The Haven Hauntings: OOC Info Thread

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Arthur Morgan

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The Haven Hauntings

Overview

The Haven Hauntings is intended to be a story event similar in style to The Nausicaa Incident on Opealon and The Siege of Markov on Cevanti. Like both of these events, this storyline will be mostly player-run, meaning that I will start off by posting a prompt and some parameters and you’ll basically take it from there. I’ll interject with new plot points and when certain player actions occur, as described further down in the rules.

So, what is the plot?

”Powerful psychic Sister Josephine has been contracted to investigate strange occurrences in the small settlement of Haven Abbey. Built like a fortress due to its long history of bandit attacks, Haven is renowned as a sanctuary for orphaned children and those stricken with illness alike. It is home to a peaceful community of brothers and sisters dedicated to the healing of the sick, with the gentle Abbess Oriole welcoming any visitors into the fold. Haven Abbey doesn't really have a religion per se, but they're driven by virtuous living and service.

Unfortunately, the abbey’s inhabitants have been plagued with terrible dreams as of late; nightmares so vivid and terrible and undeniably distressing… and yet, none can seem to recall the exact contents of said dreams upon waking! The children live in terror of laying their heads upon their pillows at night, while the sick are unable to properly rest. What could be the cause? A curse? A demon? Some fever of the mind?

Whatever the case, one thing remains the same. Your character has seen an ad or been contacted in some way about investigating the happenings at Haven Abbey. Your “registration post” for the event should cover your arrival at the front gates and any interactions with the gatekeeper and Abbess Oriole.”


Setting

The Grounds - Haven Abbey is bordered on all sides by massive brick walls made of burnt clay. It can be entered via the main gate on the west side of the Abbey, though a gatekeeper will have to let you in. The main abbey building is located directly opposite from the main gate, with a well-trodden cobblestone trail leading to the entrance.

The grounds boast a lush orchard, large gardens lined with beehives and bristling with fresh growth, and a small pond for fishing. The rest is mostly empty lawns, though you might spot children and their minders playing during the daytime or other residents going about their day-to-day tasks. Such chores include the retrieval of water from the abbey’s freshly-dug well and doing laundry out on the lawn.

The Gatehouse - Where the gatekeeper resides, located at the main gate on the western side of the abbey. It’s a small building built into Haven Abbey’s brick outer wall. Contains shelves full of dusty old abbey records in the form of scrolls and other forms of yellow-with-age parchment.

Ground Floor - The main doors of the abbey open into the Great Hall, decorated with vibrant stained-glass windows and a high ceiling lined with massive cross-beams. A massive tapestry hangs from one wall, detailing the long history of Haven Abbey and the many violent attacks the humble structure has been subjected to. Immediately upon entering, you will notice two small stairwells on either side of the hall-- one leading up, and one leading down.

Upper Level - The upper levels contain the dormitories, where your characters will be staying while investigating Haven. Rather than private rooms, you will all share a room full of bunk beds. Off to the side is an infirmary, nurseries for the younger children, and several private rooms for the other residents of the abbey.

Lower Level - Taking the stairs down from the Ground Floor, you will arrive in the kitchens area. A steaming chimney and full larders occupy this space, with an attached pantry stocked with various cheeses, jams, jellies, and nuts. The kitchen is connected by dumb-waiters to every floor, save for the cellars. While it is mostly underground, there are high-slit windows that allow some light to bleed into the room.

Cellars - A series of stairs lead down from the kitchens into a cold, dank cellar that seems to extend forever. It has an attached root cellar and meat larder for the storage of fruits, vegetables, and fish harvested from the orchard, gardens, and pond. There is a small forge linked to the kitchen chimney above, though it seems dusty from disuse.

NPC Quick Profiles

Abbess Oriole — The abbess of Haven. A bespectacled middle-aged woman commonly seen wearing a traditional habit, though her hip-length salt and pepper hair spills out from beneath her veil in a veritable sea of curls. She has smooth golden-brown skin and visible laugh-lines around her brown eyes, seeming uncommonly youthful for someone in her position. She is exceptionally kind and will welcome your character with open arms, though her concern for her abbey’s inhabitants has made her a tad anxious. She, too, has been plagued with indistinct nightmares.

The GatekeeperThe gatekeeper, Mr. Krotgrim. He’s an old man who walks with a permanent hunch to his spine due to advanced age, the long, scraggly length of his white beard dragging along the ground wherever he goes, gathering twigs and leaves and other unsavory detritus. His skin is so pale that he appears almost like a specter, his misty grey eyes peering out from the craggy terrain of his face. Mr. Krotgrim is immensely cantankerous and will not like your character or respond well to interrogation attempts. A character with a particularly high social Master Skill might be able to bring him around. He collects all the abbey records and scrolls in his gatehouse.

Daniel — A teenaged orphan boy living in the abbey as a monk’s apprentice, Daniel often tends to the animals of the abbey. After suffering a violent troll attack several months ago, he is missing one arm. Moody and unpredictable after the incident, he doesn’t like to talk about it— save for with Falk, a frequent visitor of the abbey.

Falk — A fae inhabitant of the nearby wood. He is about the size of a domestic feline with silky smooth russet brown fur, walking in both quadrupedal and bipedal form. Being a variety of hobgoblin, Falk enjoys visiting the abbey to steal vittles from the kitchens and harass young Daniel.

Sister JosephineA psychic and devoted scholar of the strange. Sister Josephine Peacekeeper (or simply “Jo”) is often enlisted by monster hunters to help them find out information on their hunts, though she dabbles in investigating paranormal activity on her own, as well. Jo is skilled in melee combat, spell-work, mediumship, hypnosis, and in general is able to perceive supernatural energies quite easily—on top of that, Jo’s weapon of choice is a sawblade/shotgun combo. She is here to take part in the investigation, though her special set of skills have made her a sort of de facto leader.

Father GascoigneFather Gascoigne is an exceptionally tall, middle-aged hunter. He has pale skin, silvery grey hair, and commonly covers his eyes with a cloth blindfold. He has numerous scars across his body from the hunt and a decent amount of shaggy facial hair— despite his priestly clothing, he appears rather unkempt, especially after a long night of killing beasts. His weapons of choice are an axe and pistol combo. He has been resurrected by Syntech specifically to take part in this “hunt,” or so he says.

