Of Wolves and Men: A Werewolf Quest

Current Tally. Plan to call the vote at about 11:30 AM CST (when my next class ends).
Adhoc vote count started by LinkOnScepter on Sep 26, 2017 at 10:55 AM, finished with 20 posts and 14 votes.

  • [X] Being called away by one of the female camp followers. It was pretty obvious what she wanted, but you were already slightly drunk off ale.
    [X] Someone you didn't know, but felt sorry for nonetheless. (Sire is alive)
    [X] Teeth….claws….impossible strength….your bones breaking. (Werewolf Brute)
    [x] Against a renegade Mage from Slenait. One of the students from the Guild had gone mad, and was carving a path of destruction towards Aranbi. The Silver Pendant knew that they couldn't allow her to reach the Province, else the storehouse would burn. So, it gathered up all of it's forces and marched to face the threat. You were among the forces arrayed against the Mage. She killed over a half of your thousands strong force, before you finally put her down. You somehow made it through her defenses, sinking your lance through her chest. (Trait: Anti-Magic)
    [X] Saved the village of Akal from a Beastmen raiding party. You and your best friend, Belle, had spotted the flames from a hill where you were sparring. You were the first to saddle your horse, and told her to go back to the Citadel to get help. When you arrived, five houses were on fire, and the savages had already killed six people. You ran in there, alone against over a hundred furred monsters surrounding you. You held out long enough for reinforcements to arrive and drive off the rest. (Trait: Hundred Beast Slayer)
    [X] Words….your mind going blank….body….not listening to you. (Werewolf Dominator)
    [X] A bite on your neck….blood...too fast...can't see them. (Werewolf Assassin)
    [X] The one who brought you here. Burning to death. (Sire dead)
    [X] Being called away by one of the other Knights. He said he wanted to go over some new techniques with you, and you followed.
    [X] Discovered a hidden clutch of Drider eggs being prepared for an invasion from the southern Koleth Tribes. You were the only other knight nearby at the time, thus the only one who could stop them. So, you flung yourself into the nest. By the end of the fight your horse was dead, your sword and shield were broken, and your lance had been turned into splinters. But you had won, twenty adult Driders dead at your feet. You burned the clutch, and took the leader's head as proof of your victory. (Trait: Spiderbane)
    [X] Words….your mind going blank….body….not listening to you. (Werewolf Dominator)
    [X] The one who brought you here. Burning to death. (Sire dead)
    [x] In a Skirmish between the Kingdom of Deris and the Dragonkin to the west. High King Dragnar had called all of the Orders to the battle. The Silver Pendant was asked to come in and smash the enemy while they were caught in battle with the Iron Hand's infantry. The battle started out in your favour, but then the enemy general, Eonsha the Chosen, came into the fray. He cut a swath through the Iron Hands before your Order could even get in the battle. You were forced to charge in early, but it was enough to separate the enemy forces. In the chaos of melee you saw a chance to pierce through Eonsha's hide from behind. You took it. With the death of their leader, their forces routed, and you were victorious. (Trait: Dragonkin Slayer)
 
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Alright, calling it.

Gaston is Anti-Magic, he was called away by a female Sire who is alive, and he's a Werewolf Brute.
 
Mechanics
Turns:
  • The Updates will be divided into Turns. Every Turn will be 1 week, which means that every 4th Turn (with a few exceptions) a Full Moon will rise.
  • Every Turn you will have 2 Actions to spend.
  • Sometimes, Events will occur and you will have to deal with before you can take an Action.

Actions:
  • Actions are what allow you to perform task during a Turn. You get 2 Actions at the start, but this can be improved over time through hard work or specific items.
  • The task you can perform are divided into four categories:
    • Training: Improve your Stats or Learn new Traits
    • Exploration: Go looking for people/loot/places.
    • Pack Management: Speak to members of your Pack if you have any.
    • Social Ventures: Go speak to specific people who aren't in your pack, or just head into a nearby town to find/purchase things.
  • Sometimes, Events will occur, and 1 or all of your Actions may be locked depending on how important the Event is.

Stats:
  • There are two types of Stats: Human Stats and Werewolf Stats.
    • Human Stats are, whatelse, your abilities as a base human. They fall under three Groups: Physical, Social, and Mental.
      • Your Physical Stats represent how strong, agile, and resistant you are. They are represented by Martial, Dexterity, and Endurance respectively. However, Martial is both representative of your overall strength and your skill at swordplay. These are used primarily for Combat.
      • Your Social Stats represent your charm, capability to lie, and your ability to command attention/troops in battle. These are represented by Charisma, Manipulation, and Presence respectively. These are used primarily for Social Interaction.
      • Your Mental Stats represent your overall intelligence, quick thinking, and perception/empathy. These are represented by Intellect, Wits, and Wisdom respectively. These are used primarily for Planning or Critical Thinking Moments.
    • Human Stats cap at 75, which represents the pinnacle of normal human ability. It can go higher, but it requires either magical assistance or something else.
    • Human Stats can be improved through simple training.
    • Werewolf Stats are your abilities when in your Werewolf Form. They are a bit simpler and thus there are only three of them: Ferocity, Speed, and Dominion.
      • Ferocity represents your overall strength when in Werewolf form. It's mostly used for Combat.
      • Speed represents your overall, well speed, in Werewolf form. It also represents how stealthy you are. It's used for a lot of things, including Combat and chasing down prey,
      • Dominion represents your overall power to dominate other Werewolves. Higher Dominion means more Werewolves are likely to bow to you, join your Pack without a fuss, and not try to betray you. Low Dominion means you'll probably have to beat some of your Pack back in line, might have some deserters, and have to worry about rebellions.
    • Unlike Human Stats, Werewolf Stats cap at 150 as they are well beyond human capability.
    • Also unlike Human Stats, you can't choose how Werewolf Stats level up, at least at first. Every Full Moon, if you're unable to control your urges, you will go on a rampage and I will make a random roll to see if any Stat improved during your spree. At higher levels of Control you will be able to control how your Stats improve. You will also gain Traits at random for your Werewolf Form.

Werewolf Types:
  • There are three main types of Werewolves; Brutes, Assassins, and Dominators.
    • Brutes are the powerhouses. They have some of the highest Ferocity, but lowest Dominion.
    • Assassins are the speedsters and ninjas. They have the highest Speed, but lowest Ferocity.
    • Dominators are normally the Alphas. They have the Highest Dominion, but lowest Speed and Ferocity.
  • These are the base types of Werewolves, however it is not unheard of for a mutations/evolution within a powerful enough Lycan…
Control:
  • The last Stat is shared between your Human and Werewolf Stats: Control.
    • Control represents how much influence you have over your Werewolf form. The more Control you have, the more you can do with your Werewolf form. You can even get it so high that you can change when there isn't a Full Moon in the sky.
    • Control can increase in two ways:
      • You can spend an Action Training it during a Turn.
      • A Full Moon occurs and your Werewolf form is released. Regardless of whether you were able to keep yourself under control for the night, your Control Stat will increase by a random amount.
Full Moon:
  • Every 4th Turn will be the end of the month. At the start of every 4th Turn, a Full Moon will arise and forcibly activate your Werewolf form. I will roll 1d100 and add the bonus from your Control Stat to see if you can reign in your beastial tendencies for the night.
    • If you succeed, depending on your level of success, you can choose what you will do for the night.
    • If you fail, you will go on a rampage and attack the nearest settlement in search of nourishment.

How Stats and Rolls Work:
  • Whenever you perform an Action, I will roll 1d100 to see how well you did or if there were any unforeseen consequences. I will also sometimes roll behind the scenes for Events and otherwise.
  • High Rolls are better.
  • A Nat 100 is a Crit Success and you will gain a Trait depending on what it is you did.
  • A Nat 1 is a Crit Fail and you will gain a Negative Trait depending on what it is you did.
  • Stats are determined on a scale of 1 to 100. Every multiple of 10 gives you a bonus to using that particular Stat.
    • 1-10 = +0
    • 11-20 = +5
    • 21-30 = +10
    • 31-40 = +15
    • 41-50 = +20
    • 51-60 = +25
    • 61-70 = +30
    • 71+ = +40

Hideouts:
  • Hideouts are places where you can rest/recuperate/and manage your Pack.
  • Hideouts can be anything from a house you bought in town, to a cave somewhere in the desert.
  • You can have multiple Hideouts in multiple locations, and can move between them at will by spending all of your Actions on it.
  • You can also have your Pack Members shack up in different Hideouts from you and leave them to their own devices.
  • However, you need to be careful. If an enemy discovers a Hideout, they can lead an assault on it and force to have to move. Also, if you move into a Hideout within the territory of another Werewolf, and don't plan to bend the knee, be prepared for a fight.

