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Author Topic: Daeds sorcerer  (Read 21212 times)

Daedalus

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Daeds sorcerer
« on: May 22, 2016, 07:17:54 am »

Vampire Template

Name: Saladin Al Fatin (Changed his last name to honour his sire)

Player: D, the ever awesome.

Chronicle: Transylvanian Chronicles

Nature: General

Sire:  Husayn Al Fatin

Demeanor: Defender

Clan: Assamite

Generation 7

Concept: Leader

Coterie:

Attributes

Physical (3)

Strength: 2; Dexterity: 2; Stamina: 2;

Social (7)

Charisma: 4; Manipulation: 4; Appearance: 2

Mental (5)

Perception: 2; Intelligence: 3; Wits: 3;

Abilities

Talents 5

Alertness: 1; Awareness; 1; Athletics: 0; Brawl: ; Dodge: 0; Empathy: 0; Expression: 0; Intimidation: 0; Leadership: 2; Streetwise: 0; Subterfuge: 1

Skills 13

Animal Ken: 0; Crafts: 0; Riding/Drive: 2; Etiquette: 0; Ranged: 3; Melee: 3; Performance: 0; Security: 3; Stealth: 2; Survival: 0

Knowledge 9

Academics: 1; Politics: 0; Finance: 3; Investigation: 0; Linguistics: 1; Medicine: 0; Occult: 3; Science: 1; Law: 0

Disciplines

Dur-An-Ki(Movement of the mind): 5; Echo of Nirvana/Path of the focused mind 2; Obfuscate: 1; Quietus: 4; Presence: 2;

Virtues

Courage: 4

Conscience/Conviction: 3

Self-control/Instinct: 3

Advantages

Backgrounds

Beneficial

Allies: 3; Influence: 1; Mentor: 4; Resources: XX; Contacts: 2; Generation: 5; Herd: XX; Retainers: 1; Status: 1

Adversarial

(Leave this section of your character sheet blank. This part is here purely for my use. If you gain any enemies or adverse backgrounds during your in-game time, they will show up here.)

Humanity/Path

Path of Honorable Accord: 4

WillPower

Permanent Willpower: 7

Temporary Willpower: 7

Health

Full; No penalty; 10/10

Blood pool

Points: 25

Points per turn: 5

Merits and Flaws

Merit: Extra Clan discipline; Type: Supernatural; Cost: 5

Merit: Unbondable; type: Supernatural; Cost: 3

Merit: Natural Leader; Type: Social; Cost: 1

Merit: Protege; Type: Social; Cost: 1

Merit: Prestigious Sire; Type: Social; Cost: 1

Merit: Rep; Type: Social; Cost: 1

Flaw: Cursed; Type: Supernatural; Cost: 3

Flaw: Intolerence; Type: Mental; Cost: 2

Flaw: Phobia; Type: Mental; Cost: 2

Flaw: Vengeance; Type: Mental; Cost: 1

Flaw: Compulsion; Type: Mental; Cost: 1

Magic



Rituals

XX

Paths

Path of Honorable Accord

Derangements

None

Languages

Combat

Weapon/Attack: XX Difficulty: XX Damage: XX Range: XX Rate: XX Clip: XX Conceal: XX
(More will be added as needed)

Armor
Class: XX Rating: XX Penalty: XX
Description: XX

Expanded backgrounds
(Here you provide descriptions of your background)

Allies: XX

Contacts: XX

Influence: XX

Herd: XX

Retainers: XX

Resources: XX

Status: XX

Other: XX

Possessions

Gear (Carried): Ritual components, Scimitar, 2x Ebony daggers, A smaller Shiv like blade hidden in his boot.

Equipment (Owned): Ritual components, Composite armor adorned with robes to conceal it. 2X Ebony daggers, Scimitar.

Vehicles: A white steed Named Basim.

Feeding grounds: Sofia. Saladin chooses to feed from the wicked but does feed from law-abiding citiziens if he must.

Blood bonds/Vinculi

Bound to: XX (Rating: XX)

Havens

Location: XX

Description: XX

History

His story till now: XX

Goals/Destiny: XX

Why he is willing to join the cotterie (besides sire's request): Experience. +he really wants to learn Koldunic sorcery. Yummy!

Connection to other characters: Kiril ate his sire.

Description

Age: XX

Apparent Age: Mid 30's

Date of Birth: XX

Death: Slain by Husayn in Battle.

Hair: Ebony black

Eyes: Has a rare genetic disorder that gave him icy blue eyes.

Race: Vampire

Nationality: Arab

Height: 5.9

Weight: 76kg

Sex: Male

Physical description: XX
« Last Edit: May 30, 2016, 11:57:47 am by Daedalus »
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Daedalus

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Re: Jafar - Daeds Assamite sorcerer
« Reply #1 on: May 22, 2016, 07:19:11 am »

.
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Daedalus

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Re: Jafar - Daeds Assamite sorcerer
« Reply #2 on: May 22, 2016, 07:19:23 am »

Freebie spending chart: 15/25

Merits:

5: Merit: One more clan discipline

3: Merit; Unbondable

1: Merit; Natural Leader

1: Merit; Prestigious Sire

1: Merit; Protege

1: Merit; Rep

Other spendings:

3X Willpower

3X Allies 1-3

3x Mentor 1-4

2x Occult 4 (Dur-An-Ki)

1X Retainer 1

Flaws:

[ 2 ]   Intolerance / Hatred   
You have an unreasoning dislike of a certain thing. You may loathe a species of animal, a class of person, a situation, or just about anything else, and you constantly pursue opportunities to harm the hated object or to gain power over it. If you are merely intolerant (the 1-point version of this Flaw), the difficulties of all your dice rolls involving the subject are increased by two. If you hold actual hatred (worth 3 points), you must make a frenzy roll whenever confronted with the subject of your hate. Note that some things are just too trivial to be angered by -- intolerance of Chinese cooking or hatred of red-haired Sicilian cobblers will have little effect on most Dark Ages chronicles. The Storyteller is the final arbiter on what you can pick to dislike or hate.

