Fangs in the Night. An Original Vampire quest.

[X] In the safehouse you are using. If nothing else, it will let you study the items, and if the safehouse is broken into, sell the story you grabbed the interesting bits, not just the dagger.
[X] Stay out of sight and move on
 
Vote closed


Vote Tally : Original - Fantasy - Fangs in the Night. An Original Vampire quest. | Page 16 | Sufficient Velocity
##### NetTally 1.7.6

[X] In the safehouse you are using. If nothing else, it will let you study the items, and if the safehouse is broken into, sell the story you grabbed the interesting bits, not just the dagger.
[X] Stay out of sight and move on.
No. of Votes: 6

[X] With a trusted member of your network of informants.
[X] Stay out of sight and move on.
No. of Votes: 1

[X] In an out of the way hidey hole. With unnatural abilities comes unnatural options, though it's possible that similarly superhuman capabilities would let others steal them with you none the wiser.
[X] Stay out of sight and move on.
No. of Votes: 1

Total No. of Voters: 8
Terrabrand threw 5 100-faced dice. Reason: Patrol Encounters Total: 235
24 24 96 96 25 25 44 44 46 46
 
Patrols resume, dawn comes
[X] In the safehouse you are using. If nothing else, it will let you study the items, and if the safehouse is broken into, sell the story you grabbed the interesting bits, not just the dagger.
[X] Stay out of sight and move on.

Patrols resume

There is a brief, stressful moment where the Hunter seems to stare straight at you, and then he blinks twice and mutters about 'not qualified for these long shifts, sensing things that aren't there.' He moves on and so do you.

The next thing you find... Well, you think it had been another one of those ghost filled backalleys. The walls are scorched and there are some manor of holy seals warning of spiritual dangers. The work of the Hunter, perhaps?

Do you in any way investigate?

[] Yes, investigate: Write-in details
[] No, leave well enough alone.

Around an hour later, you spot the same Hunter patrolling via your bats and carefully navigate around them.

Not long after that you find another alley like the first. You are starting to suspect the Hunter you keep crossing paths with to be an Elementalist.

From the hours of 4am to dawn, approximately, you find various petty crimes occurring. No connection to El Patrio.

What do you do about these?

[] Intercede. Justice will not ignore wrongdoing.
[] Leave them be. It's sad, but you are not yet ready to reveal your survival.
[] Attempt to intercede stealthily- attack from the shadows and the like. While some might suspect it of being Justice, the lack of hard proof and the presence of other forces such as the Blades of Freedom might be adequate cover for your continued existence.
[] Write-in.

<2.5 Blood spent maintain 10 Bat Constructs for 6 hours>

Finally, as dawn draws near, you return to your safehouse, and consider your plans for the day. While it would be possible to leave the safehouse, it would likely be ill advised with your Vampiric weakness to sunlight.

Study or training is likely the way to go, as well as perhaps observing the city by daylight via your Bat Constructs.

(The following section is strict plan voting, plan should cover the 12 hours of daytime. Actions are assumed to take one hour at a time; note that Bat Constructs act independent of Ranald and ergo use of them does not compete with other actions)

Train Stats: it is more difficult to train stats Ranald has no practice training without a mentor. Exception: Unholy is primarily based on how hot Ranalds emotions currently run. Ranald runs unusually calm for a Trueborn Vampire, but he nevertheless currently still has those strong relevant emotions.

[] Train Vitality: Currently 6, 0/100 to next point. Gain 6 progress per hour of training towards next point.
[] Train Speed: 9, 0/100 to next point. Gain 10 progress per hour of training towards next point.
[] Train Strength: 9, 0/100 to next point. Gain 10 progress per hour of training towards next point.
[] Train Toughness: 6, 0/100 to next point. Gain 3 progress per hour of training towards next point.
[] Train Unholy: 9, 0/100 to next point. Gain 15 progress per hour of training towards next point.
[] Train Arcana: 5, 0/100 to next point. Gain 1 progress per hour of training towards next point.
[] Train Sensory: 8, 0/100 to next point. Gain 8 progress per hour of training towards next point.
[] Train Will: 8, 0/100 to next point. Gain 4 progress per hour of training towards next point.

