Profile

[personal profile] nauticalterror: This account is a roleplaying account.
nauticalterror: (Cthulhu)

nauticalterror's Journal

Free Account

Created on 2023-11-24 21:53:35 (#4153922), last updated 2023-11-25 (80 weeks ago)

0 comments received, 21 comments posted

2 Journal Entries, 0 Tags, 0 Memories, 10 Icons Uploaded

View extended profile

Name:Amalric and Gundhram
Birthdate:Nov 24
Location:United States
Name: Amalric (From the Visigothic name *Amalareiks, derived from the Gothic element amals meaning "unceasing, vigorous, brave", also referring to the royal dynasty of the Amali, combined with reiks meaning "ruler, king". The Amali (the tribe of the Amaler), also called Amals or Amalings, were the Goths’ leading dynasty, a Germanic people who confronted the Roman Empire in its declining years in the west. According to the Gothic legend, the Amali derived from an ancient hero whose actions earned him the epithet of Amala or “powerful.”)
Date of Birth: 239 A.D.
Apparent Age: 30
Place of Birth: Brasov, in modern day Romania
Current Home: New York City
Eyes: Brown
Hair: Brown
Sex: Male
PB: Reeff Kühn

Nature: (A character's basic personality, their fundamental behavior and perception of the world.)
  • Barbarian: Civilization is the trap that the clever set for the weak, and in which they end up snaring themselves. Truly intelligent, brave, strong people understand that sedentary existence only brings you that much closer to the grave, and that what counts is what you achieve as an individual. You respect only actual deeds. Anyone can boast or scheme, but all words vanish in the end. Only deeds remain, having changed the world.

    Quest: When you beat 'civilized' competition through your barbaric virtues, gain back a point of Willpower.

    Ban: Never embrace the concepts of civilization as a means to an end.
Demeanor: (The image the character projects to the outside world.)
  • Loner: You are the type of person who is always alone, even in the midst of a crowd. You are the wanderer, hunter and lone wolf. Though others might think of you as lonely, forsaken, isolated or remote, in truth you prefer your own company to that of others. There are many different reasons why this might be so: you don't understand people, you understand people too well, people dislike you, people like you too much, or you are simply lost in your own thoughts. Your reasons are your own.

    Quest: When you manage to accomplish some significant task on your own, without the aid of others, yet which still aids the group in some way, you regain Willpower based on the significance of the achievement.

    Ban: Avoid working in groups.
Tattoo: Has a tattoo of a fanged, flaming skull on his forearm.

Clan: Gangrel
Variant: Mariner
Occupation: Drifter, Sailor, Enforcer
Generation: 5th

Merit:
  • Gangrel - Without a Trace (2pt Merit): The wilderness is your friend, working to hide your passage. You leave no trail to follow as the earth swallows your footprints, and the trees and grasses cover your scent. Even magical means of tracking you are inhibited. You pass through places like the wind, leaving nothing behind but a whisper. Even Lupines have trouble following you. Normal means of tracking you (with Survival, the use of dogs etc) fail automatically. Supernatural methods of tracking you, such as with Auspex, have a chance, but with greater difficulty (+2 diff).
  • Inoffensive to Animals (1pt Merit): Animals do not fear or distrust you the way they do most of the Kindred. They treat you as they would any mortal and do not shy from your touch.
  • Closer Than Blood (5pt Merit): You have an affinity with another Cainite not brought about by the Blood Oath or other artifice means. You would lay down your unlives for each other, and you feel empty without the other nearby. Such bonds can be same sex or opposite sex, and there is no way to predict who your "twin" will be. A 5-point Merit means that you often sense the other's emotions even at a distance, and can feel the other's physical pain or peril.

Flaw:
  • Gangrel - Eyes of the Shark (3pt Flaw): No matter how humane you are, when others look you in the eye they see you as an eating machine, emotionless and cruel. Whatever your Humanity, it is treated as a three when others make eye contact with you.
  • Pelagic Compulsion (2pt flaw): The afflicted character feels inexplicably drawn to the sea at the expense of his ability to concentrate on other matters (+1 difficulty to all Willpower rolls if the character has been out of sight of the ocean for more than 24 hours). This call can be temporarily satisfied by an extended sea voyage, and is most often felt in the first 50 years of unlife.
  • Dangerous Secret (2pt Flaw): You are privy to some top secret information that places your life in danger. What it is and how you got it is up to the storyteller to decide. Unlike the Top Secret Access Merit, this secret does you little good and will put you in extreme danger if anyone finds out you possess it. Furthermore the source of your information is unstable or unreliable (an alcoholic co-worker, a Malkavian vampire, or someone who has recently disappeared) thus increasing the odds that you will soon be running for your life. The secret preys on your mind, giving you many a sleepless night. You will be guarded and suspicious of all but your closest family and friends – maybe even them.

Disciplines
: Animalism 8, Fortitude 5, Protean 8, Auspex 3, Potence 3

History:

Born in the area of modern-day Brasov, Romania, Amalric and Gundhram were close friends during their lives. Both were mortally wounded while fighting the Romans in the Battle of Naissus in 269 A.D. Due to their defiance when their Gangrel sire descended on the battlefield to feed, both were given a taste of Gangrel blood and left to survive on their own for a year. Both survived, and subsequently they were taken in and taught what they needed to know in order to survive as vampires.

Amalric and Gundhram met the Roman Lasombra, Alexandros, when they were only a hundred years undead. Together, they became the core of a pirate crew that would hunt the Mediterranean for centuries, preying upon ships and leaving bloodless corpses in their wake.

In modern nights, their loyalty to Alexandros is beyond question, even as Alexandros himself has changed. His influence over them is strong enough, he has even lured them to New York City, despite their hatred of cities and settling down in one place.

~~~~~~~~~~~~~~~~~NPC!~~~~~~~~~~~~~~~~~~~~~~~~~

Name: Gundhram (Old German "War Raven")
Date of Birth: 239 A.D.
Apparent Age: 30
Place of Birth: Brasov, in modern day Romania
Current Home: New York City
Eyes: Blue
Hair: Dark Blond
Sex: Male
PB: Wayne Clarke

Nature: (A character's basic personality, their fundamental behavior and perception of the world.)

  • Wayfarer: Your story is that of the endless wanderer, the great explorer and adventurer who has a love in every port and rarely stays in any one place for long. You live by your own wits, though your restless nature often lands you in dangerous situations. A reactionary, you act first and think later. This sometimes saves you; other times, it gets you in trouble. Impatient and easily bored, you are always looking for the next adventure.

    Quest: Whenever you survive a life-threatening scene through your own cleverness, you regain Willpower.

    Ban: Never plan for the future.

Demeanor: (The image the character projects to the outside world.)

  • Loner: You are the type of person who is always alone, even in the midst of a crowd. You are the wanderer, hunter and lone wolf. Though others might think of you as lonely, forsaken, isolated or remote, in truth you prefer your own company to that of others. There are many different reasons why this might be so: you don't understand people, you understand people too well, people dislike you, people like you too much, or you are simply lost in your own thoughts. Your reasons are your own.

    Quest: When you manage to accomplish some significant task on your own, without the aid of others, yet which still aids the group in some way, you regain Willpower based on the significance of the achievement.

    Ban: Avoid working in groups.

Tattoo: Has a tattoo of a fanged, flaming skull on his forearm.

Clan: Gangrel
Variant: Mariner
Occupation: Drifter, Sailor, Enforcer
Generation: 5th

Merit:

  • Gangrel - Without a Trace (2pt Merit): The wilderness is your friend, working to hide your passage. You leave no trail to follow as the earth swallows your footprints, and the trees and grasses cover your scent. Even magical means of tracking you are inhibited. You pass through places like the wind, leaving nothing behind but a whisper. Even Lupines have trouble following you. Normal means of tracking you (with Survival, the use of dogs etc) fail automatically. Supernatural methods of tracking you, such as with Auspex, have a chance, but with greater difficulty (+2 diff).
  • Inoffensive to Animals (1pt Merit): Animals do not fear or distrust you the way they do most of the Kindred. They treat you as they would any mortal and do not shy from your touch.
  • Closer Than Blood (5pt Merit): You have an affinity with another Cainite not brought about by the Blood Oath or other artifice means. You would lay down your unlives for each other, and you feel empty without the other nearby. Such bonds can be same sex or opposite sex, and there is no way to predict who your "twin" will be. A 5-point Merit means that you often sense the other's emotions even at a distance, and can feel the other's physical pain or peril.


Flaw:

  • Eyes of the Unholy (2pt Flaw): Your eyes are inhuman, resembling cat's eyes and reflecting light off them like an animal. Interaction with mortals carries a +2 penalty to Social rolls.
  • Beast In The Mirror (2 Point Flaw): Whenever you stare into a reflective surface, you see your Beast leering back at you. Mirrors betray your monstrous nature to everyone. Magi and other gifted souls may occasionally glimpse your true nature for a moment. Even ordinary mortals can sense there is something faintly wrong with you, adding +1 to the difficulty of most Social rolls if they have ever seen your reflection.
  • Pelagic Compulsion (2pt flaw): The afflicted character feels inexplicably drawn to the sea at the expense of his ability to concentrate on other matters (+1 difficulty to all Willpower rolls if the character has been out of sight of the ocean for more than 24 hours). This call can be temporarily satisfied by an extended sea voyage, and is most often felt in the first 50 years of unlife.


Disciplines: Animalism 8, Fortitude 4, Protean 6, Auspex 2, Potence 2

History:
 

People [View Entries]
Communities [View Entries]
Feeds [View Entries]
To link to this user, copy this code: