Covered In Blood And Surrounded By Spirits (Hellsing CK2 Organization Quest)

Wait, a sword that cannot cut unjustly? That's a good thing to detect real hostilities or just grumpy assholes :O
I don't know, it seems to me like one of those weapons who only affect the "impure" and then fails against the being made out of pure evil. If/When an Archangel of Justice descends to wipe out all of humanity, I'd like to be able to cut it.
 
I don't know, it seems to me like one of those weapons who only affect the "impure" and then fails against the being made out of pure evil. If/When an Archangel of Justice descends to wipe out all of humanity, I'd like to be able to cut it.
So long as it's wielded in defense of the innocent, you're fine. But if you pull something like Alucard did with the Brazilian police, the sword will refuse to harm them.
 
Deployment Woes

Oni war in 4 turns. Need the actions to prep up.

A Gesture of Trust

We need the action too badly to be picky. Hope we roll well.

Spiritual Resources-Power

Since we hadn't done a lot to clean up the mountains, let's avoid putting income sources up where the Oni are going to smash everything in 4 years.

Sabotage The Warband

Time is life.

Forging From The Past-Just

This should be good against the Oni. Don't want to risk evil swordsmen from our own ranks.
For non-evil things there's always conventional weapons.

I Believe I Can Fly

Works great with guns.

Okay, You're Pretty Crazy

No angry spymaster.
 
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Hmm, having just gotten into Hellsing I find this interesting!
While I am slightly sad that America wasn't chosen because I think our adversarial relationship with Coypte would have been interesting (plus we would've gotten to see him fighting Alucard at some point maybe and you know you'd wanna see that shit), Japan's not bad as an option at all.
I'll be watching and participating and such.
 
Alright, survey closed. The winners are...
Martial-Deployment Woes
Diplomacy-A Gesture of Trust
Intrigue-Sabotage The Warband
Piety-Forging From The Past-Just
Learning-Needs More Penetration
Personal-Ok, You're Pretty Crazy
And that's a wrap. There are some crazy goddamn rolls this turn, so i'm going to get to work on cranking out an update.
 
Turn 3 Results
Turn 3

Things were looking up. Sure your waters were surrounded by vengeful dead and a sadistic sea giant, and maybe there was a band of monsters amassing in your mountains that could possibly depopulate a city, but those were just minor details. After all, your Agents kick ass. It's only a matter of time until the bloodsuckers are eradicated, and after that you could focus on the major threats. Still, if there's one thing that remains unchanged, it's that you have a mission.


You are Kōan 9-ka, and you will purify Japan.


Martial: Your Military advisor is one Okimoto Ieyoshi. When asked what his service record was, he simply handed you a file with nothing but black lines in it. A man in his thirties, Okimoto is covered in various wounds and what seem to be acid burns cover half his face, and he's missing an eye. You were told due to his recent loss of vision; he was being taken out of active duty to assist you. While you had your doubts, he proved himself in how he trained with your troops. The man knows how to kill something, that's for sure. Pick 1


[X] Deployment Woes: Okimoto is frustrated with how little your men can do in a year. It's not even a question of how many men you have to work with, but how long it takes them to reach the site. Frankly, your standard vehicles just aren't working. So, Okimoto wants an upgrade. Right now, he's thinking helicopters. Cost: 50 Upkeep: 50 Chance of Success: 90% Time: 1 year Reward: +1 Military Action

Required:10 Rolled:66

Okimoto's request goes through the proper channels and comes back in a decent time with approval for a set of transport helicopters. This alone is worthy of being called miraculous, given your home country's propensity for mountains of red tape and bureaucracy. But what's even more satisfying is when you actually receive the helicopters. Firstly, there are no attack choppers, to your disappointment, but the transport helicopters more than made up for it. Possessing two rotors on each end, and an unbelievable amount of cargo space, the flying behemoths didn't have much in the way of stealth. On the other hand, you didn't much need to. Give them a half assed excuse, and most Japanese would turn the other way regardless. Reward: +1 Military action


