White Wolf Community
Sign in
|
Join
|
Help
Home
Blogs
Forums
White-Wolf.com
White Wolf Store
PDF Store
Forums
»
World of Darkness
»
Promethean: The Created
»
Night Horrors: Fleshed Freaks
Night Horrors: Fleshed Freaks
This post has 94 Replies | 2 Followers
Posts
576
Reply
JollyGiant
replied on
21 Mar 2009 2:39 PM
rated by 0 users
Mage is indeed getting a Night Horrors book, but other than (I believe) an SAS, Promethean will not be having any more books. It was discussed a bit by some of the WW writers if I'm not mistaken, on the old PtC forum before the switchover.
You may find yourself in a beautiful house, with a beautiful wife,
And you may ask yourself -- well, how did I get here?
Posts
3,517
Reply
Renfield286
replied on
23 Mar 2009 1:35 PM
rated by 0 users
i do believe the answer was a resounding no though.
I'm no lunatic man. I'm a sane man fighting for his soul!
Posts
72
Reply
Kingme1
replied on
23 Mar 2009 4:44 PM
rated by 0 users
A no would've been okay, but a RESOUNDING no? that hurts. lal (laughs a little). Oh well, let's make up our own, I've come up with a few good ideas already, anyone else have a few good ideas? Each character would need a Background, Secrets, Rumors, Personality, and stats.
Posts
3,517
Reply
Renfield286
replied on
24 Mar 2009 2:54 AM
rated by 0 users
well, as a limited book line, they often said that sales would dictate more books. changeling got very good sales, so it had 3 extra books. promethean although brilliant, people seem to have been slow to pick it up.
unfortunate really, its a good setting.
I'm no lunatic man. I'm a sane man fighting for his soul!
Posts
866
Reply
Majunior
replied on
30 Mar 2009 11:17 PM
rated by 0 users
Rock
Rock is a tormented Golem who has wandered the planet for the past 200 years. He seems to have bad luck, even by Promethean standards. He's dabbled in a number of lineages over his years, but always returns to the comforting embrace of Stannum, the lineage he feels intimately connected with. This feeling of connection is no doubt related to his bad luck, and the life that seems to fail him in any way posssible.
Eventually, about a few decades back, he was running from a group of people and sought to take refuge in a warehouse. Unfortunately, the group of people he ran from had chased him into another group of people, nearing the end of their evening's activity. A number of things happened almost at once: The mob chasing Rock stormed into the warehouse, the group in the warehouse finished summoning their demon, and the demon arrived, feeling someone it could connect with... In a show of power, the demon slaughtered everyone in the warehouse except for Rock. Rock, for all his ability, stood in awe. The Demon sensed this being's problem, and offered to help him find a soul. Rock, figuring a being this powerful had to be able to help him, agreed to let the Demon help him. The Demon told Rock he needed a place to live, lest he discorporate back to "another dimension," and Rock willingly gave the Demon a home.
Since these two "merged," Rock has not left the refinement of stannum. He wanders, looking to become human, honestly believing this thing inside him is helping. Indeed, it seems the Demon is helping him... the Demon guides him to milestones (which are surprisingly unrewarding) and is showing him all about humans.
The bad ones.
