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PanzerCorps

Video Game Programmer
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Sep 6, 2012
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mapa.jpg

It is the four hundredth and twenty seventh year of the third era. The Empire of the Septims has ruled all of Tamriel for centuries, from many fiefdoms of high rock, to the swamps of black marsh. In the Imperial Province of Morrowind, which surrendered to the Septims in exchange for regional autonomy, chaos rises. King Athyn Llethan, is dead, as is his natural heir, both possible poisoned by the king's nephew Hlaalu Helseth. The new king is determined to make the title more than just a powerless figurehead, as it has been since the Empire mandated its creation. Five Great Houses scheme and plot for political power. The Temple struggles to maintain its traditional authority as Imperial Culture slowly but surely penetrates Morrowind. Nationalists' hatred of outlanders festers into something truly dark, and in the shadows.... a sixth house rises. It is a time of gods of monsters, it is a time of heroes, it is a time of politics. It is a game of werewolf.
 
Roles and Traits
THE RULES

Each person will have a role, which will be kept secret. Some will be plain, ordinary Dunmer, but others among them will be someting darker. The Dunmer win by eliminating all the fanatics. Meanwhile the fanatics win by reaching (1:1) parity with the Dunmer. The fanatics may be split into several groups with different religions, in which case only one may remain - and the game is not won until all others are eliminated.

The game is split into two sections - Night and Day. For practical reasons, these take place at the same time, except for the first deadline, which only represents a night.

During the day, the players gather and decide who to lynch, the person they think is most likely to be a baddie. During the night, the fanatics decide who to kill, and special goodies and baddies will all send their orders to be executed.

Day actions are handled in the following order:
1-Votes
2-PM Votes
3-Leaders
4-Brutals

Nightly orders are handled in the following manner:
0-Jester
1-Distiller
2-Infiltrator Scan
3-Sorcerer Scan
4-Seer Scan
5-Priest Scan
6-van Helsing
7-Assassin/Hunter
8-Robber
9-Guardian Angel
10-Doctor
11-Werewolf/Cultist
(If multiple hunt orders are sent from the same pack, the last one submitted is the one that counts unless otherwise specified by the sender. No matter how many werewolves or werewolf packs there are, only one attack takes place during the night, or none, if a pack forgets to send in an order.)
12-Padre
13-Spy

During the day, everyone(including the fanatics) will meet together to discuss and decide who to lynch. When a player has decided whom to vote for, they type vote Player X in bold font and preferabbly at least size 4, this to ensure that your GM notices the vote. It is not allowed to edit a vote(though you can edit vote posts). If a player decide to change his vote, he types unvote Player X - vote Player Y. The "unvote" is there to help me count the votes. I will however count changed votes even without the "unvote", only somewhat slower and with a bigger risk of getting it wrong so please help the GM and use "unvote" when you change your votes.

Abstaining from voting without declaring absence a maximum of 3 times will result in being auto-lynched or subbed out, if a substitute player can be found.

No new playes may join except if substituting for a player who has missed 3 votes.

Observers and ghosts ("dead" players) may haunt, taunt and flaunt. They may not reveal any secret/inside information nor may they do voting records except for the current day. Anyone caught doing it risk being banned from later Werewolf games. When making a ghost/spectator comment, please use a non-white colour (and keep off the GM colour, Gold).

Alliances between players which aren't based on your roles in the game are frowned upon. These alliances which continue from one game to another undermine the whole idea of the game.

Forged Private Messages (PMs) are allowed. Quoting or forging PMs from the GM is not allowed.
Screenshots of PMs from players or the GM are not allowed and anyone caught doing it will be autolynched.
No discussion of PM numbers is allowed. When posting PMs in the thread, players are encouraged to remove the numbers.


THE ROLES

Villager(Dunmer): Has no special abilities.

180px-LG-cardart-Palace_Conspirator.png


Werewolf(Religious Fanatic): Assassinates someone each nights. More specific killing rules, aka the hunting pattern, will be given to the fanatics but will not be public knowledge.

180px-LG-cardart-Dagoth_Ur.png
180px-LG-cardart-Power_of_the_Almsivi_02.png


Seer(Imperial Cult Primate): May scan one person per night. He will be told if that person is a fanatic or unclaimed apprentice (100% success). Any other role will appear as a regular dunmer to the Primate.

