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Chicago Nights(Vampire the Requiem)

Game Master Trup


51 to 75 of 75 << first < prev | 1 | 2 | next > last >>

Hmm, my two favorite bloodlines were the Sotoha, the Invictus Ventrue who are the 'white samurai' they focus more on the social aspects rather than the part where you cut people up with cool swords. There was also the concept I had about an Alucinor newcomer who, due to his bloodline curse, couldn't remember if he was a defector or a mole in the Lancea Sanctum. . .


Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

I'm not sure xp for humanity is a great idea, but as I was going humanity 5 anyway, I've spent the xp :)
Ash now has some status and the ability to meld with concrete.

Trup, when are you closing? I know someone interested in playing a ventrue carthian, but they might be a while till they can get the character together.


DM

Spoiler:

Name: Quentin S. Jones (S is for Smith)
Player: Kenderkin
Chronicle: Chicago Nights (V:tR)
Concept: mysterious stranger gunslinger
Virtue: Faith
Vice: Wrath
Clan: Gangrel
Covenant: The Unaligned
Sire:
Coertie:

Attributes:
Power
Intelligence: **
Strength: ***
Presence: **

Finesse
Wits: ***
Dexterity: ***
Manipulation: **

Resistance
Resolve: **
Stamina: **
Composure: **

Abilities:
Mental (-3 unskilled)
Academics:
Computer:
Crafts:
Investigation: **
Law:
Medicine: *
Occult: *
Politics:
Science:

Physical (-1 unskilled)
Athletics:
Brawl: **
Drive:
Firearms: ****
Larceny:
Stealth: ***
Survival: **
Weaponry:

Social (-1 unskilled)
Animal Ken: *
Empathy: *
Expression:
Intimidate:
Persuasion:
Socialize:
Streetwise: **
Subterfuge: ***

Merits:
Ambidextreous ***
Gunslinger***
Quick draw *

Disciplines:
Protean **
Resilience*

Variable Traits:
Health 7/7
Willpower: 4/4
Vitae: 10/10
Blood Potency: 1
Humanity: 7

Modifiers:
Size: 5
Speed: 11
Defense: 3
Initiative Modifier: 6

Experience Total:
Experience Current:

Armor:

Equipment:
(2) Revolver, Hvy. Damage 3 ranges 35/70/140 clip 6 strength 3 size 1 cost ••

I want to use the Taurus Judge which fires both .45 and .410 (shotgun) shells. The judge has a capacity of 5 rather than 6. The ranges should shorten for using shotgun rounds, but the damage should increase to 4.


I will be closing submissions by this friday. After that the picked Kindred will be sent a PM


background of Titus from the embrace is up. Titus is ready to go.


Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

With regret, I think I'm going to have to withdraw for now.
Sounds like a great setting, Trup, and I hope everyone has a ball with it :)


Kenderkin - Gangrel get an extra free dot to either COmposure or Stamina. Your pick. Otherwise the character looks good. Write a short background when you can.


DM

Spoiler:

I thought I would make him a former hunter of the supernatural, who due to his toughness and unwillingness to quit was embraced by Gangrel.

Let me know if this fits into your game or not.

Might consider that a "dark secret" from the old flaw system....

If it fits I will write it up.


Its fine. write it in.


About Thomas Earthborn

Name: Thomas Earthborn
Player: Big OM
Chronicle: Chicago by Night (V:tR)

Concept: Politician in the making
Virtue: Hope
Vice: Envy

Clan: Nosferatu
Covenant: Ordo Dracul
Sire:
Coertie:

Attributes:

Physical
Strength xx
Dexterity xx
Stamina xxx

Social
Presence xx
Manipulation xx
Composure xxx

Mental
Intelligence xxx
Wits xx
Resolve xxx

Abilities:

Mental (-3 unskilled)
Academics: xxxx (Law)
Computer: x
Crafts:
Investigation: x
Medicine: x
Occult:
Politics: xxx
Science: x

Physical (-1 unskilled)
Athletics:
Brawl: x
Drive: x
Firearms: x
Larceny:
Stealth: xx
Survival: x
Weaponry:

Social (-1 unskilled)
Animal Ken:
Empathy:
Expression:
Intimidate: xx (Veiled Threats)
Persuasion: x
Socialize: xx
Streetwise:
Subterfuge: xx (Misdirection)

Merits:

Contacts xx
Haven xx
Languages x (French)
Resources xx

Flaws:

Disciplines:

Nightmare x
Vigor xx

Variable traits:

Health: 8

Willpower: 6/6

Vitae:

Blood Potency: 1

Humanity: 5

Modifiers:

Size: 5

Speed: 9

Defence: 2

Initiative Modifiers: 5

Experience points: 1/10

Questions from the Book:

How old are you?
He appears late twenties but was actually born in 1980 (32 years old)

What was unique about your childhood?
Growing up as the son of a renowned rheumatologist science was one of the major influences on Thomas during his childhood and youth. He attended private schools excelling in academics. He never had an affinity for hard science but the softer social sciences and history struck home. While not one of the popular kids he stay well in the large medium group not falling to low in the social hierarchy. Faith was not a large part of his life, he prayed at mass a required but coming from a protestant home he didn’t share the faith of the majority of Catholics.

What kind of person were you?
To Thomas there were always more than one side to an issue although one might be more correct than the others. He cared for the weak and downtrodden as long as they stayed away from crime.

What was your first brush with the supernatural?
Without knowing he was approached by a ghoul trying to exert political pressure on behalf of his vampire master when he worked in the DA’s office. The first real brush with the supernatural was his embrace.

How did the Embrace change you?
All his future planes changed at that moment. All his plans of running for congress as a moderate republican where destroyed. At first his education, clerkship and employments seamed useless. It took him at least a year before he had raged out and realized that this set of skill were useful as a kindred, He became less caring and hardened.

Who was your sire, and how did he treat you?
? She played with Thomas for almost a year before taking him in. Although never left unsupervised and never a threat to the masquerade he had to fend for himself. It made him stronger and under her tutorage he picked up skills unknown to him before.

How did you meet the others in your coterie?

Where is your haven?

[/b]Do you retain any connections to your mortal life? [/b]
Many bridges were burned after his embrace but Thomas maintain a few fleeting connections to his former life. He has no contacts with his parents.

What are your habitual feeding grounds?

What motivates you?
Thomas flirted with the thought of working to create a better society for his fellow kindred and some still believe he strives for that but truth be told he has learned that this is a game of power and one should only look out for one self.


DM

rough draft of history any input would be appreciated.

Spoiler:

Rough draft

Quinton began his existence as a monster hunter of the supernatural with his father, together they hunted many minor creatures while learning different legends and lore dealing with the supernatural. Often were able to catch monsters by surprise in having bullets that exploited weaknesses of the creatures in question.

Utilizing the 5 round revolver the Taurus Judge, Quinton and his father were able to use 45 slugs with loads such as cold iron and silver, then the .410 shotgun loaded with blessed rock salt.

In his early life Quinton learned about the supernatural world and experienced first-hand strange and terrifying creatures. Quinton’s father Jerome focused on dealing with ghosts, finding that Ghosts could be kept at bay with blessed Rock salt out of a shotgun until the problem could be solved in several ways: such as, severing anchors, finishing business, abjuration or exorcism.

Quinton’s father Jerome died during their last investigation, it had begun with the gypsies who were running a carnival on the outskirts of Chicago. Amongst them were 5 vampires of an unaligned coterie. When the investigators showed up the vampires went into the city to avoid conflict with Quinton and his father. In a twist of irony Quinton was actually looking into reports that were related to werewolves, animals from nearby farms had went missing, as well as from the carnival itself, yet somehow the juxtaposition of events turned sour rather quickly.

Quinton and Jerome found their werewolves, and just as the war amongst the factions began, in a fight with the wolves, Quinton’s father perished, and nearly did Quinton. Yet a gangrel witnessed the event and fight within Quinton who in fact had slain the werewolves, but was dying of injuries, yet he still struggled to bind deep wounds and crawl to survive.

The gangrel being remarkably impressed embraced Quinton changing him physically forever in a moment, and mentally over the course of time.


Big OM - Great character concept, I could find no flaws.

KenderKin - The background is looking good and I can see no glaring problems with it.


more detailed background....

Spoiler:

Quinton began his existence as a monster hunter of the supernatural with his father, together they hunted many minor creatures while learning different legends and lore dealing with the supernatural. Often were able to catch monsters by surprise in having bullets that exploited weaknesses of the creatures in question.

Utilizing the 5 round revolver the Taurus Judge, Quinton and his father were able to use 45 slugs with loads such as cold iron and silver, then the .410 shotgun loaded with blessed rock salt.