Lineage: Tammuz
Bestowement: Unholy Stamina
Refinement: Stannum
Virtue: Fortitude
Vice: Wrath
Azoth: 4
Pyros: 13/4
Vitriol: 9
Size: 6 Speed: 14 Initiative Modifier: 8 Defense: 5
Health: 16 Willpower: 8 Morality: 4
Derangements: Melancholia, Inferiority Complex
Intelligence: 1 Strength: 5 Presence: 1
Wits: 5 Dexterity: 4 Manipulation: 4
Resolve: 4 Stamina: * 10 Composure: 4
Academics: 1 Athletics: 2 Empathy: 1
Computer: 2 Brawl: 4 Intimidation: 4
Crafts: 3 Drive: 3 Persuasion: 2
Medicine: * 5 Larceny: 2 Streetwise: 2
Occult: 1 Stealth: 2
Survival: 2
Weaponry: 3
Specialties:
Weaponry: Machette, Sledgehammer
Intimidation: Physical Threats, Stare Downs
Crafts: Electronics
Survival: Foraging
Brawl: Brass Knuckles
Merits:
Giant
Danger Sense
Direction Sense
FS: MAC 4 (Dogs of War)
FS: Boxing 3
Lair (Size) 1
Lair (Security) 2
Azothic Object 5 -- Brass Knuckles (9 Again)
Weatherproof
Transmutations:
Jolt
Regeneration
Autonomic Control
Swift Feet
Fist of Talos
Shock
Power Sink
Electroshock Recharge
* Perfected Bezoar: Fire (5)
* Perfected Bezoar: Sharp Weapons
* Acid Phlegm
* Hard Body
* Thunderclap Blow
* Might 5
Athanor:
Manticore -- Spite (Frankenstein)
Other:
* Shielded By Blood (Inferno)
* Balefire 5 (Hunter: The Vigil)
* Agonize 3 (Hunter: The Vigil)
Additional Mechanic:
-- Bad Luck: At least once per session (possibly more if numerous non-combat stressful situations are occuring in game) the Story Teller should roll a single D10. On a 10, nothing happens as Rock has avoided his troublesome luck. Rolling 2 - 9 Rock fails his roll, no matter how easy or likely he was to succeed. Rolling a 1 turns Rocks roll into a dramatic failure, regardless of his actual roll. Dice rolls affected by this ability may not be rerolled by the player. Any failure of Rock's actions due to this mechanic force Rock to immediately check for Torment.
Two things should be noted.
First, since the Promethean is a Supernatural template, a full on possession is not possible. However, the Demon does seem to reside in Rock, going everywhere with him. This allows the Demon to encourage Rock to play to the Demons strengths, as well as giving him advice and offering him more power. It isn't unheard of for Rock to mentally agree to a new power mid fight. Anything marked with an asterisk (*) is a result of Demonic Influence.
Second, in creation I used slightly modified rules from the Vampire Chronicler's Guide for creating elder Vampires. The only changes to that formula (which I based on the 50 year incriments) was an additional dot per level for Disciplines/Transmutations and the fact that Azoth doesn't increase one dot per 50 year incriment. The extra dot for Transmutations stemmed from Promethean Transmutations being a variety of abilities at each level, whereas Vampiric Disciplines follow a linear progression. That is, If you have Vigor 2 and want Vigor 3, it's a single dot. If you have Might 1 and 2 and want Thunderclap Blow, it is 3 dots. I considered doubling the number of dots per 50 year incriment, but ultimately decided not to.
The Demon (Inferno)
Lesser Demon (Rank 3, as page 50); Tempter
Malapraxis: Vengeful Wrath
Power: 9
Finesse: 9
Resistance: 7
Max Essence: 20
Corpus: 12
Defense: 9
Initiative: 16
Speed: 28
Willpower: 16
Influence:
Wrath 5
Numina:
Create Pact
Living Fetter (Book of Spirits)
Materialize
Perfect Lie
Blast (Hellfire)
Savant (Blast) (Book of Spirits)
Damnation's Path (Book of Spirits)
This is the foul beasty who took up residence in Rock. You can see how Rock, who isn't all too bright to begin with, would easily believe the Demon wanted to help him... The fact that Rock is his fetter and needs to be protected isn't lost on the Demon. It isn't a stupid creature. The Demon is elated his vessel is so... sturdy... and is willing to take steps to make his home even more durable. Any attempts to purge the Demon will be difficult, and will no doubt move Rock to vengeance on behalf of his "friend." This only serves to strengthen the Demon more. It's true -- that which does not kill it makes it stronger. In the most extreme cases, the Demon will materialize and fight alongside Rock, which could take people by surprise... And a blast of Hellfire from this Demon is likely to not give the victims a chance to overcome their surprise.
Lastly, the Demon has noticed Rock's tendency for bad luck... if things are going a little too easily for Rock, the Demon will -- with some difficulty -- attempt to influence Rock's bad luck. By spending a Willpower AND an Essence the Demon can force Rock's Bad Luck to activate, thus prompting the ST roll listed above. The cost in Willpower and Essence is cumulative within the scene, however, as this sort of influence is normally outside of the Demon's purvue.