Diplomacy: Your chief diplomat is a woman named Kawayama Kiriyo,a woman with long, braided, brown hair and business wear. She's cheerful, kind and overall a very genuine person. Or so you thought, until she met Okimoto and immediately became a brusque and professional expert. Okimoto grunted his approval and moved on. Kawayama was all smiles again, but she probably wanted you to notice. If there's one thing Kawayama is an expert in, it would be twisting people's perceptions of her. You couldn't ask for a better asset. Pick 1


[X] A Gesture of Trust: If there's one thing that you shouldn't do, it would be to trust a fox spirit. But that looks like it's exactly what you're planning on doing. This clan of kitsune or nogitsune have contacted you, and it's a toss up whether they're doing so for cash or to destroy you. Attempt to hire them out and upgrade your spy network with supernatural assistance. Cost: 20 Upkeep: 50 Time: 1 year Chance of Success: 70% Reward: Clan of kitsune assisting you, + 1 Intrigue action

Required:30 Rolled:40

You'll admit, the meeting was rather tense. After all, even when you met them you couldn't help being somewhat suspicious. It's not as if they would all show up wearing villainous moustaches and monocles after all. No, the best time for them to sabotage you is for when they're already inside your organization, and so you decide on a wait and listen approach. You rendezvous with a man wearing a fairly nice blue kimono, meeting him at a small tea shop in one of Japan's more rural areas. Kawayama accompanies you, as you begin negotiations with the head of the kitsune clan named Takauji Uetake, although you doubt that's the spirit's real name.

The man himself has a fox like appearance, and long red hair, light enough to be called ginger. He always seemed to have a feral grin on his face, as if he knew something you didn't, which was actually quite aggravating. Still, you manage with Kawayama's assistance, hashing out a system of communications, working hours, and more. Still, when the both of you rise and extend hands to shake, you slip one of your seals into your hand and slap it onto his palm. He looks confused for a second, while you grab his hand and inspect the palm you've applied it to. Even if he is a master of hiding his pain, a nogitsune would start to burn or necrotize where the seal was applied. Unless the spirit before you was on the same level as Tamamo No Mae, which was unlikely, Takauji's malicious nature would be obvious. To your pleasant surprise, the seal has no effect, and you peel it off and shake Takauji's and with genuine goodwill. Takauji gives the used seal a wary look before putting it together and laughing. His last words to you are "It'll be interesting to work with you, Renko Kochika." Reward: +1 Intrigue action



Stewardship: Your manager is an old man who looks upon you with an undisguised sneer. Ito Yoson is an expert with finances and policy, which just barely makes up for his irritable and asshole personality. His entire views on women, youth and even race just kind of makes you want to beat him. Despite this, he's already planning ways to make you money, so you, as many already do, manage to drown your moral issues with lots of cash. Pick 1


[X] Making Home: You need more room. You have a nice underground base, but it's not very homely. The priests have done their best, but they're also rather concerned with how lacking the base is with spiritual connections. See about finding a base in a solidly spiritual background, with lots of room for all your vehicles and troops. Cost:50 Upkeep: 20 Chance of Success: 80% Reward: Large Base, More Stewardship Options available, Basic Spiritual defenses.

Required: 20 Rolled: 55
Officially, you are the Cultural Heritage Association, and have taken base in Matsuyama Castle in order to organize cultural appreciation throughout Japan. In reality, this castle is not used for much more than some unimportant tourism, and you comandeered it. Under the base is a tram that takes soldiers to the vehicle bay, where they get into helicopters and trucks and the like to respond to threats. And, spirits practically bounce of the walls! It's a good place to have defenses for. One of the few remaining japanese fortresses, Matsuyama Castle is 132 meters high, and has tall stone walls and a good defensive position. It's a good base to really dig into. Reward: Large Base, Basic Spiritual Defenses, More Stewardship Options

