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LONDON (UK) Signing 4th AUGUST 2014
Wyrmhero replied to Sabrina Stormshard's topic in Events and Signings
Who else will sign up to play Magic with Brandon in London? -
Long Game 7: The Annealing of Luthadel
Wyrmhero replied to Wyrmhero's topic in Sanderson Elimination
I see there's a lot of speculation on here about this, but I will just confirm, since its a slight change from the original rules. While originally the Great Houses were four players each and Lesser Houses were two, this was before the mistake was made of giving smart the wrong document. As such, Tuy and Elariel are 'Semi-Great'. Sort of Great Houses on hard times, if you will. The 'Semi'-Great Houses have three players (or two players and a Kandra) each. Also, to clarify how Atium works - It only works on the first hit when a Mistborn would normally die, ignoring their use of Pewter. This means it can trigger off of attacking a Pewterarm and being hurt by them in retaliation. In the case where multiple hits would be dealt to the Mistborn in one Night Turn, they are done in a random order for the purposes of triggering Atium. In general: 1. Lurchers will intercept the first attack on a player. 2. Atium acts instantly to prevent the first death (ignoring Pewter being used by the Mistborn). 3. Attackers take a random order, but this does not prevent any kill actions going through if a killer dies on that night.- 657 replies
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Long Game 7: The Annealing of Luthadel
Wyrmhero replied to Wyrmhero's topic in Sanderson Elimination
I really regret asking for questions sometimes... (joke, joke, keep them coming if needs be) Smokers must declare that they are using Copper during a Night Turn. They do not need to protect their allies, nor do they need to protect someone else at all. The only stipulation is that they must protect those who cannot protect themselves. Blanket Soothing occurs before Copperclouds are turned on, and so a Blanket Sooth can stop a Smoker from using their metal. A Smoker cannot protect their target from it either because of this. Blanket Soothing affects Houses rather than alliances, so unlike Kandra searches, it cannot affect the people a Skaa is allied with. All House Powers cannot be role-blocked. Only metals can be role-blocked, and then only with Blanket Soothing. Upon death at night, a player's House and Role are revealed. After a lynch, the player's House, Role and Alignment are revealed. If you visit an Informant for a dead player, you may discover any information that they have put into the system, barring the already revealed House, Role and possibly their Alignment. This could include, for instance, their actions on previous Cycles. If there is no new information you have not discovered, you will not get a fact from the GM. Information from the GM can include Houses, Roles, House Powers, Kandra knowledge, Alignment or previous Actions taken. Seeking occurs before Attacks, and so if the Smoker dies at Night, the Seeker will not discover their target's Role if that Smoker was protecting the target. If a Smoker dies at Night, their protection does not persist into the Day. If a Smoker dies during the Day, nothing special happens as the Smoker's protection starts on the Night Turn and continues only to the next Day. It must be reactivated by another Metal Action during the next Night Turn. Seeking detects metals used during a Night Turn and the next Day Turn, to match up with how the Smoker works. The Seeker's results will not be delayed; During that Night Turn, they will discover all the Metals used on or by their target, and during the Day Turn, they will discover if the player has either used or had used on them Brass or Zinc. They receive no information about metals used by players who are affected by a Coppercloud. To the Seeker, it's as if it never happened, and they are not informed about the Coppercloud. A Mistborn that is forced to burn Atium does not use up an Action, and their orders that Night will go through as normal. This use of Atium also cannot be prevented by a Blanket Soothe. A Kandra's vote will stay with the House Lord's original target, even if that House Lord's vote is Rioted or Soothed. The Kandra cannot be Rioted or Soothed themselves. A Kandra will report on a player, one of their Actions that Day/Night Cycle, and who it was used on (if any). They will not report the result of that Action. A Kandra that targets a player who took no action that Cycle will fail to discover anything. If a Kandra reports on an information action, you will be informed as to whether they told a Truth and which two players it targeted for information or a Lie, and who the lie was about. Kandra can indeed be owned by a Lesser House. There are eight House Powers, and each Great House will have either one or two to start off with. All I can say as to whether all the House Powers are in or not is that there are at least four in the game, and at most eight. One Cycle is a Day Turn and a Night Turn of the same number. Copper, Bronze and Pewter all have effects that last between the Night half of one Cycle, and the Day half of the next. Being protected by a Coppercloud does not inhibit your ability to use Brass or Zinc. Mistborn metal pairs are Push/Pull pairs: Tin/Pewter, Iron/Steel, Copper/Bronze, and Zinc/Brass. Kandra cannot have their Contracts moved to another House, just as players cannot change House. Phew... After all that, I also have a clarification as to how a Lynch on the last player in a House with one or more House Powers works: The House Powers will be randomly distributed between the people who voted for that player. Players will only get one each, unless there are more House Powers to give away than there are players who voted for the lynched player (could happen). Using Brass or Zinc on a player does not change who that player voted for, only the effect of their vote. As such, players whose votes have been Soothed or Rioted away will still be eligible, and players who were Rioted onto the lynched player will not be able to get a power in this way. Oh, and Kandra votes do not raise the probability as to whether a player gets a Power or not.- 657 replies
