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Wyrmhero

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Everything posted by Wyrmhero

  1. I think it's a great idea to ally with the Darkeyes. After all, they have as many votes as us Sharders, and more useful roles, including a Ghostblood, still left! What could possibly go wrong for you if you started helping them when they alone can overpower both the Merchant and Noble votes and thus kill two of you a day? Heron held up a small vial to his eyes. There was perhaps just a single mouthful of pewter left. Rust and Storms and Ruin all combined, this place was dangerous. The Everstorm last night had certainly shaken him, but it was more just the general atmosphere of this place which had turned him into this nervous, paranoid wreck. He thought about it briefly, then he downed the vial. It was better to use it now than it was to die and never use it. He selected another vial from his belt, and grimaced as he looked at it. He was all out of tin. Tin burned slowly, but with the riots going on, he seemed to never have enough. He wished that he could use tinminds, but sadly that was not something he was able to do, for he was born with Allomancy and pewter in his soul rather than Feruchemy and tin. He swirled the vial around, as if doing so would make more appear. Regardless of the result, he drank that as well. At least there was still some alcohol left in it. If he survived this, he'd have to see about becoming a tin compounder. He stood up straight and looked around as he heard the crackshot of one of Aonar's pistols. It had to be Aonar: nothing else but his Sterrions could have made such a noise in this place. The people here were simply not developed enough for it. He should probably go and see if the man was alright, even though he cursed Aonar with every breath for convincing him to come here in the first place. Feruchemy never let him down like his Allomancy had done. It never ran out on him when he needed it most. He shuffled his thick, steel bracelet down his wrist and started to pour his speed into it. He'd spent a chunk of it running away yesterday from another fight. Glancing around to make sure that he wasn't being watched, he took a few, slow steps back and let loose the briefly stored speed. He stopped withdrawing steel when he reached a rooftop above the city. He felt it would probably be safer here. He sat down on the rooftop edge and looked out with his sub-par eyes. Perhaps it was his fate to die in such a wretched place? A curse Harmony had placed upon him for the forbidden art, maybe. Heron had never considered that Harmony might hate him before; he'd never killed for his spikes, at least not without permission. Damnation, as the people would have said here, Pathists themselves used charged earrings to converse with their so-called god. Heron had never been a Pathist, despite his Terris heritage. After all, what reason would he have to believe in something he knew to be true? How could he come to any other conclusion, with Harmony whispering in his ear all the time? He had two more metalminds left that he could utilise, and no more Allomantic metals available to him. His aluminiummind was almost entirely spent, flickering between the different shades of his personality that he had to use here. A more cautious one for the mercantile folk, a more brash and jokey one for the darkeyes here... Still, that couldn't help him anywhere near as much as it used to. His hopes, therefore, rested on his fourth and most recent acquisition, one that he'd obtained just before he'd met up with his friends and come here. A chromiummind stored luck, and it was that which he required right now. He'd stored up quite a bit of it since coming here, suffering the clumsiness and speak-before-thinking personality that came with it. Now, he started to slowly withdraw it. It was a difficult thing to quantify, the luck that one needed, but he at least knew that it was a bad idea to use it all up at once. He took a quick check of his weapons. Unlike some of his companions, he had not trained with firearms. He wasn't really a fighter at all. Like most pewterarms though, he'd trained himself in weaponless fighting, even if he wasn't particularly good at it. It was a shame that he'd never gotten into a fight with a Shardblader while he was here, really. He'd have liked to test that particular theory out. Regardless though, the only actual weapon he had with him was the knife. Which, it just occurred to him, he'd killed with. The knife was certainly pure enough iron for Hemalurgy - He'd refused to buy anything too impure. It just sounded like poor quality to him, and that Scadrialian instinct seemed to have served him well here. Even better, the eyes were a Hemalurgic bindpoint. It had been a day since that incident, so a lot of the charge would have disappeared already, but... This was a riot, and he needed physical power. As soon as his pewter disappeared, he was dead anyway. He pulled up his shirt a little, held the knife carefully, grimaced at what he was about to do, tapped a little luck, and then after finally working up the courage, stabbed himself in the chest.
