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Wyrmhero

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Everything posted by Wyrmhero

  1. There is no time limit. That's just a bit of flavour, really, to explain why they can't just get help. Engineers can be traitors - They can start as them, or turn into them. In this case, they do not count for whether or not the HI is subverted. Essentially, they would be Assistants. This is part of the reason I would like a little more for the Engineers, to prevent them from just being roleless but vital, if you see what I mean. The Personnel Officer's ability will happen before kills, so the HI would not be subverted in this case. As only their target gets them IP, it's more that they can gain points off of thrice as many Roles as other players. Yes, it will probably cause bandwagons. I'm not entirely decided if that's a good thing or not, since it works entirely with the theme of the game. However, that many disruptive influences may be a few too many to make it justified.
  2. I think a mix of complicated and simple works best, really. We need simpler games to remain as a base line, something for people to either start on or use as a place to start when designing their own. From that, I think that currently we should be adding small amounts of complexity into the simpler stuff, changing two or three things and seeing what works and doesn't work. When we get around to the sort of time when we might rerun older games, then we can start looking at making things a lot more complex.
  3. I'm not sure what I blame this on... Probably my brain at 2AM. Here's a sequel(ish) to my House War game. Standard rules for Scadrialish games, but with a small change to the Pewterarm, and the addition of a Mayor-esque function, as seen in LG6, and another personal victory condition. A House Divided (LG) House Heron has been a major part of Luthadel's circle of intrigue for over four hundred years. It has survived assassinations, censure, Inquisitions, and even the Skaa Rebellion infiltraiting it to overthrow it. With strong ties to the Steel Ministry, and in particular the Inquisition, it is perhaps one of the strongest, richest and most knowledgeable Houses in The Final Empire. But Lord Heron is dying, and he has no children. House Heron cannot fall because of the death of one man, even their Lord. And so, he has decreed that he shall adopt a child from a branch family as his heir, and they shall be the Lord or Lady Heron after him. It is up to the candidates to show that they are best to inherit, whether through cajoling or lying or blackmail or killing off the competition. But while such subterfuge is complicated, it is the easiest part of this. One of the candidates has been killed in an accident (a real one, not an 'accident'). They have been found to have writings that claim they are a part of a secret group, trying to take control of House Heron. On their body, metal pierced them in many places. Lord Heron will not say what that means, only that their allies cannot take control of House Heron and its secrets. General Rules This plays similarly to a standard game of Elimination. There will be several Spiked players hidden amongst the candidates, who collaborate on a Google Doc, and the game follows the normal sequence of Day/Night Turns, with votes being taken in the Day, and most actions taking place at Night. Players have one action per Cycle. However, where this game differs is in the voting system. Political capital is difficult to obtain, and one cannot make allies without also making enemies. Whenever a player votes, they must choose one player to Condemn, and one player to Praise. A player cannot Condemn without Praising, and vice versa. Players cannot Condemn or Praise themselves, nor can they Condemn and Praise the same person. A player can change their vote, but cannot simply remove their Condemn or Praise votes without removing both. At the end of the Day Turn, the player with the most Condemnation votes has a little... 'accident'... arranged for them by House Heron to prevent their reputation being sullied (i.e., this is the lynch, renamed. It's unseemly to just kill people, after all). The player who has been Praised the most will be noted, and their vote will count double during the next day - for both Condemn and Praise votes. They will also gain one Inheritance Point. Players who die during either the Day or Night will have their Role and Alignment revealed, but not the number of IPs they obtained. Players may gain additional IPs through voting or their Roles. Each player who votes for an Eliminator when they are killed by an 'accident' will gain 1 IP. There will not be a running total on IPs, nor will players be informed as to when they have gained them. The game ends when either all the Spiked are dead and the Loyalists win, or the Spiked can outvote the Loyalists, and the Spiked win. The surviving player with the most IPs becomes the new Lord or Lady Heron. If they are also on the winning team, they win a personal victory if Loyal, or enhance their team's victory if Spiked (and get bragging rights for being able to manipulate the Loyal players into putting them in charge). Roles Each player will have one of the Roles assigned below, which are mostly standard for Scadrial games with Allomancers, but with a small twist. Note that Physical Metals are Night abilities, whereas Mental Metals are Day abilities. Pewterarm - You cannot die at Night when you use this metal (it must be declared as your action). As you are hard to kill, you would make a fairly useful candidate for leader of the House. As such, when you are attacked in this way and forced to reveal your power, you gain 2 IPs. Tineye - As long as a Tineye is alive, players may send messages to each other, but only during the Night Turn. They may also send a message to the GM to be posted anonymously during the write-up, and they may discover the number of IPs that a targeted player has. Both may be done in the same action. If the player they target has the highest number of IPs at the end of the Night Turn, the Tineye will gain 1 IP. Coinshot - You may target another player during the Night and attempt to kill them. Whenever you attack a Spiked player in this way, even if they do not die, you gain 1 IP. Lurcher - You may protect a player (including yourself) during the Night from one kill attempt. If your target survives the night despite being attacked, you gain 1 IP. Rioter - You may change another player's vote during the Day. You may target a single player, changing their Condemn vote, their Praise vote, or both. Your own vote(s) of the same kind will be nullified that Turn. Soother - You may cancel out other players' votes during the Day. You may target either one player's Condemn vote, or two players' Praise votes. Smoker - You can hide Allomancy from Seekers, as well as prevent Rioters and Soothers having an effect the next day. Each Day that you use your metal, you protect yourself and up to one other player from Seeking, Rioting and Soothing. Whenever you protect another player from these abilities (even if they would have no effect, such as Seeking a Non-Allomancer), you gain 1/2 an IP. Seeker - You can detect not only when metals are used, but also the presence of a Hemalurgic Spike (not that you know what they are). Each Day, you may choose a player to Seek. You will be informed at the end of the following Night Turn what metal they used (if any), and if they are Spiked. Whenever you discover a Spiked player for the first time, you gain 1 IP. Mistborn - Mistborn are given a matching push/pull pair of metals at the beginning of each Day Turn. They may choose and use one of those metals that Cycle. Non-Allomancer - While you may have no Allomancy, that just means you have more time to gossip and plot. As such, you gain 2 IP whenever you help lynch an Eliminator, rather than 1. As these are pretty simple rules, I'm mostly just looking at whether the Inheritance Point mechanic is fair for all Roles, and perhaps if anything else could be done with the Condemn/Praise system. With the half-point bonus from Smoking rather than 1 point, it should be alright, I think?
