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I'm reviving a quest I started a couple of years back - I'm picking it up where it left off, but it seems like the archives have lost these threads. A few changes has been made in names, should you remember those threads.
You take the role of Dyraxes - a childe of a vampire lord in the ancient ages of southeastern Europe. (The date would be ~340 BC)
You are of clan Tzimisce: One of the "high clans" of vampires, and your clan rule eastern Europe openly - Your inhuman nature is no secret. For what is a ruler that hides in sight?
You yourself are not that far up: You rule over a small village - enough to sustain you and a few ghouls, but it is no large space, and far from "prosperous"
However, the village has a strategic position. Just located north of a mountain pass, and it could prove important as a possible trade route from the south in the future.
The villagers live in respectable fear: they know you are their lord - and beyond human. However, they know you defend them from far worse things in the wild.
You have built a small outpost at the gap of the pass, however it is not permanently inhabited, but it could be used as a great vantage point.

Your own "castle" is little more than the rubble ruins of a keep. Still - the foundation is of solid stone, and provides significant shelter from the deadly rays of the sun.
Even in this shape, it is far larger than the home of commoners; you have a small study and an armory with spears to arm a handful of men. There is also a couple of cells for any prisoners.

The primary feature of your domain apart from the forests you have loose control over, is a quarry you have managed to construct. The excavated stone is currently used to repair your keep.
However, it could be used in the future to improve the housing in the village you control - a good way to expand the herd of mortals you can feed from.

You have four ghouls in your service:
First and most important, the caretaker of the keep. He is the extension of your will during the day; talk with the villagers, keep the home in check and so on.
He is named Iovilav, Iovi for short. While he is not the sharpest, he knows the village well.
Then there are your two war-ghouls; Mag and Mar a gift given by your sire - they are clearly inhuman, armored and have long claws protruding from their arms. at this point, they are barely human - but fiercely loyal, stronger than nearly any man. Whatever was left of these humans have been molded away.
Lastly, there is the hunter you have made a ghoul - he was bonded recently, as your sire demanded an incursion into a rival Tzimisce's territory. He survived, somewhat unexpectedly
and you are not entirely sure what to do with him. While a drain on your resources, his scouting talents, and skill with a bow could prove useful.
>>
On the topic of your sire, Varnava: He is a far "greater" lord than you - unexpected from his seniority. He expects you to be his right hand, act on his orders, but independent enough to not be
guided around. You have no reason not to; He is far more powerful and as long as you serve him, you are also under his protection. Furthermore, he have essentially given your position to you. Of course, not for no reason - you /have/ proven yourself.

On that note, due to the success and your contribution in the attack against one of his rivals (and perhaps more pressing, now your rival too), you can expect a minor boon from him. This could be anything that is not substantially difficult for him to provide.
For example, it could be literature, training in your (or other, perhaps) disciplines, tutelage from him, or possibly someone else. Or something more direct: weapons, people or money. Of course, keeping a boon is itself useful. He too is bound by the ancient codes of honour.

Your clan, Tzimisce, own the powers of Animalism, Auspex and Vicissitude Additionally, due to the potency of your blood, you find it trivial to develop the three physical disciplines;
Potence (strength), Fortitude (durabillity) and Celerity (speed).
Currently, you know these powers:
Animalism I : Whispers to the wild - You can talk to animals and command them
Auspex I : heightened senses
Fortitude I : The abillity to withstand damage.
Vicissitude I : Mallable visage - You can alter the visage of someone at a surface level
Vicissitude II : Transmorfigy the mortal flesh - You can alterate flesh, muscle and fats of living beings - But not bone.

Vicissitude allows for general ideas to be researched, currently, you only know of one of these, but your sire has told you that he would be willing to teach you
some of his ideas once you have learned the third level of vicissitude.

Current known alterations: reflexive muscle contractions: (+1 survival/melee -1 to stealth, gives slight jitteriness.)
>>
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>>4812647


On that note, there are also projects you are doing right now. The restoration of your keep is underway, and has been for a while.
It is currently at 64/110 done, with the 4 villagers assigned to the quarry for excavation, and a further two and yourself assigned to the construction. When complete, it would serve both to fortify yourself and your dominion over the town.


The outpost is 50/65 done, enough to provide shelter, but is is lacking. You could rest there in a pinch, but not more. currently, progress is halted. You would probably have to come up with something if you would like a permanent prescense in the mountain pass.


You have some "personal" projects too: (pick one to focus on for now)

>Practice your Discipline powers: This would directly try to improve your potency in any of your disciplines.
Some progress have been made in furthering your vissictude prowess. (8/??)
>Experiment with your vissictude powers: This would generealize to trying to figure out some particular application of vissictude. (write in).
Current known alterations: reflexive muscle contractions: (+1 survival/melee -1 to stealth, gives slight jitteriness.)
>Map out the surroundings proper: knowledge of the battlefield is half the battle.
>practice some skill (write in)
>other (write in)


As you rouse past sundown, You climb the tower in you keep, gazing out over your domain, despite your empowered senses, it is dark, but the scents of humans linger,
and you can feel the warm breeze against your flesh. You feel pride in having survived the confontation against your enemies. But yet, idle time cannot be allowed.
You need to plan for the future - despite the impression you made, some retailliation will probably be done. But foremost, you need to decide what to do with the ghouled hunter.

>let the ghoul slip - the drain on your blood resources would be too high
>keep him ghouled. - The utillity of someone with cunning of the forest is useful.
>>
>>4812651
>Enhance Vissitude
He said he would teach us come 3. Doesnt cost us the boon then.

>keep him ghouled, put him to work as a village provider/early warning scout.
What gen are we?

Like 7? Maybe 9?
>>
>>4812651
motherfucker you better stick around, or drop the quest right now. I'm tired of all these vampire quest not making it past thread 1 or 2.
>>
>>4812664
As seen in the character sheet, We are generation six. Our sire is old and powerful, and this takes place over two millennia ago.


The system VTM uses in general for rolls is a number of d10 equal to a stat + ability against a difficulty between 3 to 10. every roll above the threshold counts as a success, and 1's deduct from successes.

>>4812671
I'm going to do my best - I'm done with finals for this academic year, and I'm free this summer. Will probably be available most days, except Fridays, as those are designated drinking days.
>>
>>4812676
So our sire is the sire of a direct contact with the Antetiluvian. Neat, great granddad flesh sculptor.
>>
>>4812664
First of all, you decide to keep the ranger around. He is named Dotos, and the blood bond you've given him seems to have instilled some level of meek love - he's noticeably subservient, a far cry from what you expect from a ranger like him. Then again, he has seen what you are capable of, so that isn't suprising.

What will you have him do? right now, he's in a semi-nocturnal sleep-cycle, so you could order him around, but most of his time would be spent as you sleep.

>Have him map out the forest and the trails he uses, it would be strategically useful
>have him hunt and provide for the village - essentially what he has been doing up until now.
>have him trap the forest against any intruders. This would be time-consuming, more than the others. The villagers would be told of this, at least.
>other (write in)

Moreover, you decide that the most reasonable idea is to practice your vicissitude prowess. You have already started on this, and despite it being blood-intensive, you can feel the glimpses of insight come often enough that it feels a worthwhile prospect.

However, there are two problems. first you need subjects, and the blood consumption would be high.

(Pick one)
>Experiment on yourself. Painful, and tedious, but requires no host, and warps your appearance while doing so, it would be the most learning experience.
>Experiment on a kidnapped villager. Abduct someone from your own village, and practice on them. A loss, but humans are good subjects, and could, in a pinch, feed you as well.
>Experiment on some captured animal. This wouldn't inconvenience you in any major way, but animal subjects are different, and the process would take the longest time. Still, much can be learned from radically different flesh.
>other(write in)


(pick one)
>Feed yourself on the villagers while practicing. This would require minimal time, but your herd is just about large enough to keep it active. if anyone becomes sick, it could become a problem, and keeping your villagers drained is an issue in the summer, when labour needs to be done.
>feed primarily on animals. Disgusting, but keeps you and your subjects healthy, but would take longer time each night.
>mix. Obviously slower than just feeding on villagers, it would still strain your village, only less so.
>other (write in)
>>
>>4812774
>Have him map out the forest and the trails he uses, it would be strategically useful
The faster we know the lay of the land the better.
>Experiment on some captured animal. This wouldn't inconvenience you in any major way, but animal subjects are different, and the process would take the longest time. Still, much can be learned from radically different flesh.
The most difficult challenges contain the sweetest rewards.
>mix. Obviously slower than just feeding on villagers, it would still strain your village, only less so.(75% Human/25 Animal)
We're still leaning towards the villager for food, but the occasional animal would help double as a experiment.
>>
>>4812774
>Have him map out trails and the forests.

>Experiment on animals
>Feed on animals
Make it a noted gesture of benevolence in our part to be feeding on animals while we work, and a privilege that shall be revoked if we are disturbed for anything less than the most vital concerns.

That should keep our experimentation time free.
>>
>>4812785
>>4812789
i'll wait for a tiebreaker, or a coin flip in 30 mins.
>>
>>4812803
I'd recommend that coinflip in 15 minutes for the sake of speed. Mostly because of how slow this board can get.
>>
Rolled 2 (1d2)

>>4812803
Let's see.
1 is unchanged my vote to a 75 to 25 split.
>>
>>4812806
Anon pls, you didn't have to make the coinflip.
>>
>>4812789
+1

I was going to vote for experimenting on ourselves and then the other night try to become normal again, because well... Is easy to fuck up something, but is also challenging to unfuck the same thing, so I guess we will learn fast.

But because I don't want to spend time on this tie i will vote for anon and keep going, because I liove Vampire and really want to see this thing going
>>
>>4812806
Guess we still got a deadlock.

So I instead propose to elaborate on my reasoning. I put my motion ahead so that our subjects value the same time we do, which disincentives them from ruining it with their petty mortal issues.
It's making a clear and understandable understanding with our underlings. When we all understand eachother, things move quickly and effectively.
>>
>>4812817
To be honest anon, the only reason I went with the mix was that if we fucked up on a experiment too hard, we could just drain the beast and move on.
>>
>>4812807
But speeeed

>>4812810
Well that fixed it all
>>
>>4812810
>>4812803
>>4812789
>>4812785


Writing!
>>
>>4812835
>But speeeed
I can't argue with that.
>>
>>4812774
>Have him map out the forest and the trails he uses, it would be strategically useful

>Experiment on yourself. Painful, and tedious, but requires no host, and warps your appearance while doing so, it would be the most learning experience.

>feed primarily on animals. Disgusting, but keeps you and your subjects healthy, but would take longer time each night.
>>
>>4812810
>>4812785
>>4812789
>Have him map out trails and the forests.

You tell Dotos to map out the forrest, and to report back his findings At first he is a little confused about this whole map idea - and you realize he's never seen written parchment before. You explain the idea to him, and he surprisingly quickly grasps the idea - more than what you expected of a commoner as him. He expects to be done in a week or two for the area he hunts in.
>Experiment on animals
>Feed on animals

You have decided on the perhaps slowest method, but the most secure one, and with perhaps some interesting side-effects. A lot of time will be spent in the forest too, hunting animals. however, this leaves you with one problem - you don't exactly have animals lying around. You would have to find and capture something. Thankfully, your powers with animalism will probably help you here. Still, not the easiest task.


>track down the animals on your own. This could help mapping the area better, and perhaps give you some skills in that area.
>try finding something airborne, such as a bat or some bird, and convince them using your power to speak with animals to find some larger wildlife. They can travel far faster than you.
>other (write in)
>>
>>4812849
>try finding something airborne, such as a bat or some bird, and convince them using your power to speak with animals to find some larger wildlife. They can travel far faster than you.
We got the power, might as well use it.
>>
>>4812849
>Something arborne

Speed bitch.
>>
>>4812849

>try finding something airborne, such as a bat or some bird, and convince them using your power to speak with animals to find some larger wildlife. They can travel far faster than you.

Hunt smart, not harder.
>>
>>4812849
>try finding something airborne, such as a bat or some bird, and convince them using your power to speak with animals to find some larger wildlife. They can travel far faster than you.
This can also help and see if there's some wild animals we can tame or bring for food for our villagers, or even know if there's a bear or something we have to take care of or be aware
>>
>>4812863
>>4812859
>>4812854
>>4812865

Alright, this sounds decided. A roll of Perception+Survival, please. (4d10)
>>
Rolled 5, 6, 1, 7 = 19 (4d10)

>>4812867
C'mon! Big money!
>>
Rolled 5, 7, 6, 2 = 20 (4d10)

>>4812867
>>
QM, how will the rolling handle? Only the first that roll counts? Bo3?
>>
Rolled 2, 4, 1, 7 = 14 (4d10)

>>4812867
>>
>>4812874
First roll -- this is because of how the system handles successes and failures. For extended rolls, I will ask of several rolls instead.

>>4812870
As you head out of your castle, you walk along the plain hillside, but even as you stop, you realize the night is completely silent. Eerily so, no flutter of wings, no smell of animals. Odd. Either way, You decide to head down to edge of the forest, and perhaps find some resting bats, or birds.
Finally, after treccking a fair bit through the night, you stop, and hear the faint rustle of feathery wings. You thank your enhanced aural senses, and lock your gaze against one of the owls. It is large, and brown-greyish. It takes a moment, before you start speaking with the voice of nature. With hoots, you demand: "Look for the animals of the forest. I need to find someone of the large, landwalkers. Find them, and return to me."

One roll of Animal ken+Manipulation. (5d10), and lets hope for okay results this time!
>>
Rolled 10, 8, 10, 8, 2 = 38 (5d10)

>>4812899
SPEEEEEEEEED
>>
>>4812906
Crushing it! Writing.
>>
>>4812906
I SAID SPEEEEEED! GIMME WHAT I NEEEEEED! YEAH! GREASED LIGHTNING!
>>
>>4812906
Does this system have exploding dice?
>>
>>4812899
Oh and I'm calling it now. There is some apex predator/werewolf/other vampire around here that's driven the animals away in fear.
>>
>>4812924
Man, that reminds me of a VtM game I was in, where a gangrel who "hunted garou before" got jumped by a recently first changed baby woof and got the fucking shit kicked out of him without getting a hit in.

Never underestimate the power of the furries . ESPECIALLY NOT THE SPIDERS!
>>
>>4812929
Yeah that usually goes for any force that isn't a human who's alone.
>>
>>4812938
it was hilarious cause the guy was talking mad shit to the woof both IC and OOC. The ST "underestimated" the strength of the werewolf, and I saw the stats, it was a starting Apocalypses character.

Wiped the floor with the char gen point and xp bloated gangrel, cause the ST didn't know how to run the system and made every character elder tier.

Made PvP like rocket tag. Though it was fun to whip the other combat beast gangrel who thought it was a good idea to annoy my anti bru toreador.

Turns out, celerity+high melee+ high dex +good luck+ parrying vs a stock standard claw build gangrel, leads to a gangrel fear frenzying the fuck away from the insane toreador who had beaten him into unconsciousness like three times in the duel.
And that combat revealed that I, who briefly skimmed the corebook before joining the game, knew combat better than the ST who "Had 10 years experience"

man that game was a fustercluck.
>>
>>4812906
The owl nods, and spreads his wide wings, before replying in hoots. "As you wish. I will search the forest for you. I will find you again. " The Language feels strange to your ears, and there is some sort of disturbing primality to is, especially considering how monotone the owl speaks. before getting a chance to really sink into this and ponder, you are pulled back to reality by the sound of the owl taking off, rustling the branches, but the flaps of the wings are nearly dead silent, only the faintest of humming betraying the predator.
You lazily stray the forest, pondering how you will defend the keep from any counter-attack for another hour, until you hear a hooting again. You snap into it, and hear the great owl convey the findings. "Fly this direction." it said, pointing with a wing. " Find lone, brown howling one. Hungry." the owl points in another direction. "Fly there. Find two sleeping horned ones. " The owl waits for you to answer.

>dismiss the owl. No need to keep it busy longer than needed.
>let the owl guide you
>other.


You ponder the options, and realize the first alternative is most likely a wolf. Curious, why one would be left alone without the pack, but this could be a good option. You're more uncertain of the other alternative.


>Go for the howling one
>Go for the sleeping, horned ones.
>other(write in)

>>4812918
Nope, but 10's count as two successes if they are in something you are very proficient at. (4+ dots) (sadly, we're not for animal ken.) This indicates that you have a certain mastery of that ability.
>>
I'll do one more update before I go to bed! I'll be back tomorrow, but have some stuff to do during the day.

