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Night Horrors: Fleshed Freaks

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IronShoes:
ALIVE!


Shambling, arcing, sparking, stuttering, oozing and seizing... but alive...
I'm an alien Trojan Horse, there are thousands of tiny warriors inside me...
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We need some opening fiction.  I'll get right on that.  We also need some sort of developer who can format all of this stuff when it's done.  I might be able to do that, too.
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i can do that if you like.
I'm no lunatic man. I'm a sane man fighting for his soul!
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I appreciate it, but I'm better with the organizational end of things than I am with stats and enemy generation and that sort of thing.  For some reason, I just can't comprehend math.  I mean, I can understand stats when I see them...I just can't generate them from thin air.  And I'm seeing a lot of good ideas here.  So, I can totally do the editing side of things and write the opening fiction and see what you folks think.  Once we get to that point, we can better gauge where the project stands and where we need to go from here.  After all, Kingme1's initial idea was to create a book in which White-Wolf might perhaps show some interest (or, at the very least, make a WW caliber fan product)--and we can't do that if the thread is shambling around like a Stillborn.
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I've never actually read a Night Horrors book, if somebody gave me a broad description of the content and layout of one, that would be nice.

That aside, I'd love to contribute stats or fluff.
I'm an alien Trojan Horse, there are thousands of tiny warriors inside me...
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Here is a continuation for my last character: Mr. Smile


STORY HINTS

 Mr. Smile's opperation has grown now that he lends out select clones to deserning cliants of the supernatural community (minus the mages, they are always soo nosey). But one of the greatest accomplishments Mr. S has done so far has been what some in the World of Darkness would consider impossible; the black mail of one of the Gentry.

It happened one night that a very foolish took the wrong mortal, which actually happened to be on of the clones right out from Mr. S. Being a creature of Pyros, and totally unaware of the prying creature. The Mockery caught the Gentry off guard right as the Fey was about to escape back to his realm and forced him to make a deal.

Many of the Gentry have created deals, pledges, Oaths and promices from other people in the mundane world, but here was a being that was never human in the first place, and had just as twisted and greedy a mind as any of the Gentry. Now Mr. S has conscripted a Gentry who makes sure the Sublimatus continues his good luck.

And all throughout the wings, the improssoned Promethean watches and waits for her chance at freedom.

Mockery:  Carcinomas (Sublimatus)
Vice:  Wrath
Pyros: 17/4
Vitriol: 4

Size:  6    Speed:  11    Initiative Modifier:  7    Defense:  5
Health:  8    Willpower:  8 
Intelligence:  4          Strength:  4         Presence:       5
Wits:            2          Dexterity: 7         Manipulation:  3
Resolve:       3          Stamina:  3    Composure:   3

Academics:  2 (Bio tech)          Athletics:  3         Empathy:        1
Computer:   1          Brawl:      4         Intimidation:    3
Crafts:         0          Drive:       0        Persuasion:     2
Medicine:    1       Larceny:   2         Streetwise:      1
Occult:        1 (True Fey)          Stealth:     3
                               Survival:   0
                               Weaponry: 0 Contacts (Suprenatural community)

TYPE                        DAMAGE                     RANGE                          DICE POOL               SPECIAL
Bite                           1(L)                                   ---                                          7                           ---
Long nails                   1(L)                                  ---                                          6                            - - -
Bestowment: Radioactive Affinity
Transmutations: Unwholesome Visitations , Malleate, Swallow, Titanic Form, Sanguine Victory, Wall Walking, Manskin, Nightmare Visitors (see below) 

NIGHTMARE VISITORS
Prerequisite (Unwholesome visitations)
Flux brings about mutation of the mind and spirit. This transmutation can allow the user to control visions and create illusions. Many twisted Centimanti create images of a friendly human and guide unwearey Created into traps, while others punish vitims by sending hallusinations of gasatly demons and "deadd loved ones" to torment those that have tormented them. Mr. Smile uses the Transmutaion to create "body doubles" to interact with guests while he watches from beyond in a secure room. Anyone can roll a resolve=whits to try and see through any illusions, but a dramatic faliure allowes the illusion to be inperceptable for the remainder of the scene as the Flux backlashes against the viewer's mind.


