allthekeys (
allthekeys) wrote2012-11-25 09:26 pm
Entry tags:
[Suggestions]
Here you can make suggestions (with handy forms, if needed) for monsters, events, rooms, etc, that you might like to see implemented in the game. We're always open to ideas from anyone! Comments are unscreened so that you can plot with one another and build off of each other's ideas.
Monsters:
Just a general bestiary profile to give us an idea of what you're thinking of! Feel free to cut out sections you don't necessarily have an answer for, but the more detail the better.
Rooms:
A simpler form, just fill out the general idea of the room and what it might do.
Events:
For events and plots in the game! This can cover things you'd like to see included in Night Updates (e.g. the floors disappearing, as in night 013) or wider-spread events (e.g. forgotten names as in Night 014 and Day 015). And anything else you'd like to suggest to happen in the game, of course!
Suggestions:
Suggestions for the suggestions post? Go for it!
And remember, if there's anything you'd like to suggest that doesn't have a form on this post just reply with as much detail as you can think of!
Setting ♦ Game Play ♦ Rules ♦ FAQ ♦ Timeline ♦ Bestiary ♦ Taken ♦ Wanted ♦ Reserves ♦ Apps ♦ Mod Contact ♦ Hiatus ♦ Drop ♦ Dedication
Monsters:
Just a general bestiary profile to give us an idea of what you're thinking of! Feel free to cut out sections you don't necessarily have an answer for, but the more detail the better.
Rooms:
A simpler form, just fill out the general idea of the room and what it might do.
Events:
For events and plots in the game! This can cover things you'd like to see included in Night Updates (e.g. the floors disappearing, as in night 013) or wider-spread events (e.g. forgotten names as in Night 014 and Day 015). And anything else you'd like to suggest to happen in the game, of course!
Suggestions:
Suggestions for the suggestions post? Go for it!
And remember, if there's anything you'd like to suggest that doesn't have a form on this post just reply with as much detail as you can think of!

no subject
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no subject
Appearance: They look like this , more or less. But the claws look more like scaly human hands with long nails, then pigeon toes.
Method of Attack: Physical.
Effects: Pecking, wing slaps, and grabbing with their nails. They can, however, drop dung or urine onto the victim. Should it drop on hair, closed skin, or clothing, there will be vertigo that lasts for an hour. Dropped on open wounds or areas such as the eyes, nose, mouth areas however, there will be extreme vertigo, dizziness, blurred vision and auditory hallucinations that could last half the night. Effects will last, even when it is washed off the body.
Speed: slower then a human while walking, slightly faster while flying.
Strength: Weaker then the average human.
Weaknesses: Unknown. They tend to move in packs.
Resistance: Some resistance to ghost and magical attacks
Intelligence: Animal
Ability to communicate: ???
How far they will follow: They'll follow to the first closed door.
Additional notes/descriptions: For the most part, they act like pigeons; stupid, preening themselves, and mostly concerned about food. They have, however, been known to act as if they have a hive mind. Sometimes, they can appear to be more intelligent then they are usually. If a person feeds a pigeon more then three times, they may guard that person as a food source from other monsters. If there is no food offered, however, they have been known to coo to call in its flockmates and attack the person. Depending on if the monster is sharing the kill or not, they will work in concert with another, say with a feral deer or a wall crawler; however, should they try to horde the food for themselves, they will attack. They have also been known to attack other monsters in the house due to hunger.
no subject
Size of event: Either. Probably whomever signs up.
When: This makes more sense during the day.
Additional details: It would probably be more interesting to cross-canon switch.
Monster....
Appearance: When not on a person it appears as a pile of clean medical bandages. Snowy white and just oozing comfort. When attached to a person they appear as any wrapped bandages, slightly mummy like and slowly growing stained as they age.
Method of Attack: Passive. They wait to be touched by a bleeding/injured person and then will wrap themselves around a host.
Effects: Complete healing (eventually) depending on severity of wounds. Secretion of pain numbing/euphoric enzymes that can create an addiction to wearing the bandages.
Speed: Speed of host when attached. Moderate speeds on their own akin to bandages blowing in the wind.
Strength: The bandages are a living being, they will heal slowly if cut and are incredibly resistant to tearing/ripping. They will regenerate from small pieces, and often procreate by being town apart.
Weaknesses: Fire! Extreme cold and acids.
Resistance: Water resistant!
Intelligence: Moderate (above animal intellect). No one is sure how the bandages originated but they have a need, no, an addiction to human experience. They will fix their host in exchange for incorporating threads of bandaging into the nervous system so they can experience things. Hosts under the influence of bandages experience heightened emotions, lowered inhibitions, and an almost insatiable curiosity so that the bandages can experience things.
Ability to communicate: Their communication with hosts is limited entirely to the chemical and enzymatic influence. They have no interest in conversation.
How far they will follow: It depends on the severity of the bleeding. If an injured person touches them but flees, leaving a blood trail, they will pursue as long as the blood trail is clear.
Additional notes/descriptions: The bandages can easily lead their hosts into danger just for the novelty of it. When a host is fully healed they have a greater chance of fighting the bandages off, but by that point they often have a severe addiction to the secretions. Bandages can 'jump' hosts if they have exhausted a host's ability to experience or encounter a more injured person. Threads and filaments incorporated into the nervous system will break down over time after the bandages have detached, but if bandages are reattached before that point the connection will be stronger. In theory, given constant bandage exposure, a person could become little more than a puppet of experience.
no subject
Size of event: The two to four people playing the game would get the brunt of the problems, but most (if not all) effects are apt to impact other characters. For example, a quicksand pit might open up to trap the player who rolls it, but people who try and help them might also get stuck; a jungle hunter fixated on one player wouldn't hesitate to hurt anyone who got in the way, or use them to screw with their target.
When: Either, but for added "oh god we're screwed" levels, night time! But that would be cruel, wouldn't it? :P
Additional details: Floods! Crocodiles! Giant mosquitoes! Someone turning into a monkey because they were a cheating bastard! Lion in a bedroom! Cranky jungle hunter in khaki! Imagine the possibilities. :D
no subject
Type of Room: Just as described.
Description: Lined with washers and dryers from various eras, this room is dedicated to the cleansing of fabric. There are even sheets that are strung across the walls, as if someone had just hung up and will return to fold them at any moment. Players can find spare clothing of all sorts here, folded neatly into piles, as well as freshly laundered blankets and other linens.
Effects: At first there may be the feeling of being dirty, and the need to be clean. The longer the person stays in the room, the greater the feeling will increase; getting changed into fresh clothes may diffuse the feelings, but only for a time. The longer they stay, the more guilt and ashamed the person will feel.