180px-LG-cardart-Ebonheart_Oracle.png


Priest(Legion Champion): May scan one person per night. Will be told if that person is an apprentice or violent separatist (100% success). Any other role will appear as a regular dunmer to the Champion.

101px-LG-cardart-Legion_Praefect.png



Sorcerer(False Incarnate): Works with the fanatics, and wins if they do. May scan one person per night. He will be told if that person is a separatist, apprentice, primate or champion (100% success). Any other role will appear as a regular dunmer to the sorcerer.

240px-LG-cardart-Chodala%27s_Treachery.png


Apprentice: Only becomes active if his master is killed. A scanner can have more than one Apprentice but in case of the scanner's death only the first Apprentice will become active. Apprentices works just like their former master. If an Apprentice is in the game, the first scanner who finds him (and survives the night) will make him his Apprentice. An unclaimed Apprentice will not be told that he is one until he is scanned. There might be claimed Apprentices at game start in which case these claimed Apprentices will know their role. Infiltrator scans can not detect Apprentices.

Guardian Angel(Buoyant Armiger): May protect one person against a fanatic attack, but can't choose to protect the same person two nights in a row and can never protect themselves.

240px-LG-cardart-Ghostgate_Defender.png


Doctor(Healer): May protect one person each night but can't choose to protect the same person two nights in a row. In case of an attack, the healer has a 50% chance of saving that person. The person saved will be unable to send in any votes or orders for the next day/night cycle but may also not be attacked directly while recovering. If the healer is attacked, however, all patients are also attacked. If a patient wakes up again, he/she will remember one of the attackers. The patient does not learn the identity of the healer. For the day in which they are recovering, the patient must follow Ghost Rules.

240px-LG-cardart-Guildsworn_Revitalizer.png


Cultist(Violent Separatist): Works with the fanatics, and wins if they do. Separatists may start attached to a pack, or may start unattached, in which case they may attach with one once they make contact with them(Both Cultist and Wolf must confirm to the GM they want the attaching to happen - at which point the GM will send confirmation that it has happened, if it did). Once attached, can only switch allegiance if all fanatics of that pack are killed. Separatists must be attached to a pack to count for parity.

240px-LG-cardart-Back-Alley_Footpad.png


van Helsing(Rumored Nerevarine): Has a one-time super-scan ability which reveals all roles and traits, and has the equivalent ability of Hunter.

LG-cardart-Saint_Jiub%2C_Eradicator_of_the_Winged_Menace.png



THE TRAITS

Padre(Invoker): May visit one person each night but can't visit the same person two nights in a row, if that person is hunted and killed by a fanatic or an assassin, the name of one of the perpetrators will be given to the padre.

Infiltrator(Hlaalu): Can scan a player to get one of the player's trait, excluding hidden traits. After scanning needs to wait one night to recharge.

Spy(Nightblade): Can spy on a player to get a clue to one of the player's traits or the player's role. There will be three equally likely different levels of clues; fluff/no info, obscure and strong hint. A spy can't claim an apprentice. Spying is not detectable by a Spiritually attuned (since it's not a scan). The clues given to the spy may relate to the thematic names of the roles/traits he is detecting or to their traditional names. (For example, a spy spying on a Priest may find them inspiring soldiers for the legion or may find them leading a prayer.)
240px-LG-cardart-Morag_Tong_Nightblade.png


One-Eye Open(Court Veteran): Can choose on which nights to activate his ability. When activated, he has a 50% chance of surviving any werewolf or hunter attack(if more than one hunt take place, has a 50% chance of surviving each one). When inactivated, will die to an attack BUT will take one of the aggressors with him.

Assassin(White Thrall): Can send in a nightly order to kill someone, but only once. His name will not be revealed in the update.

Hunter(Redoran): Has both the One-Eye Open and Assassin abilities, but once he uses up his shot he loses the One-Eye Open ability as well.

Robber(Thief): Once through the course of the game this envious Person can choose to rob a player of all his traits and demote him to basic goodie/baddie role (villager/cultist). The thief will be given all the victim's traits, including hidden ones. The robber's role, however, will not change. In the update it will be made public that a robbery has taken place during the night and who the victim was but not who the Robber was.

