Lord of Darkness : A Vampire Prince planquest

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

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

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

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

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

To expand their power, the Prince as 4 options :

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


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

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


[] An Experienced vampire

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

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

[] The Leader of a Fledgling Revolt

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

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


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


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

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

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

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

[] Spy
Their nights were spent in the shadows, watching and learning the secrets of the unawares. (Unlock actions related to spy-networks and blackmail, increase the safety of the Prince and the quality of the information available)
 
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Character Creation P2: The Fledgling Revolt
For a fledgling rebellion to succeed, three things are needed from the elders.
Distraction, more concerned by their own designs than direct control and power.
Division, consumed by infighting.
And cruelty enough to both turn mortals into vampires without care and use them as slaves subjected to an unlife of pain that would kill mortals.
So, our story begins with a scholar taken away by one of three bloodlines of merciless monsters that have used and made every human misery worse, and now fight over the night of one city...

Why was the Prince turned into a vampire, and by which bloodlines ?

[] Because of their talent in biology, by the Húsmágnás , lord of flesh.

It is said that when the first herders came to the land of what is now Eastern Europe, they brought with them strange creatures of the night, with which one could trade blood and child for fertility and prosperity.
Through the centuries, these creatures became lords, ruling over fields, herds and serfs, and carefully cultivating their possessions to reach a perfection of flesh and blood. Such was their mastery of flesh that they divided themselves into 4 castes. Fighter, with body strengthened by blood, Servants, with flesh malleable like clay, Herders, to do the work of cultivating and selecting the herds, and Lords, given command over blood and flesh.
A few of these Lords left their European homeland one night for the New World, seeking new flesh for their work. There, they took and selected new herds, earning power by feeding first the demand of plantations, and then the hunger of America for meat.
In a night like many others, a biologist was selected by one of the Mágnás. Brillant, but meek. A perfect Herder. The biologist's house was burned to the ground, a body left behind, and the biologist turned into a vampire and, according to customs,forced to work underground, in one of many fleshwork. The habitual apprenticeship, done until the Fleedling learned to stop thinking of the herd as something other than raw material.
The fleedling learned, and grew in hatred for their overlord, until they learned enough to break the chain of the works in progress, and make sure that all believed them dead again.
And then, our new Prince prepared their revenge…

The Prince will be a Herder caste Húsmágnás, and as such will have deep knowledge of biology, chemistry, selective breeding and the shaping of flesh and will unlock actions related to this knowledge.
The Prince will begin with the perk Alchemist of Flesh and Blood : Can spend one dice to add 1d50 to two dice for one turn.
The Prince, like all non-Lord Húsmágnás, is at risk of being bound and forced to obey a Lord if they ever drink his blood.

[] For their knowledge of the past and faith, by the Mictlāntēcutlis, lords of death


It is said that once there were many bloodlines of vampires ruling the night of Pre-Columbian America. Many have died, when their herds succumbed to illness brought by colonists. But the Mictlāntēcutlis survived. Servants of the god of death, lesser lord of the underworld under Him, their curse to only be able to feed on the recent death and the ills become a blessing in these times of poisoned herds.
They infiltrated every organization caring for the dead and ills, first the Catholic Church under Spanish rule, then hospitals and asylums.In the modern nights, some of them discovered that an ill herd could be made. With the work of the pharmaceutical industry and drug cartels, the terminally ill could be maintained barely alive, and the healthy turned into wrecks. Now, in the americains night, the Mictlāntēcutlis have grown strong, ruling over herds that will never be cured, but forever maintained alive.

So when one student of the past and old faith proved appropriate, they were taken and forced to watch as their blood and life slowly left them. When they had experienced death, they were turned into one of its Lord.
They were bound to their desk, for their work was to translate and study old text, to help rediscover the lost history of their lines. At the same time, for their initiation, they were forced to watch how life left a body in many ways, and how a lifeless body changed, and to learn how much a human can support before leaving their mortal envelope.
At the middle of the initiation, the time of despair before finally abandoning mortal sensibility, this new fledgling found something. An old rite of power, dangerous and lost, and they used it.
When our new Prince emerged from a Heaven turned slaughterhouse, they were ready to take revenge.

The Prince will know of death, the Underworld, history, and medicine, and will unlock actions related to this knowledge.
The Prince will begin with the perk Summon the Wind of Knives : As an action, can destroy most assets and beings in a location. The Prince must be present, and is not protected from the effects. This perk is not in any way discrete.
The Prince, like all Mictlāntēcutlis, can and must feed on the blood of the recently dead, dying or deadly ills.


[] For their knowledge of the supernatural and how to fight it, by the Nameless, lords of shadows and lies.


Since before the time of the Lord, the Nameless Lodge has ruled the night of West Africa, working in the shadows and infiltrating every cults, societies and order they could. The lodge used many names, in many tongues, but in the end held none. Behind a thousand masks, they worked to create a world where they could bend the lives of every mortal with one word and without any trace, taking hold of the powerful and shaping the customs of the weak.

So when merchants came, seeking to buy laborers with gold and uncaring of the cost in blood, tears and suffering, some of the Nameless became interested in what could be done with such people. So they came to America.
There, they have used many masks, worming their ways in clubs, in parties, in unions and in crime syndicates. For a true Nameless as no beliefs, no faith, no community and no roots. Only the Lodge.

The Lodge's recruitment is a wonder to behold. Take our new Prince. First there was a normal person, happy, married with a child. Then they lost all, and became a Hunter, spending years hunting the supernatural, scouring every bit of lore held by those who have fought the supernatural for centuries and creating a new family amongst their fellow hunters. Then they lost everything again, were betrayed, and saw everything they believed in made a mockery of. A careful work to break someone utterly, and reshape one Hunter into a strategist for conflicts between elders...
What a shame it failed.
And so our new Prince directed their anger toward the elders….


The Prince will know of the supernatural, and how to hunt it and destroy, or contain it. The Prince will have contact amongst and knowledge of the Hunters, and unlock special actions.
The Prince will begin with the perk Hunting Lore : Can spent dice to create re roll and one-time bonus against a specific supernatural threat, earning 1 re roll and one +10 bonus per die spent.
The Prince's, like every Nameless, will tend to forget the irrelevant more than other vampires. Futile memory, useless feelings, meaningless beliefs.


So we have it, one rebellious fledgling, one spark for a new rebellion.
Now, what allies did our Prince gather amongst the other fledglings that were slaves in the hands of the elders ?

Choose the 3 members of the Prince's Coterie

[] Renault de Montfaucon, Freed War Dog (Húsmágnás, Warrior caste)
:

Once, Renault was a knight in the service of the King of France. He was brave, respected, with a beautiful fiancé and bountiful lands. Then, one night, he made the mistake of slaying the favorite experiment of one vampire of the Lord caste. So he was taken, and made a toy. For centuries kept starved and chained, released only to serve as a beast of war or to fight for the entertainment of his master. The Prince freed this broken knight from his chain, and gave him a new chance. Renault is lost, his mind wounded beyond what should be possible, his faith broken long ago. But his sword arm is strong, and his desire for revenge stronger.

Begin with Perk Blood Knight : +10 to personal combat, will re roll combat roll in exchange for wounds to himself)

[] Mei Lin, Pleasant Face (Húsmágnás, Servant caste):

There was a person named Mei Lin once, one full of hope, seeking a new life. Now there is a face with this name. One that can shape itself at will, smile endlessly or cry without end. Every role and every feeling can be expressed from this face, but beyond it there is only a void and an endless hunger for blood.
Now the face has turned against its maker. And perhaps it can be a person again.

Begin with Perk All Faces in One : +10 to Infiltration rolls (used to subvert and corrupt institutions), Unlock unique options thanks to shapeshifting (identity thief...).

[] Lászlo, Who Serve Himself (Húsmágnás, Servant caste):

Lászlo is an old servant. For centuries he has served, without fail. Many times he has been reshaped to serve his Master. Pleasant form to please, powerful one to fight, intimidating to shepherd the herd. Who remembers the peasant from Hungary now ? Who will remember the servant that was turned into a vampire without any care and only because his frame could not support another change ? The Master did not care, it never did. Now Lászlo serve himself.

Begin with Perk Old Servant : Unlock actions due to in-deep knowledge, can detect some traps when his dice are attributed to an action due to long experience.

[] John Smith, True Nameless (Nameless)
:

The perfect Nameless. No memories, no past, no true name, a face that faded in the crowd. Masterwork of an elder Nameless, a man broken until reduced to a tool. However, a tool has no loyalties, and one made of flesh can still feel pain and anger. John Smith will not suffer.

Begin with Perk Without Traces : +10 to Information Gathering actions, reduce risk of discovery as John slips from every mind.

[] Calvin Clay, The Sergeant (Nameless)
:

When Calvin came back from Vietnam, he was angry, seeking something beyond senseless violence abroad and discrimination at home. And he found something. A society of powerful beings from the African homeland, slowly acting in the shadow to liberate every black, and create an utopia. So Calvin Clay became a foot-soldier, and then an instructor, working tirelessly for the ideal. Fighting, training new soldiers, every day, and when turned, every night.
All for nothing ! Once again, he had been made a pawn ! There would be no utopia, only an eternity under nameless monsters who did not care about anything but themselves. Creatures who were waiting until their curse would have stripped away every last bit of his humanity, to make him one of them for all eternity.
Calvin had been warned before they could finish their plans. And he would burn them all.

Begin with Perk Undead Instructor : Unlock Training actions, allowing to permanently upgrade others dice.

[] Afua Owusu, Twister of Laws (Nameless)
:

Some say that being a business lawyer is to sell your soul, and Afua was more than willing to do it, to ensure a life of plenty for her family, for her parents that had broken their backs sending her to law school. So sometimes one has to make hard choices, forget their morals to end the month, so what ?
This is the mindset that attracted the Nameless to Afua, and this is how she finished as the pet lawyer of an elder, rapidly losing herself in the shadows.
She now has an opportunity to make other choices. Will she take it ?

Begin with Perk Nigh Lawyer : Unlock the ability to acquire and control legal business through more or less legal means (beyond the usual vampiric strategy of intimidation and mind control), and manage financial assets.

[] Ramón Ordóñez, Reborn Shepherd (Mictlāntēcutlis)
:

Man of faith are a strange thing. They can be misled thanks to their beliefs, they can be broken when turned into a vampire, certain their soul is lost. But they can also be elevated by this same faith.
Ramón Ordóñez is such a man, one who once helped the ills and dying in a forgotten slum of Argentina, before becoming a perfect instrument for gathering the ills and maintaining them alive. In many cities he walked, becoming the Healer of the Forgotten, gathering a flock amongst the desperate to feed his master.
Now, in a ruined church, the Prince has resurrected his faith. He may be damned, but a good shepherd he will be again.

Begin with 2 Wretch Servant Dices (1d25 each, worth 0,5 Control Point)
Begin with perk Shepherd of the Lost : For any action to recruit people forgotten by society, multiply by 2 the result of the rolls.

[] Emma Fuchs, Vessel and Seer (Mictlāntēcutlis)
:

Ghosts are powerful, fickle things, hard to bind and submit permanently. One of the easier ways to realize such a bidding is to find an appropriate vessel. Select one with the right blood and one who has learned much of the appropriate period of History, take them, put them in the appropriately reconstituted environment, turn them into a vampire, and at the moment of change, bind the ghost to their body. An habitual, well-practiced way to create a pliant vessel, with the incomplete transformation due to the possession and the bound of blood between a vampire and their maker ensuring obedience.
But sometimes this procedure fails.
Now there are two Emma Fuch, the historian turned vampire and the seer from the Thirty Years Wars. And both have nothing but hatred for the elders.
Begin with perk Ghostly Seer : 1 re-roll per turn, forewarned of majors coming events.

[] Fatima Sahli (Mictlāntēcutlis), Once Powerful
:

Sometimes, people are turned not because of their value as vampires, but because of their own. Fatima had risen from nothing to become a woman of wealth and privilege, with enough money to buy anything and anyone. But not enough to buy wealth. When cancer struck, she desperately sought any remedies, uselessly, until one vampire came to her in the dark.
She was turned, but it did not heal her illness, not truly. Her maker used her as a way to both earn wealth and study how a vampiric cancer would act. So she remained weak, and every night was tested and used a little more.
The Prince ripped the undead tumor from her, and now what is left of her empire shall be used for vengeance.

Begin with additional Blood and a set-up Heaven(base) thanks to the remnants of Fatima's wealth.


So were the sparks gathered. They fought and they conspired in the night. They used the elder's division against them, blowing on the fire of conflicts. And then, one faithful night, when the elders were gathered for either the last negotiation or the final fight, they struck.
And the elders, their beautiful heaven, their tools and their plans and all their evils…

Were set Ablaze.

No moratorium, you may vote.
 
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Character Creation Final: The Domain
How do you fight elder vampires ? A creature strong from centuries of existence ?
You hit them where it hurts, the blood.

It was not an easy task, even for our gifted prince, to spread their poison in the water system of the city. Even with the help of John Smith, an agent that could not be noticed, it took months of thankless work.
But when it was done, a strange illness was spread in the veins of the mortals. The mortals were completely affected by it, but if a vampire had the ill luck to drink from an infected, they would soon puck out the blood by every orifice.

Of course, once the poisoning was done, tensions flared amongst the elders. The Húsmágnás were accused of spreading crafted poisons, the Mictlāntēcutlis of seeking to conquer new herds by making them undesirable to others, and the Nameless… well, simply of being the untrustworthy bastards behind every dirty plan for centuries. These rose rapidly, helped by the sudden death of lesser vampires, found cut into pieces, and various anonymous letters sent to the IRC on the finances of various mortal fronts of the elders.

As expected, when tensions were at their zenith, ready to explode into an all-out war, the elders gathered for one last round of negotiations, and more probably to violently solve the issues amongst themselves, without risking to attract the attention of mortals with constant nights of violence.
We can be sure that many plans were hatched and many countermeasures prepared. But all those old and suspicious elders missed one thing. They missed that the abandoned building where they gathered, in an old slum emptied of its inhabitants, was built under old and faulty infrastructures, with a broken gas system and sewer filled with rotting trash, filled with methane.
And if one set a fire in just the right place….
Well let's say that neither the elders, the building or the slum survived the night.

So, with vampire societies emptied of its cruel leaders, there was a vacuum ready to be filled, perhaps by monsters even worse than those before. So our Prince claimed the throne of night, and will defend it, for the fledglings existence, for what morality is left in them, and against the beasts in the night.

Glory to our Prince !

[] Write-in, input a name for the Prince


The Prince has the body of a...

[] 2 : Male

[] 2 : Female

[] 2 : Other, write-in

(Subtlety such as sex, gender and orientation are far less important amongst vampire than amongst mortal kind, for they are before anything else predator that reproduces by turning human. In particular, a lose of gender and sexual identity is a common consequence of spending centuries as a vampire)

[] Optional, input a description if desired


What is the Prince's Domain, taken from the elders?

[] A place of power


The Prince will rule over part of a center of political, cultural and economical power. A place rich in resources to take, but filled with foes mundane and supernatural.

[] A decaying city

The Prince will rule over a decaying land, filled with desperate mortals and institutions ready to be taken advantage of. However, excessive decay will endanger the Prince's resources flow, and risk attracting new predators, attracted by easy prey.

[] A minor city

The Prince will rule over a minor city, once under near-complete control by the elders, now emptied of most supernatural control. This Domain will have less opponents, but less resources than bigger cities, and will begin with an extreme case of power vacuum.

[] A rural town (unlocked by Húsmágnás)

The Prince will rule over what was once an experiment of eccentric elders, a Domain ruling not over a city but a wide track of countryside. This Domain will hold far more land and raw resources, but less population to exploit, which will also make disappearance far more visible than in a city. And the Prince will have to deal with the power of the wilds, powers that are near-universally opposed to vampires.


And what will be the factions already present in the Domain ? Choose up to three :

[Free, automatically taken] Vampire


The world will end before a Prince can be free of the intrigues, hunger and conflicts of their vampire kind.

[] Other Predators

There are many kinds of predators prowling the night, and some have built their courts in the city, some feeding on flesh, others on dreams, or on emotions. Predators are much like exotic variety of vampires, with unique needs and power.

