoo. The people who are inactive but haven't been replaced are also suspicious, as that implies they are working behind the scenes. I couldn't really comment on the people themselves though, since I haven't been paying the greatest attention to the game since it started, what with exams and all. I'll have another think about it later or tomorrow. And I've been talking for a while (and this post has taken a bloody long time, what with finding information and getting distracted/having lunch), so I'll let someone else take the reins for a bit Edit: Missed Neodynium's seeking.
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- long game 12
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Clearly only an Eliminator would want the Wyrm Inquisition to begin. J'accuse! Edit: Seems the Inqusition's done a good job today already. Winter. Good work team. Let's go to the pub >>. ...In all seriousness, this is gonna take a long time for me to look over... Any helpful summary posts people can point me towards? Bah, nevermind, I really need to read it all. At least today's pretty much sorted out, so I don't need to join in properly quite yet.
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Ah, right. The players who get a bead of lerasium and become Mistborn will be public knowledge.
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Atium will come into play later in the game. It is not possible to obtain any during the First Generation.
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You're lucky Kas has dropped out and let the name be free again Added all the latest players to the list. As there are rather more than I expected (we are at 17 now), I am changing the rules slightly - The Turn will now be over at 6PM in my timezone, and then the new one will start at 9PM, to ensure I have enough time to get everything sorted out. Edit: I am also busy Sunday 7th, so I will actually start the game Saturday the 6th at 9PM instead. Players can still sign up for the game until 6PM BST on the Saturday. The first week will be slightly longer, but that's not too important.
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Look forward to seeing you in the Second Generation Added you to the list. Just need a name for your guy and House.
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Shame to hear that Claincy, but maybe you can join in later on People will all start with no previous holdings. The world has changed substantially. Who is to say that the kingdoms still want to follow their kings? Or even if they still exist at all... The writeup has been changed to reflect canon more closely as requested. Players are a selection of the elite from the various countries that followed Alendi.
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If that's all that needs to be done, then I am happy to change this. If Wilson changes her RP, then I will edit the writeup to make everything nice and believably canonical.
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You'll find out when the game begins. There are no Actions to take before the game begins on the 7th.
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Added Wonko and Aonar to the list. We will just say that the people in this cave were an assortment of Terrismen, priests, officials of various kinds and the ruling elite. That way everyone can be anything and we're not too bogged down on those details . Also, a small note to you guys. While I'm not against you discussing the game with the other players before it starts, I would prefer it if you refrained from making alliances yet. While it's all very Noble of you to make friends before the game starts, it's not quite fair on the people not in yet. Also, remember that I want to be in on these conversations, as well as the fact that I would like them to be archived for future referral.
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Ah, damnation. Didn't realise it was quite fabricated to that extent... We'll pretend these guys are his lesser friends, the guys who were the next best thing to the Feruchemists he didn't want . So yeah. Canon divergence already! ...Not the greatest idea, but for the best, at this point. I was already planning on bending the timelines a little for this game, so it was never going to be perfectly canon in the first place (especially with you guys messing up history). I guess there's no reason now though for the people not to have nobility within the cavern with them, so if you guys want to start as the old aristocracy, go ahead. I'm glad everyone seems so enthused. Now I just have to hope it lives up to the hype Noted. That's for the best, I think. I won't be accepting Actions until the game begins.
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The first Action isn't actually due until Sunday the 14th. Sunday the 7th is when the game starts, and then the Turn lasts a week. You're probably right about needing a separate story thread, really. I'll open up a new thread when the game actually begins for people to RP/perform actions in, and we can keep this as an informational/sign-up thread. If you'd like, you can start unmarried and secure it yourself. For simplicity's sake, however, in the First Generation players can start married if you'd prefer to get on with the whole ruling thing. My standard stance for games like this is 'stick to canon unless it's less fun'. I will be trying to visit the various things we know about The Final Empire's history, though they may not be temporally accurate (I may try to work that interesting snippet about our beloved Rashek in, if I can and if it fits ). There's also the fact that the actions of the players will change the history from what we know. While technically the plantations may not have sprung up in earnest until what would be the Fifth Generation, there's nothing to say the players can't get a head start on it
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Hang on a sec, the game hasn't started yet >>. Remember that the lerasium beads will be given out randomly when the game begins. Everyone else will have no Allomancy for the first Generation. Though that is an excellent example of an Action done publicly.
