Avatar of Evil Ghost Note
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  • Old Guild Username: Mr Allen J
  • Joined: 12 yrs ago
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Status

Recent Statuses

2 mos ago
Current I'ma fuck this bitch, I fuck her off the shrooms (Yeah), woah
2 likes
4 mos ago
Introducing Recollections: Moon: roleplayerguild.com/topics/…
1 like
4 mos ago
We laugh all day like Dumber and Dumber.
3 likes
5 mos ago
das not a flex
2 likes
9 mos ago
Categories don't matter when standards aren't being enforced.

Bio

"You're a fine warrior. Call me sentimental..."







Currently updating...




"I'm a dominant..."
REALLY PUNCHY GUYS
_______________________________
@redbaron1234
[@Kamen Evie]
[@KaiserElectric]
@Drag
[@KremeSupreme]
[@Megsychan]
[@Oddsbod]
THE DISAPPOINTMENT CLUB
_______________________________
@Spoopy Scary
[@Junkmail]
[@Maxx]
@Luminous Beings
[@Dragonbud]
OTHER SCRUBS
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@Zombiedude101
@Lord Wraith
@FernStone
@Atrophy
[@Moth]
@Skai
@silvermist1116
SETTINGS
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The Tyrant Shell Universe - Mechapunk (Mecha and Cyberpunk mixed together).
The Black Fall Universe - Modern-Superhuman tale.
LINKS
_______________________________
The Collective - My Discord Server.
The Ghost Lounge - My 1x1 Thread.
The Ghost Archives - Character storage.

Most Recent Posts


D’rryha.


Unknown | D’rryha | She/Her
"Everything lives, and everything can serve."

Description:
D’rryha is an Abominable of the Threaded lineage, a parasitic race of spider-like creatures capable of reshaping hosts to sustain and amplify themselves. Once, the Threaded had a Queen whose cunning and dominance bound the entire race, but she died before the Ancients banished the Threaded to the Pit, leaving a power vacuum. Within that exile, D’rryha endured eons of isolation, growing in strength, patience, and a cold, calculating intelligence. In death and exile, she inherited the title of Queen by right of survival and cunning, though her full maturity remains tethered to a host.

The recent tear in Cornell’s reality provided her first chance in millennia to escape. Slipping through the rift, she instinctively sought a suitable host: Isabelle. The girl, injured and abandoned in the woods, was perfect-alive enough to sustain D’rryha, weak enough to dominate. Evaluating carefully, D’rryha established a bond, making Isabelle both a lifeline and a living tool, granting mobility, influence, and the ability to operate through a sentient extension.

Even now, D’rryha’s presence is subtle but unmistakable: a faint scent of decay, unnerving movements, and occasional, unbidden influence over Isabelle’s body. Though capable of independent action, she favors patience, observation, and strategic manipulation, striking only when it serves her larger designs. Organic matter, especially sentient tissue, accelerates her growth and fortifies her hold over Isabelle. Isabelle gains terrifying regenerative abilities and new appendages, but every use of D’rryha’s power is a reminder that these gifts come at the cost of autonomy.

Even as she moves through her host, D’rryha’s patience hints at grander schemes, and the Threaded’s true scope—its reach, age, and ambition—extends far beyond what any observer could imagine.


Abstraction:
Abominable - The Threaded Queen.
The Threaded Queen Abstraction enables D’rryha to inhabit a suitable host, facilitating quick regeneration, near-immortality, and the growth of spider-like limbs. However, Isabelle cannot access the Abstraction’s deeper powers, such as commanding entire swarms of the Threaded, controlling multiple hosts, or other abilities. The dependency on a living host is critical: without one, D’rryha cannot fully mature or fulfill her destiny as Queen. This bond is both symbiotic and parasitic; the host gains remarkable abilities but gradually loses autonomy under D’rryha’s influence. Extreme environmental conditions or starvation diminish her efficiency, yet she remains resilient, adaptable, and patient—waiting to extend the Threaded’s reach and strengthen her control over all under her influence threads.
@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.
@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.
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.
@Theyra make the school stabber
Are you still accepting? This is my cup of teeea


yes homie. I posted the link above



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