Lieutenant ColumboA ruffled, cigar-chomping police detective who asks all the right questions. Columbo is a homicide detective from the grand city of Arcadia with an impeccable record of solving every case to cross his desk. While he might appear unassuming in his disheveled coat and with his fumbling, overly polite demeanor, he is truly a brilliant detective with a keen eye for detail. Despite his occupation, he doesn’t wield any sort of firearm, claiming that he hates guns and that he’s an atrocious shot, besides.

Miscellaneous Abbey Residents — When you want to interrogate someone mentioned in a scene (like “the gardener,” “the cook,” “one of the children playing on the lawn.” etc.), I’ll write a brief profile for them for you to use in your writing.

Archetypes

When you register, you will be selecting an “archetype” for your character. Each archetype offers a perk for the event. These archetypes are also embodied by 3 of the NPCs. You may find your character approached by these NPCs for assistance based on your chosen archetype.

You have 3 options to choose from! PICK CAREFULLY BECAUSE I WILL NOT LET YOU CHANGE THIS ONCE SELECTED:

Detective — +4 to all Investigate/Interrogate rolls.

Hunter — +1 Focus, for the purpose of this event, and +4 to Investigate rolls vs inhuman creatures.

Psychic — Sanity loss is halved, +4 to Interrogate rolls.

Character Abilities/Master Skills

This event will heavily favor the quality of your storytelling and your character’s Master Skills over anything else. Social master skills focused on teamwork and persuasion will be especially helpful. As will Survival or Knowledge-based Master Skills and those related to Research/Investigation.

While combat may not be involved all the time, don’t think you’re safe from harm just because you could level the entire settlement in one fell swoop. That isn’t the aim of this adventure, and if your character is violent or threatening where they don’t need to be (such situations will be made ABUNDANTLY CLEAR)… there will be consequences. First in the form of a narrative “warning shot,” and then, in all likelihood, an untimely death as your character is alienated from the rest of the party and/or slain by the party’s NPC “leaders.” I will let you know if this is going to happen.

Focus

Focus won’t be all that important until we near the finale of the event, so save it for then. When you use a Focus, just mark that you’ve used one at the end of your post inside Quote Tags.

For example:
Sister Josephine has used 1 out of 3 Focus.

Days/Phases

1 week OOC = 1 day IC.

There are no phases, but you can assume that the beginning of the OOC week is “morning” while the middle of the OOC week is “afternoon” and so on.

  • Monday: Morning phase begins, breakfast is served in the great hall.
  • Tuesday: Mid-morning.
  • Wednesday: Noon, lunchtime. Stop by the kitchens to grab a bite.
  • Thursday: Afternoon.
  • Friday: Evening, dinner is served in the great hall.
  • Saturday & Sunday: Everyone retires to the dormitories for the night. Report time!

Every Saturday at 9AM CST, I will attempt to post an update and will lock the thread while I’m drafting it. This update post will basically be an IC event that covers everyone meeting up at night in the dormitory to discuss the events of the day. During this meeting, Sister Josephine will request a report from each of your characters, all at once.

Starting right after I post on Saturday around 9AM CST, YOU will be required to write a brief report from YOUR character detailing what they have learned so far. This can literally just be dialogue, nothing else required.

POST THIS REPORT IN A REPLY TO THE IC RP THREAD. You will have from whenever I post on Saturday until when I post on Monday to get this done. I will make an announcement via Discord to make this clear.

On Monday, I will post a “Morning Phase” post.
Your characters can leave the dormitories and resume the investigation at that point.

Actions

Your character may take three (3) actions per OOC week. Send the Arbiter account a PM on the forum/or me a Discord DM explaining the action(s) you want to take. I will then post a “F2F” or “Encounter” with your character name(s) in the thread. It may take me a while, ideally no longer than a few hours, but I will eventually edit the post/reply to the thread to tell you what your character has learned or discovered; I’ll tag you on Discord when I do this, too.

The results of your actions are determined by a dice roll. I’ll be rolling dice on Discord (if the tool works) to determine the outcome of every action. Sometimes I might decide to go with a different result, if I think it’s necessary to progress the story.

RELEVANT MASTER SKILLS WILL GRANT +1 TO YOUR ROLL PER RANK OF SAID MASTER SKILL! Just explain to me how you think your Master Skill would help!

The actions are covered below:
  • Observe - Kick back and passively observe an area for a time. Good for giving you an idea of where to investigate or who to interrogate next.
    • For example: “I want to sit out in front of the main building and observe The Grounds.”
  • Investigate - Actively explore the area. You may indicate a specific part of your surroundings that you want to take a closer look at.
    • For example: “I want to visit the Great Hall and investigate the tapestry.” or “I want to investigate the cellars.”
  • Interrogate - Ask the locals questions. You may indicate a specific person you want to speak to.
    • For example: “I want to speak to Abbess Oriole about what she thinks is going on!” or “I want to ask the gatekeeper if he’s seen anything strange during the night.”
  • Rest - Give your body and mind a break from stress. Crucial as things get more terrifying, helps to replenish or simply balance out your Sanity.
    • For example: “I want to nap in the Orchards.” or “I’d like to return to the dormitories and rest.”
    • You can only take a Rest action once per week OOC. Keep in mind that your rest might be interrupted if you get a particularly bad roll.

Sanity

Sanity - A finite resource. Your character has 10 Sanity by default. When you run out of Sanity, something horrible will befall your character. Be sure to keep track of this, because I certainly will be.

Rather than taking physical damage in the more traditional sense, your character will sustain injuries to their Sanity. Shocking, unnatural, or gruesome events will result in loss of Sanity. In the event of such a thing, I will write up a brief post where this injury is sustained.

Examples of Sanity Injury Posts:

[After rolling poorly during a Rest action] Deadpool suffers horrific dreams during the night. -2 Sanity.

[Upon a successful Investigation check] Arthur Morgan discovers the mutilated body of the gardener. -2 Sanity.

In addition, Sanity functions to affect how your character interacts with the world/perceives objects or other people. If your character has less than 5 Sanity, you can be almost certain that what they are perceiving might not be real or accurate.

Certain “Status Effect” descriptors will also be applied to your character’s mental state with every loss of a Sanity point. These might include: cowering, dazed, frightened, nauseated, panicked, shaken, sickened, or stunned.

You are free to interpret these however you like. These status effects generally fade between one post and the next, but you can have them stick around longer for story reasons.