Additional notes: There may be a note found, either dyed onto a sheet, sewn on, or written in a shaky hand. "The more you try to wash it away, the bigger the stain will become".
no subject
Those that say yes, start to forget their names and memories, starting with the most distant-unless they agree to hold them in a vessel of shadow. They are drawn to the moonlight, so much that they try to open windows, and get into dangerous situations to get outside. Finally, they start to see their faces distorted in every reflective surface. It lasts for a few moments at first, but is so disturbing that people tend to avoid the mirrors. It finally becomes so bad that every reflective surface shows a face that is literally clouded over, distorted so badly it is unrecognizable. The mirror man and the shadow man surface, watching, waiting. Finally victims lose themselves, and under control of either deity, are forced to follow their will night and day-unless they are killed or saved by the people below.
For those who say no, after the next time they dream, they wake up with a mask by their side. They may choose to wear the mask or not; there is a ribbon on the top in which they may hold it steady to their face. However, they will be unable to see or breathe well while wearing it. In return, it will ease the sound of dancing and the ringing of bells that they will hear during the night, inviting the mask bearers to dance. Sometimes they may will feel the urge to dance by themselves. If they ask the mask why they have it, written words will appear "To ensure freedom, the blind must be set free" or something along those lines.
Should they set the mask on the face of the Bloomed, the person will be stunned, and freed from the hold of the Blooming.
Size of event: It can stick with a handful of people.
When: Can start in the day and end at the night. Might be best in the spring?
Additional details: Alludes heavily to Fatal Frame Four; can be taken as an outline, and improved upon.
no subject
Appearance: Something that may have once been human; there's no scars or markings of alteration, but the entire mass very obviously has no skeleton in it - a mass of flesh that moves by twisting along the ground. The teeth are gone with the rest of the skull,the mouth an empty hole with an elongated tongue now covered in tiny, bony barbed hooks. The nails have lengthened and thickened to sharp hooks.
Method of Attack: Grabbing on and ripping; the nails are used to hold onto prey and pull apart, with the tongue used to further separate bones so they can be taken out
Effects: Physical trauma, removal of skeleton
Speed: High - faster than they should be
Strength: Medium - they aren't much stronger than a normal human, relying on the hooked claws and being hard to dislodge to keep hold
Weaknesses: cold, dismemberment
Resistance: Blunt force trauma
Intelligence: Slightly below human; smart enough to lie in wait or play at being immobile/in pain to lure prey within reach, or hide under objects
Ability to communicate: Nil; some moaning
How far they will follow: Difficulty opening doors,otherwise will follow as long as they can
Additional notes/descriptions: none at the moment?
no subject
Type of Room: (self-explanatory)
Description: Hidden off a path is what appears at first to be an overgrown mass of weeds and plants, but for anyone willing to take the time to clear them away, they are greeted by the sight of a small boathouse. The weathered exterior and general state of disrepair indicate it hasn't been used in some time, and the decayed shell of a boat outside the door only adds to this impression. The plants have started to reclaim the area, vines sending out questing tendrils that have worked their way through small cracks, working to break down something that has been clearly abandoned. Inside, however, is another story. While there are signs that the greenery will eventually take over the area, the interior is still mostly intact, providing a roof over ones head and a door that can be closed against the outside if nothing else. Dried leaves litter the floor, having apparently fallen from the invasive plants that have crept in through the broken windows, and everything inside shows signs of neglect. While there are plenty of items that would make sense to have in a boathouse, a casual look shows they are in various states of disrepair. Someone looking for something useful here would be hard-pressed to find anything, although it may be possible given a thorough enough search.
A faint smell of rotting vegetation pervades the area, even if the door to the boathouse is closed. Outside is a small, apparently man-made lake, and it soon becomes clear this is where the smell is coming from. The water is choked with vegetation, only small paths left that have not been reclaimed by plants. These look wide enough to get through, so long as you are able to find a boat or some other means of passage across the nearly-swamp like surface. The further away from the shore you get, the darker the growth appears to become, turning black and twisted, slimy with rot. It is darkest in the center, as though whatever has caused the rot has spread out from there and infected the rest of the area. Staying in this location for any length of time brings out an uneasy feeling, like there is something lurking nearby - perhaps in the darkened depths of the lake itself.
Effects: An unpleasant smell of rotten vegetation, and an uneasy feeling of being watched.
Additional notes: I may have gotten a bit carried away with writing this out, but feel free to use whatever you like out of the description if you do decide to put it in
no subject
Appearance: A large pile of blackened, rotting vegtation which can shift into something vaguely humanoid-shaped, although it still lacks legs. Can send out questing vines or tendrils or shed small bits of spiky plant matter.
Method of Attack: Thick vines, attempts to latch on with these and wrap them around the body in order to draw it into itself. Can also use these as self defense in crushing or bludgeoning manuevers.
Effects: Noxious smell, crushing/bludgeoning, strangulation from vines, death if enveloped by the main body.
Speed: Ranging from slow for the creature itself to quick for the vines.
Strength: Stronger than an average human
Weaknesses: Fire
Resistance: Water
Intelligence: ??
Ability to communicate: ??
How far they will follow: Until the first closed door. If not a safe room, the plant will attempt to send vines under the door but they will withdraw if no contact is made.
Additional notes/descriptions: Has the ability to replicate through the spiky plant matter that it sheds, but only if the spikes draw blood. If fed in this manner the tendril will start to grow and eventually form into another weed creature. While in the growth stage the creature is non-aggressive and can be dispatched fairly easily but will emit a noxious gas if killed. The gas has no long lasting ill effects itself, but if too much is breathed in will cause coughing fits. The severity of the coughing fit and any other repercussions that might have is up to the player to determine.
no subject
Type of Room: Observation/rest area
Description: This would have to be in an upper/raised area over another large room or large open area indoors, the ceiling above made of glass and skylights; the lower room having some kind of large pillar in the center going upward, possibly with it visible that the top of the pillar doesn't go all the way to the roof or has some kind of platform on it. The crow's nest itself would be reachable from stairs or a walkway from an upper level, unreachable from the floor of the lower room. It's not a very big space itself - maybe twelve feet by twelve feet on the platform, with a wrought iron railing around it as the only thing keeping people and objects from falling off.
Possible contents could include chairs/tables, a telescope, or possibly more than one such - as in, one that would fairly clearly be for looking up out the skylight, while another set of binoculars would more be the kind meant to watch below, possibly something like blankets or a hammock/other attempts at someone having moved in there.
Effects: Possible sense of vertigo and the occasional feeling that the pillar is shifting, although it doesn't move; those in the area below get a constant feeling of being watched or studied, while those that spend too much time in it can get a sense of paranoia or dread at not being able to keep aware of all of their surroundings as well when they leave.
Additional notes: Below was one idea of something to pair with it, since it is something of a "set piece" to go with another area.
Room Name: Open/shelter Floor
Type of Room: open "living" space, albeit not a comfortable one.
Description: The main doors into this area open into a larger space, although some kind of thin fencing or bars covers where the "ceiling" would be, with it open to a high, vaulted area stretching above up to a glass-covered actual ceiling. There's a few thin, flimsy dividers, but for the most part the area is open; the dividers just enough to block line of sight. There's a small grill/food service setup with a long table on one wall, with a few cafeteria-style long tables near it, and another section with sleeping bags, pillows, and blankets scattered about haphazardly, enough for maybe fifteen to twenty people to sleep, if not comfortably. A few couches and worn padded chairs are scattered around, with a door out giving access to some kind of bathroom. Possibly storage bins or bookshelves, signs of attempts at turning it into some sort of emergency shelter or living space.
