Momoyo Himemushi
Ahhh... it's quiet. I love this time. When all the actions have finished, but before they start finding the bodies. The dawn of a new day.
Wonder where the boss went?
Honoka Kosakatua
You knew what I was going to find up there, didn't you. Couldn't you have done it yourself?
Momoyo Himemushi
Nope! Gotta follow the rules!
A body has been discovered! @Tsavorae has been found dead north of the Purple Building!
You are the Ultimate Bounty Hunter, and no matter what, you always collect. There's a price on life and death in the West, even here... but bounties are for the criminals. Each night you submit a target attempt on someone who has previously attempted, you gain a new role perk; however, you lose a perk if you target someone who has not attempted this game. Area attempts do not influence your perks at all. Additionally, if you kill someone who killed this game and get away with it, you automatically receive a new, more powerful role; however, killing a pacifist will remove your role entirely. Kills on people who have attempted but not killed will not change things. Risk and reward, just the way a bounty hunter likes it!
Forbidden Action: You're here to make money one way or another, and you can't walk away empty-handed. You must end the game with at least one kill.
At the time of her death, Tsavorae possessed the following perks:
-You may ask one yes or no question of the host during the course of an investigation. You will receive a true answer.
Momoyo Himemushi
And there we go! Now, for our second contestant!
Agent Evangeline
Oh. Is this where we're setting up? Because I found a body.
Honoka Kosakatua
Oh, right, double murder night...
A second body has been discovered! @Marisa Kirisame has been found dead in Mining Equipment!
You are the Ultimate Saloon Dancer. You've turned out huge crowds all across the West, and your name is in lights everywhere you go! Even here, you know that your dances can be impressive. Any time you dance, all attention in the area will be on you and you alone. Whatever someone else is getting up to, whatever you set off to happen behind their back, it'll all be completely ignored to watch you shine. In addition, thanks to your friendly and open nature, you've often won many people over. Thanks to that, you can convince NPCs to work with you more easily than other people can - it might take them four nights to win an NPC over when you can do it in just two.
Forbidden Action: You have a contract with the saloon, and you gotta keep to it! You must enter the Saloon at least once every night. No need to dance or drink or do anything, but you'd better show up in there to stay in business!
Agent Evangeline
I'm not going to those Mines anymore. Unless I have to.
Honoka Kosakatua
Well, let's get on with it then...
Momoyo Himemushi
No, really. Where'd the boss go?
Hollywood Bowl
I've been looking for you people! I had to clean up a damn fire by myself, AND found a body in the process. What a night!
Momoyo Himemushi
...What do you mean, you found a body?
A third body has been discovered! @Deathborn has been found dead in Film Equipment!
You are the Ultimate Mastermind, the power behind this Killing Game. With your mighty logistics and desire to commit evil, you were able to turn the town of Silver Junction into the latest hotbed of ritualized murder. Naturally as the host of this game, you are exempt from all motives - even those assigned by others that affect the NPCs will not touch you. You are also a top secret Crimson Eye double agent, which gives you access to Crimson Eye information that players do not have. It's up to you who this information can be given to, and who will use it best!
Forbidden Action: You respect the Mandrill, symbol of true evil. You may not, on purpose or accidentally, deface anything bearing the image of a mandrill.
Agent Evangeline
Oh.
Hollywood Bowl
Ohhh.
Honoka Kosakatua
Ohhhhh.
Momoyo Himemushi
...So. I guess that makes me the new boss, huh?
Not a problem! The original Mastermind might be dead, but the Killing Game will continue regardless! We did Triple Murder Night, apparently, so good luck - because you'll need it!
