Luna Looks or information regarding the rebels before leaving
You look around the common room for someone to get advice from, and spot the man you talked to earlier. You walk up to him, and ask for information on rebels in general. He looks up from messing with an amulet, and says: "Oh, it's you again. As for rebels, they're a cowardly bunch, most of them will run away with the slighteset provocation. Growl in their faces a bit, show your teeth, and so on. If you see a Vampire Hunter, run. They're quick, they know your weakness, and they'll be able to take you down in one-on-one combat. If you do have to fight them, try to overwhelm them with numbers, and try not to stay in combat with them for a prolonged time. Other than that, you'll just have to learn from experience".
Action: Head to accomodation! Perhaps my controller has a special task for me to complete during the mission?
You drift into the gloomy flats that house the vampires. Other wraithes drift around, aimlessly, dejected, sorrowful. This angers you, to see the spirits of the dead so neglected.
Suddenly, you see one of the mass evacuation centers that existed when Dracula's invasion had only just started. The masses of humanity, pressed together, breath held, hoping that they wouldn't be found, wailing babies hurridly being shushed.This sends you into a fit of rage, and you begin to smash probably priceless vases that line the corridor you are currently in. A vampire walks down the corridor, and seeing you smashing vases immeadiatly knocks on the nearest door, evidently hoping that you were bound by the vampire inside. A tall dark male answers, takes one look at you and says: "Be still" All of a sudden, your movements are sluggish, as if the air around youfeels like liquid. You can still, however, move, and manage to knock another vase onto the floor. The vampire visibly winces, and says something to the other, who in turn rushes off down the corridor, where you can't see him. The vampire still with you whispers something, and you find that your body has turned completely incorpereal.
About two minutes later, you see the first vampire coming down the corridor followed by a female vampire, who's jet black hair reaches halfway down her back. When she sees you, her eyes narrow and she says "Ah yes, the Vampire hunter" She nods to the vampire keeping you in place, and suddenly you are able to move. But before you can either do or say anything, the female vampire simply says stop. All of a sudden, your body is locked solid. You struggle to say something, to ask her for orders, and she notices your attempts, waves a hand, an your mouth is able to move again. "Came. . . . to see . . . . . orders about . . . . Mission. . . ." The vampire raises her eyebrow. She says "How thoughtful of you. The stocks of . . . food here are meager, and I often find myself craving fresh blood. I demand that you bring me fresh blood back from your mission. Prefrably a child; the younger they are the sweeter they taste. Now begone!" she shouts, and you have no choice but to obey.
While in the common room, I'll swing my sword around a bit, trying to get a feel for its weight and heft.
(Dif=2) (3) Realising that it would be stupid to swing a sword around in the common room, where there a tons of people, you ask the nearest person where the training room is. (2) They turn around and sneer at you "How stupid are you? I'll not waste my time on morons". (Dif=4) (
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As he is turning away, you respond with an incredible retort. Everyone in hearing range bursts out laughng, including the man's friends. He reddens, and tries to walk quietly out the room, but is noticed and laughed at all the more. A man nearby says "It's at the end of that corridor" and points. You thank him, and head down the corridor, pausing to bow as you leave the room. (New skill! +1 to witty retorts)
You arrive in the training room, and finding an unoccupied dummy, test out some slices and (dif=4) (5) You get a good feel for the weapon, possibly averting any accidents when you are in battle.
Wander around on the search something interesting, try not to lurch. Keep an eye out for boots and a stylish hat on the way.
You amble through the common room, pausing to chuckle at Logans retort, and (2) (6) fail to find boots, but someone seems to have left a top hat lying on a chair. Well, finder weepers losers weepers, so you take it. (5) Apart from Alainis hurtling through a wall, you find a loose ventilation grille near the exit (dif=5) (5+1) You manage to pull it off without anyone noticing, and find, strapped against the side a letter and package. You take these, and notice that the shaft goes straight to the outside, and would be great for smuggling stuff.
Anyway, you open the letter. It turns out to be a love letter, from a man to his Fiancee (No idea how to spell that) telling her how if he dies on his next mission, she should have the contents of the parcel, which is a knife. Curious as to why he would leave something as common as a knife, you open the parcel, and find a knife in a scabbard. Pulling it out, you see that it is made from a strange metal you don't recognise. You press it against the wall, and it cuts through like the metal was leaves. You pocket the knife, and think that you should probably get something to carry everything in.
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
+1 to witty retorts
+1 to persuasion
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, a rather peculiar top hat, Good quality revolver, 18 bullets, a crowbar, and a shiny knife.
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
-1 to damage rolls
+2 natural "armor"
+2 to intimidation
Ok then. I have sent a PM to hitty, and if he doesn't reply within two turns, a
rock may fall on him. Add in your new skill with your next action, and I realise that I am making Dwarmin possibly do monsterous things. Also, Nilum, you're free to become a werewolf or vampire, if you find someone willing to infect you. Also becoming a werewolf is about 50x safer than becoming a vampire, for reasons I will specify later. Also you're not allowed to change within 5 turns, as I haven't finished reading the part in Dracula (awesome book, btw) where lucy gets turned into a vampire, and I wouldn't want to miss out any horrors that could affect you.