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 The chronicles of Amaranth

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Boehlke
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Boehlke


Posts : 1045
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Age : 36
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Character sheet
Name: Nickolas
Clan: Gangrel
Covenant: Unbound

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PostSubject: The chronicles of Amaranth   The chronicles of Amaranth I_icon_minitimeFri Jun 19, 2009 3:07 am

The follow up on our previous Bruja Chroncile has gotten a name. The Chronicles of Amaranth.

Now, I have vented some Ideas, which I'll recap:

Quote :
As to how I plan on doing a continued chronicle? Well, the thing is, the characters aint old, but they are strong, too strong for their young age actually. So, what if we all actually where older, a lot older. And perhaps the damned Carthian Prince that got us all sired did not actually get us sired at all. Perhaps in a Toomb somewhere a Coterie of Elders where discovered, and since the Prince had newly lost her city... What better tool is there than awaken some Elders, brainwash them, imprinting false memories and such. Get them to do your job, then if things get ugly discard of them, while hoping they wont reclaim their past and relearn what was forgotten. The learning curve is not that steep after torpor after all. Maybe that is why we grew strong so fast, what we know is in the blood after all, not in our minds . And the blood might not be as easily corrupted as the mind.

There might be one problem you may say? What about the time line? We played in the present. So? What if the clogs of memory are starting to return due to higher blood potency, and as the dominated memories starts to break, so too does the memory of what has happened, a little side effect of being dominated so thoroughly.

When we start playing a new we might play when the fog of dominate stops fucking with your recent memories, and you realize that when you fought the Bruja of LA the year was not 1990 or 2000, it was actually more like 1960 or 70?

Now who does not want some payback for being so royally fucked up, huh? I sure would.
And what is interesting, is, where the hell does Stella fit in that scheme? That could be a good plot point too.
And to ease you Beast-King. I do not intend to make an enemy out of Stella

Now, I'm not saying that this is what the final draft will be all about, but something in that direction.

This post is meant towards Charles Bloodline The Ferrum.

the Bloodline is very thought out, and very detailed so it is too big for a single post... Hold on Laughing


Last edited by Boehlke on Fri Jun 19, 2009 3:13 am; edited 1 time in total
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Boehlke
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Boehlke


Posts : 1045
Awesomeness : 43
Join date : 2009-04-21
Age : 36
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Character sheet
Name: Nickolas
Clan: Gangrel
Covenant: Unbound

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PostSubject: Re: The chronicles of Amaranth   The chronicles of Amaranth I_icon_minitimeFri Jun 19, 2009 3:08 am

Quote :
Bloodline: Ferrum

A bloodline of Gangrel originating in the northern Europe/Scandinavia. No one knows for sure when the bloodline originated, but it is been speculated that it is almost as old as the Gangrel clan itself, but that is probably wrong, or at least overrated.
Bloodline legend has it that its founder, who’s name has been lost in time, was a Gangrel, from Scandinavia according to some rumours, Great Britain according to others, with exceptional strength even for a Gangrel, who fought in many battles with Kindred and mortal alike, and grew increasingly frustrated by his claws, which were long and dagger like. His claws would often break during combat due to his strength, and he was forced to rely on mortal weapons instead of the weapons he could create with his priced clan’s Protean. Therefore, he and several other Gangrel, began to delve deeper into the study of Protean, deeper than any other Gangrel before them. After mastering Protean, they continued their study, which lead to them mastering Animalism and Resilience as well, all without obtaining the means to increase the durability of their claws to their satisfaction. That is, until they started comparing their claws of the wild with the metal used in weapons, particularly the high quality metal in the Japanese Katana. Recognising the power and perhaps most important, strength in the metal the Japanese sword smiths used for their masterworks, the founder travelled to Japan. After encountering many a danger there over several years, he managed to learn the secrets of the sword smiths and travelled back to Europe with a collection of swords, several of which he had made himself, all of which exist today with the bloodline’s Elders. Unfortunately, due to their weakness, they can not use the swords, but they are still kept in pristine order in memory of the founder.
Back in Europe, the founder and his fellow future Ferrums, started delving into the properties of the metal of the katana. They found several things, but were unable to transfer the strength of the metal to their claws. So, they started delving into the structural integrity of their own bodies, more specifically what their claws were already made of, bone. The founder had an idea sprung from the swordsmith method of improving the quality of the iron used in the katana. A sword smith will use great time and care with the metal, ceaselessly hammering it and folding it, over and over again. A good quality katana iron would be folded several hundred times. The founder figured that if they could do the same to their bones, the bone’s strength would increase beyond measure, and it would give them another advantage. Bone heal, but metal does not. After long study, they did not find any method for folding and increasing the bone’s strength. The founder was near giving up when one of his companions came up with an idea for strengthening the bone. Martial artists all over the world train to increase their strength and can execute impressive feats, for humans. Like breaking bricks with their hands. The reason this is possible, the theory was, that the bone would gradually strengthen over time when being used and broken down by practice. The strengthening lay in the healing after the breaking. But given their nature, Kindred can’t do that, since they are dead. However, the founder and his companions found a way to copy the effect and even surpass it. Since Kindred regenerate and do not heal, they developed a technique called decaying touch. Exactly how they did is still a mystery, but it has been speculated that they used a combination of knowledge in science and Protean. Using decaying touch, they developed a process where the bones were strengthened until they became as strong as the metal used in the katana. This process was very difficult and dangerous, as it involved opening up the Kindred to access the bones in order to strengthen them. Many have died in this process.
Decaying touch works by aging what is touched while simultaneously inflicting bashing damage. This way, the bone of the Kindred would age and harden, almost as if fossilised, thereby copying what mortal martial artists had been doing for centuries. The effect is permanent and even if the bone is broken again, it regenerates to the same metal hardness. Using Protean and decaying touch as a basis, a new discipline, metalism, was developed. That was the beginning of the Ferrum. Metalism greatly increased the staying power of their claws, and they were able to use them to a much greater degree than they could before. A side effect of metalism, is that the Ferrum ages what he touches while the discipline is active, not just what he wants. Thus, he can no longer use metal weapons while using the discipline, for instance, as the metal would corrode and break. Wearing gloves slows down the effect, but does not eliminate it as the gloves themselves also age and deteriorate.
But the founder was not happy with his progress, and felt there was more to be discovered about both the nature of the Kindred, the Beast and every discipline. His fellow early Ferrums also shared his view, and such, they have continued to delve ever deeper, which has become a trait for the Ferrum. All Ferrum endeavour to discover more about what is referred to as the three great areas of Ferrum study, Kindred as whole, the Beast and lastly Kindred discipline. Because of this, Ferrum has had to retain their humanity in order to make further progress with their study, which makes them one of the least feral Gangrel, but even Ferrum become increasingly feral and bestial with age.

A typical Ferrum has his own set of ideals and goals, which he follows diligently. They might be to fully master Protean, or to fully learn the secrets of the Beast, or it might not have anything to do with the three studies at all, but the ideals of each individual Ferrum are very important to him, and they will typically fight for them if necessary. Freshly Embraced Ferrum tend to follow their Sire’s ideals at first, before founding their own. That is, if they did not have strong ideals and values in their mortal lives.
Since their original purpose with their research was to increase their combat efficiency, most Ferrum favour more physical skills than social. They value mental skills as well, since they wish to learn more about themselves and their fellow Kindred, but most are too violent to share their experiences and discoveries with others than Ferrum or their nightly companions.
A rather odd aspect of the Ferrum, which origin has been lost in time, is that most favour having companions, usually other Ferrum, but also other Kindred. It may come from the founder’s lone journey to Japan, where he was alone in an entirely different world, and advised his later followers to never go anywhere alone unless you have to. It is not uncommon for a Ferrum to initiate a “relationship” with another Ferrum or Kindred. Although it is not a normal relationship in mortal terms, a Ferrum and his “mate” will stay together their whole unlives, much like certain animals do. A Ferrum without mate does not suffer any penalites, but is not comfortable until he has someone to share his unlife with. This “romantic” aspect of the Ferrum lifestyle has always been puzzling to other Kindred, particular other Gangrel, who prefer solitude to company.
Rumour has it that one single Ferrum is at least as dangerous as the feared Moroi, who aided the ordo dracul in its dark age. This makes the Ferrum very feared, since they are much more known than the Moroi. Like their mythical cousins, the Ferrum are fierce fighters, using both cunning plans and skilful strikes in brutally efficient fights. A battle where a Ferrum has been involved is typically recognised by the broken weapons left by the victims, the torn and aged bodies of said victims. Usually that is all that indicates that a Ferrum has been involved, as they have learned that fear is a helpful thing to have on your side, and leaving somewhere without a trace, other than your victims, is a great way to inflict fear in others.

Parent clan: Gangrel

Nickname: Agers, Dire claw or simply Dire
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Boehlke
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Posts : 1045
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Character sheet
Name: Nickolas
Clan: Gangrel
Covenant: Unbound

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PostSubject: Re: The chronicles of Amaranth   The chronicles of Amaranth I_icon_minitimeFri Jun 19, 2009 3:08 am

Quote :
Covenant: None, due to the idealistic views members of the Ferrum have, although individuals have sometimes chosen covenants with similar beliefs as they have.

Appearance: Very varying as each Dire has his own agenda and ideals, although most keep with the normal Gangrel style, which makes them difficult to distinguish from normal Gangrel, which suits the Dire just fine, although Gangrel, and other clans, would rather be able to recognise a Dire outright due to the danger one of them is to those who oppose it.

Havens: Being more humane than other Gangrel, Ferrum tend to keep more permanent havens, although they have several more than the typical Kindred, as they typically like to wander, preferably with another Kindred by his side. It is not unusual for a Ferrum to spend a lot of time and share a haven with other Kindred, which is probably what sets the Ferrum the most aside from the Gangrel clan as a whole.

Background: Future Ferrum can come from any background, but few are those who would Embrace someone without at least some of the following qualities: strong survival instinct, a intellectual mind, some connection to some art of fighting, a strong will and generally similar views as the Sire. Also, strong resistance to pain is needed, as the process of hardening the bones it very painful.

Character creation: Ferrum tend to favour mental and physical skills more than social, leaning more to physical due to their nature as fighters, yet the know the need for social skills, so a even mix is not uncommon. It is also not uncommon for a Ferrum to strive to keep his humanity, if it can be called that, becoming much less feral over time than other Gangrel.

Bloodline disciplines: Animalism, Protean, Resilience, Metalism, Vigor

Weakness: In addition to the Gangrel weakness, which the Dire still keep, Ferrum who are using the first skill of Metalism, decaying touch, can not touch anything without causing what is touched to age and take damage. There is no way to stop this effect, other than not using the discipline while touching something. The effect is only for the hands.
Example: a Ferrum activates level two metalism: improved claws of the wild. Then, he grapples a man to feed while still having his claws out. The man begins to age as he is being held, while taking 1 bashing damage each turn. The man will be dead of old age before the Ferrum can feed for more than a few seconds.

Organisation: Ferrum hold no particular organisation, but tend to send out callings for gatherings when someone advances in their study of their nature, Beast and/or Metalism. Their leaders are referred to as Elders, and are those that have achieved a certain level of mastery over their bloodline disciplines. An Elder is not necessary a old Kindred, but he is a skilful and very strong one. A Ferrum Elder is among the most feared Kindred there is.

Concept: bodyguard, guru, mercenary, nomad, survivalist, urban predator, assassin, sword smiths.

Metalism:
Metalism is the study of metamorphosis, transformation, aging and hardening. The nature of Metalism originates from Protean, thus making the Ferrum the true masters of the Protean discipline. While Protean allows the Kindred to assume other forms, Metalism is not as physically obvious. There is no shape shifting in Metalism, but rather, shape altering. A Ferrum can use all of his other skills and disciplines when using Metalism and vice versa.
Metalism powers are, unless stated otherwise, permanent changes which lasts as long as the Ferrum wishes it, even if he is forced into torpor. Any state that prevents the character from taking an action, like staking, prevents transformation, but does not transform him back to the way he was.
Only those who have at least *** in Protean can learn metalism, as the two disciplines are similar in nature.

* Decaying touch
Decaying touch is the ability to age something just by touch. A Ferrum touching something with decaying touch ages what he touches and inflicts one bashing damage per turn. This skill is used to harden the bones of the Ferrum, which is a permanent change.
Cost: 1 vitae
Dice pool: off combat, this power does not require any roll. In combat, this can be used as a touch attack and must roll Metalism once to decide how long until the target dies of old age, if the target is alive. One success = five turns. Two = four. Three = three. Four = two. five = one. Six = instant.
Decaying touch is always activated along with the other skills of Metalism.
While decaying touch is active, the Ferrum gains + 1 on intimidation rolls, due to the aura of death that surrounds his hands.

** Improved claws of the wild
Cost: 1 vitae
Instead of the regular claws of the wild, the Ferrum grows claws of hardened bones instead. The claws look the same as the regular claws of the wild but are much stronger and deadlier.
Dice pool: this power does not require any roll. It is an act of will and can be grown from both hands and feet.
Unlike the claws of the wild, these claws give a +2 bonus on unarmed combat and inflicts aggravated damage. In addition, they give a +2 on intimidation checks.
Otherwise, this power is the same as the regular claws of the wild.
Action: Instant

