i wonder what type of dragons there are in this setting. also does time have something to do with belief? something believed in for a long time like a tradition would be...more real when compared to something brand new but everyone believes it?
Dragons are just as many and varied as most animal species are. There's just not many of each individual type is all. And they're nowhere near as big as, say, an entire house. Still big though.
Time and belief have an interesting relationship. On the one hand, traditions are easier to believe in than a vague explanation about appeasing the beast in the cave. On the other hand however, it's not uncommon for people to not have the belief that inspired the tradition in the first place, simply going through the motions because that's what everyone else is doing. Still, rituals and traditions DO enhance belief somewhat, though it's hard for anyone to say if that's because it has an actual effect or if it's just a placebo effect.
Okay, votes times folks!
Vote Tally : Original - Where Nightmares Fear To Tread: Overprotective Monster Quest | Page 117 | Sufficient Velocity ##### NetTally 1.7.9
[X] Safeguard (Prevents negative events. Suffers a roll penalty for keeping multiple targets safe.) + Snackrifice No. of Votes: 28
Okay wow uhhhhhhh. Safeguard+Snackrifice And The Truth Of Horrors it is then!
As a heads up, gonna go through the thread and start cleaning up a bit. I looked at how many words the character sheet and such was eating to an update...
Yeah, suffice to say I feel a bit of a scammer so we're going to be using the first post for storing stuff like the investigation results from now on.
Safeguard
60 + 5 (The Time Of Trust) + 5 (Why I Am) + 5 (The Moon's Attendants) + 5 (Snackrifice) + 10 (Hangman's Shadow) + 10 (Merciless) + 15 (JUSTICE!) + 15 (Who I Am) – 20 (Spread Thin)
110, CRIT
There are... Difficulties in watching over this many children. Difficulties that are made apparent as you stretch yourself thin trying to keep track of all three. Though all three of the children are in one spot right now, the cafeteria, their enemies are not. And truth be told, Alex's vague description of "A bunch of assholes in shitty clothes with stolen limbs" isn't very helpful in identifying the things you need to look out for.
Still, you pick them out from the trees as you patrol. There's no sign of the Meat-Things out here today and you discover why as you see a man with what looks like a massive saw made of bone carving into one. He hacks off an arm, looks at it, grunts, and tosses it aside casually. You don't see what Alex meant by bad fashion choices. He looks just like a normal man. Blue plaid shirt, jeans, lightly scuffed, shoes, eyes like diamond-
You focus in now and look closer. You correct yourself. This thing was once a man to be sure. There's no denying that. But as you gaze at it unseen you begin to spot the tell-tale signs of something supernatural. There's a mismatch in the limbs but not simply to a pair. Fingers don't match on the hands. The hands don't match to the arms. The arms don't match to the torso nor to each other. It's subtle, very subtle, but you can see it.
A second one approaches through the trees and begins conversing in some strange language with the first. This one is missing an arm. It grabs the discarded arm from the meat-thing and sits down. Reaching into a pack at its side, it pulls out a strange kit full of thread and surgical implements. And then it attaches the arm to itself. An arm that suddenly begins working as if it had never been severed, had always been a part of the thing in front of you.
You've seen enough. These are the enemies to Virika and Myung. They're not your kids but you did make an agreement. And that means there's only one recourse.
The Flesh-takers don't even notice as you slip around them silently and begin to move up into the trees. They fail to see as you slip the shadows around their necks. They can't make noise as you hoist them up into the air and begin to squeeze.
They don't break free in time even as claws erupt from their hands and try to gouge at you. Even as they begin to revert to whatever monstrous thing they truly are. You hold them in place for a long, long time, even after they've stopped struggling. You break the necks with a sound of finality.
As the bodies drop to the ground you see a flicker in the trees. Eyes. Eyes on black. The Prism-thing. It simply wanders in and pays no attention to you or the bodies. It simply... Moves through. As if it's looking for something. You force yourself to look away. You've got more patrolling to do.
(Safeguard successful. Obtained two Flesh-taker corpses. The kids are safe for 2 turns.)
= The Truth Of Horrors
68 + 5 (The Time Of Trust) + 5 (Calm) + 5 (Pride) + 5 (How I Got Here) + 5 (Patient) + 5 (Moon's Attendants)
98, Great Result
Horrors. Horrors and horrors alike. Boogiemen, once. Creatures of belief, shadow, fear, and magic. The ones who came before you.
The ones who failed. Creatures meant to bring humans fear so they could learn and respond properly. Creatures meant to be overcome and defeated so that humanity could grow brave. And they failed. Failed at a task such as that. Failed because of... So many reasons. As many reasons as there are Horrors. More even.
You don't know where the information comes from. It simply... Pours in. As if you've always known but never wanted to. Until now. Until one of them threatened your charge. Until it became relevant.
Names and names and names flood into your mind. Reasons, purposes, causes, symptoms of their approach joins it shortly afterwards.
The Hellish Light. Brings drought with it using magic to force water away from the area it's in. Feasts on the fear of famine.
Driven away by water.
The Drowning Horror. What draws it in?
Well. You can't kill the Hellish Light... It's simply too large and too powerful for you to fight. But if you can't kill it?
Well...
You can sure as hell drive it away.
You sit and listen to your thoughts as knowledge pours in. The Horrors and what they are. What they do. What they cause. Why.
You pity them. You pity those who failed. And you fear them.
Because one day you might be them.
(Completed due to The Place Of Knowing II. Costs no Satiety due to The Place Of Knowing II. Obtained To Know Horrors - +5 on actions involving Horrors. Increased likelihood of gaining Horror perk. Unlocked Water Pump – Draw The Drowning Horror here. Multi-stage action.)
=
The school day is starting to wind down. There's an hour or two left in the day but it's clear something's up now. The water-pressure's going slightly.
