Normally, no. However, I'm asking you to pick multiple options, and Sufficient Velocity is only registering your choices as a collective. If I want to tally the vote counts for individual choices, it seems I have to categorize them. This is my first quest, so I'm still learning the ins and outs of this website's functions.
[X] [TASK] I need assurances from Flyboy that O'Hare won't be the site of a massive Masquerade breach.
[X] [TASK] I should straighten out Crook before he tries to gun the delegates down, Al Capone style.
[X] [TASK] Visiting Gengis's haven on the Gold Coast is the only hope I have of finding the Anarch.
[X] [TASK] Let's pay a visit to the Succubus Club and see if Annabelle is willing to help me out.
Four people voted, and all of them are unanimous in stating that Artie should visit the Succubus Club before dealing with the three troublemakers identified by the Prince.
After giving away your uneaten fast food to a homeless mother and her child, you get inside the used car you recently bought to drive to the Succubus Club. The club is as popular as ever, and people line up around the block, eager to kick off the weekend at the Suck.
By now, the bouncers recognize you as one of Annabelle's associates. Without prompting, they unlatch the carabiner of the velvet rope as you approach, allowing you entry into the club. You catch a couple of jealous glares from well-dressed partygoers as you're permitted to cut in front of them, but you have bigger fish to fry.
As you step onto the main dancefloor, all the warm bodies on the dancefloor make your Beast stir with anticipation. However, you aren't so hungry as to be distracted from what you came here to do. As you approach the bar, you don't recognize any Kindred save a familiar face from Annabelle's parties.
At first glance, Thea Noel-MacCrain seems to be your stereotypical Blue Blood or Degenerate. However, Annabelle tells you that she's actually a member of the Ministry, a clan of ruthless vice-dealing Kindred cultists who like to present themselves as intermediaries and problem-solvers.
Thea shifts her hairstyle and makeup choices regularly, but tonight, she wears her black hair down to her chin. However, she always maintains the nose, ear, and medusa piercings she acquired during the last few days before her Embrace at the tender age of 20. Thea's ensemble tonight is all modern, cutting-edge designer fashion that probably costs more than what you make in a month.
"Prince Jackson is so cool, right? He's involved in so many different things that it's hard to keep track of them all! Last night, I overheard him speaking to the Sheriff about some visitors to the city..."
While the well-dressed ghoul tending the bar listens indifferently as he wipes a glass down, Thea's statement catches your attention. Could the young Setite actually know something about the delegation?
You take a seat at the bar next to Thea, and she looks expectantly at you. You catch her gaze flickering up and down at your clothing - a plain black T-shirt, a pair of blue jeans, and comfortable sneakers. She then makes eye contact with you, and the look in her eyes tells you that she knows you're not here just to exchange pleasantries. Still, her voice remains that of a rich party girl's as she speaks. "Hey, Artie! What brings you to the Suck tonight?"
How will you approach this conversation?
Vote for as many options as you'd like, but only one will win.
[] [THEA] I bet I could persuade Thea to tell me more about what she overheard. [] [THEA] Why not take the opportunity to flirt with Thea while I pump her for information? [] [THEA] It shouldn't be too hard to intimidate Thea into coughing up the details.
Will you make a Rouse check to active Blood Surge and add two dice to the roll?
[] [SURGE] Yes, I will rouse the Blood to ensure I get answers from Thea. [] [SURGE] No, I'd rather not risk increasing my Hunger.
@Rogue Attican
How does a Rouse check work exactly? We have a charisma of 1, but a persuasion of 3. I'm trying to figure out how many dice will be rolling and what our odds of success are.
If we are follow 5th edition rules we get one D10 dice per attribute point and skill point. So for this roll if we use charisma and persuasion we will have 4 dice. For each point of hunger we replace our normal dice with a hunger dice which is also a D10 but makes our critical success on that die (a 10 on the dice) into messy critical which are great success but with complication and our critical failure on that die (a 1 on the dice) into Beastly Failures which are really bad failures. We get a success when we roll above a 5 and depending on the difficulty we may need more than one success.