>>4812967
that sounds like an awful mess.
>>
>>4812967
>All that shit
Fuckin hell, you're made of sterner stuff than me, if only because I grew tired of dealing with that shit.
>>
>>4812969
>Go for the sleeping, horned ones.

Just on the off chance its the howling is a woof

>>4812977
Oh the game was terrible. The ST was a jackass, played favourites, and had a huge ego and a self insert everyone but the chick who sucked his dick for ingame bonuse fucking despise.

Like, the guy forced diableries on PCs from NPCs. and was just a general bitch.

Like, he made the fucking camariall and sabbat try to join forces to kill the anarchs, ignoring the out of place redneck puritain Christian hunters who SOMEHOW took controll of a portion of boston and held executions in the street to applauding crowds,

To instead make an alliance to fuck up the Anarchs, cause his self insert was so fucking terrible and in the meeting tried to become PRINCE of all three factions when they met to talk about the fucking invasion of boston by hunters. It was pretty great
>>
>>4812987
*Camarilla
>>
>>4812969
>Let owl be guide, Warn of danger

>Go for wolf first, I want attack dog.
>>
>>4812987
oh didn't notice the upper option

>let the owl guide you
>>
>>4812969
>let the owl guide you
Some may not, but we do give a hoot.
>Go for the sleeping, horned ones.
Goats? Yeah goats should be fine.

>>4812987
>Oh the game was terrible. The ST was a jackass, played favourites, and had a huge ego and a self insert everyone but the chick who sucked his dick for ingame bonuse fucking despise.
Yeah him being a 10 year veteran checks out, WOD GMs tend to be in two camps, ones that think they are god's gift to humanity and are pure trash. And ones that are the actual gift that god gave to humanity and are pure gold. And that's usually skewed in favor of the trash in a 999/1000 chance.
>>
>>4813032
I mean I doubt his claim cause he didn't know how initiative worked nor anything else about combat ,or much of the lore really.

Fucker thought failure "Stacked" and got worse if you failed harder. The gangrel I mentioned earlier got jumped cause he rolled two 1s in a failed hunting roll.

Meanwhile, I got a single one, and got met by several badly prepared hunters who I ripped apart like wet tissue paper and sucked dry. And this happened as mr "I hunt werewolves" got reamed.

And the guy threw a fit when the players started plotting because one of the most liberal cities in america had armed extremist insurgents take control of several blocks of it and begins executing citizens in the streets for no apparent reason.

And burned down a nossie who braved the streets to add fuel to the fire by recording the crimes (which the ST stated people were fucking tweeting about), by having the chick who sucked his dick for no reason, decide to attack the nossie's home, after being given several gifts by mr anarch mcasscancer to do so.

Fuck that guy, really. Worse ST I've ever seen, and I've played Werewolf with a guy who didn't even use stats for encounters and just railroaded everything as he wished...AND ALSO PLAYED FAVOURITES
>>
>>4813047
>I mean I doubt his claim cause he didn't know how initiative worked nor anything else about combat ,or much of the lore really.
Like I said earlier, a good WOD GM is worth their weight in gold. Like the two biggest factors as to why it draws shit GMs to is that it's edgy enough to carve a thanksgiving turkey up with and the storyteller system being really easy to learn.
I will say that I'm not making excuses for him, because he's the kind of guy that I'd personally dumpster with ease because of how common their ilk is in this game series.
>And burned down a nossie who braved the streets to add fuel to the fire by recording the crimes (which the ST stated people were fucking tweeting about)
WEW. Now that's some pure grade horseshit that I'd expect out of a gm like them!
>>
>>4813080
Like he didn't even learn it. But he straight up told players they'd die if they tried to rescue another player from a shit tier vampire who any of them, including the kidnapee could wipe the floor with.

Then had her diablerized with no rolls to resist or for the soul drinker to lose humanity. Somehow the fucking anarchs were more monsterous than the sabbat, drained more people and SUCC'd more souls. And my crazed Toreador who fed by just murdering criminals, whose grasp on reality was between "fragile" and "HARK SATAN MEET MY BLADE". His SI was especially prone to just eating kindred, and yet was "Widely beloved" in his own words.

One plus side was I had a cool relationship with another PC, played by a veteran who stuck around mostly out of stubbornness, who refused the char gen goodies and made an unfortunate caitif, who everyone treated like dog shit.

My murderous psychopath who sincerely wished the world would return to the dark ages and that vampires were the scourge of god meant to punish the wicked and weak, was the first THING to show her any kindness or respect, in a city supposedly dominated by anarchs. You know, the most human of the sects by far.

So when they left the group, I did to. And from other players' accounts, it only became worse since we did. I'm talking actually asking money for ingame benefits and the chance to "Sub ST".

Like holy shit
>>
>>4813093
>One plus side was I had a cool relationship with another PC, played by a veteran who stuck around mostly out of stubbornness, who refused the char gen goodies and made an unfortunate caitif, who everyone treated like dog shit.
Please tell me you kept in contact with this player. If only so that I know whether or not you two would go on further kick ass adventures.
>So when they left the group, I did to. And from other players' accounts, it only became worse since we did. I'm talking actually asking money for ingame benefits and the chance to "Sub ST".
Man! Now the only way to top it all off is having the GM be a furry in hiding and "subtly" pushing their fetishes onto the remaining players to complete this shitshow.
>>
>>4812987
>>4812995
>>4813032
You nod at the owl. "Follow me. Make sure no one comes near" It hoots, and as you start jogging off in the direction, of the horned ones, it follows, flying from tree to tree with the heavy, erratic flaps of wings, without the same kind of grace as before.

It takes another hour or so, before you find a little outlook. You smell the scent of animals. Musky. And soon you see them as well. Two rams, sleeping. Perfect victims to abduct. Big enough to mess with, and not too hard to handle, and thankfully wont mess you up too badly if they manage to get a head-butt in when they realize what mess they are in.


There is this one thing though, there's two of them, one more than you really need. You could feed on one of them, while abducting the other. Or you could just drag them both back to the keep. However, you doubt the other ram would like if its herdmate was drained...


>wake them, and persuade them both to head back to the keep. This will be harder, since you will have to keep your concentration on both of them.
>feed from one of the rams, and hope you can persuade the one left
>try to separate them somehow. Hope this doesn't scare them away.
>Other (write in)


>>4813032
Damn, I dont think i'm very golden, so i guess i will go become a shitter soon enough.
>>
>>4813137
>try to separate them somehow. Hope this doesn't scare them away.

Have the owl pester one to move away


>>4813110
He did sext other players and try to force them to ERP with the head of the anarchs. Among other, unsavory requests. Pretty sure he asked one player for feet pics. Like it sounds like I'm bullshitting, but this was real man, and it was my first VtM game.

and yeah I did, sometimes the pair of Alphonse and Lyria show up among the sabbat in their games since I didn't have a hard time convincing them in the shit game that humanity was bullshit and being gods monster was what the cool kindred did

But yeah, that Toreador I played has actually killed a few of my new characters cause I refuse to metagame despite knowing his sheet inside and out. It's actually become a running gag in my current group that if I die in a game, its cause I challenged the crazy bastard again when he showed back up. And we use the same sheet for him as he had in the Shithead's game, which means he is the fucking strong. Like, I think he had something like 13 dice to roll for each attack.
>>
>>4813137
>Damn, I dont think i'm very golden, so i guess i will go become a shitter soon enough.
It's a lot easier to tell if you are or not by asking yourself some simple questions like.
1. Do you not give a shit about the rules even the ultra basic ones that the entire game is based on?
2. Do you go against the lore for the sake of fun or do you go against the lore because it doesn't fit your "vision"?
3. Do you shove your fetishes into your game even when they don't make sense in the context of what's going on?
4. Do you railroad like a complete and utter nonce towards the players whenever they step out of line even if it could make your game better than it is now?
5. Do you let your emotions get in the way whenever things don't go your way?

If you answered these questions in a sane and calm matter then you have a surprisingly high chance of being gold tier. Because the trick to being a gold tier WOD GM is to be sane and not retarded. But if you can't be sane then don't be retarded.

>>4813153
>Like it sounds like I'm bullshitting, but this was real man, and it was my first VtM game.
Here's the thing bro, this shit's so common in WOD games that what you're telling me barely scratches the surface of batshit crazy.
>>
>>4813137
Oh right I gotta make a choice. Hurr me!
>try to separate them somehow. Hope this doesn't scare them away.
>>
>>4813137
>wake them, and persuade them both to head back to the keep. This will be harder, since you will have to keep your concentration on both of them.
Offer them carrots, hay, and berries. Animals love food.
>>
>>4812987
>Like, he made the fucking camariall and sabbat try to join forces to kill the anarchs
Ambitious.
>>
>>4813137
>try to separate them somehow. Hope this doesn't scare them away
>>
>>4813153
>>4813197
>>4813451
>>4813765


Alright, since there are two of them, and you only really need one it might just be easier to separate them. You stop for a little bit, Thinking about your course of action. But then you remember, the owl has been useful so far, and might just give you another little trick up your sleeve. You point at the left of the two rams, and say "scare that one" The owl gets up and starts flying towards it, perhaps just a little too fast. Shit. You try to keep up, but in reality, when you are closing in, the owl does a swooping maneuver, hooting loudly. Fortunantly, you manage to lock your gaze against the other ram. It completely freezes up, already intimidated, by the rustling movements that woke it up, and you can tell that it knows that you are a predator. This might be a little bit harder than expected.


A roll of 5d10, thanks.
>>
Rolled 9, 7, 4, 10, 4 = 34 (5d10)

>>4813800
SPEEEEEEEED
>>
Rolled 10, 3, 10, 5, 1 = 29 (5d10)

>>4813800
Lets gooo
>>
Rolled 9, 10, 10, 9, 2 = 40 (5d10)

>>4813800
Gib moose
>>
>>4813817
This looks promising. How do successes work in this system? Dubs? Trips? The most dice over a DC?
>>
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>>4813804
Well, the ram might be just straight up terrified, but this can be used to your advantage. You are in a position of power here, nothing like a little threat. you start speaking, your throat strangely clamping together as you bleat. "You follow me now. Or I hurt you." Its almost to a hypnotic effect - but it's not impossible to see why. You stand in a commanding position, and as you speak, your fangs protrude, enhancing the animalistic and predatory side.


The ram slowly crawls up onto all fours, refusing to look directly in your eyes, but it follows you, if a little slower than expected. It seems as if both the owl and the other ram as disappeared into the night. You've got a bit of a hike back home, but it shouldn't be too difficult to get back in an hour or so. Yet, you are quite deep into the forest, and it is dark, even with your heightened perception. And getting lost would place you in quite the mess.


Two rolls of wits + survival. (4d10), As long as either one of them are fine, we should be good getting back to our keep.


>>4813823
Count dice over a DC. 1's subtract successes. In general its 7 for anything that would be a reasonable challenge.
Number of successes evaluate how successful it is. (1 is okay, 3 is "what I wished for, 5+ is great.)
>>
Rolled 5, 7, 2, 2 = 16 (4d10)

>>4813842
Gib location
>>
>>4813842
>>4813858
Still waiting for a second roll, but i will be back later this evening!
>>
Rolled 10, 2, 5, 3 = 20 (4d10)

>>4813842
>>
>>4812644
Just to see, are the threads below the original quest? The sheet is different, but the title, generation and rough time period are similar. (Waring: this site has pop-ups when you click things):
https://archived.moe/qst/thread/3599728/
https://archived.moe/qst/thread/3616961/
>>
>>4813991
Yep, nice. I did some edits to the sheet, and moved about a little for story purposes. I got some overarching details planned, that would need some changes from the original idea.
>>
Rolled 4, 2, 6, 8 = 20 (4d10)

>>4813842
>>
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>>4813858
>>4813965
Moderate success in the first roll -> success


Well, the walk back takes a fair bit longer than you had expected, without a guiding bird to lead you back home. Thankfully, a few pauses where you could identify trees, bushes and hill formations goes a long way. it would have been easy, had the dense foliage not covered the stars, but there is some good learning from this you ponder - You really need to map out these forests. The way back home is surprisingly uneventful, and your mind is caught astray by your senses. the gentle breeze, and the wet, thick smell of dirt and moss, mixed with the musk of the ram by your side, and the ever so fain undertone of sweet blood that almost radiates from a living creature. Eventually, you force yourself out of it - nothing to keep your mind on. you got far more important things to consider.


Once back at your keep, you manage to get the Capricorn down into the dungeon, albeit at quite a bit of difficulty - it can smell the faint trace of rot and predation. still with a bit of conviction, it's not too hard. However, there is one issue at hand here - unlike if you had intended to experiment on yourself, this animal wont be happy and willing about it - in fact, this is going to hurt. how do you deal with this?

>Tie the goat up to a bench. This would give good access for you to do your practices, but would be stressing for the goat.
>let the goat be in a cell. less access, but in the end, the goat wont be just as claustrophobic, which may be better.

Or perhaps a bit more crude -
>break the legs of the goat - Then it wont be able to escape in any situation at all.
>>
>>4814765
>let the goat be in a cell. less access, but in the end, the goat wont be just as claustrophobic, which may be better.
If our cells were more crowded then yeah break that little shit's legs but considering we don't have much in the ways of prisoners or subjects we can be more "lax" in storing them.
>>
>>4814810
+1
>>
>>4814810
Support

I don't see the difference really. A stressed animal tenses it's muscles but pain does that anyway. Who gives a fuck?
>>
>>4814827
If I recall right, an animal that's in pain or lots of stress when it dies has a different flavor in comparison to an animal that died fast but painlessly.
>>
>>4814836
That's correct but it's down to the toughess of the meat. Quick and painless is relaxed and more tender, while thrashing and stressed animals were bucking and gurgling and terrified which bunched all their muscles up. Rigor mortis did the rest.
>>
>>4814839
>That's correct but it's down to the toughess of the meat.
Right, right. I knew I was forgetting some detail, it's been too long since I last looked something like that up.
>>
>>4814827
>>4814810
Currently, the only two other things we got in cells are our war ghouls, but we got two cells "available"

>>4814836
>>4814839
>>4814827
This doesn't really concern us per se, we don't eat, and we got ghouls that probably eat that without bigger worries.
>>
>>4814846
>This doesn't really concern us per se, we don't eat, and we got ghouls that probably eat that without bigger worries.
QM, I am being autistic about little details for kicks. Nothing more to it than that.
>>
>>4814846
I did wonder why the stress mattered.

Oh! Maybe it'd have some possible side effect on our vissimitude, due to stress inviting poor conditions for an animal?
>>
>>4814810
>>4814821
>>4814827

Well, you got cells, and the goat don't even have to be a cellmate with one of our szlachta. lucky guy.


On the other hand, the luck for the goat is also hanging from the end of a nose - almost practically as you start tying a rope, to keep the goat tied to one end of the cell. You can smell the dirty panic as the rope-made-tourniquet is tied to the leg. the struggle is brief, but no use - the goat is stuck. And there is almost some sadistic satisfaction as you're able to get into your craft.
first to go was the vocal chords of the creature, the atmosphere was changed into a much better scene as the panicked bleating went out, allowing you to just sink your hands into the creature, skin and flesh warping around your hands. You allow yourself drift in and out of focus - not exactly crafting anything in particular, but rather, you are more focused on opening your mind, and the supple, red blood flowing through you, the ram, all around you. Almost trance-like but you can feel the strength of blood, as you cut veins, re-order organs, mend the circulatory system to keep the creature that is less and less of a goat for every moment, alive. Glimmers of insight, in an arcane matter.

Unfortunately, you have another master that you are beck and call to - the sun. your hands leave the body of the now deformed goat - a pity, but the sun demands for you to go to sleep. But this will continue until the poor goat breaks.


I'll need three manipulation + awareness roll (4d10) for your Vicissitude practice, and either a roll of intelligence + occult or intelligence + science. This concerns if you pick up any particular ideas, and if so in what nature. since both are (5d10), you can roll before a vote.

