Where Nightmares Fear To Tread: Overprotective Monster Quest

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The crayon glides along the sheet of paper before the child, scraping away with a rough noise as...
Character Selection & Character Sheet

Moronis

Has-Too-Many-Fictional-Children
Location
NC
The crayon glides along the sheet of paper before the child, scraping away with a rough noise as it does so. Movement after movement, a picture takes shape. A figure composed of a circle for a head, a rectangle for the body, and some lines for the limbs. The crayon dots down and scribbles a bit more, giving the creation eyes. A swift, curving line forms the mouth. The child looks at it and smiles, holding it up to the light to better survey it. With joy, and not a small amount of pride, they put the picture back down, grab a different crayon, and get to work drawing a similar but slightly larger figure.

These actions continue in a pattern akin to this for some time. There's helpful labels on each of the drawings as well. The smallest one, drawn in grey, is clearly meant to be the child. The two larger ones, one green, one orange, are likely their parents. The four legged brown one, made of ovals, is a dog of some sort. But there's something in the scene that very, very clearly doesn't belong. Something on the page, a nightmare made material. One needs only look at it to know that whatever is down on the page is a monster. The question that remains thus is why has the child drawn this? Why were they so compelled to draw a nightmare of this sort, this amalgam of features roughly placed on paper with colored wax?

But my friend, you know well the answer to that question. After all, the horror on the page? The nightmare they gazed at in order to put that down on paper? That thing they drew? My friend...

That's you. And you are going to protect and care for this child. Even if you have to slaughter everything preventing you from doing so in the process. For you are Nightmare. You are Terror. You are a monster. And there will be nothing that will harm this child if you have anything to say about it. Before we truly begin though...

What monster are you exactly?

[]-Vampire
You remember the child stumbling into your mansion's basement while you slept. You were rather taken with them and were rather cross when those men broke in after them. Cross, cranky, and still quite sleepy which explains why you did what you did. In hindsight, probably not a good thing to do in front of a child... (Starts with 2 Alarm, 4 Horror, 3 Trust, and 10 Satiety. As a Human-esque monster, you find it very easy to prevent Alarm being raised and to raise Trust. You feed on blood, human blood to be exact. You can not go out in daylight without thick, protective clothing.)

[]-Werewolf
The feeling of the wind rushing through your fur. Of your claws raking into the elk's hide, through the flesh, into the vitals. Of the blood, rushing across your tongue, the meat following soon after. Of the shock as you saw the child stumble into the clearing, clearly terrified at the sight of you. Of seeing what they were running from. Of the exhiliration as you struck it down, grabbed the child, ferried them to safety. Of making them some hot cocoa in the morning as they stared at you in fear. This... Is probably the worst kind of way to introduce yourself to someone if you're being frank about it. (Starts with 2 Alarm, 4 Horror, 3 Trust, and 10 Satiety. As a Human-esque monster, you find it very easy to prevent Alarm being raised and to raise Trust. You "feed" by transforming into a wolf-like creature and running loose. You are cursed to always transform at night.)

[X]-Boogie
You crept from behind the closet door to see the woman with the knife. Barely stopped her scream as you grabbed her by the neck with your slender, shadowy arms and snapped it, the noise muffled by the strange dark mist that makes up your form, a substance composed of belief, magic, and fear. You remember seeing the child staring at you and the corpse in wide-eyed fear. You probably shouldn't have panicked and started trying to puppet the dead woman to make them think they were dreaming, that was a bad move on your part you're not going to lie. (Starts with 0 Alarm, 6 Horror, 3 Trust, and 10 Satiety. As a Shadow Creature, you find it extremely easy to prevent the spread of Alarm, however find it difficult to raise Trust or lower Horror. You feed on fear in all its forms with fear you generate being the most filling. You have the ability to appear from any shadows behind people.)

[]-Abomination
The red sigils, the flowing robes, the gleam of the knife. A cult, with a book of magics most foul and heinous. A child, in the wrong place at the right time. The attempt at sacrifice. The truth of your being, pouring out and into the world as it ripped the cultists apart. Of the child's breathless sleep as you stole away into their body, pitying the nightmare they'd just been through as you walked the body out. You should probably have realized that humans don't normally wake up covered in blood but it's been a while since you had a presence in this reality, you can forgive yourself for forgetting to get the body to wash itself off. (Starts with 3 Alarm, 3 Horror, 3 Trust, 10 Satiety. As an Eldritch Being, you find it unfortunately easy to raise Horror and Alarm, however, the powers at your disposal make protecting and aiding the child absurdly easy. You feed on music, both listening to it and creating it. You have a number of horrific powers to unleash upon the world in defense of your charge.)

