IC
The year, 1898. An unremarkable year, by most standards. Until, one night in November, a strange event occurs that leaves the world in chaos. All across the Old World, from London to Prague, Lisbon to Constanta, a dark mist envelopes the towns and cities of men- day is turned to night, and anarchy reigns in the streets. The scientific community is left clueless, and there is a great deal of speculation in the halls of power and across Europe as to the origin of the dark mist... meanwhile, rumors of supernatural occurrences spread at an alarming rate. The dead do not rest easily in their graves, and it is said that fell things stalk the night roads and forests. Fear and confusion reign in Europe, for the nights grow dark, and they are helpless before this rising terror... unaware of the true origins of the choking blackness that rises across the world.
A few men and women, though, scientists, explorers, clergy, know more. An ancient prophesy speaks of a dread vampire who would one day awaken and bring an end to the days of light and progress, a prophesy a privileged few are aware of. The gathering darkness must be his doing, and he must be stopped. Slowly, through correspondence, those with knowledge of his evil aims determine that they alone can stand against the growing night, and band together in London to hunt down this menace and put an end to his designs for mankind. The hunt for Dracula begins!
Key
Cities are in red.
Railroads, dark red. Dracula may not travel by railroad.
Roads are in deep brown.
Sea lanes, light blue.
Traveling on Sea Lanes or Railroads requires that the Leader purchase a Ticket for the Party.
The lights have gone out across Europe, and they will not be lit again if the fell vampire, Dracula, cannot be stopped. Do you have what it takes to face this supernatural monster, brave explorer? Choose a class, a fate, and prepare to test your might against that of the Master of Midnight.
Classes available: 1 Clergy, 1 Scholar, 3 Gentry, Adventurers.
Dramatis Personae
Raphaella de Infercanté - Tinkerer
Stephen Graf - Vampire Hunter
John Blackfield - Adventurer
Heinrich Stephan - Clergy
Marshall Savarian Strong - Scholar
Simon Oláh - Scholar
Drostan Campbell - Adventurer
- Code: Select all
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The Game
Your goal, as the Party, is to foil the plots of Dracula across Europe, prevent the Old World from falling to darkness, and eventually confront and slay the bestial Lord. To this end, you will travel from city to city on the Continent and her environs, assembling clues about Dracula's whereabouts, countering his schemes, and gaining both knowledge and strength to put the bloodsucker down for good.
Dracula is fearsome strong, an immortal demon of the ancient past. No mere mortals can hope to defeat him, certainly not alone. You must cooperate with your allies if you are to have any hope of success- but beware! Dracula's dark schemes, if allowed to come to fruition, can turn your allies against you, raise minions to oppose your plans, and even snuff out the spark of your lives, those who would oppose him. You will have to be cunning and shrewd if you seek to turn back the darkness. If he succeeds in Corrupting Europe's great cities and turning mankind to his will, it will all be over...
You have not fled in terror of what is to come? Good, carry on...
Events
Every day that passes, an Event will occur at the end of the Action Phase. These Events are usually crises that must be averted by the Party to prevent Dracula gaining power and influence, but will occasionally instead be breakthroughs or discoveries which will benefit the Party if they can succeed. These Events, and passing them, are the purpose of Tokens- all Events will have a certain type or type of Tokens which must be invested in them to pass, with different thresholds governing whether an Event is wholly passed, partially passed, or failed. Note that even if a Token is not Dark, if it is not of the correct type, it still counts against a success. It is better to put in no Tokens at all if you cannot aid the Party, but to not help your comrades may look suspicious...
When an Event occurs, all members of the Party will be given an opportunity to invest any amount of Tokens in the event- including Servants of the Darkness. Importantly, when Party members are investing tokens, which tokens they choose to invest is not revealed, only the amount. This aggregate amount of Tokens from the Party will then be added to by the Chance deck, which will add an amount of Tokens equivalent to the Corruption of the City the Party is in, with Cities of Corruption tiers 0 and 1 always adding two Tokens.
These Events can be of use not only to fight Dracula, but also to endeavor to root out any traitors in your midst. All Characters and Classes draw two Tokens per Day, unless otherwise modified.
Leadership:
The Party must have a leader. By default, the Leader will begin as the Vampire-Hunter, but a vote may be called at any time by another member of the Party (or even the current Leader) to change that. Each character receives a number of votes equal to their base Influence Skill. A vote may only be called every week. The Leader doesn't do anything in most situations, but some Events will require the Leader to make a choice about potential outcomes, and only the Leader may move the Party to a new City. The Leader also draws one additional Token every Day, and may choose at any time to send a Character to Isolation, where they can only add one Token to any Events, and may only conduct one Action per Day.
Actions:
Every Day in any City, a variety of Actions will be available for all members of the Party. These may range from using an Ability, to shopping for gear, to schmoozing with the local nobility, and so on. By default, each party member may take two actions per day (one at dawn and one at dusk), with only one of those actions being secret- the other must be publicly declared and RPed in the IC thread. It is not required to take any actions in a day, but idleness only gives Dracula more time to gain power. Many Actions will provoke a Skillcheck, of one Skill or another, in order to succeed, though some of particularly banal nature such as resting may automatically succeed.
Health:
Each member of the Party starts, by default, with five Health. This may be reduced through events, or combat, and may only be recovered at a Hospital, through Events, or through Items. Party members on low Health are more susceptible to being turned to the Darkness, and if Health is at any point reduced to zero, that Party member is likely to perish. Death is not necessarily the end of a character, but returning to the realms of the living will take serious effort on the part of the rest of the Party... effort not directed towards stopping Dracula.
Victory:
If Dracula raises half of the cities of Europe to full Corruption, or kills all the members of the Party who remain uncorrupted, he will become unstoppable and be victorious.
If the Party succeeds in slaying Dracula and all of the Servants of Darkness (or imprisoning them), they will be victorious.