Welcome to this game's third incarnation. I hope to match the first two games, and hope this one will be just as enjoyable for everybody.
The Rules(from the first incarnation of the game):
Basically, this will be a diplomacy-esque game of wits where you play one of the most awesome vampire hunters in fiction, and try to score the most kills, while ensuring your opponents don't get as many. Make and break alliances, manipulate and perpetrate gory violence, all to kill as many canon Mary Sue's as possible. Each kill will be a test of wits, daring, initiative and sheer dumb luck, and you will be able to do feats that even game systems like Exalted struggle to emulate, of acrobatics, will, and high-octane nightmare fuel in a few cases.
Whoever has the most points at the end, wins. Points are scored by killing vampires, with different points for different vampires. This is not based on challenge (except in a few cases), but for how satisfying it will be to stomp their faces into the ground. Extra points awarded by the DM for good roleplaying or rampart sadism. And for gods sake be descriptive.
Acting out of character loses points.
There are two major zones (Fawkes and Volettra), each with about twelve districts. Players will start in a random zone and district, and have to search for vampires (Who will be semi-randomly distributed). Some districts will have to be discovered, through investigation or interrogation. When they find a district occupied by a vampire victim, they will describe a strategy to the DM, roleplay it, and he will decide if it works or not. If not, the Twilight vamp will either flee or attack. Twi-vamps will hypotheticly be able to kill the heroes, but only if you do something mind-numbingly stupid. Like attack massive numbers of them at once.
Each turn, the Twi-vamps will be randomly redistributed, so if you fail to kill it, it will get away. They will be randomly selected, there will never be more then ten in the game at once. Other things, such as capture, are possible, and a player is not docked points for doing so, but gets the total award.
If two players unite to overcome a challenge, the points are not divided, but rather, both get all the points. But, remember:
There can only be one!
Each day there will be a turn. The first turn is spent introducing your character, and no actions may be taken. If a player does not post, the game does not wait for them, and they simply spend that turn doing nothing.
In a turn, there is several phases. First is movement, in which they can travel to another district. They may not cross zones unless all vampires in zone are dead.
If they do not have some means of transportation (i.e car), they may only travel to adjacent districts, or get some means of transportation (vampires won't be using them anymore). Otherwise, they may move to any district they wish.
There is combat, which occurs when a player decides to engage. this must be declared before other actions, otherwise the character is assumed to be silently observing. If, after moving, they meet a vampire, they must decide whether to engage or simply observe, and may not take other actions in between.
In an engagement, your character must free form dictate the actions taken. The more complex and detailed, the more likely it is to succeed. Actions considered to be out of character will be ignored.
Special actions are actions using you characters abilities. Naturally, they are subjective, and the ruling of their effects is decided by the DM. They are not useable in certain conditions. For instance, a scientist may not attempt to use his abilities in the middle of a forest far from any equipment he needs.
Instead of engaging, if you encounter a group that is too much for you to handle, you may simply keep your eye on one, and will follow them to whatever new district they go to when they move for the next turn.
Characters backed by considerable organizations may at any point requisition things that would be well within the ability of the organization to provide, weapons, vehicles, whatever. Assistance, no matter how elite the organization is provided in the form of redshirts unable to do anything but soak up damage and get killed. No other named characters will be available, for obvious reasons, unless said characters are being played by another player, in which case alliance is always possible. All aid arrives the turn after it was requested.
All alliances are informal, and can be ended at any time.
No killing other members, except in certain conditions, ruled by DM.
If you have any questions, advice or proposals, post them and I'll thrash it out with you.
The targets
Spoiler
Bella Swan.
Can protect her mind and is immune to hypnotism and mind reading. Doesn't want to drink blood for some reason. Pure vanilla women, who desperately needs some self-respect. Beautiful as only an unashamed Mary Sue can be.
Worth: 50 points
Found in: Fawkes
Edward Cullen
Creepy stalker guy who watches little girls sleep. Can read minds, except Bella's (he says). Sparkles in the sunlight and plays the piano.
He's not gay or anything.
Worth: 150 points.
Found in: Fawkes
Jacob Black
Pedophile werewolf Native American who has betrayed his people's lifestyle to mess around with crappy cars. Can turn into a wolf, but not a wolf man, and heals fast. Like to wrestle other shirtless guys in a non-gay way, and you could cut the sexual tension between him and Edward with a spoon.
