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QF22: Ghosts in the Night Or: Two-Headed Elimination The Ghostbloods are well-known for being a secretive organisation. It could be said that this secrecy is the only reason they have existed for such a long period of time. They carefully pick and choose their people, evaluating each individually before adding them to their members. They operate in small groups, each only aware of the one they report to and the others in their group. Everything has been done to minimise risk should one of their number be caught. The secrecy the organisation has thrived on has now bled completely through into the very lives of their members. It is said that a half-decent Ghostblood could walk out the door, and suddenly they would be a completely different person. A different face, different hair, all changed within a matter of seconds. It is for this reason that they are known as ghosts, an ethereal presence that many doubt even exists. But through time, they have become complacent, and their hidden nature has started to work against them. Their recruitment methods have become lax, slowly, and they have been infiltrated by their enemies. The Sons of Honour walk amongst their members, their own secrecy preventing them from finding out who they are. The order came down from someone - who, no-one knew - to purge the Ghostbloods of these people. The ghosts are grim, but determined in their task. The Sons of Honour are their enemy, they know this, and if they are left unanswered, they will slowly dismantle the organisation from within. They must be eradicated before that can happen, if the organisation is to have any chance to survive. In the quiet, forgettable town that this division operates in, an unnatural hush has fallen over the night. The normal folk go about uneasy, keenly aware that something is not right but unable to figure out what it is and entirely powerless to stop it. Within the houses, Ghostblood agents make careful plans to deal with the threat from the Sons of Honour, using their skills of subterfuge and skullduggery to fool their neighbours, friends, and even their family. But when every potential threat in the town is two-faced, how can one tell who is a friend, and more importantly, who is a foe? The Rules The variant is the same as a normal set of Elimination, but with one major difference; At the beginning of the game, the GM assigns half the players to be Day Players, and half the players to be Night Players. Players are then paired up, Day/Night, until everyone is in a pair (all pairs will be completely Village or completely Eliminator). In the event of an odd number of players, one player is both Day and Night. Day Players may not post in the main thread unless it is the Day, and vice versa. The pairings between players are hidden, and only the player knows who their partner is. However, all players start the game aware of whether each player is a Day or Night Player. Each player pair shares an Alignment and has the same Role, and they share a Role/Action PM. If a player dies, then the paired player dies with them. Day Players may not talk in PMs unless it is with their pair. Players may talk to their other half via the PM, regardless of whether it is a Day or Night Turn. In the event of one half becoming inactive for a complete Cycle within both thread and PMs, the active half may request to the GM that they take over both Day and Night. This will be stated to happen publicly if it occurs. During the Day, Day Players can discuss in the thread and place votes for another Day Player to lynch. Night Players cannot be voted for. This Turn will last for 48 hours. During the Night, Night Players may target other Night Players with their Action and if PMs are open, talk to other Night Turn players. Day Players cannot be talked to via PM or targeted by Actions. This Turn lasts 24 hours. There are no cross-Turn Actions. It is possible that the game will be Role Madness, but not by any means definite. Rollover will be at 9PM GMT, and the game will begin on Tuesday 14th at 9PM GMT. Roles Assassin - The Assassin's job for the Ghostbloods is to take out anyone who may be a threat. They have the ability to use a Kill Action every Night. Backup - The Backup has been trained in one of the other Roles, but lacks the go-ahead to use his skills. If a player with the Role that the Backup has dies, then a Backup is randomly selected among the eligible Backups to become that Role. The Backup Role cannot be detected until they become that Role. The Backup is aware of their Role. Hired Goon - The Hired Goon's job is to be a target while other Ghostbloods carry out a mission, and is hardened and tough in combat. The Thug's first death is nullified. Messenger - While at least one Messenger is alive, players may send messages to other players within their Turn. Shadow - The Shadow is able to conceal his own nature, and potentially that of another as well. Players targeted by the Shadow's ability cannot have their Day Player, Alignment or Role discovered. Spy - Who said that the Ghostbloods didn't have their own agents amongst the Sons of Honour? Each Night, the Spy may dig up information on a player, confirming whether or not they are a Son of Honour. Stalker - The Stalker is able to stealthy follow a player back home each Night, and is informed the identity that they go by during the Day. Strategist - The Strategist is privy to knowledge that most are not. Each Night, they may use their Action to discover another player's Role in the organisation. Surgeon - The Surgeon's task is to prevent the deaths of the Ghostbloods. They may save a player (excluding themselves) from death each Night. Alas, despite the theme of the game, Kas is buried in work, so I have no co-GM. Anyone want to volunteer? Mission Countdown Quick Links: Player List