In his early life Quinton learned about the supernatural world and experienced first-hand strange and terrifying creatures. Quinton’s father Jerome focused on dealing with ghosts, finding that Ghosts could be kept at bay with blessed Rock salt out of a shotgun until the problem could be solved in several ways: such as, severing anchors, finishing business, abjuration or exorcism. Jerome was a monster hunter specialized in ghosts, though Quinton saw abjuration and exorcism he has no direct ability to do either.

Quinton’s father Jerome died during their last investigation, it had begun with the gypsies who were running a carnival on the outskirts of Chicago. Amongst them were 5 vampires of an unaligned coterie. When the investigators showed up the vampires went into the city to avoid conflict with Quinton and his father. In a twist of irony Quinton was actually looking into reports that were related to werewolves, animals from nearby farms had went missing, as well as from the carnival itself, yet somehow the juxtaposition of events turned sour rather quickly.

Quinton and Jerome found their werewolves, and just as the war amongst the factions began, in a fight with the wolves, Quinton’s father perished, and nearly did Quinton. Yet a gangrel witnessed the event and fight within Quinton who in fact had slain the werewolves, but was dying of injuries, yet he still struggled to bind deep wounds and crawl to survive.

Prelude:
Quinton dragged himself towards his car, planning to get to the quickclot, bandages, and IV fluids within…

Wild eyed Jack turned the struggling man over like some sort of struggling insect, and found himself face to face with a .45 caliber revolver, memories of a whole different era and an entirely different type of man flooded into Jack’s mind.

Jack: “Need a hand?” smiles and asks sarcastically

Quinton: “No thanks I still have the one.” Moves the gun, indicating both the one hand and the remaining bullet in the revolver.

Jack: “I see…quit a battle there.”

Quinton begins using his elbows and legs to keep going in the direction of the car.

Jack: “You can’t possibly win”

Quinton: “I don’t have to…just survive.”

Jack had never met a mortal with so much grit and determination he had seen terror in the eyes of men uninjured, well armed, and in a group afraid of even the hint of shadows, here before him was a man who with nothing but grit and determination knew the goal that defined the essence of gangrel: survive when it is impossible to do so.
Jack: “Want a drink?”

Quinton: “Whiskey if you have it.”

Quinton reached his car at the edge of the parking the carnival had previously occupied. In an effort of will he got to his knees. Steadied himself and in a motion of quickness for a mortal near-death he holstered his gun, grabbed the door handle, heaved himself up and re-drew the weapon.

Quinton: “Raincheck?”

At that moment one of the vampires who had went into the city returned he misread the situation entirely and lunged for Quinton, that last bullet took him in mid leap between the eyes.

Jack fell upon Quinton who continued to fight and struggle up until the point of death, in that moment instead of final death Jack embraced Quinton changing him forever.

Quinton was able to escape that very evening leaving the area while the battle raged amongst the factions of Chicago. Quinton avoided anyone he had previously known and adapted over time to his abilities he retained his first name and continued to use the aliases Smith and Jones (that he and his father used as monster hunters). Quinton continued the fight continued the work he and his father had been engaged in, many met death at his hands even after the embrace. His thoughts always returned to the embrace and the interaction he had with the vampire who embraced him, there was something very familiar in the tone the under-currents of the event. Quinton finally realized the vampire was remarkably similar to his father.

Quinton returned to Chicago and sought the vampire through description alone, til someone said that sounds like Wild Eye Jack. It did not take long for Wild Eye Jack to hear that a stranger was asking about him and to hear who was doing the asking. Jack found Quinton in one of the local parks utilizing the gifts of his blood.
Jack approached Quinton turned drawing two revolvers quickly as ever.

Jack: “Didn’t we have a rain check?”

Quinton: “For a drink as I recall.”

Jack: “Is that why you have been asking around about me?”

Quinton: “Yes and I have some questions.”

Jack: “Drinking seems to imply a bit of comfort and a long over-due talk with an old friend.”

Quinton: “That a fact?”

Jack: “Yes it is, why do you think you are here, why weren’t you dead that night so long ago?”

Quinton: “That was one of my questions.”
Jack turns to leave “I have a haven near here come and we shall have that drink and that long over-due talk, about traditions among other things.”

The talk resulted in Quinton learning about the traditions and his own role in the firestorm that had swept through Chicago, though he believed it was a spark that the wind carried into a pile of tinder that was stacked well ahead of those events. Quinton eventually had the leave of his Sire to remain in Chicago.


Trup, you never commented on Titus. Everything look ok, anything you would like me to change?

