Announcement

Collapse
No announcement yet.

Think of fictional characters and say what they would be in CofD

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • #76
    Eh, there's something about making Joker something inhuman has never felt right to me. It's like why World of Darkness always avoided using supernaturals as an explicit cause for nazism and World War II, there's just about human monsters that brings so much more for horror than another inhuman monstrosity. Plus that's always been part of the appeal of the Joker to me, there's no explanation for his actions, no one knows who he was and where he comes from and for all intents and purposes he's really just an ordinary guy who happens to be crazier than any scale can measure. The only template I'd ever be interested in giving him would be a slasher. (Since for all their quasi-supernatural powers, they're still the best template for human monsters.

    Comment


    • #77
      Originally posted by Reighnhell View Post
      RE: Licker
      I read up on the Lickers on a few RE wikis before my write up, most of them said that Lickers were mutated humans, so that's what I went with.

      RE: Batman and Joker

      While I would still shy away from giving either characters 6 dots in anything (I like my mortals -even exceptional ones- to still feel mortal), its minor nit-pick. Otherwise excellent work.
      and would you be able to give more detail on the "Back For The Sequel" and "You Complete Me" talents. They sound like fun!
      Those extra Talents are on the same post as the one with the write up for the Nightmare Powerstat for Slashers.

      EDIT: I got beat to the punch by Leliel. He's got the Talents right.


      Let Him Speak.

      Comment


      • #78
        Of course there's always the possibility he's something more.
        I liked Arkham City´s explanation about the Joker having Ra's Al Ghul´s Lazarus Pit´s phlebotinum in his blood, explaining his immortality and mental insanity.

        Comment


        • #79
          Just updated these to GMC

          The Ghostbusters

          Egon Spengler
          Virtue: Scientific - Egon had the belief that even the most bizarre paranormal events could be explained in a scientific context.
          Vice: Curiosity - Egon will take any opportunity to conduct a proper scientific investigation (even when socially inappropriate).

          Mental Attributes: Intelligence 5, Wits 3, Resolve 3
          Physical Attributes: Strength 2, Dexterity 3, Stamina 2
          Social Attributes: Presence 1, Manipulation 2, Composure 3

          Skills: Academics 4(Research), Athletics 2, Computers 3, Crafts 4 (Ghostbusting Gear), Firearms 2 (Proton Pack), Investigation 3 (Paranormal Events), Occult 3(Ephemeral Entities), Science 5 (Parapsychology, Quantum Physics), Socialize 1 (Academia), Stealth 1, Subterfuge 2(Disguise)
          Skill Tricks: Investigation (Always Investigating), Occult (Harmless v. Dangerous), Science (Sound Theory)

          Merits: Area of Expertise (Ghostbusting Gear, Proton Pack, Quantum Physics), Fame 1, Fire Fight Style 1, Eidetic Memory, Good Time Management, Professional Training 5 (Scientist; Crafts, Investigation, Science), Quick Draw (Proton Pack), Safe Place 3 (Firehouse), Tolerance for Biology
          Conditions: Behavior Blind [Persistent]

          Behavior Blind [Persistent]
          Your character doesn’t really understand human behavior and is blind to common social cues that communicate other people’s basic feelings. He can’t tell when others use sarcasm or innuendo, or if he’s boring them. The character suffers a -2 penalty to any roll to detect or understand another person’s moods.
          Possible Sources: Neurological conditions, Socially Maladapted, Traumatic Upbringing



          Ray Stantz
          Virtue: Enthusiasm - Ray is the heart of the Ghostbusters, and has an almost childlike sense of wonder and enthusiasm for his work.
          Vice: Reckless – Ray’s enthusiasm often causes his to forget many of the dangers involved in his work.

          Mental Attributes: Intelligence 4, Wits 3, Resolve 4
          Physical Attributes: Strength 3, Dexterity 3, Stamina 3
          Social Attributes: Presence 3, Manipulation 2, Composure 3

          Skills: Academics 4(Folklore, Paranormal History, Religion), Athletics 2(Throwing), Computers 4, Crafts 5 (Ghostbusting Gear), Drive 2(Pilot), Empathy 2, Firearms 3 (Proton Pack), Investigation 3 (Paranormal Events), Occult 4 (Ephemeral Entities), Science 4 (Metallurgy, Parapsychology), Stealth 2, Streetwise 2, Subterfuge 2 (Disguise)
          Skill Tricks: Academics (Befuddling Double-Talk, Quote Master), Crafts (Improvised Tools), Occult (Myth Expert)

          Merits: Allies (Academia 2), Area of Expertise (Paranormal History, Parapsychology, Proton Packs, Throwing), Encyclopedic Knowledge (Academics), Eye for the Strange, Fame 1, Fire Fight Style 1, Interdisciplinary Specialty (Paranormal History), Professional Training 4 (Scientist; Crafts, Occult, Science), Quick Draw (Proton Pack), Safe Place 3 (Firehouse)


          Peter Venkman
          Virtue: Justice - Peter looks out for the little guy, tries to sincerely help people, and takes an instant dislike to bullies, petty bureaucrats and power-tripping demi-gods.
          Vice: Lecherous - Peter seemed to go out of his way (and perform questionable actions) to gain the attention of attractive women.

          Mental Attributes: Intelligence 3, Wits 4, Resolve 4
          Physical Attributes: Strength 2, Dexterity 3, Stamina 3
          Social Attributes: Presence 3, Manipulation 4, Composure 4

          Skills: Academics 3(Psychology), Athletics 2, Brawl 2, Computers 2, Crafts 2, Drive 2, Empathy 3, Expression 3 (Rants), Firearms 3 (Proton Pack), Intimidate 1, Investigation 3 (Paranormal Events), Larceny 2, Occult 3 (Psychic Phenomena), Persuasion 4, Politics 3, (Academia, Bureaucracy, Local Government), Science 3 (Parapsychology), Socialize 4, Stealth 2, , Subterfuge 3 (Lies), Streetwise 3 (New York)

          Skill Tricks: Academics (Legal Authority), Empathy (Hot Buttons), Politics (Hot Buttons), Streetwise (Lifelong Resident)

          Merits: Allies (Local Government 2), Area of Expertise (Proton Packs, Psychology, New York, Psychic Phenomena), Barfly, Fame 1, Fast Talking Style 4, Fire Fight Style 1, Interdisciplinary Specialty (Bureaucracy, New York), Iron Will, Professional Training 4 (Scientist; Investigation, Politics, Science), Pusher, Quick Draw (Proton Pack), Safe Place 3 (Firehouse), Small Unit Tactics


          Winston Zeddemore
          Virtue: Level-Headed - Winston is a down to earth guy who helps moderate the more extreme personalities of the other Ghostbusters.
          Vice: Follower; Winston often prefers to lets others make the decisions on a job.

          Mental Attributes: Intelligence 3, Wits 3, Resolve 3
          Physical Attributes: Strength 4, Dexterity 3, Stamina 4
          Social Attributes: Presence 2, Manipulation 2, Composure 3

          Skills: Academics 2(Archeology, Religion, Tactics), Athletics 3(Climbing, Throwing), Brawl 2(Grapple), Crafts 2 (Repair), Drive 3(Ecto-1), Empathy 2, Firearms 3 (Proton Pack), Intimidate 2, Investigation 2 Occult 2 (Layman’s Terms), Persuasion 2, Science 2, Socialize 2 (Down to Earth), Subterfuge 2, Stealth 2, Streetwise 2 (New York), Survival 2(Urban), Weaponry 2
          Skill Tricks: Athletics (Size Up), Drive (Shortcuts), Intimidation (Don’t Mess with Me)

          Merits: Area of Expertise (Ecto-1, Proton Pack, Repair), Common Sense, Crack Driver, Fame 1, Fire Fight Style 2, Grappling Style 2,Hardy, Interdisciplinary Specialty (Bureaucracy, New York), Patient, Professional Training 3 (Soldier; Drive, Firearms, Survival), Quick Draw(Proton Pack), Safe Place 3, Trained Observer 1


          Ghostbuster Equipment

          Containment Grid
          (Size 10, Durability 5)
          The Containment Grid stores all captured ephemeral entities. It can hold potentially hundreds, if not thousands of entities. An entity within the Containment Grid has the Contained Tilt, which persists unless the Grid is compromised. If the Grid is damaged or powered down, the contained spirits immediately awaken and escape (and are likely to be in a foul mood)


          Ecto-1
          Ecto-1 is a modified Cadillac Miller-Meteor Ambulance that serves as the Ghostbusters primary transport. It is heavily outfitted with weapons racks, sensory equipment, lights, and its distinctive siren. The vehicle stores 4 sets of Proton Packs, 6 PKE Meters, Ghost Traps and Ecto Visors, and an assortment of mundane equipment.
          Durability: 3, Size: 16, Structure: 19, Acceleration: 13, Safe Speed: 99, Speed: 192, Handling: 2, Occupants: 1+ 4


          Ecto-Visors
          (Size 1, Durability 1)
          These modified Night vision Goggles have the added benefit of being able to detect and perceive ephemeral entities are manifested or in Twilight, but would otherwise be imperceptible.