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Added you all to the list. Still over a week to sign up, so no rush Orlok. If you can't think of a name in the next week, give me a shout and I'll throw over a list from the MAG for you. Regardless, you're added to the list. To answer Adamir's questions: Actions take place at some nebulous, undefined time after the start of the Generation. It may be a week after, or a year after, it may be two years, etc. In the case of the First Generation, there will be a short sort of gap for you all to entrench yourselves in his new Empire before Actions begin. None of the characters generated here are able to manifest Feruchemy - The Lord Ruler turned all of those with the potential to unlock it into kandra and mistwraiths. That doesn't mean there may not be the possibility for a descendant to develop it in the near future... House Wars are pretty much inevitable. Infighting is not only allowed, but if you really want to get into the culture of the nobility and to rise above the other Houses, it is practically mandatory. How it affects your Reputations will depend on how you go about it. An interesting question. If your House Lord is disliked by your House, then having the heir assassinate him would certainly improve what they think of the heir. Conversely, if the House Lord is well-liked, then your House will dislike the new Lord a bit more. It won't be a complete reset, but it will certainly put you more towards the middle of the Reputation scale than before.
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Afraid not, the only rule about naming is that you can't have the same surname. You could be a Venture who takes a new name or something, but you can't be the same House/have the same House name.
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Adding you all to the list. Oh, minor rules thing I hadn't thought about - I am assuming that your First Generation characters are already married, to make things a bit simpler at the start of the game. The same will also be true of any player who joins in at a later date, their first character will begin married. Joe, he only turned Feruchemists into Mistwraiths and Kandra, so the rest of the Terris people are still around. You can't sign up as one of the kings, since you have to be around at the beginning of the game really, but you could just marry your children into royalty. Gamma, I need a name to go along with that House Unodus, good to have you with us. Same to you, Adamir. Be a shame if Mennet didn't get a bead now...
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Awesome. I've put a player list in the first post with you three on it - If you can all give me a name and a House name for your guys, that'd be great. Official House names, like Venture or Elariel, are all valid as well, if you can't think of any! The only thing is that you can't pick the same House name as another player.
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Most certainly, Winter. It's designed to be drop-in, drop-out as you want. I can even keep your House running quietly on the side for you to come back to if you can.
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They woke up to find the world on fire. The shelter they had constructed to keep them safe from the Deepness opened, and one brave soul looked out. The mists had gone. There was not a single trace of them. The volunteer let off a grin and opened the door fully, stepping out into the world, into the heat. He did not get far before collapsing, letting out choking, gasping breaths. The naked sun burnt down unrelentingly, searing his flesh and scorching his spirit away. In a final act of strength, he tried to push himself around, his eyes turning to his companions, hand reaching out as if to grasp them, begging them for help. But none was forthcoming; they had already closed the door again, the great stone barrier wedged tight to shield them from the heat. The man died, cursing his friends with the breath he could not even take. Hours later, there was a knock on the door from the outside. One of the occupants declared it to be the ghost of the dead man, come to tempt them to their deaths. There was little dissent, and the door remained closed. A second knock. This time, more insistent. The terrified refugees once again ignored it, though some clutched anything they could use as a weapon, their hands whitening as their grip tightened. They had few weapons, and no trained soldiers to wield them effectively. It was a gathering of the elite of the world, of nobility and priests, and Alendi had insisted it was a peaceful gathering, a shelter of equals with none able to intimidate the rest in the new world with a show of force. Neither did they have the strange magic of the Terris people to defend them, for the Worldbringers of Tathingdwen were safe in their own shelter under the city, and could not help them now. Three knocks. This one dislodged some of the earth at the top of the portal to their sanctuary. The group as one took a step back, their collective gasp drawing them together in their trepidation. No-one spoke. On the fourth knock, a crack appeared in the stone slab. It spread outwards radially, forking into tens and then hundreds of small breaks as it spread across the door. It reached the edge, and it held, briefly. Then it shattered into a myriad of pebbles and dust, a dull light bursting in from the outside. It was hidden slightly by a shadow in the doorway; a man. “R-Rashek?” One of them asked, incredulous. “It’s… It’s you! But how? What happened? Where is Alendi?” A scowl flittered across the man’s face, but before long it was replaced with a sigh. “Alendi failed,” He said. “That is the truth of it. The prophecy was a lie, as Kwaan said. My uncle saw far more than any other Worldbringer ever did.” “Then we are doomed. You’ve let the outside world in and now we will burn, like that poor fool.” “Poor fool? Ah, that explains the bones outside…” Rashek nodded to himself, dismissing their worries, and indeed the death of a person he most likely knew. “Yes, he was unfortunate indeed. He left while I was making… minor adjustments… to the world.” “Minor