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Long Game 7: The Annealing of Luthadel
Wyrmhero replied to Wyrmhero's topic in Sanderson Elimination
The Inquisitors will be round shortly. Just because I've not yet made enough mistakes, I realised I missed removing something from the Rules. A player may use a Metal Action and a Special Action (which may be Informant, House, Skaa or Kandra Actions), this is true. The error is that I have said that you can turn the Metal Action into a Special Action and thus have two Special Actions each Cycle. This used to be true when the Informant Action was weaker, but should not be true now. It's a good thing we have another 24 hours, huh? I've asked a mod to edit/let me edit that post. Also, obvious rules patch: You cannot go to an Informant and say 'I am not able to burn metal X', or what have you. It would take eight cycles for you to have to give away your actual metal like this, and everyone could do it. So I have decided that 'I can burn metal X' is useful and will get you info, but 'I cannot burn metal X' is not. This will also apply to other 'easy' and almost universally applicable truths, same way as 'There are Y people in my House' is not useful information. This also goes for 'I am not aligned with the Skaa'. However, as with the metal thing, saying 'I am Skaa' is useful truth. These non-specific options can still be used as a [Lie] action, though you will get no information back, even if it is the truth. You can also lie about other players being Skaa if you want - Nothing’s stopping you doing that. Information granted to players from the Informant from the GM can include their Skaa-dom.- 657 replies
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Long Game 7: The Annealing of Luthadel
Wyrmhero replied to Wyrmhero's topic in Sanderson Elimination
I apologise for getting that wrong, I was terrified of accidentally cross-posting, and that's you there and I accidentally sent someone the (thankfully locked and unaccessible) Master Spreadsheet... I'm not sure how to play this, to be honest, but don't mention that information at all, and if you can, try not to act on it if possible. Okay, so smart is being moved to the House that he accidentally saw, since he never got access to his actual House. He will be made Lord of House Tuy, as before, and Quitania Elariel is now Lady of House Elariel. House Powers will be reshuffled and dealt out again to the four Great Houses (or two Great, and two Semi-Great). The day will be extended by 24 hours to allow Tuy and Elariel to readjust and compensate for this. I thank smart for his honesty and apologise for the problems and the delay. I managed to get some of them sorted last night on my phone in bed, but I'm really glad I woke up early today! Oh, while I remember, I made a mixup with Iron as well, so I apologise to the Lurchers out there. I can't edit the original post now, but the rules should be 'Protects a player from an attack each night, reducing its severity. Cannot target the same player twice in a row.' Now, some good, old-fashioned clarifications. I almost missed these... Kandra cannot be lynched, in this set-up, as they are NPCs. They cannot defend themselves, and you only know they exist. You don't know what they look like, or anything like that. Just that a House has one under its employ. I can also confirm that there is only one Kandra. All House Powers are a Night Cycle action. There are no exceptions. Even the Loyal Terrisman one can be done after the lynch, during the Night Cycle. The Blanket Sooth power will hit someone the next day if they are a Soother/Rioter. Iron cannot target the same person twice in two consecutive Cycles. Steel, however, can. This is to balance the fact that there are twice as many physically defensive Roles for players to have as physically offensive. Right... That all seems to be sorted out. Time for a cup of tea.- 657 replies
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Long Game 7: The Annealing of Luthadel
Wyrmhero replied to Wyrmhero's topic in Sanderson Elimination
Can a mod please lock this thread as happens with other games?- 657 replies
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Long Game 7: The Annealing of Luthadel
Wyrmhero replied to Wyrmhero's topic in Sanderson Elimination
House Heron may not have been one of the original Nine Houses founded at the start of The Final Empire, but over the last seven hundred years or so it has grown into one of the main powers of Luthadel. By carefully forging links between themselves and the Great Houses, and by buying out, bullying or in extreme cases even marrying the Lesser Houses, the previous Lord Herons have created a web of contracts in almost every area of The Final Empire. It is said that if you follow a trail of money far enough, you'll find a Heron at the end. It is also rumoured that the House has close ties with the Obligators, and this is one place where the rumours are true. Heron's fortune was built on a foundation of work for the Canton of Finance, and it was from these contracts that the House began to flourish. It is for this reason that at least one heir to the House each generation has spent time in the Steel Ministry. Using the contacts gained this way and the financial bedrock they provide to propel themselves into high society, the House then began a long campaign of marrying the