Develop Powers: Gain new or alter old powers. Physical and Elemental powers suffer a significant increase in difficulty without a mentor. Unholy suffers a slight increase in difficulty without a mentor. Difficulty of improving powers depends on exact desired improvement.
[] Develop Mist Form: Power, rank 1: (Unholy) Write-in desired improvement.
[] Develop Nightcry: Power, rank 1: (Unholy) Write-in desired improvement.
[] Develop Sanguine Lance: Power, rank 1: (Unholy) Write-in desired improvement.
[] Develop Bat Spies: Power, rank 1: (Unholy) Write-in desired improvement.
[] Develop Feeding Blade: Power, rank 1: (Physical) Write-in desired improvement. *Lacks Mentor*
[] Develop Wallmaster: Power, rank 1: (Physical) Write-in desired improvement. *Lacks Mentor*
[] Develop Flurry of Blows: Power, rank 1: (Physical) Write-in desired improvement. *Lacks Mentor*
[] Develop new power: It is easier to develop variants on existing powers. *Ranald currently has no Mentor for Elemental, Physical, or Unholy*

[] Investigate dagger? (specify how)
[] Investigate one of the other weapons? (specify which, how)
[] Experiment with Soulstuff? (specify what to try)

[] Something Else? Write-in.

OOC Time: So, I was at first going to gloss over entirely the random minor crimes you found- but since there have been concerns expressed about revealing yourself at a time and place of your choosing, it crossed my mind the voters might want a say in that. There will be an infopost on the topic of Vizzine, Vampires, and the Church before next update, hopefully later today.
 
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Infodump: On Vizzine, the citylands, the Church, Hunters, and Vampires
On Vizzine, the citylands, the Church, Hunters, and Vampires

Vizzine in specific and the region in general has a very unusual relation to the Church- in most countries of the world, either Vampires or Necromancers rule or the Church has de-facto control over who is in charge and the authority to investigate anyone up to the king of the country unconditionally. In the citylands, because in general the cities are run by merchant councils and they are generally opposed to the Unholy but economic powerhouses who provide a great deal of resources to the broader Church aligned world, the Church operates at the sufferance of the ruling councils, instead of the other way around- since the citylands consider the Unholy to get in the way of profit, you can count on them to not go to the darker powers, but they can get quite passive-aggressively obstructive to things if they disapprove of a local Hunter or the like. Hunters may wind up reassigned to different regions just to placate the local council, if they cross a line and annoy the given city-state too much.

Most of the city-states have an arrangement similar to Vizzine, in terms of churches being located as the gates to the city, because it's convenient for the ruling council to not have to worry about Unholy things easily slipping into the city amidst the bustling commerce.

As noted above, the citylands are unusual for investigation into possible necromancy etc requiring more proof than usual- part of why El Patrio is still operating even though there is some proof he employed Necromancy is the Church needs more proof than usual, to, say, raid his study, lest they piss off the citylands as a whole. If he continues too blatantly, of course, the Church will have their chance to intercede- but since the Church is at a root level a good organization, they don't exactly want to slaughter the innocents El Patrio tricked into 'popular protests', if they even know of the issue as yet, so El Patrio has the Churches scrutiny right now, Ranald assumes, but the Church can't actually intervene as is.

Meanwhile, even with him as dictator, the populace has a 'fuck off' attitude to unilateral Church action- which causes issues if they want to intercede.

One of the major consequences of this whole set up, is that if there are any Vampires in Vizzine longterm, they are too subtle about it for Ranald to have heard of their exploits. Likewise, he rarely sees Hunters and especially Angels in action- a fact that leaves him unable to sort wild rumor from historic fact. Stories tell of the local Angels annihilating thousands strong armies of the undead, singlehandedly, in the course of a couple of days, as recently as a century back- and Ranald doesn't have an accurate gauge as to whether these are exaggerated tall tales or understated historic fact. Similarly, Ranald has some idea as to what a low end Hunter or Vampire looks like in abilities- basically comparable to himself. But, for example, there's a particular Hunter that operates out of the Caravan Gate Church who, rumor has it, can destroy entire undead armies and once, or so they say, destroyed ten mighty Vampires in a single attack in a great battle. Ranald has no knowledge as to whether such rumors are overstating his abilities, understating, or basically accurate.