adjustments? What are you talking about?” “The Hero of Ages has failed,” Rashek nodded. “But I did not. For a brief moment, I touched infinity, I held a sliver of the power of god.” He shivered a little. “I moved the world closer to the sun.” He said, every syllable holding enormous weight behind it. “I left it too close; I have fixed that problem.” There was silence in the cave as each digested the meaning behind his words. Rashek had saved them, but apparently at a terrible cost. He had then fixed that, but all of them remembered Rashek’s impulsive behaviour, his arrogance. What price did the world pay to fix his mistake? Eventually, Rashek spoke again. “Come. We have much rebuilding to do, and a world to forge.” “A world to forge?” “Yes…” Rashek smiled. It was not a particularly nice smile, but nor was it malicious. It was grim, and foreboding, but it appeared he was far more harrowed by his experience than he would like to let on. He was less brash than usual, that was certain. More mature. “Consequences must be dealt with. We must bring the people of this world together under a single banner if we are to have any hope of surviving.” “You’re talking about conquest. Of war! The Worldbringers will never agree to this! We will never agree to this!” Rashek spread his hands, almost apologetically. “We are in a new world. Each of us must evolve to face it, or die with the old one. The Worldbringers have already made their choice.” He put his hands into his pockets as a new silence descended, before being shattered once again in an instant. “You’re insane!” Someone exclaimed. “You destroy our world, and hope to bend us to your will. Well, I'm not going to be your slave! I’m going to bring an end to your madness here and now!” they declared. A sword was drawn from its scabbard, and then they rushed at him with a sword in his hand. He swung it at Rashek’s head, an untrained but heavy-handed blow. Rashek did not move, did not even acknowledge the man. As his assailant drew close, the sword he held was flung from his grasp, soaring across the room to embed itself in the wall, still oscillating from the sheer force behind it. “I’m insane?” Rashek asked, looking at the man finally. “You attacked someone who was very recently an avatar of god. That makes you the mad one from where I am standing. No, not even that - It makes you treasonous and heretical.” Rashek drew his hand back and struck the man across his face. There was a crack as the neck snapped and the man hit the floor. As did a small metal bead. “Ah yes.” Rashek put his hand out, and the metal bead willingly obeyed his command, raising itself into the palm of his hand as though it had a mind of its own. He closed his fist around it, then turned his hand out so his palm was facing the roof when he opened it again. Within were eight more similar beads as well as the ninth he had dropped. “I know that not all of you feel the same way. We have new opportunities here, a chance to rechart the course of the world according to what we desire,” he sneered, “not what some philosophers prattle on about in their pathetic dotage. There is power here, and glory and wealth, for those of you who want to seize it. Allomancy is a strength beyond Feruchemy, beyond anything you could ever dream of. I offer you this gift if you help me.”” “I count many of you here as my friends, and so I trust you will make the right decision. Know that I say the truth when I say that the only way for humanity to survive is together, as one people. You followed Alendi when he said the same thing. Will you follow me?” Fluff The game starts just after the Ascension of The Lord Ruler, in the year 0 of his reign, and will end in the year 1020 - about two years before the events of Mistborn: The Final Empire. Players begin as one of Rashek’s closest companions, directly after the events of his Ascension. The game is designed as a 'free-form' RPG, inspired by a variety of sources - mostly city-builders and simulation games. Your actions will not only affect your House, but also those of other Houses, and perhaps even the very course of The Final Empire in the long-run. For the sake of roleplaying, it should be noted that your starting characters have no experience of Allomancy, and that if something hasn't been explicitly introduced, it probably does not exist (or is not known of) yet. Nor are any of the secrets of the books yours to exploit, at least at the start. The Final Empire's most (in)famous aspects will slowly unfold before you over Generations, and it's up to you to capitalise on that gradual roll-out. Any number of players can play this game - It is effectively drop-in/drop-out, in many ways. Whenever a player signs up, they will be added to the game at the beginning of the next Generation with a new House to govern. Players who sign up after the game starts will have a slighter weaker House than most players, as they cannot govern how it has developed over the years (and so it will be a bit randomly generated) - but that won't stop you from competing with entrenched players. Rules How to Play the Game At the start of the game, up to nine lerasium beads will be given out to random players - If there are nine or less players, each player will be given one. If you wish to sign up for the start, then go ahead! RP away (or don't. While RP is highly encouraged in the thread, it's not necessary before the game starts). If you need help with name(s) for either Terrismen or Nobles, I can provide the name tables from the Mistborn Adventure Game, with a bit of effort. I also need the name of your House. There's no restrictions on this as to whether it's an official one or not, just as long as another player hasn't picked the same House name already. The game will take place over eleven Generations, one per century (in order to make it not last four years...), and each Generation lasts a total of four Turns. Each Turn lasts a week. Thus the game will last a total of 44 weeks. There is no 'win' condition for the game, as such (nor is there a loss condition). How can you compare the strength of one House to another, after all? This is more-or-less an evolving roleplaying setting, with statistics used to take