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I reckon I'm the most meNtal of anyone here.

fixed :D

ok, some more info.
as you guys can see from the table above, there are many new powers, and some are slightly different from the usual.

the powers are generally distinguished in
a) EVERY-NIGHT powers (SEER, LURCHER, TINEYE, SMOKER, SEEKER, AUGUR): every night the players send me a PM indicating their scan/target;

b) PASSIVE powers (THUG, Aluminum GNAT): nothing needs to be done, the powers engage automatically if need be;

c) ONE-OFF active powers (COINSHOT, RIOTER, SOOTHER, PULSER, SLIDER, ORACLE, LEECHER, BURSTER) can be used in two ways:
covert: the player send me a PM on how they want to use the power/who the target his, and i will post a narration detailing the occurrence when i can. I'll try to be on top of things time wise , but can't guarantee anything. The special in play remains anonymous.

public: the player posts the activity in the thread, in a 'special' bolded post, and the activity takes place immediately (e.g. an instakill is a true instakill), obviously both special and target become known to everyone​

d) the Duraluminum GNAT is always an Inquisitor, and his power only works in conjunction with a regular night kill (replaces the kamikaze WW)
 
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Pardon my ignorance, however why is the gaurd and hunter separate entities now? Really love the idea though. Look forward to using my metal I really want the double vote one!
 
Pardon my ignorance, however why is the gaurd and hunter separate entities now? Really love the idea though. Look forward to using my metal I really want the double vote one!

it is something the we have already used several times in the past.
i prefer it split as it gives two people something special to do, and in general i like it more thematically (IMO, it make more sense that a guard protects and a hunter attacks).
Specifically, here it fits the Mistborn setting better and gives me an extra special that is not too powerful.
 
it is something the we have already used several times in the past.
i prefer it split as it gives two people something special to do, and in general i like it more thematically (IMO, it make more sense that a guard protects and a hunter attacks).
Specifically, here it fits the Mistborn setting better and gives me an extra special that is not too powerful.

Is Mistborn some mega nerd thing? :D You're going to make me have to study to play! Should be fun, though.
 
Is Mistborn some mega nerd thing? :D You're going to make me have to study to play! Should be fun, though.

blame Sceptical Scribe! :D
she suggested the books in the "what are you reading" thread.
they are interesting as the 'physics of magic' are quite unique.
they also sport a truly kick-ass heroine.

there is no need to read the books to play, obviously. but if you like fantasy you might want to give them a go (although they are more young-adult kind of lit).
because of the various specific abilities, i thought it would be a good fit for the WW game.

i will be posting more explanatory descriptions of the various Mistings and their game-ability shortly, in 'chapters (so you are not deluged with tl:dnr posts)
 
Misting roles/1

SEER [scans at night to identify full roles]: A seer burns Atium, which gives him vision of things to come and insights on the future of a person. The seer has a limited supply of atium and thus is limited to a quick scan each night. This supply is replenished every day.
In every aspect s/he is a standard WW seer. _the seer cannot start as an inquisitor_


Physical Metals

LURCHER [protects from attacks, =guard]: a lurcher burns iron, which gives him/her the power to “see” any metals surrounding him (in the form of thin blue lines connecting to them) and can ‘pull’ on them (as if the blue lines were strings). If the metal object is lighter than the lurcher, the metal will move towards the lurcher, if it is heavier (or anchored) it is the lurcher that will move in the direction of the object.
Lurchers are often employed as bodyguards, as they can detect metallic weapons and deflect their use, including projectile like bullets or coins shot at high speed.
The Lurcher chooses one person to protect every night. No person can be protected twice in a row. They CAN protect themselves. The protection extends to any physical attack that night or the following day (e.g. from a coinshot) until deadline. The protection includes any attempt to recruit the target to become an inquisitor (equivalent to protection from infection). _the Lurcher (guard) cannot start as an inquisitor_

