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Author Topic: ∩ Ghost Master ∩ - GM needs you! [4/4] - Let the Haunting Begin!  (Read 10071 times)

scapheap

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Re: ∩ Ghost Master ∩ - GM needs you! [1/4]
« Reply #15 on: September 03, 2013, 03:23:40 pm »

Now, could you explain your thinking with the fetters?
I'm kinda confused.
Mirrors because.
Children because she was made by a child.
Emotional(need) because she was made by a child want for someone to pay attention to her. If someone want someone to listen to them, she can use that person until they no longer need her or wish for her to go away.
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You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

Mesa

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Re: ∩ Ghost Master ∩ - GM needs you! [1/4]
« Reply #16 on: September 03, 2013, 03:32:11 pm »

Now, could you explain your thinking with the fetters?
I'm kinda confused.
Mirrors because.
Children because she was made by a child.
Emotional(need) because she was made by a child want for someone to pay attention to her. If someone want someone to listen to them, she can use that person until they no longer need her or wish for her to go away.
Okay.

I was mostly concerned about the (need) part. *shrug*
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sjm9876

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Re: ∩ Ghost Master ∩ - GM needs you! [1/4]
« Reply #17 on: September 03, 2013, 03:32:49 pm »

Dohoho, ooh boy.
Good old Harriet. Better give yourself Trojan Gift.

Not that you need to go with the actual GM ghosts. (but I'm not stopping you, either)

OH, wait...
Nevermind.
I bought the game like last weekend, but haven't play it so I don't get the strike through.

Well, I hope this isn't a spoiler for you, but just in case.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
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My dreams are not unlike yours - they long for the safety, and break like a glass chandelier.
But there's laughter and oh there is love, just past the edge of our fears.
And there's chaos when push comes to shove, but it's music to my ears.

Sigtext

Mesa

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Re: ∩ Ghost Master ∩ - GM needs you! [1/4]
« Reply #18 on: September 03, 2013, 03:36:52 pm »

Dohoho, ooh boy.
Good old Harriet. Better give yourself Trojan Gift.

Not that you need to go with the actual GM ghosts. (but I'm not stopping you, either)

OH, wait...
Nevermind.
I bought the game like last weekend, but haven't play it so I don't get the strike through.

Well, I hope this isn't a spoiler for you, but just in case.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Spoiler (click to show/hide)
« Last Edit: September 03, 2013, 03:39:05 pm by DarkDXZ »
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Remuthra

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Re: ∩ Ghost Master ∩ - GM needs you! [2/4]
« Reply #19 on: September 03, 2013, 04:54:21 pm »

Ooh, reserve.

Name: The Artifice
Gender: Mail
Age: 1086
Type: Frightener
Subcategory: Shadow
Powers:
1. May cause an ill wind to blow, acting similarly to a normal breeze, and causing a feeling of unease to those it touches. Only works outside.
2. May manifest phantom whispers.
3. May manifest images to appear in shadows.
4. May cause cryptic symbols to appear and disappear. These symbols will seem to swim before one's eyes.
5. May manifest the sounds of clanking machinery.
6. May manifest a shadowy bloodstained form, moving about the area, staying in the shadows.
7. May manifest itself within flame, and take limited control over it.
8. May possess an avian or group of avians, controlling their actions. All possessed will carry a subtle reddish tint to their pupils.
9. May take control of a child's dreams. The dream will be cryptic and feature certain knowledge of the spirit's. After the dream, the child will take increased notice of the presence of the spirit, and feel a spirit of kinship or obsession. Other symptoms include increased knowledge and creativity, and increased quietness/aloofness. Works better on smaller children. Does not work on those under around four, due to low language skills.
10. May ensorcel a mortal that has just committed a violent act. The victim will over time gain full the ability to see the spirit, will become more withdrawn, and will begin to worship the spirit. The affected will also exhibit similar traits to the affected child. An affected child who grows older, around adolescence, will develop this affection to replace the child power.
Fetters: Machinery, knowledge, violence.
Spoiler: Grisly Enough For You? (click to show/hide)
« Last Edit: September 03, 2013, 08:09:43 pm by Remuthra »
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Criptfeind

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Re: ∩ Ghost Master ∩ - GM needs you!
« Reply #20 on: September 03, 2013, 05:25:03 pm »

Name: Was originally Richard Darango, but is now known as The Flesh Eater or the Wendigo.
Gender: Was a Male
Age: 192
Type: Vapours
Subcategory: Wendigos
Spoiler: Powers (click to show/hide)
Spoiler: Fetters (click to show/hide)
Spoiler: Epitaph/History (click to show/hide)
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Remuthra

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Re: ∩ Ghost Master ∩ - GM needs you! [2/4]
« Reply #21 on: September 03, 2013, 07:16:20 pm »

Finished. Lots of words, and lots of grisly murder. I may have got a little carried away.