measures of things. At the end of the game, such information will become public knowledge, and I may make a judgement on the 'winning' House, if such a thing can be seen easily. Players may discuss in private conversations as well as on the main thread, though I would like both to be in on such conversations, and for them to be on a Google doc so they can be posted at the end of the game for general perusal. These conversations may not be edited in any way except for spelling and grammar. Some rules may be added or changed depending on the course of the game - This is as much an experiment as it is a game. If so, they’ll be added here. A link to all the rules and writeups, including this one, can be found in my signature for relatively quick reference. Actions During each Turn, players may choose up to three Actions for their House to take. These are taken by messaging the GM to inform him of what you are doing. One of these must be stated publicly in the thread as well. If this is not done, none of the Actions will have any effect. There is no set list of Actions for players to take - It is a game of exploration. I will be converting any Actions taken into effects on numerical Statistics. Usually actions will succeed, unless they are opposed by another player (such as assassinations), or your House is in dire circumstances (such as being utterly broke). In that case, I will use a combination of the data and RNG to decide the outcome. Whenever you take an action, as it relies on my interpretation, it's always best to be as clear as possible about it. In most cases, try to answer the following questions: Who? - Who is performing the Action, and in what manner? Lord Heron is performing this action, in his capacity as House Lord. What? - What is the Action itself? Lord Heron is buying mines and smelters. Where? - Where does this Action take place? Near the mountains of the Northern Dominance. When? - Not just the general sort of time in-RP you are performing the action, but what numbered action is this (in case of conflict)? This is my 2nd Action for the Turn. Why? - What do you hope to achieve if all goes perfectly? I want to buy the mines so I can sell Allomantic metals for long-term benefit at a short-term cost. There are a few things that can also affect the outcome of a Turn other than your Statistics and your Actions. For example, how many other people have attempted something similar this Generation may have a strong effect on the cost and benefits of your actions (say, if lots of property was bought at the same time). Sometimes the RP you perform may grant you an additional bonus. Statistics Statistics are simply a measure of your House and how strong it is. These will change over the course of the game by quite a bit, and all are directly affected by you using Actions. Allomantic Strength - A measure of the number of Mistings and Mistborn your House has, and their general strength. This will globally tend to decrease over time, and it can also decrease by marrying with Houses with lower Allomantic Strength. All players starting as Mistborn in the First Generation have an Allomantic Strength of 10000 (with just a single Mistborn, of course). Other players have a starting Allomantic Strength of 0 and no Allomancers. Martial Prowess - This basically counts the strength and skill of your guardsmen and so on. Martial Prowess is used for military action, assassinations, and defending yourself from attacks. This begins at 10. Wealth - This is a measure of how many Imperials (Boxings) you have access to at any immediate time. It is used to purchase Goods, Properties and services (or perhaps bribes). Most Actions will either have a Wealth cost or generate Wealth. A low Wealth value may lead to actions failing. This begins at 10. Goods - Goods keeps track of how much you have for trade deals and the like. Certain Properties will help generate Goods. Goods provide minor benefits and may have other uses as well. You do not begin with any Goods. Property - Properties can be used to gain additional Wealth or Goods over time. They cost Wealth to purchase, and can include housing and businesses. Property has a beneficial effect on your House or their statistics. You begin with just your House Keep in the city of Luthadel. Respect - This is a measure of how known you are for good business dealings and impressive feats to NPC Nobles and, to a lesser extent, other players. Any Action which gains or loses you Respect will be public knowledge, as is the value of the statistic itself. This begins at 0. Infamy - This statistic is a measure of how good your House is at repaying insults and slights, and also of how ruthless you are. Any Action which gains or loses you Infamy will be public knowledge, as is the value of the statistic itself. This begins at 0. Reputation Reputation is a statistic that is not known to you, and generally you are not informed of when it changes (though you may be able to make an educated guess). Reputation is a measure of how well liked you and the family in charge of your House are. There are five different Reputations, and each begins at 50%: Reputation (House) - This is a measure of how well liked the family in charge of your House is liked by the other members of your House. If it becomes too low, you are in danger of facing attacks from the inside. Reputation (The Lord Ruler) - Obviously you want to remain on The Lord Ruler's good side. Reputation (The Steel Ministry) - This covers all non-Inquisition Cantons. There is no Steel Ministry at the start of the game. Reputation (The Inquisition) - You want to remain on their good side too. There is no Inquisition at the start of the game. Reputation (Skaa) - Too low, and you risk a rebellion. Too high, and questions may be asked. The Generation Game As was previously mentioned, you as a player are the Lord or Lady in charge of your House for each of the eleven generations we play. Not only do you have to take command of your House and what it does, but you also have a duty to create the next Lord or Lady. During each Generation, you can Try For An Heir as an Action (assuming you have a wife/husband). This may be done once per Turn for a Lady or the wife