[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


File: nightmare hands.jpg (142 KB, 900x667)
142 KB
142 KB JPG
You're a 6th gen tzimisce neonate, with a missing sire. Your sire has left you to manage your keep on your own, and in a week from now, a very important vovivode meeting will take place.

Your sire's role was as an advisor in this meeting - something that's gonna be hard to replicate. On the upside, your sire had good relations with the southern Vovivode, Vasimil. It seems like vasimil wants to be on good terms with you as well.

You've been studying the journals of your sire to gather information about the earlier vovivode meetings, and together with what Vasimil has said, you've come to some understanding.

You opened up the cellar door, and found some terrible creations: fleshy pods with nightmarish creations inside.

On the upside, Whatever was in there wasn't awake and threatening, merely in stasis.


Pastebin with general info:

http://pastebin.com/FUDrRALV
>>
File: the dark age5.png (340 KB, 760x990)
340 KB
340 KB PNG
>Could we use Spirit's touch on the door in order to find where the key is or who made it

Still in the damp cellar, you walk up to the grated door, placing your hands upon them to examine with your vampiric powers. First, you feel nothing, like a complete void of emotions.

But after a little bit, you can feel tapping. ever so often. pushing in on it, you realize it's the key to the door, how it opens it, everything about it. It's visuals are clear - hell, you could make a copy of it, if you knew the crafts. apart from that however, nothing is said about the grating.

What do you do from here?

>try to break past the iron grating. (you'd probably need some planning for this. Write-in?)
>return outside, deal with this another day
>return outside, and try to get someone that can make you a key.
>write in.


(turns out that my cold got way way worse, but i'm find now!)
>>
also, last thread

http://suptg.thisisnotatrueending.com/qstarchive/359657/
>>
>>399873
>>return outside, and try to get someone that can make you a key.
>>
>>return outside, and try to get someone that can make you a key.

You return up to the main floor, the form of the key perfectly in your mind.

However, what's not in your mind is someone who can make a key this accurately. You're fairy certain that the blacksmith in town can't do it at least.

>see if your older squire has any idea
>write in
>attempt at making it yourself. (write in for ideas for metal) (crafts+int, 3d10)
>>
Rolled 1, 5, 1 = 7 (3d10)

>>400206
>Attempt at making the key
>>
Rolled 10, 2, 9 = 21 (3d10)

>>400206
>attempt at making it yourself. (write in for ideas for metal) (crafts+int, 3d10)
Well, Bronze or Iron would probably be the best.
Alternatively, we can just make a lockpick.
>>
I mean, it's not like we can fleshcraft a key, right?
We could make one from bone if we had 3 points in vicissitude, but we don't.
>>
Rolled 3, 9, 2 = 14 (3d10)

>>400206
>>attempt at making it yourself. (write in for ideas for metal) (crafts+int, 3d10)
>>
Rolled 6, 6, 9 = 21 (3d10)

>>400206
>attempt at making it yourself. (write in for ideas for metal) (crafts+int, 3d10)
>>
I got an idea for a guaranteed success.
First we draw a template.
Then we make a key with bronze even if it is a bit oversized.
Then we use an iron or steel file to shave it down to a shape needed and since bronze is softer, it's doable.
>>
>>400451
>>404110
>>404133
>>404227
>>404396
>I got an idea for a guaranteed success.
First we draw a template.
Then we make a key with bronze even if it is a bit oversized.
Then we use an iron or steel file to shave it down to a shape needed and since bronze is softer, it's doable.


you come to think that you got some leftover bronze from the plates you got left. You draw up a fairly accurate template for the key, it's not perfect, but the image of the key is perfectly etched into your mind anyways. Too bad you don't really have the proper tools to turn it into something resembling a key.

How do you fix this?

>improvise! You've heard about a scottish guy, perhaps his spirit is in you too. (crafts+perception)
>perhaps you can lend some from the blacksmith. while not the best tools, it's better than no tools.
>other(write-in)

>>404124
If you had those powers, it'd really be trivial, as in a moment you could just make your finger into a key.
>>
>>406067
While I do personally know the technique for metalworking with just a chisel and a hammer, which a child can do, I don't think our character would know how to do that as it's not exactly common knowledge.