Criptfeind

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Re: ∩ Ghost Master ∩ - GM needs you! [2/4]
« Reply #22 on: September 03, 2013, 07:21:18 pm »

His greatest advancement though was finding the third gender beyond the male and female. The postal worker.
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Xantalos

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Re: ∩ Ghost Master ∩ - GM needs you! [2/4]
« Reply #23 on: September 03, 2013, 08:57:05 pm »

Reserve.
« Last Edit: September 03, 2013, 09:11:06 pm by Xantalos »
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Sig! Onol
Quote from: BFEL
XANTALOS, THE KARATEBOMINATION
Quote from: Toaster
((The Xantalos Die: [1, 1, 1, 6, 6, 6]))

Rolepgeek

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Re: ∩ Ghost Master ∩ - GM needs you! [2/4]
« Reply #24 on: September 03, 2013, 09:43:05 pm »

Name: Will of the Wisp
Gender: NA
Age:
Type: Sprite
Subcategory: Wisp
Powers:
1. May glow or appear as various forms or images, particularly a glowing ball that could easily be mistaken for a flashlight, lamp, or torch, or a large hunting dog.
2. May snuff out lights and create artificial shadow
3. May affect terrain and structures(roads, sinkholes, bogs, sudden gravel-slides(small, but big enough to knock you off your feet))
4. May influence emotions and the mind of humans and animals.
Fetters:
Being lost/separated/scared and alone(you know what I mean; Emotional)
Outdoors
Loyal
Epitaph/History:
Once upon a time...
Once upon a time, there was a small boy. That boy had a small dog. The dog and the boy were very good friends, and played all day. The boy's family was rich, and the dog lived in very good health. The seasons passed, and the boy grew older, and so did the dog, until the boy was almost a young man, and the dog a stout hand. But they still played often, and the dog had good hunts. But as happens occasionally, the boy fell in love, and his mind turned to thoughts of his beloved. The dog did not care, and the boy loved him all the more for this. So, one night, he left the house in silent and secret, taking but a single lamp with him. The dog, always alert and quite attached to the boy, noticed him leaving and followed after. The boy had left in such secret because his love was a mere peasant girl, the niece of a merchant, who had little coin for his family. So he snuck out to see her, and the dog followed. He saw the dog, and told the dog to go back quite sternly, but the dog refused, loving the boy. The boy relented, and let the dog follow, and the two were happy to be together. They went down the road, through a short patch of woods the boy's family owned, and out into the moors and swamps which spread far, and near many villages. But in their ambling and play, the lamp went out, or broke, or was lost. Or possibly all three. And the two were in the dark, for the moon was new, and gave no guiding light. But the two laughed, the dog because the boy did, and the boy to pretend courage. For after all, they still had the road, did they not? And they went, much slower this time, for they tried to be careful. But they boy was not satisfied with his progress, and when he saw another light across the swamp, for their were multiple roads after all, he tried, carefully, to make his way to them. But they started getting farther and farther away, and the boy grew impatient, and slipped. His head hit a rock, and he fell unconscious, and his head slipped under the water. The dog, loyal and loving, and clever, pulled him out of the water, but the boy would not wake up, even though the dog licked his face. So the dog guarded the boy, waiting for him to awake. Around mid-morning, the family of the boy found the two of them, and took the boy to a doctor. The doctor told them he could do nothing, and the boy died after a few weeks more, being spoonfed, but simply never waking up. The dog was found dead as well, curled up as though asleep at the boy's feet in the morning. The animal specialist said that nothing had been wrong with the dog though, save some few fleas from being outside for so long. It simply stopped living. And they say that the boy and his dog still haunt that swamp and others, their spirits forever intertwined to bring other travelers the same fate they did.
And they didn't live happily ever after, after all.

Oh, you want to know the boy's name? Well, it was William. William of Wisperham. A dreadful name, I know...
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Sincerely, Role P. Geek

Optimism is Painful.
Optimize anyway.

Mesa

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Re: ∩ Ghost Master ∩ - GM needs you! [2/4]
« Reply #25 on: September 04, 2013, 12:11:45 am »

Ooh, reserve.

