conversations.from: system
conversations.value: **NOTE: This is a lightning game, set to run over the winter holidays.  Players will be expected to post most every day and the game pace will likely be intense.**
  
  ##Short Pitch##
  
  There's a serial killer in Destiny Falls - one who's trying to become a god.  After a werewolf was killed yesterday, a Blood Hunt was called, bringing together a special pack of werewolves specifically tasked with hunting the killer down, stopping their plans, and killing them.  You are that pack.
  
  ---
  
  ##Werewolf Reference Doc
  
  http://www.mediafire.com/view/4av4zh6go5jlk0h/Blood_Hunt_Reference_Doc.pdf
  
  ---
  
  ##Culture##
  
  Werewolves don't have much in the way of traditions.  You get that kind of disconnect when your culture's mostly made up of secretive, involuntary infectees.
  
  But sharing the same infection - and power - brings a sense of connection, and sometimes even support, among those with the same burdens and gifts.  So despite all the differences and distances, there are a few cultural touchstones most werewolves tend to have in common.
  
  There's the Wolf.  That one seems obvious, right?  You're all wolves.  You all change shape, you all see in the dark, you all scent the air.  But it's more than that.  It's the primal predator just under the surface.  It's the painful, pleasurable knowledge that you're more of an animal than you were before.  The Wolf pounds in all of you.  Changing feels good, like stretching your legs after a long day sitting still.  Sinking your teeth into meat is a primordial delight.  
  
  But the Wolf's also about the need to hold back, to be more than a beast.  To show temperance and prudence.  To be more than just the Wolf.  Meet another werewolf on the street, and you immediately have the Wolf in common.  You speak from the same experiences.
  
  Then there's the Moon.  That one's a bit more complicated.  She (she's usually a she) doesn't show the same Face to all her children.  But no matter what tribe you belong to, the Moon is the mistress of magic, giving welcome and powerful gifts.  But those gifts come with powerful driving needs, which no werewolf is ever truly without.  
  
  Werewolves will sometimes thank their lunar mother for her powers and curse her for the instincts she imparts in the same breath.  Meet another werewolf on the street, and you both share the unspoken knowledge that the Moon is a sharp, two-edged sword.  You all know and recognize in each other the pain of those times when the magical Moon is also your slave driver.
  
  And then there's the Blood Hunt.  The details vary from state to state, country to country, but the basic idea is always the same.  When the blood of the children of Father Wolf and Mother Moon has been spilled, without cause or provocation, without redress or reconciliation, then for the good of all wolfkind, a Blood Hunt must be called.  
  
  A call is sent out among the whole lycanthrope community, to pack and lone wolf, elder and cub alike.  All are warned about the threat at hand, and all are asked to send volunteers.  A special pack will be gathered and anointed.  And then that pack will hunt down and kill whoever or whatever gave cause for the Blood Hunt, not just for vengeance, but for the safety and security of all.
  
  ---
  ##Blood and Murder##
  
  The call for this Blood Hunt went out yesterday, in the city of Destiny Falls.  It wasn't out of the blue.  Destiny Falls has been dealing with a string of horrific murders lately, and the police have been short on leads.
  
  The lycanthropic community was worried already, but now a werewolf has actually been attacked - and killed.  It's time to take action.
  
  More information on the murders will be provided once the game begins.  (Mostly cause I'm still working that part out.)
  
  ---
  ##Setting##
  
  Destiny Falls is a semi-large city somewhere in America.  It has good public transportation (trains, cabs), an active night life, and a smallish but not insignificant supernatural population.  
  
  There are mountains nearby, as well as a large lake.  A river runs through the middle of town.  The city draws its name from the large and impressive waterfall just outside town proper.
  
  It's summertime, but not sweltering.  I don't plan to specify an in-game date, but I'm thinking it'll be the night of the new moon.
  
  ---
  ##Game Speed and Schedule##
  
  Though I have chosen the "Daily" game speed, we will have to see exactly how this form of lightning game shakes out.  It may be a scene a day, a post a day -- I don't know, and I intend to try to adapt the game to the speed we end up moving at.
  
  The game will begin 12/22, and end 1/3.  People will not be expected to be available on the evening of 12/24 or the full day of 12/25.  This gives us about twelve days of play.
conversations.from: human
conversations.value: You are marked by the Face of the Muse, and are driven by her need to express herself.  From the full moon you draw magic power over light, speech, vision, and song.
conversations.prefix: Mooncaller:
conversations.from: gpt
conversations.value: You are marked by the Face of the Monster, and you are driven by her primal desires.  From the gibbous moon you draw magic power over might, regeneration, terror, and hunger.
conversations.prefix: Wildheart:
conversations.from: human
conversations.value: You are marked by the Face of the Smith, and are driven by her need to forge.  From the half moon you draw magic power over metal, technology, defense, and fortitude.
conversations.prefix: Silverkin:
conversations.from: gpt
conversations.value: You are marked by the Face of the Mother, and are driven by her need to tend and nurture.  From the crescent moon you draw magic power over the sea, soothing, weather, and cleansing.
conversations.prefix: Denmother:
conversations.from: human
conversations.value: You are marked by the Face of the Stalker, and are driven by her need to stalk and hunt.  From the new moon you draw magic power over darkness, stealth, misdirection, and scent.
conversations.prefix: Shadowborn:
conversations.from: gpt
conversations.value: text
conversations.prefix: Nurture and Tend:
conversations.from: human
conversations.value: All Denmothers are driven by the need to nurture and tend, usually to something alive.  This need gets stronger when you see the moon, especially when it's a crescent moon.
conversations.prefix: Nurture and Tend:
conversations.from: gpt
conversations.value: All Mooncallers are driven by the need to express something, usually something artistic and creative.  This need gets stronger when you see the moon, especially when it's full.
conversations.prefix: Expression:
conversations.from: human
conversations.value: All Wildhearts are driven by a primal desire, like food, sex, exercise, or violence.  This need gets stronger when you see the moon, especially when it's a gibbous moon.
conversations.prefix: Primal Desire:
conversations.from: gpt
conversations.value: All Shadowborn are driven by the need to stalk and hunt, whether their target is prey, a goal, or something else.  This need gets stronger when you see the moon, and especially when "looking" at the new moon.
conversations.prefix: Stalk and Hunt:
conversations.from: human
conversations.value: All Silverkin are driven by the need to forge something, whether literally or metaphorically.  This need gets stronger when you see the moon, especially when it's the the half moon.
conversations.prefix: Forge:
conversations.from: gpt
conversations.value: You're in this Blood Hunt for revenge, pure and simple.  Maybe you knew one of the victims, or maybe you're just out for blood on their behalf on principle.
conversations.prefix: Vengeance:
conversations.from: human
conversations.value: You volunteered for this Blood Hunt because you just want the serial killings to stop.  And if that means stepping in the ring to put a stop to them yourself, so be it.
conversations.prefix: Stop the Killings:
conversations.from: gpt
conversations.value: text
conversations.prefix: Balance the Scales:
conversations.from: human
conversations.value: You did something bad, and you want to make up for it, whether to expiate your guilt, pay restitution, or just to balance the karmic scales.  Participating in this Blood Hunt is your way of trying to make things right.
conversations.prefix: Redemption:
conversations.from: gpt
conversations.value: You're participating in the Blood Hunt to protect wolfkind, but also to protect innocent people from the killer, too.  Werewolf, human, or whatever else they are, you want to keep them safe.
conversations.prefix: Protect:
conversations.from: human
conversations.value: You're in this Blood Hunt because it sounded like a fun challenge.  You may or may not also care about stopping the killer and protecting others for their own sakes, but your primary motivation is the thrill of a difficult hunt.
conversations.prefix: Thrill and Challenge:
conversations.from: gpt
conversations.value: text
conversations.prefix: Bloodthirsty:
conversations.from: human
conversations.value: You're good at reading people, places, and situations.
conversations.prefix: Perceptive:
conversations.from: gpt
conversations.value: text
conversations.prefix: Subtle:
conversations.from: human
conversations.value: You know a lot, and you're good at piecing together new information.
conversations.prefix: Intelligent:
conversations.from: gpt
conversations.value: All werewolves are more wolfish than they were before, but you take it a step beyond that.  Your inner wolf is always showing, even when it really needs to stay hidden.
conversations.prefix: Wolfish:
conversations.from: human
conversations.value: You don't often catch onto social subtexts.  Or even primary texts.  Really, if social signals were snakes, your face would be covered in snakebites.
conversations.prefix: Clueless:
conversations.from: gpt
conversations.value: You are marked by the Face of the Mother, and are driven by her need to tend and nurture.  From the crescent moon you draw magic power over the sea, soothing, weather, and cleansing.
conversations.prefix: Denfather:
conversations.from: human
conversations.value: The biggest hospital in Destiny Falls.
conversations.prefix: Mercy General Hospital:
conversations.from: gpt
conversations.value: The police department building for Destiny Falls.
conversations.prefix: Destiny Falls PD:
conversations.from: human
conversations.value: The vampire sitting in the hospital room.  She might look nice, but she smells of stale blood and dead flesh.  And you can recognize another predator when you see one.
  
  **Neutral outcome:** Playing a neutral card will get you one question answered.
conversations.prefix: Question Nadia:
conversations.from: gpt
conversations.value: The Silverkin who called the Blood Hunt.  She's bruised all over, and stinks of blood, gunpowder, sweat, mucus, and tears.
  
  **Neutral outcome:** Playing a neutral card gets you one question answered.
conversations.prefix: Question Ellen:
conversations.from: human
conversations.value: You got Nadia to give you her phone number.  Use of this card may give you special advantages -- or disadvantages -- outside the normal challenge structure system.
conversations.prefix: Nadia's Phone Number:
conversations.from: gpt
conversations.value: This challenge need not be completed.  It's a space where you may play cards if you wish as you talk in the limousine.
conversations.prefix: Plans & Introductions:
conversations.from: human
conversations.value: You know who the killer is -- or at least who Nadia says he is.  Now you just have to find him, and stop him.  Preferably before he kills again.
conversations.prefix: Find Reacher:
conversations.from: gpt
conversations.value: Painful as your loss is, it's also something you may be able to turn to your advantage.  People may give you leeway you wouldn't otherwise be afforded.
conversations.prefix: Grieving Boyfriend:
conversations.from: human
conversations.value: Though the fact you just transferred in and your young age are going to prevent you from really throwing your weight around, you are a deputy, which could let you grease some wheels that would otherwise remain stuck.
conversations.prefix: Deputy Badge:
conversations.from: gpt
conversations.value: You may no longer be an active PI, but your long history means you have a lot of knowledge, contacts, and favors built up.  One of which may well come in handy tonight.
conversations.prefix: Retired Investigator:
conversations.from: human
conversations.value: You are marked by the Face of the Mother, and are driven by her need to tend and nurture. From the crescent moon you draw magic power over the sea, soothing, weather, and cleansing.
conversations.prefix: Denmother:
conversations.from: gpt
conversations.value: You are marked by the Face of the Stalker, and are driven by her need to stalk and hunt. From the new moon you draw magic power over darkness, stealth, misdirection, and scent. 
conversations.prefix: Shadowborn:
conversations.from: human
conversations.value: You are marked by the Face of the Muse, and are driven by her need to express herself. From the full moon you draw magic power over light, speech, vision, and song.    
conversations.prefix: Mooncaller:
conversations.from: gpt
conversations.value: You are marked by the Face of the Monster, and you are driven by her primal desires. From the gibbous moon you draw magic power over might, regeneration, terror, and hunger.   
conversations.prefix: Wildheart:
conversations.from: human
conversations.value: You are marked by the Face of the Smith, and are driven by her need to forge. From the half moon you draw magic power over metal, technology, defense, and fortitude.  
conversations.prefix: Silverkin:
conversations.from: gpt
conversations.value: You need to get Cecilia to the police station computers.  Ideally without drawing attention or arousing suspicion.
  
  **Neutral outcome:** You both get in, and you have access to the computers, but you've attracted suspicion somehow or you've left a trail that will be caught and followed up on by night's end.  There will be another challenge for how much you learn.
conversations.prefix: Get In (Lance & Cecilia):
conversations.from: human
conversations.value: You can't go inside, but there's still investigating to do.  What will you find -- and how much attention will you draw doing it?
  
  **Neutral outcome:** You find a scent trail from when the attacker was outside.  She was a young woman who'd recently bleached her hair blonde, armed with guns and knives, carrying paints, candles, and incense, and she had recently had sex with a male vampire and contact with stale blood.
conversations.prefix: Investigate (Elizabeth, Xander, Cody):
conversations.from: gpt
conversations.value: You're a computer programmer by trade.  Though your abilities let you interface with technology, your mundane know-how is really what lets you shine.
conversations.prefix: Computer Programmer:
conversations.from: human
conversations.value: One of Reacher's agents is around -- only you're not yet sure if she's there, or where.  But you're about to run into each other, one way or the other.  The question is, who gets the drop on who?
  
  **Neutral outcome:** Neither group gets the drop on the other, and you all discover each other simultaneously.  This will trigger a fight challenge.
conversations.prefix: Ambush? (Xander, Cody, Elizabeth):
conversations.from: gpt
conversations.value: A petite brunette woman who smells -- *wrong.*  You can't put your finger (or nose) on what, but something about her is utterly offputting, despite her normal (considering) scent.  (Other than the vampire sex smell.  It's beyond just that ... )
  
  **Neutral outcome:** She injures one of you (the one who finishes the challenge), and you injure her, but you manage to subdue her.  You have the option of capturing or killing her. 
conversations.prefix: Katherine:
conversations.from: human
conversations.value: Katherine's fighting back -- and, it seems, fighting within herself.  You need to get her out of here before the cops arrive.
  
  **Neutral outcome:** You get Katherine out, and aren't followed, but you've left evidence behind that will lead back to your group somehow later.
  **Exception:** Use of the "Denmother" card will lead to a Strong outcome.
conversations.prefix: Move Katherine:
conversations.from: gpt
conversations.value: Apart from being a Denmother, you have experience in helping those in crisis, professionally.  Together with being a Denmother, you're quite the shoulder to cry on when it's needed.
conversations.prefix: Crisis Counselor:
conversations.from: human
conversations.value: Now no longer dominated, she seems much smaller and younger than before.  She's clearly terrified, and not just you.
  
  **Neutral outcome:** She opens up, but reluctantly, and somewhat indirectly.  She’s too scared of Reacher to say much, but she’ll answer four questions.  (If she refuses to answer one or doesn’t know the answer, you’ll get another question.)
conversations.prefix: Question Katherine:
conversations.from: gpt
conversations.value: You've got a short but decent window with the police station's computer systems.  Question is, how much do you learn with it?
  
  **Neutral outcome:** You learn that the killings have been forming a ring near the edge of the city, with a hole still left at the north end, near the Brooks residence, in fact.   The police expect the killer is trying to complete a circle of ritual killings.
conversations.prefix: Hack (Cecilia):
conversations.from: human
conversations.value: There's a bit of a stir down the hall; there could be something to learn by listening in.
  
  **Neutral outcome:** You learn that shots were fired at the Brooks residence, and that four cop cars are on their way.
conversations.prefix: Eavesdropping (Lance):
conversations.from: gpt
conversations.value: Though no one seems to be around, that doesn't mean you can't find some leads.
  
  **Neutral outcome:** You pick up lots of scents (the bleached blonde, Katherine, another woman, the stink of vampire, blood, corpses, food, fire, metal).  The other woman was here an hour or so ago, and Katherine earlier in the day.  The blonde’s scent is over a day old.  You can’t find any trails to follow, though.
conversations.prefix: Investigate the Campsite:
conversations.from: human
conversations.value: Someone's shooting at you from the mountain -- but where are they?
  
  **Neutral outcome:** You figure out the general area the shooter's in -- somewhere in the grand vicinity of the top of the waterfall.
  **Exception:** The "Mooncaller" Asset card will give you a Strong outcome.
conversations.prefix: Spot the Sniper:
conversations.from: gpt
conversations.value: Not getting shot is probably a good idea, but you don't want to just hide; you're short on time, and you could lose Reacher if you don't follow this trail right away.
  
  **Neutral outcome:** Two of you get hit, whoever played the last card plus whoever played the next to last card.  If the last person played two cards, they are hit twice.  The shots aren't lethal; you choose where you are hit.
conversations.prefix: Dodge Bullets:
conversations.from: human
conversations.value: You've got to follow the vampire's scent, and quickly.  While being shot at.  But hey, what's a Blood Hunt without some danger?
  
  **Neutral outcome:** You successfully follow the trail up the mountain the shooter's on.
conversations.prefix: Follow the Trail:
conversations.from: gpt
conversations.value: You know where the shooter is, but werewolves aren't exactly snipers.  You'll need to reach them to take them out.
  
  **Neutral outcome:** You reach the shooter, but don't surprise her.  A new challenge will trigger for the fight.
conversations.prefix: Reach the Shooter:
conversations.from: human
conversations.value: Turns out the sniper's the last wifey -- and she's as ready to kill as you are.
  
  **Neutral outcome:** You kill Veronica, but she draws a weapon and manages to seriously hurt you before she dies.  **Exception:** The "Wildheart" card will give you a Strong outcome.
conversations.prefix: Veronica (Elizabeth):
conversations.from: gpt
conversations.value: The scent trail for Reacher stops here.  He has to be nearby -- but where?
  
  **Neutral outcome:** Same as the Strong outcome.
conversations.prefix: Find Reacher:
conversations.from: human
conversations.value: Jack Reacher's voice and glowing eyes are hypnotic as hell.  Possibly literally.  Do you fall under his spell?
  
  **Neutral outcome:** Due to your Silverkin moon magic, you get a Strong outcome from a Neutral card.
conversations.prefix: Mesmerism (Cecilia):
conversations.from: gpt
conversations.value: Jack Reacher's voice and glowing eyes are hypnotic as hell.  Possibly literally.  Do you fall under his spell?
  