This is quite a contrast to a lot of the other possible characters submitted, since most of them would have had chance to personally see in action or at least talk to someone who had stuff like elite Hunters, Angels, and Vampire Lords.
 
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[X] Attempt to intercede stealthily- attack from the shadows and the like. While some might suspect it of being Justice, the lack of hard proof and the presence of other forces such as the Blades of Freedom might be adequate cover for your continued existence.
 
So, does anyone have any ideas of what to train and how to maybe investigate the dagger and/or soulstuff?
 
So, does anyone have any ideas of what to train and how to maybe investigate the dagger and/or soulstuff?
In the interests of sparking discussion, I will note that Speed and Strength aren't particularly likely to get easier to train, as my read on Ranald is these are areas he has significant practice in training in terms of eg working out. Unholy, meanwhile, could get easier to train (if tragedy strikes or the like) or harder (if Ranald has a reduction in reasons to feel sorrow or rage). In general, if you want a high Unholy it's going to tend to be easier to raise early or in response to crises, of course it has the drawback that really high values are going to make you easier to sense and so on.

On a related note, if you want to develop or improve powers immediately, the Unholy ones are more likely to be the way to go, since they work more 'intuitively' and thus benefit less from a mentor.

Also, worth commentary that since you have 12 actions (for the 12 hours) available, the only stat improvements you could get today without cutting into your night hours are to Speed, Strength, or Unholy. (you can, if you want, continue training during the night, so there's that, if eg you really want an extra point of Sensory.)
 
[X] Yes, investigate
-[X] Stay away from the sealed area itself, but study the seals, what they say, how large area they cordone, and if you can determine what the seals exactly do and that you can recognize them if you run into these same seals later. Keep an eye out for the alley as well to see if there's any supernatural activity left and if you can determine who/what exactly caused the scorch marks and what was scorched. After all that, carefully push your hand into the sealed area, to see if the seals affect your new vampiric body in any way.

[X] Attempt to intercede stealthily- attack from the shadows and the like. While some might suspect it of being Justice, the lack of hard proof and the presence of other forces such as the Blades of Freedom might be adequate cover for your continued existence.

[X] Plan: Quick Hunter

[X] Train Speed: 9, 0/100 to next point. Gain 10 progress per hour of training towards next point. x10

[X] Develop Bat Spies: Power, rank 1: (Unholy) x2
-[X] Develop your bats by giving them toggleable thermal vision.


Ok, so first, we should investigate if we can determine something of the seals and sealed area, since we have a good chance and this is happening in our city. We should also intercept stealthily, since doing nothing would be against our character and through this we can confuse our enemies, since they cannot be sure if Justice is really alive, or if it is someone just pretending to be him.

As for the training, I would have liked to improve Ranald's toughness, to make him more durable, but since it takes so long, I decided to give him a point in speed, since that is one of his main stats. We can improve our toughness later. As for improving our bats, it is going to make scouting and planning our attacks and raids a lot easier when our bats have thermal vision, letting them see people through walls and other obstacles.

Also, I have a question, @Terrabrand , do vampires actually have bodyheat?
 
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[10] Train Speed: 9, 0/100 to next point. Gain 10 progress per hour of training towards next point.

[2] Develop Bat Spies: Power, rank 1: (Unholy)
-[X] Develop your bats by giving them toggleable thermal vision.

[X] Investigate dagger?
-[X] Go through your contacts to see if you can find an experienced and trustworthy armsdealer, artificier or someone else who deals in magical artifacts, legal or otherwise, and see if they can determine what the dagger does, who made it and where it came
--[X] If the person is knowledgeable of magical artifacts, show them the jeweled sword as well to determine if it really is a focus for an Elementalist.

Due to the way the tally programs work, the votes should be handled as something like...

[X] Train Speed: 9, 0/100 to next point. Gain 10 progress per hour of training towards next point. x10

As the number in the [] marks it for preference voting.

Additionally, investigating the dagger is intended as a repeatable action competing for slots, so this would be a 13 hour plan from that perspective.

Also, I have a question, @Terrabrand , do vampires actually have bodyheat?

Hmmm. Vampires lacking body heat is a bit of a cliché, but this is not a topic I've put significant thought into previously. I think I'll say thy have body heat but run colder than living humans as a general rule.
 
Due to the way the tally programs work, the votes should be handled as something like...

[X] Train Speed: 9, 0/100 to next point. Gain 10 progress per hour of training towards next point. x10

As the number in the [] marks it for preference voting.

Additionally, investigating the dagger is intended as a repeatable action competing for slots, so this would be a 13 hour plan from that perspective.
Thanks, fixed the numbers and removed the dagger inspection for now.
 
First Night Wrap-Up, First Day
[X] Yes, investigate
-[X] Stay away from the sealed area itself, but study the seals, what they say, how large area they cordone, and if you can determine what the seals exactly do and that you can recognize them if you run into these same seals later. Keep an eye out for the alley as well to see if there's any supernatural activity left and if you can determine who/what exactly caused the scorch marks and what was scorched. After all that, carefully push your hand into the sealed area, to see if the seals affect your new vampiric body in any way.

[X] Attempt to intercede stealthily- attack from the shadows and the like. While some might suspect it of being Justice, the lack of hard proof and the presence of other forces such as the Blades of Freedom might be adequate cover for your continued existence.

[X] Plan: Quick Hunter

[X] Train Speed: 9, 0/100 to next point. Gain 10 progress per hour of training towards next point. x10

[X] Develop Bat Spies: Power, rank 1: (Unholy) x2
-[X] Develop your bats by giving them toggleable thermal vision.

First night wrap up; first day.

You approach the sealed alley, pass around and investigate it from the other side as well. The seals cover both ends of the alley, and you can see additional seals near windows and doors in the alley. While you initially assumed them to be magical, you sense no power or effects of interest caused by the seals, over a series of investigative efforts, including such things as poking them with sticks. You can only assume they have either already been burned out or are building up to something, or that they have an incredibly subtle effect- if they even are magical. They may serve a mundane role, marking kills or data on the alley or such like, perhaps.

All seems quiet in the alley, save the work of perfectly ordinary animals like rats, a stray (or at least unattended) dog, and such like, and you sense no Holy or Unholy energies, and nor do you smell, see, or hear anything out of place. The scorch marks are concentrated towards on end of the alley, and are scattered more across the floor than the walls- while not an Elementalist yourself, you know that fire in battle is rarely perfectly precise, and hazard a guess that the damage done was incidental (principally because you see no signs of a pattern that would conceal evidence and judge based on the size of some of the marks that an intentionally destructive use of the flames that caused this would have been able to burn down the surrounding neighborhoods easily). As you suspect there to have been Ghosts in this alley previously, it is possible this is merely the result of an Elementalist's efforts to clear the alley. The seals are heavily marked by Church symbols that you barely recognize, making it unlikely to have been anything other than a Hunter.

When all else fails to draw interesting results, you cautiously stick your hand towards, and ultimately past, the outer bounds of the seal's locations.

Nothing appears to happen. If it had an effect, the effect must be elsewhere. Aware that 'alarms' or 'monitoring' are conceivable (though you know not if such effects are possible for Hunters to craft in such a form) uses of the seals, you vacate the area, just in case.


Over the course of the night, you save several citizens from ne'er do-wells, thugs, and such like, attacking from the dark and hanging back to the best of your abilities. In the end, you don't think anyone much identified you as yourself, as most of the fights either ended in some third, more noble group, such as the Blades of Freedom, interceding, or ended in you never needing to reveal yourself, often enough with the person you rescued being disconcerted by the lack of a visible savior, and more often than not such individuals hurried back to areas like their homes, more active shops or the like, and in general behaved like they thought they might be hunted by something.

Well. Perhaps not the best outcome, but the secret of your survival is likely safe.


In the end, you return to the safehouse, just before dawn, and make sure the rooms are well sealed against light. You give consideration to investigating the knife or other items you retrieved from the armory, and to experimenting with Soulstuff, but ultimately you settle on using the time to exercise, spending a couple of hours attempting to refine the bat constructs as well. The thought of rendering them able to 'see' heat crossing your mind, you attempt to make it a reality.

