WHAT I'M LOOKING FOR
Part I
+ Hunters to come back up Chel at the Haunted House. The point of this ORP is to bring Am back to Deus, so your hunter can't be set on killing, but must be more focused on capture. Am, being a bit blind, will not go into a pvp situation ready to fight. You're more than welcome to kick the crap out of her, of course. The outcome of this pvp is that she'll ultimately lose, so dice mechanics aren't needed.
+ Hunters to poke, prod, and interact with Am while she's in the containment tank. Has your hunter met a real live monster up close and personal yet? Have they ever wanted to
pet one? Or would they like to get revenge? Am is practically blind, not very smart, and mostly ruled by her stomach. She's therefore very docile when bribed (usually with food) and can even grow fond of a hunter through conditioning. While prone to biting (love-biting), she'll only be "aggressive" if something is hurting her. That said, I'm up for just about any treatment of her you can imagine. Torture, sweetness, you name it!
The point of this rp is for Am to bond with Chel (or any number of hunters) enough so that she can be used as a mole. Eventually, the hunters in this group will have to come to a consensus as to what information they want Am to gather. What do you want to know? Does your Hunter have any questions that were never answered? This is the perfect chance for your hunter to get some inside info from Halloween itself!
+ For Part One, you'd be in an ORP with other hunters, and also with Chel.
Part II
+ Students (and Horsemen!) to interact with Am. Basically she'll wander up to you, asking for rather specific information. Chances of you knowing who this ghoul is, is pretty small, and so it might come as a surprise. What would you do if a random student came wandering up to you asking for some very strange details -- even some about yourself? You're more than welcome to be suspicious of Am, even accusatory, of who this ghoul is, and what she's really after. If your student/horseman character is really paranoid or interested, they're free to follow Am around to try and puzzle why she's doing this, because...
+ BAM, THE JIG IS UP. I'm looking for the same students and horsemen who have met Am (plus their friends they told about the weird situation!) to come after her. They should be suspicious of her and should be trying to corner her. After a bit of drama, I'll reveal that Am has a little device in her collar, which has been recording information from Halloweeners all along. But for what purpose? For who? Your characters are allowed to think what they want at this point -- some canny ones might even recognize off the bat that it's the Hunters at work. At the very end of this Am should somehow escape, running away back to the Haunted House. Anyone is welcome to follow!
+ THE FINAL ORP/PRP. If anyone has followed her (and you're always more than welcome to bring onlookers/passerbys!), Chel will be at the Haunted House maybe with backup, waiting for Am. This means your hunter can come in and get some action too! Need a battle? Maybe you want to know wtf Chel has been talking about, or meet the
thing they'd caught in the containment area? You don't have to have played in the previous rps to join in!
This RP should end with Am and Chel escaping back into Deus. From there... it's over. How do your students/horsemen feel -- is it like rubbing salt in a wound? Twisting the knife to know that not only did Am escape, but that Deus still got what they were after in the end anyway?
Part III
WHO KNOWS WHAT WILL HAPPEN AT THIS POINT. Zoo might do something. O_O Your hunters also might be involved with a weaponization attempt! Suffering! Despair!