  4. I feel absolutely offended by this. I would be an entirely positive influence for Panam. Under my rule, we would see bigger Hunger Games, with more interesting and different landscapes, and with better looking contestants than this rabble as well (no offence guys). With me in command, the District people would be renamed Skaa and know their place. We should not tolerate their upstart behaviour. Perhaps we should even have smaller, monthly or even weekly Hunger Games. We can sell T-shirts with peoples' favoured contestants on, there could be Hunger Games trading cards, collectable memorabilia from previous Games... Marketing, that's the way of the future. ...What was I talking about again? Incidentally, Peng, is his second name Bradley? I'm not going to be signing up for this game though (and therefore shall not post again here), as I have rather a lot of stuff that I have to get on with now my game's finished.
  5. Nah, it's fine. Just need to get down and start it, really. Thanks for the offer of help though.
  6. Speaking of, I really need to update my stats docs... But time is an issue for me at this time of the year, annoyingly, with exams and coursework and trying to look for stuff to do after uni and blargh. Maybe I'll have a look at it as a break from revision or something. There's only 6 games for me to add. That's not much... right? >>
  7. So, analysis. There are three main areas I want to focus on here, I think, as there are three 'different' parts to this game. Firstly, the Lighteyes mechanic. I am pleased to say that the voting mechanic was used by almost all the Lighteyes. The only issue I had with it was that it was, more often than not, a throwaway vote to prevent the Spies from taking hold of it. Without the Spies being able to co-ordinate their own easily, it essentially gave the village another vote to add to the leading lynch target's lead. However, I don't think this is a problem with the mechanic itself, but rather more because we had rather quiet Eliminators here, who did not try to lead votes in certain directions. In another game, I think this would have worked, but more testing may be needed with these behind-the-scenes mechanics (as I'm dubbing them). The problem with Lighteyes was that the Combat Skip gave them slightly too many ways to avoid being killed. Only two Lighteyes skipped combat, but the only one of them that really mattered was Kas in the first Battle, as it decreased the number of kills expected by one (the other being luckat when she was likely to be protected). It's pretty clear that even one skip was too many to see, and Shardbearers getting it just made their abilities even stronger, particularly when you could skip and still Shardblade someone. In retrospect, I should have made skipping similar to the Scout ability. However, I would say that if I ran this again, this time around I would not let Lighteyes skip combat all. The other issue is one that I noted with my House War game, and should have taken cues from a more from it. When you publicly divide players as I did with Dark- and Lighteyes, then it gives the Village an easier time of guessing the GM. When two Lighteyed Spies were found, it meant that the Village could pretty much trust the rest, as three would seem to be too much (though I did think about it). There is little that could be done about this without changing the whole setup of the game, unless I hid each player's eye colour, but I am loathe to do that. I think this could be best solved by being more daring with Eliminator role assignments to shake the Village out of its prediction mode, as I did just a little by removing Scouts and the Squad Leaders from the game. Secondly, the Eliminator team idea. Nice in principle, but perhaps a little lacking in execution. The fact that the Eliminators did not know who each other were made it difficult to balance the game, hence why I gave two teams Guardsmen, to lessen cross-faction fire a little bit. As Meta mentioned, the Eliminators' strongest abilities is their ability to discuss and collaborate with each other and work with trusted people, and this game took a little of that away. I would be curious to know whether the Spy teams enjoyed trying to figure each other out or not. However, it is still a core part of this game, the multiple teams. I think that in the future, I would try either Eliminators working in threes (apparently Spanreeds don't even exist at this point in time, so it's not as if pairs are necessary ), or I would give each Eliminator team the names of each other Eliminator, but not let them talk. This would let them know who they're working with, but they'd still have to figure out their plans. They would also know who to contact to get plans rolling. As this would be via PM, it would not be too fast a communication. I think that the latter is a better idea here to remain in the spirit of the game. Also touching on dividing players, there is the nature of Roles within an Eliminator team. It's all very well to say 'well, the Eliminators will probably have these Roles...', but the problem with this game is that you can simply cross people off a lot easier than in most, partly due to the divisions, but also because of the Messenger Role, which is very useful for the Eliminators. This Role is the only one that cannot be used while being hidden, and that hurts it a lot when it comes to voting based on Role division. I used the Role in this form, as with my Tineye back in LG7, because I did not want to allow open PMs. It's difficult to know how to fix this without making it flat open again. Off the top of my head, all I can think of would be to get PMs passed anonymously through the GM, but this is somewhat difficult to do due to timings - in particular, with most people being on the forum when I'm asleep. If anyone can think of a way to get closed PMs to work as a Role without hitting these issues, I'd be very interested. Now, thirdly and finally, Shardblades. The hope I had with them would be that they would be balanced by the number of people dying during a Battle. Again, I was also expecting a little more direct Eliminator manipulation, and because of that was expecting the Shardbearer to go somewhat vigilante and hit an ally or two in their rampage. This did not come to pass, and due to previously mentioned factors, the Shardblades were used as hard confirmation of players' loyalties at the end, Meta-style. The other issue with Shardblades is the fact that it confirmed players as innocent, thus shrinking the area that the Eliminators had to hide in. My hope was that the Eliminators would rush to take the Shardbearer out, but that was a little too difficult with the number of protective capabilities that the Village had. I think in the future, I wouldn't use it as confirmation, relying on a combination of the higher probability that it would be a Villager who got it, and the fact that the wielder and the kills are public to keep it fairly in check. I would also increase the chances for Spearmen and Swordsmen to get the Shardblade (by twice as much as everyone else), to balance out their 'lack' of Roles. To prevent players hoarding actions (luckat Guarded a player, skipped a Combat, Shardbladed someone and Lighteye voted, for instance) I would also consider just giving players one action, since most people did indeed have one action. This would only really affect Spies and Shardbearers. The final important question to ask is whether the game contains too much probability, in the players chosen for a kill, the event during the Cycle, and the player who wins a Shardblade. Unfortunately, removing a lot of the random elements does make it impossible to play this game. I think the only thing I would change here is that, due to removing many of the ways for players to be taken off the kill list (only Scouts remaining), I would pick an Eliminator team to make the kill each Cycle in a pattern rather than pick a random player off the list. As an aside mention, The Wit. Our little Jester/Fool-type Role. Was this effective? It depends on the player. The worry about this Role is that they tend to be Mafia-light in other games, as their intention is to get themselves killed. I countered that in this game by making it so that they only won if they got lynched if the Army won as well, and that the other players didn't lose if The Wit was lynched. This did lead to The Wit asking to get lynched at the end of the game though, which is rather against the spirit of the Role. I'm not sure how I would change this, but as a first attempt at this type, it went fairly smoothly. So, to sum up the changes I would make when running this a second time: Lighteyes lose their ability to skip Combats. Spy teams are furnished with a list of the other Spies at the start of the game, but not their Roles, nor can they discuss with other Spy teams without extra aid. Each Cycle, a Spy team gets to make a kill. The order is chosen randomly at the start of the game and only known by the Spies. Players have one action each Cycle. It is up to them to chose whether to use their Role, Spy ability or Shardblade. Note that the Lighteyed Vote is not an action. Potentially a complete overhaul of the Messenger Role. Shardblades can be won by any player, regardless of Alignment. Both the winner and any kills they make remain public. But regardless of the issues that cropped up when playing (many of them only coming up because of how it unfurled), the feedback I'm getting is that people seem to have enjoyed themselves playing this game. I'm glad to hear it, and it was fun to watch as well. Particularly when you all wondered where the Scout was . I hope to see you all at the next game I GM, if I haven't scared you off yet.
  8. I wanted another link between games . Week 9 Bread, meat, cheese. Not an appetising meal on their own, but they would last, they would give him strength. Wurum stopped packing, and for the moment just listened to the Highstorm picking up around his tent. He was the only one left, his was the only tent remaining. All the others with the army had gone into the shelter that had been Soulcast for him. He had not, much to the surprise and confusion of his peers. But what did they care? They probably wanted him to be dashed upon the rocks like that. "Are you certain?" he muttered, asking the Spren again, hoping her answer had changed from the last time he asked, a mere ten minutes ago. "Are you absolutely sure, Hera?" "I'm sure," Heranshay said, settling down to sit on top of his back. Her clothes had changed, from a long flowing dress made of the wind itself, to a rough approximation of travelling clothes. "You should trust me more," she added reproachfully. "We have to go." Wurum shook his head as he scooped up a handful of spheres and pocketed them so they would get recharged in the Highstorm as he left. He waved Hera off his bag and then flipped it open so he could shove paper and pens inside. Some food, paper, and a few spheres. Not exactly the best way to start a new life. "You won't even tell me why." "Something... dark," Hera said, floating where she did beside his bag. "Something harsh and cruel." "A Voidbringer?" Wurum asked, surprise in his voice. She was always going on about them, though she wasn't sure why she cared about them so much or what they were. It seemed she'd forgotten quite a bit, though her instincts were superb. "No," she shook her head, toying with one of her gloves. She'd attempted to approximate leather out of wind, and somehow she'd managed to get it pretty close to look at. "Not evil. Just dark. Uncaring." "Storms," Wurum muttered, now somewhat more aware of why he shouldn't be cursing them, "you don't give a body much to go on, do you?" "I'm sorry," Hera replied, folding her arms and looking sullen. "I can't help it if I don't know why. But you trusted me to predict the last Highstorm. You trusted me to predict this one. Will you trust me a third time?" Sighed, Wurum closed the bag. A mere week ago, Hera had been saying that he should reveal his powers, that he should help Dalinar to unite Alethkar for the coming years. He had spoken the second ideal, yes, he had no problem with helping people like that, even if he was hesitant to reveal himself. But the sudden reversal in her opinion as to what they should do worried him. He was glad he had not gone that far now, if he had to flee in a Highstorm. "Let's go," he said, nodding a little. He picked the bag up and slung it across his back as he exited the tent, into the Highstorm. Immediately he felt its power in a way that he had never felt before. He could understand why people hid and executions happened in a Highstorm, with this awesome power behind them. After just a second, he was completely soaked through. He opened his mouth and took in some stormlight, binding himself to the ground so that he could walk. Hera flittered around him, casting a pale light where she flew. Lightning cast a bright light against the horizon, and in that flash, he saw a figure silhouetted against the sky. Hera was right, it was a dark figure. Tall and male, but otherwise he could not tell. The man seemed to be standing there, nothing more. But now, closer to him, there were more men. These ones wielded swords and had them unsheathed, and all were watching him, and slowly advancing through the rain and the wind. "He's here..." Hera said, surprisingly fearful for one usually so irreverant. She flew up to his shoulder. "We have to go." "How?" Wurum asked, wishing he'd had the presence of mind to bring a spear or something with him. Not that it would matter though - He was a Stormwarden, not a warrior. Before Hera could reply, one of the swordsmen advanced on him, readying his sword to strike. Wurum reached his arm behind him and Lashed his tent. It pulled itself free of its pegs, and enveloped the man, the pegs locking together and ensuring he couldn't escape. The other followed suit, but this time, Wurum had nothing he could even improvise as a weapon. His would-be killer swung the sword at his throat, and Wurum dodged as best he could. He lashed out with the bag, but it wasn't fully enough to have any sort of weight behind it. Wurum started to Lash it similarly to how he had the tent, but the second swordsman cut the straps before he could do anything, and the bag fell to the ground at his feet. Wurum managed to avoid the next few strikes, but it was difficult to keep it up, even if his body was energised by Stormlight. A cut appeared on his arm as the swordsman found his mark, but it healed almost instantly in a flash of light. "The third ideal!" Hera shouted in his ear. "Say the third ideal!" "...I don't know it," Wurum muttered, not sure whether he should be annoyed or saddened by that fact. "I'm sorry, Hera." Whatever strengths the third ideal would give him, he could not rely on them. He had no weapon and nothing to use as an improvised blade or club. "You're a Windrunner!" Hera shouted above the noise of the wind and rain. "Use the storm!" Wurum weakened his gravitational connection to the ground with a Basic Lashing, and used that chance to get a bit of distance. He barely had time to make another Lashing, this man was fast. At least he was not wielding a Shardblade. But regardless, he couldn't simply escape, that much was clear. The next strike he deflected with his arm, and it bit deep. Blood mingled with the wind and the rain, a sacrifice to the Highstorm. But it gave him the purchase he needed. He reached out with his other arm, and Basic Lashed the swordsman to the tent that the other was still struggling to get out of. The attacker was flung backwards onto his companion, and Wurum used the chance to recover himself. Lightning flashed again, and the dark figure started to walk forwards. He had a sword in his hands. No, a Shardblade. "Run!" Hera shouted. "You can't fight him! Lash yourself to the sky and flee!" Well, he was meant to be trusting Hera, wasn't he? Besides, he wasn't willing to risk fighting a Shardbearer without a weapon, even in a Highstorm. He had no wish to discover if Shardblade injuries healed as quickly as normal ones. Following Hera's advice, he Basic Lashed himself to the sky, and took off. The figure watched him go, seemingly unconcerned. He pulled his two associates off each other and ripped the tent open to let the first one out. "He has gone," he said. "Ah... Our apologies, sir." The first said as he stood up. "He surprised us with those tricks. Should we not go after him?" A shake of the head. "No. It is impossible to chase a Windrunner in a Highstorm. But we will eventually catch up to him, when he becomes complacent. Whether it takes five, ten, or perhaps even fifteen years, we will find him again. He cannot run from the law forever."
  9. I believe there will be a QF game posted shortly, run by Jasonpenguin. There will also be an anniversary game run by Metacognition at some point as an additional game, based on the first game we ran here (LG1). So, just keep an eye out
  10. Week 8 The morning came, and Torwel remained in the tavern. It was a seedy place, but that was not surprising, considering the clientele it enjoyed recently. It was probably a fine establishment before the army arrived, but the sudden charge of the soldiers to the bar had destroyed any sense of decorum that it had once enjoyed. The innkeeper did a roaring trade the previous night, though he would have preferred it to be easier on him and his staff, even if it did mean it would be less profitable. But at least Dalinar's soldiers had some sense of propriety, and the repair cost wouldn't be too high. Speaking of Dalinar's troops, he was somewhat surprised to find one of them still there when he got up. He could have sworn that they'd thrown them all out at some point in the early hours of the morning, or their officers had dragged them out. But no, this one was still here. Whatever drink he was nursing had long since been drunk, judging by the stain on the glass he held. Approaching closer, he was rather surprised to find the man was not asleep. "You're finally up," he said, sounding surprisingly lucid for someone who appeared to be just a little dead on his feet. He placed the glass on the counter somewhat hard. "Another ale. Make it a decent one this time." "I'm sorry, sir?" The innkeeper asked. Whatever he had expected, that was not it. "I'm afraid I don't start serving until at least midday. Besides, I seem to remember you having quite a few last night, if you don't mind me saying so, sir." Torwel did not say anything for a brief while. Perhaps the alcohol had some effect after all. Eventually, he seemed to think of what to say. "You pay allegiance to Prince Aladar, right?" "Oh, well, you know sir," the innkeeper said quickly, "I have little choice in the matter." He had enough of those sort of questions the previous night. "I'm just as happy to serve Dalinar and his men, if not moreso." Torwel shook his head. "Doesn't matter. You still serve him, right?" He reached into his pocket, and took out a silvered seal, placing it on the table. "You see this?" he asked, rotating it around so the innkeeper could recognise the insignia. "This is the seal of Prince Aladar," he explained. "That means I am out and about on his business," he lied. So he stole it from Karlin's corpse when everyone was watching the head roll around, who was here to judge him? "That means you serve me ale. Best you have. Now. Make it several glasses." "Ah..." The innkeeper felt a little lost at this sudden turn, unsure of whether he should be professing his loyalty to Aladar again, but nodded, pulling the draft. At the very least, the man didn't seem to be a violent drunk, though he might be if he didn't get to quench his thirst any time soon. "Here you go, sir," he said, placing his original glass and two more in front of Torwel. "That will be... Hey, where do you think you're going?!" Torwel didn't look back, nor did he verbally respond. Instead, he continued to walk out the pub with his drink, though he did not start it yet. It was not for drinking. He did however hold the seal above his head by way of an answer, before opening the door and leaving. He had one last thing to do. * Dalinar's inner circle had changed quite considerably as of late. The only two constants remaining were the Brightlords Kaddar and Jost, with Jost's sister now taking up the role of scribe for the Blackthorn, and looking rather nervous about it as she did. Tal seemed to have settled in to his newfound place in society, while Newan was still somewhat perturbed, particularly with Dalinar shouting at him for killing Odysa like that. Jost sat where he always did in the command tent, at Dalinar's right hand, and feeling none too smug about such a thing. He might not have a Shardblade, but he was still his lord's most trusted advisor and soldier. Kaddar sat on Dalinar's left, something which Jost put down to being the best of the remaining, rather than any vote of confidence in Kaddar himself. "Let's go over the lists again," Dalinar said, with an irritated sigh. The five of them had been working on this throughout the night, attempting to solve this problem before the skirmish today. He had hoped that they'd be able to fight today with no worries about their equipment, or the surgeon's tools being damaged, or Soulcasters broken, or anything like that, but sadly, it seemed not. "I think we can at least cross us off," Jost said, nodding to himself. "I have been by your side for years, and Brightlord Kaddar - while strange - is perhaps too foolish to be trusted with such a serious matter as spying on a mortal enemy." "I thank ye kindly," Kaddar smiled, tipping his imaginary hat at Jost. "But if it is none of us, then who would you suggest it is?" "I don't think it would be either of you two," Jost added, waving a hand at Tal and Newan. "A Spy is no better than a thief, and would run off as soon as he laid his hands upon a Shardblade." "Yeah, and if I was a Spy, I'm not stupid enough to kill a Shardbearer who was attacking this camp," Newan added, his face lit up a little as he remembered that glorious moment. While his new Shardblade was a better weapon, he missed his bow, he had to admit. "Then I suppose that we'll just have to look through our Darkeyed suspects again," Tal sighed. "Let's just have that part of the list again." Kaddar held a hand out. "Before that..." he said, sniffing the air a little. "Does anyone smell ale?" "Ale?" Jost asked, completely confused by Kaddar's question. "Why would we smell ale? Unless perhaps you are soaked in it." "I think it's more of a burning smell," Newan commented. Then the tent suddenly collapsed inwards, and fire covered them. * Torwel sat atop the Lighteyed accommodations opposite the command tent, laughing, toasting the flames with a - sadly empty - glass. Shardblades wouldn't help them there, when they couldn't see and had no room to summon them or cut through the fabric that bound them. He watched with glee as the mass collapsed to the ground, and the motions within started to slow. The guards outside hovered around, unsure of what to do. One of them had the presence of mind to call for water. But gathering water at such a short notice would take time, time they did not have. One of the guards tried to grab the tent and pull it away, but he was unable to touch the alcohol-doused cloth for long enough to manage it. Another took a knife and started to jab at anywhere there was an opening, trying to rip holes in it large enough for someone to roll out of. Though it was hard to see, in the reflections of the sun on the knife, Torwel was glad to see it became bloody after the first few attempts. The first out through the hole was Dalinar, disappointingly. Looking worse for wear and slightly burnt, he took charge and started to order his men to cut the tent wherever they could. Wounded Lighteyes were better than dead ones, it seemed. One of the figures in the tent was ripped away from the rest, but with his rolling, managed to cover himself completely in the burning fabric. One of the soldiers watching panicked and started to try to beat the flames off, but