Cats. Frekkin hate em.

[ 2 ]   Phobia 
You have an overpowering and irrational fear of something. You instinctively and illogically retreat from and avoid the object of your fear. Common objects of phobias include certain animals, insects, crowds, open spaces, confined spaces, and heights. You must make a Willpower roll whenever you encounter the object of your fear. The difficulty of this roll is determined by the Storyteller, and depends on the circumstances. The consequences of failure depend on the severity of the Flaw. If you have taken a 1-point phobia, you must retreat from the object upon failure. If the fear is worth 3 points, you will not approach the object with fewer than three successes (even if the roll succeeds). If you fail the roll, you will enter Rötschreck and flee in terror. The Storyteller has final say over which phobias she will allow in a chronicle.

Again, Cats. This guy really frekkin hates them.

[ 1 ]   Compulsion
ou have a compulsion of some sort, which can cause you a number of different problems. Your compulsion may be for cleanliness, perfection, bragging, stealing, gambling, exaggeration, or just talking too much. A compulsion can be temporarily avoided at the cost of a Willpower point, but it is in effect at all other times.

Whenever he sees a cat, he must kick it. He farking hates them.

[ 2 ]   Vengeance

You have a score to settle -- a friend was corrupted, a parent was slain, whatever. You are obsessed with wreaking vengeance on the guilty party. Revenge is your first priority in all situations. The need for vengeance can only be overcome by spending Willpower points, and even then, it only temporarily subsides. Some day you may have your revenge, but the Storyteller won't make it easy.

The Brujah Cat person who tried to kill him when he was travelling to Sofia. The attack traumatized him

[ 3 ]   Cursed
You have been cursed by someone or something with supernatural or magical powers. This curse is specific and detailed, it cannot be dispelled without extreme effort, and it can be life-threatening.

He can't break a promise without losing something dear to him. The severity of the broken promise dictates what he loses. For example, Jafar made a promise to Kiril to watch over his Mortal friend who Jafar Accidentely killed. Jafar loses his memory of his best friend in mortal life.

-------------------------------

XP:

« Last Edit: May 28, 2016, 11:02:58 am by Daedalus »
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Daedalus

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Re: Daeds sorcerer
« Reply #3 on: May 22, 2016, 02:04:34 pm »

Bam! Now for freebie points.
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Drakilian

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Re: Daeds sorcerer
« Reply #4 on: May 22, 2016, 02:08:56 pm »

Note that if Husayn is your sire, you HAVE to be 7th gen

Also, starting gen is 12, not 13
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Daedalus

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Re: Daeds sorcerer
« Reply #5 on: May 22, 2016, 02:15:06 pm »

Yeah i know. ^^ I wasn't sure what generation he was. (Forgot i could just check Kiril's sheet) So i was thinking i'll fix that with freebie points.
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Daedalus

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Re: Daeds sorcerer
« Reply #6 on: May 22, 2016, 02:18:52 pm »

Since i start with XP, can i spend that on Backgrounds?
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Drakilian

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Re: Daeds sorcerer
« Reply #7 on: May 22, 2016, 03:54:12 pm »

Exp can't normally be spent on backgrounds. My recommendation is that you use the exp to buy your presence dots instead and spend those 14 freebie points elsewhere.

Also remember that you can get more freebies through flaws (up to ten).
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Daedalus

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Re: Daeds sorcerer
« Reply #8 on: May 22, 2016, 03:56:06 pm »

Yeah, i know i cant normally spend xp on backgrounds. But i figured since he starts out with XP i could maybe use that. Not that it matters, i should use freebies since the cost is only 1 ^^
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Not Aman

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Re: Daeds sorcerer
« Reply #9 on: May 22, 2016, 04:29:34 pm »

D, could you uh, not play a character from alladin? XD
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BerkaZerka

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Re: Daeds sorcerer
« Reply #10 on: May 22, 2016, 04:45:05 pm »

We're going to have to change the name of our Coterie from 'The Squamous Thugs of Brutal Doomosity and Some Random Tzimisce Who Keeps Following Them Around All The Time'

To

'The Squamous Thugs of Brutal Doomosity and Tolken Black Guy/Whatever happened to That Random Tzimisce Who Kept Following Us Around All The Time?'

 ;) ;D
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Not Aman

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Re: Daeds sorcerer
« Reply #11 on: May 22, 2016, 04:49:26 pm »

XD tokenism ftw xD
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Daedalus

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Re: Daeds sorcerer
« Reply #12 on: May 22, 2016, 05:04:10 pm »

D, could you uh, not play a character from alladin? XD
Am not!  >:(

>.>

<.<

Okay okay, i MAY have used his name on purpose since i suck at Arabic names and i thought it would be fitting haha ^^

(Those flaws though  :o  8) )
« Last Edit: May 22, 2016, 05:15:30 pm by Daedalus »
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Not Aman

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Re: Daeds sorcerer
« Reply #13 on: May 22, 2016, 05:17:13 pm »

Change it to dogs and you got what israelis think about arabs ha ha.

http://babynameguide.mobi/arabic-baby-names.asp?strCat=Arabic
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Daedalus

