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Hidden 4 mos ago 1 mo ago Post by Evil Ghost Note
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Evil Ghost Note I DON'T WANT YOUR FRIEND, GIRL, I WANTED YOU

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OVERVIEW
Welcome to Recollections: Where the Folds Meet, another entry in the RP series set within the supernatural horror and urban fantasy universe known as the Recollections Universe. Most people believe reality is solid; one town, one world, one way things are supposed to be.
Cornell, Pennsylvania, once shared that belief. A dying Rust Belt town - steel mill by the river, woods encroaching from every side, roads looping back on themselves, and generations of residents who swear they’ll leave but never do. It’s a place that remembers its past even if its people forget. Silence hangs heavy, and the woods seem to be listening. One night, that silence was shattered. At a party in an abandoned warehouse, a single mistake was made. A drunken teenager, acting impulsively and driven by instinct, brushed against Lux just enough to crack it. The tear was small, invisible, but reality doesn’t need much coaxing to falter.
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THEMES
Connections · Identity · Emotions · Memories
Cosmic Horror · Urban Decay · Parallel Realities · Consequence



PLAYLIST
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Something slipped through.

The attack was swift, brutal, and beyond explanation. An unseen force tore through the crowd, smashing bodies against concrete, dragging screaming teens through the air, leaving blood and smoke behind. Before it could finish, something else intervened—an unseen presence that forced the creature to retreat, tearing open reality as it fled. Cornell survived that night.

But it did not remain unchanged. In the weeks that followed, the town warped. Roads stretched too long, windows reflected strangers, phones failed, music echoed oddly. Portals appeared in alleys, fields, and vacant lots - each leading to different versions of reality, another world pressing in. Anyone trying to leave found themselves trapped, pushed into increasingly unstable alternate versions of the same town.

The fractures widened.

And the All-Verse took notice.
Creatures began slipping through—initially cautious, then bolder. Beneath the town, something ancient stirred—buried deep beneath steel, soil, and memory. The Pit was not reaching upward so much as Cornell was beginning to give way downward, cracks forming the path of least resistance as reality weakened under its own weight. And something else arrived. Not from below, and not from within, but external to the collapse itself. An entity that does not create the fall, but recognizes it and enforces it.

The teenagers who survived the warehouse were the first to notice the change. In shared dreams. In fractured memories. In inexplicable alterations. They were thrown into the Paranormal—forced to see reality’s seams, track fractures, remember what the world tries to forget. No prophecies, no chosen ones—just kids standing at the edge of something much bigger than them. Now, Cornell has become a battleground of overlapping realities, hunting monsters, and buried truths. Each street conceals a door. Every reflection might deceive. Every choice risks tearing the town apart further.

Recollections: Where the Folds Meet is a story about small places buckling under impossible pressure, about memory as both weapon and wound, about identity, fear, and the price of knowing too much.

Cornell is breached.

The town knows how to bleed.

The only question: can anyone stop it from bleeding out?
RULES & NOTES
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LINKS
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Hidden 4 mos ago Post by Evil Ghost Note
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“Cornell, Pennsylvania - Built to Last.”

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Cornell, Pennsylvania (In Beaver County) is situated where the river curves like it’s trying to turn back. It’s a steel town that never recovered from its pivotal moment. The mill still dominates the water, with rusted scaffolding ribs exposed and pipes streaking orange into the river. It no longer operates as before; furnaces are half-cold, workers are gone, but it never fully shuts down. It groans at night, and locals say it’s just metal cooling. No one really believes that, but no one argues either.

The town is small enough to walk across in an afternoon if the roads cooperate. A main road cuts through Cornell like a scar, lined with a diner that never changes its menu, a liquor store with bars on its windows, a closed theater showing a decade-old film, and a few storefronts that change owners frequently. Side streets fork unevenly, looping back, dead-ending into woods, fences, or empty lots where houses once stood, lost to fire or foreclosure.

Cornell’s residential areas are cramped and tired—narrow streets, porches sagging with old furniture, satellite dishes on siding that hasn’t been repainted since they were created. Everyone knows everyone, or at least about them. Rumors spread faster than cars. People stare a second too long, trying to remember where they recognize you. At night, porch lights blink out in sequence, and thick darkness settles between the houses.

The woods crowd around the town, not scenic or welcoming—dense, overgrown, tangled with brambles, old paths that don’t appear on maps. Kids party there; adults pretend not to notice. Bonfires leave scorched circles that sometimes fade or sometimes are deep enough that the river and mill drown out everything else. The locals call it “kids being stupid,” but some parts of the forest are avoided even in daylight.
Before everything went wrong, Cornell barely registered on any supernatural radar.