resorted to using his feet rather than his hands. That ale burnt magnificently, didn't it? He let loose another laugh. At this, Dalinar turned to see the source. Their eyes met, and Torwel responded to his angered face with a smile. Dalinar summoned his Shardblade as his men continued their task. Torwel stood up, ready to leave, but stopped as he saw Dalinar draw his arm back. Surely, he wasn't going to... Dalinar threw his Shardblade forwards, and it cut through the air towards Torwel as though it were made for that very purpose despite its large size. Torwel couldn't help but watch, completely amazed by the spectacle. Then it hit him that he should probably move. Then Oathbringer hit him, and he no longer could. Torwel's eyes burned. * The first thing Kaddar did when he died was to wake up. That in itself was not a surprise, but the fact that the Tranquiline Halls looked very much like the infirmary back in Dalinar's camp did. He sat up, then immediately regretted it. Not only was he badly burnt, but his ribs felt cracked and broken. He grimaced and let out a small cry of pain as he lay back down. "Three ribs broken," he voice beside him said, "third degree burns across the left side of the face and smoke inhalation causing severe damage to the lungs." Kaddar turned to the voice, carefully. "Norlav?" he muttered, dredging the name up from Kenara's old list, "did you save me?" The surgeon shook his head. "No. If I had come across you, I'd probably have done a better job of it. That or let you burn. You have this man to thank for that," Norlav explained, nodding across Kaddar's bed, "if you can thank him while in this state. Before you ask, Brightlord Jost died shielding his sister from the flames. Aside from that, you are the only major casualty." And with that, he abruptly left, not bothering to draw the conversation to a proper close. Kaddar turned his head the other way. A Horneater sat beside his bed, looking concerned, but rather pleased with himself - though he did flinch a little as Kaddar faced him. Was that because he was a sight, or because the man had technically beaten up a superior officer? "Why?" he asked. Why didn't you let me burn? "Well, sir..." Alinel said, misunderstanding the question and smiling as best he could, "I tried my hardest to put you out, but that fellow says that all I did was break a couple of your bones. Still, it's better that then burning to death, right?" Dammit, he had just told Gavilar he was dead. What would the man think of him? * Kaddar was lynched, but saved by a Guardsman! Torwel was a Darkeyed Spearman, loyal to Prince Roion! Jost Joslin was a Lighteyed Swordsman, loyal to Dalinar! All the Spies have been slain. The Blackthorn's army is no longer under threat from sabotage and disruption, and will go on to win the war and unite Alethkar under the banner of King Gavilar. Dalinar's Army win! Master Spreadsheet Prince Roion Spies Prince Vamah Spies Prince Aladar Spies Dead Doc I will post an analysis tomorrow at some point. Thank you all for playing. I hope you enjoyed it as much as I enjoyed running it
  11. There is just one more hour left in this Cycle. The Cycle is over! Writeup going up shortly.
  12. It's where it's always been, Kas: In the writeup And yes, if one of team Roion was Sabotaged last Cycle, it would not be reflected. Newan, you keep your Shardblade, but lose your nice fancy glowing eyes and Darkeyed Role.
  13. Fixed Fixed, and... If an Eliminator hits a Scout who was Scouting, they will not be mentioned in the writeup, just as a Lighteyes skipping a Combat.
  14. Week 7 Aonaran looked up from the simple, thin soup that he had been dabbing at with a piece of slightly stale bread for the last ten minutes or so. There were Lighteyes visiting, it seemed. Nothing too special, since they always came and went without warning, but their livery was different. Blue. Dalinar's personal guardsmen. Ever since Ace had gone and gotten himself into that stupid and ill-fated duel, he knew it was only a matter of time before someone put the pieces together. He had performed his task a little clumsily, after all, transferring himself to the frontal assault on Prince Roion's forces a few weeks ago. But he had needed the Brightlord to stay alive for their plans to work, and that had just not happened. Sighing, he finished the bread off, then lifted the soup bowl to his mouth to drain it. As last meals went, it wasn't exactly a filling one. It was better than Soulcast stuff, that was true, but sometimes he wondered if tasteless food would be better than this stuff. Was the army so poor it couldn't afford a pinch of spices per soldier each day? Well, as much as he was ever a soldier of this army. He stood up and handed his bowl back to the cook, before heading over to the soldiers. If he was going to die, it would at least be with dignity. He respected Dalinar enough for that. It sometimes seemed strange to him, that he would respect his enemy so much. But how could one not, when he carried such titles as 'The Blackthorn'? Even in Prince Aladar's lands, even amongst his loyal troops, the man was a legend to them. It made it very difficult to keep morale up before a fight, as well. Just the mention of who they were fighting would be enough to spread talk of desertion amongst the rank and file. "Sirs?" He said, slipping his way into the crowd easily to stand before Dalinar's men. "I believe you're looking for me." * Damon finished writing down his thoughts on the piece of paper before him. Then, he rewrote it using the woman's script that they favoured here. Then, he carefully rewrote those thoughts on a third piece, but this time he wrote them as glyphs, or as close as he could make to the words using glyphs. That was the most important copy, since it was to be sent to a male living here who, for some reason, they didn't allow to write. He blotted the third paper dry, and then folded it neatly up before writing the recipient's name onto it. Damon handed the letter to a passing runner, before returning his attention to the other copies. These he'd keep. He always kept notes of his correspondence, so he could remember or show others. Aside from that of a more... dangerous nature, of course. He was neat, not a fool. Stowing these two copies away inside a bag, he headed out of the tent. He had a bit more work to do before the day was done. As he left, he almost walked straight into Odysa, the strange mercenary that he'd seen around the camp quite a bit recently. He'd had his eye on her; there was always a chance, with mercenaries, that they would prefer hard coin to soft reputation. He nodded politely to her, and she smiled back. "Where are you headed?" He asked her, out of a desire to make small-talk. Maybe he'd finally mention their plan today. Stormfather, they needed the extra help. "To the practice grounds," she replied, hand resting on a dagger at her side. "I could use a bit of a workout today, I think." Damon nodded. "I'm heading that was as well," he said. Though not for practice, no, nothing of the sort. He was headed there to see if he could get someone killed. They might not die today, or perhaps for a week, but eventually their luck would run out. Their spear would break, or their armour would wear away... He wasn't sure which he should do today. "Then let's walk together," Odysa suggested, setting off beside him. They continued