>Science - this would end in something practical, if anything
>Occult - Who knows where this could go, but it could also be a dead end.
>>
>>4815039
>Science - this would end in something practical, if anything
I'll make my roll separate from this vote so it's not tainted.
>>
>>4815039
>Science

I mean, I see no reason to not go with the practical end.
>>
Rolled 10, 1, 4, 8 = 23 (4d10)

>>4815039
And lets go with Awareness

SPEEEEEEEEEEED
>>
>>4815093
I'm going to be off for this night, early morning tomorrow, but I still need the rolls for when I start up again. if no one has rolled for a while, feel free to do another one!
>>
Rolled 3, 7, 6, 4 = 20 (4d10)

>>4815039
>Science - this would end in something practical, if anything
>>
Rolled 5, 8, 10, 4 = 27 (4d10)

>>4815039
rolling the pet the goat and feet it a carrot
>>
Rolled 5, 5, 8, 4 = 22 (4d10)

>>4815039
AAAAAAAAAAAAAAAAAAAAAAAA! Completely forgot to roll.
>>
Rolled 10, 10, 7, 3, 1 = 31 (5d10)

>>4815039
And now science
>>
>>4815134
Niiiice!
>>
Rolled 6, 3, 8, 10, 7, 5, 6, 1, 3, 10, 2, 2 = 63 (12d10)

>>4815039
In case no one made the manipulation + awareness roll i'm going to make the three rolls in this post (so i'll roll 12 dices)
>>
>>4815250
First roll: 6, 3, 8, 10
Second roll: 7, 5, 6, 1,
Third roll: 3, 10, 2, 2

Well... Not bad
>>
>>4815250
one awareness>>4815093
two awareness>>4815117
three>>4815125
four>>4815127


We need two more 5d10's, not more awarenesses.
>>
>>4812644
I remember reading a VTM quest about a young Sabbat Tzimisce in Mexico. Only lasted a few threads but it was one of my favorite reads on here. I got excited for a second on seeing your post, but its good to see more VTM content.
>>
Rolled 8, 1, 7, 9, 5 = 30 (5d10)

>>4815262
In that case

>>4815039
>Science - this would end in something practical, if anything
>>
>>4815262
>>4815039
k
>>
Rolled 7, 9, 5, 4, 3 = 28 (5d10)

>>4815267
I remember one where we played as a Lasombra in the really far future. So far that 13th gens were considered old fucks. It was neat while the first thread was still around, sadly no one (not even me, shame on my blood) thought to archive the thread.
>>4815284
SONVABITCH!
>>
Rolled 6, 1, 9, 3, 1 = 20 (5d10)

>>4815039
Gun
>>
>>4815287
I recall the thread where we played a Shovelhead Lasombra in like Prague.
>>
Doing a midday update! I'm in between meetings.
>>4815093
>>4815117
>>4815127
manipulation+awareness
>>4815134
intelligence+science

>>4815262
actually, we had enough rolls at that point, sorry for being unclear.

You settle in into a quite regular routine, almost too familiar. The the ever so painful pang of hunger as you wake each night, as the curse of your forefathers drain your precious life-force. The primal hunt for animals each night gives the largest amount of variation, as sometimes, most of your waking hours are spent almost entirely just to satisfy the hunger of the night, while other are more successful, finding decent prey in the dark woods.

The taste is dirty, gravel and mulch, but it keeps you going. For now, it is more important to let your human domain be strong, and growing. They need to be grateful.

The rest of the nights are spent in experimentation, practice and dissection. the ebb and flow of flesh, mending and re-merging of blood vessels. The first goat dies in agony, two days after it had lost the ability to eat - a misfortune made it impossible to correctly repair, and the stress proved too much as every attempt to swallow made the neck twist and bulge. Replacements were made, and your third subject was another ram. Here, you made a good realization - you can manipulate most of the horn of the goat, and could probably make such protrusions grow on others too. Without the underlying bone structure, it'd be hard to create real horns, but you could provide good support against strikes - or give a hefty smack with the fists if plated over the knuckles. Perhaps if you knew how to manipulate bone, you could make anyone grow actual horns.


While progress on the actual development of your Vicissitude power has been slow, there are some other good news - Dotos has, with some help of your own managed to plot out the Forrest north of your keep rather well. It is a uprising boon, as it allows you to navigate the forest faster, especially when keeping on the lighter trails that the rangers have made.

You decide to continue on the same path. Progress is slow, but it will be done - if not before harvest, then at least before winter.

The feared retribution from your enemy Tzimisce comes, but it is lighter than expected. Not as much of an attack, but more of a obligatory show of action. Three villagers hurt by javelins, one of them dying in the following week, and parts of a field burnt to ashes. Bad, but expected. Still, you should try to prevent this in the future.

Long term projects update:

>Progress on your keep: 86/110 (slower, since you are not working on it at all)
>Progress on Vicissitude: 11/??
>Progress on the outpost: 50/65 (halted)

(Cont)
>>
On the note of your projects, the quarry is producing a surplus of stone at this point: you have all that is needed for the repairs and upgrade of the keep, at least for what you have planned. what do you do with it?

>Let it go to the villagers. better constructed houses would go a long way.
>keep it. It is yours by right, and a proper fortification is needed.
>let them start on a construction of a wall. while a whole wall would take ages, in combination with a palisade, it could encase the village in a few years.
>Other(write in)


I will need an additional three manipulation + awareness rolls (4d10) for the next set of Vicissitude practice. Hopefully, we get good results here, and advance our strength in our discipline.
>>
>>4816093
>Let it go to the villagers
Healthy stock tastes best.
>>
Rolled 2, 3, 1, 6 = 12 (4d10)

>>4816093
Lets go.

SPEEEEEEEEEEED
>>
>>4816093
>Let it go to the villagers. better constructed houses would go a long way.
>Other(write in)
Unfuck those two wounded villagers that arent dead. Yet.
>>
Rolled 3, 8, 6, 3 = 20 (4d10)

>>4816093
Forgot to roll
>>
>>4816400
that's a good point, SUpport. We can't have two resource sponges.

And hey, it may even be good practice for knitting ourselves back together
>>
Rolled 7, 6, 1, 2 = 16 (4d10)

>>4816093
>>4816415
Horni experiments = bone fixing doctor.
>>
>>4816093
>Let it go to the villagers. better constructed houses would go a long way.
Yeah I got nothing.
>>4816400
Also supporting.
>>
Will be back in about 2-3h
>>4816400
>>4816415
>>4816496

Remember, while Vicissitude can sculpt flesh, it's not some kind of healing magic, neither for humans or vampires. What you could do is perhaps close wounds, make splinters to make bones heal and such. Think of it as surgery, but with tools substituted for hands.


Fortunately, for yourself, and other vampires, healing is no issue - you can use blood to regenerate yourself. Someone strong as yourself could pull yourself back from the brink of death without large issues.

This also is part why the flesh crafters of Tzimisce are horrifying to others - Vicissitude isn't harming someone in general - as long as their blood is weaker than yours, any change you make would be impossible to change - a horror for the otherwise time-locked vampires.
>>
>>4816547
Fixing broken bones and flesh is basically healing. We can be surgeons
>>
>>4816101
>>4816401
>>4816426

You push on with the experiments, but the successes are far fewer between. at first, you are not worried. Soon, you will get back to the insight you know is just here. but then it eludes you for longer, and longer. you doubt yourself - are you not strong enough for this? You are a a ruler, a king - this shouldn't be beyond your understanding! But then one morning, as you let your hands flow through the animal, you can feel the tug of revelation - this could be something, the breakthrough you have been waiting for.


But there is an issue - daybreak is soon. The sun calls for you to go back to rest. but then, the moment would be lost.


You are in slight disarray - Your moral code is The road of kings: you must act with honour, and right now - you are starting to come close to breaking the word you gave to yourself - You should know this by daytime. I need a conviction roll (2d10), but this isn't a real worry (difficulty 4).

On there is another choice to be made here -

>seize onto the moment - try to grasp the insight at hand here. doing so would require a willpower (7d10 roll), and it would give an perception + occult (4d10) roll to try to hang onto the insight.

>let it slip.

However, should you choose to try grab onto the insight, and fail either of the willpower or perception + occult roll, you have failed yourself again - which would give another conviction roll.


Failure on either of the conviction rolls would lose road rating.
>>
Rolled 5, 9 = 14 (2d10)

>>4816789
Conviction.

>Grab hold.
>>
>>4816804
well, that is an easy pass at least!

please wait with rolls for willpower until the choice has been decided. expect about 40 mins or so.
>>
Rolled 4, 3, 1, 1, 9, 7, 6 = 31 (7d10)

>>4816789
What specific path on the road of kings are we?

And I will roll willpower and leave the last to another anon.
>>
>>4816814
Whoops.
Didnt reload often enough, my apologies.
Disregard those rolls. Unless it is all 10s, in which case let us bank them.
>>
>>4816820
I will disregard these.

At our times, the roads are not really developed into paths yet, so it would be pure road of kings. However, the deeds would lean towards the path of the tyrant. - not by intent and action, but from an outside perspective one may assume so.
>>
Rolled 2, 7, 10, 10 = 29 (4d10)

>>4816789
Doing the perception + Occult rol
>>
>>4816839
I take it the vote is to keep, no?
>>
>>4816841
Yeah,I think you are in agreement, go ahead with a willpower roll.
>>
Rolled 4, 2, 8, 4, 4, 6, 1 = 29 (7d10)

>>4816841
Yeah, keep the insight

>>4816850
Willpower rollin'
>>
>>4816855
Well, fuck, another failure, this doesn't seem to be our day.

Please do another conviction roll. (2d10)
>>
Rolled 8, 3 = 11 (2d10)

>>4816861
Conviction
>>
>>4816962
At least that's something.


I'm taking a late dinner break, so will be a lil slow.
>>
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>>4816839
>>4816855
>>4816962
>>4816804
No. You focus. I am in control. I must do this. you let your hands sink deeper into the subject - now a mess of what once was a smaller wild hog. your hands slide along the spine of the animal, and you feel the moment you have been waiting for approach. you sink into a daze, but this brings you out of focus with reality, a reality that you need to fight back, a reality that demands you go into the rest of the day, where the light of the day banishes your undeath from acting.

And you cannot hold both of it. Your focus divided. It is as if someone smashed a clay tablet over your face, the shock and pain in your mind making you recoil, as you throw yourself back, thrown in a eerie dream.

In your dreams, you see visions, of yourself, the night. Pain. So much pain, as the years flow by at lightning pace. Nothing and a Cresendo.

Jaws, thirst. all around. The blood. so much blood, lust - strength. You feel it bulge your veins moments as a god.

And then in the darkest of night, the red star.
Awake.
The remains of your subject torn in two. Hunger. You are soaked in your own dried blood, as if you had been sweating it out. For a moment, anger fills you. but it is quelled. It is not who you are. What you need is control. Better control over yourself. you focus. Some things need to be done, setbacks be damned. And you WILL have mastered this come winter. You feel better. In control. focused.

Unfortunately, hunting in the fall will be harder, as it gets colder, and prey is not as easy to come by. At least the nights are a little bit longer.

>keep hunting on animals. (this will only allow for two rolls for vicissitude practice)
>feed on your herd of humans in the village (this will allow for three rolls - and some comfort of feeding on something that doesn't taste like mulch and piss again)
>other (write in)

(Please wait with the practice rolls until decided)

There are some good news. The upgrades to your keep has been completed. You have a fully functioning tower, where you have a significant vantage point, a large circular area at the top, good enough for 15 men to shoot with bows or throw javelins. In addition, the walls are in much better shape, and a wall has been erected around it, signifying the dominance of the land just a bit more.

As you stand atop your keep, you recall the dream you had. It felt strong. significant. hrrm. You stare into the starry skies. The north star shines bright.

>Disregard. We have pressing issues here.
>Other (write-in)

(if you have ideas how to proceed, they must come from you - ideas into the beyond don't come "naturally)

Long term projects update:

>Progress on your keep: 110/110 (Complete)!
>Progress on Vicissitude: 12/??
>Progress on the outpost: 50/65 (halted)
>>
>>4817066
>feed on your herd of humans in the village (this will allow for three rolls - and some comfort of feeding on something that doesn't taste like mulch and piss again)
>other (write in)
Do so very sparingly. Don't want to kill them and reduce your livestock.
>>
(Out of character - I'm trying to keep everything esoteric/occult as incoherent as possible. Dyraxes isn't really deep into it - and it gives some kind of character. Points like this makes me really wish i was better at writing. )


(also - there is some kind of relation between symbolism, will and blood here. All are key to doing what is beyond the reality of man, and bending reality to what you wish for. How it all holds up is up for you to go figure.)
>>
>>4817073
I will support.

As for Ideas on what the dream means. . . Well, the first view is the beast is strength, to indulge in blood is to become as the gods. But the odd one out here, is the blood star.
We should do some research into the event, since it seems a long while off. Maybe ask the master.
>>
>>4817086
+1

>>4817066
Long term plans: try building up rapport with livestock. Sure they can fear us, but what if they give up their blood willingly? They might even get more people to move in to expand the population.
>>
>>4817207
>>4817086
>>4817073
Alright, this seems decided. please, three rolls of intelligence+awareness(5d10) this time, it's more about really realizing what insight you are at at this point.
>>
Rolled 7, 8, 9, 6, 4 = 34 (5d10)

>>4817673
INSIGHT!
>>
>>4817673
Just some more random thoughts that occur to me.

If the beast is strength and feeding it empowers us, yet sucummbing to the beast is weakness then the thought that comes to mind is mastering the beast to the point that when you let it off the leash, it slays and drinks it's fill before returning to your control of it's own will. This is true strength.

Another is that symboism is related to will as well as blood, it stands by conventional wisdom that Symbols can be bolstered by willpower, but we have no evidence to colloberate this.


>>4817207
And by our path, we must treat them as our station demands, protecting and ensuring they are safe. In return they must fill their own obligations.
>>
>>4817066
>>Other (write-in)
Look at Star and ASK For it to Guide us
>>
Rolled 10, 3, 5, 3, 1 = 22 (5d10)

>>4817673
>>
Rolled 5, 10, 6, 4, 8 = 33 (5d10)

>>4817673
>>
>>4817703
3 passes

>>4818095
0 passes

>>4818134
3 passes.

Not bad
>>
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>>4817968
>>4817086
>>4817207

You gaze up into the stars, but nothing is reminiscent of the powerful, red glow of your dreams. The sky is brighter, and filled of other stars.

Even as you intently try to disassociate, you are rooted firmly in the world - a world of dirt, sweat and blood.

One thought occurs to you on the other hand - there are others than you that have knowledge - perhaps your sire could be of assistance here? Either way - at this point of it, you are not in sync with the dreams you had - if anything, you are rooted. However, you keep it coherent, memorizing the details to the best of your capability - One that is rather good.


>>4818134
>>4818095
>>4817703

With newfound spirit, you at least go onwards with the experiment - while you are somewhat bothered that a such strong sense of clarity eluded you, know the spirit and the feeling of it, you just need to understandwhat it means. despite the need for yet another subject, you do not worry in the same sense. You can do this.

And so on, your horrid work carries. the long nights of melding, creating and unmaking. At times, it feels useless in a sense. You are not creating, not making anything. But then again, is this not like how you have studied? Another task of repetition, trials and failures, with the glimmers of brilliance?

And soon enough, you feel it return. Successes, insight - how you force your will with the power of blood. Bones bending as you push on them. how the mundane becomes supernatural. How even the rigid structures must flow around you, what is rigid mustn't break, but can be changed, molded and changed.

And one night - your strength resonates, it flows all around, you, your subject. It seems just so natural, as if the firmament was drawn down, bringing the skies and everything down upon you, revealing which was all. Bone, flesh and muscle, all under your control. finally! at first, you almost fear to let go of the moment, afraid that the power would leave you as it came. But you realize, it is under your command.

You sieze back, pulling the poor once-a-deer apart, feeding from the blood it had, your body pumped with the blood in an instinctual reaction, the high of power is strong, nearly unmatched by anything else. you feel good - A king.
>Progress on Vicissitude: 15/15 (complete)!
>Progress on the outpost: 50/65 (halted)

You come to the realization, that you are a little out of a goal at this point - at least near term. hrm, projects are good - the power extorted grows, and the hierarchy is rigid.
Of course, there is the mission you were sent here to do, establish a proper trade route through the pass. The progress has been halted for almost a year at this point, and with the coming winter, it may be a hard bargain. Shit.

(cont)
>>
>>4818674

On the other hand, you would like to contact your sire - about several things really. Both the dream, but perhaps more importantly, he had promised to teach you some things once you had mastered the third level of the fleshcraft.

>Contact your sire. You would have to plan out a way to get there, and to keep your domain under control, especially if you must stay for more than a few nights.

>focus on establish the trade route - it is what you are set out to do at this point.

>focus on expanding and stabilizing your domain. (write in)

>with your newfound powers, you could really begin to do experiments - real creation is at your fingers. (write in)

>inward focus. as proven during the last few months, you need to practice the mundane too - skills are essential. (write in what abillity)


>other(write in)
>>
>>4818680
>Expand and stablise domain.
First is we want a tally of our holdings, then we want them to bear their grievances to us as is our duty as ruler to hear.