Your self training goes spectacularly, you begin to understand why Vampires are considered such a large threat- more than your new powers, in a scant ten hours your speed of arm and leg alike have clearly improved, using the same methods that took you months to reach your former mortal level of fitness.. Left alone for a month to train, could anything mortal even threaten you?

The bat construct experiment is less familiar, you think you are on to something, but end the night without any clear results to show. You do, however, catch snippets of information throughout the city. Nothing of spectacular note, but you keep up on trivial, yet potentially life and death factoids about the current state of the city.

<Four more hours required to gain thermal vision enhancement to bat constructs>

<15 blood lost over the day- five to maintain ten bat constructs, ten to physical exertion>


As dusk approaches, you consider your plans for the night...


(Plan for 12 hours, preferably. Some actions may interrupt the nights flow, if Justice is in potential danger, and some may be impacted by time done, therefore marking order is preferred. Winning plan will be used, strict plan voting.)

[] Patrol.
-[] In the Dusk District.
-[] In the Caravan District.
-[] In the Dawn District.
-[] In the Sea District.

Investigations...

[] Investigate Captain White- you overheard rumors of supernatural abilities used by him. If he is a Vampire, Necromancer, undercover Hunter, or other supernatural being, it might pay to look into that.
-[] Optionally, specify any specific strategy.

[] Investigate the Blades of Freedom. You have long known of their existence, but with their prominent position against El Patrio, knowing more details might help.
-[] Discreetly; they don't need to know of your interest.
--[] Optionally, specify any specific strategy.
-[] Directly; Santiago gave you a direct invitation, you could speak to them directly.
--[] Optionally, specify any specific strategy.

[] Investigate the Nightwinds. Rumor holds them to be opposed to El Patrio and preparing for what amounts to war. Knowing what they are specifically doing may benefit future plans.
-[] Optionally, specify any specific strategy.

[] Investigate the 'Governor's Guard'. El Patrio is definitely a Necromancer, so the rumored supernatural abilities are highly plausible. And concerning- your new advantages might not be decisive if El Patrio has some manner of powerful undead under his control.
-[] Optionally, specify any specific strategy.

[] Investigate another group: Write-in what kind. The city is filled with countless guilds, leagues, gangs, groups, and factions. Some you know much of, some little.
-[] Optionally, specify any specific strategy.

[] Investigate the Dawn Church Hunters. The risk is great, but knowing more of the Hunters, their stances, and their methods may better your ability to defend or conceal yourself from them- and your ability to fight the undead, given that Hunters specialize in such. You know of no specific Hunters at the Dawn Church, though you have surely crossed paths with many in your early years.
-[] Optionally, specify any specific strategy.

[] Investigate the Caravan Church Hunters. The risk is great, but knowing more of the Hunters, their stances, and their methods may better your ability to defend or conceal yourself from them- and your ability to fight the undead, given that Hunters specialize in such. Bishop John, a man who rose to the rank of bishop and then decided he could do more good fighting the dark things than preaching to the common man or other more spiritual duties, is the head Hunter there. Popular and persistent rumor holds that some forty years ago he turned night to day and destroyed a (ten thousand, one million, the rumors vary in scale) strong army of the undead commanded by a league of terrible Necromancers intent on conquering Vizzine, singlehandedly. The rumors are hard to believe, but the battle did occur, your father had records of the event, in a general sense.
-[] Optionally, specify any specific strategy.

[] Investigate the Dusk Church Hunters. The risk is great, but knowing more of the Hunters, their stances, and their methods may better your ability to defend or conceal yourself from them- and your ability to fight the undead, given that Hunters specialize in such. Rumor holds that Abraham, 'the Blackcloak', head Hunter at the Dusk Church, can see the future- you don't know about that, you do know you saw him lead raids upon Necromancers right as the undead were rising on more than one occasion. You left the Hunters to their work in all such cases, turning your attention back to the cases they weren't dealing with.
-[] Optionally, specify any specific strategy.

[] Investigate the Sea Church Hunters. The risk is great, but knowing more of the Hunters, their stances, and their methods may better your ability to defend or conceal yourself from them- and your ability to fight the undead, given that Hunters specialize in such. You hear they have not one, but two head Hunters- a Solar Pyromancer who runs the daytime operations, and a Lunar Hydromancer who runs the nighttime ones.
-[] Optionally, specify any specific strategy.

