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You're a 6th gen Tzimisce neonate living in the carpathians. Your sire is a smaller voivode of the nearby land, not too much, it seems.
You lived for 27 years as a human before the embrace, and since then, 12 more have passed.
People have heard of the new god from the Roman empire, but nearly everyone worships the gods of old.
Your sire has said that he is to take his leave, and that you must maintain his keep. The little of what you've understood is that the house to the south is more friendly inclined than the ones both to the east and west.
But enough of that, WHO ARE YOU?
>decide name
>Nature/demanor
>Designate stat allocation dots 7/5/3
>>277141
ah, getting to that in a little bit, we have 7/5/3 dots to allocate into any of the physical/social/mental categories. (the first dot is free). for example, if we want a physical focus, we could have 4 str, 4 dex 2 stamina. (using our 7 in the physical category.
abillities are easier. We got 16 points, any skill limited to 3 maximum.
might as
>>277141
This
Right now our sheet looks like this, with 13 points into abillities to spare, of course, you could move around the dots up top a bit.
>>277159
So I've done it wrong, have I? You could have explained this better.
Then:
Physical
>Stamina: 3
>Strength: 2
>Dexterity: 2
Social
>Charisma: 5
Mental
>Perception: 2
>Intelligence: 1
>>277192
ah, yes, i really should have, sorry about that. I've made quite a few characters, and it was long since i had tho thoroughly explain the creation rules.
Updated chart to your preferences, but moved 1 dot of charisma to appearance. I have a hard time seeing someone that's not at least average looking having being that magnetic.
Anyhow, abilities. 16 points to distribute, with 3 as a maximum.
>>277204
Is animal ken the warging, shapeshifting or what? What's hearth wisdom?
>>277213
animal ken is all from taking care of a horse to knowing that birds fly south in the winter, to knowing where to find a bear's den.
Hearth wisdom is knowledge of plants, superstition and folklore. What the wise old woman would say and know, more or less.
Here's my stats proposal:
>>277204
>Alertness: 3
>Athletics: 3
>Crafts: 1
>Stealth: 3
>Survival: 3
>Medicine: 1
>Archery: 2
>>277226
Perhaps at least one point in academics to be able to read? We're landlords after all.
Else it looks fine.
>>277233
Sounds cool. Take a point out of stealth -> academics, move a point from athletics to animal ken and let's get playing.
>>277251
One step remaining, and perhaps the biggest one:
>disciplines
As for disciplines we have 3 available clan disciplines, as well as the 3 physical ones. The later are available due to our low generation.
We have 4 dots to assign, with 3 being the max.
>Animalism is the power to communicate with animals, and yours and others feral desires.
Level 1 lets you talk with animals, as well as making animals not naturally fear you as a creature of the night.
Level 2 lets you summon any kind of animal that's in the vicinity with a bestial howl or cry, depending on the animal.
Level 3 let's you quell the beast. You can make any human, vampire or animals cower - powerful emotions dissappear
>Auspex is the power of prediction and perception. That gut feeling you can always trust, as well as seeing beyond the mundane.
Level 1 is improved senses and a gut feeling you can always trust.
Level 2 is aura sense. You can tell the emotions and general feel of a person at a single glance
Level 3 is spirit touch. You can sense impressions on objects after they've been used. For example, a sword may tell you of battles, and scythe may speak of how the farmer felt in the great harvest.
>Vicissitude is the power of crafting flesh and grafting bones, to yourselfs or others. All of their powers have to be physically crafted unless stated otherwise.
Level 1 lets you change your visage. skintone or facial structure, but it's cosmetic, you won't become tougher stronger from this.
level 2, Fleshcraft is the evolution to the power, and lets you restructure fat, flesh and muscle.
Level 3, Bonecraft completes the circle. Combined with the earlier two powers, it would let you completely change someone into something else.
>Potence, Fortitude and Celerity are simpler. They make you inhumanly tough, strong and fast, respectively.