to make idle chatter on the way, but they found the sparring grounds were barred from them. "I told you they'd be together," Newan said, nodding. Gloryspren flittered in the air around him, as he tried not to look too smug about it. "I suppose you did," Tal nodded, speaking softly. "Perhaps you are right then," he added, summoning his Shardblade to his hand. "You're going to kill us?" Damon asked, "without a trial? What would Dalinar say about that, I wonder?" "We have his permission," Newan grinned. "I convinced him, all proper and the like." "I'm not with this man," Odysa protested, taking a step away from Damon. "I haven't a clue what he's done." She went to leave, going to walk past them, but Newan summoned his Shardblade and held it out to stop her from leaving. She took a step back and drew a pair of knives from her belt. "You're not going anywhere," he said, nodding to Tal, who returned it grimly. They struck at the same time. Damon was not a fighter, and he had no real weapons on him, but he drew his knife all the same. Tal's blade sheared through the blade and cut through his spine with ease. Odysa gave a better accounting of herself, dodging Newan's blade. While it was light and able to be moved next to effortlessly, a Shardblade was still unwieldy and cumbersome for one not skilled in its use. She fought quietly, watching his eyes and feet, and successfully dodged the second strike. Odysa lashed out, and her knife landed in Newan's arm. He yelled out in pain, and he let go of his Shardblade. It disappeared almost instantly, his concentration entirely broken. He retreated, pulling the dagger back and beginning to resummon his Shardblade, but before he could count up ten heartbeats, Tal's blade cut Odysa down as well. Newan scowled at his peer. "I had things under control." "I'm sure," Tal nodded. "Check her for a Spanreed," he suggested, letting his Shardblade become mist and kneeling down beside Damon's body. "That's not exactly proper," Newan said hesitantly. "I mean... Her safehand is exposed and everything." Tal looked at him, and then decided it was best not to say anything about his idea of standards. "She's a warrior and you killed her. Just check her body. Hopefully that will be the end of this." He pulled a Spanreed out of Damon's shirt. "Well, he was definitely one." "Right..." Newan nodded, kneeling down, attempting to check her body by lightly patting it down while averting his eyes. A few minutes later, Tal sighed and checked for him. He turned to Newan when he was finished and shook his head. "No, nothing." "...Oh," Newan said, his face paling at the realisation of what he'd done. "Dalinar's going to be so Storming angry." Aonaran Faialen was a Darkeyed Guardsman, loyal to Prince Aladar! Aonaran Faialen (6): Norlav, Reihmer, Newan, Eoldren, Kaddar, Dalinar Damon Shan (2): Odysa, Mek Torwel (1): Jost Joslin Odysa (1): Alinel Lenia Alinel Lenia (1): Torwel Damon Shan was a Darkeyed Messenger, loyal to Prince Roion! He was killed by a Shardblade, wielded by Tal. Odysa was a Darkeyed Spearman, loyal to Dalinar! She was killed by a Shardblade, wielded by Newan. The Cycle will end at 8PM GMT on Sunday. At the end of the Cycle, there will be a Skirmish against Prince Aladar.
  15. This Cycle is now over. Next one will be up shortly, though the writeup will take some time after.
  16. For some reason, I wanted to try a more sci-fi style game, combining a load of ideas. For the most part, these rules are pretty vanilla. The only differences really are the presence of a Bulletproof Role, as well as the potential for Role-switching shenanigans, the PMs only being at Night, and the Hemalurgic Intelligence going rogue. I would also potentially look to run this as all in-character (except for rules clarifications etc). I think what I'm looking for with regards to advice is whether I should decouple Roles and abilities (though arguably it would no longer be a Sanderson game, it would have to rely on Roleplaying instead to make it so), as well as whether anyone can think of a thematic, but somewhat minor, ability for the Engineers to have. Also, should Kandra have the ability to steal dead bodies and show up as that player, or is that too strong? I blame playing Space Station 13 for this. Shardship Ingenuity (LG) Space: The final frontier (at least, after the Cognitive Realm was sorted out, anyway). These are the voyages of the Shardship Ingenuity. Its five-year mission: to explore strange new worlds; to seek out new life and new civilisations; to boldly go where no Invested being has gone before. With a crew hailing from many different star systems, with many strange and useful powers, it is inevitable that conflict would arise. Whatever the reason, a few months into its maiden voyage, there has been discovered to be treachery afoot. And they cannot simply call for help, as the ship requires time to make the jump back to a known, safe planet. The crew must survive on their own for that time, with their own wits and individual strengths. May Adonalsium help them. General Rules This plays similarly to a standard game of Elimination. There will be several Traitors sprinkled within the crew, who collaborate on a Google Doc, and the game follows the normal sequence of Day/Night Shifts, with votes being taken in the day, and most actions taking place at Night. Players have one action per Cycle. Each Day, a lynch will occur if one player has two or more votes, with no lynch occurring in the event a tie. Each Night, the Traitors will be able to kill a player. The game continues until the Traitors can successfully overpower and lynch the Captain. Roles Captain (Hemalurgy) - Played by the GM, he is the target for the Eliminators. As a Hemalurgist, he has many abilities and cannot simply be killed by the Traitors at Night. He cannot vote, cannot be targeted, and has no actions. Hemalurgic Intelligence (Hemalurgic Construct) - At the beginning of the game, after Roles have been distributed, a loyal player at random will be killed off and made into the HI. The HI is a publicly known Role, and starts off as a loyal crew member. Hemalurgically bound to the computer systems aboard the Ingenuity, the HI is in full control. But while the HI is mechanical, it still is human behind that, and cannot devote its mind totally to any one task. Each Night, it may discover one player’s Role. Without a physical presence, the HI cannot be killed or affected by Roles, nor can its vote be used to overpower the Captain. When all the Engineers on the station are dead, the HI is subverted to the side of the Traitors, and will join their doc. The crew will not be informed of this. This happens at the end of the Turn. Navigational Officer (Voidbringer) - The Navigator has the power to see things, most notably the future. They cannot be killed at Night. Indeed, any kill action targeting them is Roleblocked automatically, and never even happens. The attempted-killer will be informed that they could not find their target. Communications Officer (Artifabrian) - While the Comms Officer is alive and can create the Spanreeds the ship needs for instantaneous contact, the crew may send messages to each other freely during the Night only. In addition to that, they can anonymously send a message to the GM each Night to post with the writeup. Medical Officer (Elantrian) - The Doctor is able to cure people of