Also, what kind of a castle does not have any tools? We need to rectify this ASAP.
>>
>>406067
We've got potence, right?
How hard would it be to just carve bronze with a sufficiently rigid steel tool?
>>
>>406507
Yeah, it'd be no problem if we had the knowledge. Bit harder if you barely have the idea.

Also, our keep is seriously lacking in most departments. We got some simple tools, but nothing a proper smith would have.

>>406519
Yeah, you could probably do it a knife and some potence. You'd have to spend blood for activation (to be sufficiently strong)

Still, what are we to do? Perhaps, with some simple budgeoning you could hammer out the plate well enough.

>we'll do with what we have (str+crafts+potence 5d10)
>we can always take what we need, what is ours. (dex+stealth 4d10)
>>
Rolled 3, 8, 5, 6, 9 = 31 (5d10)

>>406740
What good is vampiric might if one does not use it?
The less we rely on the kine the better.
>>
>>408436
What good is vampiric might if one does not use it?
The less we rely on the kine the better.

You grab one of the plates - not that you use them anymore, and your servants aren't worth that much, really.

You're suprised how easy it is to mold, even with your strength. a few bends with your fist, then the hammer goes to work. It's no perfect work, but it may just work. Hopefully. after some time, you got something that's starting to resemble a bar-like shape. it ain't pretty, but if it works well... then it god damn works.

Gimme another of those rolls to he how you do actually forming the knife. (5d10)
>>
Rolled 7, 1, 5, 1, 9 = 23 (5d10)

>>409009
>>
>>409010
You grab the knife and go to town. IT's looking well, as something key-shaped seems to slowly form, but really, you go to town a bit too hard. Just as you're going to get started on the second tooth, you cut all of it, straight off from the metal. Eck. You get the idea that this wasn't so smart after all. On the other hand, you still got the other side of the bar.

>attempt two! Perhaps with some more care this time. After all, you have a good long time to do this. (perception+crafts+potence, 5d10)
>It's probably best if we'd take this to someone else. Blacksmith, or perhaps we can find someone with the skill somewhere.
>other(write-in)
>>
Rolled 8, 10, 7, 4, 2 = 31 (5d10)

>>409013
This is taking a while, it's not the best idea. But fuck it it's a challenge set upon by fate at this point.
>make the bloody key!
>>
>>409021
>make the bloody key!

You're not one to give up, at least not without a god damned fight. And it's time to fight this bronze plate! for some good hours, you carefully etch off the edges, untill the bronze chunk resembles the key... quite fairly well! it's not perfect, but assuming that the lock isn't to the vault of heavens. be damned, you think this is gonna work! you bend the other side, to give it a grip to turn it around.

On the other hand, you can almost smell the fated dawn. You decide that the cellar can wait another day.

>the ancient curse is still alive. (-1 blood 24/30)

You head down to the cellar, what you can only assume is the first of the basement. It's still awfully eerie, it feels like being inside a god damned stomach. The smell, the faint heartbeat, and the light feels like it's the last you'll ever see.

The grated door is still the same, and you nervously push in the key. turning it, almost expecting it not to work, you feel the mechanism slowly click open, careful so that you'd not bend the key. once open, you pull the door up almost too fast, making a loud clang against the flesh-clad wall. it's almost as if the room got hurt. Not wanting to put that on your mind, you head down the small spiral staircase, just barely wide enough to fit a man.

The stench that hits you is unbarable. You're slammed to the floor, your delicate smell disabling you for a good minute, before you grow a little comforted. What's there is a huge carcass, at least the size of a dozen horses, putrid and swollen, and you can see white puss leaked out in the pit it lies in. On the other hand, you're thankful that it's dead, because on what you can only assume is the front side are tusks at the size of a man. On the other side of the pit is a small wooded door, slightly open.

What now?

>Check the door Better safe than very sorry, at this rate.
>before doing anything here, the carcass must begone. and seeing the stairs, this might be the worst you've ever done. belch.
>Fuck this. Not my problem. This fucking cellar can rot all it'd like.
>other (write-in)
>>
>>409051
Check the door?
In for a penny, in for a pound.
>>
>>409072
Behind the door is a small study room. Along with a rather sturdy chair, that has an awful lot of red stains on it. You shudder, and feel that this is a memory you shouldn't delve into. There are some more books in the room, most notably a medical journal. While you dont understand a thing, as it's written in the strange text that one of the books upstairs had, the images easily tell you that it's for vicissitude purposes.

If you're gonna get anything done in here, the carcass needs to go away. It's hard thinking about anything apart from the purtid stench.

>As awful as it is, it's to be done. Start digging out the corpse
>Before sanitizing the room, perhaps you can learn something from dissecting the corpse? (int+medicine, 4d10)
>Well, a keeper for the keep has work to do, no doubt.
>other(write-in)
>>
Rolled 3, 3, 4, 7 = 17 (4d10)

>>409110
>Before sanitizing the room, perhaps you can learn something from dissecting the corpse? (int+medicine, 4d10)
Also, make sure to clean up the study and put the books in alphabetical order so the bossman figures we've been in here to clean up the place.
>>
>>409110
Also, we probably shouldn't throw it away really as much as just make a coffin for it and stick it into a shallow grave so it won't stink up the place and leave a not saying where we moved it.
Dead is dead, but it's still spare parts and also reference materials if he needs to visit his earlier work.
>>
Rolled 3, 8, 6, 6 = 23 (4d10)

If he wonders why we did dissect it, we can always say we were trying to figure out if there was anything to salvage from the corpse.
>>
>>409129
You drag and pull, using your knife to cut the muscles and tendons in the corpse, but honestly, this is far beyond your grasp, both medically and in vicissitude skill.

>>409152
Eh, this is a creature that's in the weight-class of an elephant. I doubt you can make a coffin for this. And good luck getting it out of here in one piece.

You start cleaning up the room. after an attempt at sorting the books, you really give up. Nothing to be done in a language you dont understand, with symbols you've never seen. Hell, most of them have blank outsides anyhow.

You spend the following nights getting rid of the putrid mess. While you feel that your sire may not be absolutely happy, you can always point out the fact that there wasn't much to salvage.

The ancient curse is still alive (-1 blood 20/30)

As you wake, you realize it's little more than a week until the meeting. apart from that, you feel sated that the basement smells only of little rot, and not full out-death.

You start to feel the call of the blood. Perhaps something to be done.

>hunt. No thinking on empty stomach.
>let's see if there is something to do with the pods, now that we've searched most of the keep.
>other (write-in)
>Send away one of your squires (for what? The language?, latin? Is there something else we need?)
>>
>>409177
What is expected of us at the meeting again?
>>
>>409177
>hunt. No thinking on empty stomach.
Where did the meeting take place? Here? If so, we should prepare. Get some blackjack and hookers.
Emphasis on the hookers. Preferably from out of town.
If we need a quick buck, we should catch some rabbits, turn them into albinos with vicissitude and tell our squire to sell them to score the bitches.

Also, a dictionary would be nice.
>>
>>409185
Well, it's a bit hard to explain - mostly as you don't really know either. It's an old ritual, for the head Vovivode to keep check of who's in their domain. They're discentralized, but towards outwards threat, clan tzimisce acts as a unison fist. The meeting seems to be in place to spy and be spied upon. all well aware of the game they all play.

Our sire seems to have been some kind of advisor to the lord, something that's somewhat troublesome, as that's nothing we can do.
>>
>>409190
For latin that is.
>>
>>409190
>hunt.

You thread into the night, down into the small village. The sky is clouded, but your sight still has little problems as you stalk in the night.

After a night of taking a tenth, going from person to person, draining just a little from each, you return.

(+6 blood, 26/30)

The ancient curse is still alive. (-1 blood, 25/30)

Reminding yourself of the latin books, and you lacking education, you see if your squire can find someone that could teach you.

how will this be done?

>two strong ghouls can take care of bringing someone who speaks Slavic and latin.
>You could always send your squire for some barter. Promise a man something of value, and he may as well comply.
>Other(write-in)

pick one of where they're headed.

>south, to a bigger village. With a little luck, the could find someone bilangual there. (a couple of weeks
>further, into proper roman teritory. You're guaranteed to find somone there, but the trip is longer and more dangerous. (a month at least)
>other (write-in)


>>409190
The meeting is to take place at the lord vovivode, Lazlo.

Sadly we can't really make money of the village directly. None really handles money there. Under you, and most tzimisce rule, for farmers the only that matters are rags to wear, shelter and protection from the wild, and food in their stomach. Not much of a life, and not much to barter.
>>
We should definately be full up on blood point for the meeting.
I expect our Auspex is going to get a lot of work.
We should also make ourselves presentable in terms of vicissitude as well.

It's our debute after all.
Gotta look good. Not human good though, but inhumanely beautiful.
Such as having our hair colour be alternating in a way that it forms images of patterns and our irises looking as if they were chiseled marble.
>>
>>409221
Can we buy a slave that knows latin?
>>
>>409241
That would also double as a mobile blood bag, so it's all good.
>>
>>409241
Not really. Where we live we don't practice the use of slaves very much. Serfdom is closer. On the other hand, You could kidnap any of them, and the village would accept it, because they're powerless to do, and you ward of other horrors of the night.

We're not really rich in the sense of a huge pile of gold. We're rich in influence and land - but it's very local. -

>>409226
While you're not a master of vicissitude just yet, we could undoubtedly try altering our appearance. Give me a int+crafts roll (3d10)
(describe attempted changes)
>>
>You could always send your squire for some barter. Promise a man something of value, and he may as well comply.
Instead of having the man come here, could we pay for him to make some reference material?

Also, we should probably prepare the bossman a fugitive in the dungeons when he returns so he can start remaking that construct if he needs to.
>>
Rolled 2, 5, 8 = 15 (3d10)

>>409273
Basically just hair colour that is with a dark base like night sky and patterns in it like nordic lights.
The green parts bulging out like our hair were a 3d painting.
>>
Rolled 1, 10, 4 = 15 (3d10)

>>409276
Actually, send the ghouls to find some highwaymen and lock em up.
We should at least have dungeons?
>>
>>409276
Possibly, but we're again put at the point of not really having something that more civilized places take as barter. Promises are easier to give away. Second, Neither of your squires speak Latin, so you'd never know if he cheated you. And any language is easier to learn from someone who speaks it.

>>409295
You start to work on your hair with an idea in mind, but it doesn't really turn out all as planned. Dark as night is true on the other hand, as it's reminiscent of a starless sky.

(-1 blood, 24/30)

You come to think that your ghouls should probably be granted some of your blood if they are to leave. Really, those that aren't going to anyhow are probably due.

(this would cost you 4 blood.)
>>
Rolled 7, 6, 4 = 17 (3d10)

>>409314
The elephant sized thing does take a fairly large amount of meat after all, right?
>>
>>409321
Gotta spend money to make money.
Send the boys out to hunt.
>>
>>409314
Yeah we have cells, no doubt. and if we really were to torture someone, we could always let them sit in the putrid pit we... somewhat cleaned out.

>>409322
Hm? It's dead. Or are you gathering materials for making another one, if your sire were to return? Sorry if i wasn't clear on this point.


>>409314
>>409322
You keep on attempting on improving your hair, and your efforts at least come out into some colored strains. You're honestly surprised that it worked. While not exactly what you had in mind, you guess this is as good as it's going to get, at least for now.

(-2 blood, 22/30)


>>409327
You send your pair of squires out to "pick up" people on the road. they'd probably be back next night.
>>
>>409344
My plan is to have some materials to get started on another one by the time bossman gets back if he still is interested in that shit.

Also, that other living thing he had in the cellar, we probably should make sure that thing doesn't die as well.
>>
>>409370
I mean, if you gotta water the plants, thats kind of our job.
>>
>>409370
Ah, you mean the pods. well, it seems to be fed by meat. Perhaps you should go out and hunt some wild animal for it.

>Go out and hunt, blood for yourself comes first

>Hunt something for the pods, stomach. Whatever the hell it is, it should keep on being alive. (roll dex+survival )

>other
>>
Rolled 5, 10, 1 = 16 (3d10)

>>409382
Pods first.
I don't know what our stats really are though.
>>
>>409385
ah, second post got a character sheet. It's 6d10 for dex+survival
>>
Rolled 3, 4, 10, 2, 6, 5 = 30 (6d10)

>>409382
Here you go
>>
We should probably make a contingency plan at some point in the event we gotta bail and have our boys leave small deposits of dirt from here to various different places so if this place gets taken over, we've got a place where we can grab dirt from in an emergency.
>>
>>409402
After some time in the woods, you find a roe deer. Not the biggest, but a single arrow, even if it's not spot on should take it down. Unfortunately, the wind isn't perfect, so you probably only got once chance here.

Roll a dex+archery roll. 5d10
>>
Rolled 10, 6, 6, 8, 10 + 3 = 43 (5d10 + 3)

>>409424
Splat.
>>
>>409424
That's actually +5, tried to put +2+3 but it doesn't work
>>
>>409430
Well, not like that it matters. The single arrow you shoot demolishes the head of the roe. IT immedeatly falls down to the ground. You've seen people decapitated more alive than this deer.

Dragging the dead animal back to the keep, and down to the stomach, feeding the weird pods, or whatever the hell it is with the roe deer.

(also, i worded that a bit wrong. rolls are dependent on how many dots you got, each dot representing a d10. So dex+archery would equal to rolling 5 d10's)
>>
>>409484
Ah, allrighty then.
>>
>>409484
>>409491
also, gonna take a break. I'll be back later!
>>
Could we use theoratically use 1st level vicissitude to generate bioluminescent skin or does that not count as a cosmetic change?

If we can, I say we try to make our left hand into a light source and just wear a glove on it when we're not using it.
>>
>>413096
Theroretically yes! Level 1 is all i would say is needed for bioluminescence, however, as stated in the pastebin;

"In addition, Vicissitude has many smaller applications in combining the three first powers - Improving sight, additional eyes, (sub)dermal plating etc. These have knowledge/experiment/research prerequisites, and cost xp - but once learned can be use any number of times. "

This qualifies as that. So you better get some studying going for that.


>>409484
After some successful hunting, having fed the catch to the grisly... thing in the cellar. (really, you should give me something to call this. Stomach?) You're remember that your ghouls need to be fed your blood occasionally to remain loyal, and remain ghouls. It's probably due now. On the other hand, you're somewhat hungry too. (22/30 blood)

Feeding them would cost 4 blood.

>Feed them, then hunt.
>send out the squires on a mission. We've still not come to a conclusion in how to deal with the latin scripts.
>other(write-in)
>>
>>415819
Wouldn't we be able to feed them, then send the squires out while we go for a hunt?
>>
>>415819
>Feed them, then feed yourself
>>
>>415829
Hm, that's given, really, as i think of it.

Giving your sweet vitea away, you can see the ghouls gouge themselves on your blood. No strange is obedience, as such is their reward.(-4 blood, 18/30)

On the other hand, you still haven't decided how you are to send out your squires. Kidnapping someone who speaks latin, but how far are they to venture?


>south, to a bigger village. With a little luck, the could find someone bilangual there. (a couple of weeks
>further, into proper roman teritory. You're guaranteed to find somone there, but the trip is longer and more dangerous. (a month at least)
>other (write-in)
>>
I've got an idea.
Wouldn't spirit's touch allow us to peek into the secrets of the objects without needing to learn the language?

If we were to use Spirit's touch on the workspace, would we not be able to see what occurred there and retroactively observe our master's work?

Could that work for books as well or does that require artist's intent?
>>
>>415913
Oh, also, I say send the ghouls to the village, but at the same time have them ask the voivode in control of that place for a permission.
Nobody likes a guy who steals cattle.
>>
>>415965
Tell him we owe him a boon for that.
Having someone invest on us early on will do well for our survival.
>>
>>415965
>>415986
This is very reasonable. You write a small letter to bring with your ghouls, telling the vovivode that you're in his debt. It takes you some time to remember who it is, but at least you remember a name, Blaz. Apart from a name, you know nothing about him.

After you've fed the ghouls and sent them away with their instructions, you leave your keep too. All must serve those that stand above, and you stand above man.

You spend the rest of the night hunting, taking tenth. (+7 blood, 25/30)

The ancient curse is still alive. (-1 blood, 24/30)

You still have about 3 days to spend before you should make way to Lazlo's meeting. Four if you were to really hurry.

>to leave without being well fed is improper and dangerous.
>we should delve into researching the Stomach. It's very well alive, and could advance our understanding.
>study other (specify)
>other (write-in)

>>415957
Sadly, no. I wouldn't say it's specific enough for that. Maybe using it on the workspace would give you some clues, but it's too vague for that. Books are too complicated and take too long time to make to give coherent visions, especially if they're in a language you don't understand.
>>
>>416027
>study other (bioluminescence)
If possible
Otheriwise
>we should delve into researching the Stomach. It's very well alive, and could advance our understanding.

>to leave without being well fed is improper and dangerous
Make sure to top off the tank before nightfall.
>>
>>416086
Before night ends*
Also, we should study crafts at some point as well if at all possible.
>>
>>416086
>study other (bioluminescence)
Not really. You should get some levels in both medicine and probably biology too. (take note, anything can be a skill. The more specific it is, the better it is when it's useful. On the other hand, it's useful less often. You'd need 4-5 academics, but only a couple of dots in biology.)

>to leave without being well fed is improper and dangerous
Make sure to top off the tank before nightfall.

You spend half of the night hunting, a little less successful than last night, but on the other hand, you feel completely sated when you're done. (+6 blood, 30/30). The other half is spent examining the Stomach.

While you have no clue how it works, or how it was made, apart from what it's made of, You seem to understand it's purpose. It's 3 pods containing ghouls that's vissictude has been preformed on. The pods seem to help with healing, as well as keep them in some kind of long-term stasis, as long as the stomach is fed from time to time. It seems like the ghouls are fed blood from time to time too, however you suspect this needs to be done less often that with "active" ghouls.
>>
>>416113
The ancient curse is still alive. (-1 blood, 29/30)

Our squire's are away, and we dont expect them back for a fortnight or so.

You feel like you're not going to learn more from the stomach right now. It's too advanced, medically, and you think you understand its purpose.

You could always check out that study room in the second sub-floor using spirit's touch.

>we need to practice our physical crafts. This will be very useful in general purposes, and a good start for when we need to specify into fleshcraft.
>examining the study may bring some new thoughts.
>other.
>>
>>416125
>examining the study may bring some new thoughts
I think we might end up having limited access to this thing depending on our sire's reaction.
>>
>>416125
After we've got these new thoughts, we should probably work on physical crafts if we don't figure out something that takes precedence
>>
>>416139
You head down for the study. It still smells of death down there, but no way near as bad as it was before. When you enter the room, you again recognize that feel of dread. You ought to stay clear from that chair. While examining the other objects, from desk to the books, you get a feel of emptiness. It's as if they're made without involvement, or perhaps it was so long ago any remnant has long since faded.

Once you've realized that the only thing you could get anything from here. is the chair, you anxiously let your mind stretch out towards it. It's as if people has been ripped apart and stitched together in it, again and again, both physically and emotionally. You, shudder, and let go of it before giving it too much thought.

Returning up into the main part of your keep, you start practicing on your crafts. mostly your just getting a feel for carving wood with a blade, and bending some metal. Nothing difficult and not really with clear purpose, but useful practice, nonetheless.

The ancient curse is still alive. (-1 blood, 28/30)

You should probably make some preparations for the journey. It'll take a couple of night's travel, and you need somewhere to stay beneath the sun. Thankfully, your keeper got this prepared. There's a wagon that you can sleep in during the day, and your last ghoul could protect, or at least keep a watch during the day.

However, You got a problem considering your clan weakness. You need to sleep among two handfuls of the keep's soil every day, else you feel yourself weaken. How should you deal with this?

>write-in.
>>
File: dirt-4.jpg (86 KB, 800x716)
86 KB
86 KB JPG
>>416194
Roll for crafts and blood buff for dexterity if it helps.
Polish yourself an orb of dirt.
Additionally, get a pouch where you carry around the regular pile of dirt.
>>
>>416205
Basically, what I'm saying, keep a polished orb around like it's an ornament or something hidden in plain sight when you carry it and then keep a leather pouch around your neck with regular dirt so if people try to steal it, you will have a backup.
>>
>>416205
>>416208
Well then, give me a dex+crafts roll.
I must admit i like the idea.