"You gave it up for the time of day?! We were standing under the clock!!" - Krod Mandoon
Posts
72
Reply
Kingme1
replied on
3 Apr 2009 11:49 PM
rated by 0 users
YES! this is what I'm talkn' about. I need to write up a good Pandoran/Zerka combo!
Posts
79
Reply
Zephlin
replied on
7 Apr 2009 2:11 AM
rated by 0 users
Ooooo, nice! I've recently gotten into Promethean. I do hope they make a Night Horrors for the line because although all the books have been released, there is no reason for Promethean not to receive their own other than the writers not willing to do it.
http://kevan.org/brain.cgi?tiburon
Welcome to Ravenloft!
http://i29.tinypic.com/69jp7n.jpg
http://dragcave.net/user/Zephlin
http://www.squiby.net/user/Zephlin
Posts
866
Reply
Majunior
replied on
9 Apr 2009 5:50 AM
rated by 0 users
Sadly, as I'm sure you read, they won't be getting one.
That's where we come in!
I'm hoping other people contribute... I mean, I know what I've come up with. I wanna see what everyone ELSE has come up with, you know?
"You gave it up for the time of day?! We were standing under the clock!!" - Krod Mandoon
Posts
72
Reply
Kingme1
replied on
14 Apr 2009 5:43 PM
rated by 0 users
There are strength in numbers, and for Prometheans, this is all the more important. To have a shoulder to cry on, of a fellow soldier to fight of a horde of Pandrans (or humans) can be most welcome. It also helps that gathering in Throngs have id in the mitigation of Disquiet and slow the Wasteland effect. Unfortunately, most large groupings are few and far between, not to mention dangerous for the land if the Throng decides to stay awhile. Such was the case, until now.
Tick, a threadbare,scarecrow of a man, and even more so when his disfigurements show, was a former practitioner of Flux until he was turned back towards the light (literally has some sense beaten into him from an enraged Frankenstein) and now follows the refinement of led. His penchant for drama and talent for fixing anything that has a motor and gears allowed Tick to be hired on as a spare mechanic to a traveling Carnival company that does most of the set ups for state fairs and traveling shows in the nation. A steady paycheck, able to remain close to humans yet far enough away to keep off disquiet, and the ability to travel in the U. S. something that would be a dream come true for any of the Created. Oh, did I mention that Tick is the leader of a Throng that numbers between12 and 14 Prometheans? A very sizable gathering that not only helps keep the wasteland at bay long enough for the fairs to come and go, but also that most humans would be able to interact with any of the throng members with only MILD discomfort. Add to the fact at Tick has spent enough time cutting bargains with specific spirits to ensure that tempers won't run his whenever human interaction takes place and you have what some would call a Utopia.
But a very dangerous Utopia to be in. Because of his dealings with spirits, Tick spends much of his energy running errands for his Twilight "masters" and the toll has made his jumpy, and most erratic.And then there's the throng. Most throng members only stay temporarily and then move on when they feel that they've gotten enough out of the experience, but Tick maintains a single golden rule, if one leaves, a replacement must be found, whether it's a new recrute, or a newly created Promethean. the Size of the throng itself is what helps maintain a semi stability with it's job at the carnival and the humans.
That being said, Tick and his closest followers have made many rules and guideline in the throng, everyone must have a job weather for the carnival, or for the throng itself for those who want to keep their distance form humans. Several scouts often travel ahead of the carnival to scope out the next town, its dangers and opportunities. Others help maintain a special "freak show" controlled by Tick himself (with a percentage of the profits going to the Carnival company): live pandorans for humans to gawk at and kept animate by their Promethean zookeepers.
a few other things to the character of Tick. 1: His control over the sideshow is a little tedious. Keeping pandorans active and chained up for mortals to view is already a very dangerous prospect, but Tick is always looking for new draws; he is, if anything, a shrewd business man and showman. one such trick is the use of some of his fellow Prometheans as preformers in several shows. Where as the use of Transmutations would often invoke fear and disquiet, the nature of the carnival helps mitigate the effect. 2. Tick must often constently put down pandorans when they become too difficult to maintain and controll. So he must often either go find new flux spawn creatures to capture or create moe himself, getting materials *i.e. boddies, is a tad tricky.
Another aspect that Tick has managed to created is a second tier to Promethean "society". 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.
Lineage: Ulgen
Bestowement: Ephemeral Flesh
Refinement: Aurum
Virtue: Charity
Vice: Pride
Azoth: 5
Pyros: 13/4
Vitriol: 4
Size: 5 Speed: 12 Initiative Modifier: 8 Defense: 5
Health: 10 Willpower: 8 Morality: 5
Derangements: Paranoia,
Intelligence: 2 Strength: 2 Presence: 4
Wits: 3 Dexterity: 3 Manipulation: 3
Resolve: 1 Stamina: 2 Composure: 2
Academics: 1 Athletics: 2 Empathy: 3
Computer: 1 Brawl: 2 Intimidation: 4
Crafts: 3 Drive: 2 Persuasion: 3
Medicine: 1 Larceny: 3 Streetwise: 3
Occult: 3 (Flux) Stealth: 1
Survival: 1
Weaponry: 3
Merits: natural immunity, Lair (size 1, security 2) Repute 2 Fighting style (sward cane)2, barfly 3
Transmutations: Sooth Disquite *, **, Scapegoat, Fixed Stare, Suggestion, Firebringer, Natural Weaponry, Procustean Shape, Color of Man, Regeneration, Firebrand, Electroshock Recharge, Animate Firebrand, Shock, Arc
Pandoran: Vaporous Form, Mantle of Lordship, Malleate
Posts
180
Reply
Emyunoxious
replied on
14 Apr 2009 5:55 PM
rated by 0 users
A Night Horrors book is exactly what is needed to get people more interested in Promethean.
Posts
866
Reply
Majunior
replied on
16 Apr 2009 1:45 AM
rated by 0 users
I don't know that a Night Horrors book is the missing key to a boom in Promethean interest... Sadly, a lot of people seem to miss the point and the quality of the game. A number of fans have said it might be too highbrow a concept for many people, and I think there's truth to that.
Still... my personal hope is this:
We contribute enough quality entities to fill a Night Horrors book. Someone from White Wolf takes said contributions, and turns it into a .pdf. We have people who would be willing to contribute artisticly to such a .pdf (a cover, interior art, etc) as well as writing the typical story blurbs and fluffy-stuff. I personally will come right out and say the only thing I would ask for in return for my "work" would be to have my name listed as a contributor. I don't want money, or swag, or anything like that. Just having my name listed would rock.
Plus the ultimate benefit, Promethean gets a Night Horrors book.
"You gave it up for the time of day?! We were standing under the clock!!" - Krod Mandoon
Posts
167
Reply
Maj
replied on
16 Apr 2009 12:20 PM
rated by 0 users
I have a few ideas that I'll contribute/ wrtie up when I have the time. Damn school.
Here is a short description of them:
Anne, The Chalice:
A mortal living in a po-dunk town. She has lived an uneventful life, unaware of how powerful her blood is. She is a living philosopher's stone. Any Promethean who can find her, gains redemption, or so the legend goes. There is a a holy grail out there, but what has to be down to attain the New Dawn, and is that the true way to humanity. A
Quasmallin
will appear if anyone gets to close, and rain down biblical like plagues.
Ted, the Electrician:
A man who has noticed power spikes in certain areas. Following or after these spikes, strange things occured in his town. Now he hunts Prometheans. An average guy that poses a big threat.
She Who Cries Tears of Lead:
A
Quasmallin
trapped on earth. "She" was diverted while trying to carry out a mission and has now gain thought beyond what the Principle instills. She still needs to carry out her mission, but she fears what happens afer.
Contagion Born:
A new lineage. A while ago I saw a lineage made on the boards about disease Prometheans. I have been thinking about and I'll post my write up for them along with a sample NPC.
Don't put it in your mouth...
Posts
72
Reply
Kingme1
replied on
16 Apr 2009 4:59 PM
rated by 0 users
Grim the Hungry Eternity
"name given to him by his followers"
Beyond this, what we call the world, there are other realms of possibilities that most mortals can't even dream of. Places where the rules of time, space, the very fabric of existence can be molded like clay and conform to anything comprehensible. There are those humans in the World of Darkness who have seen the truth for the world and the Divine possibilities that exist beyond; they are Awaken to the way reality really is, and they see the horrors that exist there.