After that, we can consider the issues of the day and also put some men towards the issue of the outpost.
What were we even meant to trade and who is on the other side of that pass? Because making a road may be an idea, but it is a waste without another partner on the end.
>>
>>4818680
>focus on establish the trade route - it is what you are set out to do at this point.
>Buy loyalty and blood rights from the live stock by uncrippling some of them or something.
BLOOD MAGICZ
>>
>>4818748
Oh yeah, and uncrippling them if we can.
>>
>>4818680
>>Expand and stablise domain.
>Buy loyalty and blood rights from the live stock by uncrippling some of them or something.
>>
>>4818737
>>4818748
>>4819327


While buying blood rights isn't exactly what you would do - the people in the village are under your rule, while not your allies or servants, they have no real bargaining chip here. After all, about 40% of the villagers are more or less addicted to the ecstatic feeding of the kiss(when you feed on humans), and it is hard to deny someone who you know is more powerful, most of them submitting even as you enter their homes.

But there is another idea you have, now that your Vicissitude powers have improved. Perhaps you could patch up some permanent injuries, check out the ones that have been harmed. While it is a little beyond what should be done by a king as yourself. However, since there is no one more suitable than yourself, your must do what has to be done.

While the first victim of the attack has healed rather fine, the second requires a little bit of patchwork. he is horrified as your hand sinks into his ribcage, forcing you to silence him with a cloth in his mouth. "I will only set your bones right. Do not worry." (succesful roll, I did it myself here, since I don't want to delay even longer)you can feel where his ribs have been shattered, the upper one being broken into three pieces, and quite easy to put in place, twining the strains together and only leaving the last for him to heal on his own. The lower of the broken ribs is in worse shape - parts of it has been smashed into small debris, painfully tearing the flesh with every breath. It is a bit of a challenge, but you manage to pull it together, forming a new rib structure, a little rounded, but hopefully it can connect back to the rest of his ribcage. "Rest, mortal. Your chest will heal, should you not labor too hard." your hand slips back out of him, patching his skin and muscles together as it leaves. You think about it for a moment - you could really use more nimble and dexterous fingers for work like this, perhaps with more sense of touch too. this must be investigated.

>Modification idea gained - high-precision fingers.

(cont)
>>
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>>4820636

You ponder about how you could work on your domain, and decide that first of all you must do A head count - this takes most of the night, and it comes out to 437 people, enough to keep you sated, but you must be careful every time you feed. by disregarding the weak and elderly, and children too young, you got about 230, that you can feed from safely. Of these, about 125 are so willing to be fed upon that they seem to long for it. On the other hand, some live further away - the village you control isn't central - by need, as the farming fields are spread out over the land.

As you wake the next night, you force the ever so longing hunger away. focus, keeping the primal urges at bay for just a moment to let it subside. You should plan out how your domain should grow.

>alright, this should be done by planning and ideas - where can things be improved, what does the city need. (Intelligence + academics, 8d10) (write-in highly recommended)
>While ideas are good, good roots in administration is paramount (Intelligence + politics. 6d10) (write in if you have ideas here too)
>other (write in idea and what to roll)

(I absolutely appreciate ideas, and nearly any combination of attribute + ability can be used, and provides a framework for other ideas you could do)
>>
Rolled 8, 5, 4, 9, 8 = 34 (5d10)

>>4820648
>alright, this should be done by planning and ideas - where can things be improved, what does the city need. (Intelligence + academics, 8d10) (write-in highly recommended)
>Ensure proper plumbing so the blood we drink from the humans doesnt give us the shits. You can just throw pots of your shits into the streets! Make fertilizer or something!
>irrigation, throw some books at them. Find a teacher let then sort themselves out.
>We finished with that wall, or continuing with building better housing? A happy livestock is a tasty one.


>other (write in idea and what to roll)
>rolling to find some villager with no hands or something, and seeing if we can make them dexterous hands, so we can later make ones for ourself.
I have no idea how many dice to roll.
>>
>>4820667
If we were to develop this idea of dexterous hands, that would take some studying and experimentation time - but if we wish to kidnap someone for doing such practices, that would be a subterfuge + manipulation (4d10) or strength + brawl (3d10 + 2d10 additional if we blood buff ourselves up some before doing so. )

Given our standing, the manipulation roll would be rather easy - perhaps with a difficulty of 4 or 5, while straight up abducting someone would be a bit harder - people don't really enjoy being forcibly moved.

Right now, this is just an idea of something that we could perhaps do - not something we know how to do.
>>
>>4820648
>Done by planning and ideas

The other anon was right about turning shit into fertaliser. But beyond that I think we need to create stone roads and stone houses, keep out the cold and make transport of goods easier on people. I imagine that mud is the best road we have so far.
>>
>>4820716
+1 but we would need laborers to do all the building, and extracting rocks from the quarry. What labor force will we use?
>>
>>4820705
Is this a "pick one" kind of deal? We choose to either study, or do some book keeping?
>>
>>4820716
Further, I second finding a mortal among them who can read. Or if none can read then getting us the most erudite of them about aged 15-25 who will teach to read or foist the responsibility onto one of our other servants.

We will need scribes and people who can read a shipping manifest for our trades, so literacy for a select few would be vital. If we later expanded that to children so we have a populace who can read that would save us some time later.
It's a funny thing, being an evil ruler. Because for best results you actually need to do something for your people.

We have had the men who were making repairs to our keep, we could call on them. It's also going to be winter soon, so the farm hands are going to suffer a reduced need on the farms, we could take from them.
>>
>>4820722
Meant to link >>4820729 to you. Whoops.

As for our personal action here, why not open a correspondence with our master on the delays and our updates.
>>
>>4820716
This is correct - the rest of that is probably beyond us at this point.

dirt roads would be correct, but they become an awful mess as the rain comes.

>>4820722

Currently, we got 4 humans that are on permanent quarry duty, almost everyone else is a farmer, except for a few hunters, and a few ~(10-15) craftsmen that manage lumber/leather and simpler iron tools. there is a singular forge.

The two that were helping on your keep are included in these craftsmen, and would not be hard for your keeper ghoul to find again.
>>
>>4820729
Literate mortals sounds good. We could hire some tutor, get them addicted to love bites, then institute them as the local teach or something. Make em a teacher, create a school, and build from there maybe.

>so the farm hands are going to suffer a reduced need on the farms, we could take from them.
Crop rotations is key. Replace the sunny happy crops with cold tolerant ones. Uts also good to not grow the same thing year long round. Something about the PH in the soil? Fuck do the farmers even know about fertilizer? I hope they do.

>>4820734
+1. Writing letters cant hurt or take too much of our precious time.
>>
>>4820726
Well, if you are practicing your skills, then you are not planning up how the village would improve, nor are you making contacts required for the trade outpost to move, and so on. only so much you can do every night, remember that you still need to spend a significant amount of your time hunting for animals or humans - about 1.5-2.5 hours if you are to return to your keep afterwards.

On the other hand, once some things are set in motion, they will progress on their own (or at least without your direct involvement), like how your keep was being improved by others during the day.
>>
>>4820742
Putting cow shit in the fields is ancient technique. Controlled burning isn't though.

As for a tutor, better thinking, even if it would take a while to arrive. For a school we don't need a dedicated building, just need a hall large enough space for it to be done.

That's a point
>>4820747
What were we actually here to try and trade? What were we supposed to offer and what does the other guy have that our Sire wants?
>>
>>4820747
Then maybe its time we ask our hunter to teach other villagers his trade, that way they can bring animals to us. The more meat they bring us, the more miracles we can perform like with that guy's fucked up ribs.
>>
>>4820769
Careful about overhunting. Not to mention that people are terrible at bringing us animals alive, unless they use snares.
>>
>>4820755
The deal that you have been given is sort of a bitch and a half one - you don't /really/ have anything that you know of to trade.

But, and there is a big fucking but here: Your location is significant because it could be a massive shortcut in trade routes between the larger cities down south, and other cities to the northeast. essentially, your sire has realized that he could re-divert trade to grow locations and move power structures around, and incredibly bold move.

(This knowledge is semi-ooc, you know that the idea is to establish trade for the purpose of trade, not trade materials in itself, and of course you dont know the greater implications. On the other hand, you know that if you came up with something important to trade, this could simplify the job massively.)

Of course, the payoff for you could be very sizable - tariffs, town population could skyrocket (~at least a 5 fold increase) and so on.


>>4820667
>>4820716

You seem rather keen on the planning concept, so go ahead with a intelligence + academics roll (8d10).

(wow, we're using our really good strengths for once, truly a blessing)
>>
Rolled 8, 6, 7, 7, 6, 1, 7, 8 = 50 (8d10)

>>4820776
Maybe.

Hmm, if we can produce a road to the south, and patrol it well, then we would have a really damn good deal. But that requires an army or proper standing force
>>
>>4820780
That is the idea of the outpost - since all trade must go through the pass, it could both be a watchtower and a place for traders to rest.
>>
Rolled 2, 3, 4, 8, 4, 8, 6, 7 = 42 (8d10)

>>4820773
Then maybe get then to raise more domesticated animals? Whatever we fuck up too badly can just be butchered into stews or kebabs when we're done. Why waste fresh meat, when there's coin to be made?

>>4820776
>But, and there is a big fucking but here: Your location is significant because it could be a massive shortcut in trade routes between the larger cities down south, and other cities to the northeast. essentially, your sire has realized that he could re-divert trade to grow locations and move power structures around, and incredibly bold move.
An additional idea to the list of shitvwe need to get done: create an inn? If theres plenty of travel going through this settlement, we may as well profit off it.

ROLLING
>>
>>4820784
Yeah. . . Actually this can work.

If we get the road going, and set up watch every 2-4 miles? Then get some guards that need no blood upkeep, like maybe some augmented humans? set them to patrol from one outpost to the next and back, but only focus our efforts on maintaing the safety of the road, then we could be golden.
The rule is "If you stay on the road, nothing will touch you, step off and it's not our problem." This could really strech our manpower much further.

>>4820786
We'd have to wait until the route is established but yeah.
The only issue is needing more men.
>>
>>4820789
>>4820786
It looks like you are seeing the catch 22 of civilization development, yeah.
Anyways, writing!
>>
>>4820797
it isn't catch 22. It is the cycle of growth. Need more men to make better infastructure to support more men.
>>
>>4820789
>>4820797
>>4820769
>>4819327
Its aaaaall coming together guys
>>
>>4820780
You are shocked at the disarray the town is in, but it should come as no surprise in actuality, concerning the difference between you and the humans and their insignificant, petty life's without any ambition of future.

You sit down in your study, and being to work out a plan on what to improve, and draw on your academic tutoring you have been given before your life. You were part of the Obertus, a revenant family focused on the studies and preservation of knowledge. There, you mastered the subjects of the classical Greeks, tutored by Philolaus himself for a while - a man even you considered remarkable.

First of all, you draw on the basics. To keep the center of the village orderly, we should construct proper roads. we have a quarry, and we could slowly begin to turn the roads into stone. this is minor, but with less mud, the throughput through the village would be improved.

Secondly, if we are going to get trade done, we need to have people that are a little knowledgeable - Your ghoul retainer could probably sniff out if someone knows even the basics of arithmetic or writing, and if not, present the best candidate. You would have to teach them yourself - a driveling task, but what has to be done, must be done. You ponder the idea of getting someone else here to teach - it would be possible, yes, but costly. perhaps once a little more structure is done, you can get someone. There should probably be someone from your family that would bite upon an offer to serve directly under a master.

Lastly, there is this one thing you have been thinking about. The houses in your village are rather ramshack - not by disrepair but by the lack of thinking in design. You ponder this for several hours, modelling and turning, what should work and what is needed. finally, you write down a kind of manual on a few parchments - illustrations, with a few sentences dotted in for clarification. These homes should be the new ones constructed. they would provide better housing, and would be sturdier against wear and tear, and the rock foundation would give at least a little resistance to flames.

On the topic of writing, you remember that you really should contact your sire - he should know what is going on, and perhaps he could give some ideas too - after all this is his idea. On the other hand, you make sure to not seem helpless - this is your duty, not something else. You also make sure to mention that you have mastered the third level of vicissitude - and that you are eager to learn more of what you could do with this.


>your retainer, Lovi, will return with the most suitable candidate. A roll of 1d10, too see what he can scrounge up.


>You will probably need to convince a lot of people that these things need to be done. While the commoners are under your command, they will still not like change - people are backwards, and someone introducing far-reaching changes will be resisted. A roll of manipulation + politics(5d10) please.
>>
Rolled 7, 6, 4, 6, 6 = 29 (5d10)

>>4820927
>>
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>>4820937
thanks Satan
>>
Rolled 4 (1d10)

>>4820927
>>
>>4820927
If anyone gets uppity, they would do well to be reminded that we are their lord. An even handed and permissive lord but a lord none the less.
Our word is final.

This wouldnt produce good work ethic or labours, but its something they should not forget.
>>
>>4820969
Exactly
>>
>>4820927
>There should probably be someone from your family that would bite upon an offer to serve directly under a master.
Sure, why not. I see no harm in contacting our family.
>>
>>4820940
>>4820937
Neat.
>>
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Guys, why aren't we looking for navigable rivers nearby? I mean, transporting goods though rivers is much easier than taking care of roads.
>>
>>4820951
Lovi returns, with the most suitable man he could find, which isn't much - the man can't read, but apparently he has a knack for numbers, Lovi says.

After about an hour or so of inquisition, you are done with your own assessment - A disappointing one, but not too surprising either. He can count yes, and a little bit of arithmetic, but nothing else than that. Thankfully, he seems not too daft on the topic of learning things - he could prove useful with some tutelage, by your hand or someone else's, but he's no genius in hiding, for sure.

>Teach him on your own - this would take about an hour or so of your time each evening.
>Ignore him - he's not worth the effort. Better get someone else to do this job.
> Try to arrange for another teacher, perhaps you can get some leverage from your original Obertus family. (keep in mind - most revenants are social fuckups: Obertus tend to be Social recluses - narcissists and monomania at best, despite being rather scholarly.)

>Ghoul the man - he can be useful enough as the manager in town, and with a little investment he can be forced to be loyal.
>don't ghoul him - the drain on blood resources, and the fact that he isn't too useful makes this a moot effort.

>>4820937

You prepare yourself to show at the village center the following night, and Lovi has arranged that most of the more important townsfolk will hear what you have to say - craftsmen, hunters and the elders.

Your speech is, moderately welcomed to say the least - they do not seem to keen to your changes, but begrudgingly accept the concepts you propose. As your eyes gaze over them, you can smell their sweat. The fear, as you remind them why you rule over them. But you also see eyes that think about the ideas - some disregarding them, as if a fools folly, but others seem to be genuinely interested - especially the craftsmen. They approve of the idea, at least to some extent, especially if it means that they can have a warm, safe home.


You make your way back up to the keep, but not after feeding on a sleeping victim, the sweet red nectar sating your thirst. You well know that many are in large disagreement here - no one enjoys to have their ways changed. But on the other hand, the act of charity that you have given them as you healed an injured man gives both respect, but also fear - you have picked up several fools tales in how you came in the night, gutted the man and re-twined him together.


(cont)
>>
>>4822382


>Progress on roads 0/??? - ( If you want to know how long it is untill your paved road is complete, you would have to spend a couple hours on logistics, requiring an Int+science roll (5d10). Please choose before rolling this) Currently, 6 workers are assigned to this. Since you have a surplus of rock right now, only two are working at the quarry.
>Progress on outpost (50/65)

You expect it to be about a fortnight until you receive word from your sire, and if you were to write to the Obertus, you would expect an reply - or a family member in about 4 months.


The hunter you have kept ghouled have proven to be useful, in a unexpected way - it is clear that he desires your attention. He's been providing your keep with food - enough to keep your other three ghouls fed with ease, leaving them more free time. Not that it matters for your war ghouls - they are not doing anything of real use as of now. Despite being obedient, they are too unpredictable to keep on the loose.

Lastly, you are not doing anything at the moment - unless you decide to teach the man from the village.
>Well, you had an idea to make your hands more suitable for fleshcrafting, perhaps this could be actualized?
>If trade is to be established, then we need something to trade. with a little luck, perhaps we could find some metals in the mountains near the quarry? (This would have a high difficulty roll.)
>if this whole trade ordeal is to work, the key is the mountain pass - how are you to get someone to live there permanently? This needs solving(write in highly recommended, but not necessary.)
>practice some skill (write in)
>improve your attributes. (write in)
>try to improve some of your disciplines. Curiously, it feels as if you are at a dead-end for vicissitude. (write in)
>other(write in)
>>4820937
(All those sixes and just one success, shame)
>>
>>4822382
>Try to arrange for another teacher
Let's go with some nepotism. It'll be fun.

