Popular Post Nyali she/her Posted September 6, 2016 Popular Post Report Share Posted September 6, 2016 (edited) Cognitive Dissonance GMs: Nyali and Elbereth Timing (Signups & Rollover) Signups will be open for a week, from now until Tuesday, September 13th, at 10pmEST. The game will start 26 hours after signups close (on Thursday, September 15th, at midnightEST) to give me time to adjust the game to the number of players (the game is designed for 25-31, but I can handle any number). At some point during those 24 hours, you will receive your Role PM, but PMs and Docs will not be created until the game begins.Since this game is very complex and it's the first game I'm running here, days and nights will both be 46 hours long with a 2 hour rollover. Rollover will be from 10pmEST to midnightEST (that's 7pmPST to 9pmPST and 2amGMT to 4amGMT). Overview (the game in summary) Every player has a character with their own goals. Some are Independent and have only their own goals, and some are in factions and have a common faction goal as well. Every player has their own unique powers, only some of which are "common" and listed here. Some powers are passive and some take actions. During the day, you vote to lynch. During the night, you get three actions. There are five worlds and you can only use most actions on people who are on the same world as you. The game ends when a faction goal is achieved, even if no one in that faction has all of their personal goals achieved. Rules I'm aware that this is overly long. To mitigate this, important points are highlighted. Notes This game will contain spoilers for most released Cosmere stories including Mistborn: Secret History. There are no plot spoilers for White Sand, but there are some content spoilers (for the Graphic Novel version). Please do not play if you wish to avoid spoilers for a Cosmere story. I will do my best to keep the game sensible for those who have not yet read all of the Cosmere stories, who are certainly welcome to play of course, just as long as they do not mind spoilers. If you sign up but haven't read some of the books yet, feel free to tell me that in a PM before the game and I will try to not give you a role from one of those stories. I mean what I say in this document (and in role sheets): Anything I say may be true or exist in the game might be true/exist or might not. Anything I say is not in the game is not in the game. There is not always another secret (sorry, Kelsier!) Legend Color highlights will be used to make character sheets (and these rules) a little clearer. They are as follows: Goal (one of three conditions that must be true for you to win the game) Special (a passive ability or special action) Item (*Unique Item) (a Special that can be traded or stolen) Character/Role Name (a character name that might be the name on someone's Role PM) Player/Disguise Name (the name for a player that appears in the Player List) World Name (one of the five worlds that are in play) Common Set of Actions (a common set of abilities, like Awakening, Allomancy, etc) Some specific keywords will also be highlighted: Informed (a player will be told in their Results PM) Write-Up (revealed in the Write-Up) Canceled (an Awakening ability ceases to function) [Evil] (*Nightblood thinks you would use him for evil or selfish purposes) Independent (not belonging to a faction) (In addition, like Independents, faction names will be highlighted in a specific color. Each faction has their own color.) Action categories will have the following coloration: [negate] (an action that cancels something) [manipulate] (an action that changes something) [assist] (a beneficial action) [attack] (an offensive action that kills or harms in some way) [detect] (an action that gives information) [worldhop] (the Worldhop Universal action) [special] (an action that occurs at an abnormal time) Story Slowly gliding through the mists of the Cognitive Realm, the mists that were a representation of his power, Harmony stopped and looked up. The red haze that surrounded Scadrial was gone. Of course, it was never truly there, but the malevolent presence it denoted, that had... vanished? No, it moved. He could feel it now, pervading the world, infecting the mists that surrounded him. The attack, it seemed, had finally begun. The mists... twisted upon themselves somehow, curling in place like rope forming into knots, and where once was only mist. Now, sand and beads swirled, then flowed, then splashed across the ground, behaving not unlike the mists did, though their form had changed. Bands of colored light burst forth, covering the once-gray world in shades and hues more bright than any Harmony had seen.Confused and concerned, Harmony glanced at the place where the twisting began, and there he saw a knot. It wasn't a physical knot, but a knot nonetheless, a knot in the very essence of Scadrial's Cognitive Realm. A knot that drew worlds together, making them as one, at least here in this Realm. He touched it, and recoiled - it was a knot formed of the very malevolence that once surrounded his planet. Harmony tried to retreat to gather his bearings and learn more of what was occurring here, but he found he could move only slowly, like a mortal could. His powers were considerable, but even he could not move far from the knot. He knew what it was then - a trap. A trap meant for a God.Whoever set this trap would be coming soon. It was time to call in a little assistance before the battle began.--------------------Cultivation surveyed the ruins of Roshar, devastated in the wake of the Everstorm and the Final Desolation. They had beaten back Odium, but at what cost? Little remained of the cities of man. And Odium - Rayse - he had not died, but only fled, the Oathpact fully and truly broken, freeing him to wander the stars looking for other Shards of Adonalsium to shatter. And so, she should not have been surprised when Shadesmar began to twist and writhe with the powers of malevolence itself, but still, she was. How did Rayse still have the power to do this after that battle? Was he still seeking to kill her and Shatter what she held?She sighed, noting the shape of Rayse's Investiture upon the Cognitive Realm. He formed a Cognitive Knot - a trap that superimposed the thoughts of multiple worlds atop each other, merging their Cognitive Realms. This created a "gravity well" of sorts from which none could escape, not until Rayse released the knot. Here, he could kill her more easily, and she could not escape. No Shard could, nor any mortal.It was time to take a stand against him, this time with all of the worlds cooperating together, but Cultivation had no power left, and she did not know any of the Vessels in the worlds linked to hers. Not the living ones, at least. Others would need to be brought in to fight their final battle. Again.----------------------The Cognitive Realms, merged together and compressed, were suddenly a single and very small place. Any being who entered the Cognitive Realm joined a link of sorts with all the others, a link of shared thought. A link that they could use to communicate across worlds. A link that had a second aspect - if enough concentrated in the right manner, they could kill anyone in their link.Rayse and his accomplices are among you, but rules could bind them in situations such as these as long as an agreement is reached. And so, such an agreement was made between the Worldhoppers of the various worlds - they would vote each day on who would die, and during the night, they would go about their business. If this Cognitive Knot made the other Shards vulnerable, then it must have made Rayse vulnerable too.It was easy to communicate across the worlds entwined by the Cognitive Knot, so finding someone acting suspicious should be easy. It was time to get to work... --------------------- Upon his castle deep in the Cognitive, Rayse surveyed what he had done to the Cognitive Realms. His work satisfied him - the others could now be killed slowly, one at a time, and in such a way that fostered suspicion and distrust among his enemies. They would likely help him without intending to, killing each other while he could feign innocence as one of them. And then, perhaps soon, he would find the most dangerous of them, the one he knew was stuck somewhere in the knot below. Once that one was dealt with, then he could move on to the rest on the other worlds, to the other Vessels, and make up for his failures on Roshar. Rayse smiled to himself as he formed a disguise and stepped out - it was time to pretend to be just another Worldhopper caught in this mess, at least until he could find his prey. The rest of the people here should probably be killed too while he was at it - without them, the other Vessels would have no defenses, and perhaps there was even another Vessel among them. Only time would tell. Roles All roles and alignments are hidden, but possible powers are listed below. There is no role, alignment, or character name reveal on death. Roles will include a character name, but you are encouraged to use a pseudonym when posting in thread or talking to others, as people knowing who you are playing is probably a bad thing for you. All characters are based on canon characters from Cosmere novels at least loosely, but their abilities, alignments, associations, history, or chronology may differ from canon. So, in other words, if you'd like to, you should still create a "character" like normal, but that "character" will be a cover identity/alias for a Cosmere character. You may wish to wait until you get your role to give a name/description for your "disguise persona," but you don't have to, and you can change upon getting your role. While you CAN claim your identity, it is almost certainly a bad idea, as many characters have goals pertaining to specific other characters ("steal *Nightblood from Vasher" "Shasharra must die" and so on). Also, if your character is named something like Rayse or Ati, you might not want to claim for obvious reasons. I would really prefer it if people did not claim on Cycle 1. It's generally a bad idea for you, and I feel it could easily detract from the game. It's not against the rules though. Factions Some players will belong to Factions, and some will be Independent. Every member of a Faction has, as one of their Goals, a common Faction Goal. Factions can be Open or Hidden. If the Faction is Open, everyone in the Faction knows who the other players in the Faction are. Open Factions also have a Doc or PM in which they can collaborate. An example of an "Open" faction is the Eliminator Team in other games. Members of Hidden Factions do not know who each other are and do not get a Doc in which they can collaborate, but they still share a common Faction Goal. An example of a Hidden faction is the Town in other games. All players have three Goals they are attempting to accomplish, so despite having one shared Goal, members of your Faction have two other Goals that they are pursuing as well. It is possible for these other goals to be mutually exclusive with members of their own faction, or involve killing them or otherwise attacking them. However, all members of a Faction share the Faction Goal, with no exceptions. Factions may have shared Faction abilities that may be used once per cycle by one person, or they may have Passive Specials granted to everyone in the faction. While these may be faction kills, they may also be other abilities. These abilities will almost always relate directly to the faction's Faction Goal. Goals, Winning, and Ending the Game All roles will have three Goals that they must achieve in order to completely win. Some players belong to a Faction and some are Independent. All players in a Faction will have as one of their Goals the Faction Goal of their Faction. If any Faction Goal is met at the end of a Night turn (checked at the very, very end, after [worldhop]), the game ends immediately, even if no one has achieved all of their goals. It is entirely possible for there to be no players who completely win. In addition, if three or more Independent players have all their Goals met at the same time, the game will end at the end of the Cycle as if a Faction Goal was met. All players who have met all three goals win completely, even if they are dead (though some players have the Goal: Survive, which requires them to be end the game Alive). All players who have met at least two goals earn a partial win - not as cool as a complete win, but still something. Some of the Goals are state-based and can switch between success and not-yet success. At the start of the game, some players may even have a state-based Goal listed as Successful, such as Survive. Goals