*** Metal body
A Ferrum with this level of mastery in Metalism, can temporarily harden his body, improving his defence by 1 for each success above 5 on a Resolve + Craft + Metalism roll.
(+1 defence for 3 successes on one roll. +2 for 4 on one roll.)
Cost: 1 vitae
Dice pool: this power does not have a roll other than specified above.
Action: 1 standard action
Duration: 1 scene

**** Beast’s body
With this power, the Ferrum is able to use the metal-bone of his body to improve his armour and attack. What improvement is up to the character, but they must be specified to the story teller and can not alter the Ferrum’s shape. It is possible to use this power in coordination with shape of the beast.
Cost: depending on the use. An arm = 2 vitae. Torso = 3. entire body = 4.
Dice pool: this power involves no roll, as its power is invoked by will.
Depending on what the power is used for, the following bonuses are given:
+ on armour (1 = arm, 2 = torso, 3 = body)
+ on unarmed attack (1 = arm, 2 = torso, 3 = body)
- on speed (1 = arm, 2 = torso, 3 = body)
This power lasts as long as the character wants it, or until he is forced into torpor. Then, the bone will peel off.
Action: 1 standard action

There is rumours about some Ferrum with more than four skills in Metalism, but they are unconfirmed. This “unfinishedness” is part of the reason all Ferrum strive to master and develop it further.
A Ferrum who invents a new skill in Metalism is instantly made an Elder and is widely recognised by the other Ferrum and feared by other Kindred.

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Boehlke
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Posts : 1045
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Join date : 2009-04-21
Age : 36
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Character sheet
Name: Nickolas
Clan: Gangrel
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PostSubject: Re: The chronicles of Amaranth   The chronicles of Amaranth I_icon_minitimeFri Jun 19, 2009 3:09 am

Now... After all this time, my view on how the games should be has changed, and I've become more accustomed to the rules. The rules creates balance, no the cannon creates balance. (And yes, players and ST's are encuraged to experiment and create things of their own) Just not that, in this chronicle... So... The Gangrel has the ability to morph claws to use as weapons. And they Do Aggravated damage. No other clan has that possibility. It is Aggravated man, It's like.. Usually you must kill a vamp 3 times before he's ash. But the Gangrel only needs to kill you once. The Gangrel are already state of the arts when coming to combat. The Ferrum makes them even stronger. Which I find kind of unsettling. Also.. It's METAL... And decaying touch stacking the damage more than it already is... There's also some.. Well things with the Bloodline that bothers me.. Like, erhm, the whole process of becoming a Ferrum actually... After such a ordeal, your humanity.. Or sanity would be like I don't know... No words man.

So, I am really sorry for doing this, seeing how much work you put into that bloodline. But I think the Norvegi is the Bloodline you should aim for. I know in the core book the short description is "Inbred band of Scandinavian gangrels". But there is a lot more to them! If only just a offshoot of the Norvegi. They have many of the same things that you have there. But there is no hardening your bone to the toughness of metal. Heh, not to speak of how impossible that would be to do.. Do you know how the structure of bone is? It's hollow, full of pockets of nothing but tissue. (yes yes.. the game itself is not that matter of factly either, but I don't want to make it worse) There is simply much more uses with bone that the Bloodline developed. Do you remember the hedgehog mine from Resistance Fall of Man? They kan make themselves into one. Splintering bone in all directions dealing great damage to those around. Or even create Bone armor. Anyways, I hope you won't be too down throbbed because of this.

If you do not want some kind of Norvegi Bloodline (trust me, you should read about them, they surprised me), I'm offering you two, maybe three devotions of your choosing as compensation (depends on the cost though).

So, I'm looking forward to see your reply mister Surprised
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PostSubject: Re: The chronicles of Amaranth   The chronicles of Amaranth I_icon_minitimeFri Jun 19, 2009 12:18 pm

Right, first of all, I'm rather proud of making that bloodline, I think it was cool. And I am very aware of how bone is structured, but I am also very aware of how bone is strenghetened. It is strenghened through trauma. The bone is damaged and as it builds up again, it builds up stronger, denser. That is why martial artists stand around hitting sandbags, trees and whatnot all day. They are strenghening their bones through wear and tear. That is what the bloodline did, only through decaying touch and not rigourous training.
But I understand your point. Decaying touch on top of aggrivated damage, claws of metal and all that. So if you say it is a no go, then it is a no go. It was a nice experiment, but it didn't work out properly.
Now for that bloodline you mentioned. I haven't read about the Norvegi, where do they stand? Which book?
And what is this devotion you speak off?
I must admit, I am more into mage than vampire, so I don't know all of those things, but I'll think about it. You can be assured that the 'new' Charles will not have the Ferum bloodline.
By the way, I think the concept for the new game is awesome bounce
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PostSubject: Re: The chronicles of Amaranth   The chronicles of Amaranth I_icon_minitimeFri Jun 19, 2009 4:00 pm

Ok, hehe. I withdraw my statement of the bone hardening part, they are supernatural beings after all. Therefore supernatural hardening is a valid option. The other points still stands though.