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Re: Daeds sorcerer
« Reply #14 on: May 22, 2016, 05:55:09 pm »

Better? ^^
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Not Aman

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Re: Daeds sorcerer
« Reply #15 on: May 22, 2016, 05:56:29 pm »

Yes ha ha (though change the horses name from te monkey. XD)
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Daedalus

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Re: Daeds sorcerer
« Reply #16 on: May 22, 2016, 05:59:28 pm »

Yes ha ha (though change the horses name from te monkey. XD)
Damn it Aman! Stop noticing the names i've totally not ripped off Aladdin!  >:(
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Not Aman

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Re: Daeds sorcerer
« Reply #17 on: May 22, 2016, 06:01:04 pm »

Damn it Aman! Stop noticing the names i've totally not ripped off Aladdin!  >:(
Alladin is the best disney movie ever. Of course Id notice.  ;D
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Daedalus

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Re: Daeds sorcerer
« Reply #18 on: May 22, 2016, 06:04:56 pm »

There!  8)
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Daedalus

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Re: Daeds sorcerer
« Reply #19 on: May 22, 2016, 06:15:46 pm »

What should i spend my XP on besides the obvious Disciplines thats lacking a few points?

I think i balanced him out fairly, but input from you guys would be preferable. :)
« Last Edit: May 22, 2016, 06:27:24 pm by Daedalus »
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Sethaniel

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Re: Daeds sorcerer
« Reply #20 on: May 22, 2016, 06:25:15 pm »

We're going to have to change the name of our Coterie from 'The Squamous Thugs of Brutal Doomosity and Some Random Tzimisce Who Keeps Following Them Around All The Time'

To

'The Squamous Thugs of Brutal Doomosity and Tolken Black Guy/Whatever happened to That Random Tzimisce Who Kept Following Us Around All The Time?'

 ;) ;D

XD tokenism ftw xD

Don't you mean "tolkenism?"  XD

Alladin is the best disney movie ever. Of course Id notice.  ;D
1) My brother and I used to be able to recite the entire movie from memory.
2) my wife's never seen it in english, but has seen it 8 times in spanish.
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Daedalus

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Re: Daeds sorcerer
« Reply #21 on: May 22, 2016, 06:40:50 pm »

Took 2 points from Sorcery to Quietus in favor of this merit for Dur-An-Ki:

[ 3 ]   Precocious   ( Vampire: The Masquerade 20th Anniversary Edition -- Page 485 )

You learn quickly. The time for you to pick up a particular Ability (or Abilities, at Storyteller discretion) is cut in half, as is the experience cost.


EDIT: Fark, i realised this is only abilities  :'(
« Last Edit: May 22, 2016, 06:42:30 pm by Daedalus »
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Not Aman

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Re: Daeds sorcerer
« Reply #22 on: May 22, 2016, 07:04:05 pm »

I'd drop one of your disciplines to make your Quietus level 4 at least. Its insanely good.

Use XP to boost up your sorcery. Its cheaper.
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Not Aman

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Re: Daeds sorcerer
« Reply #23 on: May 22, 2016, 07:06:34 pm »

I'd drop one of your disciplines to make your Quietus level 4 at least. Its insanely good.

Use XP to boost up your sorcery. Its cheaper.
Also, if your character is meant yo be a leader type, he should have some points into leadership skill ha ha.

I wouldnt go for so many allies/retainers. We have soooo many already. I'd go with 1 max (so ally X retainer 1), and then sparse up your background with contacts and other such things.
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Daedalus

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Re: Daeds sorcerer
« Reply #24 on: May 22, 2016, 07:16:58 pm »

Thats 1 Ally/Retainer for those points :D
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Not Aman

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Re: Daeds sorcerer
« Reply #25 on: May 22, 2016, 07:21:44 pm »

Thats 1 Ally/Retainer for those points :D
yeah thts why I'm saying to not make 3 retainers. Thats three more characters to te cast ha ha. We have;
Anton, Brother Joseph, Gabor
Kiril, Husayn, Carinus, Barbarus, and Sherzaniaqj
Steeple, Nadia, Prince Maurice/Malkav, Gargoyle guy
Heldric, Scicilian, Super Mage ghost, Andreas, and Mr. Whithey

Thats a shit ton of npcs who will be around almost always. We really dont need more xD
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Daedalus

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Re: Daeds sorcerer
« Reply #26 on: May 22, 2016, 07:23:06 pm »

Oh yeah, i only need 1 point in retainer. Forgot about that  ::)
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Daedalus

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Re: Daeds sorcerer
« Reply #27 on: May 22, 2016, 08:10:47 pm »

Better?
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Drakilian

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Re: Daeds sorcerer
« Reply #28 on: May 22, 2016, 08:17:06 pm »

Yeah, running all those NPCs gets really hard. That Seth managed to run it with like, 10 NPCs for me alone, and 5 more for each of you, is insane. Ton of respect for the effort that had to have gone into that.
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Drakilian

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Re: Daeds sorcerer
« Reply #29 on: May 23, 2016, 03:57:44 pm »

Mind updating your freebie point chart to show where those retainer freebie points went?