Examples of Status Effects:

[After rolling poorly during a Rest action] Deadpool is feeling shaken after his poor sleep.

[Upon a successful Investigation check] Arthur Morgan feels sickened after discovering a body.

How to Join

Who can I join as?

You may join as any of your account-bound characters or an NPC you have the “rights” to use. You can even join as a custom-made NPC. Please note that your NPC will receive all in-character prizes and not your account-bound character. You can review the NPC rules here to gain a better idea of how transferring prizes from an NPC to an account-bound character might work.

Keep in mind that there are certain characters who will NOT be permitted to join right off the bat:
  • Any characters who might knowingly and gleefully harm, disrespect, or harass the residents of the Abbey will not be permitted.
  • Any characters who have a bounty where they have murdered someone will not be permitted.
  • Characters that are, like, 9 ft+ tall all the time simply can’t participate. Trust me, this is relevant.

These three restrictions are not just for IC reasons (!!!law enforcement is present!!!), but also for maintaining the fun of the adventure itself. I want characters who will work together and (mostly) get along, not bully the NPCs. Sure, tension or disagreement is fine as stress builds, but if your character is extremely off-putting, ridiculously rude, or is likely to have irreconcilable differences with the residents of a humble abbey dedicated to caring for the sick… Well, they aren’t permitted.

Your character has, in character, voluntarily shown up to assist with the mysterious problem. I must emphasize that cooperation is key for this event, and also some semblance of IC decency. The investigation will fail otherwise! Basically, just write characters who at least somewhat want to be here and participate in the adventure.

How do I Join?


  1. Write a roleplay response to [this thread] where your character arrives at the front gates to Haven Abbey. It is daytime when your character arrives, morning. Just picture an immense double-doored oak gate with a massive crank hidden inside to open or close them. You can have a short conversation with the Gatekeeper where he’s hesitant to let you in, but have your character introduce themselves and say they’re here to investigate the weirdness going on. If the Gatekeeper gives your character any additional trouble, feel free to have Sister Josephine interject on their behalf and insist that the gatekeeper let you in.
  2. Once you are let inside the gates, Sister Josephine will direct your character to the main building, but she herself will remain at the front gates. See the description of “The Grounds” and “Ground Floor” up above for more information. Abbess Oriole will welcome you inside the Great Hall, and you may spot Father Gascoigne lurking in the background, sniffing around. Interact with him if you like; I may or may not write a response for any interactions with him.
  3. Post a reply to THIS THREAD saying what Archetype you want. YOU CANNOT CHANGE THIS ONCE YOU HAVE PICKED ONE.
  4. Your character will wait around in the Great Hall for a while as more characters begin to arrive, so feel free to mingle.
 

Izaneus Phortea

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Minala - Psychic
Animak Physiology
Agility Rank 3 (600)
Modifiers:Ongoing (300)
effect total: 900

Sense (Hearing and Smell) 2 (400)
Modifiers: Ongoing (200) Concentration (-100)
effect Total: 500
Description: Minala is an Animak, a child born with the spirit of a noble animal ancestor. Hers just happens to be a red panda. This does grant her increased agility, and allows her to smell and hear things more finely, but the latter portion requires her to pay attention, she can easily miss things if she's distracted.
Ability total: 1400

Hakor's Grace
Protection 4 (400)
Modifiers: Ongoing (400) Limited: Flame (-200)
effect total: 600
Description: Minala worships two deities with fervent passion, learning from their teachings and enacting their will upon the land. To heal and to protect. This devotion manifests itself in many ways, not lastly the ability to guard against most flames. Magical or otherwise. It does not make her wholly immune however.
Ability total: 600

Luneus' Light
Healing 2 (400)
Modifiers: Ongoing (200) Concentration (-100)
effect total: 500

Debuff 3 (300)
Modifiers: ongoing (300) Limited: (Magical Curses) (-150)
effect total: 450
The God of the moon is a peaceful fellow, he visits dreams, ushering rest unto the weary, and has a love for all life. Minala's devotion to his Deity manifests itself in a soothing light that cures minor wounds and relieves the undeserving of minor magical afflictions (equal to the same rank).
ability total: 950

Melder
Damage 2 (200)
Modifiers: Removable (-100)
Effect Total: 100

Variable Creation 3 (600)
Modifiers: Removable (-150)
effect total: 450
Description: A cylindrical mass of shifting metal that takes the form of any Melee weapon that Minala designates, and works as a normal item of the same type. Such as a sword, short spear, hammer, or any other small weapon that Minala my need at the time. It can be removed pretty easily.
Ability Total:

Master skill: Cleric's Confession
Social (Insight) 2 (100)
Social (Persuasion)2 (100)
Total: 200
Description: Minala is a very caring individual, and her passion for healing comes out when dealing with the less fortunate. She can read most facial cues, (Save for those done by an experienced liar) and has an easier time persuading people to tell her about what's bothering them due to her passion and adorable features.
Ability total: 200
 
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Arbiter

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[DUNGEON] The Haven Hauntings

Overview

This is a quick breakdown of the new event rules. At the start of each section, I have outlined what has changed.

Setting

***Update: New setting! I'm giving a general outline of locations, they will be described in spooky detail by me as you explore, but you CAN feel free to describe stuff on your own as you move around. Breathe life into the story!***

The Old Widow's House Exterior - An rather dusty old house that seemed to belong to an old woman, once upon a time. It's standing in the middle of the woods, filled with dusty furniture. There is an Old Shed located at the back of the house.

Ground Floor - On the ground floor, you enter into the Foyer. The Foyer has a staircase leading up, dead ahead. To the left is the Living Room. To the right is the Kitchen, with an attached Dining Room. Branching off through the kitchen is the First Floor Hallway, with what appears to be a small Toilet Room down it. Past the Toilet Room, further down the First Floor Hallway, is what seems to be some sort of old Root Cellar.

Second Floor - Climbing up the stairs from the Foyer is the Second Floor Hallway. Dead ahead is the entrance to a Bathroom. Turning left, one will see a new staircase, leading up to the Attic, and beside it the entrance to the Master Bedroom. Past the Master Bedroom, nestled behind the staircase, is what appears to be the entrance to a Guest Bedroom.

Attic - The Attic is simply the Attic.