Shadow Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Sadly, as much as I would like to participate in this game, I have not had time to write up a background within the allotted time for submission.

Taldor

I'd love to get in on this, if you're still looking for players.


About Cecilia Perez

Name: Cecilia Perez

Concept: Promising young Art Historian
Virtue: Faith
Vice: Lust

Clan: Daeva
Bloodline: Toreador
Covenant: Lancea Sanctum

Attributes:

Spoiler:

Intelligence xx
Wits xxx
Resolve xx

Strength xx
Dexterity xxx
Stamina xx

Presence xxx
Manipulation xxx
Composure xx

Skills:

Spoiler:

Mental
Academics xxx (Art History)
Computer xx
Investigation x
Politics x

Physical
Athletics xx (Long Distance)
Drive x
Firearms x

Social
Empathy x
Expression xx
Intimidation xx
Persuasion xx (Seduction)
Socialise xx
Streetwise x
Subterfuge x

Merits:

Spoiler:

Haven x
Resources xx
Mentor x

Flaws:

Spoiler:

Addiction (Nicotine)

Disciplines:

Spoiler:

Celerity x
Dominate x
Majesty x

Advantages:

Spoiler:

Health 7
Willpower 4
Blood Potency 2
Size 5
Speed 5
Defence 3
Initiative Mod 5

Questions from the Book:

Spoiler:

How old are you? 25 years of age, embraced at 23 after completing her masters degree at the University of Chicago.

What was unique about your childhood? Cecilia moved a lot during her youth due to her father, a US Army Chaplain, moving around from base to base in Europe and the Middle East. Spending most of her time in books, she developed a love of art and culture and showed real aptitude at developing and understanding historical theories about those works, which developed into a desire to take her studies further. To relax and clear her mind, Cecilia took up long distance running.

What sort of person were you? A social outcast in her youth thanks to her bookworm nature and her family constantly moving, she learnt how to wittily deflect the barbs of people taunting her, and learnt it well. Once she moved to Chicago to take up her studies, her natural good looks meant that she was rather popular, and she loved manipulating people around her to get what she wanted.

When was your first brush with the supernatural? During her masters, Cecilia realised that she was being stalked (leading to her obtaining a firearm). Eventually, the stalker revealed himself and revealed that he was a member of a very exclusive club.. and would love to bring Cecilia into this club..

How did the embrace change you? It felt.. right, somehow. Now Cecilia's love and knowledge of art history would be properly appreciated by other artistes, and their place above others could be acknowledged.

Who was your sire, and how did she treat you? Her sire was seductive, yet cryptic about the world he was offering to Cecilia. After teaching her the basics of kindred life and introducing her to the other Toreadors in the city, he left Chicago for unexplained reasons.

Were you presented to Kindred society? Of course! Any Toreador has to make herself known to society at large, and as far as Cecilia could tell, she was welcomed into it. Her ties in the Lancea Sanctum have ensured that she's there at Church every holyday, but keeps to the back of the room for now.

Where is your haven? A small, yet decent looking student apartment. The same one that she lived in before her embrace, infact.

Do you retain any connections to your mortal life? Very much so. She's still enrolled at UoC, eager to complete her studies into Art History and gain her PhD. Though, of course, she's not exactly taking classes during the day anymore.

What are your habitual feeding grounds? Quite stereotypically, local nightclubs have proved successful for feeding after seducing locals.

What motivates you? The desire to understand beauty in art, and to show others exactly what that beauty is.

Notable gear owned:

Spoiler:

H&K M23 'SOCOM' Pistol, Dmg 3, Range 30/60/120, Capacity 12+1, Strength 1, Size 1/J
Suzuki GSX1300R Hayabusa, Sports Bike


Something must have come up .....


Sorry about the late post, Had some hecticness the last few days. Anyways I will pick the chosen kindred tommorrow. If you don't yet have a backstory, don't worry, I will still accept the character, we will flesh out the backstory afterwards if necessary. Having a backstory help with the picking however.

Titus- Looked good as far as I could tell.


Love NwOD Could I please please play a "Purified" just love them as a PC.
I know that having just bloodsuckers in a game dos make life simple but having a "Purified" in the game adds a hole new level. Of course the "Purified" like to get close to a clan as they can help to keep them hidden in a world of CCTV and news paper snoops.

Alexander Moreno of Spanish Deseret, "Purified" 1647
Has spent some years travailing around the earth keeping a low profile.


Name: Alexandra Moreno "Purified"

Concept: Spiritualist and a cultist.