  2. Even better, it's actually a decent (if terribly underpowered now) card!
  3. To Joe and Macen: Happy birthday!
  4. So at first I was a little bit sad, since it was a draft thing, and that wouldn't be relevant to me since I live in the UK. Then I saw that it was the opportunity to draft with Sanderson at all the conventions over the next year, like London, and I was happy Good guesses! I think the problem here will be that we're trying to suggest cards here for a minicube, which means less of the utility cards than you would expect for a Mistborn-themed set, since the utility should be in the set you're drafting itself. I'm thinking of cards like Leap, Mighty Leap or Aerial Maneuver (Steelpushing), all of which are simple commons - though quite powerful in a draft, since they give you evasion at instant speed - but cards that should be represented in the set already. You could have Fog for the mist, for instance. Again, functional but already an effect in most sets. Well, to start off, let's see what kind of effect best represents the abilities/powers in Mistborn: Pewter - Power and toughness boosts, simply enough - Giant Growth and Brute Force works well to represent that. Temporary effects would represent it best. Tin - Possibly Scry effects would be what you're looking for here, or Future Sight-style 'reveal the top card of your library, you may play it'. Iron - 'Must be blocked if able', or things such as Pariah, and damage reduction, redirection or prevention. Steel - Leap or Prodigal Sorcerer-style 'tap to deal damage' would represent this best, I feel. Maybe Fling at a push. Copper - Perhaps Morph effects, to hide your things from your opponent. Ixidron would be amusing in a cube, but probably too strong and too close to a board wipe if there are few other Morphers around. Bronze - Seeing your opponents hand would work here, such as Gitaxian Probe or Telepathy. Zinc - 'Must attack this turn if able' and cards like that would show the impulsive nature brought on by rioting emotions. Sadly, Magic is severely underrepresented with 'emotional' cards not based on anger, and so it's hard to think of things for that. Brass - Pacifism and other cards like it represent the soothing nature of brass well. But again, almost all of the cards I've mentioned are standard effects in Magic, and are in every set. Not that this is a bad thing, mind, just not helpful for a mini-cube. Allomancy is just a really functional magic system Of the suggestions above, only really Future Sight, Pariah, Ixidron and Telepathy aren't in every set in some way, shape or form. Note as well that none of the theoretical effects there are Black, and most of them are actually Blue and White. Amusingly, the best representations of Inquisitors are oozes - The Mimeoplasm and Necrotic Ooze represent the idea of stitched-together creatures, and the Necrotic Ooze in particular allows you to represent Hemalurgy by activated abilities. It's a shame that one of the Great Designer Search cards never got printed (Executive Decision. Basically you join creature cards together with paperclips), but that's how it goes sometimes. Feruchemy could be represented by 'storage' spells. Iceberg and Mana Bloom let you store away mana for later use, as do the cycle of storage lands from Time Spiral. Sun Droplet is an example of storing health away, though it's not the same as how Bloodmaking works. I think it's close enough, at least. Character-wise is very difficult, since all the possibilities for them would have to be Legendaries or Planeswalkers, who each have their own themes as well. Kelsier might be best represented by Elspeth, Sun's Champion, since he's been known to raise armies (for +1 loyalty), destroy more powerful foes such as Inquisitors (-3) and empower his own people with his Allomancy (-7 Emblem).
  5. I'd like to apply to run my Mistborn House War game, though it still needs a little bit of tweaking first. I would be running it as a full game, not a quick-fix. Ideally we'd have around the same number of people as in Rubix' game, but there will be more factions and thus more documents flying around (probably 10, including the dead doc, if I get ~30 people? I hope my laptop can cope...).