[] Hunters

When the supernatural act without restraints, hunters come. Mortals that have lost something precious, and have heard the Calling of the hunt. Do not underestimate those ready to give their life to end the creatures of the night. However, know that they are mortals, and still usable.

[] Agencies

One of the many secret agencies of the US government calls the Domain home. Those agency are much like bear, slow, sleepy, ponderous and easy to exploit for the talented parasites. But who to us if we wake the bear. We will not survive the government's attention.

[] Shapeshifters

Mortals line up with symbiotic spirits, shapeshifters are the natural foes of vampires. They have hunted and fought us as abominations since the dawn of time. But no blood is sweeter than the blood of shapeshifters and their kin, and many vampires have built their power upon victories over the shapeshifters.

[] Spirits

The wall between the worlds is thin in the Domain, and spirits of nature and the elements can manifest. Simple beings bound by their nature, they are in many ways like raging rivers. Uncontrolled, they will flood and destroy. But when tamed, they will bring great benefits to the owner of those lands.

[] Ghosts

The ghosts, unquiet dead and constant issues for a kin prone to killings like the vampires. Talented necromancers have built their power on taming the land of the Underworld and the ghosts that inhabit it, but to the unprepared they are at best an hindrance and at worst a constant menace.

[] Mages

The Domain holds a line of sorcerers, as jealous of their power and possessions as any vampire. They can be a great menace if angered, ready to curse us and send their summoned servant against our interest. However, if allied or enslaved, they are a source of supernatural services.

EDIT : Vote Open
 
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Choose your State
Adhoc vote count started by OldShadow on Nov 22, 2023 at 12:51 PM, finished with 27 posts and 14 votes.

  • [X] Wild hunt and druids
    [X] Plan: Red Blood of the Vein; Black Blood of the Earth
    -[X] Name: Parsimony Kind
    -[X] Female
    -[X] A rural town (unlocked by Húsmágnás)
    --[X] Texas Oil Country
    -[X] Hunters
    -[X] Agencies
    -[X] Shapeshifters
    [X] Plan: New Nobility
    -[X] Name: Maria Vanderwulf
    -[X] Female
    -[X] Description: Unnaturally beautiful due to the hand of her former master reshaping her body to be more pleasing to their eyes. Long black hair in the color of a moonless starless night falls down to her knees, and piercing eyes that look like they are staring into your very soul. Tends to wear clothing reminiscent of of a Victorian noble woman while performing her official duties or interacting with other vampires or supernatural faction, but will trade it out for more normal clothing while in public or put on a lab coat while performing her experiments.
    -[X] A place of power
    -[X] Mages
    -[X] Other Predators
    -[X] Agencies
    [X]Name:Godfrey D'Arcy
    [X]Male
    [X]A rural town (unlocked by Húsmágnás)
    [X]Spirits
    [X] Mages
    [X]Hunters


Vote closed.

Plan Wild hunt and druids win !

A speedy vote, since a lot of people wanted to play in Texas, and wanted certain industries connected to the Domain.

Where is the Domain located ?

[] West Texas, near the border, in ranch and oil country
[] At the border between Oregon and Washington, living of farming and forestry
[] In Wisconsin, next to lake Michigan. Cattle, farming, and cheese.
[] Write-in
 
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Turn 1 : Prince of Walla Walla, November, 2004
In the south of the State of Washington lies a warm and dry valley renowned for its wine and sweet onions, with the local farmers ever fearful of winter, with its cold snap and storm coming down from the Blue Mountain.
This land is the county of Walla Walla, one rising from poverty in the back of a booming wine industry.

To this land came 3 elders of three clans, seeking to build a power base away from their masters in the cities.

János Kempelen, of the Húsmágnás, seeking to rebuild his lost European domain, with blood-red vines fed by the blood of serfs, and black horses and dogs raised on their flesh.

The Masked One, of the Nameless, seeking an isolated land to study how to bind and shape mortals minds.

And Antonio Chávez, of the Mictlāntēcutlis, seeking new herds and new bound servants.

Bound by pacts, they worked together to tame and enslave this land and its inhabitants, creating new servants to serve their aims.
But, like many times before, creations turned against their makers, and these are now ashes, burned away with their most prized servants in what was supposed to be a secure meeting grounds.


Now four fledglings lie in a forgotten basement, around a moldy table. They have sipped from each other blood, and become bound in a true Coterie.

An enraged knight seeking revenge.

A binder of minds and laws seeking justice.

A nameless one, able to fade in any group and devour the memories of others, but desperately seeking a purpose.

And a scientist, one that was shaped to be beautiful and tall, one that can still not force his reshaped muscles to sit in any way but straight on his chair, like a servant awaiting command. One who can feel his blood sluggishly moving in his veins, ever ready to burst in long, bloody tentacles out of him and shape flesh and blood.

They have won. But they are still vampires. For all eternity, they will hunger for blood, a beast waiting in the back of their head to be unleashed.
No matter where they go now, other elders will come to them, to slay them or enslave them anew.
Their only chance to be something else, to build a life as free as they can have, is to rule. To take the elder's thrones, and hold them. To reshape the Domain in their own image.
After long debates, they all understand this true. And now they must plan their takeover.
First, a Prince has been chosen to lead their collective work and by the face of their rules, in the shaper of flesh that freed himself first, and then the other members of this Coterie.
Second, they must claim the Domain.
Either by finding mortals to act as their agents in the days, and finding new sources of wealth and blood.
Or by taking from the elders, for as long as their old empires stands.


November 2004

Blood : 100

Suspicion : 2/100

Dice :

2d50 Personnal dice
2d50 Renault Coterie dice (+10 to personal combat, will re roll combat roll in exchange for wounds)
2d50 John Coterie dice (1d50 each) (+10 to Information Gathering actions, reduce risk of discovery as John slips from every mind)
2 Afua Coterie dice (1d50 each)
(Can be used on [Legal] tagged actions.)


Current objective : Claim Control of Walla Walla

Build an Heaven for the Prince
Submit or destroy surviving servants of the elders
Claim at least one secure herd or hunting ground for the Prince and each member of the Coterie
Ensure that the locals mortals and supernaturals factions are pacified


Current issues :

Remnant of the old orders : The survivors amongst the elders servants are for now in hiding, trying to contact their dead lords. If you do not act rapidly, they will flee (0/3 turns before the survivors escape)

Falling Empire : The elder's possessions in the mortal world will begin to unravel without masters. Claim it or burn it. (0/6 turns before the possessions begin to fall apart)

Spreading News : It is inevitable that news of what will happen will spread to the ears of the elders in Seattle and Portland. Be ready. (0/12 turns before the elders react)



Projects

Claim


Take control of the Domain, and become a Prince in more than name.


[] Claim the last Prince's Heaven

For decades, the Húsmágnás have schemed from a complex built under an isolated winery, shaping flesh and vines with frequent shipment in the dead of nights. This fortress is now without lords. If we can claim it, the accumulated resources and research of János Kempelen, old prince of Walla Walla, will be ours.
However, are we ready to claim a Heaven built on suffering and inhuman abuse ?

- [] With lies and threats [0/200, 10 Blood per die]

Heaven is a monument to a sadistic beast from the Middle Age, and, even without lords, filled with monsters. However, we will need the resources of monsters to create something better.
We will come to the Heaven as agents of János Kempelen, pretending that he is still alive but in hiding since the burning, and take over what is left of his empire. And then, we will have time to deal with the monsters.

Claim the surviving resources, servants and contact of the last Prince. Reduce progress needed to take over old Húsmágnás activities and unlock new actions. Create a need to deal with the personal monsters of the last Prince.

- [] With blades and fists [Personal Combat] [0/100, 20 Blood per Die]


We need the resources of the elders to survive, but we do not need to accept their sins. Kill the monsters left, and claim fortress and loot for a better cause.

Heaven taken by force. Obtain loot and occult resources. Obtain potential Heaven for the Prince. Reduce progress needed to take over old Húsmágnás activities and unlock new actions, due to the Prince's documents.