COINSHOT [1x instakill, =instakill hunter]: a Coinshot burns steel. Similar to a Lurcher, when burning steel a Coinshot can ‘see’ any metals surrounding him (in the form of thin blue lines connecting to them) but opposite to a lurcher the coinshot ‘pushes’ on the metal (of their choice). Again, the metal object or the Coinshot will move, depending on relative mass.
Coinshot are often used as assassin as they can ‘shoot’ coins, knives or any metal object at high speed, as a ranged weapon. They can also use coins or other metals on the ground to ‘fly’ or ‘float’, and thus can move at high speed, or pass obstacles and climb walls.
The Coinshot can choose one player to attack, during day or night. An open day attack will reveal the identity of the coinshot, a sneak day or night attack will not. A night attack requires a PM to the GG. A day attack can be done by directly posting an INSTA-KILL message in the thread. The attack CAN fail, for example if the target is protected by the lurcher or if the target is the thug. Until the GG confirms the attack was successful, the person who was ‘shot’ should act as if they were dead (i.e., not post). If the victim is the Thug, they can chose to disclose it and keep playing. A confirmed kill WILL only void the cast vote of the killed person, and thus can affect majority lock/thereshold, but it will not affect deadlines. _the coinshot (instakiller) cannot start as an inquisitor_

TINEYE [finds activity targets, =spy]. A Tineye burns tin. Burning Tin enhances all their senses, so the Tineye will see, hear, smell, taste and feel at an highly enhanced rate. This makes them excellent spies.
The Tineye will be able to glimpse some of the night activities, one of their chosing each night. They will find out the target of the activity, but not the perpetrator. For example, they can find out who was scanned by the seer or who was protected by the guard, but they will not know the result of the activity, or who carried it out.

THUG [1x attack survival]. A thug burns pewter. Burning pewter enhances his her physical attributes, like energy, stamina and body strength (including for example bone structural strength). Thus a Thug can hit harder, fight longer, move faster than a normal human. This makes them prized ‘muscles’ and very hard targets to kill. A pewter-burning thug will often survive an otherwise lethal blow basically unscathed.
The Thug will survive one attempt at their life (including a lynching), but after that, they run out of pewter and become normal. A thug that survives a day-time attack will be exposed as a thug. If the attack is at nighttime, no extra information is given. If a thug survives a lynching, nobody dies that day.
 
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Pardon my ignorance, however why is the gaurd and hunter separate entities now? Really love the idea though. Look forward to using my metal I really want the double vote one!

The hunter traditionally ends up harming the village :D. Either the hunter ends up killing a villager who the hunter thought was a WW or the hunter is infected and helps the WW win the game.
 
misting roles/2
the mental metals

RIOTER [1x doubles other's vote]. A Rioter burns zinc. This allows them to ‘push’ on emotions of another person or group of persons. The emotions are enhanced, not created, and the rioter can choose which emotion they are going to riot. A good rioter can do his/her job very discreetly if they want, and the subject will not know that they are responding to the push.
In the game, a rioter can target any other player (but not themselves) to ‘enhance’ their ‘decision’ to cast a vote.
If the rioting is done subtly (via PM to the GG), that person’s vote will be counted TWICE at deadline, when the person rioted (but not the rioter) will be disclosed. However, the rioting CAN be done overtly, in the thread, with a Rioting Post. In this case both rioter and rioted will obviously become public and the rioted vote will count double from that post on (so it can also affect majority threshold/lock).
If the rioted person changes vote or goes to ‘no vote’ (the rioter can not do anything about it), it is the final valid vote that counts double.
The rioter has only enough zinc for a single push

SOOTHER [1x blocks other's vote]. A Soother burns brass. This works exactly opposite to rioting, as it dampens the target emotions. Again soothing can be done subtly or openly.
The soothed target will see their vote not count. If soothing is subtle (via PM) the vote is dismissed at deadline and does not affect majority lock. The Soother remains unknown. If the soother decided to openly sooth a player, they need to post a “soothing Post’. The target player will be temporarily “out of the game”, and majority threshold adjusted accordingly. A soothed player cannot vote (or the vote is voided if already cast) nor they should post anything relevant to the game until deadline or majority lock is reached (basically the same as a ‘ghost’ player). Their play resumes normally from the next narration.