Magic existed, but it was faint, sluggish, half-asleep—no signs, no miracles, just background noise. Some creatures drifted too close and learned to hide. Strange animals seen at dusk. Wrong reflections in windows. People who vanished for days and returned quieter, meaner, or hollow. There were witch cults too—small, disorganized, and unserious on the surface. College kids are home for the summer. Burnouts. Townies needing something to believe in besides the mill or river. They met at night in the woods, painted symbols that didn’t work, drank too much, made love under the moon, told themselves it meant something. Usually, it didn’t. Their rituals were sloppy, fueled by boredom and rebellion. Whatever they touched never stayed long enough to matter.

Cornell was a place where magic passed through, not a place where it stopped.

The high school, uphill from the town center, is a boxy concrete building with flickering fluorescent lights and trophies from decades ago. Everyone talks about leaving after graduation, but most don’t. The river, the mill, and the town’s quiet pull draw them back before they realize. The vibe is stagnant and heavy—as if the town is holding its breath without knowing it. That changed after the incident—but even before, Cornell always felt subtly wrong. GPS lagged. Radios crackled with stations that didn’t exist. Dreams intrude into waking life enough to unsettle. Streets seemed longer than they used to be. Arguments replayed with the same words weeks apart. Cornell felt neglected—like reality had grown careless here, like a seam long overdue for inspection. A town unimportant enough to neglect but not so insignificant as to ignore forever.

Once something was finally noticed, it—the town or what lurked within—there was no clean way to turn away again.


"You'll find your way."

Hidden 4 mos ago 7 days ago Post by Evil Ghost Note
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"Magic has a way of finding itself to people."
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"Open your mind, heart, body, and soul to the universe..."
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Beyond the ordinary lies an invisible threshold—a line dividing the possible from the impossible. Some people cross it easily, born with a trait or inclination that draws them toward the unknown. Others are pushed. Regardless of how they cross, those who do discover a truth both exhilarating and terrifying: Magic is real.

This Magic is not pulled from ancient tomes or distant stars; it’s born from within—fueled by human emotion, belief, and personality. Those who awaken to it gain powers that reflect their true nature at their core. These individuals, varied in form and ability, are collectively known as the Paranormal. Their world is a gateway to infinite stories and adventures, where the laws of reality bend and the soul takes center stage.

The abilities granted to Paranormal beings are called Paranormal-Abilities. The most basic of these is the theoretical opening of a “third eye,” a metaphor for perceiving the unseen forces at work. Only the Paranormal can see Magic in action; to everyone else, only the consequences are visible.

One of the most iconic abilities is called a Recollection. This vivid, immersive flashback allows someone to witness events they weren’t present for, as if standing within the memory itself. Recollections can be triggered in various ways: during dreams, upon touching a meaningful object, or in the presence of someone associated with the memory. Sometimes, those with deep magical knowledge can even share a Recollection with others.

Paranormal beings are drawn to one another and magical events, often against their will. Some believe that certain traits make individuals more likely to be drawn into these situations or to encounter them.
At the heart of each Paranormal lies a unique power known as an Abstraction. No two Abstractions are precisely alike, as each is a manifestation of the individual’s soul. Though some may seem to possess multiple powers, these are simply facets of a greater whole. An Abstraction cannot be nullified or replaced—except in one scarce and specific case. To prevent chaos, Paranormal beings are protected from one another by an invisible force called the Emotional-Field. This field acts as a natural limiter, preventing most offensive Abstractions from being used directly on other Paranormals. For example, a pyromancer cannot boil another’s blood, a telekinetic cannot rip out a heart, and a mind controller cannot take over a fellow Paranormal. Some abilities, such as healing or telepathy, are typically unaffected, but others may be weakened, blocked, or require creative workarounds. Specific, rare Abstractions can bypass the Emotional Field, and others may modify it, lessening its protection, stripping it away, or twisting its effects. But these cases are exceptional.