If used with the Crow's Nest, a large concrete pillar rises from the center, going above the bars to a platform only a couple feet on any side wider than the pillar itself.
Effects: Besides lack of privacy, if the Crow's Nest is part of it, a continual sense of being watched or studied from above.
Additional notes: Possibly a couple doors or trapdoors in the floor with no actual handle/discernable way to open them from the side of the "shelter" floor, with the only working doors being the entrance and the bathroom access, unless you wanted to be really "fun" and put a couple sinks, shower-stalls, and some public-restroom-style bathroom stalls in one corner, visible besides simple dividers.
no subject
Appearance: It looks like a person at first, just an ordinary every-day kind of person from the world of whoever is looking at it. As soon as it notices you, though, it twists over so that it's on hands and feet bent over backwards and it's head twists around so that it's still facing you - the "front" of the torso basically becoming the "back" of a four-legged thing. As it shifts it's face starts to look like someone took the "Liquify" tool in Photoshop and started warping it, with end result that the teeth end up taking up more than half the face while still being omnivore teeth.
Method of Attack: Rushes down the stairs and will bite you to death.
Effects: Bitten to death?
Speed: Much faster than human once it's in it's four-footed form.
Strength: Stronger than human.
Weaknesses: Physical damage.
Resistance: ???
Intelligence: ???
Ability to communicate: ???
How far they will follow: Until blocked by a closed door.
Additional notes/descriptions: Eh.
no subject
Size of event: Would be a "whole house and/or anyone who follows it".
When: Could be any time of year in some respect, though sometime in spring would line up to where the festivals like that happen Earth-calendar.
Additional details: That's about it that I can think of right now.
no subject
Type of Room: Crafting room
Description: Decent-sized, though not huge; a couple of tables, some large chests of drawers for tools, as well as boxes and chests for materials. There'd be a large machine with polishing wheels (not actually dangerous, although you could get a bit of a nasty rug-burn if you stuck your hand against the wheels and held it there); a kiln and heat sources (if modern, acetylene torches/tanks, if older-fashioned, likely a little more of a small forge setup); lots of drawers with tools and materials, sheets of metal, metal beads for melting for casts, metal ingots, sticks of solder, blocks of wax and carving tools for casting, coping saws and different blades, ring-sizers; buckets of plaster and cylinder-molds for lost-wax casting; worktables with vices, probably with toolchests at the end; a roller-press for flattening ingots (hand-cranked or powered if "modern"); a variety of steel posts, sloped and straight-cylinders, for shaping; a larger jig-saw if modern; sinks and bowls for quenching; a centrifuge set up with places for melting metal and lost-wax molds (power type mechanical/manual or generator depending on type/modernity); a larger vice-press for some specialized work; possibly a small first-aid kit or aid station with basic bandages and materials for some cuts/burns.
Effects: None special.
Additional notes: Jewelry studios have a lot of ways to injure yourself, accidentally, or if they turn hostile for some reason :|
What: Water creepers
Appearance: Here but w/actual tailfin at the end of the tail. Vaguely humanoid, but hunched over when on land. The head looks like some sort of deep-sea predatory fish, jaws filled with long fangs; the arms end in webbed hands with claws, the feet webbed. Skin is fish-scaled, slimy, cold, and clammy, a dorsal fin running from the back of the skull down to the base of the tail; the tail is a bit longer than the body, thin but heavily muscled, and ends in a large fin, possibly with sharp spurs near the fin. The limbs are a little short in proportion, and in water, can be easily folded close against it. While it's a little ungainly on land, it can still move quickly.
Method of Attack: Claws, biting, ripping pieces off, tail-slap, dragging under and drowning; will eat victims
Effects: n/a/nothing special
Speed: About human speed on land; in the water, VERY fast
Strength: Slightly stronger than human
Weaknesses: Fish-monster. It CAN breathe out of water, electricity might hurt it worse than some other things.
Resistance: It's often not far from water and usually cold/damp; it doesn't burn well.
Intelligence: Slightly subhuman/smart animal - smart enough for traps/ambushes, setting things to lure people closer, and some coordination, but not that intelligent.
Ability to communicate: Minimal/none
How far they will follow: maybe a few rooms/hallway away from water, but not that far.
Additional notes/descriptions: Would probably be found in places with large "natural" water bodies. While they will try to attack on land, and depending on the setting might have some kind of coordinated effort trying to cut off escape routes, preferred tactics would be dragging someone into the water or ambushing someone already in the water, possibly using items or other things to lure people close to the edge or into shallows.
Room Name: Underground Reservoir
Type of Room: Cavern/basement area
Description: Whatever hallway leads to it, the entrance would either be a pair of large doors or some kind of cage/fenced gate-type entrance. It's a large natural cavern, with stalactites hanging down overhead, and maybe a 10-20 foot irregular area of "land" and rock formations that drops off inside; the main part of the room is filled with water, shallow in some places ,much deeper in others. While the ceiling comes down to the water's edge about 50-60 feet in, the actual cavern extends deeper and further than that, flooded for the rest of its size. The water might occasionally have signs of movement; maybe a few small, blind fish occasionally, or something snakelike - or occasionally something larger.
Effects: It's always at least a little cold and damp; possible lighting from luminescent fungus on the upper rocks, but otherwise dark.
Additional notes: The underwater area could have a sunken tunnel that comes up somewhere else/in another location, if someone were brave enough/stupid enough/found a way to hold their breath or keep an air source, depending on how far the tunnel goes. Also possible place to encounter the drowned woman/aquatic-based monsters/other things.
Room Name: Caged Watchtower
Type of Room: upper area/exposed area
Description: A metal ladder leading up; once it gets past the roof, it's open to the elements, but surrounded by a narrow cage with basically just enough space for a larger person/creature to climb the ladder, bars spaced something like the open hallway. The ladder extends up a good, long distance - maybe a few hundred meters, more than enough for it to sway in wind and elements, and more than enough for slipping on the ladder to be potentially dangerous. The top is a small metal platform, surrounded and covered by similar "cage" bars, and also open to the elements - possibly something where you either could get a view of some of the other islands, or something where it feels like there should be a view but passes through a 'cloudbank' on the way up, with nothing but the upper side of that and sky above/weather to see at the top.
Effects: it's small, narrow, and confining, while still open to the elements, and could be lethal depending on the weather.
Additional notes: None really. Having something decide to appear on the ladder chasing people up would be one of those "if it follows into the top it's potentially fatal, if it stays on the ladder it could trap people in a very uncomfortable place" things.
What: Lizards
Appearance: here. About a foot long at most, and mostly "lizardlike" - ; the head is round, with large eyes and jaws full of sharp teeth, feet built for wall-climbing, with clawed, padded toes, and a thin tail. Change colors like a chameleon to blend into background - which could make them harder to see, but it's purely color-blending, not turning invisible or anything.