Entities reside between the physical world and the realms beyond in a sort or chasm, and Abyss if you will. Some act as gatekeepers, denying knowledge, others seek to corrupt, and still others are hungry . . . so hungry.
Most humans with the Sight seek their way around these abominations to find the higher truths, but there are those who would court those blasphemous entities in order to gain knowledge. And one mystical cabal has done just that, or so they thought.
The Pandoran was hungry, but it was old enough and experienced to keep it's distance from it's pray, a walking tank of a Promethean who had the misfortune of being the hunter's creator. But the hungry beast was also hurt from their last battle, it needed to hide, to lick it's wounds. And then it sensed power, calling to it like the sirins song of the Pyros, but different.
When it appeared to the three Mages in a clund of mist, the humans, who didn't cause the creature to become dorment, prosorated themeslves before their "Abyssial" Master. It was at that moment that the Sublimatus came to the conclusion that these . . . . humans . . . could do its dirty work for it.
A year later, and the Sublimatus sits happily on a throne made by it's mystical servants as the monster's "father" stays shackled to little cell, his radience keeping the beast animated. Soon there will be others to join him as the Pandoran sends his human worshipers out for more of the Created to fill it's belly, and it's lusts.
APPEARENCE: The creature is easily a seven foot tall humanoid, but is wire thin; skin pulled taught over a jagged frame.Grim also seems to have one too many joints as he can bend and contort his body in impossible positions. A large nose juts out over a maw with a large overbite, making his face look almost shark-like, complete with two col black eyes. A set of elfish ears and a slithering frog tong complete the creature.
SECRETS: WIth a cult of mystical followers following the Mockery's every word, Grim has found time to study this mysterious energy, Mana. Through secret study and what he can pry out of his followers, Grim has somehow gotten into his mind that Mana, not Pyros (which he still needs to survive) can make him human, or at least one of the Created to THEN become mortal. All this bodes well for the captive Created, as he has begun to play off of his knowledge of Azoth and Pyros to slowly influence Grim's actions, and help his captor along the path to "mortality". Soon, Grim may drop his guard allowing the Created can make his break for safty. But there is something to be said about the power these deranged Mages whield, and now the Promethean is thinking about ursurping the cul for himself. Meanwhile, his Wastland slowly spreads.
Mockery: Ishtari (Sublimatus)
Vice: Wrath
Pyros: 17/4
Vitriol: 9
Size: 6 Speed: 14 Initiative Modifier: 11 Defense: 5
Health: 9 Willpower: 8
Intelligence: 3 Strength: 5 Presence: 5
Wits: 5 Dexterity: 7 Manipulation: 4
Resolve: 4 Stamina: 4 Composure: 3
Academics: 0 Athletics: 3 Empathy: 1
Computer: 0 Brawl: 4 Intimidation: 5
Crafts: 2 Drive: 0 Persuasion: 3
Medicine: 1 Larceny: 2 Streetwise: 0
Occult: 2 (Mages Slaves) Stealth: 3
Survival: 2
Weaponry: 0
Bestowment: Inertia **** Special
Transmutations: Unwholesome Visitations, Flux Within the Shade, Vaporous Form, Malleate, Bizarre Weaponry (Claws ***, Fangs ***), Manskin, Athenas Muzzle (see Forbidden Transumtations thread a few rows down)
Grim has increased his potency of Inertia to the point that he can now cancle out a mage's spell. Easy to keep his mortal slaves in line.
Posts
72
Reply
Kingme1
replied on
16 Apr 2009 5:01 PM
rated by 0 users
Merits: Giant, Allies (Mage cult), Iron back, Iron stamina, Direction Sense, Fast Reflexes
Posts
866
Reply
Majunior
replied on
18 Apr 2009 1:50 PM
rated by 0 users
Later on, I'll type up what I have for
Arianna Grey
, a former Created who achieved her Magnum Opus... and now works to eleminate Prometheans from the face of the Earth.
"You gave it up for the time of day?! We were standing under the clock!!" - Krod Mandoon
Previous
|
Next
Page 2 of 7 (95 items)
< Previous
1
2
3
4
5
Next >
...
Last »
|
RSS