Archetypes

***Updates: None.***

When you register, you selected an “archetype” for your character. Each archetype offers a perk for the event. These archetypes are also embodied by 3 of the NPCs. You may find your character approached by these NPCs for assistance based on your chosen archetype.

Detective — +4 to all Investigate/Interrogate rolls.

Hunter — +1 Focus, for the purpose of this event, and +4 to Investigate rolls vs inhuman creatures.

Psychic — Sanity loss is halved, +4 to Interrogate rolls.

Character Abilities/Master Skills

***Updates: Healing is a lot more relevant now, potentially.***

As before, this event will heavily favor the quality of your writing and your character’s Master Skills over anything else. Social master skills focused on teamwork and persuasion will be especially helpful. As will Survival or Knowledge-based Master Skills and those related to Research/Investigation. There will potentially be PUZZLES at this point, so make of that what you will.

Healing abilities may be useful in the event of sustained physical damage.

While combat may not be involved all the time, don’t think you’re safe from harm just because you could level the entire place in one fell swoop. That isn’t the aim of this adventure, and if your character is violent or threatening where they don’t need to be (such situations will be made ABUNDANTLY CLEAR)… there will be consequences. First in the form of a narrative “warning shot,” and then, in all likelihood, an untimely death as your character is alienated from the rest of the party.

Focus

***Updates: None.***

Focus won’t be all that important until we near the finale of the event, so save it for then. When you use a Focus, just mark that you’ve used one at the end of your post inside Quote Tags.

For example:
Sister Josephine has used 1 out of 3 Focus.

Days/Phases

***Updates: Phases are more loose, and 1 week OOC is now a few hours IC. There is no longer a guaranteed Monday update from me. Progress is more action-driven now.***

Each week OOC = A few hours IC.

There are no phases, but you can assume that the beginning of the week is “morning” while the middle of the week is “afternoon” and so on. Not that you’ll be able to tell, being in the Underneath as you are.

On Monday, I will post a general update to progress the plot IF it seems like the group isn’t making enough progress. Aside from that, the plot of this portion will be driven by your Actions.

Actions

***Updates: The number of action options you have has been reduced. You may now ONLY take 2 actions per 1 OOC week. There is now an automatic -5 to Rest dice rolls. A new action, “Guard” has been added.***

Your character may take two (2) actions per week. Send me a PM on the forum explaining the action(s) you want to take. I will then post a “F2F” or “Encounter” (you know what I mean) with your character name(s) in the thread. It may take me a while, but I will eventually edit the post to tell you what your character has learned/discovered.

The results of your actions are determined by a dice roll. I’ll be rolling dice on Discord (if the tool works) to determine the outcome of every action. Sometimes I might decide to go with a different result, if I think it’s necessary to progress the story.

RELEVANT MASTER SKILLS WILL GRANT +1 TO YOUR ROLL PER RANK OF SAID MASTER SKILL! Just explain to me how you think your Master Skill would help!

The actions are covered below:
  • Investigate - Actively explore the area. You may indicate a specific part of your surroundings that you want to take a closer look at.
    • For example: “I want to investigate the weird wall.” or “I want to take a look at the hole in the floor.”
  • Rest - Give your body and mind a break from stress. Crucial as things get more terrifying, helps to replenish or simply balance out your Sanity.
    • For example: “I want to nap against the wall.” or “I’d like to rest my eyes a moment.”
    • You can only take a Rest action two times per week OOC. Keep in mind that your rest might be interrupted if you get a particularly bad roll.
    • You will be rolling with -5 to your Rest rolls from now on.
  • Guard - Your character will stand guard, watching out for trouble.
    • Gives a +2 to notice danger when you're doing any other action.

Sanity & Damage

***Updates: Sanity rules are the same. However, your character may now also sustain physical damage if they are unlucky enough.***

Sanity - A finite resource. Your character has 10 Sanity by default. When you run out of Sanity, something horrible will befall your character. Be sure to keep track of this, because I certainly will be.

Rather than taking physical damage in the more traditional sense, your character may also sustain injuries to their Sanity.

Shocking, unnatural, or gruesome events will result in loss of Sanity. In the event of such a thing, I will write up a brief post where this injury is sustained.

Examples of Sanity Injury Posts:
[After rolling poorly during a Rest action] Deadpool suffers horrific dreams during the night. -2 Sanity.

[Upon a successful Investigation check] Arthur Morgan discovers the mutilated body of the gardener. -2 Sanity.

In addition, Sanity functions to affect how your character interacts with the world/perceives objects or other people. If your character has less than 5 Sanity, you can be almost certain that what they are perceiving might not be real or accurate.

Certain “Status Effect” descriptors will also be applied to your character’s mental state with every loss of a Sanity point. These might include: cowering, dazed, frightened, nauseated, panicked, shaken, sickened, or stunned.

You are free to interpret these however you like. These status effects generally fade between one post and the next, but you can have them stick around longer for story reasons.

Examples of Status Effects:
[After rolling poorly during a Rest action] Deadpool is feeling shaken after his poor sleep.

[Upon a successful Investigation check] Arthur Morgan feels sickened after discovering a body.
 

Arbiter

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[BOSS FIGHT] The Haven Hauntings

It commonly lives below towns and cities, and has thus made Its lair in an abandoned cavern beneath the settlement of Haven Abbey and its neighboring territories. It rarely strays further than a few miles from Its lair, preferring to cow and cull prey from the safety of Its domain.

You must strive to defeat IT. Duh, right? But—

To do this, you must initiate the Ritual of Chüd, the first phase of which will automatically begin at the start of the encounter. Any non-frightened creature that is within sight range of It will believe their own attacks are magically capable of hurting It, even if they aren’t. Your special items as provided by me are considered magical for the purposes of overcoming Its ranks in Protection, Debuff, Damage, or whatever applies based on the Updated Description I sent to you.

@Sigmund Vrell has an item that will initiate the second phase of the Ritual of Chüd, which will hopefully be described in his post. If he cannot post for some reason, I’ll write something where SIgmund initiates the second phase.

Overview

You are fighting Pennywise the Dancing Clown, otherwise known as It, and Its Unmade offspring.

For this battle, you all have until 5PM CST on Saturday December 9th to post ONE TIME. Be sure to reach out to your peers to collaborate and check characterization. Once everyone has posted, I will review and post the results.