Great Houses into them, strengthening the one area they were lacking in – Allomancy – without losing any of their financial or political power. These days, Heron is known as a reliable trading partner, able to procure almost anything through their extensive network of contacts throughout the Empire. They have a hard-won reputation for honest dealings, and remain mostly apolitical. While this may seem naïve, the House is not stupid; they back this up with ruthless retaliation against those who betrays their trust, and even minor transgressions are met with the termination of contracts. Anyone brave or foolish enough to stand against the House will find that their trading opportunities suddenly disappear as contracts vanish before them and a string of attacks leaves their people dead. Houses that hope to branch into the great city find that they will get nowhere without House Heron's backing, and spend years cultivating a relationship before attempting that big leap. While not especially dangerous in terms of Allomancy or subterfuge, no-one wishes to stir their anger and risk the marshalling of all of Luthadel in revenge. In the years after the event, the number of stories about the Heron House Ball would become almost as many as the number of people telling it. The Nobles all spread different stories, and so did the Skaa servants who saw the event when it happened. The tale grew in the telling, as one Informant put it. But whatever they said – whether he set alight to his Keep, or that they all turned aside, or that he ripped up all his House's contracts in his grief, or he found and slew all the Skaa there that very night in a rage – every storyteller agrees on one thing: When Lord Heron entered the Ballroom, it was with his sister's blood on his hands. The Lord of Heron House entered the ballroom about an hour after the last of his guests had made themselves comfortable, or at least attempted to make the other guests uncomfortable. He was not the person they were expecting, however. The Lord Heron they were expecting was an older man, around 45 or so, and each of the guests would have recognised him from their dealings with him. He was also said to be a Smoker, but that was of course impossible to prove by its very nature. This man, Wyrm Heron, was known to some of them there as his son, and indeed the family resemblance was obvious. He was a young man, but appeared older than this, due to the fact that his head was shaven. The tattoos around his eyes proclaimed him to be an Obligator; the red line further showed that he was a member of the Canton of Inquisition. He was injured, that much was clear. He was bandaged around his chest, and while he didn't seem to be particularly pained by this, his slow gait suggested that he was covering it up a bit. In his hands, he carried a bloodied, feminine body. A sword, of all the unlikeliest of weapons used on a Noble, was lodged somewhat within it, and Lord Heron carried the body with care to avoid cutting himself on it. He dropped the corpse of Wilson Heron to the floor unceremoniously, with a lot less grief than one might have expected, considering it was well known that she was his sister. He did not give them time to think about this, however, and looked up at his guests. “My father is dead. I am now Lord Heron.” At once the questions began. Who did it, and how? When did this happen? Why was Wilson Heron dead at his feet as well? Why were they summoned, and indeed, if they were summoned by his father, was there any point in them all being assembled still? About the only question not asked was why he was leaving the Steel Ministry to head his family – One could not be a member of a Canton and openly affiliated with a House, after all. Considering the fact that the only other heir to House Heron was lying there dead at Wyrm's feet, it was obvious that he would need to reclaim his heritage like this. In fact, they were glad of it. Otherwise the House would be dissolved and their own Houses would fall into chaos, not to mention the whole of Luthadel itself would suffer from the instability this would cause. Wyrm held up a hand to silence the assembled, and slowly they quietened, one by one. He lowered his hand, and only then did he start to explain. “The one I have known as my sister all these past years, it appears, was never my sister at all,” he began, in a manner that suggested this was a normal conversation, rather than what it actually was. “You can understand my embarrassment as a member of the Canton of Inquisition to discover that my father had been swindled by a whore calling herself a Noble. I would have killed him myself for the insult to the House, let alone because such a thing would be my job, if someone had not already done that for me.” He put a boot on Wilson's stomach and pressed down to draw the blade out of her body. “I had mentioned to my father that I believed that there were... impurities... within a few of the Houses we know,” he waved the bloodied sword around a little in a haphazard method as he spoke, “That is, within your Houses, and it seems that he mentioned it to my dear little half-sister. This was, perhaps, a foolish move, considering she then killed him to ensure that the rest of her kind didn't get discovered as well. I discovered my father's body this morning, and called for you all here.” “My sister then decided that, as a Pewterarm, she would be able to kill me just before I mentioned this to all of you. That is why I have this sword in my hand,” he explained. He tried snapping his fingers, but his hand was too slick with the still undried blood to make a sound. Instead, he waved one of his Terrismen over, who quickly provided him with a wet towel. He wiped the sword down, and then switched to cleaning his hands. “Unfortunately, she was never really