Intrigue: Your spymaster is Wakai Munoto. He's also batshit insane. Ironically, about half of his delusions are real, which has the added effect of not being able to tell if he really is crazy, or just sees spirits and kami that even you can't. A question to ponder. For now, Munoto is just interested in making sure you know what you need to know. And a few things you really didn't need to know. Pick 1


[X] Sabotage The Warband: There's a warband forming and that really makes you nervous. Wakai thinks he has a solution. For now, the warband is bus beating the shit out of each other in order to decide who's the strongest. By sabotaging the stronger ones, and supporting the weaker ones, Wakai thinks he can make them take longer to decide, and weaken their offensive power in the future. Cost: 50 Upkeep: 0 Time: 1 year Chance of Success: 70% Reward: Oni warband delayed, lose some elite units in the process.

Required: 30 Rolled: Rolled: 91+15(Wakai)=106

Wakai is sane now, for the first time in decades. And he's more than eager to unleash some divine goddamn punishment on the rampaging dullards amassing in your mountains. Wakai enlists a few of your stealthier men to assist him, and gets to work. And when Wakai gets to work, he does some damage. The first thing Wakai chooses to do is prevent the warband from growing any larger. So, he finds the nearest caves that still have oni in them, and floods it with nerve gas. Poison, you find, is one of the best ways to kill something powerful that's stuck in a hole. In open air, they move too fast for the poison to take effect, and it's rendered useless. Still, he then has your men drag the bodies out with the help of some construction vehicles, and puts the corpses at passes where new oni are likely to emerge. he observes and confirms that when new oni come to join, they see the corpses and decide it isn't worth their time.

Moving onto the actual warband, Wakai tore them down, built them up and tore them down again. Most of his actions consisted of setting them against each other and watching the ensuing battle royale. He once set up a five way fight between all of the current nominated warlords, with only two pebbles, a length of string and a can opener. When you got to that section, you asked Wakai what he did with the can opener. He gives you a strange look and tells you "Nothing. Who the hell uses a can opener in a sabotage mission?" Truly, Wakai has come far from his less stable days. Although you did read that he killed an oni with a garrote and his body weight. Which is, quite something. Either way, Wakai has absolutely ruined any remaining sense of unity in the warband. It almost brings a tear to your eye. Reward: Oni warband limited to 200, Oni warband doubled time, will attack in Turn 11, vast majority of oni warband elites are dead.


Piety: You actually have two religious advisors. Imai Denbe, a Buddhist monk, is a kind and unobtrusive individual. In his mid-thirties, his primary features are a shaved head and a patient smile for everyone. Inokuma Toju, the forty year old Shinto priest, is rather different. He's not scornful like Ito is, but he has a sense of severity to him. He mandates that whenever you meet him, you purify your hands, for one. Whether this is him telling you you're impure or his way of protecting you and himself from impurity, you aren't sure. Still, he does his job eagerly, and so you can't begrudge him for that. Pick 1


[X] Sealing Is An Art: Now, you and the other priests can get quite uppity about the details of sealing, you'll admit to that. Of course, when someone refers to it as "magic scribbles" they deserve the kick to the crotch they get. You will admit that most of sealing is simply a special form of calligraphy. The problem with sealing is that many of them are specialized. Once you get into the stronger spirits, they require seals tailored to them and their abilities. With your rapid response teams, you won't always have the time to painstakingly craft a seal for an oni or other such powerful spirits beforehand. So, you should set up teams that carry one large scroll, upon which they start writing the seal for any powerful enemies you encounter. Cost:50 Upkeep: 30 Time: 2 years Chance of Success: 80% Reward: Mid-Tier Sealing Squads Will Complete Next Year

They're making progress, finally. Still, it's a lot of seals to memorize, and they still have half of the youkai dictionary to go. Will Complete Next Year.