[]-Windigo
The biting cold and the pain it brings the Food is second only to the fear brought to them by the ceaseless, screaming hunger that is your entire existence. You watch as the Small One crouches, shivering. The Food that is threatening them moves to strike them, catching a glimpse of you leaping at them as they move to do so. Their scream is swift and short as your claw grabs them by the head and pops the flesh like an overripe melon. You fall upon the carcass, the meal small but enough for now. Watch as the Small One scrambles away from you, still shivering. You pause and think before proferring a piece of your food. They are hungry as you are, yes? (Starts with 0 Alarm, 6 Horror, 3 Trust, 10 Satiety. As a Windigo, you find it extremely easy to raise Horror, but Alarm is very slow to rise. You feed on human flesh exclusively. You are completely immune to most forms of harm and actually immune to the cold.)

[]-Angel
People always look at you in a weird way whenever your angelic body comes into an area. By which you mean they tend to start screaming and never really stop, which is frankly annoying. Being composed of a thousand perfectly geometrical shapes aligned roughly into a humanoid shape if that shape were similarly composed of nothing but eyes that exist in seven dimensions is HARDLY your fault. You're not the one who gave the apes the incorrect idea about the true nature of the angelic host. And you certainly don't know why this small child is screaming at you after you saved their life from the wolves. After all, there's a certain amount of splatter to be expected when you hit something with a sword the size of a tree! (Starts with 4 Alarm, 2 Horror, 3 Trust, 10 Satiety. As an Angel, you find it extremely easy to raise Trust and extremely easy to raise Alarm and Horror. You're not exactly hard to notice which means you're thankful for never needing to eat. Your powers are vast. So are you, meaning you're kind of slow in all honesty.)

[]-Grey
That is the last time you let a Xeno drive the fucking ship. One second you're out, drunk, collecting cows and making circles in crop fields to mess with the natives, next second Xris has crashed the pod into a primitive shelter on the side of a mountain. Worse yet, the moron got himself KILLED along with the rest of the crew! You're the only survivor, which explains why you got upset to find someone throwing a child at you. Really quite upset, honestly, which is why you pulped the ape's head. Who throws a child at a drunk, seriously? You hadn't been banking on the kid knowing advanced sonic warfare techniques though, nor on your computer injecting its map contents into their head! You're starting to really hate this planet. (Starts with 4 Alarm, 4 Horror, 3 Trust, 10 Satiety. As a Grey, you find it stupidly easy to raise Alarm but have a comparatively simple primary victory goal of fixing your ship and getting your FUCKING MAPS BACK! You can eat basically anything that's made of protein and alcohol. You're extremely advanced in tech and your lithe form belies how rawly powerful you are physically.)

HELLO AND WELCOME TO "WHERE NIGHTMARES FEAR TO TREAD" AKA "HORRIFYINGLY PROTECTIVE MONSTER FRIEND QUEST"

Uhm, what?

IT IS A QUEST! WHERE YOU ARE GONNA BE THIS FUCKING HORRIFYING MONSTER! PROTECTING A SMALL CHILD!

Alright but I mean... How is this even gonna work man?

I AM GLAD YOU ASKED!

Where Nightmares Fear To Tread is gonna be nothing but D100s for determining whether you pass or fail certain actions. I am NOT gonna start throwing d12s and crap to figure things out because I get the feeling that if I try to create an actual like mechanical system proper for this quest I'm probably going to accidentally create some kind of HORRIFICALLY broken combination you guys will spot from ten miles away and we ain't goin' for that.

Okay well I mean that explains that I suppose. So what's our end goal in this quest, exactly?

Keep the kid safe while preventing your Alarm or Horror stats from hitting 10. Trust and Satiety are better at higher numbers and have negative repercussions if you drop too low. So basically? Balance being a monster while doing what you can to ensure the kid's safety and happiness.

Okay, so what are those capitalized things then?

Alarm is Public Alarm. Essentially, a numerical representation of how aware the general public is of your existence. Ranges 0-10, with 10 being a You Lose scenario. Horror is how horrified of you the kid is, ranging 0-10, 10 being another instant lose. Trust, on the other hand, is basically the opposite. 3 is the lowest you can go without penalties. Satiety... Same story basically. You want this high and you want to keep it there.

