Something stalks the streets and alleyways of Indianapolis by Night. It's up to you and a small group of like minded people to discover what it might be.
Description:
You've seen something like this before. Strange attacks. Bodies drained of blood. Hastily managed cover ups. This is why you became a Hunter. You know that even if the mortal authorities are trying to keep the outlandishness of the occurrences from causing a panic, other things might just be pulling their strings. Whatever is responsible for the recent attacks is sloppy and needs to be put down.
You and your Cell wake in a booby-trapped hotel. Something has kidnapped your team and left you with limited tools to defend yourself. Now you must fight to escape or become dinner.
Description:
Your Hunter Cell wakes after being ambushed by an unknown assailant. Each of you has been drugged and transported to a mysterious hotel that seems rigged to guarantee your demise. Your possessions have been replaced with limited tools intended to help you defend yourself. A note left in the room confirms your worst fears. You and your team are unwilling participants in some sort of sick survival game presented by some supernatural entity. The odds are heavily out of your favor. But if you choose to play along, then your team will be released so long as a single member of your team succeeds. If instead you choose not to play, or you break the rules... then all bets are off, and each of you may become dinner at any time. Choose wisely.
Your Cell was investigating the disappearance of the Kriticos family. Now you are locked inside their mansion with thirteen imprisoned ghosts with only hours to spare before they're all free.
Description:
Your Cell has been recruited by a mysterious benefactor to investigate the disappearance of several members of the Kriticos family. Your investigation has led you to their recently inherited mansion that your team finds itself trapped inside. Unlucky for you, you are also trapped with thirteen bloodthirsty ghosts eager to tear the living limb from limb. Their cells have malfunctioned and are set to open at random intervals and thanks to the mansion's failsafe procedure, you cannot escape until sunrise when the ghosts become inert. You have only hours to solve the mystery of the Kriticos family or disable the automated prison before something terrible happens that will spell your Cell's doom.