[] Take over the local branch of Éhség Corporation [0/200, 5 Blood per Die]


Éhség is the main mortal front of the Húsmágnás, officially are mere food company with investments in biotech and alcohol production, this company in effect as a monopoly on entire rural region, dictating the life of the locals and providing a tithe in flesh and wealth to the lords of the bloodline in Hungary.
The local branch of the company is, however, the personal toy of the locals, now dead, elders, earned by cashing in centuries of favors. Claiming their possessions will be hard, for we will need to find the locals puppets of the vampires and bind them to our own wills, but rewarding : Éhség as wormed is way in every aspect of local agricultural life, and no farmer can escape its reach.

Secure influence over local Éhség assets. Obtain power over agricultural life, and possessions of various wineries and laboratories.

-[] Understand Éhség [Legal] [0/30, 10 Blood per Die]

Afua thinks she could help our work simply by investigating in depth how Éhség local assets are set up, and finding any traces of corruption or mismanagement that could be traced back to the influence of vampires.

+ 100 progress to Take over the local branch of Éhség Corporation


[] Hook into the Washington State Penitentiary [0/100, 10 Blood per Die]


A major feature of the city, the penitentiary was a handy source of captive blood and labor for the locals nameless. If we can find their puppets in the penal administrations, and the blackmails that ensured their obedience, we could take our share on the prisoners, and bend the prison to our will.

Obtain a good source of Blood. Earn influence over the Penitentiary's administrations.


[] Wineries ''Investments'' [0/75, 15 Blood per Die]


Since the coming of the elders and their front corporations, the various local wineries that once brought wealth to the region had been slowly dying off one by one, bought out when their crops failed for mysterious reasons or after tragic ''accidents''.
We could make some deals with those desperate winners, and buy ourselves some power and influence. It could be considered rackets, but does it matter if we will truly protect them.
Source of Blood. Open new actions to either help the winners or exploit them.


[] Beat up locals thugs [personal combats] [0/50, 15 Blood per Die]


Walla Walla holds a number of thugs : dealers, con men, loan sharks… people that cannot go to the police to report interferences in their business.

Time to break some legs and put the local underworld to order.

Begin to submit local criminals. Potential source of recruits and Blood.



Hunt


Seek prey to hunt and foes to destroy.


[] Find survivors [Personal Combat] [0/75, 15 Blood per Die]

They are survivors of the elder's court. Willing servants and bound slaves fleeing and hiding all over the county since we burned their masters, and able to be an hindrance or warn others of what we have done.
We should send someone to hunt them down and capture or kill them.

Begin to eliminate remnants of the elder's rule. Trigger a loot roll, to see who or what was hunted down.


[] Hunt scums [Personal Combat] [0/25, 10 Blood per Die]


Vampires need blood, and that blood must be taken for mortals. For most vampires, this is a simple fact, and they will not hesitate to hunt and kill some defenseless mortal in time of need to feed their hunger.

We are not as monstrous as them. Yes, times are dires, and yes, we need blood, but we will only take it from the deserving. Abusers, lynchers, slavers, thoses we can destroy without care.

Hunt some scums. One-time Blood from fresh blood and loot. Trigger a loot roll, to see what kind of scum was hunted down.



Informations Gatherings


Scout the nights and find menaces and secrets.


[] Seek the lords of Death [0/50, 5 Blood per Die]

From members of the Coterie that were turned by the local elders of those bloodlines, we have some information on the work of the Nameless and the Húsmágnás, but none on the Mictlāntēcutlis. Time to find what attired the Lords of Death here.
Find clues on what the Mictlāntēcutlis were doing in the region


[] Into the Blue Mountains [0/100, 10 Blood per Die]


The elders had interest in the Blue Mountains, sending expeditions in them. And since the expeditions have begun, each winter more storms descend from the mountains. What were they doing here ?

Informations on the Blue Mountains and the freak storms coming from them


[] Find the Hunters [0/75, 5 Blood per Die]


Before we finally destroyed them, the elders had to deal with a constant attrition of their resources, slaves disappearing in the day and holdings set ablaze. They are hunters in the county, and they were seeking the elders' deaths. Now that we have solved this issue, they are probably our problem…

Find out who the local hunters are.


[] Meet the Urusov [0/50, 10 Blood per Die]


The local sorcerer lineage, the Urusov were once powerful nobles blessed with inborn magical powers, bound to the tsars in the time of Ivan the Terrible.
When they fled the bolsheviks after the revolution in Russia, they had already become ravaged by inbreeding to preserve their powers, and constant conflicts. And they have only become worse since then.
As far as we know, they spent all their time on constant feud, affairs and providing magical services in exchange for vampiric blood to extend their lives, and stay isolated in their decaying estate.
We should see if we can make a deal with them, and what we should expect.

Learn about the Urusov, and which one is on top in their constant infightings. Open up Deals with them.


[] Follow the money trail [Legal] [0/25, 20 Blood per Die]


We have only knowledge of the possessions of the elders in Walla Walla country. If we bribe the right palm, we could learn about their more distant holdings, hidden away in the sparsely populated counties of eastern Washington and Oregon.

Discover isolated possessions of the elders beyond Walla Walla


[] Map the Domain [0/25, 5 Blood per Die]


As a group, the Coterie has little real knowledge of Walla Walla, having spent most of their time in either abject servitude or preparing their revenge in the shadows.
We should, when we can explore our possessions, to find what could be turned into huntings grounds, what can be ignored and what must be destroyed.

Begin to map the Domain's features and potential resources.



Personal actions
Require correspondent character dice

Godfrey D'Arcy, Prince

[] Alchemy of flesh and blood

-[] Project targeted.
By using his knowledge of blood and flesh, the Prince can create blood-based potions to enhance the capacities of vampires and mortals, temporary mutations and short-lived flesh servants.

Spent one dice to add 2d50 to targeted project for the turn. Will increase risk of Suspicion gain for rolling over the required progress for the project, due to clear supernatural nature. The Blood price for the project must be paid for only 1 die.


[] Practice fleshcraft

If given appropriate study material, the Prince can learn more of the shaping of blood and shape, and hone his bloodline's gifted talents. However, the Prince lacks for now both the facilities and resources for the more in depth study.

Choose subject of study

- [] Study himself [0/50, 5 Blood per Die]

The Prince shall harm himself and study his own flesh and bones, seeking to understand the transformation that was done on him and the nature of the Herder caste and the blood tentacles of shaping inborn to it.

The Prince suffers a wound (lose 1 dice for 1d3 turn). The Prince learns more about fleshcrafting, the vampiric anatomy and the Húsmágnás Herder caste.

- [] Study Coterie member [Insert Coterie member name] [???] :

The Prince shall try to convince a member of the Coterie to let him study them in depth. There will be pain and cut apart flesh, and there will be learning.

Chosen Coterie members suffer a wound (lose 1 dice for 1d3 turn). The Prince learn more about fleshcrafting, the vampiric anatomy and the bloodline of the studied vampire.

- [N/A] Study mortal BLOCKED BY HUMANITY, the Prince will not torture any random stranger to death. Find enough appropriately repugnant persons to study.


[] Find the ashes of a burned life [0/100, 5 Blood per Die]


You had a family once, before you were taken to be turned into a slave. Even now, when you sleep away the days, you dream of their death. Find what is left of your beloved.

Find your family's ashes. Make peace. ???


Renault de Montfaucon, Freed War Dog

[] Up with the times [0/25, 5 Blood per Die]

Renault is a man lost in an alien time, a knight of the 13th centuries in the modern USA. Some time to adapt myself and better learn modern English would be useful.

Renault begin to adapt himself to the 21th centure. Unlock new actions.


Afua Owusu, Twister of Laws

-[] Mortal Cover [0/50, 5 Blood per Die]


Afua would like some time to establish at least a cover of mundane identity for herself. She argues that it would allow her far more flexibility, such as being actually capable of owning something, but you are almost certain she also desires to rebuild some semblance of her old life.

Afua obtains a solid false identity for herself, and legally exists.


John Smith, True Nameless


Nothing, John Smith has no objectives beyond survival.





Sorry for the wait everyone, just some writers block and personal emergencies. Also I still can't write a dialog worth a damn.

And you can vote, by plan please.
 