Miscellaneous...

[] Go on a shopping trip in the Black Markets.
-[] Specify items desired (options include, but are not necessarily limited to, picking up Holy Water, Elemental paraphernalia, seeking tutelage in any number of skills, including potentially attempting to find teachers of Necromancy or other Unholy powers- attempting to find such deeply forbidden teachings is not without risk.)

[] Go on a shopping trip in the normal markets.
-[] Specify desired items (Nothing illegal, Elemental paraphernalia and tutelage are still an option, otherwise mundane things are the order of the day. Note that Justice shopping in ordinary markets could raise some serious eyebrows, and you can't safely go as regular old Ranald for a large number of reasons, most prominently the whole 'blatantly a Vampire' thing.)

You can still do anything you could during day, it's simply not recommended.

Train Stats: it is more difficult to train stats Ranald has no practice training without a mentor. Exception: Unholy is primarily based on how hot Ranalds emotions currently run. Ranald runs unusually calm for a Trueborn Vampire, but he nevertheless currently still has those strong relevant emotions.

[] Train Vitality: Currently 6, 0/100 to next point. Gain 6 progress per hour of training towards next point.
[] Train Speed: 10, 0/100 to next point. Gain 10 progress per hour of training towards next point.
[] Train Strength: 9, 0/100 to next point. Gain 10 progress per hour of training towards next point.
[] Train Toughness: 6, 0/100 to next point. Gain 3 progress per hour of training towards next point.
[] Train Unholy: 9, 0/100 to next point. Gain 15 progress per hour of training towards next point.
[] Train Arcana: 5, 0/100 to next point. Gain 1 progress per hour of training towards next point.
[] Train Sensory: 8, 0/100 to next point. Gain 8 progress per hour of training towards next point.
[] Train Will: 8, 0/100 to next point. Gain 4 progress per hour of training towards next point.

Develop Powers: Gain new or alter old powers. Physical and Elemental powers suffer a significant increase in difficulty without a mentor. Unholy suffers a slight increase in difficulty without a mentor. Difficulty of improving powers depends on exact desired improvement.
[] Develop Mist Form: Power, rank 1: (Unholy) Write-in desired improvement.
[] Develop Nightcry: Power, rank 1: (Unholy) Write-in desired improvement.
[] Develop Sanguine Lance: Power, rank 1: (Unholy) Write-in desired improvement.
[] Develop Bat Spies: Power, rank 1: (Unholy) Write-in desired improvement.
-[] Complete thermal vision development: Four more hours required.
[] Develop Feeding Blade: Power, rank 1: (Physical) Write-in desired improvement. *Lacks Mentor*
[] Develop Wallmaster: Power, rank 1: (Physical) Write-in desired improvement. *Lacks Mentor*
[] Develop Flurry of Blows: Power, rank 1: (Physical) Write-in desired improvement. *Lacks Mentor*
[] Develop new power: It is easier to develop variants on existing powers. *Ranald currently has no Mentor for Elemental, Physical, or Unholy*

[] Investigate dagger? (specify how)
[] Investigate one of the other weapons? (specify which, how)
[] Experiment with Soulstuff? (specify what to try)

[] Something Else? Write-in.

OOC Time: So life really got in the way the past two weeks or so, but it's finally here. I feel the need to note at this point, as I have made it quite clear that the Church is quite hardline against Vampires: It is not actually impossible that you might make allies with the Church- it'd just require deceiving them or achieving something historically unprecedented. Then again, if the player base wishes to pursue that route, 'first Vampire accepted by Church' could make a narratively satisfying ending.
 
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I had a thought just now. We have a hard time harming other undead with Unholy power because of resonance and all that. But is it possible that we could develop an Unholy power to control them, or maybe drain them of their power to bolster our own Unholy? Maybe some power that lets us consume soulstuff for some personal benefit, branching into a power that lets us rip it from non-Vampire undead or from the hands of Necromancers?
 
