Chaos In the Academy WW - The Rift
Narrators: Bladescape & Saposhiente.
Rules written by: Saposhiente
In most worlds, most planes, most stories.. Separate Worlds are often split by the void which holds them apart. It is a protection again power surges, a way to insure that the actions of one plane does not effect another. Although this, in itself, makes it extremely difficult to travel between two planes. But this was not always the case, as there have always been anomolies. In this case, it was the oddest abberation in the history of the layers of dimensions. There lay not two, not three, not even four but five planes adjacent. They were, in fact, so interwoven that it would not be difficult to pass from one to another. It is here that my tale begins.
So used to traveling between worlds, The denizens of the five planes created a place, called the Arcanium. Situated on the center plane, it was the school of magic, the central resource for any user of power on these planes. As such it had a massive concentration of knowledge interred within. From the scrolls of planar knowledge that they had scrounged to books on Necromancy. Nothing was forbidden, and rarely was Death the final frontier for the members of the Arcanium.
But when you have such a massive gathering of power all centered in one place, inevitably things go wrong. The students, often travelling between planes to return home, disturbed the Void, shook it out of its ponderous slumber. For the Darkness does not takes lightly to such casual use. It could not strike immediately, though, as the members of this school had near perfectly mastered the intricacies of short length planar travel.
However, its chance was not long in coming. Nearing the end of another break at school in the Arcanium, the students begun returning, one by one, in a slow trickle. The usual greetings and banter of those that had not seen each other in a while flowed easily across the courtyard, reacquanting themselves with each other, the students ventured inwards. But the gatekeeper wasn't there, and the Arcanium seemed abandoned. The reason became apparant very soon.
There was a Rift, into the void. The darkness dwelling within called forth, sucking everything near into it. It moved ponderously, but nothing could escape once in it's grasp. And here it was that they learned what had happened. One of the remaining Teachers had, in an effort to add a sixth world to the Arcanium's link network, searched and stretched out into the void. It had reacted, tearing a planar hole right into the inky darkness....
But the promise remained in sight for all the students. The first one to properly understand and control the force that compelled this Rift.... Would have a memoir written in their name. And they would be known as the conqueror of the Rift. On top of that, the power inside of it was immense, and being able to wield that at will would be something any student would dream of. So began the game of lives, the dangerous game. How close could you come to the portal before you were sucked in? But how close did you need to be to work out what fueled this thing? ......
Rules:Spoiler
-Everything outlined at {Werewolf Central}
-Game begins at Night
-Each phase lasts 48 hours unless people vote to extend the phase
--Extending a phase 1 more day requires 20% of people in favor
---Each day-long extension after that will require an additional 20% (So extending a phase to last 96 hours in total would require 40% in favor, etc)
----It is not possible to have 120% of people in favor. Just make up your minds, people.
---Votes to extend Night (but not Day) can be submitted via PM.
-When a person is lynched, the list of people who had been Leeching (see the Major Spell) off of them is revealed (Use this to determine which players are less of a threat (since their Leech targets have died) and which are growing more powerful)
-In the case of a 2-way tied lynch vote, both players die (This can be used to kill the two remaining Study-ers with neither one winning)
--You may vote to "tie Person A and Person B". Your vote will be distributed to try to make both players be lynched
-In the case of a 3-or-more-way tied lynch vote, one of the players will die at random
-Try to act in your own best interest
Traditional Bladescape Rules:
Spoiler
Striking Through Votes: Please strike out old votes, when changing to another. This helps out the narrators when counting the votes. When I tally the votes, if you do not do this, I will count your first vote.
Autolynches: We will be autolynching players only if they do not point for 3 days straight. Of course, if you let me know that you will be gone for more than a week, we will give you a pass. (Autolynches happen at the end of Day phases and do give additional Knowledge points to Study-ers, identical to if multiple people were lynched.)
FC's Rule of Narrator Invocation: If you claim that the Narrator made a mistake, and the Narrator is asked about it, the Narrator will answer honestly. So don't use the Narrator's name in vain.
Bladescape's rule of formatting theft: Bladescape will invariably steal formatting, rules and other such things from other Narrators, especially Lex-Kat. Do be warned that any rights that exist belong to the original creators of the formatting, rules and etc. If they do wish it, he will reformat and remove the copyrighted formatting. :smalltongue:
Roles:Spoiler
-Wizard- You may, every Night:
--Cast one Major Spell and one Minor Spell OR
--Cast three Minor Spells OR
--Cast a Minor Spell as a Major Spell (This allows Scrying spells to pierce Defends, Hides and Disguises) and cast one Minor Spell
-(Everybody is a Wizard)
Spells:Spoiler
{table=head]Spell Name|Description|Type
Major Spells
Leech|While target player is alive, you gain an additional vote in the Day. You are informed if this spell fails.|
Study|You gain one Knowledge point for every person that is lynched in the next Day phase. If at any time you have a number of Knowledge points greater than 4/5 of the number of players that joined the game and no other living player does and you are alive, you win immediately.|
Silence|Target player's vote does not count in the next Day phase.|Attack
Void|The spells target player casts in this phase fail.(If two people Void each other (or in similar cases involving a chain of 3 or more people), all of both players' spells fail.)|Attack
Trap|Players that target you with Attack spells in this phase are Voided and Silenced. Players that target you with Scrying spells in this phase are Voided. ("Is/are Voided/Silenced" is unavoidable, even if you Trap. Think of it as being Voided/Silenced by a Narrator, who, since he is not a player, cannot be voided back.)|
{colsp=3}Minor Spells
Store Energy|You gain one Energy point. During any Day phase, you may expend any number of Energy points via PM to gain that many votes in that phase.|
Disrupt|Guess what Minor Spell target player is casting this phase. If they are casting that spell, their vote counts three less (to a minimum of 0) in the next Day phase. If they are not casting that spell, their vote counts two less (to a minimum of 0) in the next Day phase.|Attack
Scan|You learn what players target player is leeching from, including any player targeted in this phase|Scrying
Defend|Minor Scrying and Minor Attack spells targeting you fail
Hide|Players who target you with target Minor Scrying spell in this phase are Voided. (See note on Trap)|
Disguise|Players who target you with Minor Scrying spells are told results as if you were target player.|Deception
Fake Weakness|You are reported as if you had been leeching from all players that die in the next Day phase.|Deception
Compare Deception|Among three target players, you learn who has used the most and the least Deception spells. Ties are resolved at random. You may target yourself with this ability.|Scrying[/table]
Player list
Spoiler{table=head]#|Player|Role|Tags
01|52.5 Lemons||
02|BourgeoisJerry||
03|Billtodamax||
04|CD4||
05|Eternis||
06|Gilthonial||
07|Gray Mage||
08|Grue Bait||
09|Internet Flea||
10|Lord Loss||
11|Mangosta71||
12|Penguinator||
13|Runeboundshade||
14|Ramsus||
15|SuperDark33||
16|The Grimmace||
17|Usourselves&we||
18|Vanderscamp||
[/table]