  6. A measly three books. That was all Wurum had managed to save from his home that was worth anything. He couldn't even live in his home now, the floor being so damp. He'd just catch his death from cold, and then it really wouldn't matter that his house and its contents were waterlogged. He sighed as he traipsed down the lane, shoulders hunched together to try and remain unnoticed. He didn't look at anyone directly, but did sneak glances now and again. Rough and strong men seemed to favour the streets now, with a knife or a cudgel or something similar at their sides all the time. They weren't afraid; why would they be? This was the best it had ever gotten for them, with the whole city in disarray. He stumbled and then fell as one of the uncooth brutes put their foot out to trip the scholar. He hit the cobblestoned ground in front of him hard, and his last three books fell into a puddle. There was laughter from him, and his group of people. It made sense. Pick on the weak to avoid being picked on yourself. One of them grabbed him by his shoulders and pulled him to his feet. He seemed to have a broken nose, unset due to the lack of medical attention in the city. One of them pushed him. They shouted at him. He couldn't really make out the individual words. They wanted his money. They wanted his food. They even wanted the shirt off his back, though why, he couldn't see. It wouldn't fit them. One of them pointed at the books on the floor. Then their upstanding citizen nature kicked in, and they started calling him a heretic for the sin of reading. He didn't even think they knew what glyphs were, though that didn't matter, since the books did not contain glyphs. One of them slid the cudgel out from his make-shift belt of rope, taking his time, joking with his friends. What danger could a pathetic scholar hold for them, after all? Something inside Heron snapped. He grabbed the knife from his inside pocket and leapt at their leader. He unbalanced the man, and they both hit the floor, the leader banging his head on the stone. Heron used that distraction to stab the knife into the man's eye. Everything when silent as Heron stood up again, switching his bloody kitchen knife into his other hand and picking up the cudgel that the man used. The others were wary, but not concerned. He threw the cudgel at them, unconcerned as to how accurate it was. It had the desired effect, one of the man put his hands up to defend himself. But he didn't even check what had happened, as he'd started running as soon as he threw the cudgel. Half a mile later, he'd managed to lose his pursuers in the twists and the turns of the city's slums. He sighed in relief, leaned on a wall, and caught his breath. He was glad that speed wasn't as important in the city as strength was, or else he'd have been caught ages ago. But still, now he was here, in the slums, with not a chip to his name. His right hand was bloody, and people were already starting to avoid him. It hit him just then. He'd killed someone, and it was as easy as that. He smiled a little at the thought, and then changed his mind and threw up.
  7. This just in, Dragonsteel is the codename for Khans of Tarkhir! Oh, if only. If it's number 2, then the Magic books might actually be worth buying. I remember looking at the Scars of Mirrodin and the Zendikar novels. Utterly worthless and I haven't bought one since. If Sanderson wrote one of the novels, I would immediately buy it. At least we would finally have a rigidly defined colour pie thanks to the First Law, and characters rather than robots.
  8. The Highstorm was over. That was good, since it meant that Heron could make his way back from the shelter to his home and get back to hiding away from the rest of the city. Unfortunately, his second-greatest fear had been realised. The door had been broken down by looters who were either brave enough or foolish enough to go out into the storm, and the floor was soaked through because of it. He stepped over the broken boards and splashed into the rest of his small home. Yes, the thieves had at least seen no value in his books. They'd stolen his money, it seemed, but that was it. Common looters wouldn't know the value of a decent book, even if they kept up to date on the prices of parchment. Unfortunately, that didn't stop them from throwing down the shelves to the wet floor to see if they were hiding anything lucrative behind them. He quickly grabbed a few of the books from the floor, flicking through them in a panic. His hard-earned and hoarded tomes were soaked through, the ink staining the whole page. These thieves might not have robbed him blind, but through their carelessness and selfishness they'd managed to wreck his entire life's work without even realising it. He remained in shock for a few seconds, then let out a heartbroken scream of pain and frustration. What else could he do?
  9. I am rather surprised by the fact there were only two deaths. Guess the Ardents picked well for who to save. Oh, and apparently Kas. So one Ardent was exceptionally lucky, picking 1 from the other 10.
  10. Now someone else has posted after Feather, I am more willing to post some RP myself The most important thing to have in a riot, Heron reasoned, was a weapon. He was a scholar, a thinker. Not the sort of person who had enough great feats of strength (or even strength of feet) to survive the ordeals of a city-wide riot. He'd probably be killed just for being able to read, come to think of it. Probably strung up by the more religiously minded people in the city. The Ardents would probably try to take control of the city at some point as well, come to think of it, considering they started the riot (or rather, one of them did). People would probably forget that the Ardents were willing to help the queen maintain the city as it was, and look to them for guidance. That, or the Stormwardens, which would be rather amusing. He wondered if they'd predict that. So, how's everyone doing? There was nothing in his small house that could be used as a weapon, sadly. The closest he had was a knife that had seen better days from its service as a dining utensil. He could probably drop a heavy book on someone, come to think of it, but that would be rather hard considering his house was a single-floor building. And he doubted that they'd be willing to stand still while he tried to beat his attackers to death. All in all, he was probably just best hiding away in here, making sure his house didn't look too appetising for looters, and trying to ride out the figurative Highstorm. Though, knowing his luck, he'd probably come back from a Highstorm to find his house stripped of the little that was worthwhile inside. He sighed. This was really not a good position for someone like him to be in. He needed to make some powerful friends, and fast.