Method of Attack: Biting.
Effects: Bleeding, and possibly a mild numbing poison - not serious, but enough to make a hand stiff/hard to use for a normal-time day or two or keep the injury bleeding much longer than it should.
Speed: Very fast.
Strength: Incredibly weak.
Weaknesses: Pretty damn fragile, really; it's a small animal, and may be cold-blooded.
Resistance: None
Intelligence: Animal
Ability to communicate: n/a
How far they will follow: Not aggressive exactly.
Additional notes/descriptions: Likely tactics/danger would be from either a) them deciding to sit in somewhere that people have to use, or near something on a wall - open a drawer or cabinet and one's hiding in it, go to get something on a wall and startle one, etc.; not likely to chase people or aggressively attack unless they're really agitated, but basically "aggressive when startled/approached" and easy to miss. Also liable to do things like decide beds/blankets are a nice place to sleep, then get very pissed when the person who uses said bed/blankets gets under them. By themselves, they're not very dangerous, however, they're nocturnal, bad-tempered, and easy to startle, with bites that bleed and can attract hellhounds and other things. After a good bite/someone backing off, they will flee to find another place to hide.
Room Name: Stuffed Toy Room
Type of Room: Storage room ish? Shelves and bins, mostly.
Description: A mid-sized room, but the walls are covered with shelves, bins lining the floor around the wall; the far wall from the door has a large bay window with a hammock in it. Every shelf is covered with stuffed animals of various types (except frogs); the bins are filled with more of them, and while the hammock has a few blankets and pillows, it's got its own pile of stuffed toys on it.
Effects: There is a compulsion of varying strength to take one of the stuffed toys with you when you leave. If you look away from a shelf, leave and re-enter, etc., the plushies will be in different places from where they were last time you'd looked, as if either they'd moved or someone had moved them; by day they look/feel normal, though at night squeezing one might get the feeling there's some sort of skeleton or other flesh in them, and some of the eyes look unnaturally real…
Also, falling asleep in the hammock during the day is safe, but will lead to odd dreams of distorted incidents from the character's childhood - happy memories, but with things subtly off, and waking up with the hammock half-buried in plushies. Doing this continually over a Day or two could lead to an odd feeling of belonging, with the plushies becoming less hostile, but possibly other side effects, like compulsions to gift them to other other people or bouts of more petty-childish behavior.
During the night, falling asleep in the hammock leads to the same dreams, but the "things subtly off" turn into things hunting/stalking/killing the character; the dream "attack" coincides with the plushies swarming the character and attacking them. A third party can beat them off and wake the character up, otherwise it's potentially lethal.
Additional notes: Booby trap :D See below.
What: Evil Plushie
Appearance: By day, a normal stuffed toy, any animal other than a frog; at night the eyes look unnaturally real, and squeezing it might find something like a skeleton within under the fluff, as if the bones of a real animal were stuffed with plush-filling, then a cloth "skin" sewn over it.
Method of Attack: Sabotage; they'll have claws/teeth/etc. appropriate to the animal, and are capable of moving whenever they're not being directly watched, although they are capable of continuing an attack once they're actually in physical contact. They'll either do things to the environment to make things more dangerous, attract other monsters, start environmental hazards, etc, or go for a direct attack, trying to cause lacerations/other injuries, and may aim for eyes/other soft or vulnerable places if they can get a good enough ambush.
Effects: Either environmental issues above or cuts/lacerations/blindness/other injuries
Speed: About human
Strength: Weak, although stronger than they should be for their size
Weaknesses: They burn pretty well.
Resistance: Just about anything short of total dismemberment and beheading or completely incinerating them won't actually STOP them, they're just smart enough to play dead when someone's cutting them open/up, and they WILL get back up and start moving when you look away from a "dead" one.
Intelligence: Human
Ability to communicate: N/a, though psychics/sensitives might get a sense of malice - although whoever took them out of the "toyroom" will feel compulsion to keep the plushie with them until it's destroyed.
How far they will follow: Can't open doors themselves, but will otherwise follow until destroyed.
Additional notes/descriptions: Breaking the bones at night doesn't stop them, just makes their movements look weird, and they're perfectly willing to use sharp edges of bones from severed limbs to try and inflict harm; cutting them open at night finds stuffing and maybe a small, bloody, seemingly "functioning" real heart inside the chest.
no subject
Appearance: Outdoor/open-area/larger-room creature; about 20' in total length, 9-10' tall at the shoulder. Built something like a cross between some kind of bird and a theropod; long legs end in clawed talons, with "forelimbs" that are broad, feathered wings, easily large enough to fly, with hooked claws at the "wrists" of the wings. A long neck supports a head with a heavy, hooked beak filled with sharp, thin hooked teeth. The tail is long, but has broad feathers off of it akin to an archaeopteryx fossil. Feathers are bright, vivid blues and violets, with red and gold markings in places.
Method of Attack: Biting, claws, picking up and dropping from a height, pulling apart, devouring
Effects: A shriek-call or eye contact induces a sort of panic effect; a bad enough reaction can lead to being frozen in place unable to mentally function under it or fleeing randomly. Being hit with either can lead to any negative/harmful emotions or destructive behavior patterns being amplified for a while after.
If it can kill a victim, it will feed off of those; this means that for some duration of time after revival - likely a Day/Night or such - the victim will feel oddly blank and numb in any parts of their personality where those would've been.
Speed: Faster than human
Strength: Much stronger than human
Weaknesses: Flesh and blood creature. Enough damage to the wings could ground it.
Resistance: None special/direct psychic/mental attacks are a Bad Idea.
Intelligence: Human
Ability to communicate: n/a, psychic contact/reading of it is actively painful and gets a sort of chaotic jumble mixed with a sort of mental slurry that's nauseating/panic-inducing, particularly to those who're mentally damaged enough/have enough negative emotions of their own - assume any such are amplified/echoed back with attempts at reading it or mental contact of any kind.
How far they will follow: Will chase until it can't follow, though it is large, so ducking indoors is usually enough to throw it off.
Additional notes/descriptions: Prey patterns are dependent on the character. Someone with a great deal of guilt, mental torment, negative emotions, or tendencies towards destructive behavior will be targeted; someone with very little such or someone prone to going the other way may be left alone or ignored, and an exceptionally innocent/benevolent character, or younger child, may actually get it behaving protectively, or trying to help. Its basic behavior patterns are existing as "judge/jury/executioner", basically, although misplaced guilt, depression, anxiety, and other such might lead to it targetting someone "innocent". Likely was a person/other sentient creature before becoming this.
have another orphan from a game that never happened.What: Crow-thief
Appearance: May've once been human; the face is now stretched out into a beak, with black feathered skin stitched over its body replacing any human features, the eyes distinctly corvid. His balance and gait is odd, the legs digitigrade and birdlike, arms ending in taloned, distorted hands with longer feathers trailing off as if there were a half-hearted attempt at adding wings, and he has a few ragged black tail feathers. May have a battered old shoulder-satchel.