have four possible states: Accomplished means the goal is not state-based and has succeeded. This can't change. Successful means the goal is state-based and currently succeeding. Pending means the goal has not yet succeeded, but is still capable of being fulfilled. Failed means the goal has failed. This can't change. At rollover, all Role PMs will be updated to reflect the current state of all players' goals. This may give you information about other players. The number of Independent players who have have all three of their goals in the Accomplished or Successful states is public knowledge and will be included in the Write-Up. When a Goal is achieved, it may be written about in the Write-Up for that turn. This may reveal that a certain Sanderson character is or is not in the game, but it should not reveal who they are. Names will be omitted (unless a Special says otherwise), but gendered pronouns and words may be included - if they are, they refer to the Cosmere character's gender, which could differ from that of their player and/or their "disguise" persona. Abilities and Investiture All players have access to the Universal abilities listed first in the ability list below. In addition, there are a number of categories of Common Powers, which some players will have access to. Your role sheet will tell you what categories of abilities, if any, you have access to. See the Sample Characters at the end for examples. In addition to accessing the Common Powers, all players will also have Special abilities unique to them. These work just like the Common Powers, except no one else knows about them except the people who have them. All abilities have a type, Passive, Active, or Free. Any Passive abilities you have access to are always in effect, and some are detrimental. Active abilities cost an action to use. They also have a category, either [assist], [attack], [detect], [negate], [manipulate], or [worldhop] . These categories determine the timing of an effect, but only otherwise matter when an ability references them. Some abilities have multiple categories and are considered to be of all categories listed. Some abilities are marked as [*special] to denote that they occur at a different time than normal. Free abilities are just like Active ones, except Free abilities do not cost an Action to use. At the end of a Night turn, everyone will be informed which of their abilities succeeded and which failed. Except where otherwise stated, this is all the feedback players will receive about their actions. This means that players will not be told if an ability is redirected, negated, or otherwise manipulated or prevented. Some Active and Free abilities also have Requirements. If any Requirement is not met, the action will fail. If an ability is canceled with a [negate] action, the action fails just like if a Requirement was not met. If you were redirected to a new target with a [manipulate] action and your new target now violates one of the Requirements of your ability use, your action will fail and you will not be told you were redirected. In general, if someone does something that makes you unable to use an ability you will be told your action failed, but you will not be told what exactly happened (unless the ability says otherwise). However, if you use an action on someone and they are protected from that action, you are told your action succeeded, even though the effect did not happen because you successfully performed the action. This is also true if your action was not interfered with - you will not be told if your action has no effect on the game state. Many actions require a Target. Only listed Targets are valid. Player (local) refers to players, other than yourself, who are on the same World as you. Player (any) means any player besides yourself. Self means it can target you - not all abilities can. Some abilities target Worlds instead of players. Any World means any world from the World list, Current World means the World you are currently on, and Other World means any World except the one you are currently on. If an ability is redirected to an invalid target as specified in the ability's "Target" section, the redirect will fail instead and the target ability will not be affected. This includes redirecting an ability that does not list Self as a Target to the one who used the ability. If an ability that targets a player is redirected to a World (or vice versa), the redirect will always fail. However, if an ability is redirected (or otherwise manipulated) in a way that's valid for the Target, but causes a Requirement to cease being true, the redirect will succeed and the skill will fail. For instance, redirecting a Collect Research Materials action from someone who can use Research abilities to someone who can't will cause the redirect to succeed and the Collect Research Materials to fail. Many Active abilities cost Investiture to use. Investiture is denoted by {#}. Everyone may gain Investiture, even if they can't use it. Abilities that fail, are negated, or have no effect on the game state all still expend Investiture unless otherwise stated along with any other listed cost. Abilities with no cost are free to use. Almost everyone starts with some Investiture, but more is not innately gained per Cycle (unless an ability says otherwise). Abilities and Items must be used to gain more. Negative Specials Some players start the game with passive Specials that are disadvantageous. These Specials are always in effect - Passive abilities are not optional. In addition, some players will have the ability to give negative Specials to other players. There are three common such Specials and they are included below for reference: Special - Sick Type: Passive Effect: You may only spend two actions during Night turns. This does not affect the turn in which you received this Special. Abilities exist that can cure this Special. Special - Poisoned Type: Passive Effect: Lose {N} Investiture, where N is the number of consecutive Cycles that you have had this Special. If you ever have {0}, you die. Nothing that protects from a Kill effect can stop this death, but effects that prevent dying can postpone it. Abilities exist that can cure this Special. Special - Mortally Wounded Type: Passive Effect: You will die at the end of the Night turn after the one where you gained this Special, or the next time you would gain this Special, whichever comes first. There may be abilities that can remove this Special, but normal protection from attacks or kills will not stop this death. Worlds The following Worlds are in play: Nalthis, Roshar, Scadrial, Sel, and Taldain. All roles have a Homeworld, and some roles may have Homeworlds that are not on this list. Those other Homeworlds are not in play and cannot be traveled to or interacted with. They will be listed as "None [name]" to indicate this. Everyone must always be on a World (the Cognitive Knot makes it too dangerous to remain in the Cognitive Realm for long). The vast majority of abilities that target other players can only target players on the same world as the player using the ability. Many players have access to abilities or Specials that give them an advantage for being on a specific world, often their Homeworld. Players have a Starting World which may or may not be their Homeworld. Every player is capable of using the Worldhop action to travel to another World. Everyone on a World will be in a PM with everyone else from the same World, and the PM will list everyone who is on that World. There will be a new PM created every Day turn. Some players may have the ability to listen in on World PMs that are not on their current World, or to read World PMs from the previous turn. Every World has a Primary Investiture (Awakening, Surgebinding, Allomancy, AonDor, and Sand Mastery). Some abilities, particularly Research abilities, reference a World's Primary Investiture. Threads, PMs, and Docs There will be a main thread for the game. This thread represents the Cognitive Realm and all players, as Worldhoppers, are able to communicate with each other through it regardless of distance (just not very privately). The Cognitive Knot causes the Cognitive Realms of the various worlds to overlap, and Worldhoppers can use this superposition to communicate. Everyone will belong to the World PM for their current world. Every Day turn, a new PM will be established for each World so newcomers can't read back over older messages. Some people may have Specials that allow them to read or join World PMs of worlds they are not currently on or read World PMs from previous turns. Open Factions will have a Faction Doc (or their own group PM if they're small and/or if a player doesn't have access to Google Docs) in which they can communicate. Hidden Factions behave like a Town in other games and will not be able to communicate as a Faction. Some pairs of players may start the game with a Special that creates a PM between them. Some players may have the ability to create PMs with other players. However, all non-Faction PMs must be between exactly two players (and the GM(s)). The GM(s) must be included on all PMs created during the game. Apart from those specifically allowed by Specials and Items, no other PMs are allowed in this game. Some PMs will be marked Restricted. In a Restricted PM, the following restrictions apply - after you post, you may not post again until the other party sends a message. If your post is the latest post in the thread, you may edit it for a short time, but once the other party replies or an hour has passed, you may not edit your message any longer. Restricted PMs are generally ones that cost someone Investiture per message, and these rules are to prevent gaming the system to just use two constantly-edited messages to communicate or exploiting the system to drain someone's Investiture. Note that other players may have the ability to spy on any PM messages sent (including World PMs). You have been warned. Players also may have the ability to spy on docs, but they will not gain actual access to the doc. Note that any Out of Game messages or spam will not count toward spying abilities - filling your doc with spam will not help hide your messages, so please do not do it deliberately for that purpose. If sending a PM costs Investiture and you send out of game or spam PMs, you will still lose the Investiture, but spying abilities will ignore the messages. Inactive and Dead Players If you do not post to any game thread, game PM, or game doc for 2 full Cycles, we will start looking for a replacement for you. After one more turn passes (day or night) without activity, you will be replaced if we have found a replacement. If we have not found a replacement, nothing will happen to you until we do. If you return before we find someone, you will be fine. Otherwise, if you are still inactive when we find someone, you will be replaced. Replacements will only happen at rollover (day or night). If we have found a replacement, we will let you know before that rollover. Dead players will be invited to join a Dead Doc. As usual, dead players (and players removed from the game by death - not all technically "die" when that happens) cannot post or respond to game-related PMs. Note that while there are some Specials and Items that prevent death (and even some that prevent the lynch from killing), there are no Specials or Items that can bring a player back from the dead. Night and Day The game will be divided into Cycles. Each Cycle is a pair of Day and Night turns. The game will begin with a Day turn. Every Night turn, everyone has three actions to spend. No one may perform actions during the Day turn. At the start of every Day turn, all deaths that happened overnight will be listed in the Write-Up, but not the cause of death except in specific cases. Nothing about a player will be revealed on death (unless a Special says otherwise). Every Write-Up will also contain the number of Independent players (those who do not belong to a Faction) who have achieved all of their Goals, but no other details about them will be revealed. This number can go down on subsequent turns, as many Goals are state-based. No other information will be revealed in the Write-Up except where an ability says otherwise. These abilities are clearly marked that the ability use will included in the Write-Up. During the Day turn, players will vote on who they wish to lynch as per normal. In the case of a tie, no one dies. Someone must have at least three votes (or votes by half the living players (round down) - whichever is number is smaller) to be lynched. The publicly made votes will be included in the Write-Up along with who was lynched (even if they