Worth: 50 points
Found in: Fawkes
Alice Cullen
Can see the future, although if she was any good at it she'd have jumped in the ocean and would be hoping the sharks get her before the hunters.
Worth: 20 points
Found in: Fawkes
Carlisle Cullen
Single-handedly responsible for the aberration that is this story. Is a doctor. Gives information of questionable scientific merit. There is nothing odd about him choosing his eternal companion to be a seventeen year old boy. Nothing at all.
Worth: 20 points
Found in: Fawkes
Esme Cullen
Carlisle's bait and switch to prove he's not gay. That's about it.
Worth: 5 points
Found in: Fawkes
Rosalie Hale
Doesn't like Bella, making her the most believable character in the series. The fact we're not meant to like her only adds to her appeal.
Made it through the Great Depression thanks to a job in a bank?
Worth: 5 points
Found in: Fawkes
Emmett Cullen
Basically a strong vampire frat boy.
Worth: 5 points
Found in: Fawkes
Jasper Hale
He can control emotions, and based on his backstory may be actually competent. Long live our glorious confederacy.
Worth: 10 points
Found in: Fawkes
Renesmee Cullen
The abomination. Kill it dead, Kill it with Fire!
Worth: 200 points
Found in: Fawkes
Police Chief Charlie Swan.
Bella's dad. Has a gun he's never used, making him arguably the most dangerous opponent your likely to face.
Certain reliable evidence suggests he is in fact a one armed cyborg half bear ninja police chief who is powered on bacon with a massive network of intelligence gathering army robots and contacts, but we are choosing to ignore this, as someone so awesome could never have given birth to Bella.
Worth: 1 point
Found in: Fawkes
Werewolves:
Sam Uley - 10 points
Quil Ateara - 10 points
Embry Call - 10 points
Paul - 10 points
Jared - 5 points
Leah Clearwater - 15 points (I hateangst, sorry, wangst, and she has it in spades.)
Seth Clearwater - 10 points
Collin and Brady - 5 points
Aro
If he's what passes for a bad guy, no wonder they evolved so poorly. Can read minds by touching. It's truly a tragedy. Still, his existence is an abomination against god.
Worth: 100 points
Found in: Volettra
Marcus
He's Aro's echo. Ignore it, and it will go away. He can sense relationships. Why that could conceivably be useful to a man who rules part of the world with an iron fist, when he could, alternately, kill with a thought if god had been a bit kinder, nobody knows. Maybe if he was subtle and manipulative he could do something with it. If.
Worth: 50 points
Found in: Volettra
Caius
He doesn't seem to do anything. We suspect he's retared, senile, or both. Doesn't have any powers either.
Worth: 50 points
Found in: Volettra
Volturi goons.
There are quite a few of these. Most are competent, and have offensive powers. Each are worth five points, and a few named ones will be worth an additional five points.
32 of them, APPARENTLY. Randomly spread around.
* Afton - unknown talent
* Alec - sensory paralysis
* Chelsea- relationship manipulation
* Demetri - tracking sense (known as the greatest tracker in the world)
* Felix - N/A
* Heidi - illusion of desires
* Jane - illusion of pain
* Renata - protective shield (can form a mental force field to avoid physical attacks, her power is quite similar to Bella's ability to create mental shields to avoid mental attacks.)
* Santiago - N/A
Two Volturri wives. Always with their partners. Always.
# Athenodora (Caius' mate)
# Sulpicia (Aro's mate)
Locations
Allowed starting locations:
Spoiler
Falks
SpoilerSchool
Indian Reservation
Beach
National park
main road
local club
shops
Volettra
SpoilerCathedral of Santa Maria Assunta
Central square
Backstreets (with plenty of alcoves (inside joke))
The Etruscan walls
Medicean Fortress
Night clubs
sewers
Other Locations, of possibile interest/note:
Spoiler
The Nightside
Spoiler
Street of Gods
Strangefellows
Clubland
Uptown
The Streets
London
Spoiler
The Bridge
Millenium Dome
London Eye
Parliament
Baker Street
Drood Complex
An Old Estate
Please post your approved characters, with listed abilities/powers.