Jester(Corprus Infected): Each night the Jester may play tricks on a player (the target). If the target is going to perform a nightly action this action will be distorted to something similar (if the target is a wolf then there is a 1 in pack size chance of this happening to the wolf hunt). The Jester can only play trick on a player once through the course of the game. Exactly what a Jester trick will have for effect on each nightly action will be detailed in a separate post. The target will only be informed if the Jester trick actually affects anything.

Distiller(Skooma Dealer): Each night, the Skooma Dealer may choose to share a bottle of skooma with a player (the target). The Distiller and the target are unable to perform any other action during the night. The target will only learn of the visit if he was stopped from performing a nightly activity. The target will not learn the Distiller's identity (because of the memory loss). The Distiller cannot distill the same person two nights in a row.

Brutal(Barbarian): If lynched or brutalized, has the power to immediately kill one person before being subdued.

Cursed(Dreamer): If a Cursed person is targeted by the fanatics, they become one themselves. It will be revealed as a "no kill during the night". The cursed person will be unaware he is that until attacked by a fanatic. Primates and Champions can not be Dreamers at game start. A cursed apprentice that turns into a fanatic loses her apprenticehood.

Blessed: A Blessed person will survive a fanatic attack, but only once (the next attack will be fatal as usual). Will be revealed as a "no kill during the night". The Blessed might be unaware he is blessed. If a Blessed and Cursed player is hunted, the Blessed trait has priority.

Spiritually Attuned(Telvanni): A SA person has a 100% chance to sense when someone is scanning them. They will have a 50% chance to learn what type of scan is used against them and if they do a 25% chance to learn of the actual scanning player's name.

Strongly Spiritually Attuned(Wise woman): When being scanned, one of 3 things will happen: 50% chance of learning only that they are being scanned, 25% chance of learning the role of the person scanning them, and a 25% chance of learning the actual scanning player's name as well as their role.

Plotter(Agent): May use PM to the GM for voting in which case the plotter's vote will not be revealed until the final vote count.

Alderman(Councilman): Once activated (by PM to the GM) his vote is worth two votes for the duration of the game.

Seerish Powers*: This player have some talent in seeing the future. Not enough to become a seer but enough to give him one single fully* functioning seer scan during the span of the game.

Priestly Powers*: This player have some divine talent. Not enough to become a priest but enough to give him one single fully* functioning priest scan during the span of the game.

Sorcerous Powers*: This player have some dark magic talent. Not enough to become a sorcerer but enough to give him one single fully* functioning sorcerer scan during the span of the game.

Infiltrating Powers*: This player have some infiltrating talent. Not enough to become a infiltrator but enough to give him one single fully* functioning infiltrator scan during the span of the game.

Healing Powers: This player has some healing talent. Not enough to become a doctor but enough to give him one single fully functioning doc protection during the span of the game.

Angelic Powers: This player has some protecting talent. Not enough to become a Guardian Angel but enough to give him one single fully functioning Guardian Angel protection during the span of the game.

Spying Powers: This player has some spying talent. Not enough to become a Spy but enough to give him one single fully functioning Spy action during the span of the game.

Damsel in Distress(Pilgrim): If this player is saved from lynch by a leader, a plotter or a vote snipe (within five minutes of the deadline) or from hunt by a protector or jester then the saviour will be the Damsel's Knight in Shining Armor. The Damsel and the Knight will get eachother's names and the Knight will get a random extra trait. A Damsel can only have one Knight but if her Knight dies she can again be saved and a new Knight will then emerge. A Damsel may or may not start the game with a Knight already at her side.
240px-LG-cardart-Silent_Pilgrim.png


Knight in Shining Armor(Ordinator): A Knight in Shining Armor will kill the Robber if the Robber tries to attack the Knight or his Damsel.
240px-LG-cardart-Indomitable_Ordinator.png


Innkeeper(Knows recall): Upon declaring his intention to the GM to use this trait, all votes on the holder will not count, and the holder's vote will not count either. After this trait is used, it is lost.