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Turn 1 Results
Triggers Warnings : Violence, Implied Torture, Racism

Claim

[X] Claim the last Prince's Heaven

-[X] With blades and fists [Personal Combat] [51/100, 20 Blood per Die] (1 Renault Coterie die, 1 Personal die)

Triggers Warnings : Violence, Implied Torture

If you go east of Walla, in the direction of Stubblefield Cemetery, you will find a castle.
Chery Castle Winery, a somewhat famous publicity stunt of building a red reproduction of a castle of the 14th century.

Mostly attracted a few laughs from rich idiots that wanted to tour the property, play with some medieval weaponry and taste wine.
Hidden in plain sight, János Kempelen could this way install all his mementos from his lost hungarian home, and set up shop in a network of tunnels built under the castle by his pets.
Here, amidst laboratories and protected by traps and caged monsters, the Prince worked to restore his Domain.

For now 40 years, Valtter Litmanen has been the proud steward of this domain, entertaining guests, disciplining the servants and bringing fresh meat to his Lord.

For the first time in a long time, he fears. The Winery has been closed and the mortals employee fired, on pretext of some incoming works on the castle, to give privacy to the Lord's war preparations, the flesh pits have worked hard and spawned many warriors. But for half a month, the Lord has disappeared. Vvalter spend his days in his office, up in the castle tower, alone, watching a computer screen, powerless.
And now, an unknown vampire is at the castle door, asking for entry, with the guards becoming more and more anxious as it simply...stand here.

Valtter watches on the bleary camera screen the tall,blond, scarred man at the gates. Five minutes have passed, and the unknown did not leave, or give a sign of allegiance. Enough. Valtter oopened his mouth to order the threat to be eliminated.
But before he can speak, he hears the sound of broken glass, and feels a shock at the back of his head. Suddenly, Vallter cannot control his body, and he feel his mouth speak by itself

- Let him enter, Director's orders.


- Rogger, open the gates !
As the gate of the properties, carefully reinforced, opened to let pass the vampire, he rushed in, faster than the guards could react. On his coms, Vallter can hear…

- Wait, what are you doing, this is…


- MONJOIE !!!

- Shoot him, Shoot him !


Then simply the sounds of flesh ripped apart.

Behind Valtter, steps, calm and controlled. And behind his head, a cold, twitching tentacles of blood. At the other end of the tentacle, a vampire. One Vallter believed dead.

- Hello Steward, remember me ? I remember you, and your discipline, say the smiling Godfrey D'Arcy, still a little dirtied by his climb to the tower where Vallter installed his office.

- I hope you enjoyed my distraction. Now, before I will kill you, I need you to talk…
Then the screaming began.
------------------------------------------------

After a little bit of dirty work, Chery Castle has been secured. Beyond securing Vvalter and cleaning up the mess by letting my tentacles turn the flesh into dirt, I must admit that I was quite useless. Thankfully, Renault has not lost one bit of his fighting prowess, and neither beasts nor guards survived long against him.

Even better, since the Caste is closed down, we do not have to fear too much to be discovered will doing our bloody work.
Sadly, most of what we actually need has been hidden by János in his underground lair under the Castle, probably in preparations for the war he feared against the other elders. So, if we want to secure the place, we will need to finish all the things lurking in the underground networks.
The one János filled with monsters and traps. Joy.


[X] Take over the local branch of Éhség Corporation [0/200, 5 Blood per Die]
-[X] Understand Éhség [Legal] [23/30, 10 Blood per Die] 1 Afua Coterie die
Normally, you cannot simply ask for the accounting files of a company. Normally.

Afua, being both conventionally attractive and gifted with the power of mind manipulation inherent to the Nameless bloodlines, simply made the rounds of popular nightclubs and bars in Walla Walla until she could find people working for the company, make them drunk, and extract information from them.

Now that Afua as a nice trove of data, she merely need a little more time to parse through them and puzzle out the local branch of the corporations and the probable




Hunt

[X] Find survivors [Personal Combat] [48/75, 15 Blood per Die] (1 Renault Coterie die)

Once, Renault hunted boar and deer in his lands of Aquitaine. Even 800 years later, he still remembers how to track. Early this month he left for the wilder part near Walla Walla, and brought some interesting carry.
Servants of a few lesser vampires in the elder's courts, seeking blood for their masters. Seems a few survived the burning, and are now recuperating, hidden in the woods.

Renault swore to you to find them in their lairs, and bring you their heads.
And you asked him to stop running around on a horse. Where did he find it ?


[X] Hunt scums [Personal Combat] [47/25, 10 Blood per Die] 1 John Coterie die

Loot roll 98

Triggers Warnings : Violence, Racism


Francis Harker was a hero in a time of madness. One who fought for true american values and the futures of his race against the degenerate hordes that wanted to destroy all that was good and true. Him and his fellow warriors fought tirelessly against the dark swarms, and like any armies, they needed weapons.
Sadly, in these dark times, there were few ways for good old boys to find money. This is why, to his great disgust, he was stuck in an abandoned, dealing with some latinos scums from Worthless Mudhole, Mexico.
Stay professional, keep the boys in check, give them the bunch of chineses spies (« refugees » my ass) in the truck for cash, then take a shower.
This is for the cause.

This is what he thinks. This is what I, the one they call John Smith, can hear when I focus my blood on him. I think this is what the Prince calls a bad man. His followers are killers, and so are the men dealing with him, those that I followed from when I found a man shot dead in a ditch. I am a bad man too, since I kill ? Or am I no man at all ?

I do not know. Time to work. Cut the light in the warehouse, ensure that the mortals will have a hard time noticing me, and break their limbs will keep the blood warm. Easy enough, even if some of them panicked and began to shoot each other a little.
After this, take Francis, and DRINK.
Then clean myself, and go make my report to the prince.

Human Trafficking operation stopped !
50 Blood Earned for the next turn !
One unit of firearms obtained !

What is to be done with the surviving gangsters/Neo-Nazis ? They have seen a vampire in action.


[][Scums] Drain them of blood and make the body disappear

25 Blood gained

[][Scums] Chain them somewhere until we find a use to them

Obtain usable mortals. 5 % risks of discovery per turn until an appropriate place to house them can be found.

[][Scums] Let John break their minds

One John Die unavailable next turn. John obtain 1 Die of Mind-broken Servant (1d25, worth 0,5 Control)



What is to be done with the refugees that were being trafficked ?


[] Drain them Too much Humanity

[][Refugees] Let them go

Will trigger a roll to see if they are found by someone, and another to see how well they will be doing.

-[] With some money -10 Blood

Will change the result of both rolls


[][Refugees] Find them a place to stay

- 5 Blood per turn in bills and bribes to the authorities. Obtain mortals that depend on you. Open option to recruit them as herd or servants.

You are now aware of human trafficking taking place in Walla Walla. Unlock new actions.


Information Gathering


[X] Map the Domain [48/25, 5 Blood per Die] 1 John Coterie die

John goes into the night, and brings news.
There are two vulnerable targets, easy to take, the Walla Walla Comity for the Homeless, a charitable help group, and the Providence St. Mary Medical Center.
We could take over those institutions easily...or purge them of vampiric influence.


Then, there are many nightclubs easily taken over and each night filled with drunks to prey on.
Finally, there is an ongoing fentanyl epidemic in the street of Walla Walla, bringing in desperate addicts.

However, not all is open for the taking.
According to John, the local police force seem untouched by the influence of the elder. How did this happen ?
At the exact opposite, the Town Hall is filled with various agents of the elders, without contacts with their handlers.
Something to deal with.

Walla Walla scouted.
Two potential hunting grounds found in a homelessness-focused charity and a philanthropic Hospital, both lightly infiltrated by the elders.


Various night clubs and drug distribution centers were scouted and are ripe for the taking as hunting grounds.
Warnings ! Police force uncorrupted ! Town Hall filled with elder agents !


Personal Actions


[X] Find the ashes of a burned life [31/100, 5 Blood per Die] 1 Personal Die


You found the house, or what's left of it.

You remember the recruiter's words. A new, exciting job in a rural county, they said. A place to raise a family away from the pollution of the big city… What is left in the end ?