Also, I love how little I had to help here. This is the benefit of dying so many times, you really get to streamline your character creation XD
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Drakilian

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Re: Daeds sorcerer
« Reply #30 on: May 23, 2016, 04:00:54 pm »

I love that you both have an intolerance/hatred of cats and wish to do violence against them, but you ALSO have a phobia against them and can't get anywhere near one without rolling/spending willpower XD
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Drakilian

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Re: Daeds sorcerer
« Reply #31 on: May 23, 2016, 04:01:34 pm »

Why are the colour of your eyes listed under "Derangements?" XD
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Drakilian

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Re: Daeds sorcerer
« Reply #32 on: May 23, 2016, 04:04:31 pm »

Alright, I have no problem with your character sheet other than what i've stated, just update your freebie-point spending chart/exp spending chart with the correct values so that I can see where you've put your points exactly and then we can get to ironing out your background and retainer.
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Daedalus

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Re: Daeds sorcerer
« Reply #33 on: May 24, 2016, 06:01:30 am »

Why are the colour of your eyes listed under "Derangements?" XD

Well, it was a mortal derangement of his. Since i have not seen many Arabs with blue eyes. But i suppose its not that hard to change for me since it's not permament? or just easy to change, cuz Vicissitude ^^

Mind updating your freebie point chart to show where those retainer freebie points went?

Also, I love how little I had to help here. This is the benefit of dying so many times, you really get to streamline your character creation XD
Im a pro by now  8)


>.>

<.<

I have no clue. XD Did notice i had one to many points in Knowledge abilities though ::)

I love that you both have an intolerance/hatred of cats and wish to do violence against them, but you ALSO have a phobia against them and can't get anywhere near one without rolling/spending willpower XD

Cats are evil and deserves divine punishment in the form of kicks from a Assamite cat-hater.  (Besides, i thought it would be fun to RP  8) )
« Last Edit: May 24, 2016, 06:04:18 am by Daedalus »
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Not Aman

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Re: Daeds sorcerer
« Reply #34 on: May 24, 2016, 07:11:21 am »

I think drak is sayinh that having a compulsion to attack cats and normally being forced to run away from them is kinda contradictory ha ha. Its like having a fear of heights but being a professional sky diver
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BerkaZerka

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Re: Daeds sorcerer
« Reply #35 on: May 24, 2016, 08:37:04 am »

Steeple is going to have to start carrying around a few cats in a bag, just so he can toss them on D's character from time to time for a nice floor show.  ;D
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Sethaniel

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Re: Daeds sorcerer
« Reply #36 on: May 24, 2016, 09:01:39 am »

Well, it was a mortal derangement of his. Since i have not seen many Arabs with blue eyes. But i suppose its not that hard to change for me since it's not permament? or just easy to change, cuz Vicissitude ^^
 

"Derangement" means a mental disorder.  the color of your eyes is distinctive, but not a form of insanity. XD

I think drak is sayinh that having a compulsion to attack cats and normally being forced to run away from them is kinda contradictory ha ha. Its like having a fear of heights but being a professional sky diver

It's hilarious.  He hates cats, and wants to destroy them, but then when he gets close, he freaks out and runs away.  Like how people hate clowns.  XD
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Drakilian

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Re: Daeds sorcerer
« Reply #37 on: May 24, 2016, 03:03:53 pm »

You didn't have one too many points in knowledges, you spent freebie points on Occult
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Drakilian

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Re: Daeds sorcerer
« Reply #38 on: May 24, 2016, 03:06:03 pm »

Seth's right on the money by the way, it's a physical trait, not a derangement.
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Daedalus

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Re: Daeds sorcerer
« Reply #39 on: May 24, 2016, 06:37:12 pm »

There, should be all fixed now. couldn't figure out where those point went so just redid the talents/backgrounds.  :P
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Drakilian

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Re: Daeds sorcerer
« Reply #40 on: May 25, 2016, 10:06:31 pm »

Alright - you've actually spent 26 freebie points, so you'll have to cut back on a little something here.
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Drakilian

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Re: Daeds sorcerer
« Reply #41 on: May 25, 2016, 10:11:03 pm »

Wait, never mind, I thought you bought Two ranks of occult, you just bought one. That means you actually have an extra freebie to spend.
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Daedalus

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Re: Daeds sorcerer
« Reply #42 on: May 26, 2016, 05:07:16 am »

I put it in inluence.
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Drakilian

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Re: Daeds sorcerer
« Reply #43 on: May 27, 2016, 06:01:28 pm »

Oh, and other than Presence 1 and 2, where are you putting your experience?

(Experience you have to spend is Lucien's experience+24)
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Drakilian

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Re: Daeds sorcerer
« Reply #44 on: May 27, 2016, 06:29:43 pm »

Saladin Al-Fatin, born Salah ad-Din, was apprentice and childe to Husayn Al-Fatin, whose history and skills are well documented in the adventures of our various protagonists. Once one of the many middling Ottoman princes, Salah ad-Din was one of many victims of an assamite ploy to ingratiate themselves with the western kindred by taking out contracts on their own mortal princes. His father having unknowingly been responsible for the death of an invaluable cadre of Ventrue ghoul knights, vengeance was exacted him instead, his father having died of natural causes by the time the contract had been taken out.

Husayn, while forced to hold to his word, found Salah ad-Din's death to be undeserved, and so turned him out of a respect for his capability and admirable qualities. He trained Salah ad-Din for some time in the many arts of blood and death and found him a skilled and intelligent pupil. While they would not spend much time together due to their differing interests - Husayn was a warrior assassin, whereas Salah found greater interest in the paths of the Vizier and the Dur-Anki sorcerer - they grew to have a great respect and admiration for each other, Salah forgiving Husayn his murder and Husayn coming to praise Salah's potential and skill in his various fields of interest. His pride in his apprentice came to be well known, for he would hear no one speak ill of Salah, and once parted the flesh of a fellow Cainite for paying disrespect to the blood of his blood.