          Ectoplasm-Blower
          (Size 4, Durability 3)
          These devices project a stream of psycho-magnetherically charged ectoplasm (a.k.a mood slime) over a wide area. This weapon is used infrequently as it requires vast amount of difficult to obtain ectoplasm. The ectoplasm is charged with a strong positive resonance, and targets struck by it must make a Resolve +Composure or gain the [subdued Condition] Entities associated with death or negative concepts treat the charged ectoplasm as a Bane.


          Ghost Trap
          (Size 2, Durability 2)
          This trap is a sturdy box with a hinged lid and tethered to a cable (usually 3-5 yards) with a foot pedal at the end. Pressing the lever opens the box, which generates a force field capable of drawing in and trapping ephemeral entities. Ghost Traps may be positioned, or treated as a thrown weapon. When opened, the trap units a brilliant white cone of energy that draws in any nearby ephemeral entities (manifested, materialized, or in Twilight). Successfully capturing an entity requires that the trap is within 3 yards of the entity and that the user make a Dexterity +Athletics or Crafts roll (resisted by the entities Resistance trait). If the Entity is weakened (reduced to less than half its corpus or Essence) the Ghostbuster gains a +3 bonus to this roll. If successful, the entity gains the Contained Tilt.


          Jump Suit: The Ghostbusters signature Jumpsuit’s are fire retardant and provide Armor 1/0.


          PKE Meter
          (Size 1, Durability 1)
          PKE (Psychokinetic Energy) Meters are hand held devices that detect Ephemeral Entities. The device has a light display and arms that raise and lower based on the power and proximity of entity in Twilight.
          Reading the Meter is an Intelligence +Science roll. Non-Ephemeral Entities that use essence (Ridden, Hosts, and Werewolves) can also be detected, but at a -3 die penalty.

          For every success, the user may reveal a detail of their choice;
          • Number of Entities
          • Power: Entities Rank, highest trait score, and current essence (or equivalent)
          • Proximity: Close (Less than 10 meters), Medium (11-30 meters), Far (31-60 meters).


          Proton Pack
          Damage: +2 Initiative: -2 Capacity: Unlimited Range: 25/50/100 Strength: 3, Size: 4
          These small charged particle accelerators fire a stream of energy capable of injuring or subduing ephemeral entities. Attacks with the Proton Pack are made with Dexterity +Firearms and have two primary settings.

          Disruption: The Disruption setting disperses an Ephemeral Entities Essence, essentially robbing it of power. Each success on an attack roll removes a point of essence from the Entity.
          If used against a non-ephemeral creature, the weapon only deals bashing damage (unless an exceptional success is scored, which converts the damage to lethal).

          Containment: The Containment setting holds an entity in place, allowing it to be maneuvered into the range of a ghost trap.
          This functions as a grapple attack, substituting Strength + Brawl with Dexterity +Firearms. If the Entity is weakened (reduced to less than half its corpus or Essence) the Ghostbuster gains a +3 bonus to this roll. The only moves than can be utilized this way are Hold and Restrain. The Entity may try to escape the grapple as normal.

          Crossing the Streams is Bad. It only happens if it done intentionally or a Ghostbusters attacking the same target as another Ghostbuster in the same turn suffers a Dramatic failure. What results is a catastrophic explosion that deals Force 6L (9-again, Knockdown) damage with a blast area of 20 yards. Any ephemeral entities in the area take aggravated damage instead of lethal.

          Contained [Tilt]
          An ephemeral entity with this tilt is trapped within a particle containment grid. For as long as this entity has this condition, it is dormant – it cannot use influences, manifestations, or numina, take any actions, and is only vaguely aware of its environment or predicament
          Possible sources: Captured within a “ghost trap” or “containment grid”Resolution: If the containment environment is compromised, either by choice or mishap.



          Notes
          This write up of the Ghostbusters is based on the first two films, as well as parts from the Real Ghostbusters animated series (and the Ghostbusters RPG by West End Games). In addition, the Ghostbusters are considered Hunters, and may Risk Willpower and use Tactics (Hunter: The Vigil). They most often use the Exorcism, Measurements and Net tactics.


          Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
          The Horror Lab - A collection of Beasts, Monsters and less definable things.
          Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
          Twilight Menagerie - A collection of Ephemeral Entities

          Comment


          • #80
            Originally posted by Raistlin View Post
            I liked Arkham City´s explanation about the Joker having Ra's Al Ghul´s Lazarus Pit´s phlebotinum in his blood, explaining his immortality and mental insanity.
            That's pretty much what the above storyline suggested. Except R'as' version is a corrupted form. Vandal Savage got it raw. But it's just expanding upon Joker's already ambiguous origins, no clear answer one way or another while also offering fodder for interesting stories. Or in mechanical terms relating to this thread, turning him from Maniac Slasher to Legend Slasher. Though I always thought he had a touch of all the Slasher types, except perhaps Brute or Mask. He's shown himself capable of charm and subtlety, and visually he's a freak.


            Comment


            • #81
              Frank Castle, AKA Frank Castiglione, sadprincess14, the Punisher

              Virtue: Temperance - He lives by a code and goes to great lengths to avoid possibly harming someone who 'doesn't deserve it.'
              Vice: Wrath - Born in blood, Frank Castle is a hateful killer to the core.

              Undertaking: Avenger

              Mental Attributes: Intelligence 2, Wits 3, Resolve 5
              Physical Attributes: Strength 3, Dexterity 3, Stamina 4
              Social Attributes: Presence 3, Manipulation 2, Composure 4

              Mental Skills: Computer 1, Crafts 2 (Ordnance), Investigation 3, Medicine 2, Politics 1 (Criminal), Science 1

              Physical Skills: Athletics 4, Brawl 3 (Dirty Fighting), Drive 3, Firearms 5, Stealth 3, Survival 4, Weaponry 4 (Improvised)

              Social Skills: Empathy 2 (Detecting Lies), Intimidation 4, Streetwise 3, Subterfuge 2

              Merits: Iron Stamina, Safe House (varies), Combat Awareness, Danger Sense, Emotional Detachment, Indomitable 4, Murder Expert, Disarm, Fast Reflexes, Quick Draw, Contacts 2 (Police, Military), Infamous 2 (In addition to being a video game, probably a variant of the Fame merit that allows a bonus to Intimidation instead of Socialize), Combat Marksmanship 5, Dirty Fighting 5, MAC 5, Sniping 5. Professional Training: Soldier 3.

              Humanity: 3. It really depends on the depiction but he usually skirts the edge. I would say he's verging on becoming a Legend but his adherence to his Code keeps him from falling that far.
              He would have the Major Calling Card Tell, letting people know the Punisher was there by leaving his symbol.
              Last edited by nofather; 05-01-2015, 11:16 PM.

              Comment


              • #82
                Pennywise The Dancing Clown (Stephen King's "IT"): he can be multiple things in the NWOD, such as a True Fae, A Namtaru Beast with a Hunger For Prey or an Abyssal. Here are stats for the generic Hunter version.

                Virtue: Cunning
                Vice: Sadistic/Mocking

                Mental Attributes: Intelligence 4, Wits 4, Resolve 3
                Physical Attributes: Strength 5, Dexterity 3, Stamina 5
                Social Attributes: Presence 6, Manipulation 3, Composure 3

                Mental Skills: Academics (History) 1, Crafts 1, Medicine 1, Occult 4, Politics 0, Investigation (Searching) 3, Science 1
                Physical Skills: Athletics (Chasing) 3, Brawl (Natural Weapons) 3, Drive 0, Firearms 1, Larceny 1, Stealth (Ambush) 3, Survival (Sewers) 3, Weaponry 2
                Social Skills: Animal Ken 1, Empathy (Fears) 3, Expression (Humor) 1, Intimidation 5, Persuasion (Children) 2, Socialize 0, Streetwise 1, Subterfuge 3

                Merits: Vice-Ridden, Demolisher 3, Heavy Weapons 3 (Natural Weapons), Iron Stamina 3, Striking Looks +2 (Horrifying), Quick Healer

                Willpower: 6 [Inverted Vice/Virtue Refill]
                Initiative: 6
                Defense: 3 + Athletics/Brawl/Weaponry
                Speed: 11
                Health: 10
                Potency: 7

                Dread Powers: Alter Memory 5, Blackout 5, Clamber 3, Corpse Door, Dement 5, Dead Flesh 3, Drain 5 (Willpower), Dread Attack 3 (Natural Weapons), Dream Seeing 5, Giant Size, Hypnotism 3, Lord Of The Manor 5 (Sewers), Lurker In Darkness 3, Mist Form, New Face 5, Revivify 5, Strange Form 5 (Almost Anything), Terrify 5

                Notes: Pennywise uses Dement to inflict thematic hallucinations. These hallucinations cause fitting Conditions, such as Phobia (Vermin) by filling the room with roaches and rats. Pennywise and his Dread Powers can only be seen by certain individuals, usually those who were victims of it during childhood or those who accept that monsters can exist. Hunters find that, while they can see Pennywise’s Clown Form for what it is, the monster’s Dement is often personalized and visible only to each person.
                Last edited by GibberingEloquence; 05-02-2015, 01:11 AM.


                Let Him Speak.

                Comment


                • #83
                  I don't know what stats, but SCP-087-1had to be a Beast, that refuses to leave it's lair.
                  Last edited by AncientSwordRage; 05-02-2015, 04:56 PM. Reason: This isn't mark down, and the creatures not 087, thanks GottaGoFeast

                  Comment


                  • #84
                    Originally posted by AncientSwordRage View Post
                    I don't know what stats, but [scp-87](http://www.scp-wiki.net/scp-087) had to be a Beast, that refuses to leave it's lair.
                    For starters, SCP-087 is the the staircase itself, while SCP-087-1 is the monster that inhabits the staircase.

                    Secondly, SCP-087-1 is too weak to be a Primordial Beast. Furthermore, Beasts who never leave their Lairs can't satiate their Hungers.

                    I would interpret SCP-087-1 as the face/projection of a greater Abyssal.

                    Where is the rest of this Abyssal, you ask?

                    At the bottom of the stairs.

                    Of course, due to fluid canon of the SCP Foundation universe, my interpretation is not the only one.
                    Last edited by GibberingEloquence; 05-02-2015, 02:29 PM.


                    Let Him Speak.

                    Comment


                    • #85
                      Originally posted by GottaGoFeast View Post

                      For starters, SCP-087 is the the staircase itself, while SCP-087-1 is the monster that inhabits the staircase.

                      Secondly, SCP-087-1 is too weak to be a Primordial Beast. Furthermore, Beasts who never leave their Lairs can't satiate their Hungers.

                      I would interpret SCP-087-1 as the face/projection of a greater Abyssal.

                      Where is the rest of this Abyssal, you ask?

                      At the bottom of the stairs.

                      Of course, due to fluid canon of the SCP Foundation universe, my interpretation is http://www.scp-wiki.net/his-kind-eyes"]not the only one[/URL].
                      What's an Abyssal ,when it's at home?

                      Comment


                      • #86
                        Originally posted by AncientSwordRage View Post

                        What's an Abyssal ,when it's at home?
                        It is still an Abyssal, as far as I know. The bottom of the stairs isn't really the Abyss, it's more of an Abyssal verge.


                        Let Him Speak.

                        Comment


                        • #87
                          Originally posted by AncientSwordRage View Post

                          What's an Abyssal ,when it's at home?

                          An Abyssal being inside a bigger one.

                          The exception are Annunaki, who are the bigger ones. They're a lot like shelled crabs, if the shell was a stillborn universe,


                          Comment


                          • #88
                            Parker Robins, AKA The Hood.
                            At the end he got a lot of power but I'm going to mostly stat him around his ascent.

                            Virtue: Ambitious
                            Vice: Deceitful

                            Mental Attributes: Intelligence 2, Wits 4, Resolve 3
                            Physical Attributes: Strength 2, Dexterity 3, Stamina 3
                            Social Attributes: Presence 2, Manipulation 3, Composure 3

                            Mental Skills: Computer 1, Occult 2 (Dark Magic), Politics 3 (Underworld)

                            Physical Skills: Athletics 2 (Aerial Maneuvers), Brawl 2, Drive 1, Firearms 4 (Handguns), Larceny 2, Stealth 3, Weaponry 1

                            Social Skills: Empathy 2, Expression 1 (Piano), Intimidation 1, Persuasion 2, Streetwise 3 (Criminals), Subterfuge 3 (Lying)

                            Merits: Common Sense, Fast Reflexes 2, Professional Training 2 (Criminal), Ambidextrous, Fleet of Foot 2, Quick Draw (Handguns), Contacts 3 (Fences, Bruisers, Occultists), Fixer, Mentor 5 (Dormammu), Retainer 2 (John King, cousin and criminal), Status 2 (Underworld, Occultists), Firefight 3, Marksmanship 2

                            The Cloak - A voluminous crimson cloak with a deep hood, the Hood is Dormammu's gateway into the world. So far it remains shut, but whoever wears it can gain access to its limited magics and hear the whispering urges of Dormammu.
                            Mechanically, it works as a Whisperer. As long as someone is wearing it the Whisperer has access to them and can urge them to gather the necessary supernatural relics and spells to break a hole between worlds and let Dormammu in. In exchange, the Whisperer, itself a vestige of Dormammu, can tell its bearer secrets and offer advice, acting as a Mentor, occasionally offering extra abilities in exchange for services. This can lead to the wearer becoming Possessed, but I'll leave that up in the air for now.
                            Powers:
                            Invisibility: Whoever wears the cloak can, as an instant action, turn invisible. This does not remove other traces of their presence, only their visible form. If a Willpower point is spent, for the rest of the scene the invisibility can be activated and deactivated reflexively. Attacking breaks the wearer out of the invisibility effect.
                            True Sight: Providing the wearer is acting in accordance with its Whisperer, with the spending of a Willpower point the cloak can grant them the ability to pierce all illusions and supernatural deceptions for the scene. In the case of a Clash of Wills, the dicepool for the bearer is 5 + Resolve.
                            Lightning Strike: When the wearer of the cloak is overwhelmed, the Whisperer can summon forth the least of its master's power, firing bolts of arcane lightning at nearby enemies. Treat these attacks similar to those from Firearms, as Defense can not normally be used against them. The dice pool for attacks is 5 and they do Lethal damage. Only one lightning bolt may be sent per round and they use up the wearers instant action for the turn as the Whisperer commandeers their soul.

                            The Boots - A pair of tall black boots with a thick cleated heel, the boots offer their wearer a simple gift. The ability to defy gravity. Simply put, with a thought, the boots can be made to hit 'ground' wherever they land. This allows the wearer to 'fly' at natural speeds and ascend as fast as they might climb stairs. It can even allow the wearer to travel upside down. Getting used to the change can take time, and until the wearer learns the Aerial Maneuvers specialty, they suffer a -2 penalty to close combat while up in the air and another -2 penalty to physical actions taken while upside down.

                            The relics are a bit powerful for World of Darkness but pretty appropriate considering their source. Like the Hood himself, they're simple things that, when used pragmatically, can reap great rewards.
                            Last edited by nofather; 05-02-2015, 08:35 PM.

                            Comment


                            • #89
                              Originally posted by GottaGoFeast View Post

                              It is still an Abyssal, as far as I know. The bottom of the stairs isn't really the Abyss, it's more of an Abyssal verge.
                              What I mean is, by When it's at home, is that I have no idea what an abyssal is. And I vaguely know what the abyss is, as it lies between this world and supernal...but no clue what a verge of it would be.
                              Last edited by AncientSwordRage; 05-03-2015, 03:07 PM.

                              Comment


                              • #90
                                Originally posted by AncientSwordRage View Post

                                What I mean is, by http://idioms.thefreedictionary.com/What%27s+when+it%27s+at+home%3F”]When it's at home[/url], is that I have no idea what an abyssal is. And I vaguely know what the abyss is, as it lies between this world and supernal...but no clue what a verge of it would be.
                                The Abyss is a place formed of all the symbols that are fundamentally untrue. An abyssal verge would be a place where reality as we know it simply...breaks. At extreme levels, 1+1 may not necessarily equal 2, up and down aren't opposite directions, and gravity is a repulsive force.


                                Genius: the Transgression 2E is a thing that's being worked on.

                                Comment

                                Working...
                                X