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realitymods ([personal profile] realitymods) wrote in [community profile] shifted_ooc2010-10-02 11:03 pm
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Monsters: Set One!

Do you feel the horrors of the Plane haven't gotten horrible enough? We are here to meet your needs. Now that people are starting to make choices, it's time to give them a few fun monsters to work with.

WALKING CORPSES

The humanoid creatures that roam the Plane now seem to have once been humans of some sort. In general, they fit the description, except something terrible has happened to them. They no longer have eyes or even eye sockets, just skin over where eyes should be. Their jaws are severely unhinged so as to fall halfway down their neck. The bodies in general are just flesh sacks now that have been beaten and torn into something almost unrecognisable. Deep gashes that don't bleed and hands transformed into claws. They scream when they spot you and are much faster than they appear, though they'll lose interest quickly if they can't find you.

These creatures cannot go inside any buildings, and they seem to leave the areas around the kitchen, the bar, and the library alone. They also do not enter the forest.

HANDS OF DOOM

In Legend of Zelda: Ocarina of Time, the two most terrifying dungeons are generally agreed to be the Shadow Temple and the Forest Temple. What did these dungeons have in common? Wallmasters. Yes, Wallmasters. While these wallmasters do not glow green or have yellow arrows pointing to them, they are still severed hands, gnarled and decaying, and they are still out to get you.

Wallmasters will only appear in the coliseum, the theatre, and the ballroom. They can be any size they feel like and can crawl on walls and ceilings. They can drop down from above to take out a heart container, grip your shoulder while you stupidly think having your back to the wall means it's safe, or perhaps crawl over your face while you're sleeping in one of the theatre's comfortable chairs.

One small comfort is that they stay out of the theatre restrooms.

CHOICES

This is just a note to say how awesome you guys are. We have really, truly enjoyed reading your responses to the choices offered, observing how your characters make their decisions. We feel a bit bad that only we get to see them at this point! Thank you all for being such cool people, and we really look forward to what other things you're going to bring to us over the month.


Edit: Also just as a note! [livejournal.com profile] app_this_plz is tomorrow, so if you want to go drag around for canonmates or just some fresh blood in general for RS, please, please do ♥


And that's it! You know the deal: comments and questions go here. We hope to bring you more exciting monsters over the weeks!

[identity profile] tsunderes.livejournal.com 2010-10-05 08:42 pm (UTC)(link)
Here's an excerpt from the novel:
I sat with him through that night, listening as he rambled and raged in what sounded like four different languages, trying to get a feel for the spirit that was sticking it to him. By about six a.m., we’d run out of ice, and I was scared that if I waited much longer, he’d just burn himself out. So I took out my whistle, cleared the girl out of the room, and started to play. That’s how I do it. The music is a cantrip, and if it works, it has the same effect on bodiless spirits as flypaper does on flies. The ghosts get wrapped up in it, and they can’t get free. Then, when the music stops, abracadabra, there’s nothing for them to hang on to—so they stop, too. When the last note fades, they’re just not there anymore.

If that sounds easy, put it down to the fact that I never did finish that English degree. In reality, it’s hard and slow, and it only works at all if I can get a real fix on the ghost in question. The clearer my mental image of it, the better the tune and the more reliable the effects.


The stronger the presence, the easier it is for Fix to do. If a zombie/ghost/what have you has a weak presence or sort of actively avoids him, then it takes him longer to be able to do it.