The Beast's raging away somewhere. The Prism-Thing's still searching for something.
Alex and Gunnolf are being teachers.
(One turn left at school.
Two Days until the Horror's effects are felt.)
Pick Two Actions
STATS:
Alarm 2, Horror 1, Trust 10, Satiety 8
Watch Ela
[] Clap (Likely to confuse her more than anything.)
[] Safeguard (Prevents negative events. Suffers a roll penalty for keeping multiple targets safe. Safe for 2 turns.)
[] Torment Foes (Cause serious damage to enemies.)
[] Celebrate (???)
[] Cheer (???)
[] Play (???)
SPEAK
[] Alex And Gunnolf (Discuss their foes. Discuss yours.)
[] The Windigo (How. No, really, how.)
[] The Prism-Thing (Double how.)
[] Ela (You might as well.)
Observe
[] The Children (They can't be trusted. Frickin' pyramid...)
[] Alex (Learn more of the Vampire.)
[] Gunnolf (Learn more of the Werewolf.)
[] Twist The Shadows (SEE.)
[] The Beast (Learn more of it.)
[] The Prism Thing (Learn more of it.)
[] The Hellish Light (Seek a way to get to it...)
Investigations
You possess 5 meat-thing corpses. You possess 2 Flesh-taker corpses.
[] Autopsy, Flesh Taker (Need to roll 40+, Moderate Information on Alex & Gunnolf's foes)
[] Light Investigation, Corpses (Need to roll 15+, low progress)
[] Moderate Investigation, Corpses ( Need to roll 40+, moderate progress)
[] Serious Investigation, Corpses (Need to roll 65+, serious progress, potential to unlock ???)
[] Dream Walk, Standard (50+ to succeed. Moderate progress, will enrage something.)
[] Dream Walk, Long (90+ to succeed. Great progress, will greatly enrage something.)
[] The Beginnings Of Boogiemen (Know your origins...)
[] Read The Old Tales (Learn... Something.)
Question Self (Allows you to go on a moment of introspection, leading to possible advancements in how you are)
[] The Windigo Heart, Stage 2 (Investigate ways of using it. It seems to collect cold... And scream... A lot.)
Question Why
[] The Why Of Magic (Ferret out pesky wizards.)
[] The Why Of Belief (???)
Question Where
[] The Where Of Fear (Allows attempts at unlocking Horror perks.)
Question What
[] The What Of Horrors (???)
[] The What Of Nannies (???)
Question How
[] The How Of Horrors (???)
[] The How Of Nannies (???)
Question When
[] The When Of Horrors (???)
[] The When Of Nannies (???)
Feed (Choose either a free, but weaker, action here (Snack) or sacrifice the free action for a +5 to one action. You can denote a Feed action as Minor to avoid penalties but generate less Satiety.)
Format Snack options as [] Snack: The Thing
Format Snackrifices as [] The Thing + Snackrifice
Format Feed actions as [] Feed: The Thing
Format Minor Feed as [] Minor Feed: The Thing.
Please do this as it makes tallying votes much simpler as it can be tricky trying to count up something that just reads [] The Thing if I've got nothing to denote it being something else.
[] Ela (Bad Idea.)
[] The Children (The Fearless One Prowls...)
[] Alex (He Fears Losing His Humanity)
[] Gunnolf (He Fears... A lot of things actually.)
[] The City
[] ???
Magic
[] Shadow (Unlock more shadow magic.)
[] Fear (Unlock more fear magic.)
[] Belief (Unlock more belief based magic.)
[] Water Pump (Draw The Drowning Horror here. Multi-stage action.)
Shadow Home (Further upgrades unlocked with other researches)
[] Reinforcement (Increases Shadow Home resilience to damage. Increases Shadow Home's max HP.)
[] The Place Of Knowing III (Will further improve The Place Of Knowing, increasing over-all benefits. Needs 5 Great Successes for completion.)
[] The Gallows (Stores corpses, keeping the place tidy, and improves autopsy results.)
[] The House On The Hill (Creepy looking, empowers dream walking because of its comfy bed. You don't need it but it's an important focus point.)
[] The Firing Range (Improves targeted spells.)
Changing The Self
[] Magic Resistance III (This is a world of magic. You simply can't have enough of this. Requires 3 Great Successes.)
So yeah, I plugged the character sheet and such into the quick post box? It's like, 1200 or so words for that stuff. Your actions take up a good bit themselves but like those gotta stay there so we're going to have the character sheet in the intro post from now on.
[X] [SPEAK] Ela (You might as well.)
[X] [OBSERVE] The Prism Thing (Learn more of it.) + Snackrifice
I want to speak to Ela's friends, they wanted to meet us, and we can have a chat with the Fearless One. The Observe is so we can see what the Prism is up to.
[X] Water Pump (Draw The Drowning Horror here. Multi-stage action.) +Snackrifice
[X] [OBSERVE] The Prism Thing (Learn more of it.)
The autopsy can wait until for now. Let's start our work on getting rid of the Hellish Light, and while we're at it, let's see what our curious prism is up to. We still have that +10 to observing on, might as well use it while we've forgotten to turn it off.
[X] Water Pump (Draw The Drowning Horror here. Multi-stage action.) + Snackrifice
[X] The Hellish Light (Seek a way to get to it...)
We gained a great understanding of water from the Drowning Horror, so studying the Hellish Light will give us knowledge of Light, in its ultimate form.
[X] Water Pump (Draw The Drowning Horror here. Multi-stage action.) +Snackrifice
[X] [OBSERVE] The Prism Thing (Learn more of it.)
Even if we do the absolute best we can at the Autopsy, we can't report back to the Teachers until school starts again tomorrow anyway. With that in mind, I think finding out what's got the Angel out and about is more important.