Oh! So then basically, keep Alarm and Horror from hitting 10 or we lose and keep Trust and Satiety as high as possible, right?

Bingo!

Okay, so what other mechanics can we expect?

Who knows, I'm literally making all of this up by the seat of my pants!

Uhhhhhhhhh

Okay in all seriousness, it depends on what kinda feedback I get. Just know this is primarily an excuse for me to practice writing and such and also somewhat partially to test out some concepts I have for other stories and such. Don't worry, it's gonna be great, and if it isn't then with any luck it'll be entertainingly bad and I'll get good data on what not to do for the future! So without further ado folks, I open the votes for you.

Dule, The Boogieman

Alarm 0, Horror 0, Trust 10, Satiety 10

Spells:
Magic Traits:
Magical Creature – Easier to research new spells. +5 To Magic Research. +10 to dealing with mages. You can see those pesky mages unless they're trying really hard to not be seen. Spells have increased effectiveness. Reduced cost for Spells. +5 to Magic related augmentations. -10 To Opposing Magic Rolls directed at you.

Magical Mom Sweater - Safeguard's made more effective, Dreamwalking in all forms is less risky.
Choking Darkness – Improved version of Shadow's Grip. +25 to Violence rolls and -1 satiety every two actions.

Your Shadow (Off) - +10 To Observe Rolls. -1 Satiety every two turns it's active.

Your Nightmare (Off) - +10 To Fear Rolls. -1 Satiety every turn it's active.

Bedtime Story (Off) - +5 to rolls in dreams. Eats 1 Satiety every three activations.
Let's Split Up, Me! (Off) - +1 Action every turn this is active. Can't feed on turns this is active. -20 to all rolls while this active. -2 Satiety per turn active.

Belief's Relief - -2 satiety per activation. Provides one re-roll per turn while active.

Kindly Soul – While active, rolls that aid others will have improved effects over all. Costs 1 satiety every two activations.

Talents:
The Story's True Beginning – Somewhere out there is where this all really began. Find it. Certain Actions will now reveal more information than they would previously. You've begun to peel away the lies and facades of things here in town to see the truth that was hidden away by things outside your power.

Unraveling Threads – You've begun making headway into the deeper mysteries around the town. +10 to Investigation or Research rolls. At the start of Act 3 this transforms into a more powerful perk. Further research into appropriate topics will upgrade further.


To Walk Free – There's something in your blood that calls to you and tells you to walk forth into this world with your head held high for all the wonders you might find therein. Investigation actions are much more effective. Research actions are much more effective.

To Stand Defiant – You've learned of one who, when confronted with something potentially terrible and unknowable, marched forth into it with flame held high. Safeguard actions made more effective. Enemies will suffer more for failures.

Cautious Soul - +10 To Failed Rolls, Failed Torment or Safeguard rolls have less severe consequences. Grants 2 rerolls per day. You know the weather in advance. You have a better warning of Horrors showing up.

The Time Of Trust – +1 to All Rolls for each point of Trust over 5. Grants a reroll each day at Trust 10. +10 to Trust increasing actions. Enemies suffer -10 to rolls when targeting children under your protection. Significantly lesser chance of gaining Alarm or Horror or losing Trust.

I'm A True Champion Of Justice! – You can pose with the best of them.You know to never give up, even when the odds are against you! +15 to all rolls involving heroic actions.

Where They Go - +5 To Rolls that assist other Supernaturals. +10 to rolls that help Ela. +5 to rolls involving Children and/or their safety. Resistant to changes brought about by belief. Boosts effects from helping other supernaturals.

The Sandman's Wrath – You know what hunts you in the dreams now. Maybe you can turn this to your advantage... The level of anger the Sandman feels towards you will transfer to the Nightmare either on your success VS the Nightmare or on a mutual failure between the two of you.
Time Of Horrors – Increased chance to obtain Horror perks. Lesser negative effects from Horrors on you. Less negative effects from Horrors. +15 when dealing with Horrors. Chance of obtaining a Horror related perk increased. You are no longer at risk of becoming a Horror barring incredibly silly actions on your part. You can now safely consume fear generated by a Horror.

Shadow Home – Status is Solid. Dreamwalking is less suspicious. More Progress from Dreamwalking. You're immune to damage from failing in a normal dream. You can kill through dreams. +5 when scaring a sleeping target. +5 to violence rolls where you have someone's Manifest Fear unlocked. Store more corpses, Increased progress from Autopsies. Satiety loss reduced by 3 for Research/Investigation actions. Increased progress gain from Research/Investigation actions. +10 to Research/Investigation rolls. +10 to actions involving Shadow Home, be it construction, defense, or what have you.

Belief's Purpose – +5 when interacting with other supernaturals, either via violence, observation, or discussion. Further +5 to rolls that will uncover information about other supernatural creatures.

Who I Am - +15 VS The Primal Fear, +5 To All Question Rolls, +5 To Trust Raising Actions. +5 To Shadow Home Rolls. +5 to all research actions. +5 to actions that harm your foes. +5 To Actions While at School. Safeguard and Torment are EVEN FURTHER improved due to living up to your title during the Nightmare incident. The first failed reroll of a turn will force the roll to a 40 before bonuses are applied.

Frozen Rage – Flat +20 to all violence rolls. Further +10 to Violence rolls during icy conditions. You will always kill your enemy instead of injuring them unless specifically aiming to injure. Further +5 to all rolls in icy conditions. You automatically detect non-human enemies in a human guise. +5 to finding hidden humans. Any damage dealt to foes is increased.

Shadow Form – Immune to most forms of physical harm. Able to form new limbs as needed from shadows. Able to manifest freely and readily from any and all shadows. Free reroll once per nighttime turn. +15 in Darkness or Night. Improves feeding at night. Further +10 to Shadow Shape actions. +1 Actions at all times.

Fear Eater – You feed on fear. All forms of fear increase your satiety. +10 to Fear Rolls. 1 free action towards fear each turn OR a +5 to one action per turn. Enemies not immune to fear suffer worse from failures. You get a re-roll on Fear actions. +5 to Fear or Violence rolls where a Manifest Fear is applicable. +1 Satiety from any activations from applicable Manifest Fears.

Obtained Here Boy! - +5 to rolls when dealing with animals or creatures with animal like features. Further +5 to interactions with the Songsmith.

Advanced Human Understanding – Humans are such strange creatures and yet you understand them so much better now! +10 to interactions with humans where you're NOT scaring them. Further +10 if action is a failure. +5 When scaring them.

Flesh-Takers: A Guide – Provides +10 to all rolls involving Flesh-Takers.

The Drowning Depths - +10 to all fear rolls involving water. +5 to rolls during rainy conditions.

The Tempest's Lungs - +5 to rolls in Windy conditions. +10 to fear rolls involving the Wind.

The Lightning's Lash - +10 to rolls involving electricity. +5 to rolls during Stormy or worse conditions.

Nanny Knowings – You understand these creatures somewhat now. +10 on rolls dealing with the Nannies. An extra +10 is applied when speaking directly to the Crone while your alliance stands. You can become a Nanny, somehow...

Advanced Learning I – You've learned so much that you've graduated. Congrats, Boogie! That tome's going to get a reckoning.

The Moon's Grace – Bonuses from The Mother Moon are increased. +5 to rolls on days where the stars are visible.

To Wander - You more rapidly hone in on where enemies and allies are located. Makes it easier to find things.

Manifest Fear – You can manifest as something someone's extremely afraid of and better feed.
Heartstopper – You can bring fear strong enough to kill. Improves feeding. You will not kill unless it is an enemy.

--Cold – You can manifest the fear of the cold. It tastes like frozen water and a horrible deep sea horror best forgotten by mortal man lest we see the unmending of the world.

--Heights – You can manifest the fear of heights. It tastes like airline food.

--Humiliation – You can manifest the fear of humiliation and can feed off of the fear of it as well. Ahhh, sweet sweet stage fright.

--Arachnids – You can manifest the fear of eight-legged creatures and feed off of the fear far better. Creepy crawlies and webs taste something like crunchy beef jerky, who knew.

--Loss – You can manifest the fear of loss. It tastes like the air in a tomb. So like normal air but dusty really.

--The Drowning Depths (Water – Ultimate) – You can manifest the fear of water in a way that is uncanny. You could even kill someone with this fear...

--The Tempest's Lungs (Wind – Ultimate) – You can manifest the fear of wind in a way that is truly terrifying. You can even steal someone's breath with this...

--Ruin – You can manifest the fear of things being ruined. It tastes like grease and soot.

Death – You can manifest the fear of death itself. It tastes of inevitability and fulfilled promises... It tastes really metaphysical, in other words.