  11. The Lord of the House's action counts as their second, non-metal action that night, yeah. I forgot to mention that I was considering that if a noble House finishes off another House's last players, then they get that House's power (if a Skaa does it, the power disappears). Just to encourage the culling of the weak as happens in the books. I had thought of a jack-of-all trades thing, which'd be (ironically) similar to the Mistborn roles in previous games - A random House power each night from the list. Would probably show a house that's incredibly broad in where it invests. While I remember, another idea I had was a third Informant action, which would be to leave a message for another House there, similar to the Death Rattles and the Ghost Tweets of the current and last game. A single 140 character message that the receiving House must collect. The idea of Kandra was that they're an NPC role which is used to effectively make up the numbers and give each House the same number of people. So if, for instance, there were 31 players, there would probably be 7 Houses of four players, and 1 House with three and a Kandra. As such, their existence would be known as they would need to be on the player list so they could be targeted. Kandra could indeed be a normal, non-NPC role though. In which case, they'd have their own vote, could be targeted with every ability, and have their own two actions, with their 'metal' power being a Blessing. As a special action, they could then devour some Night kill's body and go around snooping. ...I think that in the write-up for votes, I'd have to make them vote as the dead person Blessing of Potency - Similar to Pewter, but does not injure someone when attacked. Blessing of Awareness - May target a player and you know all actions performed on them that night. Blessing of Stability - Your votes cannot be Rioted or Soothed. Blessing of Presence - I can't think of anything at the moment. Suggestions for 'increased mental capability'? So this gives them rather different powers from Metals. But they were meant to be a 'filler' NPC role. It could work with them, certainly, but I don't know if I'd give them the role of survival per se. Perhaps have them be unkillable, their contract stolen with the death of a House, and their goal is to work for as many Houses as possible? EDIT: That actually would be poor gameplay. It's a sensible goal for the Kandra, and one which fits with the books, but it would lead to them betraying their Houses as soon as possible to switch contracts, which is entirely against the point of the Kandra. As such, I'm nixing that idea. A 'dead' Kandra could probably lose the use of their current body, come to think of it. They'd be unable to vote until they got a new one the next night (or however long it took). Thoughts on that?
  12. So, I couldn't resist making a more complicated version of the Mistborn games... Mistborn: House War Rules General Rules Skaa have infiltrated the Noble Houses of Luthadel, and The Lord Ruler has decided to allow the nobility to redeem themselves in his eyes for allowing this to happen by letting them root them out and send them to his Inquisitors. The game starts on Day 1. While the main objective is to kill all the opposing side, that doesn't mean it's the objective that will necessarily be followed. The presence of the skaa is a good excuse for a House War to flare up, and the House that comes out on top will be in a very strong position... Each day there will be a lynch, and each night a character may make two actions - One of which is a metal use, the other is a special action. All characters will have one of the eight metals as a role or be a Mistborn. The Tineye is the only way for PMs to be used. Characters may also become injured over the course of the game: Injured characters make one less action the next night (they may choose which to forgo) and have a 50% chance for their vote to be ignored the next day. If they are injured again, they die. The injury otherwise heals after the next night. Night actions occur in the following order: Voting Manipulation, House Powers, Protection, Information, Attacks. Voting Manipulation actions occur during the day cycle, while all others happen at night. All abilities occur simultaneously during their priority step, though in some cases randomness may decide the specific order of kills. Victory Conditions The Skaa win if they outnumber all the Nobles. The Nobles win if they kill all the Skaa - if you can really call that a win. As befits the nobility of The Final Empire, each House has the secondary objective of being the most populous House at the end of the game. Skaa Skaa Mistings (and possibly even Mistborn) have infiltrated the Houses, and plan to destabilise them from within and cause a devastating House War. They get their own Google document to write in as well. While a skaa may reveal themselves, they may not reveal the identities of the other Skaa. One of them may use a Skaa Kill Action as their special action each night. A person who is killed by Skaa with that kill action will be revealed as Noble. If a Skaa ever becomes in charge of a House, they may use a special action to destroy any House Power that their House is able to use. This will not be noted in the writeup, though the next player who would have obtained that House Power will find out that it has been destroyed. They will not find out what that House power does. This