Name: The Artifice
Gender: Mail
Age: 1086
Type: Frightener
Subcategory: Shadow
Powers:
1. May cause an ill wind to blow, acting similarly to a normal breeze, and causing a feeling of unease to those it touches. Only works outside.
2. May manifest phantom whispers.
3. May manifest images to appear in shadows.
4. May cause cryptic symbols to appear and disappear. These symbols will seem to swim before one's eyes.
5. May manifest the sounds of clanking machinery.
6. May manifest a shadowy bloodstained form, moving about the area, staying in the shadows.
7. May manifest itself within flame, and take limited control over it.
8. May possess an avian or group of avians, controlling their actions. All possessed will carry a subtle reddish tint to their pupils.
9. May take control of a child's dreams. The dream will be cryptic and feature certain knowledge of the spirit's. After the dream, the child will take increased notice of the presence of the spirit, and feel a spirit of kinship or obsession. Other symptoms include increased knowledge and creativity, and increased quietness/aloofness. Works better on smaller children. Does not work on those under around four, due to low language skills.
10. May ensorcel a mortal that has just committed a violent act. The victim will over time gain full the ability to see the spirit, will become more withdrawn, and will begin to worship the spirit. The affected will also exhibit similar traits to the affected child. An affected child who grows older, around adolescence, will develop this affection to replace the child power.
Fetters: Machinery, knowledge, violence.
Spoiler: Grisly Enough For You? (click to show/hide)
Name: Was originally Richard Darango, but is now known as The Flesh Eater or the Wendigo.
Gender: Was a Male
Age: 192
Type: Vapours
Subcategory: Wendigos
Spoiler: Powers (click to show/hide)
Spoiler: Fetters (click to show/hide)
Spoiler: Epitaph/History (click to show/hide)

You guys.

Sorry Xantalos, and sorry Rolepgeek, but this is not your time yet.
Yet...

(a bigger post coming later today)
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Xantalos

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Re: ∩ Ghost Master ∩ - GM needs you! [2/4]
« Reply #26 on: September 04, 2013, 12:12:29 am »

Ah well. I will waitlist.
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Sig! Onol
Quote from: BFEL
XANTALOS, THE KARATEBOMINATION
Quote from: Toaster
((The Xantalos Die: [1, 1, 1, 6, 6, 6]))

Mesa

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Re: ∩ Ghost Master ∩ - GM needs you! [4/4]
« Reply #27 on: September 04, 2013, 07:28:59 am »

Ah...
Summainom...You haven't changed much, did you?

Harriet...
She was young. I have heard of ghostly children like you, especially at those concentration camps. But the sheer amount of mortal ignorance you find there is intolerable. But sadly, that's how the world works.

Flesheater and Artifice.
Your deaths...They were painful. Be it crazy mortals or bad luck, the living world is a dangerous place.

I'm glad to have you here. However, the situation has already changed.
I have been banished into a lowly form of ghost, and I'm not as guarded as I could have been. The room I'm in is still under a plasma field, and unless you disable the contraptions controlling it, which none of you can, to my knowledge, can actually do, I'm imprisoned here for good.

There's however something you can do about this...
There's another ghost, trapped in the basement of this house.


His name is Zawisza. He was once a knight, one with a pitch-black armor, so he was also known as the Black Knight.
One day however, he was hit by a lightning and fried himself to death. According to him, it was the sword, but I can't confirm that.

However, his armor was kept in a museum for quite some time, but was later stolen and smelted, ending up as a boiler in this house. With his soul still trapped within the "armor", you must wreak the boiler and let the Black Knight loose again.

Oh, and don't try speaking to him. He can only speak Old Polish, which even I myself have slight trouble with.
In any case, free him and you will be able to free me from this trap. The humans have temporarily left the house, and I don't know for how long though. So hurry, come here and free us both! 



Gray +s = safe floor
Black double lines = walls
Blue double lines = windows
Black single lines = barriers
Brown double lines = doors
> and < = stairs (I kinda botched those, sorry)
Brown boxes = desks, tables etc.
White empty boxes = electronic devices
Dark brown = shelves etc.
Blue empty boxes = washbasins, toilets
Blue boxes = shower (ground floor), bathtub (first floor)
Red empty boxes = heating basement devices (boilers etc.)
Green +s = plasma field - can't bind directly onto items within it, but mobile fetters can go inside without any injury (you can't teleport out while under a specific plasma field, unless you're teleporting onto another plasma field of the same color)
Green 0 = plasma field ward (generator)
Green empty box = green ward power source
Black 0s = beds

There are also lights (electric) in every room (except for most of the basement).
There are 3 mirrors in the house (two in bathrooms above the washbasins and one in the anteroom (bottom right ground floor), opposite of the double door.

% is a fusebox and the white line in the room next to it is a water cooler.



This is actually roughly based on my own house (attic not included due to the fact that I haven't been there for like 10 years and nobody would even look there anyway). Some things may vary.


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scapheap

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Re: ∩ Ghost Master ∩ - GM needs you! [4/4] - Ghosts Alone Home
« Reply #28 on: September 04, 2013, 08:41:13 am »

Can I pick up any of my mirrors? If so, carry it so I can check the boiler. If not, check the electronic devices I can reach.
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You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

Mesa

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Re: ∩ Ghost Master ∩ - GM needs you! [4/4] - Ghosts Alone Home
« Reply #29 on: September 04, 2013, 08:51:57 am »

Can I pick up any of my mirrors? If so, carry it so I can check the boiler. If not, check the electronic devices I can reach.

Nope.
You'd need telekinetic powers to lift it. (or possess a mortal, if there was one)
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