CASE FILES
-Tsavorae is buried in a coffin, which is a couple feet underground
-Marisa is lying on her face. Half of her skull has been smashed
-Deathborn is lying on his back, severely burned
-About half of Film Equipment is badly burned and covered in foam
-The Saloon was blocked off and inaccessible all night
-A large field now exists near the end of the street by the Purple Building and Water Tower
-@
Elster successfully entered the Telegraph Office
THE MAP
Purple Building
Desert Sage Dorm: One of the three large dorm rooms. This one is decorated with a bunch of desert flowers.
Sheriff's Office: The office of the one lawman in the town. Contains an officer's desk, several guns, and the Jail Cell.
Jail Cell: A jail cell, to, unsurprisingly, jail people. Anyone who starts their night in the jail cell is inflicted with Jailbird upon exiting.
General Store: A store stocked with all sorts of dry goods. The destination for all items you could want in the Wild West that aren't stocked elsewhere! There's a locked trapdoor in the floor.
Army Post: A well-equipped military depot, with everything from rations to weapons that a handful of soldiers might need.
Blue Building
Lobby: This building is fully modern, unlike the old-timey other five buildings. The glass-walled lobby full of plush chairs to sit in is a great example.
Theater: An old fashioned movie theater with modern projection equipment. Perfect for screening Wild West films after making them!
Archives: A large number of filing cabinets sit in this room, full of information on past Wild West film shoots that took place in Silver Junction. The door is locked.
Executive Office: A fancy, plush office with a large chair and larger desk, for whoever's in charge of the current movie productions.
Green Building
Prickly Pear Dorm: One of the three large dorm rooms. This one is decorated with a bunch of cacti.
Chapel: A non-denominational chapel to pray to whatever you may choose to pray to. We don't judge.
Newspaper: A room to run off the day's paper, complete with a printing press and a few desks for the newshounds.
Bank: A fancy, well-equipped bank, complete with a manager's office and plenty of tellers - as well as some money lying around. The back has a large vault door.
Vault: A locked vault behind a large vault door in the bank. It looks very complex to open, and it's marked High Security.
Yellow Building
Saloon: The big bar of Silver Junction. Lots of booze behind a bar, a piano with curtains on the side, plenty of tables, and of course every door is the swinging saloon doors.
Gun Store: A store selling all kinds of guns, from pistols to shotguns to rifles. Free to take and use to all customers!
Farrier: A small shop containing everything one could need to take care of a horse properly.
Stable: A stable currently inhabited by four horses. Whoever stocked them was cheeky enough to pick a red horse, a black horse, a white horse, and a pale gray horse.
Orange Building
Century Agave Dorm: One of the three large dorm rooms. This one is decorated with a bunch of low-growing desert plants.
Blacksmith: With a furnace at full blast, this blacksmith's shop is fantastic for making metal tools.
Carpenter: This room is full of woodworking tools and wood to work with for those tools.
Ruined Mine: The collapsed remains of a mineshaft, creating a deep hole in the middle of the building. Plenty of rocks to poke at if you want.
Mineral Storage: A place to store whatever minerals were dredged up from the mine when it was active. It's full of pyrite.
Mining Equipment: A large room, full of shovels, pickaxes, and any other non-explosive mining equipment your heart could possibly desire.
Explosives Storage: A room with plenty of dynamite, blasting caps, and whatever else you'd need for a big boom. The door is locked.
Red Building
Train Platform: An open-air platform for people to wait for the train. Contains a few clocks and a few benches.
Passenger Lounge: A comfortable waiting area and ticket counter for people to relax while waiting for the train.
Post Office: A small station to store, sort, and receive letters, of which there are currently a blizzard's worth.
Telegraph Office: An office to send and receive telegrams up and down the line. The door is locked.
Locomotive: A full-sized steam locomotive with a tender and two passenger cars attached. Several necessary parts of the engine have been removed, so it's not going anywhere.
Exterior Locations
Cemetery: A graveyard. It's currently devoid of graves beyond a few old headstones, but that could very well change here.
Livestock Corral: A small pen, holding several cattle. There's also a few chickens, for some reason.