Salah eventually changed his name to Saladin Al-Fatin, a measure to more honour his sire. Twenty years after his having been turned, Husayn had to leave Alamut on a particularly long assignment to Constantinople - though he promised to return as soon as possible to advance Saladin's training. Two years passed with nary a word from the master assassin, save the occasional assurance of life in the form of assurances by al-Ashrad, the amr (head of the sorcerer caste) of Alamut and childe to darkest Ur-Shulgi who slept in its depths. al-Ashrad continued Saladin's tutelage during Husayn's absence, his mastery of blood magic one that Saladin can barely comprehend - though al-Ashrad has mentioned almost in passing that his sire, Ur-Shulgi, was a blood sorcerer of such a magnitude as to rival the combined might of Clan Tremere. Further questions on the matter led to no answers, as al-Ashrad seemed to find the topic discomfiting.

Three years after his disappearance, Saladin was busy practising a spell with Ashrad when he felt his hand twitch in the middle of incantation, followed by a terrible numbness and a sense of loss. Moments later he saw the look of anguish on Ashrad's face, and his mentor spoke the truth that he had known instantly - Husayn had been destroyed.

He left Alamut that very night, seeking vengeance for the death of his beloved sire - none could dissuade him, and al-Ashrad ordered none to stop him. In Constantinople Saladin encounter the Shabbah and Fariq, both of whom informed the him as to the nature of Husayn's killer - it was none other than Husayn's contract - Basilio the Elder, Captain of the Dark Queen and his two childer, Kiril, the Blessed Prince of Sofia; and Anton, the Dark Lord of Kronstatd. As well as this, they gave Saladin the letter Husayn had wrote and then signed in his own blood. It was then that Saladin understood that Husayn had come to love Basilio as he had come to love Saladin, and would not have sought vengeance against any of them for his death. The pain of his loss coupled with the denial of vengeance near broke the sorcerer's heart.

Fariq begged a private meeting afterwards, during which he entreated Saladin to let him aid in the assassination of the three Lasombra responsible for Husayn's death. He left in a fury at Saladin's solemn denial, citing that he could do the killing himself if he had to.

Setting sail for Sofia, Saladin hoped only to find answers for the death of his sire. He could not know that Basilio had left Sofia months ago, nor that Kiril, who had secretly devoured Husayn in the depths of Basilio's Labyrinth, now ruled the city with his entourage of powerful, partially insane ghouls and his many vampiric allies.

His audience with the prince went...
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Daedalus

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Re: Daeds sorcerer
« Reply #45 on: May 28, 2016, 12:08:41 pm »

XP: 64/64

Main Path: Movement of the mind

Sorcerie 2: 5

Sorcerie 3: 10

Sorcerie 4: 15

Sorcerie: 5: 20

New Discipline path: 7; Secondary path: Suleiman's Laws/Spirit Manipulation

Increasing it to 2: 4 XP

New Ritual: Apsu portal
« Last Edit: May 28, 2016, 12:29:31 pm by Daedalus »
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Daedalus

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Re: Daeds sorcerer
« Reply #46 on: May 28, 2016, 12:34:03 pm »

Aaand im done  8) Rituals: (which i didn't forget, promise!

XP: [ 5 ]   Apsu Portal   ( Blood Sacrifice: The Thaumaturgy Companion -- Page 50 )

The people of southern Mesopotamia believed that all lakes and rivers connected to an underground ocean of fresh water called Apsu. their temples symbolized these life-giving waters with a large tank of holy water, which they also called an apsu. Sorcerers can exploit this myth of the connection of all fresh waters to travel around the world.

System: This ritual requires an apsu tank, properly consecrated through prayers and sacrifices to Enki, the god of the subterranean sea and master of all magic. In the ritual itself, the magician pours a pint of rose oil and one Blood Point's worth of her own vitae into the apsu. She also adds a phial of water from another body of fresh water anywhere in the world. Then one person (the magician or anyone else) can jump into the apsu and instantly emerge from that other body of fresh water. The Assamites like to tell the story of an assassin who reached a well-guarded victim after he bribed a pool-cleaner to bring him a sample of water from the elder's subterranean swimming pool.

Others:

[ 5 ]   Lilith's Vengeance   ( Blood Sacrifice: The Thaumaturgy Companion -- Page 50 )

One ancient and disputed legend among the Kindred says that Caine gained his first Disciplines through a covenant with the primal demon-queen Lilith -- a covenant that Caine then broke. This ritual calls upon Lilith. It reminds her of Caine's treachery and grants her permission, in the name of all the gods of law and magic, to strip a given Kindred of the power he inherited from Caine.

System: This ritual requires the use of five separate holy relics, which the magician consumes in the course of the ritual. For instance, an ashipu might swallow a consecrated Host, a leaf from a tree where Mohammed rested, blood from a kahane, and a small tablet of Kerbala clay stamped with the image of Marduk by an authentic babylonian cylinder-seal. Directing the power of faith against oneself this way inflicts one health level of unsoakable aggravated damage upon the magician, whose player additionally spends a Willpower Point and rolls for the character to resist Rötscreck. The magician must endure the torment, however, to atone for Caine's crime and assume (albeit falsely) the power of the Almighty. The ashipu also requires a strong sympathetic link to the target Cainite, such as her True Name, a bit of her hair, fingernails, or vitae, or the horoscope charts of both her mortal birth and her Embrace.

For every success the ashipu's player rolls, the victim loses one dot off a single Discipline of the sorcerer's choice. If the ashipu happens to name a Discipline that the victim doesn't possess, she wasted the ritual. The victim's Discipline remains reduced for a full month. An ashipu can curse a victim this way only once at a time. The sorcerer can't curse the victim again until the first curse wears off.

