Author Topic: Callahan.  (Read 312 times)

Offline Dielan

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Callahan.
« on: January 06, 2017, 03:22:27 AM »
Spoiler for Hidden:
Spoiler for Forms:
Spoiler for Wolf Form:


In wolf form, the vampire’s teeth and claws inflict Strength + 1 aggravated damage, he can run at double
speed, and the difficulties of all Perception rolls are reduced by two.
Spoiler for Bear Form:


In bear form, the vampire’s teeth and claws inflict Strength +2 aggravated damage, he can run at double speed, and the difficulties of all Perception rolls are reduced by one.
Spoiler for Hyena Form:


In hyena form, the vampire’s teeth and claws inflict Strength +1 aggravated damage, she can leap  twice as high as a normal human, and the difficulties of all Perception rolls are reduced by two.
Spoiler for Lynx Form:

 
In lynx form, the vampire’s teeth and claws inflict Strength +1 aggravated damage, he can run at double speed and halves all damage from falling, and the difficulties of all Perception rolls are reduced by one.
Spoiler for Bat Form:


In bat form, the vampire’s Strength is reduced to 1, but he can fly at speeds of up to 20 miles per hour, difficulties for all hearing-based Perception rolls are reduced by three, and attacks made against him are at +2 difficulty due to his small size.
Spoiler for Barracuda Form:


In barracuda form, the vampire’s Strength is reduced to 1, but she can swim speeds of up to 20 miles per hour/30 kph. Difficulties for all sight-based Perception rolls are reduced by three, and attacks made against her are at +3 difficulty due to her small size and agility.
Spoiler for Hawk Form:


In hawk form, the vampire’s Strength is reduced to 1, but he can fly at speeds of up to 25 miles per hour/40 kph. Difficulties for all hearing-based Perception rolls are reduced by two, and attacks made against him are at +1 difficulty due to his small size.
Spoiler for Vulture Form:


 In vulture form, the vampire’s Strength is reduced to 2, but she can fly at speeds of up to 20 miles per hour/30 kph. Difficulties for all hearing-based Perception rolls are reduced by three, and attacks made against her are at +1 difficulty due to her smaller size.





Basic  Information

Name: Donovan Callahan.
Age: 222.
Embrace Age: 27.
Place of Birth: Ireland.

Nature: Survivor.
- No matter what happens, no matter the odds or opposition, the Survivor always manages to pull through. Whether alone or with a group, the Survivor's utter refusal to accept defeat often makes the difference between success and failure. Survivors are frustrated by others' acceptance of "what fate has in store" or willingness to withstand less than what they can achieve.

Demeanor: Rogue.
- Only one thing matters to the Rogue: herself. To each his own, and if others cannot protect their claims, they have no right to them. The Rogue is not necessarily a thug or bully, however. She simply refuses to succumb to the whims of others. Rogues almost universally possess a sense of self sufficiency. They have their own best interests in mind at all times.

Affiliation: Independent.

Clan: Gangrel.
- A glint of red eyes in the darkness, the scent of a predator’s musk, a flash of fangs, the sound of flesh tearing: These mark the presence of the Gangrel. More than any other Clan, the Gangrel resemble the beasts associated with the legends of vampires: bats, wolves, and other creatures of darkness. Indeed, the Outlanders may develop the ability to transform themselves into these and other, more primal forms.



Characteristics

Ethnicity: Caucasian.
Race: Vampire.
Generation: 7th.

Allegiance: Himself.
Hair colour: Black/Dark brown.
Eye colour: Orange/red.
Distinguishing Features: Donovan has the eyes of a beast; they are an orange-ish color with yellow slits for irises. His eyes give off a very faint glow. Apart from that, his clothes are a bit tattered here and there and he has the musk of a wild animal.

Height: 6' (182.88 centimeters).
Weight: 150lbs (68.0389 kilograms).



Disciplines

Protean (••••• •):
Spoiler for Protean:
• Eyes of the Beast
Spoiler for Hidden:
The vampire sees perfectly well in pitch darkness, not requiring a light source to notice details in even the darkest basement or cave. The vampire’s Beast is evident in his red glowing eyes, a sight sure to disturb most mortals.
System: The character must declare his desire to call forth the Eyes. No roll is necessary, but the change requires a full turn to complete. While manifesting the Eyes, the character suffers a +1 difficulty to all Social rolls with mortals unless he takes steps to shield his eyes (sunglasses are the simplest solution).
•• Feral Claws
Spoiler for Hidden:
The vampire’s nails transform into long, bestial claws. These talons are wickedly sharp, able to rend flesh with ease and even carve stone and metal with little trouble.  The Beast is prominent in the claws as well, making them fearsome weapons against other immortals. It’s rumored that some Gangrel have modified this power to change their vampiric fangs into vicious tusks.
System: The claws grow automatically in response to the character’s desire, and can grow from both hands and feet. The transformation requires the expenditure of a blood point, takes a single turn to complete, and lasts for a scene. The character attacks normally in combat, but the claws inflict Strength + 1 aggravated damage. Other supernaturals cannot normally soak this damage, although a power such as Fortitude may be used. Additionally, the difficulties of all climbing rolls are reduced by two.
••• Earth Meld
Spoiler for Hidden:
One of the most prized powers within Protean, Earth Meld enables the vampire to become one with the earth. The immortal literally sinks into the bare ground, transmuting his substance to bond with the earth. Though a vampire can immerse himself fully into the ground, he cannot move around within it. Further, it is impossible to meld into earth through another substance. Wood slats, blacktop, even artificial turf blocks Earth Meld’s effectiveness — then again, it’s a relatively simple matter for a vampire at this level of power to grow claws and rip apart enough of the flooring to expose the raw soil beneath. By interring himself in the ground, the vampire gains full protection from daylight when outdoors. It is also the method of choice for those Kindred who wish to sleep away the centuries; these vampires lock themselves in the earth’s embrace, gaining strength and power as they rest. Superstitious and paranoid Kindred whisper that thousands of Ancients sleep within the ground and will awaken when Gehenna arrives. While so interred, the vampire is in a transitional state between flesh and earth. His physical presence exists between the physical world and the astral plane. As such, the vampire is difficult to sense, even through supernatural means. However, a disruption to the soil that the immortal occupies, or to his presence on the  astral realm, returns him immediately to the physical world (and to full wakefulness), showering dirt outward as his body displaces the soil.
System: No roll is necessary, although the character must spend a blood point. Sinking into the earth is automatic and takes a turn to complete. The character falls into a state one step above torpor during this time, sensing his surroundings only distantly. The player must make a Humanity or Path roll (difficulty 6) for the character to rouse himself in response to danger prior to his desired time of emergence. Since the character is in an in-between state, any attempts to locate him (catching his scent, scanning for his aura, traveling astrally, and so on) are made at +2 difficulty. Astral individuals cannot affect the vampire directly, instead meeting with a kind of spongy resistance as their hands pass through him. Similarly, digging in the material world encounters incredibly hardpacked earth, virtually as dense as stone. Attempts at violence upon the submerged vampire from either side return him to his physical nature, expelling the soil with which he bonded in a blinding spray (all Perception-based rolls are at +2 difficulty for the turn). The character himself subtracts two from his initiative for the first turn after his restoration, due to momentary disorientation. Once expelled from the earth, the vampire may act normally.
•••• Shape of the Beast
Spoiler for Hidden:
This endows the vampire with the legendary ability to transform into a wolf or bat. A Kindred changed in this way is a particularly imposing representative of the animal kingdom. Indeed, he is far superior to normal animals, even ones possessed by Subsume the Spirit. He retains his own psyche and temperament, but can still call upon the abilities of the beast form — increased senses for the wolf and flight for the bat. Gangrel are reputed to change to other animal forms better suited to their environment — jackals in Africa, dholes in Asia, and even enormous rats in urban environments — a feat that other Clans learning Protean cannot seem to duplicate.