Alright. The Discipline of Bloodworking:

* Figer tounge - Makes the user able to make his finger tip into a syringe, not big enough to cause damage, but he can drink blood through it. No rolls - 1 vitae

** Skewer - The wielder can now grow blades or spikes from his hands or arms which looks like a collection of bony serrated knives melted into one mess of blades and spikes (Får meg til å se for meg Prototype duden) +2 dice leathal dmg. 1 vite. Reflexive, no roll.

*** Bloodshell - Bloody bubbling ichor brust through the users body, consealing him in a wicked thorny shell. Cost two vitea. Grants two points of armor and one in general defence, making it a effective 3 against bashing and leathal. . Reduce speed by 1 point.(Kind of a collide of the Darkness and Prototype armor)

**** Flesh Dart - The user conjures a vicious spike consistent of crystilaized blood, bone, solidified body fat in his palm. Which he can eject with lethal force. One vitae pr dart. Thrown weapon.

***** Erupting Quills - The enire body of the user explodes in a array of blades and spikes which wrecks heavy damage on all around. cost 3 vitae (And listen to this, with a success... NOT Expectational, all defense is negated, because it happens simply way too fast)

I think it is a pretty good Discipline..
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PostSubject: Re: The chronicles of Amaranth   The chronicles of Amaranth I_icon_minitimeFri Jun 19, 2009 10:37 pm

whoa, which book does that stand in? That was awesome.
Wait, with the first dot, I could feed through my finger? and that last one sounded awesome, but also sounded like a suicide move. Does the user take damage?
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PostSubject: Re: The chronicles of Amaranth   The chronicles of Amaranth I_icon_minitimeFri Jun 19, 2009 10:59 pm

Yes... It is quite suicidal.. When you get success, you take two AGGRAVATED damage. But listen to this. ALL the of the people affected will suffer one agrravated pr success... pluss any defence they might have is useless. And the Dice pool is Strength + Brawl + Bloodworking. And That's about 10 dice at your level of strength I believe. And that's a dice pool with no penalty man! So, if you are EXTREMELY lucky, you may actually Kill off 10 vamps one shot if you wish affraid

Now that's awesome!

Also, there is a drawback of using bloodwork, atleast to the higher levels. You are fucking up your skin royally, so after a while you may start getting some bad scars. This discipline is not that bloodline "locked" so, yeah..


And yes, with the first one, you can feed through your fingertip. A very nice way of hiding that you feed eh? You won't get the effect of the Kiss though, so the people might feel a sting when you pinch them.. But there are way many instances that you might use this more efficient that just plunge your finger into someone right out of the blue santa
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PostSubject: Re: The chronicles of Amaranth   The chronicles of Amaranth I_icon_minitimeFri Jun 19, 2009 11:15 pm

Good god. You didn't say where the discipline is listed though. I want to read up on it myself. Even thoug it sounds awesome.
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PostSubject: Re: The chronicles of Amaranth   The chronicles of Amaranth I_icon_minitimeFri Jun 19, 2009 11:21 pm

It is listed in the Mekhet Clan book. And the Dicipline only originates from the Norvegi (Norvega). But In my version of World of Darkness I have no problem seeing that Dicipline to have been developed by Gangrels... Gangrel have that kind of shit in them with Protean anyways. Or simply that your sire had something to do with them a loong time ago and again learned it from her.

Also, I have to add that the Bloodline itself is not listed there. Only the Discipline (in the Disciplines section), so that is why I will allow to have it without being part of the parent bloodline.
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Posts : 670
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Character sheet
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Clan: Gangrel
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PostSubject: Re: The chronicles of Amaranth   The chronicles of Amaranth I_icon_minitimeFri Jun 19, 2009 11:37 pm

So, I can have that without being part of any bloodline? Sweet, and you're right, Gangrel sounds like they could have something like that.
What about the Norvegi? Where do they stand, which book?
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Character sheet
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Clan: Gangrel
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PostSubject: Re: The chronicles of Amaranth   The chronicles of Amaranth I_icon_minitimeFri Jun 19, 2009 11:43 pm

It's just that.. I can't find them.. I know I've read about them. I'be checked all the Clan Books, and all the Bloodline books. But I can't find them.. No matter.. Just find a good reason as to how your sire learned it, and it will be alright.
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