SMOKER [hides allomancy use]. A smoker burns copper to generate a ‘bubble’ that hides allomancy, for example from seekers and tineyes. Each night s/he can choose a target. The target’s allomantic activity –if any- will be undetectable that night. The same target cannot be chosen twice in a row.

SEEKER [reveals allomancy use]. A seeker burns bronze to identify sources of Allomancy. The seeker will select a player each night and will know which metal they were burning that night (if any). The seek will result negative if the target is covered by a smoker. Only the metal burned, but not the alignment, will be revealed. Basically is like a partial SEER.
 
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mistings roles/3
temporal metals

PULSER [1x extends deadline]. Pulsers can burn Cadmium to ‘pull’ on time and slow it down around them. If a pulser burns cadmium during the day, the deadline for that day will be extended (up to 12 hours) and majority lock will not apply anymore for that voting session.
The burn can be open or subtle. If open (with a post in the thread), it is effectively immediately: majority lock is voided for the remainder of the day and an extension of up to 12 hours (decided by the Pulser) is added. A Stealth time burn is done through PMs to the GG and will be effective since the moment the GG makes it public (with the pulser remaining incognito). If the deadline or majority lock are reached before the GG can act, the burn does not count and can be used on another occasion.
CLARIFICATION.: if a majority lock had already been openly reached BEFORE the Pulser acts, it is NOT voided

SLIDER [1x shortens deadline]. Sliders can burn Bendalloy to ‘push’ on time and accellerate it around them. A bendalloy burn reduces the deadline up to 12 hours (decided by the Slider). If the initial deadline is less than 12 hours away, the slider can decide to close the voting immediately, and whoever is on ‘top’ will be lynched.
Like for other ‘day’ activities, the slider can decide to act openly, -in the thread- or subtly –via PM to the GG-, in which case their identity remains unrevealed (but timing is less accurate).

AUGUR [identifies reads roles =undertaker]. Augurs are mistings who can burn Gold. Upon doing that, they can see glimpses of their own past, and of what could have been if different decisions were taken at some points.
The same power is here expanded to the dead, thus the Augur can identify the true being of any dead player. Equivalent to the UNDERTAKER. _the Augur cannot start as an inquisitor_

ORACLE. [1x asks yes/no question] Oracles can burn Electrum to catch visions of the future in response to their quests. Such visions can be very blurry, so it helps if the query is very specific.
At any time during the game, the Oracle can ask one yes/no question to the GG, publicly or privately.
 
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hopefully you are not directed to Eastern Ukraine..

Um, no. Or, at least, not yet, at any rate. Elsewhere - further east - lies my current destination.

Although, strange to relate (or, perhaps not), while home, friends, family, colleagues, former professors and former students all seem to take it for granted that this - Ukraine - is where I will end up…...


blame Sceptical Scribe! :D
she suggested the books in the "what are you reading" thread.
they are interesting as the 'physics of magic' are quite unique.
they also sport a truly kick-ass heroine.

…….

Why, thank you very much. Always happy to be of service when tendering advice which will lead to any form of literary exploration, preferably the sort which will lead to enjoyment as well!

And I am delighted that you share my enjoyment of this series; I thought it excellent.

And of a separate, but related topic, yes, to Moyank (as a token seeking absolution for my perhaps precipitate - and yes, agreed, deeply unpleasant - but not remotely irrational - act of nocturnal slaughter most recently) and to QoS, I agree with DP; these books boast a most impressive 'kick-ass' heroine - as a feminist myself, I love strong heroines in literature; anyway, read them, and I guarantee you'll find yourselves grinning.
 
Mistings roles/4
Enhancement metals


LEECHER [1x blocks others' allomancy]. Leechers burn Chromium and can target other allomancers’ current metal reserves and estinguish them.
An Allomancer targeted by a Leecher immediately stops burning metal and loses the ability of burn again until a new batch of metal is ingested.
When the leecher targets a mistings that burns metal every night, only that night/day activity is affected, when the leecher targets a ‘single-shot’ misting, and they attempt to use their metal in that day/night cycle, they lose their chance, or good. However, if the targets are not attempting to burn metal, then on the following day/night they CAN still use their power. While the leecher Chromium burn is wasted.
If the leecher targets an ‘active’ mistings, like a soother/rioter/pulser/slider as they are actively burning metal, their activity stops immediately and the situation goes back to the previous status. (for example, if a pulser is expanding the deadline and removing the majority lock, the leecher can make his time bubble collapse and the original deadline/majority lock is reinstated, or when a soother is ‘silencing’ a player, if the leecher targets the soother, the mellowed player goes back to normal status.

BURSTER [1x enhances other's allomancy]. A Misting who burns necrosil. They can target another player and enhance their Allomantic activity, whatever that is. It applies to the current usage or to the next cycle, depending on circumstances. It is a FORCED enhancement of the activity, not a second dose of the metal. Thus, the target MUST burn the metal in that timeframe, although what they do with it is their choice.
For example, a seer will get a double scan that night, lurcher gets double protection that night, the coinshot gets two kills (but they HAVE to be at that time, or they are BOTH lost). If a rioter is targeted, the Rioter has to burn his zinc and their rioting targets gets their vote TRIPLICATED, (not two double votes)
If the allomancer has already used their metal, nothing happens and the burst is wasted.

Aluminum GNAT [foils inquisitor's initiation =no infection]. Burning Aluminum estinguishes any other metal reserves an allomancer has.
So a misting that can only burn aluminum does… nothing. :(
However, the aluminum does give the Gnat some protection from other metals, since it neutralizes them, in particular it impedes the hemalurgic activity necessary to create a new Inquisitor. In other words, in general an aluminum Gnat is immune to recruitment (infection) by the inquisitors, and it will also foil an attempt to use the gnat as the dead ‘blood donor’ in the new inquisitor creation process (more on the ‘infection’ later). The Gnat still dies in the process.
Exception: the Duraluminum gnat can override the gnat protection (see the Steel Ministry section)
_the aluminum gnat cannot start as an inquisitor_

And –of course- a well-designed aluminum foil hat will protect from all mental allomancy!

DURALUMINUM GNAT. [inquisitore role, 1x double kill night] Burning Duraluminum enhances the power of burning another metal. Outside of Mistborn (who can burn all metal) this power is pretty useless. However, in the game the duraluminum Gnat is always one of the Inquisitors (ww), and therefore when the duraluminum burn is coupled to an inquisitor steel spike, it enhances THAT ability giving the inquisitor an extra kill for one night. This can be focused on the same target (overriding any protection the target might have, for a ‘superkill') or can be used to target two separate players in one night.
It is similar and replaces the KAMIKAZE WW, with the difference that it acts at night
 
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The Steel Ministry (the WW)

There is an rising insurgency in the Final Empire stemming from the Outer Dominances and spreading in toward the Capital, Luthadel. The Lord Ruler control of the empire is at risk and he sent some of his Steel Inquisitors to infiltrate the Resistance

There are 3 Inquisitors (WW) in the group.
Unlike the book’s inquisitors, who are immediately recognizable by their tattoos and the metal spikes into their eyes, these are Secret Inquisitors, and their metal spikes, which give them power and put them under the Lord Ruler’s control, are embedded into their spine, so they are not obvious to the eye as long as the Inquisitors are alive.

