Event: Camarilla Clue/Ghouls

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Roll Guest Effect
1-3 Mr. Green
  • Clue Type: Identity of the Thief
  • Mechanic: Intimidation (Charisma + Intimidation (Difficulty 6)
    • Success: 3 Clue Points. The player successfully intimidates Mr. Green into revealing what he overheard about the amulet.
    • Failure: No Clue Points. He stands firm, not willing to talk under pressure.
4-5 Mrs. Peacock
  • Clue Type: Location of the Amulet
  • Mechanic: Seducing (Manipulation + Persuasion (Difficulty 7)
    • Success: 4 Clue Points. The player successfully charms Mrs. Peacock into divulging where she saw the ghoul with the red scarf.
    • Failure: No Clue Points. Mrs. Peacock feels insulted and becomes defensive.
6-7 Professor Plum
  • Clue Type: Location of the Amulet
  • Mechanic: Research and Investigation (Wits + Investigation (Difficulty 6)
    • Success: 2 Clue Points. The player conducts a quick search of Professor Plum's notes and uncovers valuable information about the amulet's historical significance.
    • Failure: No Clue Points. The player finds only unrelated information.
8 Miss Scarlet
  • Clue Type: Identity of the Thief
  • Mechanic: Manipulation (Manipulation + Subterfuge (Difficulty 7)
    • Success: 3 Clue Points. The player convinces Miss Scarlet to share her suspicions about the ghoul with the twitching fingers.
    • Failure: No Clue Points. Miss Scarlet sees through the manipulation and refuses to cooperate.
9 Colonel Mustard
  • Clue Type: Location of the Amulet
  • Mechanic: Bribery (Manipulation + Streetwise (Difficulty 6)
    • Success: 4 Clue Points. The player offers Colonel Mustard a favor in exchange for information about the secret passage.
    • Failure: No Clue Points. Colonel Mustard is not interested in favors or money.
10 Mrs. White
  • Clue Type: Identity of the Thief
  • Mechanic: Empathy (Charisma + Empathy (Difficulty 6)
    • Success: 3 Clue Points. The player builds rapport with Mrs. White, making her feel comfortable enough to share her observations about the attic.
    • Failure: No Clue Points. Mrs. White feels that the player does not genuinely care and shuts down.