Hunt Level:
  • Everywhere you go, there will be a Hunt Level. This represents how much the Kingdom (and other less savory individuals) knows of your Curse, and if it is actively searching for you.
  • Having a High Hunt Level is a bad thing, as it can cause people to be paranoid around you, get bounty hunters/adventurers after you, or even cause the Ruler themselves to order the Medieval equivalent of an APB on you.
  • To lower your Hunt Level, you can change your current hideout. This will cost all of your Actions and may force you to leave some things behind, but it will bring your Hunt Level down as you move to an area where fewer people know of your Curse. This isn't a perfect solution though, as certain individuals may try to track you down, and news can travel to other places thus leaving your Hunt Level unchanged.
  • Another way to lower it, is to just lay low. Don't go out into civilization for a time. Just stay in your hideout.

Pack:
  • There are three types of Werewolves that can be in your Pack: Alpha, Omega, and Betas.
    • The Alpha is essentially the one in charge of the whole Pack. There is only ever one Alpha, and it is normally male. He makes all of the major decisions, leads the Pack, and is the only allowed to sire children. He is normally the best of the best out of the whole Pack.
    • The Omega is essentially the Alpha's mate. Like the Alpha, there is only ever one Omega and it is normally a female. She is the only one allowed to sire children with the Alpha and acts as his right hand. She also takes care of any children had between her and the Alpha.
    • The Betas are essentially every Werewolf outside of the Alpha and Omega. They can be a mix of males and females. They always follow the Alpha's orders, defend the Hideout, and act as the Alpha's soldiers. Most Packs have a maximum of 20 Betas, but this can change depending on how large and plentiful the Packs Hunting Grounds are. Some Betas do try to usurp the Alpha's place, but this tends to end in disaster as most Alphas command both the loyalty and respect of the rest of the Pack.
  • Betas will be separated into two categories: Ranks and Captains.
    • Ranks are essentially the Rank and File troops. They're basically Mooks, and you can send them out to do things that you don't have time to do.
    • Captains are Betas that are named and are more powerful than the standard. They have their own Personality, likes and dislikes. These guys you can order around, however you will have to watch them and make sure they aren't planning to betray you. However, if you can gain their respect, they can be a powerful asset to you.
  • During a Turn, you can spend an Action interacting with/ordering around your Pack. This includes talking to important Packmates, ordering your Betas to do something, etc.
Infection:
  • In order to make someone a Lycanthrope, you need to find a way to catch them off guard/incapacitate them. You can do this by drawing someone away from anyone who might interfere, knocking them out, or just overpowering them. Once you do this, you have a chance to infect them with the Werewolf Curse.
  • Infection works like this:
    • Everyone has a specific chance of becoming a Werewolf. Whenever you infect someone, I will roll 1d100 against a difficulty number (that is augmented by the infected person's Traits and Stats) to determine two things.
    • If the it passes, the infected will live and become a Werewolf on the next Full Moon. If it is a middlingly result, the infected will live but won't become a Werewolf. If it fails, the infected will die.
    • Once someone is infected, it will take until the next Full Moon for them to become a Werewolf. You can choose to watch them during this time if you wish, however getting caught will not be good for you.
    • After they transform, they will most likely start roaming the land depending on how bad their transformation was. During this time, you can attempt to hunt them down. Keep in mind that not everyone will be happy about being turned into a Lycan, and they may try to use their newfound abilities to kill you.

Combat:
  • Combat happens whenever you are in a situation where coming to blows is possible.
  • Whenever Combat activates, I will ask you for a plan. A well thought out plan will confer bonuses to the roll.
  • Once a plan is chosen, I will roll 1d100 for both sides, adding in bonuses, and subtracting maluses. The one with the highest roll at the end, wins.
  • If your Stats completely outmatch the enemy (i.e. you have a 45 in Martial while they have a 15), you will not need to roll just instantly win.
  • When you are in Werewolf form, the only time I will roll for Combat is if you are fighting another Werewolf or someone who can match you even in Werewolf form.

Health:
  • You won't have HP. Instead your character's Health will mostly be narrative in nature. To give an example, your current status would be, "Bleeding from a Crossbow bolt wound."
  • Because you are a Werewolf, you're immune to almost all types of poison and diseases that affect normal humans and will tend to regenerate from non-fatal wounds. Not just that, but your enhanced sense of smell will warn you when something is dangerous to ingest.
  • However, if you ingest Wolfsbane in anyway, shape, or form, you will be seriously injured.

Omakes:
  • I allow Omakes, however I reserve the right to veto them if I so choose.
  • Well written/thought out Omakes will give you temporary bonuses, new Traits, new Captains, or might add something new into the World (for better and/or for worse).



Alright, here is an info dumb about how the Mechanics in this Quest will work.

I spoilered them both for size, and in case I need to add in something else that I forgot to at first.

Let me know if you have any Questions and I will answer them to the best of my ability.
 