Burned wood, and weeds-filled garden. Someone bought the terrain to build a car shop. Ready to leave dirty, broken up scrap heaps where your children played, YOU WILL KIL… no.
When you have time, you will solve this issue.
Now, to find what is left of your family.


[X] Mortal Cover [3/50, 5 Blood per Die] 1 Afua Coterie die

Well, Afua is not officially dead, she had been declared a missing person. This could be solved with a little work, but Afua spends most of her time ensuring no one is going to come to Walla Walla in search of what they think is a kidnapped woman.
 
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Turn 2 : Hunter Strike, December, 2004
A mount has passed since your Coterie began taking over the city, and you still hold council in abandoned basements.
There was progress of course of course, scum's slain and information uncovered, but there's still much work to do, if four vampires want to never be slaves or exist in fear again.
Thankfully, there was enough hunting last month to properly feed everyone. Jon had finished turning some scums into servants that can act in the days, even if anyone with a little empathy can see they have now either deep mental issues or live in constant terror.
For the refugees, they are for now lodged in a crappy motel near the town, with an easily bribed owner. Not ideal, but good enough for now.
In other news, Walla Walla prosper, after a local winery won the prize of « best wine for your Christmas party » in some reality show. Now orders for wine have surged, and tourists are booking up for Christmas parties in town.
Due to high roll for local events, Walla Walla is seeing increased prosperity ! Increased ressources extractable from the town !
And in more...worrying news, you don't have to worry about remnants of the elder's rule in the wilds. They are all dead. As far as you know, one night they were there, and the next they were ashes. Hunters are on the move…
Due to a roll of 95, Hunters have cleaned up the survivors in the wilds. And will now act more openly.

December 2004


Blood : 150 (100 per turn – 5 per turn + 50 this turn)

Suspicion : 2/100

Dice :
2d50 Personnal dice
2d50 Renault Coterie dice (+10 to personal combat, will re roll combat roll in exchange for wounds)
1d50 John Coterie dice (1d50 each) (+10 to Information Gathering actions, reduce risk of discovery as John slips from every mind) (0,5 / 2 Control Limit)

- 1 Die of Mind-broken Servant (1d25, worth 0,5 Control)

2 Afua Coterie dice (1d50 each) (Can be used on [Legal] tagged actions.)




Ressources :

1 unit of mortal firearms : +5 to one dice used for a personal combat action per turn. 5 % of breaking when used.


Current objective : Claim Control of Walla Walla

Build an Heaven for the Prince
Submit or destroy surviving servants of the elders
Claim at least one secure herd or hunting ground for the Prince and each member of the Coterie
Ensure that the locals mortals and supernaturals factions are pacified


Current issues :

Falling Empire : The elder's possessions in the mortal world will begin to unravel without masters. Claim it or burn it. (1/6 turns before the possessions begin to fall apart)

Spreading News : It is inevitable that news of what will happen will spread to the ears of the elders in Seattle and Portland. Be ready. (1/16 turns before the elders react) (Obvious Hunter action this turn provide a free cover-up)

Hunters on the rise : We should watch how we act, hunters prowl the streets.



Projects



Claim

Take control of the Domain, and become a Prince in more than name.


[] Claim the last Prince's Heaven

For decades, the Húsmágnás have schemed from a complex built under an isolated winery, shaping flesh and vines with frequent shipment in the dead of nights. This fortress is now without lords. If we can claim it, the accumulated resources and research of János Kempelen, old prince of Walla Walla, will be ours.
However, are we ready to claim a Heaven built on suffering and inhuman abuse ?


- [] With blades and fists [Personal Combat] [51/100, 20 Blood per Die]

Let us finish the take over of the tunnels under the winery, and claim the Heaven.

Heaven taken by force. Obtain loot and occult resources. Obtain potential Heaven for the Prince. Reduce progress needed to take over old Húsmágnás activities and unlock new actions, due to the Prince's documents.


[] Take over the local branch of Éhség Corporation [0/200, 5 Blood per Die]

Éhség is the main mortal front of the Húsmágnás, officially are mere food company with investments in biotech and alcohol production, this company in effect as a monopoly on entire rural region, dictating the life of the locals and providing a tithe in flesh and wealth to the lords of the bloodline in Hungary.
The local branch of the company is, however, the personal toy of the locals, now dead, elders, earned by cashing in centuries of favors. Claiming their possessions will be hard, for we will need to find the locals puppets of the vampires and bind them to our own wills, but rewarding : Éhség as wormed is way in every aspect of local agricultural life, and no farmer can escape its reach.

Secure influence over local Éhség assets. Obtain power over agricultural life, and possessions of various wineries and laboratories.

-[] Understand Éhség [Legal] [23/30, 10 Blood per Die]


Afua thinks she could help our work simply by investigating in depth how Éhség local assets are set up, and finding any traces of corruption or mismanagement that could be traced back to the influence of vampires.

+ 100 progress to Take over the local branch of Éhség Corporation


[] Hook into the Washington State Penitentiary [0/100, 10 Blood per Die]

A major feature of the city, the penitentiary was a handy source of captive blood and labor for the locals nameless. If we can find their puppets in the penal administrations, and the blackmails that ensured their obedience, we could take our share on the prisoners, and bend the prison to our will.

Obtain a good source of Blood. Earn influence over the Penitentiary's administrations.


[] Wineries ''Investments'' [0/75, 15 Blood per Die]

Since the coming of the elders and their front corporations, the various local wineries that once brought wealth to the region had been slowly dying off one by one, bought out when their crops failed for mysterious reasons or after tragic ''accidents''.
We could make some deals with those desperate winners, and buy ourselves some power and influence. It could be considered rackets, but does it matter if we will truly protect them.
Source of Blood. Open new actions to either help the winners or exploit them.


[] Take over fentanyl distribution [0/50, 15 Blood per Die] [NEW]

Walla Walla is currently ravaged by a drug epidemic, one that has become the main source of wealth of the local thugs.
Taking over the local network bringing in fentanyl will submit the locals thugs with far less effort than running around and beating them up one by one.
This will also give us the power to simply stop the flow of drugs, if we ever desire to do it.

Submit local criminals. Potential source of recruits and Blood.


[] Set up shop in the night clubs. [0/50, 20 Blood per Die] [NEW]

Claiming the night clubs is simple enough. A little bribery and mind work on the owner and employees, and we will become discret VIP clients, providing us both various meeting grounds and an ample supply of willings and drunken preys.
Earn a hunting ground, to either use a source of Blood or give to a character to increase their bonus. Potential Heaven.


[] Hospital Deal [0/80, 15 Blood per Die] [NEW]
A few employes of the Providence St. Mary Medical Center is under the thumb of the elders, giving access to the bloodbank and comatose patients for what they think are locals rich perverts.
We could easily restore this deal.
Earn two huntings grounds (Coma Ward and Blood Bank), perturb actions by the Hospital.
-[] Denounce them [FREE, need no dice or Blood] [Unlocked by Humanity]

Or we could denounce them, and let them pay for what they done.

Eliminate corrupt element from the Hospital, increasing its efficiency


[] Homeless Buffet [0/30, 10 Blood per Die] [NEW]


The Walla Walla Comity for the Homeless manages a major homeless shelter that they have made as comfortable and secure as possible with their resources.
Sadly, this does not mean much, and it would be quite to subvert their protection and feed on the defenseless homeless.

Earn one low-quality hunting ground [Homeless Shelter] (reduced benefits).
- [] An anonymous donation [Unlocked by High Humanity] [No Dice needed]


The shelter is both a source of blood and a net positive to the Domain's health. It may be useful to encourage its growth with anonymous donations, from shy benefactors...
- 5 Blood per turn in donations to the homeless shelter. Will encourage it's growth, increasing the potential hunting ground,and help the homeless in Walla Walla.



Hunt


Seek prey to hunt and foes to destroy.

[] Hunt down the flesh traders
There is an ongoing flesh trade going in Walla Walla, one that you do not control. You will not tolerate that your Domain is used as a pitstop for someone else's dirty trade ?
This is your land, and if they want to even try to trade one person, they will need to come begging on their knees to you.
And for this work, John has bringed to you everything that the gangsters he caught knew.

