(IC) World of Darkness: Hunter RP

Ted makes a stupid face as he shakes the voices from his mind and his senses begin to return to him just in time to see Bob gorilla rush into the house yelling. The Detective puts his hand up to Bob to signal him to stop as he assesses the situation. He noticed that It got mad the second Caleb opened his mouth, which seems often be the case with Caleb but this could possibly be used to the squad's advantaged.
He's trying to draw us in. Caleb's big mouth might have stumbled onto something here....
(OOC: I would like to make a role against my Charisma to taunt the creature to see if I can pull it out from wherever it is hiding. Rolled a 15 + 1 = 16)
 
"Bob, wait!" George shouts as Bob runs by, and up the stairs.

"Shit. We need you to snap out of it, kid!" he tells Melvin as he chambers a bullet into his M16, before following Bob upstairs.

After climbing the stairs, the two of you immediately peer down three different long dark hallways that stretch before you. One of them on the left seems to lead to a number of bedrooms. The small hallway north leads to a small room and the backyard balcony. Then, on the right, there is a large hallway leading to a double doored room.

"Which way?" George looks at Bob.

Meanwhile, downstairs, both of them can hear Ted shouting something: (OOC: This is up to you)

Suddenly, a quiet but still detectable, almost animalistic snarl can be heard coming from down the eastern end hallway.

OOC: Partial success, he doesn't come out, but he does make a noise and reveal his position preventing you from having to split up to search for him.

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Ted cocks his head to the side, the rain water dripping from the brim of his hat, a look of murderous intent in his eyes can be seen.
Really? A fucking shout? That's all you got you dead dicked bottom feeding fuck! I've had lab tests scarier than you, you piece of shit!
*Stozak readies his firearm*
 
George checks to make sure he has a full clip before pressing it back into his rifle, then waves Caleb and Ted up the stairs with him.

Once they're all at the stairs, he directs Caleb and Ted to assemble on the left wall behind the left door, while he and Bob assembles on the right. The group moves down the hallway as a fluid squad, years of training under George kicking in as they move with such grace and precision as to remind him of his old Green Beret squad, their weapons trained on the doorway, getting into breaching position.

George: We kick open the doors on three. One...

Two...


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Caleb kicks in the door with flashes of Iraq somewhere in the back of his mind suddenly intruding, perhaps lingering vamp bullshit, or maybe a lapsed scrip for Lithium. He tosses a vial through the door along with him.

OOC: Whatever I need to roll I can roll with the best of them.
OOC: There might be ghouls or something in the other rooms as well.
 
OOC: Roll Result - Success

You're just barely able to break the fear that had grasped you. You lift your head and look around only to notice everyone is gone, before finally hearing a loud *SLAM* upstairs, as if a door was being kicked down.
 
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(OOC I would like to roll a Perception check if possible since the door has been kicked down to get a lay of the land and see anything of note. Rolled a 14 + 4 = 18)
 
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Bob's first impulse is to rush inside the room, now that the door was kicked open. But he fights that impulse, he knows he could be putting his teammates in danger by rushing too early. He whispers to his friends:
"Once we spot this bastard, you guys could open fire. I would use that opportunity to get close to the target and flank it, so I won't be shielding the enemy from your shots. That should keep it busy in melee."
"Hopefully, it can't keep his mindfucking hocuspocus with a blade aimed at its throat"
 
OOC: Roll Result - Success
Ted is able to get a peer into the room without fully exposing himself. It looks to be a giant office merged with a master bedroom. On the right is an extravagantly laid office, with a table of fine oak and a bust of the James head on the desk. The bust depicts James again wearing a mask of some sort to cover his face. Also on the desk in a Hewlett-Packard computer and an arrangement of papers and office tools.

On the right is a queen sized bed with Persian silver and gold silk sheets and Egyptian cotton pillows.

The room is dark, yet... you still can't see anyone.


George snarls as he peeks around the corner, and under his breath growls, "obfuscate...." When he notices the rest of the group looking at him puzzled, he explains. "Some of these fuckers have the ability to go invisible... but only if they stand perfectly still".

"He's toying with us. Or waiting to ambush us. Either way- this can only end one way."
 
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While covering Caleb as he booted the door off the hinges and tossed a vial into the room, Ted quickly scans the room and makes note of the things he sees. He then hears George talk and explain that the target is Obfuscating. Invisibility? That was the last thing Stozak wanted to hear. He knew these things could hide like rats but blending into the background was new trick and he wasn't too happy about it.
(OOC: I don't think there is much I can do from the back row beyond providing cover atm until we get that toss roll finished)
 
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Melvin looks around.
He has to be completely still, right?
OOC: Try to locate any sounds. Perception Roll 7+ 3 points= 10
 
OOC: Roll Result - Failure

Unfortunately, you aren't able to spot anything in particular from your position that might help locate him.
 
George pulls out a flashbang grenade from his pack, pulling the door closed for a moment to provide some cover.

"If all else fails, we'll have to breach the room the old fashioned way. Any ideas before this happens?"
 
OOC: Holy water vial of course. Catching up. Ready to roll when you are. If a d20 I rolled a 5 meaning the holy water probably dropped in my pants or something.


"A grenade was my first choice but I did not have one. If we are lucky the holy water will hit the asshole."
 
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OOC: Roll Result - Failure

Caleb tosses the water into the room, however ends up throwing it onto the bed in the room, where it lands softly and doesn't break.

George sighs, then pulls the pin for the flashbang and throws it into the room, quickly closing the door behind him. Though you're obscured from the flash of light, you're not completely immune to the sound the flashbang produces which leaves a loud ringing in your ears. (the party will suffer -1 Perception and to all Accuracy Rolls for it's first combat turn)

After the flashbang goes off, George is the first to barge into the room, however as he does, a blur of motion flurries across the room and attacks him, throwing him against the eastern wall of the room.

OOC: Vampire rolled a 15 for his damage roll. George's HP is 50, so 50 - 15 = 35 HP remaining for George.

The Vampire IS sorta visable, although he's mostly a blur of motion right now. Remember when you attack, you have to first make an accuracy roll of higher than 13, THEN you can roll for damage if you hit. Also remember for this first turn suffering -1 to your accuracy, due to the flashbang.
 
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Caleb finally catches sight of the vamp when it plasters George against the wall. He swings his machete in a sweeping arc attempting to take off the bastards head.

OCC: Rolled a 10 for accuracy with a -1 due to flashbang. Needed 13 to hit.

Caleb swings and misses partly due to being discombobulated from the flashbang. Somewhere in the back of his mind he can almost hear "STRIKE ONE!" but again probably just the Lithium.
 
OOC: Perfect, now whoever wants to go next, can do so. Remember, two rolls - you need a 13 on the first roll to hit (but you also need to -1 from your roll for this first round due to the flashbang). If you hit, roll again for damage (keep in mind if you have Warrior or Marksmen traits because they give bonuses). After the party takes their turns, vamp will take his turn again.

ALSO, since your aim is to capture and not kill, you only need to get the Vamp down to 75 HP to knock him unconscious. His HP is 200 and so far no one has done damage to him.
 
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