Cloak of Invisibility(Ring of Khajit): A player possesing a cloak of invisibilty may once during the cause of the game become invisible, i.e. scans of him that night will return "nobody at home", wolf attacks will fail as if the player was GA protected, hunter/assasin attacks will miss and the player will even dodge the lynch mob making the runner up lynched instead of him etc. However wearing the cloak will also block any other actions of the wearer for that day/night cycle such as voting, scans, attacks and even counting for parity etc.

Pathological Liar(M'aiq the Liar): Can each day claim publically in the thread claim a role or trait (excluding hidden roles/traits - cursed, blessed, apprentice) from this post. Must then PM the GM quoting the post and claiming the use of the role/trait for the upcoming day/night cycle. Can only claim the same role/trait once for the cause of the game. For the Liar the following are considered the same role/trait: Seer/Seerish powers, Priest/Priestly powers, Infiltrator/Infiltrating powers, Sorcerer/Sorcerous powers, Spy/Spying powers, Doctor/Healing powers, GA/Angelic powers, Hunter/Assassin/van Helsing/Zombie hunter. A Liar claiming wolf will scan as a wolf but will not hunt. A Liar can't claim Guild member and if claiming Knight in Shining Armor will only protect himself from Robber unless he also specifies a valid Damsel in Distress.

Ghost Whisperer(Witch Hunter): May once during the game ask to "speak" with the ghost of the player(s) that will get killed the upcoming night. The Ghost Whisperer will then get to know the ghost's intentions for that night and what that would have resulted in (only for scans) but also every action that was planned against him (but not specifically by whom, only by what). The Ghost Whisperer needs only tell which night he wants to use his ability, not on which player.

Oracle(Azura Cultist): Has a one time possibility to speak with the dead. He can ask a single question to any player that is no longer in the game via PM. The player is obligated to respond however is NOT obligated to tell the truth. So asking a fanatic who his mates are isn't the best idea. (Special rules apply: The question must be asked to the GM stating who the question is aimed at. The GM will then approve the question and forward to the recipient, whose response will then be forwarded on. The GM will not tinker with the response as long as it is a single question, to keep balance. Eg: asking a dead Seer who he scanned is a multiple question that will not be approved, asking the seer if he scanned XY is a valid question)

Conman(Outlander): Once per game, may change another player's vote to something else. Identity will be revealed when used.

Tramp(Pauper): After recuperating one night, may spend all night with a player (the target), thereby blocking any nightly activities of that player and himself. Attacks and protections on the target will affect also the Tramp. Attacks and protections on the Tramp will have no effect if the Tramp is out. Scans and tests on the Target or the Tramp will give the results for both mixed together without revealing the second person's identity. May not sleep with a Doctor's patient. The target will only be informed of a Tramp visit if any nightly action was blocked.

Alchemist: Each night, may test the hypothesis that a player has a particular role or trait. During the cause of the game, may only make one test against each role or trait.

Clairvoyant(Savant): Once per game, may scan one player to find out the player's role and traits.

Psychic(Indoril): Once per game, may find out how many evil players are still alive.

Witness(Hunter): Each night, may attempt to see a nightly attack(learning the identity of one attacker). Success rate starts at 0% night 0 and increases by 10% every night. If used, success rate resets to 0% for next attempt.

Restless(Insomniac): A restless player sometimes has trouble falling asleep at night and finds himself wandering the village at odd hours. Every night, he can pass a note.

Guild member: Several players may start the game in a guild together. For a guild to use a power, a majority of the members in it (>50%) and at least two total players must vote to use that power on that particular night. A guild may not use more than one power on one night. Exceptions to these rules may apply in specific guilds (for example, a guild may be allowed to use two powers per night - the details will be given in the guild thread). This game does not feature formable guilds (I love them but they are hell for balance). Players may instead start the game in a guild.

Special abilities:

Passing Notes: This ability allows a player to contact another player while remaining anonymous. A player who can pass a note will PM the GM with the message they want passed along, and the name of the one player to whom they want to pass the note. Once the note is slid under the door of that player's house, there is no taking it back; in other words, once a player PMs the GM the note, he cannot retract or change the note. Recipients of notes will receive them after the nightly update.

Messages from the Undead: If the Werewolves or Cultists want to send a message to the village -- perhaps to taunt them, perhaps to let someone know that he is next, or perhaps to mislead them during the next day's lynch -- then they may do so in the manner in which they kill their victim. They must send a PM to the GM with the context of the message (ie, text written in blood? Body cleaved open and left on another player's front stoop? Etc). This message will be part of the nightly update.

* Seer scans can detect but not claim unclaimed apprentices.
* Priest and sorcerer scans can detect but not claim apprentices, they will not be told whether they are attached or not.

Roles and traits subject to change until game has started. All suggestions are welcome and appreciated.
A trait or role being in this list does not guarantee it will be in the game.

THE DEADLINE

The deadline for votes and other stuff is 22:00 GMT. Any vote showing the timestamp 22:00 will be accepted, one showing 22:01 however will NOT.

A lynched player is considered dead at the deadline(and must start following ghost rules then) - All other kills take place after the update has been posted.
 
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Jester Effects
Jester effects

Seer scan: 25% spy report, 25% sorcerer scan, 25% inflitrator scan, 25% GA protection
Priest scan: 25% spy report, 25% sorcerer scan, 25% inflitrator scan, 25% Doc protection
Inflitrator scan: 33% seer scan, 33% sorcerer scan, 33% spy report
Spy report: 25% seer scan, 25% sorcerer scan, 25% priest scan, 25% infiltrator scan
Sorcerer scan: 33% van Helsing scan, 33% infiltrator scan, 33% spy report
van Helsing/Clairvoyant scan: 50% seer scan, 50% priest scan

GA protection: 33% doc protection, 33% padre visit, 33% seer scan
Doc protection: 33% GA protection, 33% padre visit, 33% priest scan
Padre visit: 33% GA protection, 33% doc protection, 33% sorcerer scan

Blessed: 50% Cursed, 25% Spiritually Attuned, 25% SSA
Cursed: 50% Blessed, 25% Spiritually Attuned, 25% SSA
Spiritually Attuned: 33% still SA but 100% get scanner's name and 0% get scan type, 33% blessed, 33% get Warged upon death
Cloak of Invisibility (night part): 50% SSA, 50% Spiritually Attuned
One Eye Open: 50% Blessed, 50% Spiritually Attuned
Strongly Spiritually Attuned: 33% blessed, 33% cursed, 34% OEO

Hunter: 100% Robber
Assassin: 100% Robber
Zombie hunter: 100% Robber
Wolf attack: 1 in pack size chance of Robber
Robber: 50% Assassin, 50% Wolf attack (and if a goodie or free baddie Robber temporarily turned wolf by a Jester hits a Cursed then that Cursed, the poor soul, will start a new wolf pack)

Distiller: 100% Jester
Tramp: 25% distiller, 25% jester, 25% padre, 25% doctor protection
Jester: 10% spy report, 10% Seer scan, 10% Priest scan, 10% Infiltrator scan, 10% Sorcerer scan, 10% GA protection, 10% Padre visit, 10% Wolf attack, 10% Spiritually Attuned, 10% Blessed

Ghost whisperer: 20% priest scan, 20% sorcerer scan, 20% inflitrator scan, 20% seer scan, 20% van Helsing scan. All scans on a random player.
Oracle: 100% Ghost whisperer.
Psychic: 25% warg, 25% SA, 25% seer scan, 25% priest scan (all scans against a random target)
Witness: (successful witness chance)% OEO, (failed witness chance)% Psychic

Guild member: 1 in guild size chance to affect the guild's nightly action. If affected the whole guild will get to know the effect but not exactly who in the guild that got targeted by the jester.

Alderman, plotter and villager votes or brutal attacks are not affected since they are day time actions.

A distorted seer/priest/sorcerer scan will reveal an unclaimed apprentice but can't claim the apprentice. That way a jester distorting the seer's scan to be a sorcerer scan won't give the seer a sorcerer's apprentice with the chaos that would cause.
 
Players and Events List
The Players:

1- Alynkio as Daedric Lord Boethiah, villager oracle of the Morag Tong Guild, lynched day 4

nuare-studio-boethiah-cultist.jpg
2- Arkasas as Caius Cosades, villager alderman of the Morag Tong guild, hunted night 2

LG-cardart-Caius_Cosades.png
3- Dedonus
4- Latinkaiser
5- Alxeu, villager with a cloak of invisibility and member of the Blades! Guild, hunted night 1

6- aedan777
7- Avernite as a Hero of Kvatch
LG-cardart-Kvatch_Soldier.png
8- Sleepyhead as a libertarian
LG-cardart-Brassilisk.png
9- Wagonlitz
10- Tamius as a fish, villager with spying and seerish powers and member of the fighters guild, lynched day 2

LG-cardart-Slaughterfish_Spawning.png
11- Johho as Morning Breeze, a gay Ugandian soldier that has not appeared in a US talkshow, actually an alchemist villager of the Fighters Guild, hunted night 3

LG-cardart-Gentleman_Jim_Stacey.png
12- TheFatWombat as an imperial guard
1200px-LG-cardart-Septim_Guardsman.png
13- Beartjah, villager ghost whisperer member of the Fighters Guild, hunted night 0

14- DeathNoteForCutie as Fargoth
MW-npc-Fargoth.jpg
15- Chefjones, villager psychic of the Fighters Guild, hunted night 4

16- Eternaly_Lost, restless witness villager of the Mages guild, lynched day 1
17- Caillean
18- Yakman
19- Emperor Ike as the Lusty Argonian Maid who is stable 90% of the 50% of the time, plotter werewolf of the Sixth House Pack and Fighters Guild, lynched day 3

LG-cardart-Invoker_of_the_Hist.png
20- Hax as Cicero, lethal jester and the Keeper of the Night Mother's coffin
LG-cardart-Cicero_the_Betrayer.png


The events so far:
Night 0: Beartjah the witch hunter member of the Fighters Guild was hunted.

Day 1: Eternaly_Lost the restless witness villager of the Mages Guild was lynched.
Night 1: Alxeu the villager with a cloak of invisibility and member of the Imperial Blades was hunted.
Day 2: Tamius the villager with spying and seerish powers, member of the Fighters Guild, was lynched
Night 2: Arkasas the villager alderman member of the Morag Tong guild was hunted
Day 3: Emperor Ike the werewolf plotter of the sixth house pack and member of the Fighters Guild is lynched
Night 3: Johho villager alchemist and member of the Fighters Guild is hunted. The Fighters Guild is dissolved.
Day 4: Alynkio the villager oracle member of the Morag Tong guild was lynched
Night 4: Chefjones the villager psychic and member of the former Fighters Guild is hunted

The votes so far:

Day 0: 1st - 2nd - Final

Day 1: 1st - Final

Day 2: 1st - 2nd - Final

Day 3: 1st - Final

Day 4: Final

Day 5:


The subs:

The GM will keep a hidden list of subs. If you were a player that has died and wants to sub back in, please ask to do so in private.
Currently there are no (0) subs available.

The hall of shame:

Missed 1 Vote:
Yakman

Missed 2 Votes (can be subbed):
None yet

Missed 3 Votes (needs a sub or will be autolynched):
None yet

The GMs:
The GMs for this game are @brovahkiin and me! Please feel free to ask us anything and come to us should you need help. Mainly, Brovahkiin is responsible for the lore/roleplaying parts of the game and I am responsible for the mechanics, so yell at him if you don't like a role's new name but yell at me if you don't like the fact that a role was included at all :p
 
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In as Caius Cosades
 
In
 
In
 
In
 
I'm in if we start next saturday or later :)

If we start earlier, sign me up for subbing.
 
in as um... something windrelated from tomorrow... "Morning Breeze"? I wonder if there is such a character.

*braces for weird google results*

Some gay Ugandian soldier that appeared on a US talkshow!? I love an RP challenge as much as the next man but I guess you need to draw the line somewhere.

In as Morning Breeze, a gay Ugandian soldier that has not appeared in a US talkshow (not yet, anyway)
 
in as um... something windrelated from tomorrow... "Morning Breeze"? I wonder if there is such a character.

*braces for weird google results*

Some gay Ugandian soldier that appeared on a US talkshow!? I love an RP challenge as much as the next man but I guess you need to draw the line somewhere.

In as Morning Breeze, a gay Ugandian soldier that has not appeared in a US talkshow (not yet, anyway)
Not an ash yam farmer?
IN as Lucien Lachance. Pleased to have a spot reserved for me! :) Hail Sithis. Hopefully no packs hunt down the signup list :confused:
Bold choice being a member of the dark brotherhood in morrowind