counts as a House Power action. Day Voting Every day, the players vote for a character to be sent to the Inquisition to be interrogated. Their alignment, powers and House will be revealed on death. Votes are not secret. In addition, a character who is sent to the Inquisitors cannot use their powers to save themselves. Night Deaths Other than the results of a lynch, only Skaa Kill actions reveal the alignment of the player; Coinshot kills and injuring an already-injured player with a metal or House Power only reveals the powers and House. Only deaths will be revealed; injuries caused in the night are hushed up. Houses Each player secretly belongs to one of the noble Houses (canon or not) in Luthadel, each with their own Google document to plot on. The Houses will generally have around 4-5 people. One of these people is chosen to be the Lord of the House, and is known publicly to all the players as well as to which House they belong to. The House Lord is not a safe role. On the first cycle a House Lord is in command of a House or when their heir dies, they must send in who they have chosen from their House to be Lord in the event of their death, via PM. If there is no heir, or the heir dies at the same time as the Lord of the House, then one is chosen at random. Heirs may be changed once after this initial choice via a PM. Each House has an associated power, which can be used as a special action by the Lord of the House (and only them). The House power is secret information. These actions sometimes require a target, but are all activated, and each can only be used once a night. Whenever a House is killed off, if a noble finished the last player off then their House gains that House power. If a Skaa kill action was responsible, then the power is lost. Currently, they include: Informants Each night cycle, the players may visit an informant in the city as a special action. All information is added to the pool at the same time and then information is drawn out afterwards for all players at the same time. This is an Information action. Metals Similar to previous games, the metals play an important part as one of your actions each night, and all characters will have one of these roles. There are no passive metals. A player may forgo the use of a metal action in order to use another special action. Zinc and Brass count as that cycle's actions. Kandra If there is an imbalance of player numbers in each House, the remaining slots will be taken up by Kandra. Kandra may only be targeted by the Iron, Steel and Skaa roles, and thus their vote cannot be changed, and they can be injured and 'killed' like any other player. If an NPC Kandra is killed, or if they are the last member of their House, then their contract is considered complete and they are removed from the game. Kandra are effectively controlled by the Lord of the House - They vote with them, effectively giving them double the vote. Their vote remains with who the Lord of the House would have voted for, even if they are soothed or rioted. Kandra do not count towards the number of people in your House at the end of the game. A Kandra may be ordered, as a Lord's special action, to devour the bones of someone who died at night. The Kandra will then report an action taken by a random ally of that player that cycle and who it was used on. If a Skaa's body is devoured, the information returned may be of the other Skaa players rather than the House claimed by that body. The Kandra reports information like this until told to devour another body or removed from the game. At this point, the previous body is removed from the game. This is an Information action. I've modified the Soother power to be a role-block, which I am happier with. I've also added a Mistborn jack-of-all trades House power. Thank you Gamma for the ideas. The informants are now a much more... personal experience. Mistborn and Seekers have been changed a lot now, and I'm rather pleased with this incarnation for both of them. Pewters have a slightly different form - They now are a lot more different to the Iron/Hazekiller powers, and act quite like they do in the novels with regards to their injuries.
  13. Huh, wow, I'm really close to Staff Venture. Should I be worried about that sort of thing?
  14. Heron was an observant sort of person. It was something that kind of ran in the family, you could say. And the things he had observed today... Well, he knew there were riots going on, but did they have to be so uncivilised? You couldn't walk for finding a theft or a murder. It was strange, considering that they were trying to oust the queen, but all they did was turn on each other. He had to get out of the city. There was no way he could avoid that conclusion. Unfortunately, he also couldn't avoid the fact that he didn't have the money to leave the city and travel elsewhere. And who knew what banditry preyed upon the countryside while the guardsmen tried (and failed) to keep the riots under control here in the city? No, perhaps strangely, the safest place for him was in the city. At the very least, he could make provisions here, ready to leave in a hurry if needs must. At that point, he'd probably take his chances with the bandits. Though come to think of it, they'd probably kill him when they stole his money anyway, just because they could. It'd probably be a kinder death than being beaten to death here or dying of starvation before reaching another city.
