Turn TwoIn which Nilum gets a snazzy cape.Acquire a sword and a cape. Preferably ones that match my suit.
You ask the vampire directions to the quartermaster's and he tells you: " Go straight through the common room, into the bar, and take the first door on the left". You follow these instructions and find yourself in a rather spacious room, with chairs against the wall, and a counter dominating the room. A middle aged man sits behind the counter, reading a paperback. Before you can read the title, he puts it down on the desk and asks: "What can I do for you?" You ask if he has any capes in stock (Action difficulty=5 (After all, such a stylish cape is trulely rare) (
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and he smiles "Well, my friend, you are truely in luck. Earlier this week, one of the younger vampires was killed on a mission. Thankfully, all of his equipement was recovered, and none of it was damaged. The equipment was passed onto me, as the vampire had no will whatsoever, and he was a snappy dresser to top it off".
The quartermaster opens a door behind him, reveiling rows and rows of neat shelves and chests, dissapears momentarily as he goes to fetch the cape, and returns with a fine black cape (I'm assuming your suit is black), handing it to you over the counter. You try it on, and it fits like it had been tailor made for you. "Anything else?" the shoopkeeper asks. You ask for a sword (Action difficulty=3) (3) The shoopkeeper grumbles. "Seems like everybody's after swords these days, and the break them like they were toys. I think I have one or two lurking around. The quartermaster goes once again into the storage, and comes out with a servicable sword, which he hands to you. "Anyhting else? No? Just a tip, from me to you, if you want to keep that snazzy suit of yours in order, some of the lads are running a tailors shop. Just ask around for Jared". You head back to the common room, taking care not to crease your suit.
Armor self with leather vest, trousers and boots, and arm myself with leather wraps.
You follow Logan to the quatermasters shop, and after he's finished talking, you ask for some leather clothing and wraps. (Dif = 4)(5)(5)(4) (Dif=3) He walks into Storage and returns with some slightly worn leather vest and trousers, and some adequate boots. He shruggs and says: "Sorry, but we don'thave any spare leather, and I'm not willing to cut up decent armor for such a small thing". You thank him, and then follow Logan to the common room.
Try to aquire the following things: A melee weapon, light armor, a ranged weapon and some bombs. possibly from my personal supply.
You follow Frip and Logan to the quatermasters, and take a seat while the requisition their equipement. You shuffle up to the counter, and request your stuff politely. The quartermaster, who was eyeing you warily up until now, looks taken aback. "An intelligent Ghoul! And polite too! I never thought I'd see the day. As for the bombs, if I can find any, you're not allowed to have any explosives within the complex, but if I find any, I'll get an assistant to deliver them to you at the gate. (Dif=2) (4) (Dif=4) (5)(6)(1) (Dif=5) (7) (Dif=6) (6) The shopkeeper comes back with a nice leather jacket, a trendy pair of leather trousers, a good quality revolver with around 18 bullets and a crowbar that looks suprisingly like the one that Gordon freeman uses. Maybe the Gordon Freeman of this alternate universe got run over by a truck or something. Whatever.
Anyway, the shopkeeper says "Here you go, sorry I couldn't find any boots, but I managed to scrounge up some old Flash-bang grenades. Hopefully they'll be delivered when you're leaving. You put on the clothes, stuff the revolver and ammunition into your pockets, and stick the crowbar through your belt. You fell that you probably couldn't carry much more without a rucksack. Or a sack for that matter. You consider following Logan and Frip to the common room, but realise that you're probably not that welcome there, so you stand in the quartermaster's shop, looking gormless.
Luna inquires about whether or not any objects belonging to the humans were captured, specifically any that could hold a scent
You walk into the common room and look around. You spy a young man leaning against a wall, seemingly unoccupied. You walk up to him and ask if he knows of any objects that belonged to the group of rebels. He stops for a moment, thinks, then speaks: "A werewolf, hmm? You should probably try the quartermaster, see if he's recieved any of their stuff. Other than that, you can only ask around".
On the mans advice, you head towards the quartermasters, remember the directions (dif=2) (4) You remember them perfectly, and arrive in the room, walking a past a gormless Jitters Mc.Farlen, and walk up to the quartermaster, who has resumed reading his paperback, realising that Jitters isn't doing anything. "Can I help you?" he asks, and you ask him if he has any objects that belonged to the rebels in the nearby village (1) The quartermaster shakes his head. "I'm sorry, but the rebels there were careful. The teams found no objects at all". You thank him for his time, and head back to the common room, (dif=3) (4) just avoiding bumping into Logan.
Action: Speak to the Vampire who bound my spirit
You try to attract the attention of the vampire who guided you here (dif=3) (4) and he turns towards you once he's finished giving directions. "I wish . . . to see . . . the . . Vampire that bound my soul" you moan. "Your best chance is to check the vampire accomadation, though they may bhttp://www.bay12forums.com/smf/index.php?action=post;msg=2852182;topic=97965.15e in the common room. You float (?) into the common room, ignoring the fact that Luna just closed it in your face. (2) She's not there. You try to ask around, but people either ignore you entirely, or are confused by your vauge descriptions. Being a ghost SUCKS!
Players:Class: Werewolf
Health:
{||||||||||||}
Bonuses:
+1/3 Natural armor
+1 to movement
+1/2 to melee attack and damage rolls
Equipement: Jeans and T-Shirt, Trainers
Class: Renfield
Health:
{||||||||}
Bonuses:
+2 to melee and ranged defense
+1 to first-aid
+1 to reasearch
Equipement: One snazzy suit, one snazzy cape, a passable sword, well polished dress shoes
Class: Ghoul
Health:
{||||||||||}
Bonuses:
+2 to stealth
+2 to melee attack rolls
-1 to movement rolls
+1 to Natural armor
Equipment: A nice leather jacket, trendy leather trousers, Good quality revolver, 18 bullets, and a crowbar.
Class: Werewolf
Health:
{||||||||||||}
Bonuses:
+1/3 Natural armor
+1 to movement
+1/2 to melee attack and damage rolls
Equipment: Slightly worn leather vest, Slightly worn leather trousers and boots.
Class: Wraith
Health:
{||||||}
Bonuses
-2 to damage rolls
+2 natural "armor"
+2 to intimidation
Ok, I'm tired right now, but hopefully status and proper spacing (Written on notepad) will come soon. Also, feel free to correct me on any mistakes, this
is my first time as a GM.