[X] Forging From The Past-Just: You have an option to have swordsmen learn directly from the Daitengu, some of the most fearsome spirits in the land. However, you decide that this isn't enough. After all, almost none of the heroes in the tales killed youkai and the rest with normal weapons. No, they used magic swords. So, you want to train swordsmiths to create magical swords to be wielded by the men who return from the Daitengu's training. However, you make sure to keep the swordsmiths just, in order to insure purity in the blade. Cost: 50 Upkeep: 30 Time: 1 year Chance of Success: 70% Reward: Mystic Swordsmen created, +1d2 mystic swordsmen every year. CANNOT BE CHOSEN WITH BLOODTHIRSTY

Required: 30 Rolled: 79

You admit to being concerned about sending a sword prodigy up the mountain to be taught by a tengu king. After all, there's plenty of ways that can go wrong. till, you put your faith into Yanagawa Hirokuma, a kendo practitioner with wide renown. After several non-disclosure agreements, you tell him of the Daitengu's offer and how he was being considered as a premier student. He agrees almost immediately, even when you warn him that he'd have to throw himself into mortal danger as a swordsman under your employ. You're quite glad to hear this, as you would have to have him killed quietly regardless of whatever he had signed. Either way, Yanagawa is soon heading up the mountain with nothing but his sword and the clothes on his back, as per the Daitengu's instructions.

While he goes up to learn, you observe the swordsmith's attempts to replicate the mystical weapons of old. Their first attempt is nothing, producing an excellent but mundane sword. Luckily, you picked humble and patient men who simply shake their head, throw the sword away and start pounding on the next one. Three days later, they emerge exhausted and dirty, and hand you one of the best katanas you've ever seen. The blade is razor sharp, the balance is perfect and the metal is strong. But what really sets it apart is the characters set upon the blade, which shione with a dull white light on the blade. As a test, you touch the blade on a nearby apple, which it splits with barely any effort. Then you touch it upon your own skin, and are amazed as the blade feels dull to you, barely itching your skin much less breaking it. It is only a shadow of the purity and power wielded by the heroes of old, but it's an excellent start. Meanwhile, Yanagawa returns to you, completing the Daitengu's training in record time. He takes up the blade and becomes your first Mystic Swordsman. Reward: 1 Mystic Swordsman, +1d2 Mystic Swordsmen per year.


Learning: Your resident scientist is fairly excitable. Apparently, Kaibara Tamaki had already theorized on the existence of youkai, and had gotten laughed out of her laboratory for it. Now, she not only had verification that they existed, she got to dream up new ways to kill them! Really, it was a dream come true. Pick 1


[X] Needs More Penetration: It is a fact that most of your opponents possess much tougher skin than you do. Bullets don't do much to Oni after all. So, Kaibara had a thought. What do you use to break through something strong? Spikes! But no one has the brawn or stupidity to try to stab an oni with a big spike. So, you move to plan B. Namely, shooting spikes! Essentially, it'd be a harpoon without the rope, if you shoot the harpoon at the same speed as a bullet. Or somewhere around there. Kaibara isn't sure how she'd manage that, but dammit, she'll do her best! Cost: 50 Upkeep: 0 Time: 1 year Chance of Success: 80% Reward: Heavy Impaler Units

Required: 20 Rolled: 43

There are a few incidents where Kaibara unsuccessfully tries using gunpowder, but in the end, invents a ludicrously powerful hydraulic system. Capable of shooting stakes at an incredible speed, you reckon that they might even be enough to penetrate an oni hide. You happily call the weapon a success, and manage to field four squads of five to wield them. You get another squad of soldiers to fill in for those who became Heavy Impalers, and think that's the end of it.

However, as you're walking by the Soldier's Mess area, you hear some of the men referring to the Heavy Impaler squads as Penetrators, laughing uproariously. Listening to the conversation, you deduct that one of the Impalers had made the unwise decision to say that he could "penetrate anything" with his new weapon. Now, you think to yourself, despite how much they asked for it it is the duty of the leader to maintain professionalism. So, you enter the mess with a bowl of white rice and chopsticks in hand. Quickly, everybody stops laughing, and some of the soldiers look like they want to leave.