Virtue: Temperance
Vice: Sloth

Attributes:

Intelligence 2
Wits 2
Resolve 4

Strength 1
Dexterity 3
Stamina 2

Presence 3
Manipulation 2
Composure 2

Skills:

Mental
Academics 3
Computer 1
Investigation 2
Medicine 1
Occult 4 (Ghosts)(magic)(Witchcraft)
Science 1

Physical
Athletics 1
Drive 1
Firearms 4
Larceny 1
Stealth 2
Survival 1

Social
Empathy 1
Expression 2
Persuasion 1
Socialise 1
Streetwise 1
Subterfuge 1

Merits:

10 Spend

Chi (•••) x2 (6)
Effect: Your character gains an additional dot of Chi.
All purified begin play with one dot of Chi. However, more
experienced and powerful purified have more dots in Chi.
During character generation, each additional dot of Chi costs
the character three Merit dots. See Effects of Chi(p. 99) for
more information about how this Merit affects your character.
Purified characters can purchase this Merit no more than
twice, for a total Chi of three.
Available at character creation only.Your character can
only purchase additional dots of Chi as a Merit during
character creation. During play, Chi can only be increased
using experience points.

Ritual Crypt (•)
Effect: Your character has a ritually prepared location
where her body can be made to reappear if it dies. Even
if the character’s corpse is largely intact, she must spend
five points of Essence to cause her body to vanish from its
current location and appear within the ritual crypt.
At minimum, this crypt consists of a bed, slab or other
surface large enough to hold your character’s body inside a
room with doors and windows that close. This location could
be anything from a deeply buried stone crypt to an ordinary
bedroom. Regardless of the crypt’s appearance or location, the
slab, or bed where your character’s body reappears and all of
the walls and doors of this room are marked with special sigils.
If any of these markings are disturbed, the ritual crypt does not
function and the character’s body remains where it was.
Your character can only cause her corpse to reappear
there; she cannot cause her still-living body to magically
appear at this location. Also, even if the character’s corpse is
fully intact, it costs five points of Essence to move her body
to the ritual crypt, because doing so involves destroying the
body at its present location and then restoring her body to
the crypt. All purified automatically know how to create
a ritual crypt; possessing this Merit only means that your
character has taken the time and effort to create one.
Drawback:If any of the sigils on the crypt are erased or
damaged, the crypt does not function and the character cannot
cause her corpse to reappear there. Destroying a character’s
ritual crypt is quite easy for anyone who can gain access to it.
Doing so is a standard part of any attack upon one of the puri-fied. Purified usually attempt to keep their ritual crypt secret
from everyone and rarely visit it to avoid someone watching
them finding it. Of course, this means that it may not be avail-able when they need it. Creating a new ritual crypt requires
one day of special preparations and the expenditure of another
two Experience Points, to purchase this Merit again.

Shadow Sanctum (•)
Effect: Your character has a stronghold in the Shadow
Realm where he can retreat from foes and regain his strength.
The exact nature of this sanctum is up to you, it could be
purified merits
114
Chapter three-The Purified
a well-fortified building, a deep cavern, or something far
stranger like a living hollow tree the size of a small apart-ment complex that is also an intelligent spirit who is your
character’s loyal friend and ally. All shadow sanctums are
by their nature difficult for enemies to locate, with the basic
Shadow Sanctum providing anyone attempting to locate it
with a –3 penalty to all rolls to do so.
A one-dot Shadow Sanctum is a relatively small and spar-tan space, like a room in a cave or a small hut. The sanctum is
relatively comfortable, but is both small and devoid of ameni-ties. This Sanctum can be enhanced in three different ways that
each increase the cost of the Merit by one additional dot. A
Shadow Sanctum with all three advantages costs four dots.

Essence Reservoir (•)
Effect: Your character has some talisman or other item
that can hold additional points of Essence. The character must
touch this item to put Essence into it or retrieve Essence from
it. The amount of Essence your character can put in or remove
from this item every turn is limited by both how much Essence
he can spend per turn and how much Essence the device can
hold. A one-dot Essence reservoir can hold up to three points
of Essence and must be at least as large as a small wrist watch
or a large coin like a quarter. A two-dot Essence Reservoir can
hold up to six points of Essence and must be at least as large
as a large pocket watch or a cell phone. Regardless of their
size, Essence Reservoirs can be made in any form, including
being a working cell phone or watch. Essence reservoirs also
exist in Twilight, the Shadow Realm and the Underworld. If
the character is touching this item when he sends his mind
into one of these realms, the item vanishes from the physical
world and remains with him in the realm to which he travels.
Also, as long as he is touching this item when he returns to
his body, it reappears with him. Purified cannot create Essence
Reservoirs, but they can bargain with spirits or some powerful
mages who know the secret of their creation.

