Flying from California to Japan on a mission, a group of S.E.U. agents discover that that some of the passengers are far from human and their reasons to be here appears to be the agents themselves.
Now it's up to them, the crew and the panicked passengers to deal with this infestation before they are completely overrun by horrors on a plane.
Like in the last game none of the horrors will start knowing each other, every night one of them will be able to use one type of night kill, they will take turns with this.
Horror:Created either from aliens, lovecraftian horrors or from some type of weird combination of earthly animals, 'Horrors' have truly earned their name. They are able to absorb any life form and become an exact copy of it, apparently including memories among other things.
Horrors only live to survive and spread their kind by infecting as many nearby life-forms as possible, they do this by assuming the form of something harmless in order to come close enough to their intended target.
If the horror is revealed it can easily form whatever organs, mouths, fangs, claws or spines in order to keep everyone from revealing their horrible secret.
Horrors are not individuals, instead they function as a singular being, a hive mind.
Horrors do not know each other at the start of the game.
Each night one of the horrors can use one of the type of night kills described down below. They will take turns with this, like for example: Night 1: Horror 1 can use a night kill, Night 2: Horror 2 can use a night kill...
If horror 2 would be dead during night 2, Horror 3 will be able to use a night kill during that night instead, so as long there is at least one active horror alive, there will be a night kill each night.
Disappearance: The horror makes one player disappear into the night. While the details about this is better left unmentioned this kill is not be revealed until the end of the next night. The player fallen victim for this is not in any way allowed to tell the other player about this or post in the thread until its revealed that she/he is indeed dead. Like Mafia abduction.
Slaughter: The horror mercifully finishes off the human as messy as possible to start panic among the survivors. Direct kill.
Merge: The horror merges with another player and "becomes" the selected player. Unless the player the horror selected is a S.E.U. Agent that player will be transformed into a horror and gain all their abilities and victory conditions. The original horror will die when it has "merged" with the other player unless that player was a S.E.U. agent in case the horror will survive and the agent will die.
If the horror uses any of these kills on another horror they will instead learn of each other. Horrors that learn of each other this way can switch their kill turns if the horror whose turn it is PM's the narrator with this intention.
A horror that is a part of a commando group can if it wants “disturb” the actions of that group. This is done by messaging the narrator during the same night as the horror is in a commando group. The horrors all scries as Horrors (Werewolves).
The horrors win once their numbers are equal or greater than the non-horrors. There will be a total number of 4 horrors at the start of the game.
The S.E.U. (Team Villager)
Passenger (Villager):As one of the trapped passengers on board the Boeing 757 from California to Japan. Your only chance for survival is to rot out the horrors before they completely take over the airplane. Good luck, you'll need it.
There is nothing really special about these people, they can be in command groups as anyone else and have no effect on their outcome. Scries as Passenger (Villager).
Flight Risk (Fail):You really shouldn't have gone on board this airline in the first place, but you simply couldn't resist that last minute offer to Japan. So now your stuck on the last place you would want to be with your condition and those things that look like humans but easily can tear your head off aren't exactly making things much easier.
Any Commando group you are in have a 75 % chance to be disturbed. You will be told that you are a normal passenger (villager). Scries as Flight Risk (Fail).
S.E.U. Agent (Agent):The horrors shouldn't even have come on board in the first place, this flight should never even have lifted off. But things don't always go as planned so now you just have to be creative. How does one stop monsters that perfectly can mimic a human being 35,000 ft above ground?
If a horror attempts to merge, you will die instead of becoming a horror and the horror that attempted to do it will survive. If your in a commando group who's action is disturbed you will learn of this but not what caused it. Scries as S.E.U. Agent (Agent). S.E.U. Agents do not know each other at the start of the game.
The S.E.U. and the passengers will win the game once all horrors have been eradicated. There will be a total number of 4 S.E.U. agents, 4 fail's and 8 passengers at the start of the game.
Four players of any type of roles can during a night form a "commando group" by sending a PM with all their names to the narrator. Unless someone in this group protests, the action select will be performed.
A player can only be in one commando group at once every night, otherwise all the action taken by every group except the first the player was a part of will fail. Two commando groups using Investigate on the same player will both fail due scrying interferance.
A commando group can perform one of the following actions during a night:
Investigate: Will reveal the role of a selected player to everyone in the commando group. If this action is disturbed it will come back with an incorrect result. If it is disturbed by a horror, the horror gets the choice to either learn the genuine role or choose the incorrect result (which is otherwise random).
Protect: Will protect a selected player from all the horrors night kills and night actions during that night. If this action is disturbed, nothing will happen instead.
Surveillance: If this commando action targets a horror, that horror will be unable to use any night kills, night actions or disturb commando groups during that night. If this action is disturbed nothing will happen instead.
They can't use any of these actions on a member in their own commando group.
Because the time it might take to form commando groups the nights in this game will be 48 hours long.
Changes from earlier versions
A commando groups now requires four players to create.
Fail roles now have a 75 % chance to disturb an action instead of an 100 % chance as they had previous.