  15. Well, now I need a change in title, or at the very least my signature
  16. I quite like that as an idea. I'll have a look for other words meaning that sort of poor quality metal stuff, but slags certainly works (though considering it's a British game, might evoke the wrong image).
  17. Again, that's why everyone should've voted
  18. Well, that's why you vote on the last day, guys. Well done to Awes for getting a final kill in. It's also a shame, but I am just a Pain Knife off of meeting Jim's secondary objective for him I have just a few things that I'd like to say as constructive feedback. Overall, I really enjoyed the game, even if I got really concerned that we couldn't win when they got the Shardblade. But, as we can see, that didn't actually cripple us nearly as much as I thought. Anyway: I think it was too easy to abuse the Shardplate thing. Giving it away meant that you could trade Plates and be practically unkillable without a Painknife. I think it should've probably been a cycle to recharge or so, possibly two, so that each side had two chances to finish them off. Speaking of which, Painknives were a bit too strong. At the moment, it was one action to negate three, which meant that when we found the Ghostbloods, they couldn't really do much about it. I'd either make it an action for an action, or make it take up your entire turn too so that it was fair. Probably the former, since the latter is still terrible for them when the number of Pain Knives floating around is the same as the number of Ghostbloods. Finally, I think Spies could do with a little buff, since at the moment they rely way too heavily on the dice roll (or however it's determined) and become weaker later into the game. It's too easy to become immune to them by stacking more items to ensure the special one isn't discovered, particularly for the Ghostbloods since they'll gather more items. As such, perhaps they should discover an item as they currently do, but also the total number of items they have? Once again though Mailliw, I really enjoyed this game. Thanks for GMing
  19. Wurum looked at the weapon that pierced the ground in front of him, and the fabrial that lay next to it. It seemed wrong to him. He wasn't sure why. Perhaps it was because he was just used to his bow now, an entirely different weapon, even if a Grandbow was a complement rather than a worse weapon. He still hadn't even touched the weapon. It was delivered with the rest of Jim's belongings: A Reverser and a Half-Shard - both useless to him, since he already had the former, and the latter was unusable with his Shardplate - an Alerter and a Spanreed. Useful items, to be sure, but not as useful as the other two items that he was given. Had the thief really trusted him enough to give him the keys to an entire kingdom? He held all that the man could have ever wanted - Grandbow, Shardplate, Shardblade and Soulcaster. The Grandbow was by far the least expensive item of the lot, and even then it was a small fortune in his hands. He held his hand out towards the Shardblade, half expecting it to disappear from the cracked earth and appear in his hand, but it didn't. Of course it wouldn't. He hadn't owned it nearly long enough to bond to it. Damnation, he hadn't even touched the thing yet. He was afraid to, in case it might disappear. His family had owned a few swords, and even a set of plate, a few generations back. Now, they had some of that back. He stood up carefully, in case his Shardplate accidentally broke the chair. He took a step forwards, and went to grasp the hilt of the Shardblade. He hesitated, though. Claincy had died because he owned this sword. Jain had been cut through with it on mere suspicion. And now even Jim had been slain by its wielder. This sword, this immaculate, unstainable sword, had a lot of blood on it. Did he really want that on his hands? No, a Shardblade was a tool. Just because it had been stolen from an honourable Alethi noble and put to terrible use did not make it an evil weapon. He could use it for good. Indeed, he had to use it. The Alethi were short of Shardbearers as it was. He was now one of the most powerful men in Alethkar, with Jim's death. He couldn't afford to not have that kind of power at his beck and call. He placed his hand on the hilt of the blade and pulled it from the earth. It was heavier than he expected. People always talked about Shardblades being heavy, but- Then, wordless screams erupted in his head. He dropped the blade suddenly, and it clattered to the ground and lay there, almost accusingly. The only sound he could hear was his heartbeat and his heavy breathing. He felt worn, far more so than he should have done from holding a weightless sword. "What," he muttered, putting a hand to his face and wiping away a bit of sweat, "was that?"