survived), but actual votes and vote totals will not be shown. This means that the person with the most votes will not necessarily be the person who is lynched - abilities may cause some votes to not count, be redirected, or be counted more than once. In addition, there may be abilities that prevent or otherwise interfere with lynches, but they will be explicit. No Active abilities can be used during the Day turn, so all such abilities would need to be used ahead of time and specify they last through the Day. However, Passive abilities can exist that interfere automatically. Abilities that prevent a "Kill" effect do not apply to lynches unless otherwise stated. Though, if you use an ability that prevents someone from dying and it is active during the Day, they will not die from the lynch. Some players may have the passive ability to survive dying one or more times, lynch or otherwise. If a player is lynched and not killed, the fact that happened will be included in the Write-Up, but it will not be clear if it was a one-use Passive Special that saved them, or if it was some other circumstance. While there are no Active actions that can be used during the Day, there may be Free actions that can be used during the Day. For instance, there may be some PM abilities that can be used to send messages during the Day. In general, if you are in a PM, you can use it during the Day as well as during the Night unless the GM reports that the PM has been closed. When a Day begins, each player will get a Results PM containing the results of their nighttime activities. In general, you will be told which abilities succeeded and which failed, as well as the current state of your goals. Please note that an ability can be "successful" but not have an effect. Success is defined as meeting any listed Requirements, choosing a valid Target, having enough Investiture to afford to use the ability, and not having your action canceled by a [negate] action. You will generally not be told when redirected with a [manipulate] action, but attempts to make you point at invalid Targets will fail and not affect your ability use at all. In the Results PM, you will also learn the results of any [detect] ability you used successfully during the night, but normally you will not be told who your final Target was in the case of a redirect. You will also be told of any Items that were dropped that night (via Drop or a character's death) and any that were picked up with Pick Up. Some abilities will also cause one or more players to be Informed of something or other - the abilities will specify. Order of Actions All actions within a category happen simultaneously. [negate] [manipulate] [assist] [attack] [detect] Any Applicable "end of turn" Passives (Investiture drain, research Mastery, etc) [worldhop] (the only ability of this type is Worldhop) Abilities marked with [*special] occur at a different time than they normally would. Such abilities always contain a "Timing" note. Abilities with multiple types will have one marked with an *. The marked type is the type used to determine timing. Items Items behave like Special abilities, except they can be traded, dropped, or given away. To trade Items, you must use an ability that allows it, such as the Universal abilities Give, Offer, Take, and Drop. If an Item is on the ground on your Current World, anyone may use the Pick Up Universal action to take it. If multiple people try at the same time, the person who gets it is randomized (but trying and failing to get an item still counts as taking an action). Everyone on your Current World is Informed when you Drop or Pick Up an item (unless an ability says otherwise, like Sleight of Hand), but not if you use an ability to transfer it directly to or from another player. Abilities may exist that involuntarily transfer items, destroy items, or otherwise remove Items from play. Unless the Item states otherwise, Items that destroy themselves when used are destroyed when you plan to use them even if the attempt to use them was negated or redirected to a target that violates a Requirement. All Items have an Investiture Level, either None, Inert, Weak, or Strong. Some abilities that target Items are limited based on their Investiture Level. Awakening abilities require Items with an Investment Level of None and changes their Investment Level to Weak. Fabrial Science creates Weakly Invested items. Negation can destroy Weakly Invested items or negate actions from Strongly invested items. Investiture Levels None and Inert are the same, except Inert items cannot be invested in. This prevents items like dun spheres from being Awakenable, which would just be weird. When someone dies, half of their items (round down) are removed from the game, starting with the least valuable items. Unusable items are chosen first, such as Essence Marks belonging to dead players or items a dead player Awakened. Unique Items and Items like Essence Marks and Awakened Items that belong to living players will not be destroyed this way. The rest of their Items drop to the ground and may be picked up with Pick Up. Due to the order of actions, you may not pick up Items from someone you killed on the same turn that they die, which gives everyone on that World an equal chance of getting the Items. Some characters may have abilities that allow them to take Items directly from people they kill. Some items are Unique and will be marked by a * before their name. These items cannot be removed from play except in very specific circumstances, so if an ability is used that would remove a Unique Item from play, the Item will be retained within the game in one way or another. This could mean that the item automatically goes to someone (specific or random), or perhaps it is given to the next player that uses an Item generation ability, or something along those lines. Please note though that if the Unique Item destroys itself when it is used, it will still be permanently destroyed. For example, if *Sylphrena was an Item and the player who had her used an ability to Sell her for other Items, instead of being removed from the game, she may be automatically given to Kaladin if he was in the game, or another Surgebinder if he wasn't, or a random member of a village-like faction if there are no living Surgebinders left. Regardless, she wouldn't be removed from the game. This means that if you have an objective involving acquiring a specific Item, you cannot be blocked from it permanently by that item being removed from play.* It will always exist in the game in a place that those who need it to win can access it. (* Except in one very specific circumstance, but it should be clear to the player in question how to easily prevent that from happening.) Every World has a hidden Merchant Table listing Items native to that world and their values. A few players will care about this, but most players can ignore it. Some characters may know the Merchant Tables for one or more Worlds, but most players will not. If you start with such a table, there's probably a player out there who would like to know it. Merchant Tables have a special ability that allows you to retain a copy of them when you trade them away. Every World also has a Common Item. Some abilities can generate a World's Common Item. These Items (which also serve as examples of Items) are as follows: Item - Glowing Firechip Origin: Roshar (Common) Investiture Level: Weak Type: Active [assist] Target: Self Effect: Gain {2}. If you do, exchange this item for an uninvested Dun Firechip, which has the effect, "If you end an even numbered Cycle on Roshar, exchange this item for a Glowing Firechip. Unlike normal end of turn effects, this effect happens at the very end, after [worldhop]." Item - Brightly Colored Scarf Origin: Nalthis (Common) Investiture Level: None Type: Passive Effect: The first time this Item is Awakened, it requires {1} less Investiture than usual. Once Awakened, this Item turns into a Dull Gray Scarf, which has no effect (and if it was Awakened, it remains Awakened). Item - Vial of Metals Origin: Scadrial (Common) Investiture Level: Weak Type: Free [assist] Target: Self Requirement: You have access to Allomancy abilities. Effect: Gain {3} and discard this Item. Item - Clothing (Elantrian) Origin: Sel (Common) Investiture Level: None Type: Passive Effect: Shows up as Clothing (with Trade Value 1) when detected. The first time a [detect] ability is used on you, it is negated and this Item is replaced with Clothing (Worn), which has no effect (and if it was Awakened, it remains Awakened). Item - Bottle of Water Origin: Taldain (Common) Investiture Level: Inert Type: Active [assist] Target: Player (local) or Self Effect: If you are on Taldain, your target gains {2}. Common Powers Universal Everyone may use the following abilities. Worldhop Type: Active [worldhop] (Note: there are no other abilities of this type) Target: Other World Requirement: You have not used Worldhop yet this turn. Effect: Travel to your target World. Give Type: Active [assist] Target: Player (local) Requirement: You must specify an Item in your possession. Effect: Give the specified Item to another player. Offer Type: Free [assist] Target: Player (local) Requirement: You must specify an Item in your possession. Your Target must use the Take action this turn. Effect: Offer the specified Item to another player. Take Type: Active [assist] Target: Self Requirement: Someone uses the Offer action with you as a target. Effect: Take any Items offered to you with the Offer action. Drop Type: Active [assist] Target: Self Requirement: You must specify one or more Items in your possession. Effect: Drop the specified Item to the ground on your Current World. Everyone on your Current World is Informed that you dropped the Item(s). Pick Up Type: Active [assist] Target: Self Requirement: You must specify an Item on the ground on your Current World. Effect: Take the specified Item. Everyone on your Current World is Informed that you obtained the Item. Awakening (Nalthis - Primary Investiture) Awakening abilities are primarily defensive, focusing on [detect] and [negate] actions. To use an Awakening ability, you need an Item with an Investiture Level of None in your possession. The item is given an additional passive effect based on the ability used, and its Investiture Level changes to Weak. Investiture spent on the Awakening ability is not expended, but rather allocated to the object. This is denoted by *s around the cost. Allocated Investiture cannot normally be interfered with by others, but some abilities exist that can affect your Awakened objects. If you lose possession of an object you Awakened, it loses its new Passive ability (which only works for you), but remains Weakly Invested. You cannot use Reclaim to gather Investiture allocated to objects you do not possess. If you get the object back, its passive ability returns and you may Reclaim the Investiture allocated to it.Aura Sight Type: Passive Requirement: Have {10} or more non-allocated Investiture at the end of a turn. Effect: Learn the Investiture levels of everyone on the same world as you. These will come across as: "None" {0}, "Faint" {1}-{2}, "Weak" {3}-{5}, "Steady" {6}-{9}, "Strong" {10}-{19}, "Brilliant" {20}-{29}, and "Blinding" {30}+ Reclaim Type: Active [assist] Target: Self Effect: Cancel any number of specified Awakened Items in your possession. Regain all Investiture allocated to Items in your possession that are Canceled and that you Awakened. This removes the Passive Effect granted by the Awakening and the Items return to being Uninvested. "My Breath Becomes Yours" Type: Active [assist]: Cost: {~} Target: Player (local) Effect: Give all non-allocated Investiture to your target. This ability cannot be redirected. If this ability is negated or otherwise fails, you do not spend any Investiture. If you give at least {1} with this ability, your target gains the Awakener Special. "Follow and Report" Type: Active [detect] Cost: *{3}* Target: Player (local) or Self Requirement: You must specify an Item in your possession with an Investment Level of None. Effect: The specified Item gains the following Passive ability in addition to any other ability it had: "Each turn (including the first one), learn one random action your target takes. The action will be conveyed to you by pantomime, so the description will be a little vague. The name of the target will not be included. If this detects someone Worldhopping, learn the World the target Worldhopped to. If you and your target are ever not on the same world, this ability Cancels, but you do not regain the Investiture allocated until you use Reclaim." "Watch and Alert" Type: Active [detect] Cost: *{3}* Target: Player (local) or Self Requirement: You must specify an Item in your possession with an Investment Level of None. Effect: The specified Item gains the following Passive ability in addition to any other ability it had: "Each Night turn (not including the first one), if your target targets you, learn that they did so and the type of one randomly chosen action they performed on you. If they leave the world on a turn that you did not detect an action targeting you, learn the name of the world they Worldhopped to. If you or your target are ever not on the same world, this ability Cancels, but you do not regain the Investiture allocated until you use Reclaim." Note that you do not learn how many actions they used targeting you, and that this cannot detect anything on the turn you first use it due to Order of Actions except the name of the world they Worldhopped to if they left immediately. "Protect Me" Type: Active [negate] Cost: *{3}* Target: Player (local) or Self Requirement: You must specify an Item in your possession with an Investment Level of None. Effect: The specified Item gains the following Passive ability in addition to any other ability it had: "Each turn (including the first one), negate one [attack] action your target performs that targets you. If you or your target are ever not on the same world, this ability Cancels, but you do not regain the Investiture allocated until you use Reclaim." "Grab Things" Type: Active [assist] Cost: *{4}* Target: Self Requirement: You must specify an Item in your possession with an Investment Level of None. Effect: The specified Item gains the following Passive ability in addition to any other ability it had: "The first time a [negate] action is used against you, cancel that action and one other randomly chosen action your victim (the one who triggered this ability) attempts this turn. Your victim will be Informed that they were grabbed and held. If multiple [negate] actions are used on you at once, a random one will be selected. Once this ability triggers, it is considered to be Canceled." Note that multiple uses of this skill on different items can stack to protect against multiple [negate] actions that target you simultaneously. Also note that due to the Order of Actions, this ability will not prevent [negate] actions (which happen first) that occur on the same Night turn that you use this ability. Nightblood (Nalthis) If you gain the famed sentient synthetic Shardblade named *Nightblood, you will gain access to the following abilities. Black Smoke Type: Passive Effect: At the end of each cycle, lose {N} Investiture, where N starts as {1} and goes up by an increasing amount every turn you hold *Nightblood (so it goes {1}, {3}, {6}, {10}, {15}, {21}, {28}, {36}, {45}, (etc)). If you cannot afford to pay, execute an attack against yourself. If this attack occurs but doesn't kill you, automatically drop *Nightblood regardless of alignment. Inspire Greed Type: Passive Effect: If your alignment is flagged as [Evil], you may not voluntarily drop *Nightblood or give him away. If your alignment is not flagged as [Evil] and you voluntarily drop *Nightblood or give him away, lose {N}, where N is the amount you would have lost at the end of the turn (but you do not attempt to kill yourself if you go negative from that loss). "Destroy Evil" Type: Active [*attack][detect] Cost: {1} Target: Player (local) or Self Requirement: You have {2} or more after paying for this ability. If you use this ability multiple times in one round, you must have {2} per attempt in addition to the cost. Effect: Your target loses {2}. If your target has an alignment flagged as [Evil], then execute 2 Kills against them, then both of you lose {2}. If any attack occurs, it will be included in the Write-Up and all players on the same World as you will be Informed that you used this action and attacked your target. Allomancy (Scadrial - Primary Investiture) Allomancy is primarily offensive, focusing on [attack] and [negate] effects. Most Allomancy abilities have two effects, a normal one and a Boosted Effect. Using the action normally will perform the normal Effect. However, the Duralumin action allows another action's Boosted Effect to happen instead. Scrounge Type: Active [assist] Target: Current World Effect: If your current planet is Scadrial, gain {2}. Otherwise, gain {1}. Pewter Type: Active [assist] Cost: {3} Target: Self Requirement: You have not used Pewter yet this turn. Effect: Negate one kill effect used against you this turn, if any. Boosted Effect: Negate one kill effect used against you this turn, if any. In addition, the first time you would be killed this turn after all protections are used up (including the one from this ability), do not die, but gain the Special Mortally Wounded instead. Steel Type: Active [attack] Cost: {4} Target: Player (local) or Self Requirement: You have not used Steel yet this turn. Effect: Kill your target. Boosted Effect: In addition to your chosen target, also target a second, randomly selected player on the same world as you. Execute a Kill against each target. The second target cannot be yourself or your original target. Chromium Type: Active [attack] Cost: {2} Target: Player (local) or Self Effect: Your target loses {3}. Boosted Effect: Your target loses {6}. Brass Type: Active [negate] Cost: {2} Target: Player (local) or Self Effect: Negate one randomly selected [attack] action used by your target this turn. Boosted Effect: Negate all [attack] actions used by your target this turn. Copper Type: Active [negate] Cost: {2} Target: Self (or Current World if using the Boosted Effect) Effect: Negate one randomly selected [detect] action targeting you this turn. Boosted Effect: Negate all [detect] actions used on your current world this turn, even your own. This effect targets your Current World. Duralumin Type: Active [assist][*special] Cost: {~} (all) Target: Self Requirement: You must lose at least {1} from this effect. You must perform only one action with a listed "Boosted Effect" this turn. (Note: this means you must have {other metal ability cost + 1} Investiture to use this ability successfully.) Effect: When your other Allomancy action this turn activates, use the "Boosted Effect" instead of the normal "Effect," then lose all remaining Investiture. Timing: This ability occurs immediately before the boosted ability's category. So, if Steel is boosted, this ability would come into effect after [assist] but before [attack]. Feruchemy (Scadrial) Feruchemy abilities have two listed effects, a Store effect and a Tap effect. Store effects add charge and Tap effects spend charge. Charge is denoted by m<#>, where m is the first letter(s) of the metal and # is the amount of charge gained or spent. All Feruchemy abilities, both their Store and Tap effects, target yourself. You must clearly specify when using a Feruchemy Store effect - they are never automatically assumed. Steelmind Charge Type: s<#> Store Type: Active [assist] Store Effect: Gain s<1>. You may only store this way once per turn. Tap Type: Free [assist] Tap Effect: Spend s<1> to perform 1 additional action this turn. You may only use this ability once per turn and you may only tap a single charge at a time. Pewtermind Charge Type: p<#> Store Type: Free [assist] Store Effect: If you are protected from a Kill effect, that protection is ineffective. If you are not targeted by a Kill, you still gain charge. You may only gain p<1> per round, and only one layer of protection is nullified while storing. Tap Type: Active [assist] Tap Requirement: You did not Store pewter this turn. Tap Effect: You may tap p<1>, p<2>, or p<3> at a time. Specify how much you are tapping when you use this ability (p<1> assumed by default). You may only Tap pewter once per turn. If you would be hit by a Kill effect this turn (before other protections are considered), perform one of the following actions based on how much charge you tapped. If multiple Kills target you, a random one is affected: p<1>: Prevent the Kill. p<2>: Execute a simultaneous Kill against your attacker. p<3>: Prevent the Kill and execute a Kill against your attacker. Note that if you tap p<2> and you are protected by another, their protection will save you. Otherwise, you will still die after your attack, even if you kill your attacker (all attacks are simultaneous). Tinmind Charge Type: t<#> Store Type: Free [special] Store Effect: To Store in a Tinmind, you must use an ability that can target "Player (local)," but explicitly declare no target. Your target will then be randomly selected among people on the same world as you, but it will never be yourself even if the action is capable of targeting yourself. You will not be told who your target was. For every action so declared, gain t<1>. You may only gain up to t<2> this way per Night turn. This Store ability may not be interfered with in any way. Tap Type: Free [detect] Tap Requirement: You did not store tin this turn. Tap Effect: Learn one piece of information about each person on your Current World. You may learn the type of one action they took, the target of one action they took, how much Investiture they have, what one of their Passive Specials is, the name of one of the Items they have, or their Role name. If you tap t<1>, what you learn is random and each player is considered separately. If you tap t<2>, you may choose which category you wish to learn about, but you may not choose "Role Name" and you get the same category for everyone. Coppermind Charge Type: co<#> Store Type: Free [assist] Store Effect: One thing you would be Informed of, you are not Informed of in your Results PM. This can include the results of a [detect] ability, or someone doing something that would Inform you. You may specify if you want a specific [detect] ability to be stored, or you can leave it unspecified and a random piece of information will be stored. Each piece of information is worth co<1>. You may Store up to co<2> per turn. Tap Type: Active [detect] Tap Effect: A random piece of information that you Stored on a previous turn is selected. Learn the information you would have learned when you chose to store it, along with an additional detail. This detail could be something like who targeted you with an ability, or whether your ability succeeded, or additional information about a [detect] ability that you used, and so on. You may only tap co<1> at a time, and you may not retrieve information on the turn that you stored it. Chromiummind Charge Type: ch<#> Store Type: Free [assist][*special] Store Effect: You may state if you are storing ch<1> or ch<2> this turn (ch<1> assumed by default if unspecified). If storing ch<1>, for a GM-chosen random roll this Night cycle (the one most directly applicable to you or more beneficial to you), it will be rolled three times. The result that's least helpful to you will be chosen. If storing ch<2>, up to three random rolls will be affected. Store Timing: This effect occurs first, before all other actions. Tap Type: Free [assist][*special] Tap Effect: For the random roll that affects you most directly this turn, it will be rolled three times. The result that helps you the most out of the three will be chosen. You may tap more than one charge at a time to affect more than one roll, but if you tap more charge than random rolls, the excess is wasted. Tap Timing: This effect occurs first, before all other actions. Note: If two players affect the same roll with this ability (either storing or tapping), then a coin is flipped to determine which player's ability has the listed effect on the roll. The other player's ability behaves as if they successfully affected the roll, even though they had no effect (meaning, they gain or lose charge as normal). This coin flip is not considered a random roll and cannot be affected by Chromiummind. Duraluminmind Charge Type: d<#> Store Type: Free [assist] Store Effect: You must vote during the following Day Turn. This vote does not count. If you do not vote, nothing is stored. Tap Type: Free [assist] Tap Requirement: You must not have Stored Duralumin this turn. Tap Effect: Spend d<1> to make your vote during the following Day turn count as two votes, or you may tap d<3> to make your vote count as three votes. Surgebinding (Roshar - Primary Investiture) Surgebinding focuses on [manipulate] actions and altering how other players travel between worlds. Surgebinding abilities tend to be more expensive than others, but Surgebinders have more access to Investiture via spheres that charge while on Roshar. While anyone can use spheres, Surgebinders are better at doing so. Stormlight Augmentation Type: Passive Effect: The first time each turn that