>>277255
>Level 3 Auspex
>Potence
And let's move a stat dot from charisma to appearance.
You wake up, just as the last rays of sun fade beyond the hills, the blood in your veins revitalizing you. (-1 blood (29)
Your trusty ghoul informs you how the day has passed, as you walk up to the remnants of the destroyed tower. Not much seems to have happened, spring is in the air, and the farmers on the fields down the hills are planting their crops.
You glance out over the valley, the darkness no problem for your senses. What is to do today?
>the tower on the keep clearly needs work. The last storm finally fell it.
>explore the cellars. Your sire told you not to head down, but now that he's not here of a apprently long time...
>hunt: You're not particularly hungry, but the ecstasy of blood is always welcome.
>message the southern lord.
>other
>>277321
just had a power outage, that's why it took all too long.
>>277321
>the tower on the keep clearly needs work.
>>277321
>the tower on the keep clearly needs work. The last storm finally fell it.
>>277333
As you sit on the tower, it's apparent that it needs repairs. more like obvious. it's half broken, without a roof, just a staircase that ends just a meter or so above the rest of the keep. It still gives a bit of height advantage, but nothing to be happy about.
This isn't really how a lord lives, is it?
>inspect yourself what needs to be done. (int+craft)
>ask your keeper ghoul if he knows anything about it.
>send for help in the village, to see if anyone knows about it. Perhaps the smith can do that?
>>277352
>inspect yourself what needs to be done. (int+craft)
Rolled 9, 1, 10 = 20 (3d10)
>>277360
>inspect yourself what needs to be done. (int+craft)
You spend a hour or so examining the tower, much of the debris has fallen down beside the keep.
>>277376
After inspecting the tower, you have 3 choices.
>wooden repairs to current maximum height
By far the quickest and easiest fix. the lumber required wouldn't be too much, and you could probably fix this in a week or so. (0/7 materials, 0/5 work)
>stone fix to current height
Much more durable, but someone would have to excavate the stone. It'd take a long time doing this yourself, but perhaps you could convince someone else. (0/25 materials, 0/15 work)
>Expand the tower upwards.
Far sturdier and would provide a proper lookout and defensible platform. On the other hand, it would demand refined stone, and more of it. (0/40 materials, 0/15 refinement, 0/25 work)
>>277406
>stone fix to current height
>>277406
>stone fix to current height
>>277428
>>277432
After some more consideration, you find that just repairs would be best.
proper repairs.
You know of a quarry (or somewhat close to a quarry at least.)nearby the keep, so you could put people to work there.
But where do you get your workforce?
>check keep if there is any ghouls possible to do this.
>ask keeper about advice
>check the village for workers.
>>277454
>check keep if there is any ghouls possible to do this.
>>277454
>ask keeper about advice
>>277468
Asking the keeper about advice, he tells you that if you want to ask the people in the village, you should probably go now, or they will go to bed.
>check village
>check keep anyways.
>other
>>277487
>Check village
Best to check the village now, before we find out there are no ghouls.
>>277508
You exit the keep, bringing your bow with yourself, keeping in mind that you can check the keep later in the night.
Heading down to the village, you consider where to check.
>Smithy, perhaps he has an apprentice too much.
>farmers, may not be so happy about how they'd lose people on the fields, but on the other hand, there's more of em, and none of them are too important.
>other
>>277521
>Smithy
>>277521
>farmers, may not be so happy about how they'd lose people on the fields, but on the other hand, there's more of em, and none of them are too important.
>>277531
After a short, 10 min trek down to the village, you head for the smithy. The man inside looks a bit gruntled that you bother him this late, but nods infront of his lord.
"how may i serve" he simply asks, and you inquire him about workers. He tells you that he has 1 lad that he could spare, but how will you pay?
Knowingly, you need more people, perhaps 3-5 but it's a start.
>convince him that he doesn't need the lad cha+empathy
>intimidate him (str+intmidation+potence)
>convince that it'd be better for the defense of the village, cha+leadership
>bribe him with additional rations for the Winter.