-[] Find the Boss [0/200, 15 Blood per Dice] [Count as Information Gathering]
You refuse to believe for one second that a flesh trade in a town that holded three elders is not connected to some supernatural nuisance. Find them.
Find Mastermind of the human trafficking operation. Project will become easier for each other projects completed in Hunt down the flesh traders.

- [] A visit to the Fourth Reich [Personal Combat][0/100, 15 Blood per Die]

In the North, toward Seattle, various neo-nazies gangs organized in a loose alliance work on trading refugees for wealth and weapons, and have built a little isolated compound where they dream of building a Fourth Reich in North America.
Let's pay them a visit.
Destroy neo-nazie compond and begin dismantling the northern part of the network.
Loot, human and materials

- [] Burn the Narco Prince toys [Personal Combat] [0/100, 15 Blood per Die]


South of Walla Walla, the son of a cocaine prince from the Cartels seems to have decided to work on expanding his empire into human trafficking, creating a safe house to ensure the activities of his own fleshy silk road.
Interestingly, there is one in Oregon, in your reach.
Burn Cartel safehouse in Oregon. Begin dismantling the southern part of the network.
Loots, humans and material.


Informations Gatherings


Scout the nights and find menaces and secrets.


[] Seek the lords of Death [0/50, 5 Blood per Die]

From members of the Coterie that were turned by the local elders of those bloodlines, we have some information on the work of the Nameless and the Húsmágnás, but none on the Mictlāntēcutlis. Time to find what attired the Lords of Death here.
Find clues on what the Mictlāntēcutlis were doing in the region


[] Into the Blue Mountains [0/100, 10 Blood per Die]

The elders had interest in the Blue Mountains, sending expeditions in them. And since the expeditions have begun, each winter more storms descend from the mountains. What were they doing here ?

Informations on the Blue Mountains and the freak storms coming from them


[] Find the Hunters [0/75, 5 Blood per Die]

Before we finally destroyed them, the elders had to deal with a constant attrition of their resources, slaves disappearing in the day and holdings set ablaze. They are hunters in the county, and they were seeking the elders' deaths. Now that we have solved this issue, they are probably our problem…

Find out who the local hunters are.


[] Meet the Urusov [0/50, 10 Blood per Die]

The local sorcerer lineage, the Urusov were once powerful nobles blessed with inborn magical powers, bound to the tsars in the time of Ivan the Terrible.
When they fled the bolsheviks after the revolution in Russia, they had already become ravaged by inbreeding to preserve their powers, and constant conflicts. And they have only become worse since then.
As far as we know, they spent all their time on constant feud, affairs and providing magical services in exchange for vampiric blood to extend their lives, and stay isolated in their decaying estate.
We should see if we can make a deal with them, and what we should expect.

Learn about the Urusov, and which one is on top in their constant infightings. Open up Deals with them.


[] Follow the money trail [Legal] [0/25, 20 Blood per Die]

We have only knowledge of the possessions of the elders in Walla Walla country. If we bribe the right palm, we could learn about their more distant holdings, hidden away in the sparsely populated counties of eastern Washington and Oregon.

Discover isolated possessions of the elders beyond Walla Walla


[] Investigate the Police Department [0/40, 10 Blood per Die] [NEW]

Walla Walla PD is strangely untouched by infiltration from the elder's servants. This is worth a careful investigation before we even touch this institution.

Discover why the police force is untouched by vampiric influence.

[] Find agents in the Town Hall [0/30, 10 Blood per Die]
The Town hall has the exact opposite issue from the Police Department. It is filled to the gills with various sleepers agents of the elders, set up by each elder to prevent any legal dirty trick from the others. We will not only need to find the agents, but determine their loyalties and orders.

Find the elders agent in the Town Hall and their loyalties



Build

Construct your empire in the shadows.


[] The refugee [NEW]
We have now almost sixty refugees from various persecuted chinese minorities under our stewardship. We will need to do something about this.
-[] Provide employment [Legal] [0/25, 5 Blood per Die]
We could provide them with some work by providing both some low-cost, low-quality fake ID and finding businesses willing to engage people who barely speak english.
Eliminate Blood cost of the refugees. Start integration in normal society of the refugee
-[] Give them the Blood Kiss [0/10, 5 Blood per Die]
The bites and blood of vampires are beyond any drugs in the world. If we take the time to accustom them to it, we could ensure the loyalty of the refugee and a constant source of blood.
Turn the refugee into a Herd, providing Blood or giving bonus to one character.
-[] Reveal the Truth [0/30, 5 Blood per Die]

In many ways, revealing our natures to the Refugee is far less dangerous than with many other mortals. It is not like anyone would believe them.
By doing this, and teaching them the true nature of the world beyond mortal society, we could turn those desperate refugees into something more than a source of revenue or food. But it is a risk.
Can turn the refugees into qualified servants. Will trigger a roll to see if there's any potential character recruitable amongst them (either as mortal, ghoul or even vampire).



Personal actions

Require correspondent character dice

Godfrey D'Arcy, Prince

[] Alchemy of flesh and blood
-[] Project targeted.
By using his knowledge of blood and flesh, the Prince can create blood-based potions to enhance the capacities of vampires and mortals, temporary mutations and short-lived flesh servants.

Spent one dice to roll 2d50 for the targeted project for the turn. Will increase risk of Suspicion gain for rolling over the required progress for the project, due to clear supernatural nature. The Blood price for the project must be paid for only 1 die.


[] Practice fleshcraft
If given appropriate study material, the Prince can learn more of the shaping of blood and shape, and hone his bloodline's gifted talents. However, the Prince lacks for now both the facilities and resources for the more in depth study.

Choose subject of study

- [] Study himself [0/50, 5 Blood per Die]
The Prince shall harm himself and study his own flesh and bones, seeking to understand the transformation that was done on him and the nature of the Herder caste and the blood tentacles of shaping inborn to it.

The Prince suffers a wound (lose 1 dice for 1d3 turn). The Prince learns more about fleshcrafting, the vampiric anatomy and the Húsmágnás Herder caste.

- [] Study Coterie member [Insert Coterie member name] [???] :
The Prince shall try to convince a member of the Coterie to let him study them in depth. There will be pain and cut apart flesh, and there will be learning.

Chosen Coterie members suffer a wound (lose 1 dice for 1d3 turn). The Prince learns more about fleshcrafting, the vampiric anatomy and the bloodline of the studied vampire.

- [N/A] Study mortal BLOCKED BY HUMANITY, the Prince will not torture any random stranger to death. Find enough appropriately repugnant persons to study.


[] Find the ashes of a burned life [31/100, 5 Blood per Die]

You had a family once, before you were taken to be turned into a slave. Even now, when you sleep away the days, you dream of their death. Find what is left of your beloved.

Find your family's ashes. Make peace. ???


Renault de Montfaucon, Freed War Dog

[] Up with the times [0/25, 5 Blood per Die]
Renault is a man lost in an alien time, a knight of the 13th centuries in the modern USA. Some time to adapt myself and better learn modern English would be useful.

Renault begin to adapt himself to the 21th century. Unlock new actions.


Afua Owusu, Twister of Laws

-[] Mortal Cover [3/50, 5 Blood per Die]

Afua would like some time to establish at least a cover of mundane identity for herself. She argues that it would allow her far more flexibility, such as being actually capable of owning something, but you are almost certain she also desires to rebuild some semblance of her old life.

Afua obtains a solid false identity for herself, and legally exists.


John Smith, True Nameless


Nothing, John Smith has no objectives beyond survival.
 
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Turn 2 Results
Claim


[X] Claim the last Prince's Heaven

- [X] With blades and fists [Personal Combat] [139/100] (23 Personal Die ;50+10 Renault Die ; 5 Mortals Firearms)



Claiming the tunnels under Cherry Castle Winery should have been an arduous task, for they are filled with traps and monsters left by a cruel master.
At first, it looked like it would take months to claim everything, and that pockets of resistance would persist even after claiming János Kempelen's lair.

