Little did you know, however, that not all was above board on the statuesque air steamer. Perhaps the name of the ship - the SS Poltergeist - should have tipped you off?
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*** PLAYERS ***
Windle Poons (Lu-Tze)
Jim Jones (Kramer)
Maxwell's Demon (Hentzau)
*** RULES ***
Substantial changes highlighted in red - comments welcome, please.
At the same time as solutions are being proposed (but obviously not before any have been put forward), players can vote for the solution they most want to see enacted. Solutions should be somehow linked to the nature of the disturbance. Further, solutions put forward by each ghost throughout the game will have a common theme (selected by the GM, obviously with a great deal of care so it's not ridiculously simple and allows the ghosts some creativity). Although role-play is encouraged, the part of a post that is considered to be the proposed solution must be clearly signposted by a title and should encompass no more than approx. 150 words, and no less than approx. 75 words.
An individual human may elect to use their slot to propose a solution dedicated to exorcising one of their cohort. The exorcism is then resolved over the course of the day, with players voting either for or against it. An exorcism vote occurs concurrently to the normal system of voting upon normal proposals and does not affect the outcomes of that vote. Only one exorcism may be current at a time.
If the exorcism is successful then up to 4 of the exorcisee’s Victory Points will be transferred to the exorcist. If the exorcism is voted down then it has no effect. Exorcisms may be proposed by either a human or a ghost, but a ghost may not exorcise and ectoplasm in the same turn, and an exorcism initiated by a ghost will not transfer the exorcisee’s points as described above.
If the exorcism was successful, and was performed:
by a human on a human - the exorcist has 3 points deducted at the end of the game.
by a human on a ghost - the exorcism costs nothing.
by a ghost on a human or a ghost - the exorcism costs 1 point.
The Ghosts may elect, en masse, not to propose a solution in order to Ectoplasm (turn) a human player, provided that they sufficient Turning Points to do so. Turning Points are gained by posting proposals – every human vote that a Ghost’s proposal attracts gains the ghost team one Turning Point. That human player will have their Victory Points reset to zero and will become a ghost at the end of the night phase / beginning of the next day phase. The newly turned ghost WILL NOT be told who the other ghosts are. They will be told the theme that they have to adhere to. Thereafter, it is up to the existing ghosts if they want to get in contact.
Thresholds: 5, 11, 18, 26, 35, 45 and so on in that pattern.
SUCCESS AND FAILURE
IF A SOLUTION PUT FORWARD BY A GHOST IS SELECTED: the ghosts gain 2 Victory Points.
IF A SOLUTION PUT FORWARD BY A HUMAN IS SELECTED: the humans gain 2 Victory Points.
The points are allocated to the individual player who put forward the solution, and thus to the team to whom they belong, by proxy. (In other words: if a player switches sides, they take their points with them.)
A chosen solution, however, is not automatically “successful”. The success of a solution is determined by the number of votes that it attracts, modified by a “plausibility value” assigned by the GM, which may be between 3 and -3. [This section purposefully left vague] Success or failure does not affect the allocation of points, but it does affect the terrain of the following day.
ON THE SUBJECT OF GHOSTS
From the point forward, any player may suggest using the radio as a solution to the daily manifestation. In order to win the day, the radio must receive a quorum of votes (i.e. more than 50% of the votes cast). If it wins, the day immediately ends. The radio has a failsafe device; no more than 2 ghosts may vote to use the radio at a time. If any more than 2 do so, then the radio will shut itself down for the day. If, at any point, the ghosts outnumber the humans, they can overrun the human remainder and declare victory at any time.
At this point, the scores will be tallied, and whichever team has the highest score will win. The ghosts start with a 2-point advantage.