If we are follow 5th edition rules we get one D10 dice per attribute point and skill point. So for this roll if we use charisma and persuasion we will have 4 dice. For each point of hunger we replace our normal dice with a hunger dice which is also a D10 but makes our critical success on that die (a 10 on the dice) into messy critical which are great success but with complication and our critical failure on that die (a 1 on the dice) into Beastly Failures which are really bad failures. We get a success when we roll above a 5 and depending on the difficulty we may need more than one success.
Thank you that helped a lot. With 4d10 our average roll will be 22, with the number of successes between 1 and 3. I like those odds so I'll vote for what you did.
I'm not sure what rolls would apply to the flirting option so I don't want to go for it. As for intimadation…HAH! As a NOSFERATU we appear harmless. I can't help but picture us as a growling, yapping Chihuahua.
[X] [THEA] I bet I could persuade Thea to tell me more about what she overheard. [X] [SURGE] No, I'd rather not risk increasing my Hunger.
If you choose to make a Rouse check to add extra dice to your pool, you have a 50/50 chance of either increasing Hunger by one, or staying at your current level. You also make Rouse checks when using higher-level powers like Unseen Passage. Whether you succeed or not on the Rouse check, you'll still get to use the power or add extra dice, so don't worry about Artie spontaneously combusting if he rolls a 5 or less.
To add to @POTDL's excellent explanation, you need to roll a pair of 10s to score a critical. If you do, that pair of 10s counts as four successes, not two. For example, if you roll three 10s, that's five successes. If you roll four, that's eight successes. However, if one of those 10s is on a Hunger die, that turns the clean crit into a messy one.
Here's an example to illustrate the degrees of success and failure I plan on using for this Quest. Let's say that Artie is participating in a boxing match at the local gym, so they roll a pool of dice equal to the sum of their Strength + Brawl scores.
If Artie rolls enough successes for a Success, they land a clean hit on their opponent.
If Artie scores a Critical Success, they knock the other guy out cold with a single blow.
If Artie rolls a few successes but not enough to meet the Difficulty, they can still win, but at a cost.
If Artie rolls no successes, that's a Total Failure and a defeat on their record.
If Artie rolls a Messy Critical, they punch the other dude's head clean off, resulting in an extremely awkward conversation with the referee...
If Artie fails a roll with a 1 on at least one Hunger die, that's a Bestial Failure. In this case, Artie may lash out, revealing themself as a predator to the kine.
You'd still roll Charisma + Persuasion, but with two fewer dice since Thea has to consider whether to accept the advances of a Sewer Rat, even one as (relatively) gorgeous as Artie.
You'd still roll Charisma + Persuasion, but with two fewer dice since Thea has to consider whether to accept the advances of a Sewer Rat, even one as (relatively) gorgeous as Artie.
In Artie's case, the curse of Clan Nosferatu manifests as more of a supernatural repulsiveness akin to how Blanks in Warhammer 40,000 unnerve regular people. The burn scarring on their face just gives mortals a convenient excuse as to why they feel unsettled by the stranger, similar to how people point to Ferik Jurgen's unwashed stench as the reason they avoid him, rather than his anti-psyker aura. Artie's Repulsiveness flaw will mostly come into play when interacting with people who don't know them well.
Going forward, would you guys like me to tell you what sort of dice pool Artie would roll for certain actions? To be clear, always choosing the course of action that Artie is most likely to succeed at won't necessarily result in the best outcome. Just because you're good at punching your problems to death doesn't mean that you should.
In Artie's case, the curse of Clan Nosferatu manifests as more of a supernatural repulsiveness akin to how Blanks in Warhammer 40,000 unnerve regular people. The burn scarring on their face just gives mortals a convenient excuse as to why they feel unsettled by the stranger, similar to how people point to Ferik Jurgen's unwashed stench as the reason they avoid him, rather than his anti-psyker aura. Artie's Repulsiveness flaw will mostly come into play when interacting with people who don't know them well.
Going forward, would you guys like me to tell you what sort of dice pool Artie would roll for certain actions? To be clear, always choosing the course of action that Artie is most likely to succeed at won't necessarily result in the best outcome. Just because you're good at punching your problems to death doesn't mean that you should.
1) That is a really interesting way for the Nosferatu flaw to manifest. Instead of being physically repulsive, Artie is expelling a cognito-hazard like effect that compels people to find us repulsive. The people caught up in this effects will justify these feelings to themselves by rationalizing that it's due to some character trait.
2) Since we don't look that bad compared to most Nosferatu would it be possible in theory for us to pretend to be from another Kindred clan? When I first read about this I thought it was quite cunning as the concept hadn't crossed my mind.
3) I would appreciate that very much. I'm not familiar with 5e VtM, so I'm not quite clear how certain actions and rolls will have what effects. I do understand that the option with the highest chance to succeed isn't always the best outcome. But it would help to know when Rouse the Blood would be more prudent.
That is a really interesting way for the Nosferatu flaw to manifest. Instead of being physically repulsive, Artie... compels people to find [them] repulsive. The people caught up in this effect will justify these feelings to themselves by rationalizing that it's due to some character trait.
The Doylist explanation for Artie's relatively human appearance is that I wanted as many options open to you guys as possible. Most of the Nosferatu break the Masquerade just by being seen by mortals, which kinda cuts down on opportunities to socialize. Plus, I can only write so many scenes of Artie traipsing through Chicago's sewers to avoid scrutiny before things get old. Thus, I decided to compromise by granting Artie an appearance that would allow them to walk around at night, yet still have to deal with the downsides of being a Sewer Rat.
I suppose it'd be possible to pass as a member of less organized clans like the Brujah and Gangrel. However, clans with more sophisticated structures like the Tremere and Ventrue have shibboleths to out Caitiff and other pretenders.
It seems as though we've come to the consensus that we'll attempt to persuade Thea without rousing the Blood. Just let me figure out the site's dice roller function...
EDIT: Two successes, but not enough to talk Thea into revealing what she knows - at least not for free... Of course, you guys can choose to burn a point of Willpower to reroll up to all three of the regular dice in hopes that you'll succeed.
EDIT: Two successes, but not enough to talk Thea into revealing what she knows - at least not for free... Of course, you guys can choose to burn a point of Willpower to reroll up to all three of the regular dice in hopes that you'll succeed.
In the tabletop game, you regain a number of Willpower points equal to the higher of your Composure or Resolve attributes at the end of every session. Since this quest isn't played in clearly-defined sessions, I'll rule that Artie will regain two Willpower points at the end of the night, once they finish dealing with the three potential troublemakers.
In the tabletop game, you regain a number of Willpower points equal to the higher of your Composure or Resolve attributes at the end of every session. Since this quest isn't played in clearly-defined sessions, I'll rule that Artie will regain two Willpower points at the end of the night, once they finish dealing with the three potential troublemakers.
Okay good to know. I think I'll with hold my decision until the others join in. I'm to green to know if this is a good use of our Willpower rolls.
I'm considering doing the reroll.
I do not think this is worth burning willpower on. We still can get what we want it will just cost us something and I do not think it will be to outrageous.
[X] [THEA] I bet I could persuade Thea to tell me more about what she overheard.
[X] [SURGE] No, I'd rather not risk increasing my Hunger.
Sorry, @CedeTheBees. Nobody else seems to want to hit on Kim Kardashian Thea. Let me know what kinds of people you guys see Artie taking a romantic or sexual interest in so I can include such characters in the Quest when appropriate.
"I came here to talk to Annabelle about something, but first, I'd like to know what it is that you overheard between the Prince and Damien."
Thea hums in thought as she scrutinizes you. While her makeup makes her look like a reality TV star, the calculation in Thea's eyes reminds you of a cobra about to strike. "I'll tell you in exchange for a small favor to be called in later."
Thea then extends a perfectly manicured hand out toward you, her smile showing off her fangs. "Do we have a deal?"
Trading favors is practically the Kindred national sport. Whether you're Camarilla, Anarch, or Sabbat, a boon is a boon. The only way to get out of your debt is to either satisfy it or have it forgiven by the holder. A minor boon like the one Thea is asking for would involve some risk on your part. She might ask you to vote one way or another during a convocation, provide sensitive information, or perhaps deal with an inconvenient but unimportant human.