Method of Attack: Claws
Effects: None special, possibly taking objects/items
Speed: Faster than human
Strength: Human
Weaknesses: Either physical creature or ghost
Resistance: none or ghost
Intelligence: Human
Ability to communicate: Can mimic voices, but it's fairly simple stock stuff for distractions/luring, and doesn't usually respond to attempts at conversation.
How far they will follow: Not into safe rooms
Additional notes/descriptions:
Orphan.Not something that'd be a serious risk to life or limb unless it felt threatened or someone intruded on a place where it was "lairing" and hiding things when it was nearby. It's a klepto - if it can get its hands on something, it'll take it, carry it in the satchel for a while, and then stash it somewhere random; while it's possessive of its stashes while it's nearby, its memory is pretty bad, so after a Day/Night shift it'll probably wander off and forget about its stash, leaving it for anyone to find. Formerly human, thief by trade, pissed something off good.What: Clockwork Man
Appearance: At first glance, a figure in a heavy, ragged black cloak that conceals his entire body, with a plain white porcelain mask. The eyes of the mask have dark lenses fitted into them, and while it is basically a typical face-shaped mask, there's no markings or other details on it. If the cloak moves or he moves in such a way that he's visible, his body is "human" in shape and proportion only; he's made of brassy metal, clockwork parts fitted together mechanically. If he speaks, his voice is hollow and slightly off sounding - like a played-back recording on a worn old gramophone.
Method of Attack: Pretty much any normal human sort of attack; can use weapons if handy/improvise, otherwise abuses strength for strangulation/breaking bones/etc., or use of environmental hazards
Effects: None special.
Speed: Human
Strength: Much stronger than human
Weaknesses: He's made of metal. Extreme enough heat can melt/fuse parts and cripple him, and strong electricity will cause him to behave erratically/have difficulty moving, or possibly "shut down" for a period of time.
Resistance: Extreme cold might make him a little stiff/make it harder for him to move, but it doesn't harm him. Also he's made of metal, so most normal physical damage won't do much to him.
Intelligence: Human
Ability to communicate: See notes; could be done as either a "mute version" or a speaking version, or switch between the two depending on time/events - "Mostly mute but occasionally can speak, unfortunately", "speaks sometimes/more often but on bad nights is mute/more dangerous", or "Speaks and is usually non-lethal when active during daytime but goes mute and directly dangerous at night".
How far they will follow: Can't enter safe rooms, otherwise if pissed off will pursue pretty relentlessly.
Additional notes/descriptions: If he's "speaking version", he's basically a giant pain in the ass that tries to act "friendly" - prone to basically just playing with the words of whoever's speaking to him; he might inflict weird and entirely random philosophy musings or attempts at screwing with people's worldview and stability. Sometimes just "bored and obnoxious", sometimes outright maliciously trying to undermine/break confidence/upset people, although someone who's got any sense about people will see him coming a mile away. He's often not subtle about it and will openly admit that he likes to see what he can get people to do/think, plus he'll contradict himself from one minute to the next sometimes, and gets way more condescending than he realizes. He's prone to assuming nobody else is as intelligent as he is- sort of an "It's okay, I understand this might be difficult for you" attitude that is even occasionally directly voiced, whether the person he's speaking to is actually an idiot or not. Also likes to pretend he knows about random subjects when he really, REALLY doesn't, and will try to sound knowledgeable while making pretty horrible mistakes. He hates being proven wrong or called on his bullshit, and can be potentially violent about it. (I am assuming that unless you decide to plot otherwise, a speaking version WOULDN'T actually know anything terribly useful, or that anything useful he knows would be a pain in the ass to get out of him/more likely to be a lackey and pawn to something else that thinks he's important than anything.)
If not allowed to speak/"Mute version", will play at being helpful and act friendly, but lead people into danger/try to lure them into deadly rooms, hazards, and the path of other ghosts/monsters, or get them alone/cornered/trapped to kill them.
Room Name: Crystal cave
Type of Room: Either an underground/"natural cavern" type small room, or an oddity
Description: If natural, it's a roundish chamber where the entirety is like walking inside a geode - everything made of crystalline points and planes, bits of crystal jutting out every which way, reflecting/refracting any light source brought in. If an oddity, could be a bedroom type place with some "furniture" and other objects rough-cut out of the crystal, as if someone tried to make a living space out of it.
Effects: It's always a little uncomfortably warm, though not usually enough to be a health risk. Also, after a while the reflections and distortions of light sources can get nauseating; and too long spent in it leads to an odd feeling of vertigo and nausea.
Additional notes: None. A less unpleasant version can cut the other effects besides "it's always uncomfortably warm".
no subject
Type of Room: Oddity Room
Description: Not a very large room; there's what looks like an archaic judge's bench at one end that always seems shrouded in darkness, and the walls on either side are lined with ornately framed mirrors; around the mirrors and running up the walls and across the ceilings are life-sized carvings of skeletons and mummified figures, tormented by clawed shapes in concealing robes, with much of the room carved out of dark black polished granite. A carved stone owl with red gemstone eyes perches on one side of the bench, while a twisted, mummified figure shrouded in spiderwebs sits at the seat of the bench.
Effects: If the doors are allowed to shut behind someone at night or when it's active, the mirrors will start showing events from the character's past, although skewed. If there's things they've done that're genuinely wrong, it will bring them out and replay them; if there's anything the character might blame themselves for, it will replay them, edited to be as incriminating and focused on their mistakes or mis-steps (or things that can be misinterpreted and twisted into malice) as possible; any bad event in their lives that it can twist around to be their fault and their guilt will be played back, doctored to look as bad as possible. If there's any protest or comment, out loud or focused enough mentally, a voice will come from the owl, aggressively accusatory, interrogating and trying to force the character to admit guilt. During such a judgment, the doors can only be opened from the outside. If the victim caves or admits to any part of the judgment, the larger robed figures from the walls step out, either attempting to rip them apart and pass pieces to the "Judge".
During the day or when it's inactive, there will be a feeling as if the statues and the mummified figure are watching, weighing and judging, the mirrors reflecting the character at their worst, with blood-splatters or other marks of any "crimes", real or imagined, they may have committed.
Additional notes: n/a
What: Robed Bailiffs
Appearance: Once they step out of the walls, they're humanoid, dressed in concealing black robes; their hands are twisted and have long claws, and the 'faces' within the robes are distorted, leering, inhuman-faced masks. If the robes are torn or there's enough of a struggle, the bodies underneath are sturdy wooden puppets, although more resilient than normal for wood; what's visible of the hands is jointed, carved hardwood with metal claws.
Method of Attack: Grabbing and rending; will attack as a group, each trying to rip parts off of a victim to present to the "Judge" to eat
Effects: none special
Speed: Normal human
Strength: Stronger than human
Weaknesses: Fire
Resistance: Attempts at cutting or breaking them don't work nearly as well as they should, cold and other energy-types don't have much effect, although light/holy effects can repel them.