(4d10+ up to 7 extra d10's per how many blood points you want to spend.)
>>
That or just use vicissitude and insert the dirt under your skin.
>>
>>416212
Always a classic. You'd probably want fleshcraft unless you want a wierd dirt-pouch, though.
>>
Rolled 2, 9, 7, 10, 9, 8, 7, 6, 4, 2, 9 = 73 (11d10)

>>416210
Go all out I say. It's something that should impress the other guys as well at the meeting.
>>
>>416217
We do also need to take a snack before going, but that shouldn't be hard.
>>
>>416210
By the way, if you need images for that, just google for dorodango. Some of those are truly beautiful when they got dyes worked into them.
>>
>>416216
Still beats sticking it to your rectum.
>>
>>416234
Though all things considered, we could probably swallow the dirt as well if we needed to since vamps don't poop.
>>
File: _MG_7154.jpg (129 KB, 640x427)
129 KB
129 KB JPG
>>416217
You go outside, and pick up enough dirt to form a nice sphere, just about the size you can put your hands around it. Once you start molding it, forming it your hands, you let your blood pump, burn, and enhance yourself to the maximum. The ecstasy is intense, you feel so blissfully supreme. It feels like you're acting with unnatural hands, faster than what you thought possible, your body knowing exactly what to do. (-7 blood, 21/30)

When the heat of your blood leaves you, you're holding a matte-black dirt sphere. It's different than any other dirt you've seen.

A wave of unnatural exhaustion hits you, but at the same time, you don't feel tired, only... empty. Hunting is now.

You feel that it's a bunch harder to find proper targets, as you've fed a lot recently, and only end up a little more filled than before. (+3 blood, 24/30)

>>416234
>>416241
Well, the curse restores you to how you were at the point of your embrace, unless damaged, or changed with vicissitude. So it'd say you'd regurgitate/sweat it out it upon waking.

>>416227
That's extremely interesting. Thanks!
>>
>>416247
Right, we should probably put some dirt into the padding of our clothes as well.
>>
>>416266
After a dirty night, you go back to the dreamless sleep. It's like time isn't, and yet is.

The ancient curse is still alive. (1- blood, 23/30)

You should best be taking your leave this night, for it's better to be early than late, dealing with these kinds of things. On the other hand, you could always go for some blood before leaving.

>leave. Pledge allegiance to those with might or risk their wrath.

>hunger is a lord on their own, and is best to be sated.

(i'll probably be back later tonight. Probably.)
>>
>>416359
>leave. Pledge allegiance to those with might or risk their wrath.
>>
>>416359
Last thing you wanna do is piss off a bunch of old-ass Tzimisce.
>>
>>416402
>>416386
Last thing you wanna do is piss off a bunch of old-ass Tzimisce.

Well, there might be some truth in this, no doubt. Courtesy is one thing, but intent is another.

You leave your keep, waking the daytime keeper. You've never really spoken to him, but he he seems stern, and doubtful to turn on your back. taking of with the horse-carriage, you barely feel like the master of anything at all.

The ancient curse is still alive. (1- blood, 22/30)
The ancient curse is still alive. (1- blood, 22/30)

You arrive early in the third night, almost wishing that you'd pushed a bit harder previously, it'd been nice to not sleep beneath the flimsy roof of the carriage, feeling uncomfortably exposed to the sun. At last you've arrived. His castle, too, sits upon a hill,and unlike yours, it can properly be called a castle. It's, comparatively, huge, most made of matte grey rock.

Knocking on the large, wooden gates, you're greeted with what you can only assume is one of lazlo's ghouls. It's a tall woman - at least a foot taller than yourself, but thin as a stick, and as pale as a vampire - but her aura reveals that she's a ghoul.

"Ah, I do not recognize you. You must be Jaroslav. Follow me, and i'll escort you to your chambers. From there, you may walk to the main hall. Sustenance will be Provided."

You follow her, and is met with a large, but relatively simple room - better looking than yours, on the other hand.

What do you do from here?

>stay in your chambers untill the meeting, tomorrow.
>go to the main hall
>go elsewhere (write-in)

Also, do we have any particular agenda while here? or should we keep as low profile as possible.

>low profile. Ask little, and answer when spoken to, and try to learn as much by observing.

>Attempt to get some favor from someone, and in turn, be indebted.

>other (write-in)
>>
>>417923
>go to main hall
>other (write-in)
Try to find the guys our Sire likes and try to make a good impression on them.
>other (write-in)
Try to figure out if there is anyone with our level of Auspex and if possible, ask some pointers.
>>
>>418262
Migrated to new thread.
>>418114
>>
>>417923
We should also meet up with the guy who came to visit us earlier and ask him if he notices anything different and thank him for setting us straight.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.