System: The character spends one blood point to assume the desired shape. The transformation requires three turns to complete (spending additional blood points reduces the time of transformation by one turn per point spent, to a minimum of one). The vampire remains in his beast form until the next dawn, unless he wishes to change back sooner. While in the animal’s shape, the vampire can use any Discipline he possesses except Necromancy, Serpentis, Thaumaturgy, or Vicissitude (as well as any others the Storyteller deems unavailable). Furthermore, each form gives the character the abilities of that creature. In wolf form, the vampire’s teeth and claws inflict Strength + 1 aggravated damage, he can run at double speed, and the difficulties of all Perception rolls are reduced by two. In bat form, the vampire’s Strength is reduced to 1, but he can fly at speeds of up to 20 miles per hour, difficulties for all hearing-based Perception rolls are reduced by three, and attacks made against him are at +2 difficulty due to his small size. The Storyteller may allow Gangrel to assume a different animal shape, but should establish the natural abilities it grants the character.
••••• Mist Form
Spoiler for Hidden:
This truly unsettling power enables the vampire to turn into mist. His physical shape disperses into a hazy cloud, but one still subject entirely to the immortal’s will. He floats at a brisk pace and may slip under doors, through screens, down pipes, and through other tiny openings. Although strong winds can blow the vampire from his chosen course, even hurricane-force winds cannot disperse his mist shape. Some Kindred feel that this power is an expression of the vampire’s ultimate control over the material world, while others believe that it is the immortal’s soul made manifest (damned though it may be).
System: No roll is required, although a blood point must be spent. The transformation takes three turns to complete, although the character may reduce this time by one turn for each additional blood point spent (to a minimum of one turn). Strong winds may buffet the character, although Disciplines such as Potence may be used to resist them. Vampires in Mist Form can perceive their surroundings normally, although they cannot use powers that require eye contact. The vampire is immune to all mundane physical attacks while in mist form, although supernatural attacks affect him normally. Also, the vampire takes one fewer die of damage from fire and sunlight. The character may not attack others physically while in this state — this includes encountering another vampire in mist form. He may use Disciplines that do not require physical substance, however.
••••• • Earth Control
Spoiler for Hidden:
An Earth Melded character with this power is no longer confined to the resting place she selected the night before. She can pass through the ground as if it were water, “swimming” through the earth itself. Some elders use this as a means of unobstructed and unobtrusive travel, while others find it a highly effective means of maneuvering in combat.
System: This power is in effect whenever a character is Earth Melded, with no additional roll or expenditure necessary. While in the ground, a vampire can propel herself at half of her normal walking speed. She cannot see, but gains a supernatural awareness of her underground surroundings out to a range of 50 yards or meters. Water, rock, tree roots, and cement all effectively block her progress; she can only move through earth and substances of similar consistency, such as sand or fine gravel. If two or more vampires attempt to interact underground, only direct physical contact is possible. All damage dice pools in this case are halved, and dodge and parry attempts are at -2 difficulty. If an underground chase takes place, it is resolved with an extended, contested Strength + Athletics roll.
••••• • Flesh of Marble
Spoiler for Hidden:
Tales have long spoken of the combat prowess of Gangrel elders and of their inhuman resilience. Poorly informed individuals believe the stories of swords shattering and bullets flattening against immortal skin to be exaggerated reports of the effects of Fortitude. Those with more reliable information know that such tales result from encounters with vampires who have developed Flesh of Marble. The skin of an elder with Flesh of Marble becomes in essence a sort of flexible stone, although it appears (and feels) no different than normal skin and muscle.
System: The player spends three blood points to activate Flesh of Marble, which goes into effect instantly. The effects of the power last for the remainder of the scene. While the power is functioning, the damage dice pools of all physical attacks made against the character are halved (round down). That includes assaults made with fists, claws, swords, firearms, and explosions, but not fire, sunlight, or supernatural powers (unless the effect in question is a direct physical attack, such as a rock hurled by means of Movement of the Mind). Additionally, while this power is in effect, a character canattempt to parry melee attacks with his bare hands as if he were holding some form of weapon.
••••• • Blissful Summer
Spoiler for Hidden:
Although most vampires must return to their normal physical form when they sleep, Gangrel who have mastered Protean  to  this  extent  may  remain  in  Mist  Form  even  while comatose during the day. This power offers great protection,  though  it  is  not  invulnerable,  and  fire  and  sunlight can still injure the vampire. Further, a vampire sleeping  in  Blissful  Summer  is  not  roused  by  noise  or  activity in her area.
System:
No roll is required to activate Blissful Summer, but the transformation requires the expenditure of five blood points. Once activated, the user remains in Mist Form until the next dawn, whereupon the vampire resumes physical form. Physical attacks cannot affect a vampire sleeping in Mist Form, though fire and sunlight can still harm her. The vampire cannot awaken before dusk unless her Mist Form is injured.
••••• • Shape Mastery
Spoiler for Hidden:
It  is  one  thing  to  master  your  own  flesh  and  shape your form, but it’s something else to force your will upon another, demanding that his or her physical form take the shape you command. Certain exceptional elder Gangrel have mastered this ability, and can use his or her blood to  overcome  another  individual’s  native  command  of  shapeshifting. For this power to function, some portion of  the  Gangrel’s  blood  must  have  been  ingested  by  or  otherwise  be  in  contact  with  the  target’s  flesh  or  worn  clothing, whether unwillingly or willingly.
System:
The Gangrel must first place her blood on the target. If the target has successfully attacked the Gangrel with natural weapons, or with a short weapon like a knife, it fulfills this requirement. Otherwise, the Gangrel must smear at least one blood point worth of her vitae on the target by making a successful attack or by making a small blood mark on an unsuspecting target. This may be done in advance, but the blood must still be wet (within a few minutes),  and  the  subject  must  be  in  line  of  sight  in  order for this power to be viable. Thereafter, the Gangrel activates this power by spending an additional blood point and  making  a  Perception  +  Survival  roll  (difficulty  7).  Two successes are required to force the target out of his shape-shifted form and into her native (original) shape.While this power is active, the individual cannot assume any other form. This power persists for a full scene, or until the target removes the Gangrel’s vitae from his body (or clothing), whichever is sooner. The process of cleansing oneself of the Gangrel’s blood takes at least one full turn of action. If the target has actually consumed the Gangrel’s blood, then she cannot remove the blood so easily. Use  of  this  power  will  persist  for  the  full  scene,  and  Shape  Mastery  may  be  attempted  again  thereafter  (this  power does not consume the blood with its use), so long as the Gangrel still has line of sight. If the target chooses to  resume  his  adapted  form  after  this  power  ends,  she  must reactivate that power, incurring any associated costs, and performing any appropriate rolls.This  power  is  effective  on  the  shapeshifted  forms  of  Obtenebration,  Protean,  Serpentis,  Thaumaturgy,  and  Vicissitude  at  levels  equal  to  or  lower  than  the  vampire’s Protean. Further, it also confounds the native shapechanging abilities of other supernatural creatures, such as Lupines and Fae.
••••• • Smoke and Mirrors
Spoiler for Hidden:
One of the most notable and fascinating powers of the Gangrel is the ability to turn to mist. Some elder Gangrel have  found  a  way  to  harness  this  power  and  use  it  on instinct, converting themselves to mist in order to avoid the most threatening blows.
System:
When  attacked,  you  may  spend  four  blood points to turn instantly to mist, as per Mist Form. The attack automatically misses you, and you revert to your physical form once the immediate danger is past. You  may  activate  this  power  reflexively  once  damage  is determined, but as soon as damage is marked down or the scene has moved on from damage determination, you  may no longer use this power on that damage.