  **Neutral outcome:** You're briefly immobilized, and for the first phase of the fight your body will be leaden.  You will be forbidden from playing Strong cards on the first phase of the fight.
conversations.prefix: Mesmerism (Elizabeth):
conversations.from: human
conversations.value: Jack Reacher's voice and glowing eyes are hypnotic as hell.  Possibly literally.  Do you fall under his spell?
  
  **Neutral outcome:** You're briefly immobilized, and for the first phase of the fight your body will be leaden.  You will be forbidden from playing Strong cards on the first phase of the fight.
conversations.prefix: Mesmerism (Lance):
conversations.from: gpt
conversations.value: Jack Reacher's voice and glowing eyes are hypnotic as hell.  Possibly literally.  Do you fall under his spell?
  
  **Neutral outcome:** You're briefly immobilized, and for the first phase of the fight your body will be leaden.  You will be forbidden from playing Strong cards on the first phase of the fight.
conversations.prefix: Mesmerism (Nicodemus):
conversations.from: human
conversations.value: Jack Reacher's voice and glowing eyes are hypnotic as hell.  Possibly literally.  Do you fall under his spell?
  
  **Neutral outcome:** You're briefly immobilized, and for the first phase of the fight your body will be leaden.  You will be forbidden from playing Strong cards on the first phase of the fight.
conversations.prefix: Mesmerism (Xander):
conversations.from: gpt
conversations.value: Time to fight.
  
  SEE NARRATOR'S NOTES FOR SPECIAL CARD RULES.
  
  **Neutral outcome:** The outcome of this challenge doesn't matter.  You'll wound Reacher no matter what; how injured you yourselves are in the process will be determined by the individual cards you play.  
  
  Playing a neutral card will get you injured.  (For Cecilia, this is only a superficial injury.)
conversations.prefix: Wound Reacher:
conversations.from: human
conversations.value: Time to kill.
  
  SEE NARRATOR’S NOTES FOR SPECIAL CARD RULES.
  
  **Neutral outcome:** The outcome of this challenge does not matter; only individual card plays matter.  When the challenge is completed, Reacher will be killed.  If you play a Neutral card, you get injured.
conversations.prefix: Kill Reacher:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: At any given time, your thoughts might be in three places at once. You have trouble focusing and often lose your train of thought.
conversations.prefix: Distracted:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: Sometimes he's just too nice, he'd arrest the guy but fall for his hard luck story... He believes the best in people and doesn't always see the darkness inside.
conversations.prefix: Gullible:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You're not as young as you used to be, but you've always understood the difference between simple comeliness and raw animal magnetism.  And you've always had the latter.
conversations.prefix: Magnetic:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: While age has helped you tame yourself, you still chafe at being tame to others.  You don't make trouble for its own sake anymore, but you don't care to play along to suit others, either.
conversations.prefix: Willful:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: When it's time to feast, feast.  When it's time to mate, mate.  When it's time to dance, dance.  And when it's time to kill, kill.  The call for the Blood Hunt means it's time to kill, and you're going to revel in that primal joy just like any other.
conversations.prefix: Passion Meets Justice:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You tend to spend much more time thinking than doing. And when you do finally act, your plans are often convoluted and overcomplicated.
conversations.prefix: Pensive:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.value: You've been around the block a few times -- run a business, run from the cops, run towards the target.  You've learned to keep an eye out for those key details around which the whole situation pivots.
conversations.prefix: Experienced and Savvy:
conversations.from: gpt
conversations.value: With years of theater behind you, you're particularly gifted at improvising.
conversations.prefix: Improvisor:
conversations.from: human
conversations.value: Niceness despite everything, you look upon everyone as needing to be protected and needing to be helped. You can't stand seeing people in danger.
conversations.prefix: Kind Hearted:
conversations.from: gpt
conversations.value: Denmothers are amazing swimmers. and can even breath water. Water is a second home to them, their domain. 
conversations.prefix: Seastrider:
conversations.from: human
conversations.value: You're too furious to even consider listening to what he says.
conversations.prefix: Enraged:
conversations.from: gpt
conversations.value: You've been around the block a few times, and know how things go.  In a fight, in an investigation, in a debate.  It's all the same.
conversations.prefix: Experienced and Savvy:
conversations.from: human
conversations.value: You are not a fighter and never really have fought before. This is not where you were meant to be, but you're here now all the same.
conversations.prefix: Out Of Your Element: