Lord of Darkness : A Vampire Prince planquest

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Rule the nights of a city as a vampire Prince. Crush your foes, assert your domination and, most of all, extract servants and precious blood from the teeming masses of mortals.
Character Creation P1: A new night, A new Prince
Location
France
Vampires. They are lords of the nights, hunters of men, parasites that have been feeding and corrupting human societies for thousands of years. Since before the dawn of History, they have spread over the world and gathered in cities, where they can easily find mortals and take their sweet blood.

When predators gather, they fight for preys and hunting ground, and the vampires are nothing if not predators. So the strongest triumph, and claim the city as their territory, and declare themselves Prince.They govern through might, take from the mortal and give to their servants. They share the spoils with their progeny, and those too strong to be destroyed. And they ensure that the mortals herds do not wake up to the wolves amongst them, lest the mortal hordes unite against the lords of the night and destroy them through sheer numbers, the bite of fire and the cruel rays of the sun.

This is the story of one such ruler, one who recently took the Princedom of a city during the strange nights of the 21th century.
Hello and welcome.
In this quest, you will play as a new vampire Prince trying to extend their influence in the nights of a modern world inspired by the World of Darkness.
Using the model of a planquest, the game will be divided into turns.
Each turn, you will have dice (representing servant and the personal might of your ruler) and a pool of Blood points. The dice will be attributed to various actions, with each action having a price in Blood to pay per dice attributed.
The dice will be rolled, and their result added to the actions progress bar. When the accumulated progress goes over a threshold, the action will be completed.
This quest is different from other planquest because the economy being built up is a parasitic one. You will not build up industries or construct housing, but infiltrate institutions, corrupt powerful people, claim territories in much the same way as a gang and crush other supernatural forces for supremacy.
Another difference is that over rolling too much over the success threshold of an action will have violent consequences. For example, if you attribute dice related to a vampire to an action to clean some gangsters from your streets, and roll too much over the threshold, expect people to ask questions when a lot of bloodless corpses are found.
Such consequences will increase Suspicion, representing how much supernatural and mortal attention has been attracted by the prince's action, and how much they have endangered the secrecy of vampire society.
If Suspicion ever reaches 100, the Prince Domain will be crushed under a swarm of angry mortals.

Who is this new Prince ?
As a vampire lord, the personal power of our protagonist will be far more important than in many planquest. A powerful lord will be able to not only act more, but defend their throne far more efficiently from competitors, and control more followers.
The Prince will have a limit on the pool of dice they can hold, around twice their personal dice pool, the Control limit. This Control Limit determines how much Servants dice can be owned, representing the direct, loyal slaves of the Prince.

As a rule of thumb, 1d50 represents 1 Control point, 1d100 2 points.

To expand their power, the Prince as 4 options :

-Learning supernatural powers to increase their Control Limit.
-Increasing their personnel might to increase their personal dice pool
- Give responsibility and power to their followers (creating a pseudo-feudal structure) to earning Vassal dice, representing the actions of powerful subordinate, able to act beyond the awareness of the prince
-Negotiating alliances and tributes with other vampiric or supernatural factions, earning Alliance and Tributaries Dices and tying up the prince in a net of obligations and debts
-Earning the personal loyalty of independent actors, earning Coterie Dices. A Coterie Dice is in many ways the equivalent of asking an adventurer to do something. Success will mostly depend on the personality, skills of motivation of the actor connected to the dices.


[] A recently woken Elder
Our new prince is an elder, one who has existed and hunted for more than a thousand years, and slept for at least five hundred years. By virtue of age and experience, this Prince was strong enough to take the throne of Prince by pure might after waking up, and crushing most opposition. However, such a Prince is alone and lost in an alien time, and surrounded by those who would destroy them, out of fear or greed for the powerful blood of an elder.

- Ancient : begin with threes Elder personal dice, each worth 2d100, and a Control Limit of 12
- Millenia of experience : Enhance the effects of any vampiric powers or perks, unlock actions related to ancient history.
- Stranger to this century : Lock some actions and give a -30 malus to most rolls due to lack of familiarity with the modern world. Will lessen with time.
- Countless foes, no allies : Stronger enemies factions, no starting allies.


[] An Experienced vampire

Our new prince is an elder, one who has thrived in the world of vampires for more than two centuries. After countless needs of carefully sowing discord in the court and earning the support of the powerful factions in the cities, and some use of mortal's incendiary ingenuity, the old prince's heaven (and most of its surrounding) was turned in ashes, and the throne taken. Now, allies need to be repaid, and surviving foes eliminated.

- True Vampire : Begin with two Vampire dice, worth 1d100, and a Control Limit of 4. Begin with two Mortal Servant dice, worth 1d50 and 1 Control point, and 1 Ghoul Servant dice, worth 2 Control points.
- Centuries of intrigues : Begin with two allied powerful vampiric factions, providing 2 Elder Alliance dice (worth 1d100) and additional Blood.
- Favors to be repaid : Begin indebted to the allied factions, with actions needing to be fulfilled to prevent retribution.

[] The Leader of a Fledgling Revolt

Our new prince is an oddity, one still young and idealistic vampire that was supposed to be used has pawn in a conflict between the Prince and multiple powerful ancient that turned the table by convincing the others pawns in the game to join them and try to destroy their masters. And in a most impressive display, these young and weak vampires succeeded, and without betraying one another !
At least for now. Endless nights have a way to erode away even the strongest of bounds...

- Fledgling : Begin with one Fledgling personal dice, worth 1d50, and a Control limit of 2.
- Alliance of the young : Begin with three named Fledgling loyal to them, each with 2 Fledgling Coterie dice (worth 1d50), and their own specialty.
- Preserved Humanity : Unlock additional options connected to humanity and modern life, lock the most immoral actions. Will probably decay with time.


Second, what is the specialty of the Prince,the occupation that has filled their nights ?
Since vampire Princes are more akin to feudal lords or mob bosses than members of an actual bureaucracy, what actions are available in the quest will strongly depend on their skills and preference.
Additionally, what vampiric powers a Prince has developed over the nights will influence their personal dices and perks.


[] Warrior
Their nights were spent fighting and killing other beasts. (Unlock actions related to violence and martial training, increase personal dice and actions taken related to violence)

[] Courtier
Their nights were spent with the lies and intrigues of vampire society. (Unlock actions related to control over other vampires, increase Followers dices limit)

[] Steward
Their nights were spent manipulating and managing the mortal herds of vampire society. (Unlock actions related to control over mortal, unlock the creation of Front, allowing to hold dice beyond the control pools into an organization indirectly controlled by the Prince in exchange for a limitation on how these dice can be attributed.

[] Scholar
Their nights were spent studying the mysteries of blood, the vampiric condition and the supernatural. (Unlock actions related to the supernatural beyond basic vampiric natures, unlock more mystical power and unique type of dice)

[] Spy
Their nights were spent in the shadows, watching and learning the secrets of the unawares. (Unlock actions related to spy-networks and blackmail, increase the safety of the Prince and the quality of the information available)
 
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Prince Sheet
Prince Sheet

Name : Godfrey D'Arcy
Title : Prince of
Bloodline : Húsmágnás, Herder Caste

Description :
N/A

Dice pool : 2 Fledgling dice (1d50 each)

Control Limit : 0/2

Skills :
Biology, chemistry, selective breeding and the shaping of flesh

Perks :
Alchemist of Flesh and Blood : Can spend one dice to add 2d50 to one project's roll for the turn

Weakness :
Bound of Fealty : If the character ever drink the blood of a Lord caste Húsmágnás, the charcter will be bound to the Lord's will.



Renault de Montfaucon, Freed War Dog
Bloodline :
Húsmágnás, Warrior Caste
Dice pool : 2 Fledgling dice (1d50 each)
Control Limit : 0/2
Perks :
Blood Knight : +10 to personal combat, will re roll combat roll in exchange for wounds to himself)

John Smith, True Nameless
Bloodline :
Nameless
Dice pool : 2 Fledgling dice (1d50 each)
Control Limit : 0/2
Perks :
Without Traces : +10 to Information Gathering actions, reduce risk of discovery as John slips from every mind.

Afua Owusu, Twister of Laws
Bloodline :
Nameless
Dice pool : 2 Fledgling dice (1d50 each)
Control Limit : 0/2
Perks :
Nigh Lawyer : Unlock the ability to acquire and control legal business through more or less legal means (beyond the usual vampiric strategy of intimidation and mind control), and manage financial assets.
 
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[X] Plan get off my lawn
-[X] A recently woken Elder
-[X] Steward


Well my plan isnt winning so guess i change my vote @Brightflame
 
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I want to give a quick little summary of my reasoning for my plan
1. Its the middle option not full headstart as an elder but also not as weak as fledling
2. It comes with some interaction and conflict built in with mortal servants and a ghoul along with allies that have to be apeased for their support of our rise to power
3. I choose stewardship because its the best mix of softpower and hard allowing for day actions while asleep compared to courtier or spy. Warrior would be too simple brute unga bunga
 
[X] The revolutionary in Hard mode.
-[X] The Leader of a Fledgling Revolt
-[X] Warrior

I'm already quite bored with all the quests with super intelligent characters that start in easy mode. So I'll leave this plan here and hope it doesn't get drowned in the sea of Scholars and bureaucrats.
 
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Adhoc vote count started by OldShadow on Nov 18, 2023 at 6:07 AM, finished with 21 posts and 16 votes.

Current tally.
I am going to let the vote run for 8 to 10 hours.
 
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