Rituals – You know of the rituals humans engage in and their import.
Cheer – Human jaw bones contain approximately 32 teeth. You have made a rough approximation of teeth from tree pieces. Show them. You have unlocked the Cheer action.

Torment - Deliberately antagonize others through fear. You are sadistic enough to just not stop juggling them after they're already dead. You will cause serious harm to your foes with this action dependent on success.

Ritual: Celebrate – You can bake a cake and you're not afraid of fire, don't no one fuck with this. Unlocks Celebrate action.

Traits – You know and embody certain traits and obtain bonuses from them.
Humble – The world is bigger than you. Appreciate what you've got. +5 to rolls involving interacting with allies.

Patient – You know how to appreciate the time in between actions. +5 to rolls where you won't complete something that turn.

Pride – You have a sense of pride in yourself for all your accomplishments. +5 to all other rolls after a success happens in a turn.

Grit – You aren't going to let a little slip-up stop you from pushing through. +5 to all other rolls after a failure happens in a turn.

Calm -You know how to keep your cool in a plethora of situation. +5 to situations where Fear or Violence are not involved.

Showy – You can showboat with the best of them. +5 to rolls that negatively affect your enemies.

Night Time Perks
Nourishing Night - +10 to all Research rolls that turn. Happens on 6 and 5 turns remaining in Night Time.

The Moon's Care - +10 to all rolls that turn. Happens on 4 and 2 turn(s) remaining in Night Time.

The Moon's Court - +20 to all rolls that turn. Free re-roll that turn. Failed actions get further +10. Happens on 3 turns remaining in Night Time.

The Night's Embrace - +10 to Fear rolls. Happens on 1 turn remaining in Night Time.

Flaws:
I For One Welcome Death – After witnessing the Drowning Horror and feeling a fraction of the pain it feels from the hunger it can never sate, you welcome the knowledge that death will prevent that. You will welcome the judgement of the Nannies should it ever come.

Sandman's Wrath Status: Annoyed- -10 to Dream related rolls.

A Giant Rock With A Spider Carved Into It
Moss Covered Log That Moves Like A Snake
The Eternally Burning Coal Lump Given To Naughty Children By Santa
A Screaming Human Head Carved From Glass Because God Hates Us
A Tiara That Smells Like Brimstone And Feels Damp To The Touch
A Spear Made Of Hair
Eyes, Just Eyes, It's Just A Mass Of Eyes, Human And Animal
The Bleeding Piece Of Wood
The Cake Made Of Concrete And Rebar
A Goat's Skull That Sings "Hello My Baby"
A House. Not A Special House Just... A House
A Tree. Again, Not A Special Tree Just A Tree.
The Boombox With Doll Legs That Only Plays The Sounds Of A Guy Being Murdered
Barrel Made Of Leather
Set Of Brass Knuckles With The Words "Too Rude 4 Ur 'Tude" On Them
A Recordplayer Made Of Normal Materials Except The Needle's Made Of A Human Tooth
A Blue Brick That Sometimes Sprouts Wings Because Our World Makes No Sense And I'm Having An Existential Crisis Just Acknowleding These Things Exist Seriously Screw You Guys For Putting Me On Demon Observation Duty Like Seriously Could You Not Find Me Any Other Job To Do Here No It Had To Be Observing Nonsensical Spiritual Entities Because We All Gots To Pick On The New Guy, Huh?
 
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While I'd normally go Angel or Abomination, because they're the fun kind of weird, they're also strong as hell and not covert at all. Thus the Boogie, who is weird yet limited, and unlikely to raise too much alarm.

[X]-Boogie
 
Hm.... boogie, abomination, or angel...

though i loved to write up for drunk-alien, i want something less b-movie-monster.
 
It's already great. Laughed so hard at the Grey option. The losing condition would be bringing XCOM on our head, I assume.

Basically, yes, except less "OH SHIT WE'RE TERRIBLE AT OUR JOBS, SEQUEL GAME" and more the somehow ultra successful X-Com guys you see in the opening cutscene of UFO Defense.
 
[X] Slender Man.
Because why not?
 
[X]-Boogie

When I saw the Werewolf, I was like, "Cool. I hardly ever see anyone playing as a Werewolf!"

Then I saw what we looked like.

And I noped the fuck out.
 
Okay, Boogieman's ahead by 1 vote right now so I'll give another hour before I close it and start writing the initial update.
 
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