I WILL NOT PROVIDE AN EXTENSION THIS TIME! DO YOUR BEST! THERE WILL ONLY BE A SINGLE ROUND TO FIGHT IT!

Setting

The “arena” you are in appears to be a gigantic cylindrical pit littered with assorted trash and nasty, gritty water. It appears to match the interior of a massive cistern, and absolutely reeks of sewage and death. Unmade zombies will stumble out of the water and trash to attack you.

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There are several floating “rings” of bodies in various stages of dismemberment floating up towards the ceiling, which bears a small opening through which moonlight streams into the pit. Parademons will at times perch on these bodies and gnaw at them, but will usually opt to swoop in from above to attack.

One trash pile at the center of the chamber is especially tall compared to the rest, and has an old circus wagon sitting precariously atop it; Pennywise will be roosting up here at the start of the battle, watching the party take on the parademons, Its offspring.

Players must either taunt It into coming down, climb up to attack It, or some other means of directly engaging It. That’s the boss, you gotta attack It. THERE WILL ONLY BE ONE ROUND TO FIGHT IT!

Boss Stats

Appearance
dbnpiki-69b44266-92ac-4e8b-b649-d3fde3946d60.jpg


Upon entering the Crossroads, It was trapped in one of Its most favored of physical forms: Pennywise the Dancing Clown. Pennywise is a silly-looking figure that stands at about 7'7", with long, spidery limbs, chalky white skin, and bright red tufts of hair sticking up around the top of Its head. Its eyes are yellowish-silver and cat-like, though they sometimes turn sky blue to lure in unwitting prey; they are prone to drift out of alignment when focusing on multiple things at once or when confused.

This creature also has on clown makeup, cherry red paint covering the mouth, dabbing over the nose, and streaking over Its eyes in spikes. The clothing It wears appears almost antiquated, silvery-blue with funny colorful ruffles around the wrists, knees, and neck. There are silver bells attached at the sleeves, jingling merrily. It has puffy sleeves akin to a Victorian doll, Mickey Mouse gloves, colorful clown shoes, and orange pom-poms in place of buttons.

Personality

It is a Solitary Hunter. It does not make friends and will try to eat any being It perceives as vulnerable to attack. However, if given the opportunity and if it ensures the creature's continued survival, It will grudgingly partner with others; you will find yourselves attacked by Parademons (and half-eaten Unmade zombies that Pennywise has made into Its meals).

It is Malevolent. It is outright cruel, and like a cat, will toy with Its food. It torments Its chosen prey (usually children or ostracized, weak adults) relentlessly and delights in tears, pleas, and fear. It refers to this act as “salting the meat.”

It can be Silly. Due to Its long-term masquerade as a circus clown named Pennywise, It has a tendency to prance about and generally act goofy, at times working in Its favor to befuddle strong opponents or charm the unwary. This ploy of innocence is entirely false.

It is Arrogant. As It believes Itself to be a mighty being without equal, It is prone to waste time on teasing Its opponents... a decision that can be unwise. Since Its defeat at the hands of several opponents (including a group of young children), It has grown a bit more wary. It is still an egotistical bastard, though.

It is Cowardly. Resistance to Its efforts to devour an opponent, if successful or if they cause pain to It, will both infuriate and frighten the creature. Its greatest fear is starvation; the prospect of going hungry will make It desperate, weepy, and eager to escape beings stronger than Itself.

Possible Reactions – If confronted by a group of aggressive persons, It will behave arrogantly in order to reaffirm Its supposed strength, being a boastful narcissist right down to Its rotten core. It delights in causing terror and discomfort in others, and will say and do things to frighten any potential foes. Indeed, It will even endeavor to actually devour said foes. Yet, once It begins to lose, that’s when Its true nature rears Its… admittedly, even more ugly head. It is a coward, fearing starvation above all else, and defeat certainly means that It will go hungry.

‘Combat’ Style – Direct assault paired with intelligent avoidance. When in melee combat, It often resorts to biting, clawing, and scratching... straight-up animalistic behavior, getting in close to an opponent and attempting to maul them, all the while performing insane twists, flips, and bends to avoid damage. Its attitude during battle oscillates between fiendish delight/taunting and outrage at being wounded at all. Expect frequent shapeshifting and the employment of insane illusions to distract, confuse, and frighten opponents.

Abilities –

Shapechanger
Shapeshifting Rank X
Growth Rank X
Shrinking Rank X

It can transform into any form it pleases, whether it be the form of a person, an animal, a zombie, a giant pterodactyl, etc. It often uses this ability to inspire fear in others, attempting to take the form of what they fear the most.

In addition to Its shapeshifting abilities, It is able to manipulate and alter the size of Its form. It can grow to an immense size or shrink rapidly when occupying Its various forms.

It reverts to Its true form if It dies, but it may unleash Its true form before then. Those of you who read the novel/watched the film might recall Its true form being that of a giant spider. Not so in the Crossroads and whilst under Darkseid’s influence! Instead, Its true form is that of a gigantic locust merged with a bulbous insectoid abdomen pulsing a vibrant, glowing yellow.

Detect Fears, Predatory Senses
Sense Rank X [Fear]
Sense Rank 7 [All Senses]

It can magically sense and parse the innate fears of any creature within Its domain with perfect accuracy. The effect can penetrate barriers, though not lead. It also has enhanced senses (sight, smell, hearing, etc.)

Telepathy
Communication Rank 1
Debuff Rank X

It can communicate with Its Unmade minions scattered throughout Its domain, summoning minions as outlined on this page under the “Enemies” section - [https://multerra.zulenka.com/index.php?threads/the-unmaking.919/] It can also implant thoughts into a target’s mind, usually negative or frightening things to devastate them.

Clown Tricks
Illusion Rank X [All Senses]
--Ongoing
--Affects Multiple
Concealment Rank X [All Senses]
--Ongoing
Move Object Rank X
--Ongoing
--Ranged
--Affects Multiple

It is capable of creating various illusions that appeal to all of the senses. These illusions are able to affect multiple targets. Some examples might be floating red balloons, music playing, or the smell of rotting meat. It can also conceal Itself completely from enemies, but seeing as It derives power and satisfaction from scaring them with Its various forms, It will only do this to jumpscare foes.

It can manipulate inanimate objects via telekinesis, making them fall, float around, and behave supernaturally. This includes locking doors and electronic devices. It can also affect living bodies, hurling people across rooms and such.

Otherworldly Anatomy
Adaptation: Nonbiological Anatomy
Adaptation: Need to Breathe
Adaptation: Space
Adaptation: Disease
Protection Rank X
--Ongoing
Endurance Rank X

It is an extraterrestrial, an alien, a strange and unfathomable being. Naturally, Its anatomy differs quite a bit from your average everyday human, and blows that would ordinarily kill a human will likely only injure It. It also displays an unnatural amount of endurance.

Circus Acrobatics
Agility Rank X
Flight Rank X
Movement Rank X
Teleportation Rank X
Speed Rank X
Adaptation: Falling

It is capable of amazing feats of agility, scaling and leaping over seemingly insurmountable obstacles with ease. It is also capable of moving exceptionally fast in brief bursts of speed, usually when executing attacks or climbing. Like a feline, It almost always lands on Its feet, relatively unharmed, even after falling from a great distance. It can also instantly teleport, but only within the bounds of Its lair.

Raw Physical Strength & Claws
Move Object Rank X
--Ongoing
Damage Rank X [Physical Strength]
Damage Rank X [Claws]
Damage Rank X [Chlorokinesis]

Despite the goofy Mickey Mouse gloves covering the hands of Pennywise the Dancing Clown, It is able to instantly sprout wickedly sharp eight-inch claws that are greyish-white in color. The claws are curved, allowing for It to latch onto prey more easily as they attempt to flee. While the claws make it a bit awkward for Pennywise to scamper after a prospective kill on all fours, they ultimately do not hamper It too much. The claws take a small amount of effort to manifest and can remain indefinitely, but they slow Its speed.

It has incredible physical strength, capable of tearing the heads and limbs off of Its victims with ease and lifting great amounts of weight. It also has the power of Chlorokinesis, plants will shrivel and die from Its touch.

Vortex of Teeth
Damage Rank X
--Side Effect

It is able to unhinge Its jaw not unlike a snake in a second’s time, revealing the frightening number of bone-breaking teeth hidden behind that friendly grin. It has strong lip and jaw muscles, allowing for Its maw to open wide (roughly wide enough to consume a baby antelope whole) and bite down with an immensely strong bite force. These lamprey-like teeth erupt from the beast’s gums as it swoops in to take a mouthful out of an opponent, resulting in the upper portion of Its face tilting backward at an ungodly, horrifically-stretched angle and causing the eyes to roll back in Its skull. This awkward position leaves Its front side and neck area vulnerable to attack.

Deadlights
Debuff Rank X
--Ongoing
--Side Effect

A strange amalgamation of writhing orange lights that comprise Its life essence, the “Deadlights” serve as a way for It to immobilize and ensnare Its victims. The Deadlights are at once a type of magic spell as well as the being's actual form. As such, all of Its abilities can be said to be a very derived form of light manipulation, though It can use the Deadlights more directly to simply kill or drive people insane: the creature refers to this as “making them float.”

Utilizing the Deadlights: By unhinging Its jaw (not unlike a snake) and compelling Its prey to gaze down into Its toothy gullet, It can capture Its victims, causing them to “float” in a mindless paralytic state. Particularly weak enemies can be completely hypnotized by the glow of the lights for an indefinite amount of time, unable to move or escape. Stronger foes might be briefly frozen for a time, but ultimately tear themselves out of their frozen state.

Similar to Vortex of Teeth, exposing Its Deadlights to foes will leave It somewhat vulnerable. The upper portion of Its face will tilt backward at an ungodly, horrifically-stretched angle, causing the eyes to roll back in Its skull. This awkward position leaves Its front side and neck area vulnerable to attack.

Quotes

“You have no power. This is the power; feel the power, brat, and then speak again of how you come to kill the Eternal!”

"Tasty, tasty, beautiful fear."

“I am eternal, child. I am the Eater of Worlds, and of children!”

“You'll float too!”

“I'll kill you all! Aha! I'll drive you crazy and I'll kill you all! I'm every nightmare you ever had, I am your worst dream come true. I'm EVERYTHING you ever were afraid of!”

"Let me go! Let me go and you can have everything you've ever wanted; Money, fame, fortune, power! I can give you these things. I can bring your wife back! I can do it, only I. She'll remember nothing, just like the seven of you remember nothing. I can't give you eternal life, but I can touch you and you will live long, long lives. 200 years, 300, perhaps 500! I can make you gods of the Earth if you let me go! IF YOU LET ME GO. IF YOU LET ME-"


Threads/Post For Reference - Old doc.

Unmade General, Multiple Posts.
 

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[FINAL BOSS FIGHT] The Haven Hauntings

The final boss! Congratulations, you are here!

Overview

You are fighting the Lich and whatever Unmade creatures he might summon to do his bidding. But first, your character must struggle upright and overcome the hold he has on them.

Your special items as provided by me and your natural Abilities are currently VERY WEAK when overcoming anything this boss can throw at you, with two exceptions:

@Aster and her sword can do what it does best.

@Dr. McNinja has an item that will make the Lich vulnerable to harm from ALL OTHER ITEMS/ABILITIES once again, and also greatly weaken him.

For this battle, you all have until 11:30PM CST on Sunday December 17th to post ANY NUMBER OF TIMES. Be sure to reach out to your peers to collaborate and check characterization. Once everyone has posted, I will review and post the results.

I WILL NOT PROVIDE AN EXTENSION THIS TIME! DO YOUR BEST! THERE WILL ONLY BE A SINGLE ROUND TO FIGHT THE LICH!

Setting

The same, but crumbling and pitch black.

The “arena” you are in appears to be a gigantic cylindrical pit littered with assorted trash and nasty, gritty water. It appears to match the interior of a massive cistern, and absolutely reeks of sewage and death. Unmade zombies will stumble out of the water and trash to attack you.

There are several floating “rings” of bodies in various stages of dismemberment floating up towards the ceiling, which bears a small opening, though moonlight is NO LONGER visible through it. Parademons will at times perch on these bodies and gnaw at them, but will usually opt to swoop in from above to attack.