Flaws:

Coward

Siddhi and Spirit Numina:

4 Dots spend
Spirit Projection (•)
The character can project his mind into the Shadow
Realm. All Purified know this power, having automatically
learned it when they died and became the being they are
now. Purified who did not learn this ability never made
their way back to their body.
Cost:None
Dice Pool:Resolve + Investigation + Chi
Action:Instant
To enter the Shadow Realm, the character need only
lie down and make a single roll. To return to her body, she
must find a locus and make another roll. If the character’s
body is alive, she immediately returns to her body. If the
character’s body is dead, she appears in Twilight, hovering
over her body. Unless the character also knows Twilight
Projection, she cannot venture more than a few feet away
from her corpse, but she may use Essence to repair it, return
it to life, or return to the Shadow Realm to seek help.

Twilight Projection (••)
The character can project her mind into Twilight.
Here, she can interact with both ghosts and spirits who are
also in Twilight and can spy on the mortal world, unseen
by anyone except supernatural beings and the few mortals
who can perceive beings in Twilight. Because of the nature
of their perceptions, all purified can clearly see and hear
everything occurring in the portion of the mortal world cor-responding to their location in Twilight, allowing purified
who know this ability to be excellent spies.
Cost:1 Essence
Dice Pool:Composure + Occult + Chi
Action:Instant
To enter Twilight, the character need only lie down,
spend one point of Essence and make a single roll. To return
to her body, the character can either find a locus and make
another roll or simply fly travel back to her body and re-enter it. Purified in Twilight can also make another roll to
move between Twilight and the Shadow Realm.

Spirit Numina (•)
Blast: The spirit is able to strike opponents
at a distance. An electricity-spirit might hurl small
thunderbolts at its foes, a fire-spirit might summon
flame or a pain-spirit with this Numen might conjure
razor blades. The range is equal to 10 yards per point
of Power, and the spirit suffers no penalties for range.
The spirit rolls (Dexterity + Weaponry + Chi) to hit and may add
two dice to the roll for every additional point of Essence the spirit spends to fuel this power. The damage is lethal.

Advantages:

PC Core:

Health 7
Willpower 6
Morality 7
Chi 3
Max Essence 12
Max Essence per Turn 2
Effective Spirit Level 3
Size 5
Speed 9
Defence 2
Dodge 4
Initiative Mod 5
Net Armor

Questions from the Book:

How old are you?
143 years

What sort of person were you?
Quit and reserved a being who walks in a world of Spirits few others see.
When was your first brush with the supernatural?
From A small Child I could see Spirits.

How did becoming a Pour change you?
Life now is about hiding, I do not change but the world all around dos and with Photos and Videos now I need to keep off the grid at all times.

How are you known to Kindred society?
They help me I help them, I can act in the day, and they keep eyes off me.

Where is your sanctum?
In the South America

Do you retain any connections to your mortal life?
No every few years I relocate and drop all connections

What are you based now?
Chicago

What motivates you?
Keeping life no matter what.

Notable gear owned:

Cain sword, A number of occult books, Fine cloths, a Villa in Honduras.


Here is the Alt GM
GM Spugly


Here are my picks for the game. I’m sorry if you weren’t picked, everyone else, report to the discussion thread to begin work on finishing up back stories and working on how you came together as a coterie.

Seth Clarkson (Mekhet, Circle of the Crone) - Amaranthine Witch
J Michael Thorne (Mekhet (Mnemosyne), Unaligned) - Arknight
Aleck Mcgowan (Gangrel, Circle of the Crone) - Talomyr
Quentin S. Jones (Unaligned Gangrel) - KenderKin
Cecilia Perez (Daeva, Lancea Sanctum) - Uzzy
Thomas Earthborn (Nosferatu, Ordo Dracul) - Big OM

Runner up(this player should come into the discussion thread if a player doesn’t show up within a few days.) -

Titus Armstrong (Invictus, Daeva) - Ashe

Sorry for my Absence recently, I had a lot of real world issues.


Cool! Looking forward to it.


Damn runner up. I am sad at this. I will still play though if someone is a no show. I work in IT so I can post often a regular during the day at work.

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