Intelligence: Low
Ability to communicate: None
How far they will follow: Can't enter safe rooms, otherwise will pursue until stopped if someone manages to get out - only 2-3 will pursue someone who gets pulled out by another person/manages to get out somehow, and no further will come after them if those are dealt with.
Additional notes/descriptions: While part of the wall, they're made of the same stone as everything else, and can be smashed or broken. A special night/event effect could include some of them stepping out and wandering the halls looking for people with any "guilt" to drag into the Hall…
What: The Judge
Appearance: While seated or dormant, it's hard to tell what it is; there's a vaguely humanoid shape under the voluminous black robes, but the face is downcast, covered by spiderwebs and further concealed by a ratty old-style powdered wig. Once it awakens to move, six glowing red "eyes" flare to life across the top half of its face, the rest of it split by a set of grinning fanged jaws; it's hard to tell if it's carved or weathered organic material, made of some indeterminate hardened black material. The entire body under the robes is similarly built, an emaciated, twisted form of disproportionate strength; the hands end in wicked, bladed claws, and its posture and gait aren't quite right for a human, hunched over, with jerky movements. It still towers over most people, standing seven feet tall in its normal state, and would likely be almost ten if it were able to stand straight.
Method of Attack: Rending and devouring
Effects: None special
Speed: Usually immobile; if the "bailiffs" are destroyed or damaged enough, it will rise from the bench and move in itself - slightly faster than human.
Strength: Much stronger than human.
Weaknesses: Light/divine powers will repel/burn it
Resistance: Other than the above, it's DAMN hard to injure.
Intelligence: Human
Ability to communicate: N/A; it doesn't speak, and mental contact would probably be painful/the psychic equivalent of staring into the mirrors
How far they will follow: Cannot leave its Hall
Additional notes/descriptions: Apparently I shouldn't be allowed to get bored.
What: Sakura
Appearance: A cherry tree in full bloom, although on approach/most of the time, the flowers are white, and sweetly scented.
Method of Attack: The scent is something that, depending on danger level at the time, is either a small compulsion to go sleep under the tree, or outright a soporific effect that might need a roll against. Once someone is asleep under it, roots will come out of the ground over them, growing through the skin into their veins, at which point it will slowly drain blood and other moisture until all that's left is a dried corpse. A sleeping victim can be awakened by someone else and cut free, although ripping the roots out while it's feeding does result in bleeding.
Effects: Exsanguination
Speed: None. It's a tree.
Strength: The roots are about as strong as normal tree roots.
Weaknesses: Fire
Resistance: It's a tree.
Intelligence: None, it's a tree.
Ability to communicate: Tree.
How far they will follow: Treeeeeee.
Additional notes/descriptions: While it's feeding, the flowers will slowly start turning pink, and stay that way for a good 24-ish hours after it's fed; if it gets more than one victim, the flowers can end up turning blood red.
Room Name: Flower Garden Room
Type of Room: Sitting
Description: One half of the room is dominated by a large raised area, filled with soil, planted over with a broad variety of bright colored flowers forming a carpet; the ceiling is a set of skylights, and the other half of the room has a few large, comfortable couches and chairs, plush and slightly worn, with a small coffee table that has a few old, faded books on it. It's faintly sweetly scented from the blooms, and a few climbing flowers creep up, covering the walls around the "flowerbed" and sneaking out across the wall into the rest of the room.
Effects: Possibly a slight calming/comforting effect.
Additional notes: I can do things that aren't demented? :D
Room Name: Soda Jerk
Type of Room: ….old-time soda-shop?
Description: Middling sized, with a bar that has backless, padded stools, and a few high tables with chair-stools; the white walls are decorated with faded, blown-up photographs of old cars and unidentified landmarks. The floor is black and white checkered tile, the bar made of polished granite with chrome edging; behind it is an array of soda-taps, a small blender, and various things for mixing drinks and other things, as well as a large fridge/freezer, stocked with ice creams and various ingredients and flavorings for old-time drinks, as well as fresh and crushed fruits of different varieties, and caramel, chocolate, and other flavored sauces and syrups. Along the counter are a few cases, raised cake-stands with glass covers with a couple varieties of cakes and pies. The entire place feels a little worn and faded, the counter nicked in places, the chrome around it scratched, markings on faceplates on the fountains worn off, but it's a sort of comfortably-worn rather than decrepit, and the food and other ingredients within are fresh. Some simple medicines for coughs, headaches, colds, aches, and other complaints, as well as some alcoholic liquors, can be found in among the flavorings and other materials, labels faded with just enough to basically tell what they are.
Effects: None special.
Additional notes: N/A
Room Name: Cinema
Type of Room: Movie theatre
Description: A set of graduated, plush sets in a large auditorium, running lights along the aisles; the "stage" is narrow, with curtains run by a mechanism in the projection booth, and dominated by a large white screen. The lights and other details are also controlled in a small projection booth.
Inside the booth, there's an old-type projector that often jams, along with reels and reels of unlabeled film canisters; if the films are put into the projector, it will, most of the time, show erratic "white noise", with occasional small snippets of landscapes.
Effects: Being in the projection room gives a sense of wanting to try to run the films until they work. Messing with it for an extended period could lead to the projector starting to show fragments of the character's own memories, uncontrollably; good, bad, or otherwise, out of order and out of context, with the fragments starting out as half-second fragments, getting longer and more coherent as the character continues to run the projector.
Additional notes: As an additional bad effect/"worse night" effect, if someone's died or suffered some severe injury in the past, staying at it too long could lead to the projector showing the narrative of the events leading up to said death/injury, with a growing compulsion to let it play; once it actually hits showing the death or maiming, the wounds recur on the character.
Room Name: Desert Room
Type of Room: Oddity/sitting room
Description: The walls of this room are baked adobe, painted with an intricate mural of a desert landscape. The central floor is smooth, polished stone with a two padded outdoor-type reclining chairs, of the sort that can be laid almost flat. This central space is ringed by rough stone edging, with the rest of the floor covered in sand; if someone tries to dig, it goes about a foot and a half down to the same stone as the floor, albeit unpolished. A few larger rocks serve as accents ,some of them flat and large enough to sprawl on; a small table with a drink cooler under it sits in between the two chairs. Inside the cooler is a mix of some single-serving alcohols, water, and fruit juices. The ceiling seems to be entirely glass panes, but the "outside" beyond is eternally a clear blue sky with a blazing sun, filling the entire room with a dry heat; an occasional desert bird circles overhead - although someone staying in it and watching will notice that it's almost like a looped recording, with the same bird circling in the same pattern, the entire "loop" taking maybe six or seven hours.
Effects: Staying too long can lead to nasty and painful sunburns on exposed skin, and further to heatstroke and dehydration.
...last one I swear. I think.