any injuries they may have, and so can protect and heal a player of their choice each Night. This includes themselves. Personnel Officer (Forger) - While the Personnel Officer is alive, they may bestow any dead player’s Role onto a player at Night. This will reveal who the Personnel Officer is to that player, and removes the player’s old Role, if any. They cannot give a player the Assistant Role. While the PO can Forge themselves into a different Role, they will no longer be able to Forge afterwards. This does not block a player from taking their action that Night. Culinary Officer (Feruchemist) - The Chef’s job is to keep moral up, using his vast culinary knowledge and ability to taste and smell even the most subtle of flavourings. They can also use their abilities to cajole people to their way of thinking, and may either remove a player’s vote, or change it from one person to another, at the expense of their own (this must be on a player who has voted). They may also quietly poison a player once per game during the Night, but don’t expect to keep your job afterwards. Security Officer (Mistborn) - A Mistborn is a force of nature that few can stand up to. On a ship of dangerous individuals, it is they who enforce the peace. They are there to protect the crew from threats both outside the ship and inside. Each Night, a Mistborn can enforce the law a little too much and kill a player. Police Officer (Kandra) - By hiding their true form and treading lightly, Kandra are able to go unnoticed by almost everyone, to discover anything suspicious on ship. They can use this ability to discover one player’s Alignment each Night. Custodial Officer (Awakener) - While the janitor may not be the most noble of jobs, cleaning the ship up and ensuring everything is tidy is vital for the safety of the ship, and to ensure that the crew remain healthy. The best of them use their Awakening abilities to create more little janitors, and so while the ship is rather large, there are actually very few actual people cleaning up. Once per Night, you can ‘forget’ to put your ‘caution: wet floor’ signs down, and trip a player up, landing them in the infirmary for the rest of the Night. Engineering Officer (Surgebinder) - By manipulating the very forces felt by the world, a Surgebinder of almost any type can create amazing physical effects. These effects are used all over the ship, from powering the engines to forming repairs with Soulcasting to creating artificial gravity. They are also in charge of the ship’s robotics. When all Engineers are dead or have had their abilities removed by Forgery, the HI will go rogue and join the Traitor team. If an Engineer is Forged after this, they will be informed that the HI is subverted. Assistant (Any) - Assistants have many varied forms of Investiture, but for some reason they don’t quite have the technical knowhow to perform any specific task on the ship. They may have their abilities modified by the Personnel Officer, but until then, they are considered to have no Role. I am now leaning towards the Roles being power-less, and letting people choose their powers with their character and attempting to bend their claimed Investiture abilties to the Roles instead
  17. With regards to the vote discrepancies, it's very hard to get things absolutely right. Marand's vote is missing, so I shall add it. However, it's for Eolhondras, not Alinel, as it was never retracted. Odysa's vote was missing too, so added it. I did not count the change due to it not being coloured in. While that may seem a little cruel, I have to be consistent with the previous time this happened. And that's an error, which will now be fixed.
  18. Week 6 "So, Ace," Brightlord Jost began, a slight smile playing across his face. "I do find it rather strange that you survived that little fight last week. Most of your squadmates died, but I received an interesting report stating that one of them seemed to be taking special care of you. Care to say anything about this?" Ace simply spread his hands out in a gesture of defeat. "You don't deny this?" Dalinar asked, somewhat surprised. "You're simply going to let him accuse you of that? If true, I should have you executed." "I am indeed a spy for one of your enemies, Dalinar," Ace said, smiling a little. "Prince Aladar," he elaborated, leaning back a little and reclining, as if it really didn't matter to him anymore. "Don't look so shocked. We had to have some people high up, didn't we?" "Were you always his, or did he make you a better offer than I was paying my officers?" "Oh, I've always been Prince Aladar's man," Ace tapped his foot on the rocky floor of the tent distantly. "So you see, I've never actually betrayed anyone. I lied to you, yes, but I think my soul is only slightly stained, rather than blackened, for this. And the writing thing, of course." "So, you know what happens next," Dalinar said, readying his Shardblade. "Actually," Ace said, sitting back up properly. "I will take the offer that Jain did not. I wish to go out fighting. But not in battle. I wish to fight Tal. For his Shardblade" At this, Jost could no longer contain himself. "You're making a mockery of this!" He spat on the floor. "Dalinar, slay him so we can get on with some actual work." His hand went to his sword, preparing to draw it. Dalinar held his hand up to stop his Brightlord from carrying out the execution right there, in the command tent. "No, I will honour his wish." "But...!" Jost raises his hands, then went to lower them, but stopped again, just clenching and unclenching his hands multiple times. "That boy can't beat a properly trained Officer. And then he'll run off, taking both Shardblade and plate with him. That's just what he wants." Dalinar turned to Jost, and smiled a little. There was a slight cruel streak in there. "I never said I would give him a Shardblade in his duel." * The duel took place barely an hour later, and for all the talk that had sprung up over it in the short time, and despite the sudden crowd flocking to the makeshift arena to watch two Lighteyes try to kill each other, it was rather anticlimactic. Ace tried to disarm Tal and grab the Shardblade, as it was practically the only way to win against a man with both blade and plate, but failed in his attempt. Tal's Shardblade struck through his arm, then curved upwards towards his spine. Ace's eyes burned. * Norlav muttered to himself as he checked his mental list (for obviously, he couldn't write) to see what he needed to grab for the battle ahead. Spear, armour, helmet... Well, that was it, for a lowly soldier such as himself, wasn't it? He headed back to his tent to collect his gear. From the meagre light outside, he could see a shadow inside, kneeling down. Well, it was probably just one of his squadmates, collecting their own equipment. The shadow then stood up, walked to the next bunk, and knelt again. By the time the shadow was on the third bunk, Norlav knew something was wrong. He burst into the tent quickly, ready to shout to distract the man and stop him from ruining their weapons and armour, but found himself instead behind held at knifepoint. "Little boys claiming to be smart should keep their mouths shut," the figure said. Even this close, Norlav couldn't make out who it was, as they were hooded and cloaked. His hand was lazily on the hilt of the dagger, just holding it to Norlav's jugular, ready