The turnsheeting deadline is the Friday morning, 6am falling after the session. No turnsheets will accepted after this deadline unless you have contacted your GM and got their approval at least 24h beforehand…or there is a really dire emergency.
You can submit Turnsheets electronically on the Disjunction Wiki. You will have access to your own personal area of the wiki, inaccessible to other players in which you can enter your turnsheet information each week. However, you do not have to wait until after the session before starting your turnsheet - you could even start adding notes to future turnsheets in advance if you want. Turnsheets can be edited repeatedly, and are not processed by the GMs until the turnsheet deadline. You can make as many changes as you like up until the turnsheet deadline, after the deadline any further changes may be ignored.
When writing a turnsheet remember that it will not always be apparent to the GMs what your long term strategy is unless you make it very in your turnsheet. The more detail you give us the less assumptions we will have to make.
Downtime represents the period of time that passes between the Convocations. The World of Disjunction is a dying one and as such time is a very precious commodity and in increasingly limited supply. To reflect this the lengths of time between the Convocations will decrease over the course of the game. The first downtime period will be a year in length and players should fully expect the final one to span the last days of existence, if not the last.
In Disjunction characters can influence the world through their actions during the downtime between sessions using Epic and Mundane actions.
Epic Actions - These actions are the things that define a Character's life story and the struggle to achieve their goals before the end of existence and hence are the major events of their remaining time, therefore actions such as; “invade nation-state X”, “Build sky-piercing monument Y”, “Go to that interesting dungeon I heard a rumour about”, “steal the eye of the Lord Protector” or “Unite the peoples of the World” would be appropriate Epic actions. Characters can attempt three Epic Actions every turn and should rank them in order of priority so that if something unexpected happens the GMs know how your character would use limited time or resources (such as blood).
Mundane Actions - The little things that require little effort and do not majorly advance anyone's story. Mundane actions include such things as attending social events, passing on a letter or buying some new clothes. Mundane actions should never be more than a sentence long and will receive about the same amount of feedback. Characters can preform as many minor actions a turn as they want but the GMs give no guarantee they will read them all.
Because actions represent narrative events a single characters actions are not directly additive. So turnsheeting to invade nation X with all of your Epic actions will have no greater effect then using only one of your Epic actions. However forging weapons, politicking for support or building a floating doom fortress could all help with the invasion and would be good candidates for your other Epic actions.
If multiple characters are involved they can all use Epic actions to support or oppose a plan and all the players' actions will combine into something even more spectacular that hopefully advances the personal story of everyone involved.
“Most people have a full measure of life… and most people just watch it slowly drip away. But if you can summon it all up… at one time… in one place… you can accomplish something…glorious.””
- Zerimar the Quick1)
Though the world is ending people awaiting the Disjunction still strive to achieve their goals, to face their fate as they see fit and to change the world for the better or worse. To this end every person may once in their life attempt some great work, a single act of power into which they pour something of themselves. In doing so they turn that feat from a mere action into a thing of defining purpose that can never be replicated and that is empowered by some indefinable part of that person.
In practice this means that once and only once during the course of the game you may use your Act of Power within one of your Epic actions by writing, in big bold letters at the top, that you are doing so. An Act of Power can be considered a Epic Action2 and should be used to accomplish something particularly important to your character. Such actions will always go your way unless seriously opposed and can achieve spectacular results. The only condition of their use is that they should be narratively appropriate to your character since the Act of Power is supposed to represent the achievement of some deep personal goal.
Players may well attempt to thwart each others' plans and occasionally may even try to murder each other (assuming they both have the Might Makes Right trait). The success of such attempts will come down to the relevant traits each character possesses, how much help they are getting from other players and, importantly, the quality of their plan.
It is important to note that one player can only ever kill another player by explicitly naming them as the target of their plan, in other words players will never be killed by collateral damage. So General X may turnsheet to level a city in which player Y lives and the city may well be levelled but unless X explicitly says they wish to kill Y then Y will escape destruction; though they may emerge singed and homeless.
If you turnsheet to kill another player you also implicitly make yourself vulnerable to “Death” when they attempt to defend themselves, hence the importance of relevant traits, plans of attack and escape; if you try to kill an Arch-Sorcerer in broad daylight while armed only with a pointy stick do not be surprised if you get annihilated.
You receive 1CP every turn which may be used to increase your character's primary traits or buy new primary traits at the same cost as character generation (so it takes two turns to get 2CP to improve a talent or influence by one rank). This 1CP can also be used to move to higher veils of Sorcery or higher devotions of Fideism.
Traits may be used the same turn they are bought. So in Turn 2 you may use your 2CP to buy a new rank of talent which you can use in that turn's actions.
Sorcery is only improved at the end of a Turn, to represent the time taken to master oneself, and must be used during that same term turn to represent practice. So a Sorcerer can only access the 2nd Veil in turn 2, 3rd in turn 3 etc.
Fideism likewise can only be improved at the end of a turn, but does not have to be used to do so.
Turnsheet responses will be provided via the Wiki, appended to that turns turnsheet, before each session hopefully in enough time to allow you to read them. Most responses will take the form of bullet pointed information or short paragraphs of text; essentially as much as the individual GM wishes to write. Particularly important actions or those involving many players may receive longer write ups, though only if one of the GMs wishes to do the writing.
The feedback you get will be short and to the point; further detail can be obtained through oral feedback by asking a GM at the session before time in, though hopefully the written feedback will provide you with all the information you need to play. If a GM is particularly busy they may give you your entire turnsheet verbally, in which case they will let you know before session.
An example turnsheet may be found HERE