that good at fighting,” he added with a small sneer, “and a decent weapon was all I needed. If she was a Coinshot, things would of course have been rather different.” He called for a Skaa, who approached him with head bowed. “Take her body to the wolfhounds,” he said, before turning back to the still silent crowd. “But in any case, she was just one of the Skaa 'Rebellion', if it can even be called that, amongst our number. And so, that's what I am here to address.” He let his swordarm hang at his side now, as the Skaa took Wilson's body and started dragging it away, a long streak of blood now coating the floor of the ballroom. He made no motion for it to be cleaned up, but instead snapped his fingers again, this time producing the required sound. Another Skaa disappeared out of the room at this command. “Now, obviously I have no way to force you into helping,” Wyrm said. “I know you probably have better things to do than help me get revenge. But at the same time, I don't think you can afford to let such impurities remain in your Houses.” The Skaa who left the room returned a second later with three others, each of whom carried large stacks of parchment. Another four followed, crossing behind their new House Lord to the great fire, which they set up with logs and a tinderbox. A handful of calcium was added to the flames to produce a rich red colouring, the same as the livery for House Heron and its servants. “You may reject this task if you wish. That is your choice.” He picked up a handful of the contracts and brandished them before him – The Tineyes there could see that the top one was for House Izenry, but sadly his hand placement prevented them from being able to glean any useful information from it. “But be aware that my fire will need a lot of kindling tonight. And I am certain that my colleagues would be interested to hear that you aren't interested in discovering Skaa Allomancers as well.” “I will of course be performing my own investigations at the Canton as well,” he added. “So, having come this far and heard all this, who will answer the call of House Heron?” Day 1 begins! It will end in three days, at 9PM BST (that's British Summer Time, GMT+1) on Thursday. Wilson Heron was a Skaa Pewterarm claiming to belong to House Heron! Player List Quick pair of fixes to make: Mistborn will get a metal at the start of Day Cycles, including today. Smokers begin today with their field up, but only surrounding them, to make up for the fact that they can't have done so the 'previous' Night, since Night 0 did not exist. Edit: People should be able to access their Houses now. Turns out I was using the wrong keys Rules Clarifications regarding Informants: Telling the Informant that you visited him is not new information to that Informant, and so it will be counted as useless information and not added to the pool. Likewise, visiting the Informant and saying 'I lied to you' is useless information, even if it contains when that lie was placed, because it means nothing to any player who would get it. 'I lied to you about Subject X' would be though, because it is specific enough that it is useful information to players who receive it - Even if they haven't gotten the complementary information yet. You also cannot go to an Informant and say 'I am not able to burn metal X', or what have you. It would take eight cycles for you to have to give away your actual metal like this, and everyone could do it. So I have decided that 'I can burn metal X' is useful and will get you info, but 'I cannot burn metal X' is not. This will also apply to other 'easy' and almost universally applicable truths, same way as 'There are Y people in my House' is not useful information. This also goes for 'I am not aligned with the Skaa'. However, as with the metal thing, saying 'I am Skaa' is useful truth. These non-specific options can also be used as a [Lie] action, though you will get no information back, even if it is the truth. You can also lie about other players being Skaa if you want - Nothing’s stopping you doing that. Information granted to players from the Informant from the GM can include their Skaa-dom.- 657 replies
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Long Game 7: The Annealing of Luthadel
Wyrmhero replied to Wyrmhero's topic in Sanderson Elimination
Juuuuust got in, with half an hour left. Good to have you with us. Signups are now closed. PMs being sent out shortly!- 657 replies
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Long Game 7: The Annealing of Luthadel
Wyrmhero replied to Wyrmhero's topic in Sanderson Elimination
The injuries do indeed stack into a death. A player is usually Injured when they have 1 point of damage on them, and they die when they have 2 points of damage on them. While a player burns Pewter, they become Injured when they have 2 points of damage on, and they die when they have 3 points on them. Therefore if an Injured Pewterarm/Mistborn stops burning Pewter one Night, they still have 2 points of damage on them and they die automatically as a state-based effect. The information you can receive will, of course, be dependent on what you can give. You do have to offer concrete information, since otherwise there's nothing stopping you giving this information to them and then simply doing something else. It could have been true at the time, but that's about it. It would be extremely unfair if everyone could do such a thing, since it would make the action of giving information into the system almost completely worthless as everyone would say their 'plans' with no intention of going through with them. If you want information back, you must give information to the Informant which you know to be true. This is, generally speaking, stuff about you, because everyone else can lie about their powers, the effects of their