This impression lasted until Renault found it.
You had separated in one of the less dangerous rooms near the surface, Renault dealing with some of the lesser experiments of the old Prince. you worked on cleaning up with your abilities a room filled with flesh-devouring gas.
When your work was almost finished, your tentacles turning the gas back into simple blood, you heard a scream, like the howling of a maddened wolf.
You rushed toward the sound, thinking Renault had found a nasty surprise left behind, only to find the broken corpse of a monster, that was once a boy. Broken and shifted until his vertebra extended like the tail of a serpent, with blades formed from the bones of his limbs extended outward, mutilating his limbs, and a face, still young and innocent.
A face that looked somewhat like Renault's description of his long lost brother, back in medieval France.

Natural 50 to Renault Die, Blood Rage


You pursued Renault, following his tracks, and you found devastation in your ways, monsters hacked to bits, servants reduced to paste and traps ripped from the very walls.
When you finally reached Renault, he had breaked into the personal lair of János, and was laying on the corpse of the guardian of the lair, a giant worm made from almost a hundred fused bodies, their faces emerging from the mucus-covered skin of the beast.
Renault's face was covered in blood, not of a battle, but of his tears, the bloody tears of a vampire.

Renault still holds much rage in his heart.

When a Vampire rolls a natural maximum on a die, they activate a special state dependent on their nature. In the case of Renault, this is Blood Rage, representing a state where his abilities are extended to the point he can break rock with his bare hands, but become completely beyond control.
The state will change and evolve depending on circumstances and the evolution of the vampire. Renault would not have murdered in bloody rage every homeless person in Walla Walla if he had rolled 50 on Homeless Buffet.



Now, after this event, you have claimed Cherry Castle. To you the remaining wealth of the castle and the security of the tunnels under it during the day. To Afua all the documents held by the Prince on his assets in the region and his control of Éhség. And to all the truth found in the diaries of documents of the Prince.
János Kempelen was a monster, a creature that used and harmed all around him for his own benefits. But he was a failure, as much as an Elder Vampire can be.
A nobleman of little note, who spent centuries ruling his isolated domain, tormenting his peasants, until finally the elders above him grew tired of his lack of utility and discretion, and banished him out of Hungary in the 18th century.
Then, he spent years roaming the blood, infiltrating every criminals organizations he could, before finally in the 50's, getting enough favors to buy power over a disregarded bit of the american Northwest, bringing a bunch of mafia family bound to him with him, and rapidly integrating them into the local economy, them inside Éhség Corporation.
All of this just to recreate is lost domain. He never did see anything more than that, get money, blood and security, and create his new domain underground, with fields of underground vines feed in blood, a peasant stock made from kidnapped people, and even new pets to hunt with.
You can do better than this...pointless backward cruelty. You can create something better. And you will.

Obtained 50 Blood in various blood reserves, monetary assets and blackmail materials.
Obtained a secure heaven in Cherry Castle Winery and the tunnels under it. Unlock actions to secure further the Caste, and restart the activities of the winery.

Obtain flesh-shaping laboratory.

Obtained documents on the assets controlled by the Prince ! Unlock new actions, reduce needed progress for Take over the local branch of Éhség Corporation to 125.


Choose two items to scavenge from the depth of János Kempelen's lair.

[] [Loot] An old coin, to be cashed in for a favor from an elder of Seattle
[] [Loot] A dossier on the local hunters
[] [Loot] A dossier on the locals spirits
[] [Loot] Research notes on the creation of a variety of vine watered with vampire's blood, producing grapes that can be turned into an exceptional wine or drinkable blood.
[] [Loot] Research notes on the creations of powerfull hunting hounds with exceptional sense of smells and jaws strong enough to kill vampire
[][Loot] Research notes on the creations of servants from human beings.
[] [Loot] Research notes on a way to fertilize lands with the blood of vampires
[] [Loot] Research notes on the transmutation of vampire's blood into useful substances, such as flesh-devouring gas or powerful strengthening potion.
[] [Loot] A tome, written in a code and in an obscure dialect of hungarian, that will need to be decoded (project to decode the book, each with a roll to see what is in it).


-[X] Take over the local branch of Éhség Corporation [120/125] 1 Afua Coterie dice (1d50 each) (20 Afua Die, 100 from Understand Éhség)

--[X] Understand Éhség [Legal] [67/30] (44 Afua Die)

With over-roll, close enough to finish both projects.


To put it bluntly, Éhség is a major food, alcohol and biotech corporation from Hungary, and one of the major fonts used by the Húsmágnás to gather wealth, herds, test subjects and secure places to install their Heavens.

The local branch, technically born from the buying out of various locals exploitations to develop the company in a new direction, is simply made from a bunch of old mafia families put under the control of the old Prince.
In the 70's, they intimidated locals to buy lands and properties for a cheap price, before selling out what they stole form cushy positions in Éhség, safe from both the law and others criminals.

Since then, those families have kept at it, doing the usual bribery, blackmail and intimidation to ensure the activities of Éhség, and obeying the orders of their distant overlord.

So, with the information found in the old Prince's lair, it has been quite easy for Afua to gather enough dirty secrets and stolen credentials to simply make the mafia families that everything is normal.
The old boss has left the county for important matters, and has left to some of his subordinates (our coteries) the duty of dealing with his possessions. We are our boss, and if you disagree, we will simply give the proof of thirty years of crime on the feds desk. When will the old boss come back ? You don't need to know.
Carry on as usual, or pay the price. Here are the new accounts, send the thugs when we ask at the old places, and answer our calls. Or Else.


Local branches of Éhség took over, mostly by persuading the crime families that control the branch that you speak with the authorities of the elders. And blackmail.
+ 50 Blood per turn, 2d50 of Éhség Die (do not cost control, can only be used on Éhség actions), 2d50 of Mafia Servants Die, each needing 1 Control.

Please assign the Mafia Servants to your vampires :
[] [Mafia] Godfrey D'Arcy, Prince (0/2 Control]
[] [Mafia] Renault de Montfaucon, Freed War Dog
[0/2 Control]
[] [Mafia] John Smith, True Nameless [0,5/2 Control]
[] [Mafia] Afua Owusu, Twister of Laws [0/2 Control]

Éhség actions unlocked. Powerfull, but require to be implicated in the working of the Company, and dealt one way or another with the crime families that control the local branch.


[X] Homeless Buffet [33/30] (33 Renault Die)

- [X] An anonymous donation [Unlocked by High Humanity] [No Dice needed]

There is a rumor spreading amongst the homeless, of a strange figure in the night, protecting those that have no home to their name.
say that those who see the figure fell asleep, and wake up in the shelter, safe and sound, with money and food given to them.
For the brave souls managing the homeless shelter, they only know that anonymous donors now regularly give money to the shelter, that the surroundings are safer than before, and that they may rest easy in the night, knowing that nothing will happen for the homeless.

And Renault now felt as if he had done something good for the meek, that he is again somewhat of the noble knight he once was.

Obtained hunting ground, Homeless Shelter (lesser) : +10 Blood or increase chance of new bonus and dice for attributed vampire.

Who is given the hunting ground :

[] [Homeless] Communal hunting ground : +10 Blood
[] [Homeless] Godfrey D'Arcy, Prince
[] [Homeless]Renaud de Montfaucon, Freed War Dog
[] [Homeless]John Smith, True Nameless
[] [Homeless]Afua Owusu, Twister of Laws

The homeless shelter hunting ground will now passively earn progress each turn until it grows in quality . Walla Walla Comity for the Homeless will be more active
Reduced risks related to owning the hunting ground (favored by the preys).
Lose 5 Blood per turn in donations.


New homeless-related actions unlocked.

Renault becomes more stable (increases humanity).




Informations Gatherings


[X] Investigate the Police Department [73/40] (John die 37+10, Mind-Broken die 10, Prince die (auto-attributed) 16)


After investigations, Walla Walla PD revealed itself to be even more insular than most police departments : most members come from cop families, and frequent the same church, bars, clubs…
They also have their own rituals, regularly organizing parties together, and going hunting on the week-end into the wilds.
Most of the cops also own modified, high-calibers weapons, incendiary bullets and seem to keep molotov cocktails in their homes.
Why is the Walla Walla PD untouched by vampires ? Because it is filled to the brims with Hunters. And because those that lead the local hunters seem to not be in the Departement…

Walla Walla PD controlled by Hunters, preventing vampiric infiltration.
You will need to deal with the Hunters to take control.
Find the Hunters project become [0/25]
 
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