>other
>>277547
>convince that it'd be better for the defense of the village, cha+leadership
Rolled 8, 7, 1, 8 = 24 (4d10)
>>277559
You talk about how it would be a benefit to the town if we had a proper tower. many dangers can be avoided with premature warnings.
>>277573
He agrees that it'd be a benefit, and promises that he'll send up one of his boys. to the keep in the morning.
Leaving, you head off towards the farmers. Probably not as easy to convince, but more people available.
You find three houses still awake, bringing the owner of each out to meet you.
They seem reluctant to give away any of their workers, since it's important to get the plants into the ground at the right time - but what is that compared to some bribery?
At most, they'd be able to spare 3 young men.
>bribe them that their houses would have to pay lesser amount of their harvest.
>intimidate them (str+potence+intimidate)
>other
(also you should probably roll if you choose a option with a roll, add relevant dots together for the amounts of d10 to roll, i e intimidate would be 3+0+1)
>>277592
>Other: Try to make them feel guilty about not contributing to the defence of the village. Mention the women and children.
>>277616
They seem to get a bit defensive at first, but then the taller one says:
"hah, it's not like anything has happened lately anyhow. Haven't seen even a bear all spring!"
He walks back to his house, scoffing, while the other two say that they can spare one man each in apology for his behavior.
You tell them that the workers should be up at the keep in the early morning.
>satisfied with what you got and return to keep
>make it a point that you shouldn't mock your lord to the one that left (specify.)
>check elsewhere (rangers perhaps) (specify)
>>277631
>satisfied with what you got and return to keep
>>277695
You head back to the keep, greeted by the same servant. You tell him about the people that are going to work in the quarry, and for him to take care of it.
>explore cellars.
>Check keep for what your sire left behind. in materials/ghouls.
>other.
>>277706
>Check the keep
>>277753
You explore the keep for what your sire left you, and you find that you have 2 other ghouls, both asleep now. You're told that one of them manages the daylight hour, while the other one is a squire - he'd be the one you'd send away for letters, taking you somewhere or the like.
You also find a bunch of books left behind, mostly self-written. one is a journal. It covers about 60 years, but little more than a page is spent for each year.
You have enough spears to field about a dozen soldiers, twice as many if you count axes, and a pair of hunting bows.
You could also gear about a dozen people for cutting trees, digging or mining.
>>277785
There's also a couple of books in a foreign language, with pictures of fairly gruesome hybrid creatures.
>read journal
>cellars
>other
>sleep
>>277809
>read journal
>>277811
The journal tells mostly of harvest, changes and every 10 years it covers a vovivode meeting. You manage to piece out that one is happening this summer. Apparently It seems like your sire has put you on a test.
>keep reading to try to figure out what relations your sire had with the other vovivodes.
>use spirit touch (auspex 3) to get the feel of the pages about the meetings.
>>277841
>keep reading to try to figure out what relations your sire had with the other vovivodes.
>>277841
>>use spirit touch (auspex 3) to get the feel of the pages about the meetings.
Both?
>>277841
>6th Gen Vampire
Horey Shet
>use spirit touch (auspex 3) to get the feel of the pages about the meetings.
>>277841
>use spirit touch (auspex 3) to get the feel of the pages about the meetings.
>>277925
>>278131
>>282779
>>287914
>>288151
Op back after very busy- Let's get's this going again.
>use spirit touch (auspex 3) to get the feel of the pages about the meetings.
You get the feeling of the strictest system, and rigourus fear. You have your spot, everyone has theirs - all on the edge of a needle. You'd best to move very very carefully.
>keep reading to try to figure out what relations your sire had with the other vovivodes.
You learn that your master seems to have been some occult/tactical advisor to the local vovivodes. This may turn out a problem for you, since you're not particularly well-versed in these matters. - You should best be staying in the back.
>6th Gen Vampire
Horey Shet
Let's get this rolling, eh.
You
Welcome back op.
I think some part got lost after you, I say we sleep