The inquisitors’s mission is to wipe out the insurgents, by killing them at night.
Their spine-embedded steel spikes makes them in essence Coinshots, so they can use metals to kill other players. it also allows them to communicate telepathically (via PM).

- High inquisitor: head of the cell, in addition to one of the misting powers, s/he has a set of extra steel spikes to create a new inquisitor out of one of the insurgents = ALPHA WOLF + infection
- Dural inquisitor: s/he is a Duraluminum Gnat Misting. This combines with the steel spikes to enhance the kill ability. Once, he can perform an extra kill, or double up on a kill to override protection ~ KAMIKAZE WW (but at night)
- Novice inquisitor, no extra powers except his/her (random) misting power
-
“NEW INQUISITOR INITIATION/INFECTION”: unlike a quick WW bite, the creation of a new Inquisitor is a very messy procedure.
It is based on the exoteric metallic art of Hemalurgy, and it always requires blood from a (dying) Allomancer, to transfer their powers, with properly applied metal spikes, to the chosen subject.
Therefore the creation/infection can only occur at night, during a successful kill. The subject of the inquisitorial initiation will keep their Allomantic power AND acquires the ability of the dead player (if any remains). This is a very powerful inquisitor, but the success of the ritual is not guaranteed.
The initiation/infection fails if either of the subjects (victim or target) is an aluminum gnat, because the aluminum spoils the spikes. The inquisitors have to PM the intention to create an inquisitor together with the kill victim and the target.
If the kill fails because of protection (lurcher/guard or thug) the attempt is foiled and cannot be repeated. Same if the subject is protected.

If the inquisitors use the duraluminum burst in conjunction with the Initiation ritual, this overrides protection and the ritual will work. However, if the aluminum Gnat is involved, the new inquisitor will have NO allomantic powers.

basically, the initiation is like the infection, but it has to be planned at night, it need a simultaneous successful kill and an unprotected subject. the new inquisitor will have double special power

The insurgency (villagers)
there are 14 initial insurgents/villagers, all of them specials.
The SEER, the LURCHER, the COINSHOT, the AUGUR and the GNAT are certain insurgents/villagers.
All other special roles (except the Duraluminum Gnat Inquisitor) are distributed randomly, between the remaining villagers and the two other inquisitors/WW.


please let me know in additional/better explanation are needed
 
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Oh dear god. This looks very very fun but very very confusing. I'll reread the roles again and again and I suspect I may have to keep the first page or so open to keep up.
 
Well, in common with quite a few others who dwell on these fora, in addition to an interest (objective & subjective) in technological innovation, I also rather like scifi & fantasy reading for relaxation.

This latter interest started, when - badly needing some relaxation as my Bachelor's finals rapidly approached (some, um, years ago), male friends (and yes, this sort of literature used to be the preserve of male friends), recommended The Hobbit, followed, inevitably, by The Lord Of The Rings; then Terry Brooks (his first trilogy was excellent); then, David Eddings and it sort of took off from there.

So, now, as someone who does read rather a lot of this stuff (upon seeing some of these tomes, - and they are invariably tomes - my father used to wail in distress 'but you're an academic' - he never got the 'reading for relaxation' - concept, especially the notion of a fantasy world), I really strongly recommend the Mistborn series by Brandon Sanderson (who is an awful lot better than Robert Jordan ever was as a writer, in my subjective view).

Others I rather like in that field, include K. J. Parker, Carol Berg, (her 'Rai-kirai' books are very good), some of Trudi Canavan, Guy Gavriel Kay,
Jonathan Stroud, (who wrote the very original and excellent 'Bartimaeus' trilogy), and Garth Nix (his ''Abhorsen" trilogy is outstanding).

Brilliant take on the Mistborn idea DP; wonderful - I am really enjoying reading all of the detailed posts on how the Mistborn universe intersects with that of the WW world. Great fun, and very very well done.
.
 
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