Boss Stats

Appearance
-2-1.jpg


A rusted crown settled atop his horned skull of bone, the Lich stands tall in a tattered brown robe, its multiple layers and torn cape giving the illusion of a larger and more imposing figure. His unearthly size is accentuated by his bare-boned arms, devoid of any flesh but emanating an eerie green fire as he casts spells. Through empty eye sockets, glowing green lights pierce out, serving as pupils in his undead face pulled tight against his nose-less skull. A perpetual grin stretches across frayed lips, revealing wicked and decaying teeth. It can be seen that one of his horns is broken off, specifically the right one.

Personality

The Lich's sole goal is to eradicate all life and he has a deep hatred for all living beings. He brings sorrow wherever he goes and his obsession with this mission consumes him completely, leaving no room for any other pursuits. Even when trapped, the Lich remains immobile until he can continue his quest for mass extinction. This shows that the Lich is barely even a living sentient entity and more like a machine with a built-in goal.

The Lich is not a mindless killer. He is a patient planner who will do whatever it takes, even making temporary alliances, to achieve his ultimate goal of total extinction.

The Lich is a cunning and deceptive individual, quickly learning from his mistakes and strategizing to eliminate obstacles. He speaks sparingly, but with great gravity, using his quick thinking and acting skills to manipulate others. While typically composed, he can show surprise or confusion in extreme situations. His main flaws are arrogance and single-mindedness.

Possible Reactions – The Lich is an unstoppable force in combat, devoid of fear as he relentlessly attacks his enemies. His movements are precise and strategic, each action calculated with deadly efficiency. With a flick of his bony fingers, he unleashes magical spells that strike down any who stand in his way. Despite facing overwhelming odds, he shows few signs of hesitation or weakness.

‘Combat’ Style – Resorts less to melee combat and more to his magic, but is not incapable.

Abilities –

I'm sorry I was lazy! Has nearly all of his canonical abilities, as described here. Click on the links for video demonstrations.

Quotes

"FALL. You are alone, child. There is only darkness for you, and only death for your people. These ancients are just the beginning. I will command a great and terrible army, and we will sail to a billion worlds. We will sail until every light has been extinguished. You are strong, child, but I am beyond strength. I am the end, and I have come for you, Finn."

"Stop. I have learned much from you. Thank you, my teachers. And now for your education. Before there was time, before there was anything, there was nothing. And before there was nothing, there were monsters. Here's your gold star."
 

Arbiter

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Participation Bonus Essence/Coin Rewards/Trinkets

Jester: 17,295 words 97,207 characters
| 30% BONUS ESSENCE: 729E | 12,000 Coin

The Chameleon Fob Watch
Sense Rank 1 (Extrasensory: Shapeshifting, 100)
--Ongoing (+100)
Debuff Rank 8 (Shapeshift Break, 800)
Total Cost: 1000 Coin Value

An ornate silver fob watch with the cosmos painted upon its face. The watch face will glow bright blue when in the presence of a shapeshifted entity within 150 feet/46m. By clasping both hands around the silvery exterior, the holder may perceive the original form of a shapechanger or a creature that is transformed by magic. By clasping your fob watch between your hands, you can break the might of a shape-changer's guise for a duration of 10 seconds at a time, allowing all nearby allies to perceive its true form.

Dr. McNinja: 9,151 words 52,494 characters
| 30% BONUS ESSENCE: 394E | 6,000 Coin

The Kiss of Life
Healing Rank 5 (1000)
--Ongoing (+500)
--Removable (-250)
--Concentration (-250)
Total Cost: 1000 Coin Value

Resembles the Rod of Asclepius from Greek mythology, otherwise known as the symbol of medicine. Can be used to heal a single nearby target at a time; during healing, the rod will glow bright lime green and emanate a beam of energy that will focus upon your target, wildflowers sprouting beneath their form as they are healed. Requires concentration to be used and wielder can be disarmed.

Mollymauk Tealeaf: 29,710 words 163,255 characters
| 30% BONUS ESSENCE: 1,225E | 16,000 Coin

Uncanny Moonlight Wedding Band
Protection Rank 5 (500)
--Ongoing (500)
--Limited (Only works against fear, -250)
Endurance Rank 5 (500)
--Removable (Ring can be severed/removed, -250)
Total Cost: 1000 Coin Value

A silvery wedding band, seems to glow blue in moonlight. Grants the wearer ongoing resistance/immunity to fear; when terrible things occur, warm memories of a life that never was will arise to comfort them. Wearer can endure INSANE amounts of pain and continue onwards, provided they are still wearing this ring. Injuries that would normally kill you mean nothing, you will continue onwards. The ring can be severed/removed, instantly cancelling any effects.

Sigmund Vrell : 10,880 words 61,873 characters
| 30% BONUS ESSENCE: 464E | 6,000 Coin

The Guardian
Damage Rank 5 (Psychic Damage, 500)
--Concentration(-250)
Debuff Rank 5 (Immobilize, 500)
--Ongoing (500)
--Concentration (-250)
Total Cost: 1000 Coin Value

A small wooden turtle, painted green and visibly a child's toy. You can use the Guardian to initiate an eldritch psychic battle of wills against a single foe. This psychic battle is known as the Ritual of Chüd. This is a battle of optimism, imagination, unity, and faith over malice and rage.

Maturin, or the Turtle, will communicate with you using the voice of your closest relative from your past, repeating a line from your childhood that is important to you. You will, for an ongoing duration and with complete focus upon this task, have your spirit transported alongside your target's own to the furthest edge of the universe, outside of space and time, and there you will be driven insane... or more insane, that is. You will severely injure your target's essence with every use of this power. Externally, you both will be immobilized/concentrating and prone to attack.

Shinku: 15,163 words 90,977 characters
| 30% BONUS ESSENCE: 682E | 10,000 Coin

Soul Mirror
Sense Rank 2 (Extrasensory: Spirits, 200)
--Concentration (-100)
Protection Rank 5 (500)
--Ongoing (500)
--Removable (-250)
--Concentration (-250)
Debuff Rank 4 (Immobilize, 400)
--Ongoing (400)
--Removable (-200)
--Concetration (-200)
Total Cost: 1000 Coin Value

A circular silver hand mirror fashioned into a garland of roses and thorny vines, its face tarnished with dirt and grime. By holding the mirror up to their face, the holder may perceive the souls of the damned and departed looming just over their shoulders; must concentrate on the mirror's image to do this. Spirits seen through the mirror are entirely silent, but may choose to communicate using basic gestures.