you gain Investiture from using the Glowing version of a Clearchip, Firechip, Skymark, or Emerald Broam, gain {1} extra. In addition, the first time a kill attempt is successful against you, if you have at least {10}, lose {10} instead. Otherwise, you still die. This part of the ability can only trigger for you once per game. Gravitation Type: Active [negate] Cost: {5} Target: Player (local) or Self Effect: If your target uses Worldhop this turn, negate it and your target is not told why their Worldhop failed. Other methods of changing Worlds do not count. If your target does not use Worldhop, [negate] one random action they attempted instead and they are Informed that their action was negated by Gravitation (they are stuck to the ceiling). Transformation Type: Active [manipulate] Cost: {4} Target: Player (local) or Self Requirement: A new target must be specified. An action type must also be specified ([assist], [attack], [detect], or [manipulate]). Note: you can't redirect [negate] abilities due to the Order of Actions. Effect: Redirect a random action of the specified type performed by your target to the new target you specify. This ability can attempt to redirect abilities to invalid targets. If it does, this ability will fail. Your target will not be told that their action was redirected. Illumination Type: Active [manipulate] Cost: {3}, {4}, or {5} Target: Player (local) or Self Effect: Some of your target's [detect] actions this turn behave as if one of their targets (chosen at random if multiple) were instead an Independent player with a role named Harmless Mink who has no items, no passive Specials, took no actions, has killed no one, has {N} Investiture where N is the amount you spent on this ability, and is not [Evil]. Paying {3} will interfere with 1 random [detect] action from your target, paying {4} will interfere with 2 random [detect] actions, and paying {5} will interfere with 3 random [detect] actions. This does not cause the actions to fail, it simply messes with the information the actions return. Adhesion Type: Active [assist] Cost: {4} Target: Player (local) or Self Effect: If your target moves to a new World this turn by any means, you also travel to the same World they do. Transportation Type: Active [manipulate][*attack] Cost: {6} Target: Player (local) or Self Requirement: You must specify a World other than your Current World. Effect: Your target is sent to the specified World. However, this action happens before Worldhop, so if they were planning to travel, they can still succeed at going where they wish to. You can combine this with Gravitation in an attempt to prevent that from happening. Note: This effect happens before [detect] abilities, causing any of them that your target uses that requires a local target to fail. It also causes any [detect] abilities used on your target that require a local target to fail. Abrasion Type: Active [manipulate] Cost: {3} Target: Self Effect: You make yourself slick, causing one random [attack] or [assist] action used by another player that was directed at you to instead target a randomly chosen player on the same World as you. This cannot redirect an action to the one performing it, to yourself, or to any invalid target. If you are the only valid target for the action, you do not redirect it. You are not told the results of this action and your target is not told that this happened. Fabrial Science (Roshar) Fabrial Science creates single-use Items. Trap Spren Type: Active [manipulate][*special] Target: Self Requirement: You must Worldhop to another world this turn. You must not have used Trap Spren yet this turn. Effect: Gain {2}, or {4} if you Worldhopped to or from Roshar this turn. Timing: This ability occurs just after [worldhop]. (Note that this means it cannot save you if you need Investiture immediately to live.) Craft Fabrial Type: Active [assist] Cost: {4} Target: Player (local) or Self Requirement: A valid Fabrial from the following list must be specified. Effect: The specified item is created in the possession of your target. Fabrials Item - Emotion Bracelet (Fabrial) Origin: Roshar Investiture Level: Weak Type: Active [detect] Target: Player (local) or Self Effect: Learn the types of all actions taken by your target this turn, then, discard this Item. (Note: this can only detect actions that happened before or simultaneous with this action, which means that [worldhop] cannot be detected, nor can end of turn [*special] actions) Item - Half-shard Shield (Fabrial) Origin: Roshar Investiture Level: Weak Type: Active [negate] Target: Player (local) or Self Requirement: You have not yet used a Half-shard Shield this turn. Effect: Negate one action that your target takes that targets you which includes one or more Kill attempts even if that ability cannot normally be negated (i.e., this can block actions that do two kill attempts at once, like *Nightblood and other Shardblades). If an attack is negated, discard this Item. Item - Small Soulcaster (Fabrial) Origin: Roshar Investiture Level: Weak Type: Active [assist] Target: Self Effect: Transform scrap materials into valuable items, which you then sell. Gain Items native to your Current World chosen at random with a combined Trade Value of 3, then discard this Item. Item - Alerter (Fabrial) Origin: Roshar Investiture Level: Weak Type: Active [detect] Target: Self Effect: Learn the names of all players who used abilities this turn that targeted you during this Night turn, then discard this Item. Item - Painrial (Fabrial) Origin: Roshar Investiture Level: Weak Type: Active [assist] Target: Player (local) Effect: If your target would die this turn, they become Mortally Wounded instead. If they would die at the end of the Night turn due to being Mortally Wounded, they do not die this turn (but will at the end of the next Night turn). Painrials may only be used to extend the life of someone who is Mortally Wounded once. After using this Item, discard it, even if it did nothing. Notes: Painrials only apply to the first time a turn that your target would die, so if they were hit by two Kill effects and had no other protection, they would still die. Also, if someone is Mortally Wounded already and targeted with a Kill effect, using a Painrial on them will not save them from dieing to the Kill effect since Mortally Wounded states that if you would become Mortally Wounded again, you die instead. And lastly, note that you cannot use this Item on yourself. AonDor (Sel - Primary Investiture) AonDor, the drawing of magical formulae in the air, centers around a core Aon and modifiers. It is stronger on Sel, and weaker elsewhere. Most abilities have two ways they can be used, and they all have two prices for each (one on Sel and one elsewhere). All costs are written {X|Y} where X is the cost on Sel, and Y is the cost on any other World. When using an AonDor ability, specify how much Investiture you are spending. AonDor abilities focus on detection, but also have an expensive Kill action and some action manipulation. Aon Aan Type: Active [detect] Cost: {2|4} -OR- {4|5} Target: Player (local) Requirement: You must specify one of the following categories: (Non-Faction) Goals, (Non-Faction) Specials, Items, Actions. Effect: Learn if your target knowingly spoke an outright lie to you during the past Cycle in regards to the specified category. If you spent the higher amount, you will be given a 5-25 word snippet of conversation (one sentence, generally) which contains a detected lie if any lies were detected. Incorrect guesses are not considered lies, even if they are spoken as fact. They have to know that they are speaking a lie for it to count (e.g., if they say that Elbereth killed Nyali (and are wrong because Burnt killed Nyali), but they do not have proof one way or another, this does not count as a lie unless they clearly do not think it is true). Please note that this can only detect lies that the GMs know are lies, so it cannot reveal lies about future actions or opinions. Aon Daa Type: Active [attack] Cost: {4|5} -OR- {6|8} Target: Player (local) or Self Effect: If you paid the lower amount ({4|5}), give your target the Special Mortally Wounded. If you paid the higher amount ({6|8}), Kill your target. Aon Kii Type: Active [detect] Cost: World - {2|3} -OR- Player - {4|5} Target: Current World -OR- Player (local) or Self Effect: If the Current World is targeted, learn how many people on that World have directly killed others this Night turn or last Night turn. Only a number will be returned. If a player is targeted, learn if they directly killed someone this Cycle or last Cycle. Anyone counted as a killer by this ability is Informed that they feel a burst of pain and guilt that swiftly passes. Aon Nae Type: Active [detect] Cost: {N|N+2} Target: Any World Requirement: You do not remain on, Worldhop to, or otherwise travel to your target World this Cycle. Effect: Spy on another World's World PM during the following Cycle. Divide the Cycle up into N equal parts and learn one snippet of conversation during each part as they happen (or whenever the GM gets on after they happen). Information given is at the GM's discretion, but will always be game relevant. If nothing is said in the World PM during one of the timeframes, you will be told that. Aon Reo Type: Active [manipulate] Cost: {3|4} -OR- {5|6} Target: Player (local) Requirement: If you paid the lower price, specify a second player other than your target. You may specify yourself. Effect: If your target uses an [attack] action on the player you specified this turn (or any player if you paid the higher price), your target suffers the effects of the [attack] action as well. If there are multiple valid [attack] actions, a random one is chosen. Soul Forgery (Sel) All Soul Forgeries grant abilities to the user that last until they are canceled. Each grants two, one passive and one active. You cannot stack Soul Forgeries, and having one active causes an investiture drain as shown in the cost of each ability. Craft Essence Mark Type: Active [assist] Cost: {1-5} Target: Player (local) or Self Requirement: Specify a type of Essence Mark: Warrior Monk, Beggar, Scout, Survivalist, Politician, or Scholar. Effect: Target player's progress toward an Essence Mark is increased by the amount of Investiture spent on this ability if you are on Sel, or by one less than the amount spent if you are not on Sel. When their total progress reaches {30} or more Investiture, they receive the appropriate Essence Mark item. If you target another player, your target will be Informed of your assistance if they are a Soulforger as well, or that you "spoke with" them if they are not. This ability may not be redirected. Forge Object Type: Active [manipulate] Cost: {5}, reduced by {1} for each of the following: (a) You are on Sel. (b) You know the Item's Trade Value. (c) You know the Item's Origin. (d) You have held the Item for at least 2 Cycles. Target: Player (local) or Self Requirement: You must specify an item in your target's inventory by name. Your target item must not be Strongly Invested. You must specify an increase or decrease in value. You may specify the Item's Origin and/or Trade Value, but you must either learn in game or be told in game the information - you cannot guess. If you are lied to, the reduction simply won't work. Effect: The item's Trade Value increases by 1 to a maximum of 5 or decreases in value by 1 to a minimum of 1. This effect can stack. Adjectives will be added to the item's name to indicate this. The owner of the item will be Informed that their item was changed, but not who did it. Soul Stamps You must have an appropriate Essence Mark made specifically for you to use these abilities. However, anyone with an Essence Mark made for them may use the abilities - you don't need to be a Soulforger. Anyone with an Essence Mark may use the ability Break Seal. The cost of these abilities will be written as {X|Y|Z}, where X is the price if on Sel and a native of Sel, and Y is the price if one of those are true (currently on Sel, or a Native of Sel), and Z is the price if neither of those are true. Break Seal Type: Free [assist][*special] Target: Self Requirement: You must have an active Soul Stamp. Effect: Cancel your active Soul Stamp. Timing: This effect happens before [negate] actions. Soul Stamp: Warrior Monk Type: Active [assist], then Passive Cost: {2|3|4}, then {0|1|2} at end of every turn including the one you activated the Stamp. If you cannot afford it, this effect ends as if canceled with Break Seal. Target: Self Requirement: You must not have an active Soul Stamp. You must have an appropriate Essence Mark item. Effect: If a Kill attempt is executed against