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Damn too late, at least we will be a smart brute. @LinkOnScepter are we aloud to use the power of HAM in this quest, or is it super serious. Because with HAM, you can't ever go wrong.
 
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Damn too late, at least we will be a smart brute. @LinkOnScepter are we aloud to use the power of HAM in this quest, or is it super serious. Because with HAM, you can't ever go wrong.

Yeah, can we go full Rules of Nature, or are we stuck with the gritty stuff?

I'm gonna try to make it a good balance of both.

When I do Quest, I don't try to stifle my Voter's creativity or want to be crazy. In fact, I encourage craziness in my Quest.

However, I do want decisions to be informed and thought out.

That and keep in mind, I follow what the dice say when it comes to a lot of things.

"Ok, time to call the vote. Hmm, their plan is to run up the Ogre's arm, then cut it's head off and slide down it's chest? Well let's roll it and see.....

*Nat 100*

".....well the Dice have spoken."
 
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To put it simply, yes you can go full Rules of Nature. But, just don't go overboard with it.
 
Turn 1: Starting Out
Your memories begin to fade, replaced by a white expanse that dominates your vision. You feel...strange. It's like you're in your body, but you're not. As if you're both physical and spiritual. It's...difficult to describe, so you choose to ignore it and focus on your environment.

At first everything is quiet.

I
t's just you and the seemingly endless field of white.

Then you start to hear laughter.

It's the high pitched giggle of the women you met just last night. The one that drew your attention to her in the first place.

You frantically turn your head every which way in search of the voice. If anyone has answers to what's going on, she does. Your eyes scan over the horizon for any hint of movement or color. You finally see her when she suddenly appears about ten feet from you. Her raven black hair falls around her smiling face, while eyes as blue as the morning sky stare at you with hidden mirth. Her teeth are sharper than a human's should be making you shudder slightly for a reason you can't quite pin down. The only thing she's wearing is a brown fur coat that hangs all the way to her knees.

You try to speak to her, but nothing comes out of your mouth only dull sounds that don't resemble speech in the slightest. She laughs again before turning around and waving at you with the back of her hand. You hear her playful voice seemingly from everywhere at once, "So you survived? How fortunate. Don't worry, I'll tell you everything in four weeks time. Try to stay alive until then."

You make ready to give chase, but the landscape suddenly shifts with a great roaring of the wind. You place your hands over your ears and close your eyes to stifle the sound, but only succeed in getting a slight reprieve.

The winds, at first alien and unnatural, start to become familiar. You recognize the inflections, the sounds that follow them.

They are screams.

The screams of dying men.

Your eyes jolt open.

Suddenly, you're back on the outskirts of Arnabi. Below your legs is your horse, running hard in a circle while dodging around the bodies of your fallen comrades. They writhe in pain as green fire consumes their bodies, or lay still while maggots crawl out of every orifice. The ground is scorched in places, or frozen in others. Some of the trees have fallen, crushing men underneath their weight.

You search for the source of the destruction and you find it.

You see a girl, not much older than you right now. She's standing in the middle of the field of bodies. Her hands fly left and right, as her violet hair whips back and forth in the wind. Everywhere she points men die to foul magics. Her robes billow around her, giving her the visage of the Grim Reaper come down from on high to reap mortal souls. The face she is making is one of pure malice and terror.

Arrows are turned away by errant wind from somewhere, while any who attempt to get close to her are instantly turned to slag. The laughs with every death, fingers twitching in delight.

She seems unstoppable.

A literal force of nature made manifest.

Yet, you can see past that.

And what you see frightens you.

Above her body, there floats….something else. Something not of this world. It's body is only slightly tangible, but you can make out it's outline. You see hooved feet and clawed hands, a spaded tail that whips around its body, a muscled torso, and horned head. The girl mimics whatever the gesture the thing makes. Everytime one of your cohorts dies, it throws its head back and laughs raucously.

What it is, how it got here, and what connection it has to that student doesn't matter.

The only thing that matters is stopping it.

And there's only one way to do that….

You kick your horse into a gallop, pulling hard at the reigns to make a mad right turn. Your horse whinnies in disapproval, but obeys. It's hooves churn up the bloodied earth beneath you, as you couch your lance for a charge.

The girl's back is to you.

So is the monster that's controlling her.

It won't see you coming.

You feel your lance's weight. The handle, made of strong oak and painted with the silver and white of the Pendant.

It feels good in your hand.

Strong.

Unbreakable.

You know it will strike true.