>>4822385
>try to improve some of your disciplines. Curiously, it feels as if you are at a dead-end for vicissitude. (write in)
Maybe we could try to get better Auspex? As we interact more with people it may be useful. Who knows, we may go for some Auspex/Vicissitude amalgam in the future.
Also, have we tried searching for navigable rivers? >>4822312

BTW, how familiar are we with the Greeks (and Greek civilization in general?)
>>
>>4822385
>>If trade is to be established, then we need something to trade.
You guys know something we could acquire reasonably quickly and that is usually in high demand?
Slaves.
Just saying.
>>
>>4822408
We are fluent, but not native speakers.

We speak Dacian(native), greek, and ariyan (old persian) fluently.


I will probably be a little slow tonight, sorry!
>>
>>4822434
>ariyan (old persian) fluently.
Cool.
>>
>>4822385
>Teach him
>Do not ghoul him

>Figure out how long the roads take

>>4822410
Unfortunately we have no way to make slavery sustainable.
>>
>>4822494
>Unfortunately we have no way to make slavery sustainable.
It doesn't have to be. It's a potential way to get some quick cash and pay for stuff like tutors and artisans.
>>
Rolled 3, 10, 5, 2, 2 = 22 (5d10)

>>4822382
>Teach him on your own - this would take about an hour or so of your time each evening.

>>4822385
Road roll
>>
>>4822552
It does. We have an obligation to our domain that prevents us selling off our citizens as slaves unless it's for the greater good of the domain/our personal safety.

And any people we could turn off, say criminals, we also have a better use for. Just seems ill advised.
>>
>>4822606
>prevents us selling off our citizens as slaves
Why would we sell our own citizens? We are selling the guys from some other village we (and our sire) don't care about.
We have two fucking war ghouls. Let's use them.
>>
>>4822625
If we don't own them, that's quite different but bound to cause trouble. Since they have to belong to someone, so I figure.
>>
>>4822606
We dont really have any obligation to our own domain either - they are nothing more than cattle that we rule over - if we need to sell them as slave as our best interest, then so be it.
>>
>>4822637
I figured that we had some obligation to keep the cattle safe and somewhat healthy, being that our path is called "King".
>>
>>4822645
That would be in our interest, something you should aspire to do. The most important part is to keep your word, and act the "chain of command - dont disrispect your superiors, and dont look weak
>>
>>4822635
>Since they have to belong to someone, so I figure.
I'm not sure that's necessarily true- we should investigate the region for other supernaturals anyway. But even if all the other villages are controlled/protected by another supernatural force, some of them are going to be significantly weaker than we are.
If anons don't like this idea (like you apparently don't like the idea of trying to use waterways for commerce) that's OK, but stealing and looting from your neighbours is a time honoured tradition.
>>
>>4822664
I dislike the notion of engaging in the slave trade.

The "belonging to someone" part is due to the widespread rule of the vampires, meaning my assumption is that most of europe is cut up and divied out.
>>
>>4822688
>I dislike the notion of engaging in the slave trade.
I respect your position- most anons apparently want to be a good-ish vampire, so if that's what the majority want, OK.

>The "belonging to someone" part is due to the widespread rule of the vampires, meaning my assumption is that most of europe is cut up and divied out.
We definitely should establish who our neighbours (and their supernatural masters) are. An isolationist powerful vampire can easily fuck up our plans.
I'm under the impression we are a rather scholarly guy sent to some backwater region he had not contact with before, is that right?
>>
>>4822706
I wouldn't name it good, more name it "Not aimlessly cruel"

Point on the neighbours. We know the south has a lot of civilization, which means that their has to be some power there. There's maybe some around the major trade routes, though that is speculation.

I don't know how much we can do to find this out, or even how much our sire knows about it.
>>
>>4822706
>>4822726
>I wouldn't name it good, more name it "Not aimlessly cruel"
This^
If one of our kine broke whatever laws we put down or decide to betray us we'd make a huge ass example of them.
But yeah it probably wouldn't hurt to deploy some form of eugenics program down the road.
>>
>>4822726
We could start small- interrogate our ghouls, see if we happen to have citizens that came from another village* or maybe are a bit more adventurous and travelled to other places. It's hard to believe we wont find at least a couple people with some knowledge about the nearest towns.
Get a rough idea of what's around us. Then maybe send our hunter to gather intelligence- or go ourselves. It's not as tactically good, but would make for a good story.

*In many cultures it's usual to marry women from other villages. I have no idea how things work in our region
>>
>>4822739
Hmm, not all vampires will be as open about their rule as we so it isn't a sure thing. But it's better than nothing, which is what I've got.

Maybe send an official envoy, if they aren't under command then it reads like some prime places to begin asserting our dominance.
>>
>>4822664
>>4822688
>>4822706
>>4822726
>>4822736
>>4822739


We are somewhere in the area of Thrace (OOC, i dont want to map closer than this yet due to geographical + timeline reasons, I'm not the best of historians) - In this timeline, pushing further into north by more "advanced" civilizations (greeks, persians, rome later on most likely) were hindered by the Tzimisce hold of the land.

We are rather close to the southern end of this - south of us are the prosperous greek areas, we know this much. Most likely, the trade our sire wants comes from there, into the larger cities under Tzimisce control - possibly Serdica.


We know of one area under control of another Tzimisce, and that is a large problem - they are older and stronger than us, by a large margin - however, due to our sire, we have some "insurance" they are directly northeast from us.

It's a little late right now, but i could make a simpler map of what we know this weekend.

anyways, writing up response!
>>
>>4822802
>It's a little late right now, but i could make a simpler map of what we know this weekend.
Yes, please.
Also, any chance of including nearby rivers?
>>
>>4822802
And should we be doing more rolls?
>>
>>4822408
Find another teacher
>>4822494
>>4822553
Teach him
Do not ghoul
You decide that the most important part for now is to teach the man, needless if he may be the most well suited for the job. From our current perspective, this is the best that we got, and we got plenty of time to teach him what he needs to know of our own - an hour every night should suffice.

You are a harsh teacher - and he quickly understands his place - he does not speak without your permission, or his tongue is affixed to his mouth for the rest of the night. He makes sure to understand the best he can, or else comes the pain. But with a little tinge of blood, not even enough to ghoul, he is still obedient enough to not object.

During the rest of the evening, you sit and try to figure out how long it will take for the roads to be complete. of course, it is hard to extrapolate without proper data, but with how long time it took to finish your keep, you should get some kind of estimate.

At the end of your estimations, taking into account the rougher weather during the winter, you grit your teeth. This is going to take longer than you thought at first.

>Progress on roads 0/~600
>Progress on teaching 1/8
>Progress on outpost (50/65)
Still, With your current time-frame this will take a while. You, on the other hand have a lot of time on your hands, you could easily be doing more things right now. Figuring out the lay of the land better, mastery of yourself. And in the back of your head, the carmine glow of the star in your dream month past still linger.


>Figure out the lay of the land better - this is somewhat limited due to your dependency of shelter from sunlight. On the other hand, we do have the power to speak to animals.
>Well, you had an idea to make your hands more suitable for fleshcrafting, perhaps this could be actualized?
>If trade is to be established, then we need something to trade. with a little luck, perhaps we could find some metals in the mountains near the quarry? (This would have a high difficulty roll.)
>if this whole trade ordeal is to work, the key is the mountain pass - how are you to get someone to live there permanently? This needs solving(write in highly recommended, but not necessary.)
>practice some skill (write in)
>improve your attributes. (write in)(If anything, i would suggest either manipulation, or Dexterity/strength.)
>try to improve some of your disciplines. Curiously, it feels as if you are at a dead-end for vicissitude. (write in)
>there is the matter of that awful red star. what is it tied to, and how does it connect to all of this.
>other(write in)
>>4822820
I do rolls on a first come, first serve basis - this system doesn't work with Bo3/etc.
If I call for multiple rolls, it is for some extended action over some specified time.

If you have other mechanical questions, i'm happy to answer them!
>>
>>4822706
We are a very scholarly guy - of mortals, there are very few that would eclipse us - only true geniuses, people like Socrates, sun-Tzu or Euclid would be our superior.

On the other hand, when it comes to undead that may have centuries or millennia of experience on us? yeah, go figure. That said, we are no slouch, even among the undead when it comes to our capabilities of reason and pure intellect.
>>
>>4822855
>>Figure out the lay of the land better - this is somewhat limited due to your dependency of shelter from sunlight. On the other hand, we do have the power to speak to animals.
Our number one priority, in my opinion.
We should interrogate our villagers to try and get info on the surrounding villages- how far away they are, their population, resources, how rich they are. Next, use so flying animals to get more info. After that, we should either send someone or go ourselves to learn more.

Also, unpopular opinion: we should consider to Greek-fy our little village.
>>
>>4822855
>Figure out the lay of the land
>Improve our atributes [Dexterity]

Two birds, one stone.
>>
>>4822934
Support
I assume that Dex helps with our Discipline of fleshcrafting.
>>
>>4822855
>>other(write in)
Well since our Hunter ghoul brings in a Bit more meat then we need, we could offer people to work on the Road in Exchange For meat ration. Aka more craftsman
Also start remembering the names of our people, they love it when the Leader knows His people
>>
>>4822895
>>4822934
>>4823298
>>4823804


Sorry people, no update today - i crashed my browser while writing a response, and am busy for the rest of the evening!
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>>4824554
No problem.
BTW, I'm really enjoying this quest.
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>>4824554
You write in your browser?
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>>4822934
>>4823298
>>4822895

Well, all your plans you have are about asserting your power right now, in different ways. And to make any of those ideas work, you first need to have knowledge of your domain, and what lies beyond it. Scout out the land, and see if there is anything valuable that isn't directly under your, or anyone else's control.


(I did a roll on my end to save a little time, considering it's been almost two days since the last update, good outcome on the roll)
Thankfully, to your help you can command the animals to do so for you. during the next couple of hours, you have convinced a handful of ravens and crows to find the nearest human settlements, apart from your own. And you make sure to send one of them south, scouting the mountain pass. You can expect the birds to do this task for at least a week, having told them to return to your keep when the sun has set beyond the hills.
On the other hand, there is nothing that beats knowledge amassed by yourself - where you can focus on the details yourself. You head out to scout the surroundings with your own eyes and hands, and as you climb the mountain, you realize just how you are rather weak, not really used to this kind of exertion. Thankfully, you are rather tenacious, almost climbing the mountain by willpower and trial and error, rather than with finesse. It bothers you somewhat - in a direct confrontation where you can't plan ahead, you would be outmatched by many, unless by the temporary strength of blood expenditure. You make a mental note to yourself to practice - despite this being a hard task on your own.


You gaze out over your domain, albeit shrouded in the dark of the night, you can still make out details, such as your keep, your village beneath it, the quarry where you extract rocks, and the forest to the north. While nothing particularly useful is found at this smaller peak, you note one feature that is of least some importance - the outlook over what you control.
Just as you are about to head down, you notice the haggardly shape of a man, his eyes glowing a crimson red in the darkness. Seems as if you have company here. What do you do about it?

>approach them
>back off
>run (since we are on a mountain, we'd have to make some dexterity + athletics roll to not just go tumbling down the mountain.
>other


>>4825018
Thank you! Means a lot

>>4825980
Yes, especially when I'm doing it at uni.
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>>4826973
>Name yourself vampire, if you be of honour. If not then state your purpose.
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>>4826973
>>4827016
Supporting.
Worst case scenario, it's a werewolf or vampire who's damn hungry. Best case it's a Gangrel who's just passing through.
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>>4826973
>>approach them
I forgot, do we have a weapon?
Just in case.
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>>4827045
No, but we could quickly make bone talons using vicissitude, those are rather deadly.
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>>4827054
Ah, the joys of being a Tzimisce!
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>>4827016
>>4827030
>>4827045

You hail the main; Name yourself vampire, if you be of honour. If not then state your purpose."


The man before you stops. Apparently confused, he points at himself. "I am Nereus" he speaks, but in Greek. You switch language, while a little unpracticed in the last years, your Greek is still very good.


"Why are you here in these lands, especially as you do not speak the language?" You ask, the voice stern, but the man, which you assume to be a vampire seems to relax just a little bit as he can communicate with you.


"I am only in through passing. A clan meeting in the east, where the sea meets the land, Pontos Axeinos" As the clouds roll, the moonlight illuminates him - the man looks wild, his beard wild, reminding you of the fur of a bear.

"It is tradition to meet every twenty years in my lineage - we tell tales of glory and despair. Share knowledge that we have seen. hunt together. " The vampire laughs with a deep, hearty laughter. "the joy of brandishing the wrath of flames against the Ventrue lord in smaller asia will surely be well received. He ran like a dog he was - only fitting after calling me the same thing"

You stop for a moment, thinking about this. While on one hand, disrespectful, it still gives you some joy at the thought of seeing the false lords on the run. neither of your encounters with Ventrue have been pleasant - pathetic lords that give claim to nobility, yet fear to rule the mortals with an open hand. How do you proceed?

>Back off, and tell him that he may have passage through your land, but to keep clear of the humans in your village, as they are your property.
>Stand your ground, and tell him to leave. ( Roll manipulation + intimidation.)
>while a savage, he clearly knows many things. Perhaps he is willing to tell you, and if not for free, perhaps trade knowledge?
>His eyes are a dark red glow, and this is rather curious. Perhaps he can share this knowledge, at least.
>other(write-in)
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>>4827242
>>while a savage, he clearly knows many things. Perhaps he is willing to tell you, and if not for free, perhaps trade knowledge?
Probably a Gangrel, he definitely has some valuable knowledge.
Could even become an ally in the future.

If we can manage above, maybe we could try this too:
>His eyes are a dark red glow, and this is rather curious. Perhaps he can share this knowledge, at least.
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>>4827242
>while a savage, he clearly knows many things. Perhaps he is willing to tell you, and if not for free, perhaps trade knowledge?
A Gangrel who is a friend is a bond that cannot be easily killed.
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>>4827268
>>4827260
Alright, do a charisma + expression roll. Since we don't have any dots in expression, just the two dice from manipulation. (2d10)
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Rolled 2, 10 = 12 (2d10)

>>4827338
>>
Rolled 2, 4 = 6 (2d10)

>>4827338
SPAGHETTI TIME!
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>>4827344
>>4827355
We need to get better at this shit, bros.
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>>4827363
>When the literal hobo vampire is more charismatic than the vampire lord
I don't know why but I find it funny.
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>>4827376
Well, the *Tzimisce* vampire lord.
But yeah, now that we are interacting with other vampires we should try to improve this.
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>>4827376
We are just a book nerd in a with fancy clothes, clearly.
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>>4827397
>You were part of the Obertus
We may be even worse than that.
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>>4827344
2 successes. Nice.

And it depends, by our path we cannot treat him as an equal, as I am sure he understands but in exchange for a service or even just a conversation he can be offered shelter as a guest. Obvious rule is no draining our stock completely dry, cattle are hard to replace.
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>>4827344
>>4827268
>>4827260


You pause for a moment, just enough for Nereus to become a little uncomfortable. He seems to coil up, as if expecting something bad, perhaps to flee or fight. Finally, as you reply, he seems to relax just a little bit.

"While perhaps unjust, making the Ventrue fools feel make me smile every time. You are clearly well travelled, perhaps you can tell me the state of affairs down south in Hellas?

He grins just a little bit as you speak. "Trust me, it was well deserved - he had no right to do as he wished, without the backup he seemed to lack. Just the ways of nature." he pauses, smelling the air, before continuing to speak; "I could tell you of that, but what would I get in return? Do you have stories to tell, or anything else to give that I would desire for that information?"


You pause for a moment, thinking about the turn of events. You did not expect this man to be on the outlook for stories, if going by the his appearance, you would guess that he's on the outlook for a pack of rats. Of course, he doesn't smell bad per se, but he does carry a trace of feral wilderness on him. "of course, if you are here as a guest, then I am bound by honor to give you shelter. You may feed on the humans in the village - discreetly, make no mess. " you think for a moment, uncertain of where to steer this conversation apart from the customary honors.


>Offer to tell him tales of the battle against your rival
>Since he doesn't speak Dacian, then perhaps he would like to know the legends from here?
>Lie, and fabricate a story. (manipulation + subterfuge)
>other (write-in)
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>>4827407
No, only one - 10's count as double successes only if we have 4 or more dots in the relevant skill/attribute
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>>4827444
>Offer to tell him tales of the battle against your rival
He seems like the kind of person who doesn't care much for local legends.
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>>4827450
Support.

also:
> if going by the his appearance, you would guess that he's on the outlook for a pack of rats.
kek
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>>4827444
>Offer a tale of a battle against our rival.
>But I would prefer to speak back in the comfort of my study.
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>>4827460
As an aside, I woulsnt mind asking for him to explain his path and in turn offer insights into ours.

Debates of philosophy are both civilised and useful when dealing with others of his kind later.
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>>4827460
I'll support this.
Can't believe I forgot that we own a castle.
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>>4827444
>Since he doesn't speak Dacian, then perhaps he would like to know the legends from here?
>But I would prefer to speak back in the comfort of my study.
Let's bro it up with our new bro. Just don't kill any of our food. I don't got enough of them yet.
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>>4827450
>>4827454
>>4827460
>>4827479
>>4827965


You ponder for a moment, realizing that you don't have much in the way of tales to boast about - at best you could tell of the battle between you and your sire against your rival - and perhaps leave out that the bulk, or at least most of the more "glorious" combat was done by your sire.

"Well, I have one tale or two to tell, but i would much enjoy to do so in the safety of my own keep - there we would be safe from the scourge of the sun. Of course, as my guest, you would be allowed to stay for three days and nights, with the privileges i stated before. "


The man seems a little bit surprised - for someone of the high clans to offer an extending hand is unusual. He seems a little bit pressed. In doing this action, you come to realize that you have put him in a bit of a dilemma - rejecting the offer would seem as a slight against your honor, but he would have to trust you. Your eyes narrow as you realize this - perhaps to your own detriment if you are trying to lessen the tension of the situation. Thankfully, he answers:

"I would be honored to do so. While I do not feel at home in the manors and homes of the cities, the shelter from the sun is inviting - as is the promise of a bed. Far too long since i could sleep pleasantly. " he rasps his words a little and approaches you a little, allowing you to tell his features more clearly. He has the build of a working man - perhaps a little shorter than you, but his shoulders are wide, perhaps accentuated by the fur pelt he carries over his shoulders. apart from that, his clothes are plain, and a bit roughed up. The most striking part is his beard, wild, untamed and red - unlike the shoulder length dark brown hair he has on his head. Now when closer, it truly reminds you of the furs of an animal.


"I can imagine that the wilds do not give the most pleasant of sleep, yes. On the other hand, avoiding the rays of the sun while traveling is a valuable skill, no?" You ask him, and start to turn towards the side of the mountain, preparing to climb down.


The other Cainite gives you a toothy smile, his fangs showing. "It very much is - and while i cannot tell you all of it, a trick here and there could easily be shared." he said, as he too starts to approach the side of the mountain. You can tell that he is the more skilled mountaineer - by a long-shot. He moves with practiced grace, and the predatory finesse is, for a lack of better word - beautiful. You realize, that you are in his element, and not your own. At least, not for now.


please, roll a strength + survival roll (3d10) to ensure that we can climb down safely.
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Rolled 2, 5, 4 = 11 (3d10)

>>4828276
Don't Flinch
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>>4828282
Welp, time to play the Tom & Jerry sound effects.
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>>4828276
How terrible.

But yeah, it's strange to extend a hand but there is hardly any malnus to doing so.
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Rolled 2, 3, 7 = 12 (3d10)

>>4828276
>>
Rolled 5, 4, 4 = 13 (3d10)

>>4828276
Lets not be left out
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>>4828636
>>4828634
>>4828282

As usual, First come, first serve - not that it matters much here, all of you rolled awful, one successful roll.


Anyways, writing a reply now!
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>>4828643
I know that, but all the cool kids roll dice.
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>>4828282


You do, less than stellar, results as you attempt to descend down the mountainside. Not that you are in any sense a paragon at climbing. No, you are rather the opposite as you sloppily slide, and then tumble down more or less. fortunately, your tenacity, passive fortitude powers and vampiric condition allow it to be little more than bruises, with any real damage come only to your pride. And you suppose, to your clothes. Urgh. Once down, you take a look at yourself. a bit dirty, and some scrapes, but nothing real, as you let your blood pulse inside your body, the scrapes closing up.
Nereus chuckles little at you. "Hah, a lord out of place, are you not? Still - you face nature! Just like a real beast of the night." his eyes glaze over you, as he resumes. "Than again, you managed fine enough, i suppose!" he himself got down a couple of minutes before, and without any hurdles.
You groan a bit, obviously not enjoying the way you are put in place. "At least i handle a fall decently. " It is clear that you are uncomfortable about the situation, and that is enough to silence the other vampire - wise, considering the welcoming hand you have extended.
By the time you arrive at your keep, you can tell that dawn is approaching in about an hour. you decide that too much discourse this night would be impolite, and instead show him around your humble keep. you stray clear of the dungeons, and he seems to get the message - don't fuck around where you have not been shown.


You give him your guest room - good enough, even if you would be obliged to give your quarters to him should he be so inclined. However, you don't exactly expect him to know the intricacies of Tzimisce hospitality. Perhaps a little bit manipulative of yourself, but so is our nature, is it not?

Once dawn comes, you sink into a deep, almost dreamless sleep - only gray haze can be made out of it.


The dusk wakes you, the ever so fammiliar hunger always there in the back of your head. Suppressed, but there, just waiting to dominate your life again, now as forever. You head up for your study - and when you are there, you are alone. It takes almost half an hour for Nereus to arrive - from what you understand, this differs from vampire to vampire, and how well they hold onto the moral system they follow. An advantage for sure.

As promised, you tell the tale of your attack on the rival tzimisce. How it was a feast on mortals, then the battle with your ghouls against his - before the final confrontation between you and your sire, against your rival. You leave out the details that your real action was to throw a handful of javelins, and that your sire did most of the fighting, as to not diminish your prowess further.

(cont)
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>>4828878

He seemed unimpressed first, but once you start describing the horrid form you were battling, he becomes rather impressed - hell, when saying it in such a way, you are too. Fuck that monster must have been two and a half meters tall, with claws that rip lesser homes apart. At the end of the story, he's grinning rather wide.

"that was a most impressive tale, while you clearly need work on your tale-telling, it's a good story. Hell, i would rather not battle the Tzimisce lords. Then again, it seems almost everyone have a trick up their sleeve. Then again, have we not, we do not live very long do we? Shame he got away - but such is life, yeah?"

You nod, and it's a little bit refreshing to speak with someone who has such a loose set of etiquette - or at least very different from what you are used to. Then again, you are well aware that you are most likely doing things wrong from his point of view too. Now, he has promised tales in return, but what do we ask for?


>Tell me of what is going on in the south, who is in control?
>Tell me of your clan
>Tell me of your Road, and i will explain mine
>Other (write in)
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>>4828883
>Tell me of the south
>Tell me of your road, I will explain mine.

It's good to get an even understanding of things. Who knows, maybe we will grow to enjoy discussing things with people who have wildly different manners and ways.
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>>4828883
>>Tell me of what is going on in the south, who is in control?
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>>4828883
>Then again, it seems almost everyone have a trick up their sleeve.
Delicious, delicious Protean tricks.
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>>4828883
I promised a map this weekend, and I've managed to produce something with some shit I found online. Not pretty, but should get the idea across of our closest area.
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>>4829127
err, here.
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>>4829128
Is there a passage in the lower right side?
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>>4829148
no, its just where the map ends - mountainous terrain meets forest, the mountain ridge continues on there.
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>>4829128
Looking at this map I have to wonder if our sire is setting us up as a kind of buffer state against his rival instead of as a trading spot.
Also, we have to explore more of the land between us and the rival guy.
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>>4829177
Also the mountain pass. We can easily control movement through it with just a few archers...
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>>4829186
This is the entire idea of it - at the closest point, it is narrow - perhaps 50-75 meters across.
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>>4829201
Those village suckers better be good at the bow and arrow- and willing to kill humans.
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>>4828894
>>4829026

You ask of him of the situation in the south. he scoffs a little but replies. "Heh, always with you high and mighty types no? always on the lookout for another detail, or another scrap of secrets to hold against someone else's throat. But very well - a promise is a promise, and I would hardly break my word. " he grins - in a way he feels clearly superior to you, distancing himself from this mess.

He tells widely in broad strokes at first, the mess that seems to be going on between Lasombra and the Toreador - a bit surprising, but from what you understand, in general the ventrue are pushed eastwards, towards Italia and the fledgling roman republic. Good. They belong in some small state, too petty to even manage itself - from what you understand, the whole peninsula seems to be in civil war with itself. Of course, the ventrue still dot the lands here, along with the thankfully more pleasant Brujah - at least the latter are pleasant to talk with from what you've heard.

What really starts interest you is when he speaks of the city directly south, and he clearly catches on as he starts to dot out the details more. From what you get, it seems to have been a cappadocian stronghold, but now it is in a mess, with several Lasombra showing up, with outside support. "... Well, most of the time, the conflict is rather subtle, more than what i can bear - a mortal goes missing, a storefront is "forced" out of business. I care not. But what is interesting is when the sparks erupt into flares - or in this case, darkness. The shadows itself seems to be on the side of lasombra, but nothing seems to stay dead on the side of Cappadocians. he chuckles. Who knows why they're interested in maintaining control - the cappadocians i mean. They tend to be scholars more often than not. But then again, at the supple gulp of powers, I'm not surprised. That call is universal for all of us, is it not?" he asks, and you can only nod - rather entranced by his storytelling. he continues to speak, but you are already starting to sink into this - You have great potential here, Either wait for a victor, or extend some little reach. - Or just a pure gamble.


When he finishes, you pause for a moment. Your feel the thirst for blood. You've kept of feeding a little too long, and with the expanded expenditure you had too go through yesterday, it's a little worriesome. Yet, you know better.

At this point you could either keep talking, or suggest feeding - or something else entirely.

cont
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>>4831492

>try to convince him to talk about your road. This could be interesting, and you don't really know much about how he would react - he could be eager or reluctant. (Charisma + Etiquette 4d10)
>Try to convince him to tell more about his tricks - This would probably be harder. Either you have to give something up of equal or higher value, (write-in) or, you'd have to really convince him. (If so, roll Manipulation + subterfuge, (4d10). A mediocre result would end up with a higher payment in that case.
>Feeding is always popular - especially when it's easy, and with permission. Hunting in your town is always nice. Especially to sate that awfully dry throat.
>other (write in)
(OOC: Sorry for the slow replies - Finals are closing in, and my Project is eating a bunch of time. Hopefully I'll make it work. )
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>>4831496
>>Try to convince him to tell more about his tricks - This would probably be harder. Either you have to give something up of equal or higher value, (write-in) or, you'd have to really convince him. (If so, roll Manipulation + subterfuge, (4d10). A mediocre result would end up with a higher payment in that case.
Maybe we can offer to teach him Auspex?
Or perhaps even the first dot of Vicissitude? I don't know if that's frowned upon in this age.
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>>4831492
>Cappadocians Vs Lasombra
Noice
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>>4831507
This.
Is it frowned upon?

Good god we need to improve our stats.
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>>4833164
>>4831507
I think it would be terribly frowned upon, because it is our clan's skill and he is someone we've just met.

>>4831496
>Try to convince him to talk about the road.

Now is the time for talking, our thirst will grow but we are it's master, not the other way around.
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>>4833234
Changing my vote to support this then, then maybe figure out how to get gud in our spare time when he leaves.
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>>4833164
>>4833234

Teaching your signature disciplines are in general frowned upon - but tracking this is pretty hard, unless "squealing" In general, you'd have to give up something pretty big.

On the other hand, many wouldn't really have the desires for ours - it's very specialized and while powerful, it requires a lot of dedication, and it doesn't go well with what most people have inside their skulls. The act of weaving, and molding someone is obscene, and a practice in-itself.


(OOC:The semi-common disciplines, Auspex,(~enhanced senses) Obfuscate(stealth), Animalism(talk with animals), presence(superb charisma), and to some degree, Blood sorcery are in general in a one-for-one basis.

Physical disciplines are lower in cost (but far, far from free) - but in the future, they may not be. Those with strong blood(gen 6 or lower) can learn them inherently.)

I will write a reply in a little bit. Again, sorry for slow updates right now.
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>>4833287
Teaching them Animalism wouldn't be a bad trade, presuming he doesn't know it anyway but there must be an exchange.
He is our lesser and it doesn't benefit us to simply teach him these things alone.
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>>4833234
>>4833249
>>4831507
I mean, it is BAD if we teach him Vicissitude, but, what about if we pimp him a little? We could tell him that we can make him a better chance in combat if he's willing to sacrifice stealth with that thing of Reflexive muscles that we know, or even giving him those "bone knuckes" ability that we learn when experimenting with the Rams that we captured nights ago, in exchange of some of his tricks (and his looks, if his Clan doesn't bother that he have those enhancements of our discipline)

But of course, that could bite our asses later if some of his friends come to us asking for that, unless we can gain something like their loyalty... But that's dangerous, considering what's going to happen once the creation of Gargouilles happen (if we're even close to that, but is a thing we can ask to QM)
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>>4833873
Your idea. . . Has some more merit than teaching him. We can make it clear that such a thing would be fucking agony for him, and I don't think he would entirely accept but as it is, if he was willing to take some of the augmentations then that would be a fine trade for some of his secrets.
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>>4833896
TRADE OFFER

I get: Knoledge of one of your Clans Disciplines

You get: Incredible and agonizing pain never experienced before, but with nice-looking horns
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>>4833925
Harder trade, you let me play twist with your body and at the end of it, you get to keep any and all useful augments I get as recompense to the agony you suffered and knowledge given.
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Even if he has Animalism, it's not bad to talk shop. On the other hand, I'm a King. What of value can I learn from this Beast?
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>>4833931
Not quite the right attitude. It isn't "I'm his superior, what could he know that I don't that is superior to what I know?" because that gets you torn down and thrown from your place by people who bothered to learn new things and recognise weaknesses, both their own and in others.

The right attitude is "Does he have anything worth our time" A subtle change but one that's important to know going forwards.
Besides, Brujah which I think he is are close combat monsters. So that must help.
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>>4833944
No, if the description before is correct he is a Gangrel, which might be even worse

I mean, he can grow claws in an instant that deals Agravated damage, and if he have any other combat-focused Discipline (Like Celerity or Potence) he can either make us 3 points of Damage automatically (Potence) or gain 1 or 2 more turns where we can do anything (Celerity)

So yeah, we either pump up Fortitude to survive these kind of combat beasts, or we go beyond our levels of Vicissitude and get confidence with a major level of this Discipline
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But is the question rhetorical, or extractional?

I am sent here to a remote mountain village beside a small lake to generate wealth. Wealth is generated by effort. In general, more humans will exert more effort and create more wealth. What do humans need to grow in numbers? First, food and water. Second, protection from Death in His many forms.

With limited food and water, this task is difficult. Merchants will use safer, quicker routes over water. I am immortal, but so are my rivals. They have the same time as I do to increase their strength, thus taking an inefficient sequential path of development will not move me forward in the game of kings. I must expand my knowledge and multiply my power through subjects.

Thus, what of value can I learn from this Beast? News? Trade routes? The names of those who live and war upon the sea? Ways to turn the oceans red with blood and piracy and guide the flock to my door? What of value can I learn?
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A bear may be slain by many hunting hounds. I did not bring them with me because they bark too loud, but if I fear the danger of the woods, then learning to ride the wind or the shadows or to speak through another mouth may be more efficient than turning my skin to steel. A question for another night. Now, I must exist in this moment.
>>
I'm taking this is consensus as of now.
>>4833249
>>4833234


"I am curious about one thing" you say, as he finishes talking about the dealings between Lasombra and the Cappadocians - neither of which you know much about at this point. "You are do not king to your humanity - I can see that in in your eyes, and the way you casually talk about murder. And you are clearly not on The road of kings, like myself. How do you keep the beast at bay?" you ask, in a cold, but curious tone.