you, execute a simultaneous Kill attempt on your attacker. This does not prevent you from being killed. You also gain the Action: Warrior Monk - Martial Arts ability below. Action: Warrior Monk - Martial Arts Type: Active [assist] Target: Player (local) Requirement: You must have Soul Stamp: Warrior Monk active. Effect: Your target is protected from one Kill attempt. Soul Stamp: Beggar Type: Active [assist], then Passive Cost: {2|3|4}, then {0|1|2} at end of every turn including the one you activated the Stamp. If you cannot afford it, this effect ends as if canceled with Break Seal. Target: Self Requirement: You must not have an active Soul Stamp. You must have an appropriate Essence Mark item. Effect: Ignore the first Thievery ability used on you each turn. You also gain the Action: Beggar - Disguise ability below. Action: Beggar - Disguise Type: Active [manipulate] Target: Player (local) Requirement: You must have Soul Stamp: Beggar active. Effect: One randomly chosen non-[assist] effect that would target you instead affects your target. If this ability is used multiple times on the same target, an ability will not be chosen for redirection more than once. Note that this cannot prevent [negate] actions due to the Order of Actions. If your target uses any actions on you, they will be Informed that you look like them. Soul Stamp: Scout Type: Active [assist], then Passive Cost: {2|3|4}, then {0|1|2} at end of every turn including the one you activated the Stamp. If you cannot afford it, this effect ends as if canceled with Break Seal. Target: Self Requirement: You must not have an active Soul Stamp. You must have an appropriate Essence Mark item. Effect: If anyone uses a [detect] action on you, there is a 50% chance that it will simply fail as if a Requirement was not met. You also gain the Action: Scout - Shadow ability below. Action: Scout - Shadow Type: Active [detect] Target: Player (any) Requirement: You must have Soul Stamp: Scout active. You must specify a target player. Effect: You learn the target and type of one of your target's actions this turn chosen randomly (e.g., "[attack] Elbereth"). If you use this ability multiple times on the same target, different actions will be chosen for each use. If your target took less than three actions, action slots where they did not act can still be targeted. If an action slot where no action was taken is targeted, you are told that they did nothing for at least some of the night. Soul Stamp: Survivalist Type: Active [assist], then Passive Cost: {2|3|4}, then {0|1|2} at end of every turn including the one you activated the Stamp. If you cannot afford it, this effect ends as if canceled with Break Seal. Target: Self Requirement: You must not have an active Soul Stamp. You must have an appropriate Essence Mark item. Effect: Once per game, if you would die, you do not die. You are also immune to the Sick and Poisoned Specials (you cannot gain them and they have no effect if you already have them unless you Break Seal). You also gain the Action: Survivalist - Hunt Prey ability below. Action: Survivalist - Hunt Prey Type: Active [detect] Target: Player (any) Requirement: You must have Soul Stamp: Survivalist active. You must specify a target player. Effect: You learn what World your target is on, and what World (if any) they are planning to travel to this turn. Soul Stamp: Politician Type: Active [assist], then Passive Cost: {2|3|4}, then {0|1|2} at end of every turn including the one you activated the Stamp. If you cannot afford it, this effect ends as if canceled with Break Seal. Target: Self Requirement: You must not have an active Soul Stamp. You must have an appropriate Essence Mark item. Effect: Your vote during Day turns counts as 2.5 votes. You also gain the Action: Politician - Asylum ability below. Action: Politician - Asylum Type: Active [assist] Target: Player (local) Requirement: You must have Soul Stamp: Politician active. You must not have used Action: Politician - Asylum on your target before. Effect: If your target is lynched on the following Day turn, they do not die. You are revealed in the Write-Up as having spoken on their behalf. You may use this action only once per game per player. Soul Stamp: Scholar Type: Active [assist], then Passive Cost: {2|3|4}, then {0|1|2} at end of every turn including the one you activated the Stamp. If you cannot afford it, this effect ends as if canceled with Break Seal. Target: Self Requirement: You must not have an active Soul Stamp. You must have an appropriate Essence Mark item. Effect: Gain access to Research abilities if you do not already have it. If you do already have access via another means, reduce all Research action costs by {1}. You also gain the Action: Scholar - Forensic Analysis ability below. Action: Scholar - Forensic Analysis Type: Active [detect] Target: Player (any) Requirement: You must have Soul Stamp: Scholar active. Your target must have been on the same World as you last turn. Effect: You learn of one randomly chosen action your target performed last turn. Multiple uses of this ability on the same target in the same turn will target different actions. If your target did not take all three actions, empty action slots can still be targeted by this ability, in which case you will be told your target did not act. I.e., being told your target did not act doesn't mean they did nothing, it means they spend all of their actions. Sand Mastery (Taldain - Primary Investiture) Sand Mastery is mostly a defensive ability, but does contain an attack. Sand Mastery abilities require and spend Sand Ribbons, rather than Investiture. Each ability requires you to have a number of Sand Ribbons currently active. Each ability also Expends a number of Sand Ribbons. When a ribbon is Expended, it will be lost, but it is not lost until the very end of the turn, allowing to still count toward the number you need to have to use other abilities this turn, but you cannot Expend more Sand Ribbons than you have.So, for example, if you had // 4 \\, you could create a Sand Storm and a Sand Wall, both of which Expend // 2 \\, and you'd have // 0 \\ at the start of the following turn. But, you could not make a second Sand Storm with your third action because you do not have enough non-Expended Sand Ribbons. Note that Sand Swirl does not Expend any Sand Ribbons. Summon Sand Type: Active [assist][*special] Cost: {1}, or {0} on Taldain Target: Self Effect: Gain // 1 \\. Timing: This effect occurs at the end of the turn, but before Control the Sands's Investiture gain/loss. Control the Sands Type: Passive Effect: If an action Requires // X | Y \\, you must have at least X Sand Ribbons and at least Y non-Expended Sand Ribbons in order to use it. If an action Expends // Z \\, you lose // Z \\ Sand Ribbons at the end of the turn (before Summon Sand). If you have // 5 \\ or more, everyone on your Current World will be Informed that "There is a large mass of Sand Ribbons here" at the start of the Day turn. At the end of every turn (but after losing expended Summon Sand), gain or lose Investiture based on the following chart. If you cannot pay for Investiture loss, lose all Investiture and all Sand Ribbons. // 0 \\: Gain {3} // 1 \\: Gain {3} // 2 \\: Gain {2}, or {3} if on Taldain. // 3 \\: Gain {0}, or {2} if on Taldain // 4 \\: Lose {2}, or {0} if on Taldain // 5 \\: Lose {4}, or {2} if on Taldain // 6 \\: Lose {6}, or {4} if on Taldain // 7 \\: Lose {8}, or {6} if on Taldain (etc) Sand Swirl Active: [manipulate][*special] Target: Player (local) Requirement: You have // 1 \\. Your target performs a [manipulate] this turn that targets someone other than you. Effect: Redirect one [manipulate] action your target performs that does not target you to a random target on the same world. This cannot target you or your target, but it can affect your target's original target. This effect cannot be redirected and will not be targeted by another Sand Swirl used by another player. Timing: This effect triggers before [manipulate] actions. Sand Ridge Type: Active [negate] Cost: Expend // 1 \\ Target: Player (local) Requirement: You have // 2 | 1 \\. You must specify a second player other than yourself or your target. Effect: If your target performs one or more [assist] actions this turn targeting the player you specified, cancel one of them as if a Requirement was not met. Sand Wall Type: Active [assist] Cost: Expend // 2 \\ Target: Player (local) Requirement: You have // 3 | 2 \\. Effect: Your target is protected from one Kill this turn. Sand Storm Type: Active [negate] Cost: Expend // 2 \\ Target: Player (local) Requirement: You have // 4 | 2 \\. Effect: Cancel all [manipulate] and [assist] actions that target your target this turn, except ones performed by your target on themself. This cannot affect Sand Mastery actions. Sand Spike Type: Active [attack] Cost: Expend // 4 \\ Target: Player (local) Requirement: You have // 5 | 4 \\. Effect: Kill your target. Sand Cocoon Type: Active [assist] Cost: Expend // 3 \\ Target: Self Requirement: You have // 6 | 3 \\. Effect: Protect yourself from one Kill this turn. Research Research mostly contains abilities that relate directly to various character goals. Achieving Mastery of an Investiture does nothing innately, though various goals and abilities reference Mastery. Mastery Type: Passive Requirement: Your faction has 5 or more Research Points for a given type of Investiture. Effect: Everyone in your faction is said to have Mastery of that type of Investiture. This is only checked at the end of a Night turn when end of turn passive effects trigger (before Worldhop). Science Type: Passive Requirement: Your faction gains 3 or more Research Points on a world in a single turn. Effect: Everyone on that world is Informed that "Science is being done on [World]." If your faction gains 4 points on a single world in a single turn, the message will be included in the Write-Up instead. If your faction gains 5 or more points on a single world in a single turn, the names of all of your faction members who gained Research Points on that world are revealed to all other players on that world as well. Investigate Type: Active [assist] Cost: {2} Target: Current World Requirement: Your Faction has 3 or fewer Research Points for your current world's Primary Investiture (in other words, this ability cannot get you the final point). Effect: Your Faction gains 1 Research Point for your current world's Primary Investiture. Collaborate Type: Active [assist] Cost: {3} Target: Player (local) Requirement: Your target uses Collaborate with you as a target. Effect: If both you and your target are from the same faction, your faction gains 3 Research Points for your current world's Primary Investiture. If you are of different factions, each faction gains 2 Research Points instead. Interview Type: Active [detect] Target: Player (local) Requirement: Your target can use your current world's Primary Investiture. Your target did not target you this turn with any non-[assist] actions. Your faction has not yet successfully used Interview on your target. Effect: Your faction gains 2 Research Points for your current planet's primary Investiture. Your target will be Informed that you "spoke with them." Collect Research Materials Type: Active [assist] Target: Player (local) or Self Requirement: Your target can use Research abilities. Effect: Your target gains {1}, or {3} if your Faction has achieved Mastery of your current world's Primary Investiture. Observe Type: Active [detect] Target: Player (local) Requirement: Your target uses any world's Primary Investiture this turn. Effect: Learn all forms of Primary Investiture that your target used this turn. If your target blocks or negates this effect with a Primary Investiture, you still learn the Primary Investiture used to block you, but none other if others were also used. Publish Type: Active [assist] Target: Current World Requirement: Your faction has Mastery of your current world's Primary Investiture. Your faction has not yet successfully used Publish on your current world. Effect: All players on that world gain {3}, and all players on other worlds who can use that world's Primary Investiture gain {3}. Negation Negation abilities negate Investiture-based actions and drain Investiture from others. The flavor of this category is generic, allowing it to apply to various forms of Investiture cancellation. Negate Investiture Type: Action [negate] Cost: {3} Target: Player (local) or Self Effect: Cancel one random action your target performs that costs {1} or more. They still lose the spent Investiture. Drain Investiture Type: Action [attack] Cost: {1} Target: Player (local) or Self Effect: Your target