After a moment's consideration, you reach out to grasp Thea's hand. "Deal."
Thea beckons for you to lean in closer, but her tone remains conversational as if she were just sharing some gossip at the expense of one of the other clubgoers. "Alright, so the delegation involves some vampires who call themselves the Lasombra."
"Lasombra..." You repeat, drawing out the syllables on your tongue. "The shadow?"
Thea shrugs the pale shoulders exposed by her designer dress. "I don't know much more beyond that, though. In any case, the Sheriff didn't seem too happy about allowing members of Clan Lasombra inside the city, and the Prince seemed eager to keep things hush-hush."
"I see..." You remember how agitated Damien was when he met you inside of O'Tolley's. Despite his apparent youth, Damien was made Sheriff of Chicago for a reason. If the Lasombra make a fighter as dangerous as Damien nervous, that's bad news for the rest of the city. "Thank you, Thea."
"You're welcome," Thea says as you hop off the barstool. Again, that snakelike look is in her eyes. "I'll be seeing you soon, Artie..."
-
"Arturo, darling! How may I help you this evening?"
Annabelle is sitting at her desk in the manager's office, occasionally glancing out through the glass wall at the undulating crowd below. The fair skin of her face is made even paler by the glow of the iMac computer atop her sleek black desk.
You decide to cut straight to the chase. "Prince Jackson requested that I escort the delegates arriving tomorrow. I was wondering if you knew anything about them."
"Oh yes, the Prince asked me to prepare a party here for the arrival of some diplomats. I assume they're Archons, or perhaps representatives sent by Prince Decker of Milwaukee."
You nod. It's easy to forget that Chicago is not the only city with vampires in it. All across Europe and North America and a few other places, the Princes of the Camarilla work to maintain the Masquerade. When their efforts are deemed insufficient, the Camarilla sends in its Archons to resolve the situation by any means necessary.
However, the Lasombra seem to be a clan entirely outside the Camarilla organization – one with a less than savory reputation, given that the Prince and Sheriff felt the need for secrecy. You're certain that if you were to tell Annabelle about the delegates' true affiliation, she could tell you what you need to know to better handle your charges. On the other hand, there's no telling how she might react to the news that Clan Lasombra is in town. Are you willing to correct Annabelle about the diplomats?
[] [LASOMBRA] "Actually, the Prince wants you to host Lasombra, not fellow Camarilla."
[] [LASOMBRA] Keep quiet for now. Annabelle can find out later with the rest of the local Kindred.
Then there's the issue of sheltering the delegates before their formal introduction to the Court. While you're certain that Annabelle wouldn't mind letting you crash at the Suck once in a while, asking her to shelter two new Kindred would be a tougher sell. If you fail to convince Annabelle, she'll likely demand a minor boon as compensation for "stranger danger".
[] [ANNABELLE] I'm confident that I can convince Annabelle to receive the delegates early. (Charisma + Persuasion = 4 dice)
[] [ANNABELLE] I'll rouse the Blood to help convince Annabelle to shelter the delegates. (Charisma + Persuasion + Blood Surge = 6 dice)
Debt to Thea Noel-MacCrain (Debt 1)
In exchange for information about the delegation from Clan Lasombra, you owe Thea Noel-MacCrain of the Ministry a minor boon to be called in later.
[X] [LASOMBRA] Keep quiet for now. Annabelle can find out later with the rest of the local Kindred. [X] [ANNABELLE] I'll rouse the Blood to help convince Annabelle to shelter the delegates. (Charisma + Persuasion + Blood Surge = 6 dice)
[X] [LASOMBRA] "Actually, the Prince wants you to host Lasombra, not fellow Camarilla."
[X] [ANNABELLE] I'm confident that I can convince Annabelle to receive the delegates early. (Charisma + Persuasion = 4 dice)
[X] [LASOMBRA] "Actually, the Prince wants you to host Lasombra, not fellow Camarilla." [X] [ANNABELLE] I'll rouse the Blood to help convince Annabelle to shelter the delegates. (Charisma + Persuasion + Blood Surge = 6 dice)