[ 4 ]   Tamimah   ( Blood Sacrifice: The Thaumaturgy Companion -- Page 49 ) (Celerity Ring)

Tamimah is an Arabic word for an amulet or talisman. To ashipu, it refers to a specific kind of amulet that they can make. A tamimah carries a vampiric Discipline. Any Cainite or ghoul who wears the tamimah has that Discipline. To craft a tamimah, however, the ashipu must successfully diablerize a vampire who knows that Discipline to the desired level. The Assamites once created many tamimah, but couldn't do this for the centuries of the Tremere's curse. Now that they can make tamimah again, they find the art almost lost among their clan.

System: An ashipu can enchant a tamimah to carry any Discipline, but not paths of Thaumaturgy (whether Hermetic or any other form of sorcery). A tamimah can carry two fewer dots of a Discipline than the magician's Dur-An-Ki mastery. For instance, a character with a Trait rating of 4 in Dur-An-Ki could enchant tamimah carrying two dots of a single Discipline.

Tamimah don't accumulate with a character's existing Trait rating in a Discipline. For instance, if a vampire who had Dominate 2 wore a tamimah that carried Dominate 3, she would gain Dominate 3, not Dominate 5.

A sorcerer who successfully enchants a tamimah can't reduce her generation from that particular diablerie. All the vampiric unlife-force goes into the tamimah.

[ 4 ]   Directing Ahriman's Lance   ( Blood Magic: Secrets Of Thaumaturgy -- Page 125 )

The vizier takes either an accurate image of a target individual, or a small object she once owned, and swallows it. He waits for an hour, then cuts (or has fellow viziers cut) the object out of his belly. Until the next inauspicious night, any Assamite in possession of the item or image improves her chances of killing the targeted individual.

The possessor of the ritualized item lowers the difficulties of all actions that bring her closer to killing the target individual (Storyteller's discretion) by the number of successes scored by the vizier. The ritual takes 2 hours to perform.

[ 3 ]   Approach The Veil   ( Blood Magic: Secrets Of Thaumaturgy -- Page 125 )

The vizier enters the transcendental state required to experience visions of the veil. He ingests kalif-laden blood, bathes in the blood of a fresh-killed bull, and meditates. He must first ward off a distracting cascade of unpleasant memories, then an even more tempting series of sensual pleasures. Then comes the opportunity for a revelation.

The ritual takes eight hours. Although the vizier performs it for research purposes, seeking the secrets of apotheosis, a peek past the Veil of Truth does grant direct benefits. Subtract the number of successes on the roll to enact this ritual from the difficulty of the first path or ritual roll the Assamite's player makes after completion of the ritual. The vizier must take advantage of the bonus before he loses his next Blood Point

[ 3 ]   Kafir's Bane   ( Sins Of The Blood -- Page 102 )

Although their potential is more in line with judgment and stealth, some Assamites are willing to go to any length to fulfill their purposes. Those Assamites of the warrior or assassin caste have been known to use this ritual to steel themselves before any situation in which they might find themselves exposed to overt combat. Through this rite, the Assamite harnesses his beast and turns it upon his doomed foe.

Although their potential is more in line with judgment and stealth, some Assamites are willing to go to any length to fulfill their purposes. Those Assamites of the warrior or assassin caste have been known to use this ritual to steel themselves before any situation in which they might find themselves exposed to overt combat. Through this rite, the Assamite harnesses his beast and turns it upon his doomed foe.

System: The player makes the roll to activate this ritual and the character partakes of kalif smoke or blood. If the Assamite enters frenzy as a result of combat, he does not need to roll to see if he can keep it in check; this ritual allows him to "ride the wave" of the frenzy automatically. Such is the case even if the Assamite does not have the Instinct Virtue. This works for only the first combat that incites frenzy after the Assamite performs the ritual. If the Assamite fails to enter a combat frenzy before the end of the night, this ritual expires with the sunrise.

[ 3 ]   Bull Of Heaven   ( Blood Sacrifice: The Thaumaturgy Companion -- Page 48 )

The goddess Inanna (also known as Ishtar) once sent an enchanted bull to kill the hero Gilgamesh. To grant the bull supernatural power, she bathed it in precious oils and coupled with it. An ashipu can similarly enchant any animal (not just bulls), although instead of sex he bites the animal while feeding it some of his own vitae. The animal not only gains a ghoul's strength, the magician gains a psychic link to the animal for the rest of the night.

System: The animal becomes a normal ghoul, with one dot of Potence and one dot of another Discipline (either Fortitude or one possessed by the magician, at the magician's option -- though no animal is wise enough to Dominate its foe or cast a Thaumaturgical ritual upon it, for example). For the rest of the night, the magician can use the animal's senses and direct its action whenever she wants. This ritual's effect resembles the Animalism power Subsume the Spirit, but has much less power.

[ 2 ]   Kiss of The Asp   ( Caine's Chosen: The Black Hand -- Page 79 )

Many Hand members find it a strange curiosity that the most widely known ritual in subsect is the one that sees the least actual use . Of course, the word "known" in this case is used loosely, as the majority of those who invoke this ritual haven't the first clue how to actually cast it -- they merely "benefit" from its effects. The ritual itself is an embedded one, enacted through use of the Art of Memory skill and triggered by any Hand member who is captured, no longer has any hope of escape or rescue, or otherwise has reason to prefer Final Death to whatever alternatives lay before her. The ritual allows the despairing Chosen of Caine to voluntarily end her own unlife by means of the magic stored in her undead flesh.