I had a thought just now. We have a hard time harming other undead with Unholy power because of resonance and all that. But is it possible that we could develop an Unholy power to control them, or maybe drain them of their power to bolster our own Unholy? Maybe some power that lets us consume soulstuff for some personal benefit, branching into a power that lets us rip it from non-Vampire undead or from the hands of Necromancers?
I will confirm that Ranald knows that (at least some) Necromancers do have some means of controlling their undead, not merely ordering them around, without saying whether or not any of those power ideas are possible. (Ranald lacks the knowledge to say with any certainty either way)
 
[X] Plan Reach Out and Touch Someone
Hours 18-21
[] Patrol.
-[] In the Sea District.

Hours 22-23
[] Investigate Captain White- you overheard rumors of supernatural abilities used by him. If he is a Vampire, Necromancer, undercover Hunter, or other supernatural being, it might pay to look into that.
-[] Track down people who've dealt with Captain White. If they seem like the sort to be open to Justice, meet and discuss the matter with them. Is he friend or foe to Justice? If the man himself appears, see if you can spy anything about him, his ship, his crew from a safe distance.

Hours 0-1
[] Investigate the Sea Church Hunters. The risk is great, but knowing more of the Hunters, their stances, and their methods may better your ability to defend or conceal yourself from them- and your ability to fight the undead, given that Hunters specialize in such. You hear they have not one, but two head Hunters- a Solar Pyromancer who runs the daytime operations, and a Lunar Hydromancer who runs the nighttime ones.
-[] Taking a similar tact, try to find contacts that could connect Justice to the Lunar Hunter, and make observations of the nightly goings-on.

Hours 2-4
[] Patrol.
-[] In the Sea District.

Hour 5
[] Go on a shopping trip in the Black Markets.
-[] Pursue Holy Water or other equipment for combatting undead.
 
Then again, if the player base wishes to pursue that route, 'first Vampire accepted by Church' could make a narratively satisfying ending.
... I say we work on developing Holy Powers. Yes, even if it literally risks us exploding, or however Holy and Unholy powers interact. What's going to stop us, Physics? The Rules of Nature? Common Sense?
 
... I say we work on developing Holy Powers. Yes, even if it literally risks us exploding, or however Holy and Unholy powers interact. What's going to stop us, Physics? The Rules of Nature? Common Sense?
I mean, you have literally no idea how Holy Powers are even gained in the first place, let alone whether or not they are in anyway compatible with Unholy ones, so I'm not going to give you jack on if you can and how it works whether you can or not, but you can certainly try, under the disclaimer that you might bad end yourself trying to get powers that are currently directly harmful to you.
 
I mean, you have literally no idea how Holy Powers are even gained in the first place, let alone whether or not they are in anyway compatible with Unholy ones, so I'm not going to give you jack on if you can and how it works whether you can or not, but you can certainly try, under the disclaimer that you might bad end yourself trying to get powers that are currently directly harmful to you.
... Hey, did you ever tell us about what gods there are and such?
 
... Hey, did you ever tell us about what gods there are and such?
Not that I can think of?

The Church spreads worship of a single god. Broadly speaking, this is an expy of the Judeo-Christian God, emphasizing the loving, benevolent god part. Like said real world religion figure, people just call him God. There are no other major religions in the local lands, and rhetoric holds him to be the only god and creator of the world. Angels will attest to his existence, and the party line is that Holy powers are a gift from on high to protect mortals against the Unholy and evil.

Ranald has no knowledge to specifically contradict any of those points, but whether it's true or not is not something he can say either way.
 
I mean, you have literally no idea how Holy Powers are even gained in the first place, let alone whether or not they are in anyway compatible with Unholy ones, so I'm not going to give you jack on if you can and how it works whether you can or not, but you can certainly try, under the disclaimer that you might bad end yourself trying to get powers that are currently directly harmful to you.

I think you already mentioned that you can only have a Holy stat or an Unholy stat, and never both at the same time, so that seems put this potential area of research to rest.
 
I think you already mentioned that you can only have a Holy stat or an Unholy stat, and never both at the same time, so that seems put this potential area of research to rest.
*squints*

*checks my posts in thread*

I can't find anywhere I said that, if so, and in any event it doesn't rule out losing your Unholy rating (neither confirm nor deny etc) if so.
 
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