Those who lack both an Abstraction and an Emotional-Field are called the Blind. They cannot perceive, understand, or interact with Magic in any way. However, some who have been exposed to Magic may gain a limited awareness known as Aware. These Aware individuals still lack the protections and powers of the Paranormal, leaving them just as vulnerable as the Blind—if not more so.
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[table][row][/row][row][cell][h3][b]NAME[color=2e2c2c].[/color]HERE[/b][/h3][/cell][cell][/cell][/row][row][cell][center][img]Image Here[/img][hr/][color=2e2c2c]............................................................[/color]
[i]"Quote here."[/i][/center][/cell][cell]Description here[/cell][/row][/table][indent]Put the rest of the description here if it ends up being longer than the provided pic.[/indent]
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Hidden 4 mos ago Post by Blizz
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Blizz Archmage of the Fucking Universe / Etc

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first
Hidden 4 mos ago 3 mos ago Post by Blizz
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Blizz Archmage of the Fucking Universe / Etc

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Hidden 4 mos ago 3 mos ago Post by Atrophy
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I would also like to take this time to formally open a poll on whether the high school football team is named the Cornell Cougars or the Cornell Cornballs. Get in the comments.
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Hidden 4 mos ago 4 mos ago Post by NoriWasHere
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Gotta be Cougars. I like the way it rolls off the tongue.
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Hidden 4 mos ago Post by silvermist1116
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@Atrophy Icky Vicky, got it. I vote Cornell Cougars.
Hidden 4 mos ago 3 mos ago Post by Rekkuza
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Hidden 4 mos ago Post by FernStone
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I third the Cougars for sure
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Hidden 3 mos ago Post by silvermist1116
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School shooter in your area~

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Hidden 3 mos ago 3 mos ago Post by NoriWasHere
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NoriWasHere

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Hidden 3 mos ago 3 mos ago Post by Drag
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To split the difference on the Cornballs/Cougars debate, I like the idea that the team was initially named the Cornballs then in an effort to be taken more seriously they rebranded, but you can still see the old Cornballer paraphernalia they crappily tried to paste over.
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Hidden 3 mos ago Post by Blizz
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I vote Cornell Cougars
Hidden 3 mos ago Post by Evil Ghost Note
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No votes necessary because the Steelheads is the official name of the football team. If you don't like it, SMD.
@Blizz
WEAKNESSES ⫻ Tommy’s summons are inherently linked to his body and life force, not solely his Lux. Damage to a summon reflects as physical injuries—reopened wounds, joint or muscle damage, or even cardiac shock or unconsciousness if destroyed violently. Even in victory, his body sustains damage, and repeated losses cause long-term injuries that don’t heal naturally. The deck functions as a physical part of the abstraction. Damaging a card harms its summon: burns cause instability, tears create missing or deformed parts, and stolen cards enable enemies to misuse or control his creations. Tampering or damaging the deck can cause summons to appear in the wrong order or be incomplete. If too many cards are compromised, his Gold Lux locks completely, preventing summoning to prevent death. Summons embody the emotional and conceptual essence of their materials. Trauma, resentment, or beliefs in source components influence behavior over time. Intelligent or meaningful sources can resist control or subtly sabotage him, and people connected to those sources can psychologically interfere with the summons. The stronger the source, the greater the long-term risk.

Raptor is powered by Tommy’s blood and pain. Each attack reopens wounds, and prolonged use causes internal bleeding and shock. Blood manipulation disrupts Raptor, and restraining him causes severe chest pain. Destroying Raptor results in the loss of a meaningful memory, and repeated losses diminish his capacity to form attachments. Porter has a limited carrying capacity. Exceeding it causes violent structural failure, destroying items metaphysically. Porter experiences what it holds, making volatile or living items dangerous. If immobilized, Tommy’s body mirrors its restraint and weight. If Porter is destroyed while loaded, he suffers serious spinal injuries. Watcher’s howl assaults Tommy’s nervous system. Repeated alerts cause migraines, vertigo, seizures, and dissociation. Reflective environments cause confusion, while silence or sound suppression triggers uncontrollable howling. Destroying Watcher causes a temporary loss of facial recognition.

Finally, each summon permanently diminishes Tommy’s future capacity. Every card reduces his Gold Lux, accelerates aging, and slows recovery. Creating new summons can cost years of lifespan or force the sacrifice of existing cards. Removing a summon feels like an amputation; keeping them all results in early death. No safe balance exists—only how long he can endure.


Accepted.
@Atrophy
WEAKNESSES ⫻ Vicky’s abstraction primarily relies inwardly, and this self-focus is a fundamental flaw. Yellow Lux enhances her self-preservation and perception but isolates her from shared defensive space. Her magic actively resists protecting others; attempts to do so often cause spell collapse or feedback. In group settings, this makes her a liability—she can survive situations others cannot, but she cannot stabilize failing scenarios. When allies are injured or killed nearby, her Lux spikes into defensive overdrive, narrowing her focus and increasing tunnel vision and reactivity.

Shutout’s fragility is its biggest weakness. While it prevents momentum, it does not eliminate consequences. Impacts can transfer secondary effects—heat, electricity, corrosion, or poison once the weave shatters. Repeated high-impact Shutouts cause cumulative damage-microfractures, whiplash, and nervous system strain. Poor timing doesn’t just cause failure but can leave her worse off, as the Lux lock briefly contracts her muscles at impact. Because Shutout rewards taking hits, it risks creating a dangerous feedback cycle. Shout-out’s silence proves to be a double-edged sword. When active, Vicky loses all external audio, leaving her unaware of unseen movements or environmental cues she can’t detect. Extended use leads to disorientation, delayed reactions, and balance issues, especially in chaotic settings. Since silence depends on vocalization, injuries that hinder breathing, gagging, choking, or throat damage can break the spell. If she panics and becomes silent, the silence ends with her.

Strikeout does not make an object intangible or self-guiding; it only removes it from everyone else’s perception. Vicky can still see the invisible object, but her awareness of it is entirely internal to her Lux perception. If her perception is disrupted by pain, concussion, sensory overload, disorientation, or perception-altering effects, the Lux highlight that lets her track the object can flicker or collapse. In those moments, the invisible object becomes genuinely difficult for anyone to locate, including her. Additionally, invisibility does not remove physical interaction. The invisible object still displaces air, leaves marks in dust, blood, or water, and collides with the environment.
Accepted.
@NoriWasHere
WEAKNESSES ⫻ Evelynn’s foresight demands complete physical vulnerability. When she steps into The Garden, her body stiffens, becomes unresponsive, and is essentially defenseless. She cannot move, speak, or react to stimuli, and any force applied to her during this time has full effect. If she is pushed, restrained, injured, or killed while viewing possible futures, the vision does not end automatically to protect her. Foresight does not safeguard the present; it abandons it. The time distortion within The Garden creates mental strain. Evelynn can observe multiple futures in seconds, but her human mind still needs to process and remember them. Prolonged use leads to temporal dissonance: confusion about past events, what she just saw, and what is happening now. After heavy foresight use, she may hesitate, react prematurely, or behave as if events are already decided when they are not.

The Curse of Misfortune is not just random bad luck; it is a targeted collapse in probability. Events that would normally resolve safely instead turn out in the worst way possible for her. This doesn’t mean impossible things happen—just that chance consistently works against her. Safety margins fail, coincidences accumulate, and unlikely accidents happen often enough to maintain constant pressure. Planning does not avoid the curse; it only changes how it manifests. The more Evelynn uses foresight, the more likely misfortune is to strike in the present. Periods of intense Garden use are followed by clusters of accidents, close calls, or cascading failures. Avoiding foresight doesn’t remove the curse, but frequent use speeds it up—danger gets compressed into shorter intervals.

Importantly, foresight doesn’t reveal the Curse as a separate force. She can see outcomes where things go wrong, but not why, in a way that allows her to fully prevent them. Attempts to circumvent misfortune often just shift the trigger. Dodging one falling object puts her in the path of another. Avoiding one location puts her near a different failure point.

Because the Curse is bloodline-bound and all-encompassing, there’s no “safe future” to find—only futures where death comes sooner or later. The Garden can show her how to survive the next minute, hour, or day, but not a future free of misfortune. Long-term foresight inevitably leads to decay, exhaustion, or fatal convergence, making prolonged planning mentally damaging.
Accepted.
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@Rekkuza
WEAKNESSES ⫻ Camille’s magic is directly linked to his emotions. Anger and anxiety cause his shards to move faster and his portals to grow larger, but they also impair his control. The shards fly unpredictably, bounce off surfaces, and can hurt him as easily as enemies. He often bleeds from minor mistakes, and repeated use leaves his hands raw with small cuts. Glass pieces cannot be larger than roughly the size of his hand or 15 pounds without breaking apart or veering off course. Larger shards shatter unexpectedly, scattering fragments. Shards that leave his control retain momentum and may collide with him, embed in walls, or trap his feet. Portals have jagged edges and last for less than 2 minutes. Misaligned or unstable portals can injure anyone who passes through them. Creating portals requires physical strikes; missed or mistimed punches can bruise, strain, or cut his hands and arms. Portals vanish if he loses contact or focus, sometimes leaving him suspended mid-action. The Looking Glass relies on mirrors—moving, breaking, or obscuring one destroys the connection. Keeping more than three mirror pairs active strains his focus, leading to partial failures, lag, or misfires. Any disturbance in the anchor points can trap him or leave him vulnerable. All of Camille’s attacks are destructive, uncontrolled, and environment-dependent. Falling shards, collapsing glass, or misused portals often create hazards nearby. The more he fights, the more chaotic the battlefield becomes, increasing the risk of self-injury.
Accepted.
@FernStone
WEAKNESSES ⫻ The Shadow is semi-autonomous and unreliable in response to commands. Its protection is inconsistent, sometimes ignoring threats, delaying reactions, or acting against Tuyen’s wishes. When distracted or hostile, it can misinterpret reality, blocking her view or creating illusions that cause her to stumble, trip, or collide with obstacles.