System: Once cast, this ritual is permanent until mentally triggered, the magic and means resting dormant inside the Cainite until that time . Although the target can enact the ritual even while staked, the Kiss cannot be triggered by accident as it takes several steps of sequential thought to be properly invoked. Once the trigger sequence has been met, however, there's no going back: The last step in the sequence sets off a chain reaction in the heart that explosively boils all the blood inside the body away, leaving the surrounding a body a dissolving husk. Even if the vampire has no blood in his system at the time, the ritual still works, destroying the heart inside the vampire's chest and killing him instantly and rather painlessly. Interestingly, as the heart truly is the focus of the entire ritual itself, any vampire whose heart was somehow safely removed from his body could still destroy it (and thus himself) with but a thought, regardless of distance.

It is also important to note that part of the mystical coding of the ritual requires the voluntary, conscious will of the initial target of the ritual; it is the key that unlocks the triggering mechanism. Thus, no Hand member can be coerced or commanded to invoke the ritual, even through mystical means. Either he wills it or he doesn't.

[ 2 ]   Gift Of Mithra's Bull   ( Blood Magic: Secrets Of Thaumaturgy -- Page 125 )

Vizier and subject must be connected by Touch the Earth or Pebble From the Mountain. The vizier places a small, sharp blade inside a wineskin or plasma bag and then withdraws it and passes it to the subject. The subject cuts an incision in her chest. Blood bubbles out of the incision but then vanishes, reappearing inside the vizier's waiting container. Through this method, the target may pay the vizier in vitae for his services. The ritual takes one turn per Blood Point donated by the target.

[ 2 ]   Bind The Heavens   ( Blood Sacrifice: The Thaumaturgy Companion -- Page 48 )

This curse inflicts a month of drought upon an enemy's land. The magician paints a donkey's skull in gaudy colors, wedges papers bearing vituperative curses and the victim's name between its teeth, and throws it down a well -- preferably the well of the victim. This offends the spirits of the land and water, who respond by steering the rain away from the victim's land.

System: Using a well that isn't actually on the victim's land increases the ritual's difficulty by 2. If the ritual succeeds, however, no land owned by the victim receives any rain for one month per success rolled by the magician's player.

[ 2 ]   Craft Weirding Stone   ( Caine's Chosen: The Black Hand -- Page 78 )

A powerful Tzimisce koldun named Bogumir created this ritual as a gift to the best and brightest under his command. A brilliant tactician, Bogumir quickly achieved the vaunted rank of dominion in the subsect and was eventually titled with the added wartime honorific of Watch Commander. Indeed, he is recognized for being the first ever koldun to have earned this latter honor. To those in the know, the reason for this promotion was that Bogumir developed rituals such as this one using Aljusuri, much to the chagrin (and frank surprise) of many of his clanmates. To give proper credit, it is due primarily to Bogumir's unification efforts that Hand Tzimisce as a whole began to support the practice of Aljusuri as a legitimate means of furthering both clan and subsect. Although Bogumir himself has disappeared below radar in recent nights, his legacy remains -- one whose impact on the subsect none can sensibly dispute.

Bogumir's most well known ritual allows a blood magician to create an object known as a weirding stone. In ancient times, the shaman or holy man of a village would use weirding stones to determine the outcome of a given situation or the solution to a particularly weighty problem facing his people. To the villagers, these stones were, in essence, guidance from the powers that be, the fingers on the hand of Fate. Millennia later, these stones are still in use, this time by the vampires of the Black Hand who call upon the counsel of these stones in much the same way as their mortal forbears did.

System: The rite for creating these stones is very high on ceremony, requiring the better part of an evening's worth of chants, preparations and gesticulations . The ritual also requires a specially prepared stone of a kind that is highly sensitive to mystical energies, such as onyx, amber or any number of quartz family members. During the crafting process, the caster must invest the stone with at least one blood point worth of his own vitae, after which the rock takes on a ruddy hue (regardless of the stone's base color). He then closes the ceremony with an investiture of Willpower; as many points as he cares to spend. If all has gone well up to this point, the caster will have a powerful little tool to benefit its crafter or those under his command at the end of the evening .

The blood invested into the weirding stone allows its crafter to always keep track of it. Although he has little discrete knowledge as to the stone's whereabouts, he has a constant sense of how far away it is and in what general direction. The more blood invested into the stone at the time of its crafting, the more detailed the information: With at least three blood points invested, the caster will know the instant the stone has been destroyed. With five blood points, he will know whenever the stone changes hands.

The Willpower invested into a stone allows the one carrying it to access the power of the crafter's will, even if he himself is no blood magician . This has two possible effects: First, by funneling one of his own Willpower points through the stone, the user may ask a question of the Fates and expect a helpful reply. The only requirement is that the question must be directional in nature, as the stone "replies" by pointing toward the answer. For example, "Which way did my quarry run off to?" would be a fair question, as the stone would then point in the proper direction, while the question "How well armed is my quarry?" would elicit only stony silence. Second, the user may opt to spend one of the Willpower points invested in the stone at the time of its creation. This allows him to send a brief telepathic message (roughly the amount one could speak with one breath) to the stone's crafter, wherever he may be. When a weirding stone runs out of stored Willpower it loses its ability to call upon the Fates, but remains active in every other way .

Wierding stones may be "recharged," but only by the original crafter using the ritual process again. Due to the stones' mystical connections to their crafter, each blood magician may only have a number of "active" stones equal to his Willpower rating at one time .