actions, etc. It would be too easy to check whether information is true or not because you'd just see if you got anything back. There are certain circumstances where you may offer information about other players. The following offerings are valid, providing they are not known to the Informant already or regarding going to the Informant: Your House Your House Power (if you are the House Lord or were at one point) Kandra in your House The actions of a Kandra (if you are a House Lord) Your Metal Power If you were attacked during a Cycle The Metal used by a player or all the Metals used on a player during a Cycle (if you are a Seeker) An Action you performed during a Cycle and who it was on (you may offer this Cycle's other action, since you can't change that action at this point) Another player's House/their being a Skaa (if you are the House Lord and used Genealogy on that player) Essentially, it just has to be confirmed true to you (not a good guess or 'someone told me so') and game relevant. Skaa players may offer information about their allies, unless they decide to start lying to each other about their powers and such for no reason, since they have literally nothing to gain by doing so. If there is anything else I have missed here that a player thinks would qualify under these two headings, then they may send me a PM and I will clarify it on the thread. When you lie, you are essentially bribing the Informant to spread false information. This means you will not recieve anything back. You may spread a lie about any player, and as you added it to the pool, if you later go and try to gather information about that player, you won't recieve it because you know it is not true. The Loyal Terrisman power can spread a lie about up to two players. When lying to an informant, you don't have to tell them lies that actually matter with the nature of the game - You could just spread a rumour that Mesist and Fien were actually brothers, if you wanted to be obvious about it. When spreading these rumours though, don't expect to be able to do it maliciously and have it not be frowned upon by people. Again, remember that this is a game, and your objective is not to irritate or anger the other players.- 657 replies
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Long Game 7: The Annealing of Luthadel
Wyrmhero replied to Wyrmhero's topic in Sanderson Elimination
Whoops, you're right, sorry guys. Thanks twelth for pointing it out to me. The questions I was asked were specifically about Mistborn burning pewter while injured, and I forgot that I didn't copy over the question, so the context was lost Ashiok, you are right. I'll make the scenarios obvious here: A partially injured Pewterarm/Mistborn that does not burn Pewter during a Night when they are partially injured will become injured at the beginning of that Turn. An injured Pewterarm/Mistborn that does not burn Pewter during a Night that they are injured will die at the beginning of that Turn. An injured Pewterarm/Mistborn that starts to burn Pewter during a Night they are injured will become partially injured at the beginning of that Turn. When I say 'the beginning' here, I mean that they will take effect before any actions take place that Night (and so are treated as their new status for that Night and the following Turns), not that they will automatically be killed off at the end of the Day Cycle in the second case, since that would not let them get their action in to keep burning Pewter. Healthy -> Partially Injured (while burning Pewter) -> Injured -> Dead While a player burns Pewter, they shift to the left and become Partially Injured instead of Injured. Being Partially Injured has no disadvantages, and so it is basically as though you are healthy, but you still have damage on you. Similar to Bronze, Pewter's effect takes place during the Night Turn you burn it and the following Day Turn. Becoming injured in this way does not reset the time it takes for you to heal, because there's no new source of damage on you. As an aside, while you may already be injured when burning atium or hit by the Metal Poison power and thus won't have any new damage from it, they still reset the timer because it's a new source. The difference is that in the case of not burning Pewter, the damage you have on you is the same, you just don't have the buffer of being able to be Partially Injured any more. However, it makes no sense for a Mistborn not to use atium on a night when they'd be hit if they're likely to just die the next Night, so I will modify it a bit. Mistborn burning Pewter who would be killed as if they weren't burning Pewter will use atium during that time, and escape Partially Injured. This means that all Mistborn will use atium in the event of their first death, potentially delayed or not, by any means other than the lynch.- 657 replies
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Long Game 7: The Annealing of Luthadel
Wyrmhero replied to Wyrmhero's topic in Sanderson Elimination
Eight hours to go. Have some clarifications while you wait! If a Mistborn becomes Injured while burning Pewter (so they have been hit twice without healing), and does not use Pewter the next Night, they will unfortunately succumb to their wounds. Atium cannot prevent this, as it only triggers on an attack. Pewter is not as useful to a Mistborn as a Pewterarm, but it could be used to extend their life a little, to guarantee the possibility of using their vote the next day (barring Soothers/Rioters), or to injure a player that attacks them that night. If an injured Mistborn/Pewterarm burns Pewter the following cycle, then their injuries jump one up the scale, and they will become Partially Injured. This means that they can use two actions that night (so Pewter and a Special Action), and their vote the next day will not have a chance of disruption from the injuries. By the way, I love the roleplaying going on so far. Let's hope it continues all the way through.- 657 replies