to pierce his neck. "I wouldn't shout, if I were you. That wouldn't be very smart." "You'd know all about being dull, wouldn't you?" Norlav muttered, as he just stepped backwards quickly, out of the tent, backtracking before the figure realized what he was doing. The man hadn't even considered holding him in place. There was a snarl, and the figure followed him out of the tent, dagger arcing towards his throat, where it had been placed just a few seconds before. Norlav brought his arms up, and instead of a slash across the throat, he got a rather nasty cut on the arm instead. The next strike went towards his face, and was deflected once again by his arms. Norlav's blood wet the dirt and earth beneath their feet, slowly staining it red. His attacker did not slow down, however, and soon there were lacerations all across his arms. The figure then changed track, striking at his leg, and Norlav fell back as he tried to avoid it, tripping over a rockbud shell. By now, however, the commotion had been noticed. The figure looked down at Norlav, then up, briefly, as a group of soldiers hurried towards them. "Next time," the figure promised, before running off. * Before the battle, there was an execution. Some said it was a little cruel. Karlin didn't seem to always be present. Perhaps due to an injury earlier on in the war sometime. These things happen. It wasn't deliberate obstruction, they said. But even so, war is war. Sometimes an example must be made. After Karlin's things were taken to be redistributed to the soldiers, Dalinar was informed that a Spanreed happened to be amongst them. He snapped it in half, glad that another of the infiltrators had been dealt with, even if it was mostly by accident. Tossing the pieces of the once-valuable artifice aside, he returned to his battle plans. "You know..." Kaddar said, putting a hand to a chin as he thought about the discovery. "I could've sworn I saw a Darkeyes with a Spanreed recently. Can't for the life of me remember his name. M-something." Kenara looked at the list before her. "Mek? Marand? Meller? No, wait, Meller's dead..." she crossed his name out neatly. "Marand!" Kaddar snapped his fingers, and grinned triumphantly. "Marand?" Dalinar repeated, looking at his four loyal (or at least, as loyal as he could tell) Lighteyes. "I suppose this is worth looking at then. Brightness Kenara, remain here and continue to collect reports from out scouts. The rest of you, with me." * "I didn't do anything!" Marand said, raising his voice despite the presence of Lighteyes nearby. Indeed, despite the fact that he was shouting at Lighteyes. "You know," Kaddar said conversationally to Jost, the only one unfortunate enough to be near him, "if I had to describe Marand in some way, I think I know what word I'd pick. Do you want to know what that word is?" "So what?" Marand asked, holding up his Spanreed. "You don't have to be Lighteyed to own a Spanreed." "No," Jost said, firmly, hand on the sword at his side. "Of course I don't." "Bah, you're no fun anymore since your friend died." Kaddar chuckled, missing the anger Jost looked at him with. He was too busy watching Marand make a fool of himself. "Fine, maybe you do in this army, but that still doesn't mean I'm a traitor," Marand continued, still not quite realising he was arguing with the army's leader. Or perhaps he did, Kaddar thought, but was just too afraid to die. His thought process was interrupted when Jost grabbed Kaddar's shirt and hauled him up, so he could glare down, straight into Kaddar's eyes. "That traitorous filth was not my friend." Kaddar chuckled nervously. "Oh, sorry about that..." Jost dropped Kaddar to the floor, and then returned to being a dutiful Lighteyes and serving his commander. "He has a Spanreed, Sir, as we were told. At the very least, regardless of where his loyalties lie, we should execute him for illegal possession of one." Marand looked at Jost, now worried. "Look, if it's just the Spanreed you want, you can have it. I don't need it for anything." "I'm afraid, not," Dalinar sighed, though he took the Spanreed all the same. "You two," he pointed at two more soldiers, "Guard him. Jost, get someone to equip this man out for the main assault tomorrow." * As the four of them returned, it was to the sounds of a struggle. Then there was no sound at all. They broke into a run to get to the command tent quicker, and only just managed to avoid a Shardblade to the throats, as it cut through the side of the tent and a man stepped out. He was surprised by their presence, clearly, but did not slow his retreat. "S-Someone stop him!" Kaddar shouted. "Go on!" he said, pushing Tal forward. The young soldier looked at him briefly, somewhat confused, but then took off after the other Shardblade-wielder. Before Tal could catch up, however, the man fell, an arrow in his neck. Tal looked around wildly, before realising that they weren't under attack. He then picked the Shardblade up, letting his own disappear. Newan lowered his bow, grinning a little. "I guess that makes me a Lighteyes then." * When they returned to the tent, they found the air somewhat full of smoke. The papers that were left on Dalinar's desk were burning slowly, though the fire itself was rather slow and was easily and quickly put out. However, they were badly damaged and difficult to read. Of course, more immediately distressing than the notes was the fact that the one who knew what they all said was lying on the floor, her eyes burnt through by a Shardblade. Marand was a Darkeyed Messenger, loyal to Dalinar! Karlin disobeyed orders and was executed. She was a Darkeyed Guardsman, loyal to Prince Vamah! The Spanreed has been destroyed. Marand (4): Newan, Eolhondras, Kenara, Ace Odysa (1): Mek Towel (1): Aonar Faialen Damon Shan (1): Alinel Lenia Eolhondras (1): Marand Aonar Faialen (1): Kaddar Ace (1): Odysa Karlin (1+Inf): Dalinar, Dalinar's Army Macen was a Lighteyed Officer, loyal to Prince Aladar! His Spanreed has been given to a random player. Norlav was wounded in the Skirmish, but saved by a Guardsman! Kenara was a Lighteyed Officer, loyal to Dalinar! Newan won a Shardblade! At the end of the week, there will be a Skirmish against Prince... Roion. I swear my dice are rigged >>. The Cycle will end at 8PM on Friday, though the flavourful writeup may be late depending.
  19. There's just an hour and a half left in the Cycle tonight. I may post the results, and then edit in the writeup an hour or so later.
  20. As a reminder, the Cycle will end in 10 hours. There may be the slight possibility of a short delay due to it being the last Gamesoc of the year, but I should be home in time to start writing, cross it all out when someone else is lynched, start writing, cross it out when someone is saved...
  21. It was like that in the original incarnation of the rules, but now it is no longer so. They do not need to blow up previous conversations when moving to a new one. More clarifications: Scouts cannot take any actions if they skip a Combat. This includes Spy Sabotaging. Watchmen only see actions that happen to their target on the Cycle they watch. If a player was Sabotaged on a previous Cycle but for some reason it has not taken effect, then they will not see that.
  22. Neither Surgeons nor Guardsmen can save themselves. They can only save other players.
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