Event: Blood and Brambles/Mechanics
Step 1: Ghoul Hiding
Each of the Ghouls will be allowed to enter the maze in advance of the vampires and do their best to hide within the collection of rusted wrecks.
- PC Ghouls rolls Wits + Stealth against a difficulty of 6 to determine their initial hiding spots.
Step 2: Vampires start the "Hunt"
The vampires need to try to find the ghouls, avoid triggering traps, and figure out the maze of the junkyard quickly.
- Each vampire player rolls Perception + Survival against a difficulty of 7 to navigate through the maze-like junkyard. Those vampires with Auspex 1 (Heightened Senses) can roll at a difficulty of 6.
- Successful Hunt: The player adds their successes to their "Hunt Pool" (after 10 successes, they have discovered a ghoul and roll to determine which one they have found)
- Failed Hunt: The player fails their Perception + Survival roll, resulting in becoming lost in the maze. They cannot contribute to their Hunt Pool for that round, putting them at a disadvantage compared to other players.
- Botched Hunt: If the player botches their roll, they trigger a trap within the junkyard. (roll 1 vs 6 and consult the Trap table). Despite the setback, the player can continue in the next round.
Step 3: Distract or Discovery
At the conclusion of each round of rolls:
- Vampires with 10+ points in their Hunt Pool have successfully found an npc ghoul and can roll on the Ghoul Table to see which one they found.
- PC Ghouls can roll to distract the vampire hunters. PC Ghouls will privately identify which hunter they are distracting and roll Manipulation + Stealth vs 7.
- Successful Distraction: For every 2 successes rolled to distract, subtract 1 success from the targeted vampire's next hunt roll. This can cause a vampire to fail a hunt for that round.
- Failed Distraction: The PC Ghoul fails to distract their target that around but must roll to hide themselves. (See below)
- Botch: PC Ghoul is found by their target. Though they are not the X ghoul, this grants their target +4 to their Hunting Pool. The PC Ghoul can rejoin the hunt next round.
Hide Check
The PC Ghoul must make a successful Dexterity + Stealth (vs 6) roll to remain hidden. (See effects below)
- Success: remains hidden for this round.
- Failure: PC Ghoul reveals their location to their target, granting a +2 to their Hunt Pool for that round.
- Botch: PC Ghoul is found by their target. Though they are not the X ghoul, this grants their target +4 to their Hunting Pool. The PC Ghoul can rejoin the hunt next round.
Round Poses
Once rolls for Hunting / Distraction / Discovery have been made, all players will be encouraged to pose the outcome for that around. Assuming the X-marked ghoul has not been found, the hunt continues.
Trap Table (1d10)
Should a hunt be botched, the player rolls 1 vs 6 and consults the table below for the outcome. When triggered, all traps have video cameras attached so that the audience (and judges) can see who was hit. Not that such footage might show up in loops within the Elysium or anything.
Roll | Trap | Effect |
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1-3 | Paintball Guns |
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4-5 | Paint Bomb |
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6-7 | Oil Slick |
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8 | Paint Pit |
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9 | Net Trap |
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10 | Dodged Trap |
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Ghoul Table (1d10)
Roll | Ghoul | Effect |
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1-3 | The Rat |
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4-5 | The Spy |
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6-7 | The Scout |
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8 | The Snitch |
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9 | The Guide |
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10 | The Martyr |
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