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Wyrmhero replied to Wyrmhero's topic in Sanderson Elimination
Some more questions have been asked, and once more I shall clarify things without saying who asked them, as they were asked by PM. Is it possible for a player to betray their own House with the help of the Skaa or other Houses in order to get into a better position within it (such as becoming House Lord)? There's nothing preventing it in the rules, and it would fit with the sort of culture that surrounds the Nobility. Particularly if you think that the head of your House is Skaa, for instance. Otherwise though, there's no mechanical benefit. I believe that doing it to become the House Lord with no justifiable reason other than 'because I want to be' would be highly frowned upon by all the players, and so I hope it would not happen in the relatively pleasant environment we have for these games. Remember, the objective for all players is to have fun, not to maximise your fun at the expense of everyone else's. Obligation information comes from the target player, or the GM if it is not about a future action. As such, it will not interfere with the Informant actions in any way. Obligation can be used once every night without restriction. Hazekillers can also be used every night without restriction. As Atium is actually currency as well as fuel in The Final Empire, poisoning atium would be akin to high treason. Though really, the poisoning of Atium has no effect, as a Mistborn forced to burn it when they would be killed, and they escape freshly injured after using it. Metal Poisoning would just make them injured at the end of the night cycle anyway. So Atium cannot be poisoned, because mechanically it would have no effect, as well as the fact that flavourfully it would be a cause for a call from the Canton of Finance. Kandra count as players within a House, and so Kandra can discover the actions of another Kandra if they spy on a House with a Kandra in. In this case, you will be informed that there is a Kandra allied to the deceased player, and that a Kandra has spied on another player, but not the results of that spying nor the name of the Kandra doing so. Brass and Zinc work exactly the same as in previous games. Brass cancels the vote of target player, Zinc cancels your own vote to move another player's. I apologise for the incorrect wording of 'Soothes a vote against a player'. It should be 'Soothes a vote by a player'. The rules have been changed to reflect this. They count as your Metal Action for the following Night Turn. If a Pewterarm or Mistborn stops burning Pewter, their injuries increase in scale. If someone who has burnt Pewter was Partially Injured, they become Injured the first Night Cycle they do not burn it. If an Injured Pewterarm/Mistborn stops burning it was Injured and they stop, they die from their wounds. Injures heal at the end of the Night Turn two cycles afterwards. A player injured on Night 1 will be fully healed at the end of Night 3/start of Day 4. A player who becomes Injured (such as a Pewterarm being hit while Partially Injured or an Injured player using a Metal that has been poisoned) will have their healing reset. Thus it's possible for a Pewterarm to be Partially Injured on Night 1, then Injured on Night 3, then Killed on Night 5 without healing. Informant Actions, Genealogy and Loyal Terrismen can all be used on dead players. Obligation can only be used on living players. If a dead player 'runs out' of Informant information, then no facts from the GM will be given. Phew. Any others? For that matter, 19 players. Can we get one more in the next 23 hours?- 657 replies
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Long Game 7: The Annealing of Luthadel
Wyrmhero replied to Wyrmhero's topic in Sanderson Elimination
A reminder that the game will start in two days time. Signups will still be open for 48 hours. We have eighteen players, and ideally I'd like a few more, so if anyone's sitting on the fence about this game, sign up! The current list of players is: Kassel Erikell (Kasimir) Tonul Venture (Tulir) Alden Izenry (Aonar Faileas) Fien Urbain (Gamma Fiend) Asyr Tuy (a smart guy) Jain Phantomhive (Lightsworn Panda) Hyrun Tormander (The Only Joe) Ashette Cett (Ashiok) Hadrian Penrod (Araris Valerian) Kaldin Fathvell (Kal Dell) Find Fain (QuiteLeftInch) Quitania Elariel (QuiteContrary) Wandrin Nuvidas (New One) Racine Morinthe (twelthrootoftwo) Sylina Serris (Theorymaker) Cadri Raisaal (Shivertongue) Mesist A'lees (Metacognition) Mailu Willen (Mailliw73) Ren Gardre (Renegade)- 657 replies
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Long Game 7: The Annealing of Luthadel
Wyrmhero replied to Wyrmhero's topic in Sanderson Elimination
For the purposes of this game, it is not possible to leave and/or join another House.- 657 replies
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Long Game 7: The Annealing of Luthadel
Wyrmhero replied to Wyrmhero's topic in Sanderson Elimination