of a Lord. If you have no Heirs yet, this Action is automatically successful. The chance is halved for each Heir you already have. There is an equal chance that the child will be male or female. It would be helpful if you had names in mind for the Heir. You may choose a Designated Heir at any time - If you do not, then the eldest male inherits. Children being born and Heirs being Designated are both public knowledge. If a character has no Heirs at the end of the Generation, Designated or otherwise, then the line is traced back up their family tree to give them a randomly-generated Heir, one not of their choice. Their House will also suffer slightly for it. Before the end of the Generation, you are advised to Marry your Heirs off to the children of other players or NPCs. Your first character automatically begins married. Female Heirs tend to marry into other families, and cease being your Heirs (in special circumstances, this may not be true for either). If your Designated Heir is not married at the end of the Generation, they will be quickly married off in less favourable circumstances. Players may make their own arrangements when marrying their Heirs off to each other. A player who receives a Marriage request (via an Action from another player) has one Turn to accept to it. This does not use an Action. In the case of NPC marriages, the husband of the pairing will pay a dowry. This dowry will be dependant on various factors to do with the player's statistics. You may spend additional Actions finding a more favourable match-up (or currying favour) if you wish. In a staggering coincidence, it turns out that the child of the character of a Generation is exactly the same as the next Generation's character. Your Designated Heir will be your next character during the following Generation. Between Generations, a few other things will occur as well - A small randomisation of parameters to represent the passing years. In addition to this, at the start of the Second Generation, Houses still without Allomancy will obtain some Allomantic Strength, and their character will be granted Allomancy. This will be weaker than if they married the descendant of one of the original nine Mistborn. Events Events can occur which may demand a response from the players it affects. The response locks up an Action for that Turn, but generally has a more powerful effect than a normal Action would. There are two type of Events that may occur in the game: A Global Event is something that happens in the world at large. Generally speaking, this will tend to occur at the beginning of each Generation. A House Event is something that only affects your House, due to the Actions you or other players have taken, such responding to a Skaa rebellion. This may happen during any Turn. Rollover Each Turn finishes at 6PM on Sunday, and new turns will start three hours later at 9PM, all according to my clock (which is the GMT timezone, currently in British Summer Time), after I have posted any public information in the writeup. It is handy if I have Actions in before then, but not too vital; you can change your mind about what you’re doing right up to the last minute, and I’ll curse you for it, but I won’t complain about it. There is no preferential treatment for Actions based on when they are sent in or anything like that. Sign-ups end at 6PM on Saturday the 6th of June, and the game will start at 9PM. Trading With regards to trades/contracts/marriages between players, there are two ways in which this can now occur. The player initiating the trade sends in an Action to the GM, either publicly or privately, as before. If the other player sends in an Action to respond to that trade on that Turn with exactly the same terms, then the trade will be carried out. Otherwise, the responding player will be notified they have a player requesting a trade at the start of the next Turn, and can respond to it during that Turn. The initiating player cannot cancel that trade or make use of what they are trading that Turn. If the responding player does not send in an Action to confirm the trade, then it is cancelled. Conveniently, if trading with an NPC House, you will always get the trade on that same Turn. Alternatively, contracts may be made between players over multiple turns. All details of the contract should be kept within it. Modifying or cancelling a contract requires both players to agree to the change and message the GM, but doesn't use an action. Cancelling a contract before it is finished may (or rather, ideally should) inflict penalties on the canceller. Properties When you buy a Property, you will be informed of how much it cost you, what it requires (if anything), and what it produces (whether Goods, Wealth or something else) each Turn. What it produces should be what you asked it to produce. If you do not have the raw materials required for the Property, it will automatically purchase the materials using your Wealth. Properties do not produce anything or cost any Upkeep on the turn they are purchased. You can temporarily shut down a Property without using an Action. Properties will cost 2 Wealth in Generation 1. Some Properties may produce multiple things (such as a blacksmith). If so, then you may designate what it creates each Turn. You may also choose to change production as a free Action (such as switching from swords to armour), though this will not take effect until the following Turn. You may choose to have your Property immediately sell what it produces. During the first Generation, assuming there are no extenuating circumstances, a basic Property of some kind will cost you 2 of your Wealth. If a property is unique (such as a trade route), then it cannot be bought from the GM if someone else owns it, and if multiple people attempt to purchase the same property at once, then the winner will be randomly selected or based on purchase order. The winner will also be charged slightly more than normal for having the winning 'bid'. Each Property you purchase will have a cost to keep it in good condition, to hire/feed workers and all that. This Upkeep cost will increase the more Properties you have. During the First Generation, each Property will add an