[ 1 ]   Warding Baptism   ( Blood Sacrifice: The Thaumaturgy Companion -- Page 47 )

Based on an Iranian rite to protect children from disease, this ritual involves baptizing a subject with blood and water, poured from a metal bowl with 40 keys attached. For the rest of the night, the subject becomes immune to one Thaumaturgical path, designated by the magician.

System: The ashipu doesn't have to use her own blood; animal blood will do. The ritual protects only against path magic that directly affects the subject. For instance, it wouldn't protect against the Lure of Flames because the magical fire targets a place, not the person who happens to occupy that place. A person can't receive more than one Warding Baptism at a time.

[ 1 ]   Truth In Ink   ( Caine's Chosen: The Black Hand -- Page 77 )

The Black Hand has an almost mythic reputation for being able to sniff out impostors among its ranks, and this simple ritual is one of the primary reasons why. It is the single most common ritual found in the subsect, as it is undoubtedly invoked each and every night by more than a few of the subsect's blood sorcerers around the world. The ritual itself is also the oldest one specifically created by the subsect, as its creation occurred concurrent with the subsect's decision to brand all of its members with the mystical mark of the crescent moon. In all the long centuries that the mark has been a fundamental part of the Hand, so too has this ritual.

System: This ritual, which takes mere moments to cast, allows the user to determine the true source of any crescent moon tattoo within sight. The Cainite must be able to clearly see or touch the tattoo for an accurate reading to take place. If either condition is met, the blood magician may then spend a blood point to invoke the ritual . With a single success on the activation roll, the caster becomes instantly aware of whether or not the mark was created by the Black Hand through the official rite of branding. If not, then the target is surely an impostor. With additional successes, the caster can even glean images of the circumstances through which the individual acquired the tattoo ; with five successes, the mystical equivalent of a short "film clip" plays out in the caster's mind, revealing every detail of the tattoo's origin.

Ultimately, the only way for this ritual not to work is if the caster fails his initial activation roll for the ritual itself. With zero successes, no information of any kind is imparted and the blood magician knows he has failed in his attempt. Still, he may always try again, but at the expense of yet another blood point . On the other hand, should he botch his activation roll, the information gleaned might be entirely false . In this way -- and this way only -- can an impostor fool the caster of this ritual into believing his false tattoo to be the genuine article .

[ 1 ]   Touch The Earth   ( Blood Magic: Secrets Of Thaumaturgy -- Page 124 )

This ritual allows the vizier to contact another Assamite for the purpose of aiding him with further sorcerous effects.

Long in advance of the ritual, the vizier takes a stylus and writes, in ancient Mesopotamian script, on a small, still-wet, clay tablet, the name of a lesser-generation Assamite. Once hardened, the tablet is placed in an acid to weaken it again.

When he chooses to begin the ritual, the vizier uses chalk or paint to draw on the tiled floor of his ceremonial chamber the stylized image of an eye, with white, pupil and iris. The eye must be big enough so that a cat, dog, or rodent can be placed inside it. Using a mortar and pestle, the vizier reduces the tablet to powder. He mixes it into food, which he places in front of the animal. When the animal has ingested the food, the vizier cuts its throat with a knife and waits until the pool of spilled blood has expanded in at least four places past the line denoting the white of the eye.

When the vizier speaks into the animal's ear, the Assamite whose name was written on the tablet hears his voice. When the vizier listens at the animal's mouth, he can hear his target's voice. This works no matter how much distance separates vizier and target. The vizier may proceed to use any Assamite path or other ritual power to benefit the target. The vizier may also pass to the target any object small enough to fit into the palm of his hand.

[ 1 ]   Pebble From The Mountain   ( Blood Magic: Secrets Of Thaumaturgy -- Page 125 )

The vizier takes a stone from Mount Alamut, places it in his mouth, and mediates for an hour. He soaks the stone in his own blood, then in the blood of another Assamite. He gives the stone to that Assamite while chanting an incantation naming himself and the subject as successors to Tiamat, Ahriman, and all the shaitans of Hell. The ritual takes an hour and a half to perform.

At any subsequent point, by placing the stone in her mouth and repeating the incantation, the other Assamite can initiate a mystical link between herself and the vizier identical to that created by Touch the Earth. She isn't performing sorcery; the magic rests in the stone, which always works if the vizier's player made his initial roll.

[ 1 ]   Exorcise Fever   ( Blood Sacrifice: The Thaumaturgy Companion -- Page 47 )

This ritual exorcises the spirit of fever from a sick person, thus cursing the disease. It only works against diseases that cause fever, though. Ashipu have other rituals for other common sorts of Middle Eastern diseases. Old forms of this ritual that appeal exclusively to ancient gods no longer work. The magician uses the old incantations, but must back them up with a minor holy relic from an Abrahamic faith.

System: A single success suffices to cure comparatively mild fever-causing diseases such as common influenza. More lethal and tenacious diseases such as scarlet fever or typhoid may demand two or three successes to exorcise.

« Last Edit: May 28, 2016, 01:18:21 pm by Daedalus »
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Not Aman

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Re: Daeds sorcerer
« Reply #47 on: May 28, 2016, 01:12:47 pm »

Uh, I'm not certain but I'm pretty sure your xp payments for sorcery are off. It's 4*level
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Drakilian

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Re: Daeds sorcerer
« Reply #48 on: May 28, 2016, 01:13:56 pm »

His payments are correct.
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Daedalus

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Re: Daeds sorcerer
« Reply #49 on: May 28, 2016, 01:18:52 pm »

Yay! Added the rituals aswell. Should be done there >.>
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