loses {2}. Destroy Investiture Type: Action [attack] Cost: {2} Target: Player (local) or Self Requirement: Your target must have an item that has an Investiture Level of Weak. Effect: Among your target's Weakly Invested Items, one will be selected at random. That Item ceases to be Invested, which will either replace it with an uninvested version, or outright discard it depending on the Item. Absorb Investiture Type: Active [assist] Cost: {1} Target: Self Requirement: Specify an item in your possession that has an Investiture Level of Weak. Effect: The specified item is discarded (or replaced by an uninvested version if one exists) and you gain some Investiture. The Investiture you gain depends on the Item, but in general, it is the amount it would grant if it grants Investiture (even if you can't use it), {1} less than it cost to create/Awaken if it is a Fabrial or Awakened Item, or the Trade Value of the Item. Disrupt Investiture Type: Active [negate] Cost: {3} Target: Player (local) or Self Requirement: You may specify an item in your target's possession that has an Investiture Level of Weak or Strong. Effect: If you specified an item and the Item's action is used this turn, that action is negated. If it is used multiple times, all attempts to use it are negated. If the Item has a Passive effect, the passive effect is temporarily disabled until the start of the next Night turn. If no item is specified, an Invested Item in their inventory will be chosen at random. If that Item has an Active effect and it is not used, then nothing will happen. Merchant Merchant abilities allow one to add new Items to the game by selling other Items. The GMs have a chart that maps all Items to Trade Values, which are on a scale of 1-6. Players must use Appraise to learn the Trade Values of their Items. But, you do know that Common Items are Trade Value 2, and Unique Items are Trade Value 6. Each world has a Merchant Table, but only specific characters know the Merchant Table for a given World. Deft Hand Type: Passive Effect: Once per Night turn, Take or Pick Up can be used as a Free action (you must specify this). When you use this ability on Pick Up, you act before anyone else's Pick Up action on the same world as you, ensuring you get the Item (unless someone else going for it has Deft Hand). This stacks with Sleight of Hand if you have access to both, allowing two Free Pick Up actions per Night turn, or one secretive grab that goes first. Trade Type: Active [assist] Target: Player (local) Requirement: You must specify an Item in your inventory. Your target must have used Offer or Trade this turn with you as the target. You may specify an Item in your target's inventory if you know of one. Effect: Swap the Item you specified and the Item your target Offered. If you specify an Item in your target's inventory and your target Offers a different Item, this ability fails as if a Requirement was not met. Negotiate Type: Active [assist] Target: Player (local) Requirement: Your target must use the Offer action with you as a target. You must not have already used the Negotiate ability this turn. Effect: You obtain the Item offered to you. Your Target obtains the Common Item for your Current World. Haggle Type: Active [manipulate] Target: Current World Requirement: Select an Item in your inventory native to your current world. Choose a Trade Value that cannot be more than 1 above the item's actual Trade Value. (Note: You do not need to know the Item's Trade Value to use this ability provided you pick a valid Trade Value.) Effect: Discard the specified Item and gain a random Item from the Merchant Table of your Current World that either has the specified Trade Value or a value one less, with an equal chance of each. Trade Value 0 items are worthless and cannot be sold. Sell Exotic Item Type: Active [manipulate] Target: Current World Requirement: Select an Item in your inventory not native to your current world. Declare its TV. If that TV is higher than the item, this ability fails. Effect: Discard the specified Item and gain two random Items from the Merchant Table for your Current World. One item will be the same TV you declared, one will be one TV lower. If you sell an item of Trade Value 6, you will get two items of Trade Value 5 if the Merchant Table has no items for sale of Trade Value 6 (it normally only goes from 1-5). Note that if certain items are sold, they will be added to the Merchant Table, given to specific players, or otherwise kept within the game (e.g., if you sell *Nightblood, he might not stay sold, but you will not know or have control over where he goes). Items with Trade Value 0 are worthless and cannot be sold. Declaring Trade Value 1 will give you a single item of Trade Value 1. Appraise Type: Active [detect] Target: Player (local) or Self Effect: Learn the Trade Value of all items in target player's inventory. If there are any items in the player's inventory that you've seen before (via possessing the item previously or having seen it with Spy or similar skills), you will be told the items' names along with their values. If you haven't seen the item before, you will not be told its name. Trade Value scales from 0 to 6, with Common items being 2s, unique items being 6s, and Items that would not make sense to sell having a Trade Value of 0. Thievery Thievery abilities allow Items to change hands non-consensually. Sleight of Hand Type: Passive Effect: Once per Night turn, you may use Pick Up as a Free action. If you do so, no one will be Informed that you have taken the item. Steal Type: Action [attack] Target: Player (local) Requirement: Your target must not have targeted you with any non-[assist] actions this turn. You must not have used Steal on your target this turn. Effect: Obtain a random Item from your target. They are told the item is gone, but not anything else. The randomness is weighted by the Trade Value of the Items in your target's possession. This ability cannot steal Unique (Trade Value 6) Items. Aggressive Heist Type: Active [attack] Target: Player (local) Requirement: You must specify an item in your target's possession by name. You must use no other actions on your target this Night turn. (Note that redirects can cause this ability to fail.) Effect: You obtain the specified item. If your target targets you this turn with any non-[assist] actions, they are Informed that you stole from them. Cautious Heist Type: Active [detect] Target: Player (local) Requirement: You must specify an item in your target's possession by name. You must perform no other actions this Night turn. Your target must not target you this turn with any non-[assist] actions. Effect: You obtain the specified item. Plant Type: Free [manipulate][*special] + Active [manipulate][*special] Target: Player (local) Requirement: Your target must not have targeted you with any non-[assist] actions this turn. You must specify an Item in your possession. Effect: The specified Item is given to the target. They are not told who gave it to them. The first time each turn you use this ability, you may do so as a Free action. Timing: This effect takes place just after [attack] actions, allowing you to plant things you stole or gained via trade. Spy Type: Action [detect] Target: Player (local) or Self Effect: Learn the names, origins, and Investiture Levels of 2 randomly selected Items your target holds. If your target has fewer items than you attempt to view, you will know they have no other items. If this ability is used multiple times in a single turn on the same target, the same item will never be selected twice. So, if they have 3 items and you use it twice, you will learn of all 3 items (and you will know that they only have 3). Sample Characters (these roles are either not in the actual game or have completely different character sheets) Talaxin Homeworld: Nalthis Starting World: Roshar Alignment: Independent Starting Investiture: {30}Background(Most characters have a page of background here) Goal - Cranky: You must end the game as the only player on your Current World. Goal - Out of the Wrong Hands: Shasharra must die. In addition, either Shasharra must die before creating the Item *Nightblood, or you must end the game Alive and with the Item *Nightblood in your possession. Goal - Warbreaker: You must be responsible for the deaths of two or more players who have an Alignment listed as "Evil," or you must be responsible for preventing the deaths of two or more players who have an Alignment that is not marked as "Evil." Special - Awakener Type: Passive Effect: You may use Awakening abilities. Special - A New Friend Type: Passive Effect: If you are not in possession of the Item *Nightblood at the end of a Cycle but are on the same World as the one who has him, you will be Informed. If you are in possession of the Item *Nightblood, you do not lose Investiture due to holding it. In addition, Black Smoke and Inspire Greed do not drain Investiture from you, and you may use Destroy Evil without spending the initial {1} (though successfully attacking with that action still drains {2} from you) Special - Returned Type: Passive Effect: At the end of each even numbered Cycle, lose {1}. If you ever have less than {10}, you die immediately. This death cannot be prevented. You may not use the Awakening action, "My Breath Becomes Yours." Special - "My (Divine) Breath Becomes Yours" Type: Active [assist] Cost: {10}, then {~} Effect: Give all remaining Investiture to your target after subtracting this ability cost (note that using this ability will automatically kill you). Your target is protected from all [attack] actions this turn and cannot die this turn. This ability can also remove specific negative Specials from your target. This ability cannot be negated or redirected. If you give at least {1} with this ability, your target gains the Awakener Special. Item - Glowing Emerald Broam Origin: Roshar Investiture Level: Weak Type: Active [assist] Target: Self Effect: Gain {4}. If you do, exchange this item for a Dun Emerald Broam, which has the effect, "If you end an even numbered Cycle on Roshar, exchange this item for a Glowing Emerald Broam. Unlike normal end of turn effects, this effect happens at the very end, after [worldhop]." Item - Brightly Colored Scarf Origin: Nalthis (Common) Investiture Level: None Type: Passive Effect: The first time this Item is Awakened, it requires one less Investiture than usual. Once Awakened, this Item turns into a Dull Gray Scarf, which has no effect. Shasharra Homeworld: Nalthis Starting World: Nalthis Alignment: Independent Starting Investiture: {25} Goal - Avid Researcher: Successfully use the Collaborate action with two different targets. Successfully use the Interview action with two different targets. Successfully Publish while on Nalthis. Goal - Prove Your Theory: Successfully use the Special Craft Nightblood. Goal - True Love: Talaxin must end the game Alive. Special - Craft Nightblood Type: Active [assist] Cost: {35} Requirement: Mastery of Awakening Target: Player (local) or Self Effect: Create the Strongly Invested Item *Nightblood in the possession of your Target. *Nightblood has the following effect: "Passive: You may use Nightblood abilities." Special - Researcher Type: Passive Effect: You have access to Research abilities. For the purposes of these abilities, you are your own Faction. Special - Awakener Type: Passive Effect: You may use Awakening abilities. Special - Returned Type: Passive Effect: At the end of each even numbered Cycle, lose {1}. If you ever have less than {10}, you die immediately. This death cannot be prevented. You may not use the Awakening action, "My Breath Becomes Yours." Special - "My (Divine) Breath Becomes Yours" Type: Active [assist] Cost: {10}, then {~} Effect: Give all remaining Investiture to your target after subtracting this ability cost (note that using this ability will automatically kill you). Your target is protected from all [attack] actions this turn and cannot die this turn. This ability can also remove specific negative Specials from your target. This ability cannot be negated or redirected. If you give at least {1} with this ability, your target gains the Awakener Special. Write ups: Day One - BeginningsNight One - Sudden DeathDay Two - Swan DiveNight Two: The Scent of DeathDay 3 - FallingNight 3 - ConfessionsDay 4 - The Crowded RoomNight 4 - GoalsDay 5 - InterconnectednessNight 5Day 6 - The Assault on ElantrisNight 6 - The Revenge of ElantrisDay 7 - Science!Night 7 - SilenceDay 8: CrystalNight 8 - The Quiet OnesDay 9 - Duel's EndNight 9Aftermath - Preservation and Ruin Edited November 28, 2016 by Alvron 17 Link to comment Share on other sites More sharing options...
Nyali she/her Posted September 6, 2016 Author Report Share Posted September 6, 2016 (edited) Signups will be open until: Time until game start: Player List Magestar (Magestar) The Healer (Doctor12) Iohn (Iohn) Lorien the Rithmatist (Conquestor) Stick (I_am_a_Stick) Jonly the Terrisman (The Only Joe) NeLaar (Arraenae) Spike (Paranoid King) Ryth (Silverblade5) Riza (Frozen Mint) Ecthelion (Ecthelion III) Kyla (Little Wilson) The Young Bard (The Young Bard) Grond (Elenion) Brandon Sanderson (Darkness Ascendant) Aralis (Araris Valerian) Dr. Idem Occulta (Wonko the Sane) Kelen Taldar (AliasSheep) Gladium Paleas (Straw) Victor (Amanuensis) Bugsy (Bugsy6912) Locke (OrlokTsubodai) Dowanx (Dowanx) Tom (Sart) Kaloo (TheMightyLopen) Unknown (Mark IV) mmhmmnmhmm (LivingLegend) Cy Lon (Clanky) Emrys Morge (Bridge Boy) Reginald Canuck (Dalinar Kholin) Orik Ironfist (Haelbarde) Lily (Luckat) Odin (Stink) Edited September 13, 2016 by Nyali 3 Link to comment Share on other sites More sharing options...
Magestar he/him Posted September 6, 2016 Report Share Posted September 6, 2016 (edited) Oh My Gosh. It's so long. I'll Join. I'll play as Magestar, again, because it works for this one as well. Same character as in MR17. Now, after I've joined, I should probably read these rules... This will take a while. Edited September 6, 2016 by Magestar Link to comment Share on other sites More sharing options...
Nyali she/her Posted September 6, 2016 Author Report Share Posted September 6, 2016 Just now, Magestar said: Oh My Gosh. It's so long. I'm trying to put Spoiler tags back in to mitigate that, but it's being difficult. Very difficult. 2 Link to comment Share on other sites More sharing options...
Magestar he/him Posted September 6, 2016 Report Share Posted September 6, 2016 Yeah. I understand. By the way, who I'm playing as doesn't matter, does it? As in, playing as Magestar does not make any sense, as I will be given a character and Backstory? Link to comment Share on other sites More sharing options...
Doc12 he/him Posted September 6, 2016 Report Share Posted September 6, 2016 Im so in. Sign me up as the Healer! Pay no attention to the Blue box. Link to comment Share on other sites More sharing options...
Nyali she/her Posted September 6, 2016 Author Report Share Posted September 6, 2016 2 minutes ago, Magestar said: Yeah. I understand. By the way, who I'm playing as doesn't matter, does it? As in, playing as Magestar does not make any sense, as I will be given a character and Backstory? Magestar is your actual character's "disguise." Everyone's in disguise, to explain why no one recognizes each other (except for those who do, of course). 2 Link to comment Share on other sites More sharing options...
iohn he/him Posted September 6, 2016 Report Share Posted September 6, 2016 (edited) Count me in! I'm fine sticking with the disguise Iohn. as a note: i am first timer to this type of game, though I dont think I'll have any problems. Edited September 6, 2016 by iohn 4 Link to comment Share on other sites More sharing options...
Nyali she/her Posted September 6, 2016 Author Report Share Posted September 6, 2016 9 minutes ago, iohn said: Count me in! I'm fine sticking with the disguise Iohn. as a note: i am first timer to this type of game, though I dont think I'll have any problems. Welcome, Iohn! Newcomers are definitely welcome 3 Link to comment Share on other sites More sharing options...
Conquestor he/him Posted September 6, 2016 Report Share Posted September 6, 2016 I'll join as Lorien Rithmatist. RP time! "What am I doing here and why aren't my chalklings moving?" Lorien asked. "This is a strange place, I wonder how I got here in the first place." "Oh, it must have been that new line I was trying out." He said excitedly. "I must be some sort of teleportation line!" "I wonder where it brought me though" Link to comment Share on other sites More sharing options...
Stick. she/her Posted September 6, 2016 Report Share Posted September 6, 2016 Ooo I'll join! As...stick..? Link to comment Share on other sites More sharing options...
Nyali she/her Posted September 6, 2016 Author Report Share Posted September 6, 2016 Oh, and I forgot to mention - Elbereth is my Co-GM for this game. Thanks, El! 2 Link to comment Share on other sites More sharing options...
Magestar he/him Posted September 6, 2016 Report Share Posted September 6, 2016 Nyali... How long did it take you to come up with all this? 1 Link to comment Share on other sites More sharing options...
A Joe in the Bush Posted September 6, 2016 Report Share Posted September 6, 2016 Well, I love a good game of DnD. Sign me up as Jonly the Terrisman. 2 Link to comment Share on other sites More sharing options...
Nyali she/her Posted September 6, 2016 Author Report Share Posted September 6, 2016 4 minutes ago, Magestar said: Nyali... How long did it take you to come up with all this? It took me a while. I'd have to look up when I asked to be added to the LG list - that's when I started writing it. 2 Link to comment Share on other sites More sharing options...
Arrae Posted September 6, 2016 Report Share Posted September 6, 2016 Oh Adonalsium, what is this monstrosity? What… how... Sign me up as NeLaar. Hopefully I won't regret this. Link to comment Share on other sites More sharing options...
Paranoid King he/him Posted September 6, 2016 Report Share Posted September 6, 2016 (edited) This...looks awesome. I wish I could give two upvotes. Sign me up as Spike. Edit: There are potentially 79 different actions you can do! I'm gonna find a bunch of Nyali's other posts and upvote them. This is just too awesome. Edited September 6, 2016 by Paranoid King Link to comment Share on other sites More sharing options...
Silverblade5 he/him Posted September 6, 2016 Report Share Posted September 6, 2016 Joining as Ryth Link to comment Share on other sites More sharing options...
Nyali she/her Posted September 6, 2016 Author Report Share Posted September 6, 2016 2 hours ago, Paranoid King said: Edit: There are potentially 79 different actions you can do! I'm gonna find a bunch of Nyali's other posts and upvote them. This is just too awesome. Uh, 79? More like 200. These are just the common abilities - everyone has their own unique Specials. That's the crazy part. Oh, and then there's the items. There are 55 common items, 11 per world, and many players have their own unique items. So yeah, it'll be crazy xD The next time I run something like this, it'll be vastly simplified. It's too late to simplify this one, but next time (for the Rosharan Secret Society game), everyone will have ONE passive and ONE active unique special, not ~2-5 of each. I'm really curious to see how well this works though! 2 Link to comment Share on other sites More sharing options...
Frozen Mint she/her Posted September 6, 2016 Report Share Posted September 6, 2016 Holy frick I'm going to say this really quickly and then regret it. I'll sign up as Riza. 1 Link to comment Share on other sites More sharing options...
Ecthelion III he/him Posted September 7, 2016 Report Share Posted September 7, 2016 Time for Ecthelion's Creed: sign up first, read the rules and ask questions later. Link to comment Share on other sites More sharing options...
Ecthelion III he/him Posted September 7, 2016 Report Share Posted September 7, 2016 Just to add, this is going to be terrible for whomever reads the rules and then just dies T1... 5 Link to comment Share on other sites More sharing options...
Orlok Tsubodai he/him Posted September 7, 2016 Report Share Posted September 7, 2016 (edited) Although it pains me greatly to have to miss what looks like such an interesting game, I definitely won't have time for a game like this, and so will ask if I might be added to the spec doc? Edited September 7, 2016 by OrlokTsubodai Link to comment Share on other sites More sharing options...
Young Bard he/him Posted September 7, 2016 Report Share Posted September 7, 2016 Tentative sign-up depending on whether or not I become the second co-GM. (A word of warning - I won't be able to focus on the game at all until the very tail-end of Day 1/Night 1.) Link to comment Share on other sites More sharing options...
Nyali she/her Posted September 7, 2016 Author Report Share Posted September 7, 2016 I slightly failed at time. The game should be starting when rollover would END, not begin. Signups are still ending at 10pm on Tuesday, but the game will not be starting until 26 hours later, at midnight on Thursday. The OP has been adjusted accordingly. I will also add a "game start" timer to the second post, just to be clear. Link to comment Share on other sites More sharing options...
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