Flux is
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Next up, a Quashmallam who holds the secret to Pyros.
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One other thing, Mr. Smile other senses compensate for his lack of sight as he can "feel" his way around obstacles. His' sense of touch is sensitive enough that he can paint a mental picture of an object by feeling the vibrations bounce off of objects. However, loud noises distract him, so Mr. S tends to live in quiet areas or places with low noise pollution. He can even remember facial features by running his hands across a person (why anyone would let the Mockery touch them is beyond me). BUT, Mr. Smile CAN detect radioactivity through his hollow eyes as a soft hazy glow, the only thing that he can see . . . somewhat.  Some believe that his rise to Sublimatus has allowed his some measure of sight, only to radiation, others say that the True Fey allowed this small among of sight, but that the flux within wouldn't allowed the Wyrd o influence the creature other than this miniscule amount. 
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I now own Night Horrors: Wolfsbane, and the format seems to be thus:

There’s about four pages (roughly 1,000 words, though with double columns this might be a little off) of intro fiction at the beginning of the book, followed by the typical intro section detailing the proper uses of the book and what’s in it. Basically, the book is an antagonist book for Werewolf with profiles on 28 enemies that can be lifted easily and placed into any Werewolf chronicle. These 28 profiles are split into three sections: Wolves, Shadows, and Idigam.

The Wolves section contains characters who are actual Werewolves (both Forsaken and Pure) who have, in one way or another, broken a taboo of Werewolf culture or are otherwise notable as being especially ferocious and terrible. Each profile in this section starts with a list of known aliases. Each profile also has detailed information on the character’s background, physical description, secrets (things that players may discover throughout the course of the story which the character doesn‘t want his/her enemies to know), rumors (both true and false impressions of the profiled characters as relayed or observed by others--followed by reasons as to why such impressions are correct or incorrect), and finally stats for the character (and/or totem if applicable). These sections I have listed in order. In side-bars, there are, of course, little caveats, and each profile comes with a side-bar that lists at least for story hooks. Note: any new powers listed in stats (that were obviously not explained in the core) are explained at the very end of the stats section.

The Shadow section has detailed profiles on evil spirit characters, Hosts, and generally unfriendly denizens of the Shadow. Each profile is broken down in the same way as those in the Wolves section.

The Idigam section has detailed profiles on antagonists only briefly mentioned in the core, and so this section begins with a history of what the Idigam are (or might be), where they come from (or the most accepted story on where they may have come from), mechanics for how these creatures behave/interact within the WoD, alternate theories on why the Idigam exist and do what they do, and finally any crunch for powers that are common among all Idigam. After the lengthy (but necessary) introduction, the section carries on as the others, with profiles arranged in the same manner.

So, that’s how Night Horrors: Wolfsbane is arranged. I don’t suspect that the other Night Horrors books are arranged much differently.

As for contributions, feel free to supply whatever you wish--we'd be more than happy to receive the help! 

Also, just to throw this out there: IMO, I think the three sections into which we should split the profiles for Fleshed Freaks should be entitled Freaks, Abominations, and Aberrations.  Freaks will contain profiles for those Created (and now-human Created) who have sinister or decidedly darker bends to them (without being among the Centimani and the like).  Abominations will contain profiles on notable Centimani, Pandorans, Sublimati, and the like that are especially viscious or unusual.  Aberrations will contain profiles that fall outside of this range and, by all accounts, most certainly should not exist and are truly creatures of chaos (the Stillborn, the Qash that is self-aware, etc.). 

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I'm working on one now, self aware Quashmallam could be a totally different Choir: the hashmallam stated in Mage: Summoners.
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but what's important is that the opening fiction includes on of the characters presented in the book.
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I had an idea once for a Sublimati that was attempting to understand the refinements the Prometheans follow. It lead to a more twisted version either with or without powers depending on STD.  When reading these, try to imagine an insane sublimati's train of thought in attempting to comprehend just the one liners and you'll see what I mean.

Aurum - Others Before Self
Cuprum - Live in the World. Point the Way; Do Not Lead
Ferrum - The body is complex but must be understood
Mercurius - The Soul is Energy
Stannum - In Torment, Truth. Forgive Nothing, For Nothing is Forgiven.
Aes - Strength in Unity. Choose Your Compromises
Argentum - The Mystery unfolds in the Shadow as well as the Light. In Madness, Enlightenment
Cobalus - Observation is Paramount. Salvation is Worthless without understanding Sin
Plumbum - Consume Not Thy Children

I only went with what I thought were the fairly thematic ones. The general crux was that the Sublimati was fed half truths by Centimani servants and had developed a twisted version of the Refinement Philosophy. It didn't necessarily need to generate powers or lead to mortality to be horrific. A Sublimati teaching others the path of Stannum for instance, leads to a cult of unwitting dupes looking for truth by torturing others.

In battle I could see the Sublimati assuming the tenets of Aurum and Cuprum. Others before Self. Point the Way; Do Not Lead.

Imagine finding the place where the Sublimati attempted to understand Ferrum; or encountering it as traversed down the path of Plumbum, surrounded by its myriad of screeching children.
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The Gate Keeper:
AHLOW

"Leave this place"

     The Angelic (and sometimes demonic) hosts of the Pyros have made their presence throughout history to the Created and those touched by the Transforming Fire. Each comes into the world wrapped into a missions that they will see through until completion or destruction; a being that is unstoppible in its cause.
   They see nothing else, regard nothing and for all intensive pourposes, act like semi-intellegent programs that follow the whims of some distent design, or designer? But sometimes . . . . sometimes, there comes a Mission where  being with a little more, finess, must be sent but put thing their natureal order. You see, some missions are too important for just any Quashmallam to send, and Ahlow, the Gate Keeper to the Pyros field, is one such entity.
  
   While the vast marity of Quashmallam's exits as one of two Choirs, those of Flux and those of Azoth, and third order, known only to the extreamly rare few Created who have run across of them as Hashmalls, come into play in those extream instances to set things right, or wrong. These Pyros beings can contain both aspects of Flux and Azoth if the need for them to do so is strong enough, but their most instinguishing aspect is their self-awareness and adaptability to new situations in their missions.

   Three man reasons reasons can come into play for the need of a Hashmall to be sent to theh mundane world:

--Some individuals respond to  being that has been mensioned in legend or is slightl well known ratehr than some sudden apperation, even f that apperation DOES lok like an angel. Therefre, a Hashmall with a "fan base" or has been given refrences in myth and legend bight be sent to Earth to help play off of its myth. This usually means that the SAME Hashmall will have been sent multiple times, not just a random Quashmallam wearing te same outward appearence.

--Certain Missions might take decades to complete nd can not be sidetracked for any reason. Only this Choir can fulfill it's Missions and anticipate the likelyhood of any third parties that might come and muddle things up, rather than just dealing with any interloprs, even if those interlopers are other Quashmallams, that come along after the fact like the rest of the Pyros host do.

- - There are those Missions that have no clear completion date, but MUST be completed by any means, no matter how long it takes.
   Ahlow hase been on this planet now for two decades and has yet to be called back to theh Pyros. Until then, woe to anyone who gets in her way and halts her from succeding hre mission. And woe to her if the society of the Created at large knew of her mission, for she herself, could be the keeper to possibly the only sancturary Prometheans could have on the planet.




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There is a park, nothing special: a playground, a mile long walk path used by joggers in the early morning, a river that runs through the small forests. Sure there is SOME crime, drunken sprees, a purse snatching, but that too be expected in any recreational area in a metropolitan region. There is, however, something under the ground, a hidden fire that bubbles and throths  with a unknowable power largely hidden from humanity, and a guardian angel that must extinguish it's surge.
   Near the western end of the park, an invisible spring of Pyros wells up. Most humans don't recognize their proximity to the Transforming Flame, they do seem more rested under the shades of the trees and the air DOES seem that mch clearer, but these are largely inconsequential when it comes to the Created.
    Any Prometheans who venture into the park will find their Wastland and Disquiet nullified by the wellspring as the Pyros that gushes forth form the land rejuvinated the minds of those in the area. Thruly, this is an Eden for any creature who have been harassed all throughout their half-lives. That is, until they mee Ahlow; her mission is to keep the Created away from the park and to somehow lug up the wellspring, re-aligning the neergy flows and effectively removing a Promethean's on true place to rest their head.

DESCRIPTION

   Ahlow appears as a female a satyer, but instead of goat or horses hooves, reptelian claws, like a dinosaur's, give the Quashmallam a graceful gate. Ahlo appears without any clothes, but no visible genitles can be seen, instead, smooth skin like porcelian covers her tall and cervacious body. Here visage is a little different.

    Black eyes with a deep purple irises look out from a head covered with firey hair hat crackles down her shoulders. She has no mouth, but speaks in a powerful voice that echos through the air.

     She can change her shape and form into anything she desires from a fully clothed normal human being, to something fantastic design stright out of a nightmare, but she is limited in size and gains not additional supernatural powers in her otehr forms (she can appear as a dragon but can't breath fire, but can grow whings ans a tough hide that can act as armor).
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Kingme1:
Vampire and Changelings have Courts, Werewolved have lodges, Mages Orders and cabals, and now Prometheans have . . . . Caravans! Basically large throngs that reach double digitets, most likely 10 to 15individuals who move from place to place but remain in a sort of pattern. Winter is spent in Miami, Dallas and Reno. Spring in Virgiana, Newerk New Jersy, and Denver, Summer in Detroit and Columbus, and fall up and down the Midwest. and the cycle repeats itself. Only the oldest and most knowledgable Created make the majority of the decisions, but everything is take as a vote. They travel in trucks, R.V. and other vehicles. They move in and out of areas they have visited before to assure continuity and their numbers greatly help mitigate disquiet. All must be branded into the Caravan. If one leaves, they must find or "birth" a replacement, although they can be aded by their throng mates in this matter. Strength in numbers and in this case, is a bulwark against the ravages of the Promethean condition upon mortals and the land.


I LOVE this concept. Excellent work.
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