"Now, I understand how the naming may get confused. In fact, it can be difficult to classify equipment as large and powerful as the Impaler Squad possesses. In fact, the sheer thrusting power of their equipment is one difficult to comprehend. However, we have to admire the Impaler squad for their bravery in wielding such items in public the way they do. Please give them all the respect they are due." With your piece said, you leave the cafeteria, to the sound of howling laughter and traumatized Impaler Squads. Reward: Four Squads of Heavy Impalers, traumatized subordinates.


Personal: Now there's you. You're definitely in a busy position, but you don't need to oversee everything. That's what your department heads are for. So now you need to decide what to do with your time. Pick 1


[X] Okay, You're Pretty Crazy:Wakai is getting on your nerves now. But, you can't help but think that you should have done what you had planned to do ages ago. Or, well, what you did with crazy people. A psychologist and a lot of antipsychotics, or whatever they were called. Your requisition expert tells you that what you're looking for is a psychiatrist, but you just tell him to shut up and find you one. Unfortunately, the psychiatrist you found understands the negative relationship between you and Wakai. And so he wants you to be part of…. group therapy. Urgh. Cost: 20 Upkeep: 0 Time: 1 year Chance of Success: 80% Reward: Wakai is sane again and doesn't hate you, chance to cure Reckless trait into Driven.

Required: 20 Rolled: 82

Therapy is… surprisingly helpful. Apparently you did need somewhere to vent on how ignored you felt in the early years where you were discarded thanks to your gender frequently. Some focus and a few talks helps you feel a lot more in control of yourself, and less likely you need to go and prove yourself so recklessly. Now, you have your goal in mind, and you won't let it go. If therapy does you good, it does absolute wonders for Wakai. Now armed with anti-hallucinogens and some decent life advice, Wakai doesn't see things where they aren't any more. He even apologizes to you for his terrible reaction last year. He'll still be seeing the psychiatrist fairly frequently to make sure he continues to improve, but your role in that process is over. It's surprisingly nice to talk normally to your spymaster. Reward: Wakai is sane and doesn't hate you, can use his bonus on Intrigue actions, You now possess Driven trait.

Yearly Operations Roll: 86+25=111

As usual, your agents kick ass at the shore and everywhere else in Japan. In fact, they even rustle up some nogitsune out of a politician's office. To add to this, the politician in question handles military requisitions, and decides to do you and your organization a solid. Those attack choppers you didn't get? You have them now. Added onto your bonus from doing so well in everything else and this is an awesome fucking year. And attack choppers. They have miniguns and missiles, and fuck, you have attack choppers. Shit, you love your life. Reward: 5 Attack Choppers, +200 Income for Turn 3


What's Waking Up Roll: 100 (Natural 100, I shit you not)

It was a normal reaction operation, cleaning up after a small group of kotengu started raiding campsites near the mountains. The response team cleared them out silently and efficiently. After convincing the surviving campers that they had been attacked by unusually large birds, and that their friends were victims of prowling wolves, they took up positions guarding the campsite to wait for the Harvester teams. This is approximately where shit went wrong, as a twelve foot tall, lanky, green monster dressed in a loincloth with curling ram's horns burst into the clearing with a six foot long log in hand, swinging it wildly like a club. The soldiers backed into a tactical retreat immediately, aiming machine gun fire at the oni's eyes and mouth in order to hopefully incapacitate it. Unfortunately, the oni raised a hand in front of his eyes blocking off it's vulnerable areas and letting the bullets leave small scratches and bruises in its armor like skin. It looked the patrol was going to be overcome and eaten, until a figure dashed behind the oni and swung a metal club directly into the back of its knee.

The oni crumpled to the ground, scrambling away and holding its possibly broken knee and allowing your men to see their savior. To their surprise, it was a svelte girl with short white hair, wearing something that seemed a mix between a bodysuit and samurai armor. In her hands was a studded metal club, similar to those used by warrior monks centuries ago. But the most shocking feature she possessed was two curved horns arcing from the side of her head and a pair of pointed ears. These observations took a back seat when the crippled oni swung the log behind him directly at the horned girl. With barely a glance, the girl unleashed a back handed blow with her fist, shattering the log in half. Now with a significantly smaller weapon, the oni could only raise an arm over his head as the girl leapt anto his chest and began hammering blows towards his face. It only took two blows, one to shatter the arm that rose in defence, and another to shatter the oni's neck. Leaping from the oni's destroyed corpse, the girl clasped her hands together and bowed slightly to her dead opponent, muttering the words "Gomen'nasai" while looking like she had just witnessed a funeral. She then turns to your stunned troops and speaks.

"My name is Kōkai Akuma, I am an oni, and I wish to join Kōan 9-ka."

Result: Elite unit gained, Kōkai Akuma joins the organization.


Kōkai Akuma
Age: 150 years old
Race: Purified Oni


Martial: 25+5+1=31 (You have power beyond measure. A hunter of oni and youkai, you are strong and hardy beyond human measure, and possess the skill to conquer almost any monster.)

Diplomacy: 13+2=15 (You understand how people work to an extent, and those who say no to you do so under the threat of ceasing to exist.)

Intrigue: 2-1=1 (You crack the very ground beneath you as you walk. When you enter a room, every eye is drawn to you. Mostly because they're fucking terrified.)

Piety: 8+5+2=15 (You are a devout believer in the kami, and will do anything for their approval. In addition to this, you're nature as a spirit gives you some sway over supernatural powers.)

Learning: 6-2=4 (When you were human, you were an uneducated peasant. Then you lived in the mountains for a little over a century. You don't know too much.)

Traits:

Oni: Equipped with a mystical nature and supernatural prowess, an oni is not a weak creature in any sense of the word. Except intelligence of course. (+5 Martial, +5 Piety, -2 Learning)
Born In Tragedy: A blood soaked tragedy turned you away from the path of evil and impurity, giving you devout beliefs in the kami and purity. (+2 Piety)
Aura of Power: You reek of power and anger, intimidating lesser souls, and giving away your own position in the place of it. (+2 Diplomacy, +1 Martial, -1 Intrigue)


"Ah, that's great, and we're quite grateful for your assistance in this matter... But why?" One brave soldier steps forward and asks. The girl snaps her eyes to him and analyzes the man. Seeming to decide something, she answers.

"In repentance for the most terrible crime." She answers quietly. "I would see justice done." She motions to your men's vehicle. "Go and use your talking machine. I understand the duties of a soldier. I will tell my tale to your superior, should they be amenable to meeting with me."

Small Meeting with Kōkai Akuma to be posted.

AN: Crazy fucking rolls here. Damn. You all really lucked out on the Oni action. And another Nat 100? Really guys? Ah well. Whatever.
 
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A pinch hitter of our own.
-Looks at Akuma's weapon and martial stats-
Literally.:D
At least we'll have somebody capable of evicting Anderson if/when we go to speak with Hellsing.

Homerun! Team Iscariot is blasting off again.

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Still, when the both of you rise and extend hands to shake, you slip one of your seals into your hand and slap it onto his palm. He looks confused for a second, while you grab his hand and inspect the palm you've applied it to. Even if he is a master of hiding his pain, a nogitsune would start to burn or necrotize where the seal was applied. Unless the spirit before you was on the same level as Tamamo No Mae, which was unlikely, the Uetake's malicious nature would be obvious. To your pleasant surprise, the seal has no effect, and you peel it off and shake Uetake's and with genuine goodwill. Uetake gives the used seal a wary look before putting it together and laughing. His last words to you are "It'll be interesting to work with you, Renko Kochika."
Nice way of checking Kitsune versus Nogitsune. I think we amuse him.
 
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