Type of Room: Shrine
Description: A string of soft chimes is strung along the inside of the door, sounding quietly when the room is entered. The floor is plain polished stone; in the center is an artificial pond, filled with large koi and a few blooming lotus plants, while the walls are padded over with thick tapestry-blankets depicting some kind of heavenly landscape in simple embroidery, muffling sound within. Padded cushions for sitting on are spread around the pond and the rest of the room, although there are no chairs or other furniture present.
Effects: Calming/peace effect; it may be hard to speak loudly, and the longer that is spent in it, the harder it becomes to form and act on any violent, vindictive, or hostile impulses, lingering for a few hours after leaving.
Additional notes: N/a
Okay I lied. But I'm going to bed now!
Appearance: Looks like a finely carved white marble stone statue of a lovely woman in a loose, flowing gown; a large spherical sunstone can be seen imbedded in her chest, with her eyes spheres of the same stone. Veins of it run through the statue.
Method of Attack: Touch.
Effects: If she's hostile/someone is in the wrong category, petrification; any area she comes into contact with turns to stone, slowly spreading the more contact she can make. After it's progressed far enough, it spreads on its own, continuing even as the character struggles to escape. Once a character is completely petrified, they are effectively dead; the stone statue will remain until a little before their "revival", at which point it crumbles to dust.
If she's non-hostile or someone is in a "protected" category, her touch is capable of healing injuries; she is also capable of "weeping", a fluid that solidifies into small pieces of sunstone once it touches ground or anything that's not her. If one of the "tears" is held to an injury, it will dissolve into it with a healing effect over that area, usually a minor one, but enough to close some cuts or heal burns. ("Weeping" would be something done as a gift if someone is either registering as "protected" enough or otherwise makes some kind of positive connection.)
Speed: Slow; she'll be perfectly still most of the time until someone comes too close, disturbs her, or breaks some rule of whatever room she's in.
Strength: Much greater than human, and with a very strong grip if she can get ahold of someone
Weaknesses: Hypothetically, hitting her hard enough could shatter part of her.
Resistance: She's stone; pretty much anything that won't damage stone, won't harm her.
Intelligence: Unknown/human?
Ability to communicate: N/A /possible mental contact only
How far they will follow: Will not leave the room that she's in
Additional notes/descriptions: Yes, entirely meant to be a "lethal or helpful depending on what you do" thing, and the specific rules for what she's protecting or what she's taking offense to can change depending on events, room, or any backstory she's given.
What: Caterpillar
Appearance: Dog-sized fuzzy caterpillar, covered in thick, soft, silky fur.
Method of Attack: It behaves affectionally, especially towards anyone who approaches it with plant matter or fruit, and will wind around legs like a cat, seeking out physical contact. Unfortunately, the hairs are covered in a sort of barely perceptible oil that seeps into skin.
Effects: Shortly after contact, there's a burning/stinging sensation; if it isn't washed off shortly after, it worsens, turning into a flat burning pain that begins to affect movement and coordination. A bad enough poisoning is a semi-paralytic effect a while after contact, leaving the character vulnerable to other things.
Speed: Slow
Strength: Weak
Weaknesses: It's a big bug. Anything that'd kill a big bug.
Resistance: N/A
Intelligence: Low/Animal
Ability to communicate: None
How far they will follow: Usually stays within a room/area
Additional notes/descriptions: I may be hitting pumpkin hour.
What: Empath Ghost
Appearance: Young man; his eyes seem to've been clawed out, with long scratches shredding his face, his mouth sewn shut. Bits of blood and skin cling under his lengthened nails, although his arms have been permanently restrained by straps stitched around and bolted straight into skin and bone, arms crossed over his chest with the wrists pinned to the shoulders. His legs are hobbled together, and he'll usually be found curled up in a corner or other part of a room, shaking slightly.
Method of Attack: Mental projection/psychic attack. Nonsensitives in his area will get an increasing feeling of distress and panic the longer they're close to him, occasionally with spikes of a desire to flee the area. Any attempt to touch him will actually result in energy burns while he reacts as if burned himself, followed by a spike of self-destructive impulses. To a sensitive, just being in the room with him is painful, with whatever senses they might have assaulted with projected sensations of pain and fear, enough to make concentration difficult, with a strong undercurrent of LEAVE attached. Lingering or trying to approach him shifts it to attempts at implanting self-destructive suggestions. Falling prey leads to dazed, possessed-behavior attempts to use whatever might be handy to harm themselves in any way possible or outright kill themselves.
Effects: Empathic/psychic attack.
Speed: Slow/none.
Strength: Very weak.
Weaknesses: N/A
Resistance: N/A
Intelligence: Possibly human?
Ability to communicate: Likely not a good idea to try. Might try to scream if someone tries too hard to prolong interaction without finding some way to defuse him.
How far they will follow: Will not leave room.
Additional notes/descriptions: Found one of my other orphans from the one horror idea! .... .... I don't really have any excuses for this one. For what it's worth, it was intended to be a "Initial effects are trying to get people to run away/flee/panic/LEAVE, gets destructive if they don't"/"Ghost is more afraid of you than you are of it, and that's the bad part".
no subject
Size of event: likely be an outdoor event, or the courtyard just because the nature of the hunters. Likely best for a small group or a few groups, but depends on sign ups for it.
When: Night, not any particular time of year. Though viewing the Hunt is considered a bad omen or a warning so can also be a precursor for an even worse and bigger house event.
Additional details: more information here: http://en.wikipedia.org/wiki/Wild_Hunt
no subject
Type of Room: Li-ving room? Ish?
Description: The room is a traditional Japanese room, sparce and barely ornimented. The floor is a warm, soft wood polished by generations of feet wearing it smooth. Three of the walls are rice-paper and wood, the last one is a frosted glass that allows light in, but obscures the vision entirely. The peaked ceiling is rough and raw, wood and grasses layed on experetly by hand. A traditional fireplace is cut out of the floor in the middle, heavy cast-iron cooking pot on a stand above the small fire. The lights are gently flickering lanterns that illuminate the room softly during the night, during the day the windows let in enough that they are off.
Six pillows surround the fireplace, each one big enough to kneel on comfortably and speak with those who are also there. A low table between two of them has a Go board inscribed on it, and a wooden box holds the stones to play the game. Another table, pushed against the wall, holds all the necessary tools for a full Tea Ceremony. There is also a bottle of sake that never seems to empty.
In stands against another wall the musical instruments associated with the geisha are set out as though the musician will be back in a moment; flute and shamisen, dulcimer and drum. Tucked into a corner near the windows on the wall near the tea set a taka dai stands ready to be used, a tall basket full of all the things the advanced Kumihimo artist needs to perform her art. Tucked away in beautifully carved cupboards are all of the tools for calligraphy, or fan and umbrella dancing. A wardrobe with a mirror on the inner door holds fancy kimono and all of the things necessary for a geisha to be considered appropriately dressed.
Effects: This room has a gender based pair of effects taking place after an hour or so spent in the room.
Characters identifying as male find themselves relaxing, encouraged to drink too much sake, and getting loose-lipped and likely to spill secrets. Staying too long may cause them to drink to a state of black-out unconsciousness whereupon they may find themselves doing things completely out of character. (Possibly have a mod Do Things with them?)