I'm not sure how to quote parts of what you've asked, Meta, so I'll just answer in bullet point form. There are four ways to die in this game - Skaa kills, 'lynches', being attacked by a Coinshot, or possibly from attacking a Pewterarm/first-killing a Mistborn while injured. Only lynches will have their alignment confirmed. The method of death will be shown for everyone. However, while skaa kills will be shown, that doesn't mean the alignment will be confirmed! In essence, what I'm saying is that the Wounded Gazelle Gambit can still be done, but for much higher stakes. That is a good question, something I hadn't quite considered. I would say yes, and such a thing will be publicly announced. So the trade-off here is that two of your House are publicly known, rather than just you. I was going to say that a Great House would only have one House power, but that was when I was considering that we might have more players. As such, I am going to say that a Great House can have either one or two powers. If a noble kills a House, then they may choose one of those powers for their House to obtain. If they do not choose within the next day turn, then it will be chosen randomly for them. This means there is another way for powers to be lost. Metal Poisoning has two possibilities - Either the player does not use their power, or it makes them injured after the cycle in a way that cannot be prevented. The reason that it is stated outright is because it would be incredibly powerful to cripple effectively an eighth of the players every cycle. The players who use that metal just have to decide whether using their metal that cycle is worth the risk or not. It also resets the amount of time it will take for you to heal. In the case of Obligation, the idea is first to get a truthful answer or to force a decision. The 'if possible' part is due to the case of, say, asking Player X if they will target Player Y with their metal, and then Player Y being lynched. Obviously the Obligated question is no longer possible, and in this case, Player X may do what they wish without restriction. If a player does not respond to the Obligation, then their action is totally nullified - This is the best I can do to 'force' a player to respond. I'll admit that I did not quite consider the possibility of asking for information quite like that with Obligation. I'm somewhat in two minds of what to do here, considering there's no real way to enforce them to tell the truth. However, considering it's an Obligator asking the question, I'm going to say that if you ask a question which does not relate to an upcoming vote or action, that player will be informed, but true information will be given to you from the GM. The exception to this will be asking if a player is secretly Skaa, or a variation on that theme, in which case the answer will always be 'no', for obvious reasons.- 657 replies
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'One is a beautiful but cruel creature that feeds on the souls of Allomancers to gain the power to save his lost girlfriend in a tragic tale of a love gone awry! The other lost their heart when the Shaod came upon her, she was thrown into Elantris, and most importantly her family rejected her for the choice of a Hoed boyfriend! Can these two broken souls learn to trust people again? Can they help each other rediscover how to love, even as they try to track down the handsomely dangerous and dangerously handsome Mistborn, Kelsier, a man hounded for a crime he didn't commit? Find out in 'Devoted to your Ruin'!' tl:dr, Inquisitor and Elantrian love story - also they fight crime! ...That contrived enough?
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So... A film about Hemalurgy (Vampires) and about the Shaod (Zombies)? In all seriousness though, Mistborn should be somewhat fine as a commercial film at the moment, considering there's a strong emphasis right now on dystopian settings with strong female leads (Hunger Games, for instance). There's even a romance in there combined with rags to riches. What more could a teenage girl want from Vin as a rolemodel?
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Long Game 7: The Annealing of Luthadel
Wyrmhero replied to Wyrmhero's topic in Sanderson Elimination
Only if the GM gets to play as well. It's fine, he's chosen his grudges now. You may now sign up again in (relative) safety- 657 replies
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Long Game 7: The Annealing of Luthadel
Wyrmhero replied to Wyrmhero's topic in Sanderson Elimination
As this is a Long Game, there are no real rules about inactivity. Obviously I'd prefer it if people remained active, but I would rather to do that by making the game and the opportunities enjoyable than punishing people for things that they may not be able to control. So no, there will be no punishments, though I'm sure your allies would be rather displeased with you if you disappeared on them...- 657 replies
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Quick Fix Game 2: Crushthroat's Beginnings
Wyrmhero replied to Metacognition's topic in Sanderson Elimination
Thing is, I'm pretty sure that Jatae, Hreo and Riingar already knew that...- 361 replies
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Long Game 7: The Annealing of Luthadel
Wyrmhero replied to Wyrmhero's topic in Sanderson Elimination
First rules clarification! (if people have any, please send them. Better that they get answered before we begin than after) House Powers Unless stated otherwise, a House Power can be used every cycle without restriction. If it has a restriction, then that restriction applies to anyone that tries to use it - Whether they are of the original House or another. So, for instance, if a player used the Broad Investments ability to copy the Genealogy power, then no other player may use that option for that House Power for the rest of the game. Players gaining a restricted use House Power will be informed which options have been used before. House Powers can only be lost in two ways - Firstly, if a Skaa Kill action finishes off the last player in a House with a House Power, then no-one gets that power. If a Skaa becomes head of a House with a House Power, they may spend a Special Action to destroy that power. The next player who would have received it will be notified that the power was destroyed, but not what it was or whether it has been used. Kandra Kandra will appear in the list of players, and can only be targeted by the Iron, Steel and Skaa Kill abilities. No other Metal Actions or Special Actions may affect them. A Kandra that is injured has a 50% for their bonus vote to be lost. They lose an action as well, but as Kandra are NPCs and have only one ability each cycle, that simply means that an injured Kandra cannot act. This is only important when they have devoured a body and are reporting information, as normally a Kandra only votes, and does not use any actions otherwise. Kandra may devour any corpse created at night (so lynch victims are not possible), and there are no restrictions as to how old the body can be. If multiple players choose the same corpse, the Kandra that takes uses that body is determined at random. Players will not be informed when a body has been taken over by a Kandra. If a Kandra is killed or devours a new set of bones, the previous body is removed from the game for good. Also, noted the name change Quitecontrary. I almost refered to you as Quite, but that would've been confusing considering one of our new players this game- 657 replies
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Quick Fix Game 2: Crushthroat's Beginnings
Wyrmhero replied to Metacognition's topic in Sanderson Elimination
Best way to look at it is that you don't win 1 or lose 2, but you pay 2 and can win 3. The dice also contains the price for gambling already. This means you can pay 1 with the dice and get 3 back, so you make a net of 2 coins. The tradeoff is that you need to spend two actions instead of one, since you need one to buy and one to use. You also may not manage to get the dice at all, which is another tradeoff, but if anyone's paying 2 for the dice, then that's decreased their benefit for doing so quite badly. It's not a perfect way to get more money, but it's better than normal gambling if no-one else tries to get the dice too. Basically, the dice and gambling both only really work if no-one else goes for them Edit: Kas ninja'd me while I was in another tab >>- 361 replies
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Quick Fix Game 2: Crushthroat's Beginnings
Wyrmhero replied to Metacognition's topic in Sanderson Elimination
I am of the same opinion with the low reward. I think it should have increased with the amount of people involved, even if it wasn't too impressive an increase (1 coin per two players, for instance), to simulate the fact that more money was in the pot. Currently, you lost money on average even if there was only one other person gambling. The gamble was not whether you won or lost, but whether anyone else thought that no-one would play. I would disagree with the second point though. The Loaded Dice were far from useless - It was practically the only way to turn gambling to a decent profit. It increased your profit margin from 50% to 200%, and made you more likely to win as well. I certainly wish that I had realised quite how effective they were at first, even if I didn't really have a use for that money.- 361 replies
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Quick Fix Game 2: Crushthroat's Beginnings
Wyrmhero replied to Metacognition's topic in Sanderson Elimination
I had Riingar and Jatae in my sights on that last day, but Hreo almost completely avoided my sights. Well played, guys. I'm annoyed you killed me that cycle though; not because I died, but because I was going to win a Buckler with the minimum bid of 2 coins... I liked the touch of sentimentality in your last RP, Joe. It was a nice touch. With regards to your gambit, Jain, you played it far too late to be of help, I think - The problem was that not only did the Mutineers get someone to easily pile votes on, but some of the Crew thought that you were being serious too and did the same. At that point in the game, we needed to consolidate those votes, rather than split them up. If that hadn't happened, and we'd gotten that train on Riingar, he'd be dead and it would still be 3:2 crew to mutineer. It would probably have still not gotten to a victory for us though, due to their extra lives, but it would have really come down to the wire, possibly with there being just one player left at the end of it. The crew definitely underestimated the power of the Hook, and we should have bid on it more to stop the Mutineers getting it. I'm not sure about Gambling though - It seems that the gamble was not the dice roll, but whether anyone else did it. I said to Meta early on that you had to think of it in game theory terms, about whether anyone else would play, and it seems that not many people did. As always, it would be interesting to see how the game would change a second time around.- 361 replies
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Long Game 7: The Annealing of Luthadel
Wyrmhero replied to Wyrmhero's topic in Sanderson Elimination
A wheelchair bound noble? Clearly a Mistborn Each Great House will have around four players, and each Lesser House will have two (this is dependant somewhat on player numbers). The reason that no-one has the same family name here is that the House-assignment will be done randomly. In a way, think of your family name as your cover story, and you are secretly a part of your true House (or work for them/your House is a cover for them, if you prefer). Also, I'd just like to say that I am surprised about the number of supporting characters we have here. Not that it's a bad thing, or anything like that - In fact, it's given me a few ideas already. It's just interesting to note the differences to previous games already happening before we've even begun. EDIT: As an aside, I have slightly tweaked the Genealogy House Power, because I realised that it didn't report on your true lineage at all as written.- 657 replies
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