Just as you close with the young Mage, the monster finally notices your presence. Both it and the girl turn around in a panic, and as you look upon the girl's frightened face, you finally realize what it is you're about to do.

A large part of your mind shouts at you to stop, but you can't.

To slow down, but you know your horse is moving too fast. You won't be able to stop in time.

To miss on purpose, but you know if you do that she'll kill you the minute you pass her by.

To knock her out and find another way, but you know that it is too late.

Your spear pierces straight through the girl's heart with little resistance.

Time slows down as she's impaled upon your weapon. You feel the world around you begin to unravel, as the monster screams in agony. It's face becomes a mask of pain as it fades from this world. It finally disappears with one last shout of pure rage and you can see it no more.

The girl's face changes in an instant.

Gone is the malicious smile of a tormentor.

It is replaced by a smile of peace.

She looks up at you, as you stare in horror at what you have done.

She smiles weakly and her mouth moves as if to say words, but the sounds of screams are coming back and starting to drown her out.

You strain your ears, trying to catch even a hint of what she is saying.

You get only two words.

"Thank you…"




You jolt awake as the first rays of sunlight hit your face.

You scramble to your feet, eyes scanning the surroundings for any sign of danger.

The forest around you is quiet, but for the sound of birds. Around you the sun slowly brings light to the foliage around you. The greenery is a peaceful and welcome sight, especially when a small rabbit jumps out from one of the bushes nearby. It spots you and bounds away back into the undergrowth.

You stand for a few more minutes, before sighing and falling on your ass. You yawn and stretch a bit to fully awaken yourself.

Alright, now to take stock of the situation.

You're in a forest.

You have no idea where you are geographically.

You have no weapons.

You have no armor.

You have no horse.

Your clothes have been torn to shreds.

You have no gold.

You don't know if anyone else knows you're missing yet.

You've still got a bleeding wound in your side.

And to top it all off, you have no idea if you're still being hunted or not.

You look down at the fingers you were using to count off how many problems there are with the situation.

Then you shrug.

You've been through worse.

No point in sitting around doing nothing!

You nod and stand up, looking around at the copse you were sleeping in last night. It's...serviceable at least. It's not the best place to sleep, but it will protect you in case it starts raining. You could at least use this until you find some better shelter.

You walk around the copse, making sure to not hit your head on the overhanging tree roots. Your footsteps are softened by the grass beneath you. You survey the area, making sure there aren't any unwelcome guest in here with you. You look at every possible place where there might be a hole, an anthill, or worse a spider web.

You shiver at the thought of facing a giant spider without a real weapon.

Thankfully, the area is clear of such things. Satisfied, you turn your attention to more important things.

Ok, time to decide what to do. You should probably prioritize finding food and water, but nothing's stopping you from looking for civilization first. Maybe you can find another Silver Pendant Knight to help you out?

Turn 1 Start:

Actions: 2

Current Hideout: Copse under Tree

Current Hunt Level: 0


[] Training: Might as well hone your skills while you're here. Don't want to get rusty.
  • [] Train Physical Stats
    • [] General or Specific?
  • [] Train Social Stats
    • [] General or Specific?
  • [] Train Mental Stats
    • [] General or Specific?

[] Exploration: Rule 1 of Survival: Know your surroundings.
  • [] Look for food
  • [] Look for water
  • [] Look for anything

[Locked] Pack Mangement: You don't have one yet.

[Locked] Social Ventures: No one to talk to right now.
 
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[X] Exploration: Rule 1 of Survival: Know your surroundings.
-[X] Look for water
-[X] Look for signs of civilization
 
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[x] Exploration: Rule 1 of Survival: Know your surroundings
-[x] Look for food
-[x] Look for water
 
[x] Exploration: Rule 1 of Survival: Know your surroundings
-[x] Look for food
-[x] Look for water

Huh, so mages can be possessed. Figures.
 
[x] Exploration: Rule 1 of Survival: Know your surroundings
-[x] Look for food
-[x] Look for water
 
[X] Exploration: Rule 1 of Survival: Know your surroundings.
-[X] Look for water
-[X] Look for signs of civilization

Where there is civilisation there is food. One way or the other.
 
[X] Exploration: Rule 1 of Survival: Know your surroundings
-[X] Look for food
-[X] Look for water
 
Alright, gonna go ahead and roll for them.
Adhoc vote count started by LinkOnScepter on Sep 30, 2017 at 12:22 AM, finished with 15 posts and 13 votes.
LinkOnScepter threw 1 100-faced dice. Reason: Food Total: 91
91 91
LinkOnScepter threw 1 100-faced dice. Reason: Water Total: 19
19 19
 
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