Water Tower: An elevated water tower. It contains, surprise, water.
Outhouse: The only bathroom or bathroom-equivalent on the entire map. If it breaks you're not getting another one.
Purple Building
Officer's Club: A fancy bar meant for army officers. With the lack of those in the vicinity, it's become open to all.
Schoolhouse: A small, one-room school. Well equipped for general lessons, less well equipped for specialized.
Mayor's Office: The office of the Mayor of Silver Junction, holding all kinds of documents and records relating to the old town.
Courthouse: The judicial location of the county, back in the day. Contains a judge's bench, witness stand, desks for attorneys, and a jury box.
Hallway: An ordinary hallway to connect the 2F rooms in the purple building. There's some paintings on the walls, at least.
Blue Building
Soundstage: A big soundstage, perfectly designed for filming. There's a few different backdrops available to choose from, all fitting the Wild West theme.
Film Equipment: A storage room for the movie set building, holding the camera equipment and plenty of props for any Western you care to film.
Recording: A soundproof room for recording voice. Full of recording equipment, ranging from the gramophone to the modern systems.
Breakroom: A comfortable room to relax in during all the filming. Has several couches and tables, a coffee machine, and a fridge.
Green Building
Tailor: Plenty of clothing lies around in this store, all of it befitting the Wild West aesthetic on display.
Laundry: A hand-wash laundry, with everything you need to wash 'em and dry 'em both.
Barbershop: A fancy barbershop, equipped well for both haircuts and dentistry as necessary.
Law Office: The office of the town's only lawyer. Contains difficult-looking legal books in a row, a nice desk, and far too many papers.
Tobacconist: A tobacco shop, full of plenty of cigars, cigarettes, and chewing tobacco to imitate whatever noir or western trope you desire.
Yellow Building
Restaurant: A nice restaurant, complete with a small kitchen. Unimpressive compared to the OCGA Central Facility.
Gambling Parlor: A smoke-filled room set up for all sorts of games of chance and luck.
Brewery: A room set up for the easy production of moonshine. Saloon's gotta stay supplied, right?
Hotel: A small hotel with a few beds set up for sleeping. Perfect for quick layovers.
Orange Building
Doctor's Office: A basic doctor's office, for taking care of injuries in the West. Contains various doctor's tools, a cot, and a locked medicine cabinet.
Funeral Home: An undertaker's room, to work on laying to rest the deceased. When there's not a constant supply of them you can't keep up with, that is.
Pharmacy: With plenty of cheap drugs, nothing here is as good as the medicine in the Doctor's Office, but it can still come in handy.
Target Range: A shooting gallery set up to practice your gunplay. If you didn't bring your own, it's got plenty of guns and ammo ready to go.
Trading Post: A small trading post that caters specifically to selling to the miners, rather than the open nature of the general store.
Red Building
Railworker Quarters: A small sleeping area for employees of the railroad. It's got beds and not much else.
Station Storage: A storage room located in the train station. Contains various parts for the track and gear for employees.
Exterior Locations
Water Tower: An elevated water tower. It contains, surprise, water.
LIVING PLAYERS
Desert Sage Dorm
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Not Shane
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North Star
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Bud
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Madame Zalsarona
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Hifumi
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Cascabela
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Elster
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Hollywood Bowl (NPC)
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Momoyo Himemushi (NPC)
Prickly Pear Dorm
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Partitio Yellowil
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Mizzlebip
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Akira Kogami
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Strong Bad
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Ace Ventura: Pet Detective
-King of Clubs (@
Amoeba)
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Lynne
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Reginald Fikwerther
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Agent Evangeline (NPC)
Century Agave Dorm
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Neil Marshall
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Derek Stiles
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Ranger
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Roland
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Kroos the Keen Glint
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Nico Yazawa
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McJango
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Honoka Kosakatua (NPC)
The phase will end in 48 hours, at 9 PM EST on Sunday, February 16th.