Characters identifying as female find themselves holding to a higher standard than they usually would. Their steps get smaller, their voices quieter and more soothing. They may feel the urge to primp with the tools available, or to perform for any males in the room. They will speak with innuendo, flirting, but not in such a way as to be seen as prostitutes; selling the idea, not the product.
Characters who do not identify as gendered will have no effect other than wondering what the hell is up with everyone else.
Additional notes: Mostly I want to raid the taka dai.
no subject
Type of Room: Hallway/Library
Description: A long hallway, dimly lit, lined with bookshelves on one side. The books are three deep in the shelves, organised in a pattern that made sense, once upon a time. Now, books scatter the hallway, lying in piles and with half-bent spines on the floor, the larger piles a tripping hazard.
Effects: The lights have a habit of turning off when someone is halfway down the hall; as the only lightswitch is at one end, this can be quite disconcerting.
It is impossible to replace a book on a shelf unless it is in the exact place it is 'supposed' to go - organised the author's last name alphabetically. Turning away from an incorrectly replaced book will cause it to fall on the floor, as if placed insecurely.
The opposite end of the hall to the lightswitch has a door that looks like it should lead elsewhere; when opened, it reveals itself to be only an inset cupboard with a fancy door.
Additional notes: Could have windows on the opposite side to the books, or a wall with/without doors. Technically possible to tidy it, just difficult. Potential for dead end/monster trap due to one entrance/exit
no subject
Please block this if you look at it going "WTF. get out of my world. Stop giving dumb ideas." and what not.
So, if people are having issues with the updates being too long, how about doing Cliff notes? Simple notes at the start or the finish of the update. Just small things, no great details, about things all characters or types of characters should at least know. Then finish up, or start with the full details of the house?
Something a bit like this?
What Everyone Should Know or Notice::
Five Senses:
- Smells: “Tonight the overbearing scent of blood can be smelled by people of higher power only.”
- Sounds: “Construction sounds come from House 4 and can be heard echoing through house 3 as well.
- Touch: “The walls feel tacky with some form of sticky green substance.”
- Taste: “All non powered people might taste a metallic flavor on the air. Those with power will taste flowers and sugar.”
- Sight: “Writing on the walls in spilled blotches of black ink show up. See notes for details.”
Sensitives:
- Every 50th step you take you will have the urge to tap dance.
Non-Sensitives:
- Sensitives are being amusing for your entertainment...
Events, Locations and Ghosts:
Events:
- Little Miss is out (can link log here)
- Phantasms are peeing in your wheaties. What do?
- This list of people are missing: Name, name, girl, boy, him, her, this, that and other person.
Ghosts:
- Drowned Lady is over here smothering your childrens.
- Burney is burning your bras over in the room of doom.
- Photography man is taking nude pictures. Enjoy.
-
Crowleys Demon DogsHell hounds are out in all hallways.- Children run through the basement leaving bloody footprints and giggles.
Locations:
- Safe rooms are: Here, there, and not everywhere, as well as your moms room.
- Extremely not safe rooms are: Doom room number 27, 12, and 4
- Dolly room flooded.
- Blue Kitchen has no food.
- Rough kitchen is overstocked and spilling out into the hall, a gooey mess.
- Play room is alive
More in Update...
The Dream Key Points:
- Appearance of a woman unknown
- Odd sounds that make you feel sick
- Everyone wakes up with bloody hands and vomiting
See update for full dream.
Full update posted after that.
Clearly you wouldn't need ALL the categories. but it’s something of an idea. Think bullet points, to help catch a persons attention fast. Or something to give the players an idea of what they want to look at. Clearly everyone would know it was raining outside, or a smell of blood. but if the player skims they might miss that important fact and it won't reflect into threads. Give them a fast overview and they at least know that much. If it interests them more they can skim down to that point of a large update, take in the info they need/want and have a better idea of things.
Logs can be linked back to things as well. If the mods post a Open Log for Lil Miss, or Lock, or the Great Pumpkin or something, it could be a fast place to find it with a click, in case someone comes in and reads the update 4 or 5 days after it was posted. Links updated as they show up sorta thing.
It’s not meant to be a thing to take over reading all of the update. But it’s helpful for those who have read it and want to return later going “Wait, was there blood on their hands tonight? Oh, right, says so in the fast notes” and whatnot.
SO........ That was the random ass idea. I just remembered that in say, text books that you are studying, people tend to read the bolded titles and subtitles first, to find what they are looking for, then read the info they need. This could work like that as well.
/salutes!
no subject
Basically people mention a wish they want, and someone else answers claiming it's granted but... ("I wish for $100" "Got it, but now it turns out it was stolen and the policeman is chasing you" for example or "I want a better relationship with my family member" "Got it, but now your relationship with this other family member has become abyssmal..." or with magic in play, even something like "I just want some time to myself" "granted! unfortunately, it's because you are now entirely invisible and no one notices you are there at all.")
Obviously, the house couldn't allow absolutely any wish, but that part could be worked around somehow. (And who says even granted wishes work properly? Wish to see Mama? There's something looking just like her anyway...)
It'd be a nice added horror twist if other characters were responsible for deciding the unfortunate side effects somehow without knowing it would come true. (I'd suggest playing the game ICly and making it happen, but I think most characters would know something was up and tone down the replies.)
Size of event: This could easily include everyone, or only those choosing to participate.
When: Night might be better suited to the horrible backfiring. Day could work for a deceptively mild setup of some sort, though.
Additional details: Just had the idea the house could even outright distribute wishing rings to trigger the wishes. This could lead to neat setups with the wishes coming into play later on instead potentially.
Monster
Appearance: It never reveals itself completely. Most people will only see a single large eye peering at them from behind an object in a reflection.
Method of Attack: Hide in the reflections of mirrors and enter through the eyes (they have no physical form)
Effects: They effectively 'steal sight' as long as they're inhabiting someone. Everything becomes ridiculously blurry to the host. If they're not gotten rid of after a certain time frame then they attack and devour the brain, thus killing the host.
Speed: Not so quick that you can't shut your eyes against them as soon as they're spotted in the reflection. But fairly quick even so. Relies on stealth more.
Strength: No physical strength.
Weaknesses: Confined to the mirrors. Does not like light being shone directly on to said mirror. It likes darkened rooms because of more shadows to hide in. It's also mostly blind.
Resistance: Immune to physical attack. Would not recommend trying to remove one's own brains in order to exorcise it.
Intelligence: ??
Ability to communicate: ?? (No-one has ever tried)
How far they will follow: They can't follow you out of the mirror unless they've already piggy-backed your sight. Then they can willingly flow out of one person's eyes into another's simply from eye contact. They tend not to though, if they're happy with their current host.
Additional notes/descriptions: They like to work together with Echoes in order to lure prey. It would rather its host not encounter other, mindless monsters since they end the host's life prematurely, and so takes pains to avoid them.