Upkeep cost equal to half the number of Properties you own, rounded up (so 1-2 costs 1 each, 3-4 costs 2 each, etc). Your Luthadel Keep does not cost Upkeep itself, nor does it add to Upkeep. At some point, it may become economically unviable to purchase more Properties, though you may decide that you can take the hit for a while to produce Goods, etc. You are informed of what your Upkeep cost is at the beginning of each Turn. Upkeep costs will decrease over time to allow for a larger business empire. Can you survive the sinister and deadly world of the high society of The Final Empire? Will your descendants rule at The Lord Ruler's side, or be swept away like worthless skaa in his wake? Will your actions change the very nature of the Final Empire over the course of a thousand years? Will your House stand the test of time, and prove itself to be worthy of being an Heir to the Final Empire? Player List Winter Cloud - Cleo Venture little wilson - Kyara Wilson spencer12347 - Walin Walin Lord Pifferdoo - Primus Pifferdoo The Only Joe - Joel Tormander Gamma Fiend - Gamic Urbain Unodus - Turukseed Uethorn Adamir - Mennet Farrsolin Blank Fate - Cyrus Artorius Venture Mistborn - Ven Orielle OrlokTsubodai - Locke Tekiel Comatose - Lutha Elariel Aonar Faileas - Aodhan Izenry Quiver - Tydan Queade wblk - Sen Wair phattemer - Cofal Erikell Araris Valerian - Hadrian Penrod Renegade - Renea Garde
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Mental Addiction and Dependency, Emotional Allomancy, and You
Wyrmhero replied to Gamma Fiend's topic in Cosmere Discussion
With regards to the nuances of how emotional Allomancy works, I think you're forgetting that the Cosmere is more than the physical world. Perhaps it has no physical affect at all - it is a Mental metal, after all. That classification could just be due to the low level of science on Scadrial when it comes to neuroscience, though. I will be very interested to see how Allomancy works when there's a high-science setting backing it up. So, here's an interesting question. Gamma has brought up the idea of this being similar to recreational drug use, and that's led me along another path. I'm thinking of King Mithradites, in Ancient Greece. He spent ages ingesting small amounts of poisons to build up a gradual resistance to them. Could such a thing happen with emotional Allomancy? If you are Rioted enough, could your mind strengthen itself (we already see you can train it to feel when you're being affected by it), such that emotional Allomancy slowly starts losing its effect on you? Essentially an extension on the scares of drug addiction and searching for a larger high each time to counteract this effect. Alternatively, if it's used too much on you, could it indeed warp your mind to having that as your standard view on life? I'm more doubtful about that though, since duralumin + brass only has a temporary effect. That could just be due to the short time involved, however. At the very least, it would be a useful aid alongside standard medicinal treatments and therapies. As a minor aside, in the Mistborn Adventure Game's bonus novella, A House of Ash, there is a snippet with a person addicted to Rioting (as in, a Zinc Savant). Savants have literally affected their bodies to the point where they need to consume and burn the metal. Could we see Allomantic metals being regulated as well, not just because they are 'weapons', but because of the possible health problems with burning too much of them? Powers highs are definitely a thing, after all. Whenever I consider an urban-fantasy setting, I always wonder just how magic would (and if it should) be regulated. While not a long-term solution, law enforcement could certainly do with a few Soothers on the force to defuse a situation very quickly. Duralumin + Brass (or, a better/more workable idea, some Nicrobursts around) would be an incredible help to preventing violent crime if they're on the scene. Again, not a long-term solution, but certainly one that would be of use. For that matter, how does Rioting/Soothing affect the law? 'He Rioted me and made me do it'? With sufficient Allomantic strength behind it or Nicrobursting, it could be a thing. At what point does it stop being you to blame, and become someone else's culpability? If you were Soothed against your knowledge and signed a contract, is that contract legal due to being put under duress? Breeze doesn't see anything wrong with Soothing, but that's not how the corporate world would see it. It'd have to be illegal during elections as well, something people are already concerned about in Alloy of Law times (we see a Smoker run on exactly the issue of emotional Allomancy affecting politicians). And that's not even getting into the lobbying potentials of it... What about human rights groups? Britain doesn't like extraditing people if evidence obtained via torture may be used. Would the same be true of Soothing? Allowing already-polarising procedures such as abortion and euthanasia becomes infinitely more questionable too if there's the possibility of emotional manipulation involved. I think it's very questionable how much emotional Allomancy would be legal in the modern world. Not quite a mental health issue, yes, but something worth thinking about. Basically, I can't see emotional Allomancy being anything other than very strictly controlled. It's just too dangerous otherwise. Not that other Allomancy isn't, but... -
It's my last year at university, and everything's suddenly been happening without letting up. At the end of the QF game I ran, I had a week to hand in my dissertation, then a week to write a paper presentation, then a few days to prepare for my viva, then a week to finish my coursework... And now it's just revision, revision, revision, with exams this week and next week. I'm afraid I really don't have the time for the next fortnight to be a part of games - hence why I haven't even been a part of the spec doc in recent games. However, I'll be signing up again to games next month, when I have all the time in the world save for job-hunting. It's good to know I'm missed . Edit: I could possibly be a pitch-hitter though for anyone who has to leave after the 28th.
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I do not like the idea of doubling-up on Abilities, since that way gets a bit dangerous and harder to balance. I would be more inclined to have it do special transportation. I would have to think of ideas for those two, especially considering everyone would have access to them and it would be publicly known what Ability those people have. That's a bit difficult though - There are only so many Roles in Mafia that are useful, or at least only so many with how we set the games up. It might work as an anywhere-transportation or unique Ability-giver if it was restricted access, since it takes so long to walk the Pattern - You have to be in Amber to start with, and maybe only one person per Cycle could manage it. Walking the Pattern would then have the opportunity cost of failing and not going to another World. I'll think about it. I kind of want to avoid giving Worlds multiple Abilities like that, and I am especially cautious with defensive Abilities - I am even a little hesitant when it comes to a (slightly weaker) Bulletproof. I do like the idea of faking your death though, it must be said. I'm not sure how useful it is in a setting like this where Roles are not fixed, but it definitely has merit in other games. A passive anti-Telepath/Magnified Perceptions is also quite a good idea, since dual-Painting is a little weak (mostly it allows you to socialise easier). I think that can be added to it without any other changes needing to be made. Say Wilson is on Tir-na Nog'th, and discovers that on this World, she is a Telepath. She is, unfortunately, a Naive Telepath without her knowing, and only sees people as true Heirs to Amber. She eventually realises this, and goes to another world, where she is a False Telepath, and can only detect people as Courtiers of Chaos. Someone dies and disproves this, and she spends the rest of the game going to other Worlds. Unfortunately, she is not a True Telepath on any of the Worlds, and never gains the ability to properly figure out who is an Eliminator without doing something unreversible. In other words, players are not one type of Telepath, and they also do not have access to the full list of Abilities on their own, no matter how much they worldhop.
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Time for a fantasy world I've been thinking about making into a game for some time... Though I should note it's been a little bit of time since I've ready The Chronicles of Amber, so bear with me if there's some differences. The Heirs of Amber (LG) There is a Castle at one end of the Multiverse, known as Amber. The King, Oberon, rules there at the centre of creation, guardian of all he surveys. At the other end of the Multiverse, the world falls away to reveal the Pit of Chaos, from which it all that ever is and will be is formed. Here stands the Court of Chaos, a destabilising presence set against the rule of Oberon. Between the two lie varying degrees of Worlds, Shadows that take on varying degrees of the two True Worlds. At the centre of the Castle Amber lies the Pattern, an imprint of Order which provides a degree of stability in an otherwise turbulent, Chaotic sea. Each of Oberon’s sons and daughters has traversed the Pattern, at a great risk to their life. For this ordeal, they are granted the ability to walk between the Shadows, and even to craft Shadows of their own as they become immersed in the Pattern. While Oberon is undying, he is not invulnerable. He has faced the threat of being overthrown before, and sees threats everywhere with his keen eye. There is evidence of the hand of Chaos in his court, and there is nothing he fears more than that they may unravel the Pattern, returning the Multiverse to primordial chaos. Such paranoia is infectious. Whether son, daughter, or even further removed from him, each watches their fellow Heirs of Amber with a discerning gaze - even more than usual. Oberon has disappeared. There has been no warning, nor has there been any threat, or even anyone taking credit for this disappearance. Regardless of why he has vanished, all are in agreement that this would be the perfect time for Chaos to strike. Shadows are eyed with suspicion and fear. And when the Heirs of Amber get jumpy, they tend to lash out with disproportionate force. General Rules Lynches and win conditions are the same as usual. Lynches occur during the Day Turn, provided a player gets at least two votes and there is no tie. Each player has an Ability that they may use during the Night Turn, taking the normal place of Roles. The Courtiers of Chaos win if they outnumber the Heirs of Amber, and the Heirs of Amber win if all the Courtiers of Chaos are dead. The Courtiers of Chaos get a Chaos Kill Action each Night Turn, and conspire on a Google Doc. Through the course of the game, players may move between Worlds, walking between them via the Pattern. These do not work like Rooms in previous games - Worlds do not separate players and stop them using effects on each other; they only grant abilities. All players begin in Castle Amber and start with a Trump of Amber. Alignments are given out on death, but due to the nature of the game, not Abilities. The Trumps a player owns will only be given out for the lynch death. Shadow Worlds The Shadows of Amber are strange - They are a reflection of the True Worlds of Amber and the Court of Chaos, and they each have different quantities and qualities of each. Each obeys its own laws of physics, chemistry and biology, and only those who have followed the Pattern (or its Chaotic counterpart) to its completion without dying may move between them. At the end of each Day Turn, a player may utilise a World Trump to go to a World. A list of players on each World will be given out at the beginning of each Night Turn. All the worlds are known at the beginning of the game. Each World has its own rules, and thus whenever a player moves to a world, their Ability changes. Each player has their own, different ‘list’ of Abilities that they gain on the different worlds. For example, on Avalon, Kas may have the Regeneration Ability, but in Remba, he discovers Serendipitous Medicine. At the same time, Gamma may find Chemical Substitutions on Avalon, and have No Ability in Remba. Players in Amber have no uniquely-granted Ability, but they have the ear of the Castle and its inhabitants, and speak with their mutual antecendant’s voice. Players in Castle Amber gain an additional Vote for the lynch in the Day Turn. They may vote for two different people if they wish. Each player begins the game in Amber. Trumps A Trump is a Tarot-esque card, painted to perfection. Each depicts a person or scene in its totality, and they are filled with power. There are two types of Trump: Personal Trumps and World Trumps. A Personal Trump depicts a player, and can be used to talk to that player. Note, though, that it is not a two-way communication. A PM can be opened with any player who the PMer has a Trump for, but the other player may not respond unless they also have that player’s Trump. Players may open a PM like this at any time. If a player loses the Trump they are using to talk, they may not continue to talk to that player. World Trumps depict a Shadow of Amber. At the end of each Day Turn, a player may transport themselves to the location on one of their World Trumps as a free action. A player may Paint one Trump each Cycle as an Action, and may be gifted to players on the same world at the end of a Turn as a free action (or when the Trump is first painted). If a player is killed, their Trumps are given to the killer. If a player is lynched, their Trumps are lost. Players start with a handful of Trumps, in addition to the Trump of Amber. Abilities Voice of Oberon - Players on Amber get the ability to vote twice, for the same or separate players. This is the only ability players on Amber can get, and all players get it. Regeneration - Your natural superhuman regeneration body is sped up considerably on this World. If you are killed on this World during the Night, you do not die. The trade-off for this is that you cannot use Actions, post in the thread, go to other Worlds, or use Trumps to talk to people during the next Day Turn as you heal yourself. Chemical Substitutions - Gunpowder may not work on Amber or most other worlds, but you’ve found something far more reliable instead. During the Night, you may use this to kill someone. Shadow-Self - On this world, there is a Shadow of you. This allows you to duplicate even artistry with no additional effort on your part by using your reflection. Whenever you paint a Trump on this world, you instead paint two of the same Trump. Your Shadow also throws off attempts at detection, shielding you from having your Alignment and Abilities discovered. The person attempting this will be informed that their attempt failed. Serendipitous Medicine - You took a few chemicals with you to this World, and now it turns out they’ve bonded into something else here. Even better, the new compound can be used as a medicine. You may use an Action each Night Turn to save a player from death if they would die that Night. This triggers before Regeneration. Slowed Time - While on this world, any Action that is used on you, or any action you take (including moving between Worlds), happens one Turn after it would normally. Magnified Perception - Your body seems to ‘feel’ things more clearly and strongly here. As a Night Action, you may discover all of the Abilities a player has been granted so far and the order they were granted it in. Telepathic Connections - Through your familial connection, even without a Trump, your mental powers are strengthened enough on this World to skim the thoughts of the other Heirs. As an Action, you are able to read the thoughts of other players while on a World that grants this ability. However, you are not sure whether you are reading the thoughts of the right person - or even if they aren’t actively working against you. You may be a True Telepath, a Naive Telepath, or a False Telepath. No Ability - Some Worlds are close enough to Amber for a player that they do not grant any Abilities. I think there's only one thing I'd quite like for this, aside from maybe a few more Abilities here, and that is if someone can figure out a way to use The Pattern in Amber. The only thing I could think of was random World transportation, but I want to avoid that to make World Trumps stronger.
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The Dreaming is one of the planes of existance in The Sandman comics by Neil Gaiman. I based the Roles off of characters who live in the Dreaming, aside from The False Librarian, which is more of a balancing mechanic (I am tempted to remove it though because of the fact that it doesn't match the books).