Since it is connected to her body, Tuyen’s movements directly influence the Shadow. Any attack that immobilizes, restrains, or displaces her reduces its effectiveness. Prolonged restraint, pinning, or confinement limits its physical manifestations, leaving her vulnerable to harm it cannot prevent.

The Shadow relies on Tuyen’s negative emotions for sustenance, which also empower it. Efforts to suppress fear, anxiety, or self-doubt weaken her perception and awareness. In contrast, spikes of dread increase its influence and unpredictability. Emotional overload can cause erratic behavior, indiscriminate attacks, or hallucinations trapping her.

Its physical forms are formidable but bound to her imagination. Focus issues, exhaustion, or injuries diminish its size, strength, and versatility. If Tuyen is unconscious, incapacitated, or mentally compromised, the Shadow may stay dormant, leaving her unprotected, or act unpredictably, risking herself and others.

The tether makes it vulnerable—environmental factors like sunlight, reflective surfaces, walls, or anti-paranormal wards can limit its reach or disrupt its form. Its attacks depend on what can physically extend from Tuyen, making long-range combat difficult.

Additionally, relying on the Shadow reduces Tuyen’s independence. She hesitates to act decisively, considering its potential reactions. Overuse, pleading, or dependence can cause hesitation, paralysis, or misjudgment in combat, turning the Shadow from an ally into an unpredictable threat.
Accepted.
@silvermist1116
WEAKNESSES ⫻ Environmental factors that flood areas with light or break shadows diminish their form, reduce their reach, and hinder their full manifestation. Bright or reflective surfaces can cause it to withdraw, destabilize its attacks, or make it flicker unpredictably. The Nightmare reflects Saylor’s mental state. Anxiety, fear, or distraction increases its unpredictability: it may attack the wrong target, misjudge distance, or lash out uncontrollably. Strong emotional manipulation, illusions, or mind-affecting effects can make it hesitate, flail, or even harm Saylor herself. Its power depends on her focus, so stress or sensory overload reduces its accuracy.

Possession and incorporeal movement depend on darkness. Well-lit areas, open spaces, block its ability to phase through shadows, hide, or move unseen. Its attacks are less precise in these conditions, and it cannot safely engage remotely without Saylor’s guidance.

The Nightmare is physically strong, but blunt force, heavy impacts, or environmental hazards can force it back into Saylor. Outside, it can be manipulated or tricked by reflective or refractive surfaces, causing it to collapse, misdirect attacks, or push it into hazards. Any obstacle that disrupts shadow paths limits its reach and offensive power.

Finally, its loyalty is conditional. The Nightmare protects Saylor only as long as it feeds on her fear and negativity. If sufficiently provoked or manipulated, it may refuse to act, misinterpret commands, or turn against threats unpredictably, leaving her vulnerable
Her name gave me testicular cancer, but accepted.
@Drag
WEAKNESSES ⫻ Valor functions as a blunt judgment tool, lacking subtlety or foresight. It responds to perceived injustice rather than strategic planning and can be baited or misled through manipulations of morality. Ambiguity and clever deceptions confuse it, creating vulnerabilities. Its connection to Daniel means any harm or restraint to Daniel affects Valor directly. Excessive damage causes a reversion, leaving Daniel exposed while it recovers, and environmental hazards or attacks on Daniel can interrupt it or cause it to lose control. Its power intensifies with anger and perceived wickedness, but extreme fury can cloud judgment, leading to overreach, miscalculation, or the ignoring of collateral hazards. Strong opponents can exploit its aggression to isolate or flank it. Weapons crafted by Valor are temporary, slow to appear, and disappear if misused or released, creating offensive gaps. Its focus on "evil" means it often doesn't recognize instinct-driven, chaotic, or morally ambiguous foes, allowing attacks that evade provoking its wrath while threatening Daniel. Finally, Valor’s inability to adapt or strategize makes it predictable.
Accepted.
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@Evil Ghost Note How does Saylor being physically constrained effect Nightmare when it's attached to her soul and not a physical part of her?
Hidden 3 mos ago Post by Evil Ghost Note
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Evil Ghost Note I DON'T WANT YOUR FRIEND, GIRL, I WANTED YOU

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@Evil Ghost Note How does Saylor being physically constrained effect Nightmare when it's attached to her soul and not a physical part of her?


your glorious gm was a smoothbrain last night. I removed that part.
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