By turning the mirror to face your foes and concentrating on the mirror's image, the spectral and ghostly figures of your target's past victims will manifest. These spirits will work to restrain the target for an ongoing period of time. They will also fight to protect you, blocking attacks from a single target with their spectral forms. However, the mirror may be struck from the holder's grasp, which would cancel all effects.

Izaneus Phortea: 7,140 words 40,408 characters
| 30% BONUS ESSENCE: 303E | 3,000 Coin (NPC, Not Added to Account)

Tiny Music Box
Protection Rank 5 (500)
--Ongoing (500)
--Removable (-250)
--Limited (Only works against mental effects, -250)
Debuff Rank 5 (Stun, 500)
--Ranged (+250)
--Removable (-250)
Total Cost: 1000 Coin Value

A tiny ornate music box. As the music box plays for an ongoing period of time, you will be protected from any psychic attacks. In addition, a foe within earshot will be briefly stunned by the peaceful melody, allowing an attack as it recoils from the sound. The music box can be struck from the wielder's grasp, nullifying any effects.

Brass Belle : 10,554 words 56,767 characters
| 30% BONUS ESSENCE: 424E | 6,000 Coin

The Rose
Healing Rank 5 (1000)
--Ongoing (+500)
--Affects Multiple (+250)
--Finite (Only one seed and must be retrieved/replanted if damaged, -250)
--Removable (-250)
--Activation (10 seconds to plant, -250)
Total Cost: 1000 Coin Value

A soft, silky rose seed. Take 10 seconds to plant the seed during combat, and a brilliant red rose with crawling vines will sprawl across the "arena." All allies within range will receive healing. If the Rose is destroyed or cut down, the seed will need to be retrieved from the detritus and replanted. Seed can be taken from its holder.

Aster: 29,252 words 167,648 characters
| 30% BONUS ESSENCE: 1,257E | 16,000 Coin

Holy Moonlight Sword
Damage Rank 7 (700)
--Ranged (+350)
--Removable (-350)
Protection Rank 6 (600)
--Removable (-300)
Total Cost: 1000 Coin Value

"Aah, you were at my side, all along. My true mentor... My guiding moonlight..."

A very large sword with an ornately-patterned sheath which glows dimly blue in the moonlight. The sword itself is a gleaming, bluish-green blade, which will feel as familiar to its wielder as their own two hands; it is a two-handed arcane sword discovered long ago by Haven Abbey's hero. When blue moonlight dances around the sword, and it channels the abyssal cosmos, its great blade will hurl a massive shadowy lightwave, dealing incredible damage to a foe at range. It can also deflect attacks quite handily, and be used in close range. Can be struck from your grasp.

Shallan Davar: 13,329 words 75,042 characters
| 30% BONUS ESSENCE: 563E | 8,000 Coin

Adder Stone
Sense Rank 5 (Sight, 500)
--Ongoing (+500)
--Removable (-250)
--Concentration (-250)
Sense Rank 1 (Footsteps, 100)
--Ongoing (+100)
--Removable (-50)
--Concentration (-50)
Protection Rank 4 (Blinding Effects, 400)
--Ongoing (+400)
--Removable (-200)
--Limited (Only works against blinding effects, -200)
Total Cost: 1000 Coin Value

A small blue glass token painted to resemble an eye. Can be affixed to your forehead or simply held over one eye, as if peering through it akin to a hag stone. While equipped (requires concentration), the wearer will have protection from being blinded, and can mostly see through magical and nonmagical darkness, fog, sandstorms, snowstorms, and other phenomena that would cause the wearer's vision to be hindered. The Adder Stone also shows the wearer all nearby footsteps from the past 24 hours, for an ongoing period of time while worn. The footsteps glow a faint blue, with more recent footprints glowing brighter. The shape and size of the footprints is also retained, allowing the wearer to attempt to determine more information about the person or creature that left them. The Adder Stone is removable.

The Living: 2,508 words 13,679 characters
| 30% BONUS ESSENCE: 103E | 1,000 Coin (NPC, Not Added to Account)

Silver Slugs
Damage Rank 5 (500)
--Ranged (+250)
--Limited (Only against werecreatures, -250)
--Concentration (Aiming, -250E)
Debuff Rank 5 (Slowing Poison, 500)
--Ranged (+250)
--Ongoing (+500)
--Limited (Only against werecreatures, -250)
--Finite (-250)
Total Cost: 1000 Coin Value

Silver bullets, famed for taking out werecreatures. The bullets deal incredible damage to were-foes if aimed well (concentration), and also slowly poison them with holy silver. The poison slows foes, boiling their accursed blood upon contact. If the bullets are dug out by the target/removed, the ongoing poisoning effects will cease immediately.

Masahir N'air : 13,210 words 74,672 characters
| 30% BONUS ESSENCE: 560E | 8,000 Coin (NPC, Not Added to Account)

Garuda Whistle
Summoning Rank 1 (300)
--Removable (-50)
--Chaotic (Garuda Does As She Pleases, -50)
Flight Rank 1 (200)
--Ongoing (+100)
--Activation (10 second takeoff, -50)
Damage Rank 3 (Garuda Talons/Beak, 300)
Debuff Rank 5 (Garuda Wind Attack, 500)
--Affects Multiple Rank 1 (+250)
--Activation (10 second charge, -250)
--Concentration (-250)
Total Cost: 1000 Coin Value

A small wooden whistle, fashioned into the shape of a diving eagle. When blown, the sharp, piercing cry of an eagle bursts from within. Blow your whistle to summon a big ass golden spectral eagle, her name is Garuda. She will speak to you via psychic link, has the sharp and enigmatic personality one would expect of a wise eagle that literally supports/guards one facet of her home universe, and will act according to her own whims. Garuda can take flight, with a takeoff time of 10 seconds. She will attack your foes with her talons and sharp beak, and can beat her wings to send great cascades of wind across the arena at foes (there is a 10 second charge time for the latter, and she must concentrate on executing this attack).

Karl Jak : 2,026 words 11,181 characters
| 30% BONUS ESSENCE: 84E | 1,000 Coin (NPC, Not Added to Account) | No trinket.

John Connor: 739 words 4,181 characters
| 30% BONUS ESSENCE: 31E | 300 Coin (NPC, Not Added to Account) | No trinket.

Christopher Chaos: 916 words 5,068 characters
| 30% BONUS ESSENCE: 38E | 300 Coin | No trinket.
 
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