"Ah the curiosity of undead. And one of the most important one. Everything must be done to keep the done to keep the beast under control, is it not? Else that may be the last mistake we do." He nods, but continues. "I know a few things about your roads, and there is one thing we have truly in common - Promises. You mustn't break your oath, and neither shall I. My oaths are to survive, to kill when needed but also to defend my word. People may call us wild, but we too, have an honor. " He explains in more detail what carries him through the night - It is a strict code - at least as harsh as yours that keeps the man close to the primal instincts, but also ties him to respect others by keeping his word. (This is an ancient offshoot from the road of the beast - It replaces the third sin in road of the beast with not holding your word, and the eight one with "failing to offer hospitality to an visitor" ) You come to understand the road on a rather basic level - at least what would be considered impolite to one of him. Of course, It seems distant, but the values on keeping your word is a common ground. Far closer to your current understanding at least, than what the road of humanity offers.
You offer to explain your own road in return - and he seems at least somewhat interested to listen to the core ideas. The whole exchange of ideas takes about an hour, neither of you willing to go too deep into the intricacies of your roads too deeply. Once finished he gives you a toothy grin. "Well, I admit that i think your way of the world is far too rigid - This whole mess of hierarchy is not needed for one to be free. But I respect that you carry the weight of your words and oaths. " he pauses, and seems to weigh his words carefully. For a moment, you are a little surprised, considering the primeval nature of the man, but considering the weight he must lays in all of his words, it shouldn't come in too much of a surprise. "I admit, that it is not often I am invited like this - and for that I hold your respect. I hope our paths meet again, after I leave. "
(cont)
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>>4834082

"I must sadly leave tonight - I should not be late for our gathering. I wish to feed upon your heard before I leave, but in return - I can teach you a trick or two about survival. " You do not hesitate before accepting - he is still your guest, and dishonoring this would be a grave sin.
After both of you have fed the worst of your thirst slaked, he lets you track along the forest. He points things out - the direction of the wind, how the light of the stars shine upon you. From where you are unseen, where you can hide easier. how to recognize the tracks of animals, and of humans. at first it bothers you - how he utterly eclipses you in this aspect. But it also spurs you on - if a man like himself can understand this, would you not be wise to learn such tricks? How it can be used against your enemies. See them, before they can find you.
Once sufficiently far away from you keep, he halts. He says he wishes to continue to his destination, alone, and bids you farewell. You accept, and wish him in success - and tell him that he finds the tales of his clan glorious. You ponder for a moment - not the word you would have preferred- but the one that resonates with him. And such it must be - people need to hear what they wish for, and a ruler would be a fool to think otherwise.
You return to your keep, and consider what to do with all of this new information. Perhaps most importantly, how to deal with this information on the conflict in the south.
>Progress on roads 4/~600
>Progress on teaching 1/8
>Progress on outpost (50/65)
>Progress in improving survival (2/?)


(choose one)
>For now, we got more pressing concerns than the conflict in the south - when we get trade going, we can resolve it at that point
>other(write in)

Also, there is the idea of trying to continue our progress - Either we can continue mapping out the land or we could try learning the will of the land - and how to survive in it. (choose one)

>No, knowing our surroundings is paramount (100% map out the land)
>Continue at our current pace (50% map out the land, 50% practice our dexterity)
>Well, the hunter has a few advantages (50% map out the land, 50% learn survival)
>We must understand his teachings post-haste(100% learn survival)
>other (write-in)

(choosing one of the options where our opinions are split obviously takes longer time finishing either of the options)
>>
>>4834086
>Must understand his teachings post haste

I desire to be fleet as the wind!
>>
>>4834086
>For now, we got more pressing concerns than the conflict in the south - when we get trade going, we can resolve it at that point

>Continue at our current pace (50% map out the land, 50% practice our dexterity)
>>
>>4834086
>For now, we got more pressing concerns than the conflict in the south - when we get trade going, we can resolve it at that point
Trade is one of the lifebloods of civilization.
>Must understand his teachings post haste
I assume that this is a rare opportunity to get a instant upgrade in a skill.
>>
>>4834411
>>4834459
>>4834737


You brush the thought of the conflict aside for now - while it may be good to capitalize on it, for trade to work we need more preparation, and in the case we would take contact with the losers, if any it may become a hindrance in the long run.


Instead, your mind goes back to the lessons that Nereus gave us, and how you should capitalize on it. You decide that the best idea is to simply work on it while it is fresh in your mind - mapping out your surroundings can wait for now, while we may not have an eternity to do so, it is not pressing either. and so, night after night you trail the mountains and forest. Your thoughts go back to what he said - and you try to follow it. At first, its simply the base level of what he said - but after a while you begin to think about why he said the things he said at what points. What you were doing when the wind carries your scent in the way you are heading, how to recognize tracks - and the reasons why they are where they are. How to move when the wind turns.
And at the core - the primal fear of animals. You can tell it when you smell it on animals that have seen you. They know they are in danger. Your lust for their blood. They carry it, the sweat, the tense movements. In a sense, it is the natural and unnatural in union - the way nature rejects your existence.
The routine of first teaching the commoner from the village and then practice for yourself is interrupted about a week in, as a courier arrives at your keep. He hands you a letter. It has a clay seal on top of it - imprinted with a particular logo. A dragon biting its own tail, the ouroboros, with three carets between. You know this to be the symbol of your sire, and the rigidity of the seal verifies it has been unhampered with. Fuck. That's yet another small thing you need to acquire. The contents of the parchment reads as following:

(cont)
>>
>>4835964

"I am pleased to hear your progress in the arts - and as promised, I will teach you some of the skills in how to utilize it best. While I may have assigned you a task, there are other things you need to to do as well, and in doing this, you have once again proved your ingenuity. The assessment of your embrace was a correct one.

However, there are also other things we need to discuss, and how to proceed from here. I am curious as to your progress on establishing trade, from what I can ascertain, there is still much to be done.
We would be required to meet, and I expect you to get here - I am certain that you can make your way here safely, but I also understand that you would be unable to leave posthaste. Yet, there is a certain level of urgency. Do not idle more than necessarily.

Your sire

Vovivode Varnava"

You are a bit uncertain of the tone in the letter - he seems to approve of the progress you have made, but there seems to be more urgency in establishing the trade than what you have expected. Moreover, this leaves you in a bit of a hassle too - you would like to keep training, but this seems to not be an option.


And there is also the issue of transportation. How are you going to make it to your sire?
>Travel by night and make temporary stops - sleep in caves, or at worst, dig down under the ground and hide like this from the sun. This is slow, and in a way, dangerous but very subtle.
>try to arrange a carriage - then you can sleep in a coffin at day. However, a carriage attracts attention.
>other (Write in)
And there is also a problem of leaving your estate alone. How will you manage this while you are away?

>Leave it as is - you got enough of a ghoul prescence to keep it stable for a week or two. Besides, it is winter, and people tend to keep indoors.
>other (write in)


>Progress on roads 8/~600
>Progress on teaching 2/8
>Progress on outpost (50/65)
>Progress in improving survival (3/?)
>>
>>4835964
Fuck you 4chan for destroying my formatting.


Sorry for this block of text.
>>
>>4835967
>try to arrange a carriage - then you can sleep in a coffin at day. However, a carriage attracts attention.
>other (Write in)
Take some ghouls with us as assurance. Disguise the coffin as something no one really wants to touch. Would a cloak or full body armor protect against the harmful Ray's of the sun?

>Leave it as is - you got enough of a ghoul prescence to keep it stable for a week or two. Besides, it is winter, and people tend to keep indoors.
>other (write in)
See if the town has any "criminals" we could "redeem" by turning them into ghouls.
>>
>>4835978
Take the war ghouls.

But otherwise support.
>>
>>4835978
A cloak, and heavy clothes would provide assistance (lower soak difficulty), but not negate it. However, since it is aggravated damage, we only have 1 die(fortitude) to soak sunlight.

If we are in a coffin, fully stuffed with clothes, you would be fine.


>>4835992
Remember, your war ghouls are practically the opposite of subtle, and may be a "bit" difficult to handle without your control. But on the other hand, they may be enough of a deterrent in their own right. A show of power may prove useful in itself.
>>
>>4836008
Take one with us, put it in the carriage and make the carriage one that you can't see into. If we are stopped and the door opened, the ghoul can do as the ghoul does best.
>>
>>4836008
Note to self: invest vampire SPF 10,000 and increase our level of fortitude to at least 4.

>>4836014
+1. one ghoul in the closet, another one for face.
>>
I am a king and my subjects are bound to their roles. There is no need to unleash the ghouls on the population of the mortals. What harm would they do unsupervised for a time? They are not discontent. Would an enemy strike while I am away and steal my flock? A risk I shall endure, for the war thralls can not defend my demesne without my guidance.

Speed is the most important element. There is much to do. However, the One above me will question my plans for growing my kingdom, their empire. A cart is slower than a carriage, but not much, and in time many carts will pass these roads. I may gather what trade goods exist in my village, be they furs or meats or crafts or pretty stones. I may gather one among the peasants who wishes to become wealthy.

I could bring the war thralls with me, and hunt with them at night while the mortals run the horses by day. A pair would do, and bringing a few bandit heads with me would show initiative. Or I could leave the ghouls here to languish and focus on my inner eye during the trip. Listening to the sounds of the forests and the beating of hearts.

This path will allow me to make a list of the goods being produced along the way, that I might know better how to focus my efforts.
>>
I am a king and my subjects are bound to their roles. There is no need to unleash the ghouls on the population of the mortals. What harm would they do unsupervised for a time? They are not discontent. Would an enemy strike while I am away and steal my flock? A risk I shall endure, for the war thralls can not defend my demesne without my guidance.

Speed is the most important element. There is much to do. However, the One above me will question my plans for growing my kingdom, their empire. A cart is slower than a carriage, but not much, and in time many carts will pass these roads. I may gather what trade goods exist in my village, be they furs or meats or crafts or pretty stones. I may gather one among the peasants who wishes to become wealthy.

I could bring the war thralls with me, and hunt with them at night while the mortals run the horses by day. A pair would do, and bringing a few bandit heads with me would show initiative. Or I could leave the ghouls here to languish and focus on my inner eye during the trip. Listening to the sounds of the forests and the beating of hearts.

This path will allow me to make a list of the goods being produced along the way, that I might know better how to focus my efforts.
>>
>>4836025
>>4836014
>>4835992
>>4835978
Well, This has proven a little more bothersome than expected. While you expect that your ghouls could take care of all administrative effort while you are away, you are a little more bothered by the defense. Yet, you expect your keeper to manage it, with the assistance of the ghouls you have. While you know it would matter little against a straight up assault from a vampire, bar the most fledgling one - but it would provide against lesser attacks at least. And with this knowledge, you decide that it may be better to tag one of your war ghouls along - they would provide good protection during the day.
Still, there is the concern of transport itself. Your mind wanders astray as you ponders this task - of course, you could just wing it. A dangerous proceeding, but good practice. However, it is quickly brushed aside. The risk is too high, and the inability to move during the day is bothersome. Instead, you plan up a way to move during the day. A carriage, dragged by a pair of horses should work. For this, you go to work on planning. You should come up with a good solution of what to make - Preferably with a roof, so that you would at least have a little wiggle-room should worst come to worst, and the ability to hide your war ghoul you intend to bring from plain view. Fortunately, you already have a sturdy chest to rest in, so that is at least taken care of.


Please, a roll of craft + intelligence for the design of the carriage - as this is nothing that is already made to your specification, and you are really making this on the fly. Should you have more time, this would practically be guaranteed to be more than sufficient given your sheer thinking capabilities.


A roll of (5d10), please.
>>
Rolled 10, 4, 7, 4, 3 = 28 (5d10)

>>4836960
>>
>>4836960
Could bundle up ourself among pelts.
Hmm question does being covered by living bodies or standing in there shadow protect from the sun beacuse i have a idea for a living cloak of sorts.
Also for bone crafting we could experiment with puppets and pullies as hands are mere puppets to the strings pulled by the fore arms. And when do we lose control of flesh and bone?
>>
Rolled 4, 7, 1, 2, 5 = 19 (5d10)

>>4836960
Hmm are skeletons mere magical puppet constructs that pull wires of magic at certain points like muscles would?

Hmmm the greatest creation would perhaps be if our creations breed true and practice for our nimble fingers would be perfect on rats/mice if there are any as they breed fast and they are so compact less tissue so we learn more.
Hmmm bugs would be interesting to see what we could do with them
>>
>>4836993
>>4837005

Imagine what would completely protect you from the sun - both on a physical and metaphorical level. Remember, that even if we are protected from the stun, the mere sight of it triggers the primal fear that is within every vampire - rötschreck. The fear of Sun and fires. Remember, those are the two true "predators" of every vampire, and supposedly, the curse of god itself - so that we may forever wander in darkness.


As for our flesh craft amplitude, think of it as if you are sculpting clay - only that it is alive. If it's dead, it will act as if it is dead. As long as it is alive, and is capable of staying alive, it will be. We are not "controling" flesh and bone per se.
>>
>>4837039
Would it be possible to flesh craft ourself to a degree where we lose that fear of the sun?
>>
>>4837142
Right now? No. That would be as to ask the sun to not rise in the morning. Perhaps there are ways to do so, but as of right now, and the imminent future, that would be impossible - like telling a fish to walk on land, or the trees to start flying.
>>
>>4837342
the fish walking on land is not the weirdest thing but flying trees definitely i was thinking of wearing a meat sock or mech that we inhabit
>>
>>4837810
or like a meat wagon where we rest inside like a sack under the wing case of a giant mammal bug thing
>>
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>>4836972

Well, there are plans, and ideas, but then there are also the good ones - things you think you can succeed with. You really do prefer for things to be done like this - where you can thoroughly ascertain what to do. Where it relies more on your capabilities of how to design, create and envision things. Urgh. living and dead, people are such bothersome unpredictable variables. nonetheless, this is not where your focus should lay. Instead you concentrate, and finish the designs on your carriage. It's far from pretty, but it is functional. It utilizes the base of a "regular" carriage, not that they are in any way two truly alike, but that is a problem for another day. the bottom has been re-enforced, to tolerate a heavier load, most importantly the heavy wooden barrel vault. Hell, the design reminds you a bit of a coffin in itself. additionally, it has space for your war-ghoul, and another clever design - a trap door that would let you escape underneath the carriage in a last-ditch effort.
You present your design to the craftsmen in the village personally - It is important that they understand exactly what you want made. Thankfully, the process is fast - the fact that you used a regular carriage for the base significantly speeds up the process, and before the week is done it is completed. Meanwhile, you have found a suitable man to cover for you during the day - once ghouled, he is reliable enough. The man is of average, build, if a little on the tall side, however what matters is the way he seems practiced on horseback, an experienced rider. once the blood bond is complete, you know that you can trust him completely: He would die for you - let us hope that it does not come to that. Ontop of that, you have made some changes to the coffin - it is now completely blank and smooth from the outside, but within, you have made a simple bolt of wood to act as a door handle. The coffin remains sealed from outside, unless actively broken into.
You are still at unease, and once the day draws nearer, it creeps you out even further. Eugh. Still, there is one important choice before you take your burial-like transportation; do you keep your ghouls at a regular level, or do you feed them deeply of your blood?

>Keep it light - if anything we need to be at full efficiency.
>Let them drink deeply. That way they can fuel potence or fortitude if needed, and could recover from a strike that could cripple mortals. (A ghoul with more blood can power physical disciplines, and use a lesser form of regeneration. Still, a base-line ghoul is a match for a trained soldier, just from the added potence and the durability of vampyric blood.) taking this option would give both of the ghouls 5 blood points, and drop you down to 20/30 (-1) for rising next night.
>Other(write-in)

Lastly, you make certain to give the charioteer a spear - the weapon of the commoner - and the battlefield.
(I will also require a roll of a singular d10, for any encounter)
>>
>>4837866
>Let the remaining war ghoul drink deeply
They are the only one that really needs it.
>>
>>4837866
>Let them drink deeply
We can refuel on the way if we need to.
>>
Rolled 5 (1d10)

>>4837866
>>
>>4837880
>>4837892

waiting for a tiebreaker here, but probably wont be on much today, project presentations + its my birthday
>>
>>4837880
Support
>>
>>4837866
>Let them drink deeply.
We could always take a sip from a village to top off our blood levels. Not too much from a single person of course.
>>
>>4837880
>>4839125
Not entirely true. If our rival makes note of us leaving, they may attempt to strike at our domain again. Having stronger ghouls might be a better deterrent.
>>
>>4839357
okay i support this logical course of action we must protect our domain as we are away
>>
Im not dead, just very, very hungover - sorry.
>>
>>4841742
no problem take care of yourself and drink water and eat food
>>
>>4837892
>>4839463
>>4837880
>let them drink deepy.