  20. Heron grimaced. All of this shouting and screaming and wailing in the streets was making it hard to concentrate on what he was doing. He tried to ignore it as best he could, but no such luck. Eventually, he could stand it no more, and walked over to the window to see what was going on. "That... That's a lot of people," Heron muttered to himself as he guessed the number of the crowd. It was almost a mob. No, wait, it actually was a riot. Why were the people rioting? There had been some trouble with the queen or something, he knew that, but... Perhaps it would be best not to get involved, if such a thing were possible. Sighing, he put his book down. He wouldn't be able to read in peace now.
  21. I think that we can consider it either way, really. I mean, we've tried to kill you four times including Alv's redirected Shardblade. Why won't you die, Awes, why won't you die? Well, obviously I can vote all the same, and I shall do so. Good game, Awes. See you in Damnation.
  22. I've not actually been to a signing before. What usually happens at them (other than the obvious)?
  23. Oh, right, whoops. I didn't mean as an official word as such, more kind of slang, perhaps? I could definitely see some Skaa Allomancers coming up with words to separate Allomancers into 'them' and 'us' as a PR exercise.
  24. So we have Allomancers in The Final Empire, who can be either noble or skaa. We call those who burn all metals Mistborn, and those who burn one metal Mistings (If this information comes as a surprise to you, you may want to reread the books, but this time closely). We have Feruchemists who store all metals, and (in Alloy of Law onwards) Ferrings who store one metal like Mistings do. We've even started using Metalborn for those who are both a Misting and a Ferring. I'm not even going to get into what a TwinAwesome like TLR can do. However, while thinking about a MAG game I might run next year, when referring to Allomancers it can be a little awkward to differentiate between the two different 'races' that Mistings can be - skaa and noble - in a quick way. Does anyone have a better way to shorthand 'skaa Misting' or 'noble Misting' and what have you than that, or are we stuck with those slightly awkward ways of refering to them?
  25. I think I'll be taking out the Ranger's Guiles and the Search for Tomorrow for Solemn Simulacrums. Considering getting a single copy of Xenograft for it as well, to turn my humans into Golems. So generally speaking, we as a group play a multiplayer free-for-all with up to five people, and do different games if more turn up. There's also usually a second group in the room who exclusively plays EDH, which I don't often join. So with my own, more casual group, we usually do the first mulligan is free, then unless everyone else mulligans, the next is one card less, etc. We generally don't make people start with less than five cards in hard though, since that just cripples you and the game becomes entirely unfun. For the most part, we allow people to take back spells and abilities if they've missed something, since with so many people, so many permanents, and such a large distance between you and the players opposite, it's incredibly easy. We won't allow it if the rest of us have been discussing that very thing though. We sometimes give leeway with responding to things, but if the stack's been utterly cleared and the next card has been played/phase has begun, we put our foot down. It's kind of a collective thing. Other than that, we play other formats, probably one a session max. Sometimes we play Star/Pentagon for a simpler game. Every so often, we introduce people to the Emperor format, just to prove my point about how unfun it is in general terms. We also rarely do Planechase or Archenemy (with me and my Angels or Dragons deck being the Archenemy). If we get six players or eight, we'll either split into two groups or play Two Headed Giant. We call 'Draw 2, drop 2' over here by the name of the enchantment that gives that effect to all players - Rites of Flourishing, usually accompanied by me getting the card out of my trades folder and putting it in the center of the table. We don't often play it, instead preferring the 'Lunchtime' format. Lunchtime is 'Draw 3, drop any number', which is ridiculous. We go into it expecting to be ridiculous, we don't take it seriously, and we don't often play it. We all kind of agree to not play decks that abuse the rules, unless we all abuse it (which can be very silly). So I've not yet played my Land-based deck (as in, a deck based on lands rather than ramp and big creatures) under either Lunchtime or Rites of Flourishing rules*. *Having said that, why doesn't my land deck have my copy of Rites in it? Going to have to rectify that.** **Oh, the reason is because it's apparently more useful in my EDH deck.
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