Fortitude (••••• •):
Spoiler for Fortitude:
••••• • Personal Armor
Spoiler for Hidden:
Nobody likes to get hit, not even Cainites. The easiest way to ensure that one is not hit (or shot, or stabbed) repeatedly is to take the weapon with which one is assaulted away from one’s attacker and break it. That’s where Personal Armor comes in. This application of Fortitude, derived from one popular in the 12th century, causes anything that strikes a Kindred who employs Personal Armor to shatter on impact.
System: With the expenditure of two blood points, a vampire can add preternatural hardness to his flesh. Every time an attack is made on the Kindred using Personal Armor (one which he fails to dodge), his player rolls Fortitude (difficulty 8). If the roll grants more successes than the attacker rolled, then the weapon used to make the attack shatters against the vampire’s flesh. (“Magical” weapons may be resistant to this effect, at the Storyteller’s discretion.) The vampire still takes normal damage if the attack is successful, even if the weapon shatters in the process, though this damage may be soaked. If the attack roll botches, any normal weapon automatically shatters. A hand-to-hand attack causes the attacker equal damage to that suffered by the defender when Personal Armor comes into play. If the attacker misses entirely, she still takes one level of bashing damage. The effects of this power last for the duration of the scene.

Animalism (•••):
Spoiler for Animalism:
• Feral Whispers
Spoiler for Hidden:
This power is the basis from which all other Animalism abilities grow. The vampire creates an empathic connection with a beast, thereby allowing him to communicate or issue simple commands. The Kindred locks eyes with the animal, transmitting his desires through sheer force of will. Although it isn’t necessary to actually “speak” in chirps, hisses, or barks, some vampires find that doing so helps strengthen the connection with the animal. Eye contact must be maintained the entire time; if it’s broken, the Kindred must re-establish contact to continue communication. The simpler the creature, the more difficult it becomes to connect with the animal’s Beast. Mammals, predatory birds, and larger reptiles are relatively easy to communicate with. Insects, invertebrates, and most fish are just too simple to connect with. Feral Whispers provides no guarantees that an animal will want to deal with the vampire, nor does it ensure that the animal will pursue any requests the vampire makes of it. Still, it does at least make the creature better disposed toward the Kindred. The manner in which the vampire presents his desires to the animal often depends on the type of creature. A Kindred can often bully smaller beasts into heeding commands, but he’s better off couching orders for large predators as requests. If the vampire successfully uses the power, the animal performs the command to the best of its ability and intellect. Only the very brightest creatures understand truly complex directives (orders dealing with conditional situations or requiring abstract logic). Commands that the animal does understand remain deeply implanted, however, and guide its behavior for some time.
System: No roll is necessary to talk with an animal, but the character must establish eye contact first.  Issuing commands requires a Manipulation + Animal Ken roll. The difficulty depends on the creature: Predatory mammals (wolves, cats, vampire bats) are difficulty 6, other mammals and predatory birds (rats, owls) are difficulty 7, and other birds and reptiles (pigeons, snakes) are difficulty 8. This difficulty is reduced by one if the character speaks to the animal in its “native tongue,” and can be adjusted further by circumstances and roleplaying skill (we highly recommend that all communication between characters and animals be roleplayed). The number of successes the player achieves dictates how strongly the character’s command affects the animal. One success is sufficient to have a cat follow an individual and lead the character to the same location, three successes are enough to have a raven spy on a target for weeks, and five successes ensure that a grizzly ferociously guards the entrance to the character’s wilderness haven for some months. The character’s Nature plays a large part in how he approaches these conversations. The character might try intimidating, teasing, cajoling, or rationalizing. The player should understand that he does not simply play his character in these situations, but the Beast Within as well. Using this power cannot force an animal to do something against its nature, or to force a creature to risk its life. While the aforementioned grizzly would stand guard to the vampire’s haven and even fight for it, it would not do so against obviously superior numbers or something overwhelmingly supernatural. A predatory bird might be convinced to harry a target, but would definitely not hold ground. A docile dog or skittish cat would have no problem with reporting something it had seen, but it wouldn’t enter combat unless given no other option — though it would likely agree to stand and fight and then flee at the first opportunity, if a harsh Kindred demanded it.
•• Beckoning
Spoiler for Hidden:
The vampire’s connection to the Beast grows strong enough that he may call out in the voice of a specific type of animal — howling like a wolf, shrilling like a raven, etc. This call mystically summons creatures of the chosen type. Since each type of animal has a different call, Beckoning works for only a single species at a time. All such animals within earshot are summoned, and some percentage of them will heed the Beckoning if it is successful. While the vampire has no further control over the beasts who answer, the animals who do are favorably disposed toward him and are at least willing to listen to the Kindred’s concerns. (The vampire can then use Feral Whispers on individual animals to command them, which may be at a decreased difficulty at Storyteller discretion.)
System: The player rolls Charisma + Survival (difficulty 6) to determine the response to the character’s call; consult the table below. Only animals that can hear the cry will respond. If the Storyteller decides no animals of that type are within earshot, the summons goes unanswered. The call can be as specific as the player desires. A character could call for all bats in the area, for only the male bats nearby, or for only the albino bat with the notched ear he saw the other night.

Successes     Result
1 success      A single animal responds.
2 successes   One-quarter of the animals within earshot respond.
3 successes   Half of the animals respond.
4 successes   Most of the animals respond.
5 successes   All of the animals respond.
••• Quell the Beast
Spoiler for Hidden:
As the supreme predators of the natural world, Kindred are highly attuned to the bestial nature that dwells within every mortal heart. A vampire who develops this power may assert his will over a mortal (animal or human) subject, subduing the Beast within her. This quenches all powerful, strong emotions — hope, fury, love, fear — within the target. The Kindred must either touch his subject or stare into her eyes to channel his will effectively. Mortals who lack the fire of their inner Beasts are quite tractable, reacting to even stressful situations with indifference. Even the most courageous or maddened mortal becomes apathetic and listless, while an especially sensitive individual may suffer from a phobic derangement while under the power’s influence. Different Clans evoke this power in different ways, though the effect itself is identical. Tzimisce call it Cowing the Beast, since they force the mortal’s weaker spirit to shrivel in fear before the Kindred’s own inner Beast. Nosferatu refer to it as Song of Serenity, since they soothe the subject’s Beast into a state of utter complacency, thus allowing them to feed freely. Gangrel know the power as Quell the Beast, and force the mortal spirit into a state of fear or apathy as befits the individual vampire’s nature.
System: The player rolls Manipulation + Intimidation if forcing down the Beast through fear, or Manipulation + Empathy if soothing it into complacency. Thedifficulty of the roll is 7 in either case. This is an extended action requiring as many total successes as the target has Willpower. Failure indicates that the player must start over from the beginning, while a botch indicates that the vampire may not affect that subject’s Beast for the remainder of the scene. When a mortal’s Beast is cowed or soothed, she can no longer use or regain Willpower. She ceases all struggles, whether mental or physical. She doesn’t even defend herself if assaulted, though the Storyteller may allow a Willpower roll if the mortal believes her life is truly threatened. To recover from this power, the mortal’s player rolls Willpower (difficulty 6) once per day until she accumulates enough successes to equal the vampire’s Willpower. Kindred cannot be affected by this power. Though a vampire’s Beast cannot be cowed with this ability, the Storyteller may allow characters to use the “soothing” variation of this power to pull a vampire out of frenzy. With three or more successes, the frenzying vampire may roll again to pull herself out of frenzy, using the same difficulty as the stimulus that caused the frenzy originally.




Name: Cernunnos.
Breed: Appaloosa.
Age: 72.
Spoiler for Stats:
Attributes: Strength 6, Dexterity 4, Stamina 5, Perception 3, Intelligence 2, Wits 2
Abilities: Alertness 3, Athletics 3, Brawl 3, Empathy 2, Intimidation 2
Willpower: 3
Health Levels: OK, OK, OK, OK, -1, -3, -3, -3, -5, -5, Incapacitated
Armor Rating: 1
Attack: Trample or kick for Strength + Brawl dice (Bashing); bite for (Strength + Brawl)/2 (Lethal)
Blood Pool: 3
Disciplines: Fortitude 2, Potence 2, Protean 1



Relations

-----
[ooo] - Enemy/Despise: Distrust, hate, or dead.
[ooo] - Dislike: Distant, avoiding.
[ooo] - Neutral: no judgement yet, just met, no thoughts about person.
[ooo] - Good opinion: appreciation, like.
[ooo] - Friendly: sympathetic, valuing.
[ooo] - Close friends: admiring, deep appreciation, would die for.
-----

Moreau. - "She seems rather cold. Smart, just not a very good conversationalist."
Dak. - "Tremere. Not sure how far I'm willing to extend my trust to this one, but I'll be sure not to get on his bad side."
Local Neonates. - "Most of them aren't very smart; hell, one of them even tried to feed on a lupine. They seem to love poking the hornet's nest. I'll be sure not to become to affiliated with them until they learn how to keep themselves from the sweet embrace of the Final Death."
Silvio. - "Pretentious prick."





Stereotypes

Lupines

A very intriguing sort. They seem to be religion-crazed, bloodthirsty creatures out to destroy something called a worm. They seem to have disciplines as well, or at least something similar. One thing is for sure, though; they're a force to be reckoned with. I wouldn't touch one with a ten foot pole and I hope it never comes anything close to that. They scare the living hell out of me.

Magi

Very interesting. The origins of the Tremere, if I recall correctly. If that's the case, they can't be much good either. From what I've heard they can do just about anything they want to, some better than others. I'd rather not have to get involved in their affairs, but they would certainly be good allies to have.


Celestials

From one demon to another, I'd prefer if our meetings were far and few between. Possession, pacts, betrayal; the whole shebang. Not worth the trouble if you ask me.


Abominations

Very curious. These things are disgusting to even think about, and I wouldn't consider acquaintanceship with one any sooner than I would a lupine. Their biology and the process of their creation is rather fascinating, however.
« Last Edit: January 14, 2017, 02:22:33 PM by Dielan »
Donovan Callahan - Sexiest Vampire N/A.
Samuel Barker - Sexiest Demon N/A.
Zachariah Novak - Sexiest Werewolf N/A.
Jesse Nascimento - Sexiest Samsa N/A.


give me the dick

Offline FiryalYay

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Re: Callahan.
« Reply #1 on: January 06, 2017, 05:22:12 AM »
Is the horse also a vampire?
Spoiler for spoiler alert:
SNAPE KILLS DUMBLEDORE

Offline Dielan

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Re: Callahan.
« Reply #2 on: January 06, 2017, 05:25:57 AM »
Is the horse also a vampire?
Yes, of course.
Donovan Callahan - Sexiest Vampire N/A.
Samuel Barker - Sexiest Demon N/A.
Zachariah Novak - Sexiest Werewolf N/A.
Jesse Nascimento - Sexiest Samsa N/A.


give me the dick

Online Alexis_Alves

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Re: Callahan.
« Reply #3 on: January 06, 2017, 08:48:18 AM »
A gangrel, coooool.
Abdul Kader - Hicharo Ishikawa - Katsurou Kurosawa - Bo Shen.

Offline Mike_Stevensons

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Re: Callahan.
« Reply #4 on: January 06, 2017, 12:08:39 PM »
Dead Pike approves
When people wont stop /b
Spoiler for Hidden:

Offline FewLeonTime

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Re: Callahan.
« Reply #5 on: January 06, 2017, 02:27:28 PM »
We will wait for Leon the Men Of ForMat to approve the format.

Offline C. White

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Re: Callahan.
« Reply #6 on: January 06, 2017, 07:47:07 PM »

Offline Adrian

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Re: Callahan.
« Reply #7 on: January 06, 2017, 11:30:29 PM »
Ayyyyy, Good luck and shit, new vamp elder, woooohoooo, we'll kill d4rko now.

Offline FewLeonTime

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Re: Callahan.
« Reply #8 on: January 07, 2017, 12:04:19 AM »
Is it Beckett???????
We will wait for Leon the Men Of ForMat to approve the format.

Offline Dielan

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Re: Callahan.
« Reply #9 on: January 07, 2017, 01:11:13 AM »
Ayyyyy, Good luck and shit, new vamp elder, woooohoooo, we'll kill d4rko now.
yes we'll destroy him

Is it Beckett???????
yes
Donovan Callahan - Sexiest Vampire N/A.
Samuel Barker - Sexiest Demon N/A.
Zachariah Novak - Sexiest Werewolf N/A.
Jesse Nascimento - Sexiest Samsa N/A.


give me the dick

Offline Xero

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Re: Callahan.
« Reply #10 on: January 07, 2017, 01:18:39 AM »
pretty badass picture

Offline Mkjmn

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Re: Callahan.
« Reply #11 on: January 07, 2017, 05:14:46 AM »
Good luck.

Offline C. White

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Re: Callahan.
« Reply #12 on: January 07, 2017, 09:58:07 PM »

Offline Dielan

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Re: Callahan.
« Reply #13 on: January 12, 2017, 09:53:02 AM »
Updated slightly.
Donovan Callahan - Sexiest Vampire N/A.
Samuel Barker - Sexiest Demon N/A.
Zachariah Novak - Sexiest Werewolf N/A.
Jesse Nascimento - Sexiest Samsa N/A.


give me the dick

Offline Dielan

  • The Sept of Crescent Moon
  • Sr. Member
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  • Location: Flo-Rida
  • Posts: 2417
  • You're not my friend.
Re: Callahan.
« Reply #14 on: January 13, 2017, 01:19:10 PM »
Updated.
Donovan Callahan - Sexiest Vampire N/A.
Samuel Barker - Sexiest Demon N/A.
Zachariah Novak - Sexiest Werewolf N/A.
Jesse Nascimento - Sexiest Samsa N/A.


give me the dick