You decide to feed both of your war ghouls, ensuring that they have enough blood to fuel the gifts of the blood. It is primitive, letting them drink from your hands but it is also the simplest way to do it. Thankfully, your blood is strong - and the process of topping off your ghouls is relatively fast. You are drained, but not terribly so. You still have much blood to draw upon. Before you leave, you make sure to pack two spears, one for yourself, and one for the ghoul in charge of steering the carriage, worst come to worst. Dawn is arriving soon, and yet you are doing what is the complete opposite to what your kin should do - Planning to travel as night comes to a close. Finally, you load the carriage with your coffin, it is heavy, and you require a little assistance. It feels safe, at least comparatively, as you seal yourself with in the wooden tomb. The ride is unpleasant, bumpy - but thankfully the curse of the day calls, and sends your dead body into the death-like torpor. The curse of unlife, banished by the light of the world. Your dreams are hazy, as the world changes around you, yet the same - thanks to the boxes of native dirty you sleep with. Anchored - yet fleeting away.
(19/30 blood)
Your waking is abrupt. The carriage is still, but a little sound can be heard. Breathing of your war-ghoul. the smoldered embers of a now-dying bonfire. You unseal yourself from the chest, or rather burial coffin. After all, you are dead - more so in day than night. Yet, you do not breathe, you do not have a pulse. You focus as you pull yourself out of the coffin. This is not the moment for ponderings of your condition. we're on uncertain ground, and we should be on the move, on the lookout.
You realize, that you are mistaken. As the sun has died down, so has the movement ability of your party too. Just like you must sleep during the day, they must sleep in the night. A horse cannot work every waking moment. It is eerily quiet, as the man goes to sleep on the ground. Your war-ghoul is awake, but not the best of companionship. Not much of a conversation can be made there.
You are, for a lack of a better word - bored. You sit here, on a carriage on a dirt-path on a road. Without any real purpose. Time is just slowly sinking by. You cannot do anything else - You need to be on alert, in case of dangers. Cannot leave. And so it goes, for the entire night. You try to think about things you have brushed aside - larger goals, the symbolism of your dreams, but it all deludes you. You find your hand slowly pet your war ghoul, like a man pets his hounds, only that instead of fur, you have bony plates and spikes, with bulging muscles underneath. It does not mind - only waiting for danger or command. Eventually, the night comes to an end, and again you are sent to the darkness. The next night is much the same. The dreadful bore of silence and rustling leaves.

(cont)
>>
>>4844305


But the third one is not the same. You take your guard, peering into the dark night - but you feel something is up. Tension. And less than four seconds later, a arrow thuds against the wood of the carriage - less than a hand away from your throat. You focus from the direction it came - and you can see the shape of three men - or rather a man and two beasts - two war ghouls, of a different design than yours, and a archer supporting them. Thankfully, none of them are vampires - they smell dirty, like sweat and dirt - unlike the lack of scent of us. You scoff a little, inferi- But you quickly push the thought away. Not the time. Focus. Yes, wake your ghouls. You cry out "We are under attack!" as you grab the spear to your side. Then, there is only the slight regard to strategy you need to make.
>Go for the archer.
>go for one of the war ghouls
>other

You have also blood to spend - You can spend up to 6 blood per turn, to heal, fuel disciplines or to buff your physical attributes for the rest of the scene. You can buff your attributes up to a max of 7
>buff your attributes(specify)
>do not buff.
>>
I was in a box. In the soil of my homeland. It gave me time to listen. Time to flex my mind and extend my senses.

Yet I was not alone. Of course, the ghouls and the mortals of my trade expedition were there, but they were not my company, for that was the Beast. It rode with me, gnawing at me and wearing at my concentration. Reminding me of my hunger.

Then I heard it. The shaft piercing wood. The beast rising with hunger, elation, bloodlust. I allowed It to course through my veins, lending my shell strength and grace. I attacked the human, that I might taste the quality of their blood. That which was theirs would soon become mine. And this test of war ghoul against war ghoul would progress as intended.

>Increase Dex by 1 and Str by 3. Grapple and drain the archer.
>>
>>4844473
+1
>>
>>4844309
I'll support >>4844473
>>
>>4844473
Support and good flavour text
>>
Rolled 8, 8, 5, 4, 8, 10 = 43 (6d10)

>>4844473
>>4844647
>>4845074

(while the rules explictly consider grapple engagments to be dex+brawl, which i find rather silly, and the means of strength are useless against a mortal under the spell of the kiss as feeding is essentially so estatic for a mortal that they may as well not be conscious, i will let this roll go with strength + brawl instead)


Rolling, as to not delay further.


I'm writing. Sorry, I will be more clear next post!
>>
>>4846136
by gods, had that been a straight up attack the poor mortal would be cleaved in twain
>>
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>>4846136
In an assault like, there is the but one thing to do. The call upon the power of our blood. You let it surge upwards. Flow. You feel as your blood rages. Your body rages, your eyes flare, as the most ancient curse upon this world rages alive in your chest. The curse of your forefathers, one nothing can change. And you let out a roar, the sheer savagery surprising even yourself for the most fleeting of moments. you rush, faster than ever before in your life, leaping off the edge of your carriage, leaping over twenty five feet. your lunge is impeccable, and you know that the man shooting the arrow has no escape - You are too fast, and he is caught by surprise. It seems as if they were not expecting such savagery. The archer shoots an arrow in fear, and you can duly note something lodge itself within you. Before the two of you even smash into the ground, your extended fangs have sunken into their throat.
Nectar, sweet succulence. but this is not the time to enjoy the blessing, even as the world fades from view, and everything becomes the draining. the focus it is hard, so delirious, but you pull - forcefully. You must drain this man, post haste, to the point that he cannot stand anymore. And so you do. It is a rush, chaos as the vitae of life is ripped from life to unlife. From creation to unmaking. You feel feverish, alive, and, and -
Pain.
you return to reality, as you realize that one of the war ghouls have used your immobility to your advantage - too late to avoid the attack, at this point you can only do your best to not get savaged too badly.

(please roll stamina + fortitude. (4d10), if you wish you may spend a blood point to get one automatic success)
What do you do next?

>attack the war-ghoul (dexterity + melee to hit with your spear, 3d10) (damage is 7d10)
>keep draining the archer. At this rate, if you drain him for another turn he's doomed, and put out of the fight.
>try to disengage. (dexterity + athletics, 2d10)
>other (write in.)

Of course, you may blood buff further.

>current blood: 18/30
>>
>>4846190
oh, i forgot one alternative.

>You could strike down on the war-ghoul with your Vicissitude powers. that would be strength + body crafts (7d10) for a hit and damage. This attack would consume a blood point. Notably, this is more difficult, and would be decided against a difficulty of 7 instead of 6.
>>
>>4846190

>You could strike down on the war-ghoul with your Vicissitude powers. that would be strength + body crafts (7d10) for a hit and damage. This attack would consume a blood point. Notably, this is more difficult, and would be decided against a difficulty of 7 instead of 6.
>>
>>4846190
Kind of want them alive to interogate
>>
>>4846330
I assume you mean the "civilized" ghoul. The war ghouls are by all means, broken. While they cling to some humanity, without an ability to skim their memories, it would be nearly impossible to get something out of their minds.
>>
Rolled 8, 9, 4, 10 = 31 (4d10)

>>4846190
>Hit with Vicissiture

Lets tank
>>
>>4846380
I think we tanked.
>>
>>4846380
>>4846387
Sure did.

Now you also have to come up with how our fortitude manifests, as this is our first real application of this discipline.


The most common two are either:


>Your skin is that of steel. Swords hit, and bounce off.
>Swords pierce, but you keep moving, as if unharmed, no matter what, it is still just a glancing blow.


But it can also manifest otherwise. to some, it means that they can be torn to shreds without bleeding or injury, and still move and rage. Perhaps your flesh bends. Feel free to be creative.
>>
>>4846418
I like the first
>>
>>4846418
I'm inclined to Say that the skin and flesh bends and parts before coiling back together in the wake of the passing blade.
>>
>>4846380
>>4846317
Alright, seems like we have agreement here, a roll of 7d10 please.
>>
Rolled 20, 20 = 40 (2d100)

>>4847619
>>
>>4847619
Wait is this a 7d100 divided among players, first person to roll 7d100, or best of three?
>>
>>4847682
just the one roll of 7 d 10.
>>
Rolled 3, 1, 3, 8, 10, 3, 4 = 32 (7d10)

>>4847691
Woops
>>
Rolled 7, 2, 3, 7, 1, 2, 2 = 24 (7d10)

>>4847619
Whoooooooo
>>
>>4846956
could do some variant of this with our flesh fraying apart like fibers or worms that then weaves/stitches itself together
>>
>>4846380
>>4847697


You wince at the claw that is stabbed straight into you, and does... nothing. Your undead flesh is ripped open, and the just re-seals itself, as if fibers woven together become undone-and redone. the ghoul seems to be just as surprised. nevertheless, you release your clinch on the ghouled mortal in your arms, his essence drained but not empty. The archer stumbles back, dazed and still a bit ecstatic - despite the quite profound wound on his throat bleeding. FEED. CONSUME. You can feel the most primal hunger entice you, and you wonder why you let him go. Right, the talons to your gut. You twist your upper body, focusing the flesh weaving into your hands as you slam your palm into the ghoul with pure rage. Unbridled tearing, as you force your powers not to make or rework, but to shatter bones and flesh. It passes through the left shoulder of the ghoul, savaging the clavicle and acromion, sending bone fragments deep into the body as well. as your hand exists the body, it does not leave a exit wound, but rather the perversion of flesh and muscles, just as if you had thrashed in water, leaving a splashing frozen in time where the shoulder of the ghoul once was.


The ghoul wails in a rasped, high pitch tone, as the arm goes more of less limp, the usage greatly diminished, and in return it tackles into you, toppling you over, as your current position gives you little opportunity to fight back against the leverage. You can feel the thick, thornlike spikes covering the chest of your assailant sink into you, as it strikes again with the bone claw protuding from the still-useful arm.. However, the strike feels weaker this time.

(please, two rolls for soak this time, 4d10, one for the thorns on his chest, and one from the claw.)


>Again, we will sweep through the ghoul with vicissitude, and this time he will not be as fortunate. (str+body crafts, 7d10, -1 blood, difficulty 7)
>From this position, you could quite easily bludgeon him with your arm. (Str+brawl, 6d10. difficulty 6.)
>You could also try feeding on the ghoul - but doing so would mean you would press your face into the thorns on his chest and shoulders. (this would incur further damage to soak, but also start draining the ghoul)
>other
>current blood: 17/30
>>
Rolled 4, 5, 2, 10, 7 = 28 (5d10)

>>4848268
Roll for ghoul claw
>>
Rolled 9, 3 = 12 (2d10)

>>4848268
roll for ghoul thorns.


Again, please don't roll for attacks until there is consensus, but two soak rolls are needed.
>>
Rolled 5, 3, 6, 7 = 21 (4d10)

>>4848268
Curious.

Uhh, Bludgion looks like the good option here.
>>
>>4848278
could we smash them into the neck to break and or flatten thorns?
>>
>>4848268
Vicissitude
>>
>>4848315
Subject to Soak, unlike vicissitude, no?
>>
>>4849101
yes, vicissitude deals unsoakable (except for fortitude) lethal, and is rather unique in doing so.
>>
>>4849099
Support lets see what else we can do perhaps go for the head or neck?
>>
>>4849465
Closing the wind pipe should have some effect, no?
>>
>>4849475
yes, that would leave the war-ghoul to choke out, but the difficulty of such a precision strike in a messy tumultuous brawl like this would probably be difficulty 8.
>>
>>4849596
Just push on the neck, no? He can't exactly dodge and we have two hands to his one. Should be pretty easy to do. Downside is that it will take time to kick in and he is still on top of us.
>>
>>4849664
>>4849099
>>4849465
Sounds like you made up your mind either way, a roll of 7d10 thanks!


I am also waiting for the second soak roll of 4d10.
>>
Rolled 2, 7, 6, 6, 6, 4, 5 = 36 (7d10)

>>4850249
I'll do soak if nobody does in about 50 minutes.
>>
Rolled 1, 5, 6, 5 = 17 (4d10)

>>4850249
>>
Rolled 7, 3, 1, 1 = 12 (4d10)

>>4850249
how many more dice do we need?
>>
>>4854201
None, I think the QM just had a bit of a Torpor.
>>
>>4854210
hope there will be a new thread after this if it dies
>>
>>4854210
>>4855801
Sorry, i just had a very heavy weekend (as usual), working for 15 hours on friday, then drinking until sunday morning.
>>4848273
>>4848315
roll for first soak, 0 damage through
>>4848278
>>4850360
roll for second soak, 1 damage through (1 cancel out success)

>>4850289
You gasp in pain as the shock of the pain makes you reconsider - just for a moment, before you strike again - You try to push your hand towards the ghoul's throat, but you are in a little bit of a daze making the vicissitude-based strike miss your intended target, instead striking to the shoulder. You deform it, shattering bones and disrupting flesh, but it feels as if this wasn't very effective. On the other hand, you have just cleared up enough of the shoulder to allow a bite there without self injury.

You keep wrestling the ghoul, with neither of you getting much of an upper hand, and you see how the archer starts to get out of this daze. shit, this could turn out badly at this rate.


(please, two rolls for soak this time, 4d10, one for the thorns on his chest, and one from the claw.)


>Again, we will sweep through the ghoul with vicissitude, to try to maim the neck (str+body crafts, 7d10, -1 blood, difficulty 7)
>From this position, you could quite easily bludgeon him with your arm. (Str+brawl, 6d10. difficulty 6.)
>You could also try feeding on the ghoul str+brawl, 6d10, difficulty 7 (this would incur further damage to soak, but also start draining the ghoul)
>other(write in)

>current blood: 16/30


We are currently at bruised, this leaves no dice penalty, but further damage would set us at hurt, impending a -1 penalty to all rolls (except soak)

>We could spend a blood point to heal this, on a successful stamina+survival roll (stamina+survival+fortitude, 5d10)
>>
Rolled 4, 10, 8, 6 = 28 (4d10)

>>4858432
roll for ghoul claw
>>
Rolled 1, 3 = 4 (2d10)

>>4858432
roll for ghoul thorns
>>
Rolled 8, 2, 7, 4 = 21 (4d10)

>>4858432
>>
>>4858453
feel free to roll for the second soak roll.


I also made a choice, slight error on option 3, here is correct version:

>You could also try feeding on the ghoul str+brawl, 6d10, difficulty 7 (this would not damage the ghoul, but drain the blood pool)
>>
Rolled 3, 10, 1, 8 = 22 (4d10)

>>4858944
Soak.
>>
Still waiting for choices to be made, i got about 1-2h before i must go to sleep
>>
Rolled 10, 7, 8, 9, 4, 2 = 40 (6d10)

>>4858944
lets feed on the ghoul
>>
>>4859075
I am willing to soak to just break the tie
>>
>>4860062
Soak isn't an option, it's something you do when taking damage.

>Feed on the ghoul.
>>
>>4860521
then please lets feed on it using my dice or something also was it not you who soaked?
>>
>>4858433
>>4858453
3 -2 success on attack

>>4858435
>>4859075
0-1 success on second attack.

>>4859195
>>4860521
4 success


You groan out in pain as your vision blurs for a moment, as you can feel the massive bone talon sink into your gut again, pushing deep inside. You feel your undead body bulge and move around it, absorbing most of the horrid strike, but some passes through, tearing up your insides. Not that you need them all too much, but you're not immortal. The beast within you surges, rages and wheezes, and you realize that with your last strike you've cleared a path on the shoulder on the ghoul, a place you could sink your fangs into. You rip the war-ghoul closer to yourself in this primitive scuffle, and as you sink your fangs into the ghoul, your vision becomes a tunnel, as once again you feel the sweet ecstasy of blood, the nectar of life subsumed, pleasing, draining and utterly dominating your entire universe. You feel the beast demand you to just keep draining, and draining, and in the back of your mind, you realize that you should be in control here. You shouldn't let the beast dominate yourself. You rule here, at the very least yourself!
Please make a self-control roll. This is an extended roll, where you must achieve 3 successes against a difficulty of 5. For every roll you have not achived 3 successes, you keep draining the ghoul and is incapable of doing anything else.

>roll self-control (3d10), repeat this until we have >3 dice over 5
>>
>>4860666
I'm probably posting the next update in a new thread, but i'll link it!
>>
Rolled 7, 7, 3 = 17 (3d10)

>>4860666
>>
Rolled 5, 6, 3 = 14 (3d6)

>>4860666
>>
Rolled 4, 6, 2 = 12 (3d10)

>>
>>4861434

new thread



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