The other Yugi woke up on 3/2 with itchy, painful bite marks on his neck. He experienced a strange loss of appetite and a low-level aversion to sunlight and silver. Nothing painful, just discomfort.
Then, that week, Daniel tortured him and killed him to extract vitae. The other Yugi revived fully undead with fangs, no reflection or shadow, full sunlight and silver weakness, invitation weakness, heightened senses, the ability to turn into mist, and a thirst for blood.
Upcoming changes: -Skin grows more and more mummylike as he is deprived of blood -Nails grow faster and more clawlike -A fog form -Hypnosis -Bat travel form -Superhuman speed -Arrogance -Need to follow vampire rules
His third month in Ryslig begins pretty uneventfully. He hardly notices his changes! The most obvious are his nails, which are growing much faster than usual and tend toward clawlike. The other Yugi feels this looks untidy and keeps them trimmed as he can.
In addition, if he doesn't feed, his skin will grow dry and sunken, taking on the appearance of a mummified person until he has fresh blood again. He can run superhumanly fast. He also has access to a travel form: an Egyptian tomb bat.
Upcoming changes: -A fog form -Hypnosis -Arrogance -Need to follow vampire rules besides invitations
The other Yugi is now technically capable of hypnosis, but he has not discovered that he can use it yet. He does not yet have a fog form. Tough to tell if the arrogance has hit yet or if he's just like that. He's got a mild compulsion to count things in front of him, but it's possible to resist it.
As seen here, cw blood: 7ft tall humanoid with the head of a bat, no fur below the shoulders, mummylike skin. Back wings are held tight over his shoulders.
● Two long, venom-producing fangs that can fold back up against the roof of the mouth when not in use (upper mouth)
● Immunity to poison (including their own venom and the venom of other Nagas).
● A snake tail from the waist down as opposed to legs. As a naga, Atem will have this coloration (x) with scales in this shape on his back and belly.
● Snake-like eyes with slit pupils (red).
● Claws instead of fingernails (white).
● Cold-bloodedness, with increased resistance to heat but vulnerability to cold. Cold temperatures will cause them to become sluggish and weak, thus easier to defeat.
● Increased speed and the ability to strike a target incredibly fast.
● Heat vision. By concentrating hard enough, the Naga will be able to detect anything giving off heat, even in the dark.
● Atem has a thin, subtle seam that runs along his jaw from ear to ear; when he feeds, this seam opens into a full second mouth, which is for draining the liquefied insides of a poisoned victim and remains closed at all other times.
OPTIONAL CHANGES:
● Increased protective instincts, pulling from Wadjet myths
● The ability to change into a large snake (big ol Egyptian cobra). In this form the character will be able to travel faster, however, they will also be more vulnerable. His hood will have a pattern that resembles a monocle cobra, only you know what the eye looks like.
● A rattle on the end of their tails that can temporarily mesmerize humans. His will be made of bone and cartilage and resemble a simple sistrum. He'll keep it wrapped in cloth most of the time to keep it from mesmerizing humans by accident. AS OF AUGUST, the rattle has been amputated and offered as tribute to the Fog to seal the rift during the Monster's Pearl event.
● Forked tongue with a Jacobson's organ (inside the upper mouth; blue).
● The ability to freeze humans on the spot with extended eye contact and eventually turn them into stone. Only Naga venom can cure a human effected by this condition. Petrified humans are still conscious and aware of what's going on around them.
AS OF AUGUST 5: ● Snakes instead of hair. These snakes are either yellow in color (a few in the front), or black with red heads. There are a couple dozen of them, and they are of varying lengths, reflecting how his old hair usually looked. They are not independent animals, but their behavior reflects what Atem's feeling at the time. He cannot consciously control them.
REQUIRED CHANGES ● Sharp fangs in place of their regular teeth.
● Red eyes that glow when the Demon is using magic.
● Pointed ears.
● Dark claws instead of fingernails and toenails.
● Two long, sharp horns on the head (see Obelisk).
● Large bat-like wings capable of flight (see Obelisk).
● A long, whip-like tail (spade on the end).
● The ability to use dark magic. Demons have four primary spells: the ability to bind a human to the spot so they can't move, the ability to create and control fire, the ability to possess another being for up to an hour, and the ability to steal a human's soul. Possession can only be used once per day, the rest can be used in unlimited amounts.
● Immunity to fire.
● Hooves instead of feet! His are blue-black and goatlike, and go clip-clop like a pair of high heels wherever he goes.
● A weakness to salt and holy magic. Demons can't be killed by salt, but touching or consuming it does weaken them and they are unable to cross salt barriers on foot. Holy magic can kill a Demon, although there are few on Ryslig who know it. He can't wear ankhs. ):
● The need to feed on human souls. The Demon accomplishes this with a dark magic spell. Although the human's body remains alive after the spell is complete, they will essentially be in a coma. If they don't feed for an extended amount of time, they will begin to go mad and lose their self-control until they can feed again.
OPTIONAL CHANGES
● Scales (blue, except for a gold eye on the forehead -- on forehead, back of hands and feet, forearms and shins).
● A forked tongue (snakelike, red).
● A triangular spade on the end of the tail.
● A demon's tail can be prehensile, but not especially strong (ie. not strong enough for you to hang from it). It can be used as an additional limb, but it would essentially be like trying to pick up an object with one finger.
● Dark black sclera.
● Spikes (shoulders, knees, upper arms. See Obelisk.)
● The ability to teleport short distances by making a circle of fire on the ground. It is possible for a demon to teleport anything or anyone they can carry. However, it would be much more taxing than teleporting unencumbered.
● A more wicked nature. More than any other creature, Demons tend to be tempted to act on their darkest desires and forsake their human nature.
● Feathery wings (two, based on these). Nephilim can fly with these, no matter their number, but not any better or worse than other winged monsters.
● A halo. (Atop the head, superimposed like a glitched video game texture in the same place as his hair.) It may brighten when the Nephilim experiences strong emotion, making them difficult to look at.
● An extra pair of functional eyes somewhere on the head. (One on the forehead, one on the back of his neck. The forehead one glows with emotion like the halo does.)
● Gold bull horns falling around the same place as his blonde blown-upward bangs, and a gold lion's tail, the same shade as his wings.
● Nephilim do not cast shadows, and are unable to shield other monsters from sunlight.
● Nephilim do not need to sleep, and are in fact unable to.
● A weakness to the dark and dark magic. When in complete darkness, Nephilim lose their corporeal form and become a haze, undefined and without physical body. They have difficulty maintaining their forms in weak light (e.g. moonlight); although Nephilim can produce light from their halos, this is not enough illumination to maintain their forms. Dark magic can kill a Nephilim.
● The ability to use holy magic. Nephilim have four primary spells: the ability to induce awe in a human, terrorizing them into stillness; the ability to create and control plasma (as in lightning); the ability to create a barrier through which only Nephilim can cross; and the ability to channel holy energy into a human's body.
● The need to feed by purging human souls. This is accomplished using the Nephilim's final holy magic ability listed above. They fill the victim with holy power, which causes the body to expel the soul. It is not until the soul exits the body that the Nephilim can consume it, leaving behind the purified husk of their victim.
OPTIONAL CHANGES:
● The tendency to decide all of humanity should die in a bloodbath and then walk it back when a war goddess actually does it Psychological changes!
● One set of additional gold wings, small, around his ears, that either hang around where his bangs frame his face or flare up like the blown-upward blonde bits.
● An ethereal glow from within that shines through the skin and eyes. Like their halo, this light is not enough to maintain the Nephilim's form in darkness, but it can make them difficult to look at directly. (Only when angry, and it gives a strange, strong impression of a bird-head where his normal human face ought to be).
● More eyes, either on the face or elsewhere. Unlike the mandatory pair, these are non-functional. (Two very small flat-colored red ones below and to the outside of his normal eyes.)
● Physical growth. Nephilim can grow an additional two feet in height, and may "fill out" accordingly to have an imposing stature. Hell no, this little shorty is NEVER getting taller.
● Odour of sanctity. Nephilim just smell nice. (He smells like blue lotus flowers, honey, and a handful of spices used during mummy embalming. It's great.) This odour extends not only to their flesh, but to their blood and tears, and may linger even after a Nephilim has left the room.
● The ability to travel at greater speeds, though only when not observed. They can move as fast as Arachne and Vampires, or near to a Demon's teleporting. If they are being watched by a human or monster, they are restricted to their normal speed — however, if their observer closes their eyes or blinks, the Nephilim is unrestricted until their eyes open again. (Red light, green light, bitch.)
● A strong sense of justice, of the "swift and furious" type. Oh god. Oh god oh god oh god oh god oh g--
● Nephilim may have two additional spells: a spell of purification, which allows them to purify things like muck-ridden water, or a spell that brings others' regrets to the surface and amplifies them. If these abilities are used on other monsters, they are effective for up to one hour, and can only be used once per day.
● Stigmatic healing. A Nephilim can take the wounds of others, but the damage will be transferred wholly to the Nephilim. If they "heal" a broken arm, their own will be broken in turn.
● A sigil, which can be used to invoke a Nephilim. The Nephilim will be summoned to the sigil when it is used. This can be prepared in advance as an escape route, but since it must be invoked by another and there's no guarantee of a sigil staying in friendly hands, Nephilim would be wise to limit their creation of these. A Nephilim can only be invoked once per day.
● Upper and lower canine teeth elongated into sharp fangs. (BOTH)
● Wolf-like pointed ears. (BOTH)
● Fur on the back, shoulders, and arms. (NIGHT ONLY)
● Clawed hands and feet with pads on the bottom. (BOTH)
● Sharpened senses. Werewolves have much better hearing than a normal human, and their sense of smell is strong enough to pick up many distinct scents and follow them.
● Post-transformation fatigue. While Werewolves are very energetic in their wolf forms, they tend to have major fatigue when turning back to human form. Thus, they tend to be nocturnal.
● A weakness to silver as well as the flower known as wolfsbane. Direct contact will be painful and ingesting wolfsbane or being shot with a silver bullet can kill.
● Hunger and hunting instinct. Werewolves are strictly carnivores and prefer to hunt their own food down. Hunting animals will satiate them for a short time, but the longer they go without hunting a human, the more they'll be compelled to do so until they start losing their self-control.
OPTIONAL CHANGES:
● Psychological changes: friend herding and caretaking, protectiveness, territoriality.
● Fur on any other part of the body (NIGHT ONLY: FUR COVERED BODY)
● The rest of the teeth elongated into fangs (NIGHT ONLY)
● A wolf tail (BOTH)
● Any number of wolf-like facial features, ranging from mild to fully lupine (NIGHT FORM: JACKAL HEAD)
● Moments of high emotion can cause the Werewolf to partially or fully transform, depending on the intensity of the emotion. Transformations due to high emotion can only last continuously for an hour, and will cause heavy strain on the monster the longer it continues.
● A pack instinct. The Werewolf, in wolf form, will feel more inclined to join up with other Werewolves, sometimes taking on different roles and leadership dynamics for hunting.
● The ability to shift into a full wolf/dog/fox/ect. form at any time. In this form, the character will look like a normal canine and will be able to travel faster. However, they will also be more vulnerable.
● Lunar influence. Some Werewolves are affected by the phases of the moon, gaining more power when the moon is full or near-full. These Werewolves will also find their impulses and wolf instincts harder to control during a full or near-full moon, however.
● Certain Werewolves can jump very high, allowing them to leap onto rooftops or small buildings with ease.
MANDATORY CHANGES ● Gills on the side of their neck, along the rib cage, or near the tail, although they are still capable of breathing outside of water.
● Scales on their arms and legs that can come in a wide variety of colors and patterns.
● Fins behind their ears and on their forearms.
● Webbing between their fingers.
● Out of water: Fins on their legs (or frog-like legs) and webbing between their toes.
● Reacting to water: Their legs will form a tail that can be any length and resemble pretty much any aquatic creature (things like squids, frogs, and octopi are fair game for this as well). Atem's legs become halfway between a frog leg and a tail, not meant to navigate on land with full gravity. This change only occurs when Atem is submerged in water.
● Movement on land in this form requires puddles of water at the very least. The deeper the water, the faster a mer can travel, but they are able to skim and slide across even a wet street.
● In order to change back from their aquatic form, they must be out of the water source that caused it for a few minutes.
● Sharpened senses, especially underwater. Their senses of hearing, sight, and smell will increase greatly and function the same underwater as on land.
● Resistance to water pressure. Merpeople can dive as deep as they like.
● A need for water. While merfolk can survive on land, they'll get thirsty quicker than normal and begin to weaken if they are out of water for more than a few days. Taking a short shower or a bath will satisfy this need and allow them to prolong their stay.
● A preference for colder weather. Mer are not as weak to fire and heat as certain other monsters, but as it evaporates their water supply faster, they begin to feel thirsty and uncomfortable a lot more quickly.
● A need to feed on human energy. The Merperson accomplishes this by holding a human underwater until they drown. If they go too long without feeding, they'll start to lose their self control.
OPTIONAL CHANGES
● Psychological changes: betta fish + poison dart frog = powerful territorial instincts, and an impulse to respond to invasions of territory with wrestling. When he's feeling romantic, he also feels the impulse to get a lot of helium balloons and put them up on the ceiling like a bubble nest.
● Scales on any other part of the body - Atem is fully froggy.
● Bioluminescent spots or patterns on any part of the body - lines around his eyes and a forehead eye, as well as some of the patterns on his back.
● The ability to drain water from their targets, effectively removing their energy as well as feeding themselves. Merfolk can do this in a few ways, either by giving them a "kiss", or by first making a cut on a part of their victim's body and then leeching the water out. The target will become shriveled up as a result.
● A soothing singing voice that can charm humans, making them vulnerable to being lured.
● Retractable claws on their hands that can be used to ensnare humans once they are captured.
● An instinct to hoard any sort of gem or other shiny trinket underwater, and to act extremely aggressively towards thieves.
MANDATORY CHANGES ● Greenish skin, which can be anything from a noticeable tint to full-on bright green and may be more vibrant after the Nymph has recently fed.
● Plant-like hair - blue lotus petals
● Green, pointed ears with a leaf-like pattern. (Atem's resemble the "lid" on a sarracenia pitcher-plant.)
● Green eyes, including the sclera.
● Prehensile, root-like tendrils instead of toes that can be planted into something in order to draw nutrients from it.
● Plant growth on their arms, legs, and torso: Atem's "base plant" is a North African persea tree, but papyrus leaves grow upward from his wrists and ankles like bracelets. A broad floral collar of mixed leaves and flowers -- persea, olive, myrrh, papyrus, palm, lotus, poppy, cornflower -- grows around his neck and shoulders.
● Connection with nature. Nymphs can easily find their way around a forest, because every tree looks unique to them. Their touch can nurse dying plants back to health and make saplings grow faster. By concentrating on their surroundings, a Nymph can tell if anyone is nearby.
● A weakness to fire. Being near a fire will hurt them and being set on fire will cause serious damage, possibly even death.
● Hunger for humans. If the Nymph is unable to or refuses to feed off of humans for too long, they may start to find that their roots have a mind of their own and will start to grow around the next person they are in close enough contact with.
OPTIONAL CHANGES
● Psych changes: disgust for people who harm plants, unconscious more graceful movement, increased patience, increased laziness.
● A fog form. TBD.
● Prehensile, vine-like tendrils growing from their back that are strong enough to grip humans.
● Claws and sharp teeth with a potent venom that can put humans into a deep sleep.
● The ability to take control of nearby plants.
● The ability to secrete a sticky, sap-like substance that sticks to humans like super glue so they can't get away. (See sundew feet.)
● The ability to disguise themselves as a plant while sleeping (Persea tree). They will revert to their original form if injured.
● Abilities similar to the plant they resemble/plantlike internal organs: Atem's head can hinge back at the mouth, revealing a nepenthes-like pitcher plant opening. Inside his torso is fluid that will decay anything it touches. Also, he's going to have to be careful to clean out any bugs attracted to his sarracenia-ears, and his feet, in addition to growing rootlike toes, can catch with sticky-sap, curl around, and dissolve prey. Please don't eat his water-lily hair, but if you do, it's a narcotic like the Nile lotus is.
● Fingernails that are thicker and darker in color than a human's.
● Cloven hooves in place of feet.
● A cow-like tail.
● Sharpened senses. The Minotaur's vision will be very sensitive to any sort of movement, and will be greatly improved at night or in low light conditions. Their hearing will improve as well, and they will be able to detect the direction any given noise came from.
● The ability to sense the layout of nearby terrain and easily find their way out of and around forests, cave tunnels, and even complex mazes.
● Increased muscle strength and stamina. Minotaurs are physically very strong and capable of running long distances.
● A weakness to loud, high-pitched noises. Minotaurs have sensitive hearing and such noises can put them off balance and momentarily confuse their sense of direction.
● Hunger and hunting instinct. Minotaurs are not strictly carnivores, but their hunger will not be fully satiated with vegetables. Hunting animals will do for a short time, but the longer they go without hunting a human, the more they'll be compelled to do so until they start losing their self-control.
OPTIONAL CHANGES
● Psychological changes: Hathor-based, he's going to feel compelled to protect and support individuals identifying as women, and also inclined to party
● Fur anywhere on the body: specifically, calves.
● Bull-like legs with a kick strong enough to smash through rock.
● A short temper. Some Minotaurs find it much harder to control their anger than before, and they tend to have aggressive outbursts.
● Some Minotaurs have a keen ear for music and can pick up on any instrument quickly. The music of a Minotaur will lull nearby humans into a vulnerable, dream-like state.
MANDATORY CHANGES ● Rodent-like teeth. These can be the singular incisors of rodents, or the double incisors of rabbits.
● Rabbit or rodent-like ears, which come with enhanced hearing.
● Fur on the back, shoulders, and arms.
● Claws on their hands and feet. These are both incredibly sharp and very durable, capable of digging through solid rock.
● Stronger legs. Pookas are one of the faster monsters in Ryslig. They are also able to leap and jump up to six times their own height, be it straight into the air or across distances. The Pooka's kicking strength is also incredibly high, able to kick through stone walls.
● Increased senses. The Pooka may either have a stronger sense of smell and the ability to track others via scent, or an increased range of vision and the ability to see in the ultraviolet spectrum, or both.
● A shorter stature. Pookas tend to be much smaller than other creatures, similar to Goblins.
● Pookas are skilled liars, and skirt away from responsibility. However, Pookas are bound to the oaths they make and are unable to break a promise.
● A burrowing instinct. Pookas feel safest when able to make a shelter underground.
● A need to feed on the blood or bone marrow of humans. This may require them to hunt their own live prey, or they may scavenge the kills of others.
● Thrill-seeking nature. Pookas enjoy little more than going out at night to paint the town red, figuratively or literally. Their companions may find they have a hard time remembering everything that happened, but Pookas are always up for a wild ride.
● Vindictive nature. Pookas delight in the misfortune of others, and their favorite phrase is "I told you so" when calamity befalls those around them. They also do not take well to being turned down or slighted, no matter how small the reason, and will often lash out against those who reject them.
● Tracking ability. Pookas are able to "mark" up to ten objects or people, and can follow their trails from any location. These marks fade naturally after a week; if the Pooka tries marking an eleventh thing, one of the first ten will disappear. The more marks a Pooka has set, the harder it becomes for them to remember which mark is which. The sense the Pooka uses to track these marks — either by scent or by sight — depends on which of their senses has increased.
● Transformative abilities. Using their fae magic, a Pooka can change their face and build to mimic that of another character. They cannot gain physical limbs, but they will be able to project an illusion of extra limbs or wings. Pookas will need to put in work to perfect the illusion, resulting in ‘glitches’ for inexperienced monsters. Glitches can include clipping through surrounding scenery, creating two mismatched limbs, or sheering out like an overhead projector image — feel free to be creative with the errors! Pookas must retain their Pooka features during this transformation. A Pooka who keeps their ears hidden will be able to fool even their disguise’s closest friends. They may transform themselves once per day, and the transformation lasts for up to one hour.
● A need for social contact. Whether it's as trusted companions living together, hunting partners, or dragging strangers out with them for a night on the town, Pookas will go out of their way to be around others. They detest solitude.
● Amorphous body. Slimes lack bones and other rigid structures through most—if not all—of their body, and can shape themselves as they see fit. Their default, "relaxed" shape may be that of a human, an animal, an object, any hodgepodge thereof, or no structured shape at all. However, they may have difficulty carrying their weight on narrow supports, so Slimes rarely opt for legged forms.
● Ability to shapeshift. Slimes can adjust the shape and perceived size of their form. They may remove limbs or give themselves new ones, compress or expand their fluid to change apparent size, or take on the shape of something else. Slimes cannot gain abilities this way — shapeshifted wings are incapable of flight, for example. Their overall mass does not change regardless of appearance, and so become weaker and less stable the bigger they get.
● A translucent body. Slime forms are semitransparent, so while you can see a person inside the Slime being digested, you wouldn't be able to see the person hiding behind them.
● Brightly colored slime, in any color.
● High tolerance to physical harm. Since Slimes generally lack bones, muscles, and often skin, they are incredibly difficult to hurt through brute force.
● A nucleus. This serves as the "brain" or the "core" of the Slime and take any form as long as it fits the six restrictons. The nucleus can be located anywhere within their body, and can move from place to place within them. This part is much less resilient than the rest of the Slime, and if it is pierced or destroyed, the Slime will lose cohesion and die. The nucleus is between 2" and 6" inches in diameter, but cannot change size.
● Slimes can regain lost or destroyed slime over the period of 1-3 weeks. During the fog, this time is reduced to 24 hours.
● "Puddle" form. Shapeshifting allows a Slime to become completely flat—including their nucleus—in order to slip under doors, through cracks, or into other small openings.
● The need to consume the fluids of humans. This can be blood, water, lymph, and/or other liquids found within the body. Slimes may do this by engulfing part or all of a human to drain them externally, or may choose to infiltrate the victim's body to drain them from the inside. In either case, the afflicted area of the victim will wither, dehydrate, and possibly turn necrotic, often leaving a dry husk in its wake.
OPTIONAL CHANGES
● Fog form TBD.
● Faulty memory. Slimes are scatterbrained and have trouble holding onto short-term information.
● The ability to change color based on mood or other factors. For instance, a Slime that is very cold might turn blue.
● Lack of physical strength. Slimes with this weakness are often powerless to affect the world around them, unable to open doors or manipulate heavy objects. In return, these Slimes may lack a nucleus, and as a result are invulnerable to physical damage. -- MAYBE, TBD
● Insect-like wings, scarab beetle-like, changing from brown to gold a la golden tortoise beetles.
● Antennae on their heads which can be used to sense nearby vibrations and keep balance during flight.
● Pointed ears.
● Red eyes.
● Thin, translucent claw-like fingernails.
● The ability to shrink in size, down to as small as one inch tall. They will be more vulnerable the smaller they get, but also much faster and nearly impossible to actually catch.
● The ability to create Faerie rings (small circles of mushrooms on the ground) that can transport themselves and others to the location of another Faerie ring. Each Faerie can only have up to three Faerie rings active at once, and the Faerie who made the ring must be present in order to use them.
● An aversion to lying. Faeries have a difficult time telling lies, even though many of them are skilled at twisting the truth. See the FAQ section in the comments for more details on the symptoms which manifest when telling a lie.
● A need to feed on human energy. The Faerie accomplishes this by luring a human into one of their Faerie rings, at which point they are able to sap them of their energy.
OPTIONAL CHANGES
● Travel form: the ability to take the form of the insect their monster form is based on. In this form, the character will look like a normal insect and will be able to move faster. However, they will also be more vulnerable.
● The ability to temporarily hypnotize humans, although the hypnosis will have to be broken before they can drain them of their energy.
● The ability to create Faerie dust from their hands. This can either give a human amnesia for the duration of an hour, or transform them into a harmless insect for an hour. Each Faerie can only use one Faerie dust spell per day.
● Mechanized innards. This can include things like nerves replaced with wiring, oil instead of blood, mechanical ball joints, and so forth.
● Mechanized limbs. While these must approximate and function like human limbs, they are much stronger. At least one of a Simulacrum's limbs must be mechanized, but can be more.
● Synthetic skin. Tissue is replaced by a synthetic/processed material. At least half of a Simulacrum's skin should become synthetic - electrum.
● Vocal cords replaced with a sound box, speaker, or other mechanical sound-producing device - it sounds like his voice is coming from the other side of a hole in a stone wall, like some god statues worked.
● Metal components.
● Increased endurance. Simulacra can exert themselves for far longer than their organic counterparts.
● A weakness to water. Even small amounts can trigger malfunctions and short-circuits, causing Simulacra to become confused, volatile, or physically pained or injured.
● A weakness to magnets. Exposure to magnets will disorient Simulacra with this weakness.
● A need to feed on the energy of humans. They accomplish this by extending their nerve-wires into the bodies of humans and extracting their energy directly. This can involve making a "complete circuit," wherein a Simulacrum's electrical power is sent through their victim, electrocuting them to death.
OPTIONAL CHANGES
● Any psychological changes are welcome! Feel free to pull from real world myths, canon creatures of this variety, or any other source! - Obsessive cleanliness. He needs to wash and change his clothes every day, compulsively.
● Stealth form: the ability to take the form of a (1980s or older) technological gadget. He's a Furby, fam.
● A cyborg or robotic head. Simulacra that go this route have rigid facial features, and are hairless, lacking even eyebrows. (Synthetic hair or hair-replacements are okay.) They may also lack noses, eyelids, or external ears, and their mouths might not move when they speak. They can also have cybernetic eyes capable of lowlight vision.
● A difficulty in expressing or reading emotions of others, though not necessarily in experiencing emotion themselves. Simulacra often have to be told how others are feeling.
● Blunt demeanor. Simulacra can often be reductive of circumstance, simplifying matters into black-and-white or right-and-wrong binaries. Nuance and subtlety are often lost on them, but they can jump to dangerous conclusions as a result.
● Inquisitive nature. Simulacra are naturally curious about the things around them, but their difficulty sympathizing with others may lead to them trying to pry out others' secrets by any means necessary.
● Cat-like ears which can resemble those of any type of feline.
● Sharp fangs instead of teeth.
● Clawed hands and feet with pads on the bottom.
● Large wings capable of flight: birdlike and brightly colored.
● A scorpion-like tail with a venomous barb at the end.
● Necrotic venom, as mentioned above.
● Increased speed and jumping ability. Manticores are very fast and can leap far to pounce on their prey.
● Sharpened senses. Manticores have sharper senses of eyesight, hearing, and smell than humans.
● Weakness to cold. Manticores can tolerate the summer heat, or even a desert's extreme temperatures (though the sand might scald bare feet), but they will be weakened by freezing weather. They become easier to kill as the temperature drops.
● The need to feed on human flesh. This need may be satiated by accepting it from others, but more often than not, the Manticore will be compelled to choose their own targets for a fresh kill.
● A strong hunting instinct. When Manticores are hungry, they will develop the urge to chase prey down. Manticores usually hunt by hiding as they stalk their prey, then pouncing when the victim least expects it.
● A state of undeath. One of the Waldgeist's first changes is that their heart stops and the body dies.
● Upper and lower canine teeth elongated into sharp fangs.
● Fingernails that grow faster and in a more claw-like shape.
● Deer antlers.
● Deer-like pointed ears.
● Vulnerability to silver and fire. Silver will burn the skin if touched and can be deadly if the Waldgeist is shot or stabbed with something made of silver. Being set on fire will significantly weaken the Waldgeist and can kill it as well.
● Sharpened senses. Waldgeists will find that their sense of hearing is much sharper, and that they are easily able to pick up on the direction any given noise came from. They also have very keen night-vision, allowing them to hunt better in the dark. However, their eyes are sensitive to light and they may find it difficult to go out in the sun. Thus, most Waldgeists are nocturnal.
● Increased hunger. The Waldgeist can't process any food other than meat. This hunger already sets in several days before their first changes, and can never be satiated, no matter how much they eat. Despite this persisting hunger, only going too long without eating human meat will lead to a frenzy.
OPTIONAL CHANGES
● Deer travel form: the ability to take the form of the animal the Waldgeist takes most of its traits from. They will be able to travel faster in this form but will be more vulnerable.
● A furred mane extending from the head to the tailbone.
● Short fur on any other part of the body.
● Bony, spike-like protrusions on the arms, shoulders, or back.
● A long and fur-covered tail.
● Hooves in place of feet.
● Animal-like facial features, ranging from mild to a full-on muzzle, resembling the same type of animal as their antlers.
● Light forest elements anywhere on their body for aesthetic purposes. For example, antlers resembling tree branches, or moss or fungus growth on their body.
● The ability to paralyze a human with fear so long as eye contact is maintained.
● Some Waldgeists have an icy touch, cold enough to cause frostbite in humans if physical contact is made for an extended period of time.
● Immunity to cold.
● A greedy nature. Waldgeists always tend to want more than they already have.
● A body that resembles an arachnid-like creature - scorpion centaur.
● They can resemble any type of arachnid (and a few additional insects as listed below), although all Arachne are venomous and can spin silk regardless of what type of creature they resemble.
● Sharp claws in place of fingernails.
● Fangs in place of their canine teeth which contain a potent venom. This venom paralyses humans, and over time holds an additional liquefying effect.
● The ability to sense nearby movement via vibrations in the ground (or on the Arachne's web). The tips of the Arachne's legs are very sensitive to any sort of movement and can detect the direction the movement is coming from as well.
● The ability to use their highly elastic, extremely sticky silk to create large, intricate webs that are almost impossible to escape once tangled up in, unless the Arachne cuts the victim loose. The webs are difficult to destroy but are vulnerable to fire.
● Excellent night vision.
● Immunity to poison and venom, including their own.
● Enhanced speed and inhumanly fast reflexes. In combination with their vibration sense, it is extremely difficult to catch an Arachne by surprise, especially within their webs.
● A weakness to fire. Being near a fire will hurt them and being set on fire will cause serious damage, possibly even death.
● A need to feed on human flesh. Arachne are omnivores and can eat just about anything, but only human flesh will satiate their monster hunger.
● A strong hunting instinct. When Arachne are hungry, they will develop the urge to chase prey down. Arachne usually hunt by trapping a human with their web and infecting them with their venom. Once the prey has been sufficiently wrapped up in silk like a cocoon, their insides and muscular tissue will liquefy over time, allowing the Arachne to feed with ease. [back to top]
OPTIONAL CHANGES
● Travel form: the ability to take the form of either a single arachnid, or a swarm no larger than the mass of the monster's default size. In this form, the character will look like a normal arachnid (swarm) and will be able to travel faster. They will not have access to any kind of venom and they will also be more vulnerable.
● Up to eight functional eyes.
● The ability to scale vertical walls and crawl upside down on ceilings and the like without falling.
● The ability to produce two special types of venom:
- one that will make its target unable to lie for an hour - one that will force the target to obey the Arachne's commands for an hour
Only one of these can be used per day.
● Aversion to water. Most Arachne cannot swim, and some may find that water is disruptive to their vibration senses. Therefore, they may become disoriented in rain (or even in the shower).
● A competitive nature. Arachne have a hard time turning down a challenge.
● Increased meticulousness. Arachne often can't stand when something is out of place, especially something to do with their own webs and dwellings, and will try to fix it as soon as possible.
MANDATORY CHANGES - design concept is based on the Red-Eyes Black Dragon.
● Large, scaly wings capable of flight.
● Lizard-like claws in place of fingernails and toenails.
● Sharp fangs instead of teeth.
● Scales on the upper arms, shoulders, and back. Accents of either fur or feathers are allowed to complement this anywhere on the body, but the scales must still be present in the mandatory areas.
● Scaly, talon-like feet capable of grasping.
● Excellent night vision and sharper eyesight. Gargoyles can make out small details, even from up in the air.
● An affinity for fire magic. Despite their weakness to sunlight, Gargoyles can create fireballs in their hands to hurl at their enemies, and can make their own skin so hot it burns to touch. They may also breathe fire.
● Immunity to fire.
● Weakness to sunlight. Direct exposure will turn the Gargoyle into stone (or jade, or gold, or crystal - anything statues can be made of is fair game) until the sunlight no longer touches them, either because night has fallen or because they've been covered up. They are almost indestructible in statue form, but should try to avoid being in flight when the sun rises.
● The need to feed on human flesh. This need may be satiated by accepting it from others, but more often than not, the Gargoyle will be compelled to choose their own targets for a fresh kill.
● A strong hunting instinct. When a Gargoyle is hungry, they will develop the urge to chase humans down and isolate them from a group through purposeful herding, trickery and waiting for the right opportunity to strike. Gargoyles will often take out their prey by either attacking them directly, or lifting them off the ground and dropping them from great heights.
OPTIONAL CHANGES
● Travel form: the ability to take the form of a lizard at any time, or any other animal the monster design is based on. In this form, the Gargoyle will be able to move quickly across the ground and up vertical surfaces. However, they will also be more vulnerable.
● Two horns on the head that vary in size and shape.
● Scales on any other part of the body.
● Spikes on any part of their body.
● Any number of dragon-like facial features, from yellow eyes to a forked tongue to something fully dragon-like.
● A long, reptilian tail.
● The ability to influence the actions of humans by giving them commands while making eye contact.
● A proud nature. Gargoyles are both easily insulted and easily flattered.
● A hoarding instinct. Gargoyles can be very greedy and like to hold on to anything nice they've found, especially if it's shiny.
Name: Adam Usir Occupation: High school student, learning to run family's construction company AU History: As the only son of a rich family, Adam grew up among Bavan's elites, never really questioning the position he was born into. His uncle tried a ritual to banish all monsters from Ryslig, but since he was an ordinary human, it didn't work. It involved a lot of human sacrifice. When Adam's father found out, he lost the will to live and passed away. This left teen Adam and his mom in charge of a pretty large architecture and construction company, which helps rebuild after large-scale disasters but also does vanity projects fancy custom buildings. Thanks to Ryslig's unstable nature, there is always work for Millennium General Contractors.
Anyway, up until recently, Adam Usir was cautiously monster-friendly. He knows trying to make them leave causes terrible damage, and their shenanigans help keep the Usirs in business, oops. He's 17 and what he really wants to do is play games, but several weeks before the event, he Got Got by a monster, and the experience kinda messed him up. He got locked in a totally dark room for an extended time, was fed on slowly, and nearly died -- but Javert's monster hunting posse got him out. Now, he's dealing with the aftermath of that, and for people who used to know him, he's acting kind of strange.... Past connections: So many. Noah (Noa) - Childhood friend, fellow we're-too-young-to-be-in-charge-of-companies kid. Isobel (Lust) - Aunt on his mother's side who he reconnected with and who helped his recovery. Javert (&co - Rey? Dick? Abigail? Five?) - Rescued him from monsters. Ryou Bakura - Classmate. Game buddy. They tried to summon Adam's dad with a ouija board. Ringu (the Ring-spirit) - Good friend. Ringu turned him a little bad and Adam turned him a lot geeky for games so it all evens out. Charlie Barker (Crash Bandicoot) - Sold his uncle demon blood, but like, ethically sourced demon blood. Riley Soelberg - Ex-girlfriend, only things have been awkward since the breakup. Steffan Soelberg (Steve Harrington) - Ex-?-bully. You can do better, man. Lucius - HATE THIS GUY. REALLY HATE HIM. Upperclassman bully turned sports star and real douchebag hrdskgjh Komaeda - HAtE THIS GUY TOO. OUR MOMS ARE FRIENDS AND IT'S THE WORST. Barbara (Ima) - Childhood friend from socialite days. Perry Frey (Altair) - "Eat the rich but you're mostly OK" "Tat" (Larry Laffer) - A style icon and personal hero. Angel - Chess club rival, only she's better at it than him. Evis (Peace) - Occasional sneaking-out shenanigans pal, fellow kids'-table socialite.
An empty throne littered with toys and games, as shown on the left. The games have little card labels: "Monster Fighter," "Duel Monsters," and "Clock Solitaire" are easily recognizable, but there's also a can of spray paint labeled "Fire Maze" and a fake ice bock with a test tube in it that says "Griddle Ice Hockey." There are other things like a vodka bottle and cigarettes on a serving-platter, a plastic scorpion, and a knife.
A wall-mounted stone stele depicting a contest between a man and a jackal-headed god or priest. It's not labeled whose it is, but the symbol at the top will be familiar to anyone who knows him, as Atem wears the Millennium Puzzle basically all the time.
The gift shop has: - little foam Millennium-Puzzle-shaped stress balls - the "official Duel Monsters rulebook" which is incredibly out of date and has all kinds of weird fiddly mechanics like "Flying monsters have a 12% chance of dodging any attack from a non-Flying type monster" - a poster with flashy pictures of laser tag, a haunted house, a card game with holograms, what looks like falling blocks, and a gachapon-capsule game, that says "VISIT DEATH-T: ONLY AT KAIBALAND!" ("Heart-Stopping Action!" "Thrills! Chills! Serial kills!" "Real Assassins!" "So much fun you'll lose your mind!" "Attractions to die for!" etc.) - blank puzzles "For writing love confessions on!" - extremely stupid knitted beanies in the shape of his hair - slip covers for sofas and chairs with Ammit (cw: saliva) screenprinted on them - a couple of issues of Zombire - and, for some reason, this t-shirt.
Edited 2021-08-08 22:32 (UTC)
GAMES/KILLS, CW: VIOLENCE, DEATH, LYNCHING, IMMOLATION, SEDATION WITH INTENT TO ASSAULT, NAGA FREEZE
3/21 - DANIEL AMNESIA - UNNAMED "GAME OF COURAGE" - PENALTY GAME: BLEEDING HEART Non-lethal, ended in feeding, Daniel had to stay in a circle on the floor while the other Yugi turned off all the lights and talked about scary shit. Daniel stumbled.
4/21 - WOMEN'S SHELTER STALKER - LIVING HANGMAN - UNNAMED PENALTY GAME (HANGING) Lethal, ended in feeding, the other Yugi and Annie Dyer used her web to string up a man hanging around a women's shelter by his waist, wrists, ankles, and neck. They asked him questions about the people he'd hurt while under the influence of arachne truth venom, and for each person, they cut one of the ropes, leaving the neck for last.
4/21 - ARCADE ARSONIST - SPIN THE MOLOTOV COCKTAIL - UNNAMED PENALTY GAME (IMMOLATION) Lethal, ended in feeding, a man angry about the Bingo monster publicity came to Insert Coin to throw firebombs through the windows. Atem caught him and played a sick version of spin the bottle in the alley outside. They took turns sending the bottle towards each other with a spin on it so it would go the right direction, instead of curving off to the side. The point was to have the bottle on the other person's side of the alley when the wick burned down, but he goaded the man into throwing the bottle too hard. It caught on some uneven bricks and set him on fire.
5/21 - CREEPY CAMERA GUY - UNNAMED "GAME OF TRUST" - UNNAMED PENALTY GAME (DRINKING ROHYPNOL) Lethal, ended in feeding (the other Yugi and Ryou Bakura). Both roommates needed to eat. The other Yugi found a guy he recognized from creeping on other monsters during Monster Bingo, who had lured a coworker out to a bar by faking a note from her boss, intending to prove that she was going to sleep with him to advance her career. The other Yugi got two flasks, some soda water, and a sedative someone was in the process of putting in a drink in one of the bars nearby, put the sedative in one flask, and told the woman which flask was safe, so that she could choose which one to tell the cameraman was safe. She told him the truth, but the cameraman didn't believe her, and about fifteen minutes later, was out cold, and subsequently, very, very dead.
6/21 - CELESTIA LUDENBERG - EVIL POKER - PENALTY GAME: ARTERY ROULETTE Non-lethal, ended in feeding. In order to check on Celeste after she'd had a difficult and terrible revelation and disappeared on him, Atem lured her out with the promise of a poker game with their lives at stake. Through the game, he got an idea of how she was doing, you know, emotionally, and negotiated a change in stakes midway through the game, wagering giving Celeste the chance to emotionally destroy Ryou Bakura against making Celeste play a penalty game. Atem won, and the penalty game was to survive a vampire bite Atem never intended to be lethal. They're fucked up kids, but it's cheaper than therapy, right?
7/21 - UNNAMED TAGEVALGTEN - DICE GAME - PENALTY GAME: SNAKE EYES Lethal, ended in feeding. Atem wagered with one of the Tagevalgten cultists that he'd pledge to the Fog if he lost, but if the Tagevalgten lost, he had to answer Atem's questions about the recent bombings. It was meant to just be an interrogation, even though the guy cheated and TOTALLY deserved to be eaten, but when the cultist bragged about setting the bombs that had destroyed a monster-friendly block, Atem lost his temper and turned him to stone. Later, he fed the man's soul to Ryou, to get him and his fog form out of the apartment, and eventually, Atem ate the rest.
7/21 - UNNAMED TAGEVALGTEN - DICE GAME - PENALTY GAME: SNAKE EYES Lethal, ended in feeding. In order to save Mobius from a Tagevalgten's assault, Atem petrified Mobius and challenged the Tagevalgten to a dice game. If they won, Atem would bite Mobius, unfreezing him with his venom, and leave him to the Tagevalgten. If they lost, Atem would envenom them, instead. They could have walked away, Atem reasons, but they didn't, they finished playing, and they sure did lose. Atem petrified him to eat later.
7/21-9/21 - AM - BET I CAN BEFRIEND HIM - PENALTY GAME IS THE WINNER KEEPS THE CULTIST Atem bet AM that he could deprogram the cultist AM was torturing within two months. AM agreed and let Atem keep the guy. We'll see how this one goes.
9/21 - ALRICK WOODEN - HANDWAVED - PENALTY GAME: WEIGHING OF THE HEART Lethal, ended in feeding. Like, biting the heart directly and sucking the blood out. He wasn't in a good place. At the end of September, Atem started to target people with his Anubis trap in earnest. One of them was the son of a man who made his living giving rebuilding-loans to businesses targeted by monster attacks. The son went to the businesses that still owed his father money, one bar in particular, and used that leverage to make a nuisance of himself, getting free drinks, being rude to the wait staff, and demanding whatever he liked. Atem hypnotized him, put the Anubis trap on him, and played a greed game, that he lost. RIP.
10/21 - SO MANY AFFLUENZA TEENS - HANDWAVED - PENALTY GAME: WEIGHING OF THE HEART ALL LETHAL, ALL ENDED IN FEEDING. Atem killed about half a dozen total during this period. One of them, Sofia Eriksson, was a local darling running a charity for supposed monster victims; very little of the money actually went to people who needed help, and on top of that, she pushed around and took advantage of the people working for her. Another of Atem's victims, Beauregard Perdue II, a hobbyist drug kingpin who'd pushed around youth shelters for the thrill of it, did not have his heart opened, but had his soul fed to Ryou Bakura, his blood fed to Inspector Javert, and a cut of his meat fed to Tybolt. Some of them were brought back to the murder basement linked above to have their blood drained for later. Atem carved his eye-symbol on the ones whose hearts were opened with the Anubis trap and left them to be found by the press.
10/21 - OSCAR ALEXANDER - WHAT DOES POT OF GREED DO? - PENALTY GAME: IT ALLOWS ME TO DRAW ALL THE BLOOD FROM YOUR HAND Non-lethal, did not end in feeding. This young man was making scam calls to older folks, pretending to be their grandchildren, in trouble from a monster attack, so that they would wire him money. He did it as a party trick, then took the people at the party to a burlesque club with the money as soon as it came in. Atem built an electrified jar with a long-toothed bear trap on the lid and filled it with water and marbles. The mouth of the lid had an incomplete circuit; touch the side of the lid with wet skin, and the circuit would close, and so would the jaws. He painted the side to look like Pot of Greed on Marik's advice. The point was to take turns pulling marbles out -- but not too many at once! Atem hypnotized his victim, put him in the Anubis trap, and forced him to play. Once he lost, Atem brought him to Ragnarok's basement, intending to feed him to Yugi. It went horribly; Yugi demanded the man be freed, the man attacked and injured Atem in the process, and the whole thing was a hot mess.
11/21 - ANDERS PETTERSEN - WAITING GAME - PENALTY GAME: yugi probably didn't let him name it Lethal, ended in feeding. Atem and Yugi found a guy who was lowballing pawn loans and then pretending his store was robbed so he could sell the collateral himself under the table. The last straw was when an employee pawned her necklace so she could pay for her fiance's funeral, and Yugi saw it. They played a waiting game: if Pettersen could sit with his back to Atem for 5 minutes, he'd get cash, but if he did it for 10 minutes, he would get a very valuable silver dagger instead. If he broke the rules, he would get nothing. Pettersen got the bright idea halfway through to use the dagger to stab Atem and take both, but Yugi interfered when the rules were broken, and both of them ate that day.
11/21 - ANDOR DAHL - COOKIE JAR OF GREED - PENALTY GAME: POT OF GREED + OPENING OF THE MOUTH Lethal, ended in feeding. Mr. Dahl, a graverobber catering to the tastes of the elite during a post-Great-War-event archaeology fad, facilitated a Viking grave-unpacking party, where Atem spotted him. Atem followed him to a city near a grave site and put the recycled jar from his failed attempt at getting Yugi to eat in front of him. Each marble was worth 1000 solars, Atem had said, but Dahl would only get the money if he ended the game with more marbles than Atem. He could walk away at any time, but if he lost, he'd lose his soul. Dahl agreed. With a minute left, Atem promised each new marble would be worth 10,000 solars, and Dahl tried to take too many at once. He triggered the mechanism on the lid of the jar with contact, and the jaws closed on his wrist, to teach him not to let his greed make him put his hand where it doesn't belong -- or, would have, if Atem hadn't immediately eaten his soul.
11/21 - UNNAMED CAFE OWNER - HANDWAVED - PENALTY GAME: OPENING OF THE MOUTH This one may or may not have more details added to it. Basically a guy stealing his employees' tips, a confrontation behind the theater, nephilim-Atem didn't do the research and made a snap judgment about the situation and took his soul. It was less just than he thought it was.
11/21 - UNNAMED VANDARE INCIDENT - HANDWAVED - PENALTY GAME: OPENING OF THE MOUTH Lethal, ended in feeding. Atem had just come back from death, the bars in Vandare were closing, a man was being shady at a drunk woman, he had a gun, by the end of the game he didn't have a gun OR a soul, and the woman was brought safely home.
11/21 - POLICE CAPTAIN NILSEN - HANDWAVED - PENALTY GAME: OPENING OF THE MOUTH Musical event. The story beat demanded it, I, it was probably covering up for someone rich's murder by writing it up as a monster attack, but seriously he's killed five people in the first half of November, somebody stop him
12/21 - MELODRAMA LANDLORD - NO GAME, JUST A MURDER. Atem's a demon. Atem's hungry. Atem comes across a guy running low-rent apartments trying to kick his tenants out in December. What do you think Atem's gonna do?
12/21 - COMPLETELY HANDWAVED Who even knows who Atem and Ryou hunted and killed after they got back from Kulen and really, really needed to eat? Ryou got to see Atem feed, though. His demon feeding's gross. Hand down the throat, yank out the soul. Bye, bitch.
1/22 - MEAN TEENS - PRISONER'S DILEMMA - PENALTY GAME: I'M JUST GOING TO STRAIGHT UP DRINK YOUR BLOOD The urban legend's working: some teenagers used the sigil to attract Atem's attention, hoping he'd come kill the classmate they left tied up for him.
2/22 - UNETHICAL BUSINESS PRACTICES - HANDWAVED Lethal, ended in feeding. Love to level up in the fog church. Love to buy someone's whole independent sales contractor stock and then make the head of the business buy everyone else's unsold stock back, too.
3/22 - THE BOARD OF ILLUMINATION INDUSTRIES - TELEVISED Lethal, ended in Ryou feeding, and some offscreen leftovers for everyone. The broadcast. You know what this one was. It was a fancied-up prisoner's dilemma.
4/22 - THE PRODUCERS - HORROR MOVIE TRIVIA/PANTS ON FIRE Lethal, ended in feeding. Atem asked some of these little movie guys who'd just put them through hell what their favorite horror movie was, and killed them in that style. For others, he asked them to tell the truth, and killed them after three lies. Messy.
5/22 - MR. JACOBSEN, BOOKSELLER - DON'T RUN Lethal, ended in feeding. Ryou picked this guy out, to satisfy werewolf-Atem's compulsion to hunt. The guy ran a rare bookstore and didn't take "no" for an answer when people didn't want to sell. He'd also send muscle to reclaim books he'd sold to customers that he wanted back. Ryou has good taste. Atem and Ryou told him they'd let him go if he went around his business but didn't run. The man led him to where his armed hired guns were waiting, then bolted. This went about as well as you'd expect "running from a werewolf" to go.
6/22 - SOME GUY - LOST THE GAME - NONLETHAL, DID NOT END IN FEEDING Atem, driven to the brink of hunger, failed to win a game against a human, and let that human go. He turned to Dyster to stave off his hunger.
7/22 - NO NAME. NO CONFIRMED IDENTITY. GAME? possibly. Thanks to Beatrice's event's lead-up, monsters went into dissociative states and frenzied. Atem was no exception. This one kill he didn't mean to do haunts him more than many more murders. Oh god, he lost control and killed one person, in Ryslig, how awful.
7/22 - WHO THE HECK IS THIS GUY, ATEM'S EATING OTHER PEOPLE'S UNSOURCED KILLS NOW Horatio brought Atem a guy, after the Theatergoing Authority event. Atem used his mer-powers to drain the water from the guy. It was, surprisingly, more okay than he thought it would be.
8/22 - AT LEAST THREE WASTELAND MONSTERS - NO GAME Atem's fine with hunting and killing the mindless monsters they encountered in the wasteland. It was kill or be killed, eat or be eaten, and they were too far gone to play games. He'll attack and eat, now.
9/22 - DOES THIS EVEN COUNT AS A GAME? WE'LL CALL IT "SHOW THE BARE MINIMUM OF HUMAN DECENCY OR DIE" - SO LETHAL. SO MUCH FEEDING. Atem's nymph temp comes off as harmless and approachable; it lures in greedy and unkind humans looking to get close to a pretty flower person. Atem refused to use this for most of the temp's duration, but when Chiaki Nanami was in a frenzy after coming back from her wasteland death, he chose to work with his form's abilities, instead of against them, and faked injury and weakness to attract the kinds of people who would take advantage. Those who sincerely tried to help were spared. Those who saw an opportunity weren't.
10/22 - BEAT - ANGRY CHICKEN - PENALTY GAME: SYSTEM RESET Upon realizing how sauced Beat was with Elias brainwashing, Atem challenged him to a game and used a mindcrush penalty game to fix it! It....mostly worked!
10/22 - MISC FOG CONSCRIPTS - SO LETHAL. THE GAME WAS PAPER-THIN. HE HAD MURDER IN HIS HEART. Atem snuck into the Fog's base of operations through the vents as a swarm of nanites and gruesomely killed the commanding officers who sent Ryou out to spy alone, leading to being caught by AM and tortured. How did a nanite swarm do a murder? Better to avoid details.
10/22 - LOOKING FOR TROUBLE - MOSTLY NONLETHAL. MOSTLY. With the newfound confidence and thin fog, a group of humans figured Atem would be an easy target. He had to start up an old-school game involving a lighter and spray paint to get them to stop. One of them became food for the month.
11/22 - DESPAIR SPREE - NO GAME. In the grip of despair, Atem gorges himself on humans as a vampire. He kills at least four, likely more.
12/22 - NO GAME, RYOU DONATION This month, Atem survived on a flirty blood donation from Ryou. It's fine.
1/23 - AUTOCANNIBALISM During his slime change, Atem digested his own old body. Gross!
Montauk Revenge COMPLETED, Daniel has been shadowgamed and penalty-gamed and, even though Atem didn't get the chance to visit him in prison before he left for the Sea of Souls, Atem considers the matter closed.
Pay Your Bets COMPLETED, his debt to Komaeda from the other world has been worked off at the arcade.
Investigate Entry Points COMPLETED, sort of. He's checked the ones he's heard of out with Yugi, and he'll be looking at the new ones, looking for patterns.
What's Up With Riley? COMPLETED. He knows what's up with Riley. Oh, boy, does he ever know.
PROTECT RILEY AT ALL COSTS - ONGOING. Atem's looking for ways to get to know Mr. Aunamee a little better... Well, the network's read him for filth a bunch of times over, and Mukuro's the muscle in the group anyway. Atem doesn't feel like he can predict Aunamee, but he thinks he's got a better handle on why Aunamee is how he is, and where Aunamee might be lonely. Still fucked up, mind, but lonely and weird.
Double Doppio - ONGOING. Doppio says he doesn't need to eat people, but won't give any details past that totally eats people. Atem would really like to know how he does it, and how he's connected to is on good terms with him and the weird pink deer that shows up during the fog.
Safe(word) Behind Bars - ONGOING, Javert needs a better partner, one who can punish him the way he wants but, like, respectfully. Atem and Annie are looking for a principled, buff, older guy who will listen to safewords, unlike AM, and he'd like for Javert to, y'know, maybe like himself a little more.
Build a Better Mantrap - SEE "DON'T PLAY THE GAME." Atem's designing Jigsaw-style death traps under the guidance of Amandacarrying on her work only using them for reaaally heinous crimes now.
You Gotta Get In There! - COMPLETED, using all the tech his current coins could buy from Mana and all the help he could get from Dr. McGucket's open-source plans and a lot of late nights and sexual tension, Atem and Kaiba built a tin can to send through the hole in reality opened during the Monster's Pearl/4th Wall plot. Did Kaiba make it? Who knows?
Who Killed Roger Rabbit? - COMPLETED, Steve Harrington's dead, exsanguinated, and ex-entrailed body turned up in the park on August 8th, and Atem and Giorno are going to find the one who did it and m̵̟͐a̸̯͑ķ̸̜͂̌e̷̯̒͋ ̷͚̍h̴̼͖̅͋i̸̭̿m̷̨̰̂̈ ̸̞͙̎p̶̬͆̀á̸̯̝̆ẙ̵͉̺.. a bunch of girls kicked Fabius Bile's ass and Atem supported them.
Video Killed the Radio Star - FORFEITED, Atem's passing information to Katrina, a news anchor he saved, about short-term monster crises, to let humans know what to look out for. Atem used that connection to get his tier 3 sacrifice act broadcast on Bavan's evening news. Now, humans are afraid of him and want nothing to do with him.
Don't Play the Game - COMPLETED. By targeting badly behaved well-to-do teenagers and young adults at ragers and making sure their bodies are found mutilated afterwards, Atem's laying groundwork for rumors about a vampire who will appear, play a game with you, and eat you if you lose if you hurt someone at a party. Everyone knows who he is and about his jigsaw games now. Will they use the eye to summon him? Or are they too frightened?
Crimes of Passione - DECLINED, he doesn't want to spy on Doppio. Atem is doing his best not to take sides in the messy beef the Italians have. However, it's hard to have friends on both sides of an escalating gang war...
Private Eye of Wadjet - FORFEITED. He might get a part-time job at Juno Steel Investigations.HE GOT THE JOB, I'm so proud of him, he's going on little side quests once or twice a month and having a marvelous time returning people's cats or telling them their wives weren't cheating after all and the photos are just of patty-cake. Now that the humans of Bavan are frightened of him, Atem can't do his job as effectively, and is prepared to resign.
The Path to a True Monster - ONGOING. Ryou wants to be stronger and Atem is here to support the hell out of him. Even when it's worrying, and he wonders if it's the right approach...
Repo! The Graverobbing Operation - COMPLETED. With the help of Triffany Lottablog and her Midwestern charm, lovely company, and truth venom, a group of people who responded to the October time-travel event by desecrating and robbing 100-year-old graves from the time of the Night-Day wars and selling the artifacts to trendy socialites are being have been brought to (vigilante) justice.
FOG CHURCH SPEEDRUN ANY% - COMPLETED. 0 to Priest in four months, baby.
BEFRIEND RICHARD III - ONGOING. The guy who runs the Narumi Detective Agency sounds pretty lonely. Maybe he could use someone to talk to?
FIND A WAY OUT BEFORE KAIBA FINDS A WAY IN - ONGOING, now that Joshua and Saint-Germain have reminded Atem that he was going to try to find a way out, and he's got his feet under him again.
WORKSHOP -a bunch of traps, with the reverse bear trap up on a shelf -a fridge with Calpis soda -materials for metalworking
CHRISTMAS 2021 -Betrayal at Manor in the Mist. a deck of dark fantasy tarot cards, a donut for Tybolt, Steve -Puzzle box w/lion puzzle in it, Beat -A graphic novel of Ryslig's first vampire story, Annie -Sweet Egypt aesthetic chess set, Altair -Settlers of Cætån, from Riley -A very personalized playing card set, Celeste -Plush toys of the gods and tooth earrings from Christina Jarlsson and Albert Beckstrand, Ray -A gold calm-down bangle, Lila -Gold gloves, wing earrings, and a blood snack IOU, Giorno -A puzzle box and telescope, Trish -A puzzle box, a little wooden lion, a sigil, and a cryptex safe, Yugi -Copies of a BUNCH of games, Noa -A snowglobe of him and his friends at Death-T, that time he won a cardgame. Shaking it is soothing.
CHRISTMAS 2022 REV - A heavy set of gold chains, suitable to be attached to clothing in any number of ways as an extra adornment. The links are engraved with what would be a powerful good luck charm, if Rev's magic worked here. STEVEN - A wooden puzzle cube ALTAIR - Moroccan star lamp in purple/gold CRASH - Atem in comparison to such a serious gift receives a knitted gold scarf. It's warm and fits most sorts of necks. What is Crash going to do with you, oh problematic and heavily traumatized friend? This comes with an inside joke that reads: "Not bad thing." REIRA - a tape-recorder with numerous blank tapes, and a reminder that the 'play tomb' made for him and Ray to share IS still there- and available to hang out in. There's also a note that offers the idea of using the blank tapes to make 'spoken diary entries', as in Reira's words, 'Sometimes when we write stuff down, we're missing the feelings. This can help with that.' The walnut charm he receives has a little fidgety bit inside that he can spin. JOJO - a beautiful series of wooden gamesets; specifically, he's done his best to recreate those that would have been excavated by his time (one of which actually includes Senet), as well as games that were popular. It took a lot of working back and forth, but he thinks Atem will enjoy them! NOA Initially, Atem just receives a holiday card with a riddle inside- this riddle starts him on a grand puzzle clue hunt, through Bavan and then off to the great bit Treehouse to the south, and finally back north to end in Oportunkitty! It's a well thought romp, which even includes a few of the locals during the Bavan end- Noa's gotten a few fellows who work in the areas to agree to play along.
Once Atem finally makes it to the city of cats- and finds the cat with the final riddle- his destination will be the toy shop there. The holiday card there will note that he can't give Atem a cat or anything, that would be gauche, and also, Tybolt would be ferociously jealous. However, he hopes that Atem enjoyed the enrichment- and that he also enjoys what's in the box at the shop.
As for what's inside- it's a large music player, which comes with detachable headphones. Noa has included sets of all sizes- the labs does, after all, create them for all sorts of monsters. 'I cannot be there all the time, or be there fast enough. I cannot create anything that could ever guarantee you never hurt again. But I can hope that listening to these at least, can help bring you peace when it hurts most.'
It's mostly calming music, stories, and even what could likely be called guided meditations, if guided meditations involved aimless imaginings of walking around a nice field. Still, Noa at least tried to gear these to Atem's tastes, so they may yet be enjoyable! MAYA - Omamori tag ARTEMIS - hashish, along with a note apologizing for trying to rip a hole in him during the Red Fog event. NANAMI [ Matching the locket Atem got for her, Atem will receive a small locket that can be worn as a necklace, in the shape of a Game Girl Advance.
The necklace has been decorated with charms representing many of Atem's friends. There's a small legend that comes with the necklace in order to explain which charm represents which person, including but not limited to the following:
The note that comes with this gift reads "Happy Nattensfest, Player One! <3" TRIFFANY [Atem gets a new goth outfit from Triffany! It's loose, in case he wants to wear it as different monsters, but it's got the second-hand smell that comes with every durable set of alternative fashion with plenty of skulls, bleeding flowers, and spiked shoulders to live the Halloween Lifestyle no matter the holiday.] BRUNO - fancy puzzle boxes HINATA - It's a relatively small box, wrapped in orange. Inside is a golden chain bracelet-- probably not real gold, but it's still pretty decent quality. Along with it is a little metal charm of a bat, and a metal dog tag in the same shape, so that Tybolt can match.
MISC: -Celeste's knife. -Henry von Ofterdingen, from Komaeda. -1 set of courtly pharaoh regalia, courtesy of Ryou. -1 gently hypnotic naga rattle. -1 Exodia deck, extremely oldschool; 3 water-damaged Egyptian God Cards; and 1 Monster Reborn he is really attached to because a seahorse man threw it at him -A gas mask. He gave away the rest of his Haftesal-backpack survival supplies -A lot of blue lotus blossoms. Like, so many. -Birthday jewelry from Ryou!
Offering Description: Most of a roast cow, perfumes, moisturizer, lilies, clothes, and ducky ramen, and a prayer in her church, yes an offering is not needed but it sure did happen didn't it Link:here Reward Description: -A minor power appropriate to the Fog god - Shadow Tricks: when Atem is trying to intimidate, he casts a big scary shadow on walls near him, or he himself looks like a shadow with eyes. It is entirely illusory, and he himself can't see that he's doing it unless it's cast in front of him. -Smallest rooms in Dyster (a single bed, no window) -Resurrecting inside Dyster after 2-3 days (regardless of fog days) -A small aesthetic body modification tailored towards fear and intimidation: His mouth can now open all the way to his ears, unhinging the jaw like a naga. Nothing supernatural, just absolutely terrifyingly big chomps are now possible. -An instinctive knowledge of how many days they have left before the hunger overtakes them
Offering Description: An evening spent frightening humans and namedropping the Fog God together, and eventually killing and drinking the blood of someone at the end of the night. Spread fear, feed in ways that are sacred, etc etc. Link:here Reward Description: -A second power appropriate to the Fog god - Illusion Magic: A hallucination upgrade to Atem's hypnosis spell. Now, instead of just freezing people in place, upon making eye contact Atem can make humans see, hear, and feel whatever he wants for any amount of time he chooses. He does not have to maintain eye contact. The effect takes an hour to wear off for monsters, who may recognize that this is a hallucination. He can use this ability once per day.
-A bigger room in Dyster (queen-size bed, windows, storage) He opted to keep his Tier 1 room to disguise what level he was. It has since been replaced by a tier 3 house. -Instant resurrection in Dyster after being killed. -A major body modification: retractable tentacles from between his shoulderblades. They look like they're made of shadows, but they're solid. -Taking on a new way to feed: energy, but specifically lich-like decay/rapid-aging style.
Offering Description: Masterminding a three-man televised SAW game turned snuff film that gets broadcast to Bavan. Link:Here. Reward Description: - A third major power, appropriate to the Fog God - Mystic Box: This gives Atem the power to switch "situations" with someone who has attacked him. He teleports to where they are, they teleport to where he is, and all physical injuries he has sustained are transferred to the spell target. There may or may not be illusory/entirely cosmetic magic trick boxes that appear when he does this. He is limited to using this spell once per day, and he must use it within 24 hours of receiving the attack. - A house in Dyster (not a whole palace, but the family/living quarters part, with spooky green-lit foggy gardens full of night-blooming plants) -Immortality. Only destroying the brain or the heart can kill a tier three Fog follower. - A new, alternate monster form: Atem can switch at will to a lich-like mummified form. He will become a decrepit mummy version of whichever monster he is temped to. - Increased ferocity and strength and lowered inhibitions while in fog form. - Extending the protection of Dyster to a neutral character of the follower’s choosing. That character, upon death, will resurrect in Dyster instead of wherever they died. She will never protect a Fourth follower: Cairo
Offering Description: His priest offering is a full-blown attempt to return Elias's stolen power back to the Fog God and return Elias to (a) human form. (It's Ash's human form, but you know what, how many people do YOU know giving out corpses?) Atem smashes Haftesal's fog supply, and gets to the Arcade's canisters too, and does his best to reverse-suck the Fog back out of them -- and some of Elias's power, as well. He does his very best to force Elias into one of Ash's leftover corpses, as an alternative to murder because he's personally fond of Reira and also because he doubts murder would work but a human vacation just might. Even though it fails, it's a clear demonstration of just how much "The Fog Is Order and Elias is Chaos" kool-aid Atem's been drinking. It leads to the 2022 monster swap, and all the chaos that comes with it. Link:Here. Reward Description: - Alternate Priest-Level Ability: Monster Shuffle - The ability to re-take the form of any monster temp he's previously had. Atem can only change his monster type once per day, and in addition, Atem retains his weaknesses as a vampire (or the monster he is scheduled to be temped as) in addition to gaining the weaknesses of his temporary form. - Whispers behind his voice: Like Javert, Atem can suppress the spooky quality to his voice if he chooses by exercising tight composure. - The priest cloak.
Johji Pain Karaoke Shady shoe salesman with the scorpion School Festival Griddle Ice Hockey Waterpark date/Card Bomber The fights with Jounouchi's old gang Befriending Honda Mokuba Saving Anzu at Burger World Hanasaki Shadi's tests First Kaiba match Death-T The night the Puzzle was solved Grandpa Kaiba Honda Anzu Jounouchi Yugi
MONSTER CHANGES
First change - 3/2021
Then, that week, Daniel tortured him and killed him to extract vitae. The other Yugi revived fully undead with fangs, no reflection or shadow, full sunlight and silver weakness, invitation weakness, heightened senses, the ability to turn into mist, and a thirst for blood.
Upcoming changes:
-Skin grows more and more mummylike as he is deprived of blood
-Nails grow faster and more clawlike
-A fog form
-Hypnosis
-Bat travel form
-Superhuman speed
-Arrogance
-Need to follow vampire rules
Second change - 4/2021
In addition, if he doesn't feed, his skin will grow dry and sunken, taking on the appearance of a mummified person until he has fresh blood again. He can run superhumanly fast. He also has access to a travel form: an Egyptian tomb bat.
Upcoming changes:
-A fog form
-Hypnosis
-Arrogance
-Need to follow vampire rules besides invitations
Third change - 5/2021
Fog form coming 6/2021.
FOG FORM
TEMPORARY CHANGE: NAGA 7/2021-8/2021
REQUIRED CHANGES:
● Two long, venom-producing fangs that can fold back up against the roof of the mouth when not in use (upper mouth)
● Immunity to poison (including their own venom and the venom of other Nagas).
● A snake tail from the waist down as opposed to legs. As a naga, Atem will have this coloration (x) with scales in this shape on his back and belly.
● Snake-like eyes with slit pupils (red).
● Claws instead of fingernails (white).
● Cold-bloodedness, with increased resistance to heat but vulnerability to cold. Cold temperatures will cause them to become sluggish and weak, thus easier to defeat.
● Increased speed and the ability to strike a target incredibly fast.
● Heat vision. By concentrating hard enough, the Naga will be able to detect anything giving off heat, even in the dark.
● Atem has a thin, subtle seam that runs along his jaw from ear to ear; when he feeds, this seam opens into a full second mouth, which is for draining the liquefied insides of a poisoned victim and remains closed at all other times.
OPTIONAL CHANGES:
● Increased protective instincts, pulling from Wadjet myths
● The ability to change into a large snake (big ol Egyptian cobra). In this form the character will be able to travel faster, however, they will also be more vulnerable. His hood will have a pattern that resembles a monocle cobra, only you know what the eye looks like.
● A rattle on the end of their tails that can temporarily mesmerize humans. His will be made of bone and cartilage and resemble a simple sistrum.
He'll keep it wrapped in cloth most of the time to keep it from mesmerizing humans by accident.AS OF AUGUST, the rattle has been amputated and offered as tribute to the Fog to seal the rift during the Monster's Pearl event.● Forked tongue with a Jacobson's organ (inside the upper mouth; blue).
● The ability to freeze humans on the spot with extended eye contact and eventually turn them into stone. Only Naga venom can cure a human effected by this condition. Petrified humans are still conscious and aware of what's going on around them.
AS OF AUGUST 5:
● Snakes instead of hair. These snakes are either yellow in color (a few in the front), or black with red heads. There are a couple dozen of them, and they are of varying lengths, reflecting how his old hair usually looked. They are not independent animals, but their behavior reflects what Atem's feeling at the time. He cannot consciously control them.
TEMPORARY CHANGE: DEMON (12/21)
REQUIRED CHANGES
● Sharp fangs in place of their regular teeth.
● Red eyes that glow when the Demon is using magic.
● Pointed ears.
● Dark claws instead of fingernails and toenails.
● Two long, sharp horns on the head (see Obelisk).
● Large bat-like wings capable of flight (see Obelisk).
● A long, whip-like tail (spade on the end).
● The ability to use dark magic. Demons have four primary spells: the ability to bind a human to the spot so they can't move, the ability to create and control fire, the ability to possess another being for up to an hour, and the ability to steal a human's soul. Possession can only be used once per day, the rest can be used in unlimited amounts.
● Immunity to fire.
● Hooves instead of feet! His are blue-black and goatlike, and go clip-clop like a pair of high heels wherever he goes.
● A weakness to salt and holy magic. Demons can't be killed by salt, but touching or consuming it does weaken them and they are unable to cross salt barriers on foot. Holy magic can kill a Demon, although there are few on Ryslig who know it. He can't wear ankhs. ):
● The need to feed on human souls. The Demon accomplishes this with a dark magic spell. Although the human's body remains alive after the spell is complete, they will essentially be in a coma. If they don't feed for an extended amount of time, they will begin to go mad and lose their self-control until they can feed again.
OPTIONAL CHANGES
● Scales (blue, except for a gold eye on the forehead -- on forehead, back of hands and feet, forearms and shins).
● A forked tongue (snakelike, red).
● A triangular spade on the end of the tail.
● A demon's tail can be prehensile, but not especially strong (ie. not strong enough for you to hang from it). It can be used as an additional limb, but it would essentially be like trying to pick up an object with one finger.
● Dark black sclera.
● Spikes (shoulders, knees, upper arms. See Obelisk.)
● The ability to teleport short distances by making a circle of fire on the ground. It is possible for a demon to teleport anything or anyone they can carry. However, it would be much more taxing than teleporting unencumbered.
● A more wicked nature. More than any other creature, Demons tend to be tempted to act on their darkest desires and forsake their human nature.
TEMPORARY CHANGE: NEPHILIM 11/2021
REQUIRED CHANGES:
● Feathery wings (two, based on these). Nephilim can fly with these, no matter their number, but not any better or worse than other winged monsters.
● A halo. (Atop the head, superimposed like a glitched video game texture in the same place as his hair.) It may brighten when the Nephilim experiences strong emotion, making them difficult to look at.
● An extra pair of functional eyes somewhere on the head. (One on the forehead, one on the back of his neck. The forehead one glows with emotion like the halo does.)
● Gold bull horns falling around the same place as his blonde blown-upward bangs, and a gold lion's tail, the same shade as his wings.
● Nephilim do not cast shadows, and are unable to shield other monsters from sunlight.
● Nephilim do not need to sleep, and are in fact unable to.
● A weakness to the dark and dark magic. When in complete darkness, Nephilim lose their corporeal form and become a haze, undefined and without physical body. They have difficulty maintaining their forms in weak light (e.g. moonlight); although Nephilim can produce light from their halos, this is not enough illumination to maintain their forms. Dark magic can kill a Nephilim.
● The ability to use holy magic. Nephilim have four primary spells: the ability to induce awe in a human, terrorizing them into stillness; the ability to create and control plasma (as in lightning); the ability to create a barrier through which only Nephilim can cross; and the ability to channel holy energy into a human's body.
● The need to feed by purging human souls. This is accomplished using the Nephilim's final holy magic ability listed above. They fill the victim with holy power, which causes the body to expel the soul. It is not until the soul exits the body that the Nephilim can consume it, leaving behind the purified husk of their victim.
OPTIONAL CHANGES:
●
The tendency to decide all of humanity should die in a bloodbath and then walk it back when a war goddess actually does itPsychological changes!● A truly weird fog form. Think this meets this.
● One set of additional gold wings, small, around his ears, that either hang around where his bangs frame his face or flare up like the blown-upward blonde bits.
● An ethereal glow from within that shines through the skin and eyes. Like their halo, this light is not enough to maintain the Nephilim's form in darkness, but it can make them difficult to look at directly. (Only when angry, and it gives a strange, strong impression of a bird-head where his normal human face ought to be).
● More eyes, either on the face or elsewhere. Unlike the mandatory pair, these are non-functional. (Two very small flat-colored red ones below and to the outside of his normal eyes.)
●
Physical growth. Nephilim can grow an additional two feet in height, and may "fill out" accordingly to have an imposing stature.Hell no, this little shorty is NEVER getting taller.● Odour of sanctity. Nephilim just smell nice. (He smells like blue lotus flowers, honey, and a handful of spices used during mummy embalming. It's great.) This odour extends not only to their flesh, but to their blood and tears, and may linger even after a Nephilim has left the room.
● The ability to travel at greater speeds, though only when not observed. They can move as fast as Arachne and Vampires, or near to a Demon's teleporting. If they are being watched by a human or monster, they are restricted to their normal speed — however, if their observer closes their eyes or blinks, the Nephilim is unrestricted until their eyes open again. (Red light, green light, bitch.)
● A strong sense of justice, of the "swift and furious" type. Oh god. Oh god oh god oh god oh god oh g--
● Nephilim may have two additional spells: a spell of purification, which allows them to purify things like muck-ridden water, or a spell that brings others' regrets to the surface and amplifies them. If these abilities are used on other monsters, they are effective for up to one hour, and can only be used once per day.
● Stigmatic healing. A Nephilim can take the wounds of others, but the damage will be transferred wholly to the Nephilim. If they "heal" a broken arm, their own will be broken in turn.
● A sigil, which can be used to invoke a Nephilim. The Nephilim will be summoned to the sigil when it is used. This can be prepared in advance as an escape route, but since it must be invoked by another and there's no guarantee of a sigil staying in friendly hands, Nephilim would be wise to limit their creation of these. A Nephilim can only be invoked once per day.
TEMPORARY CHANGE: WEREWOLF (5/22-6/22)
REQUIRED CHANGES:
● Upper and lower canine teeth elongated into sharp fangs. (BOTH)
● Wolf-like pointed ears. (BOTH)
● Fur on the back, shoulders, and arms. (NIGHT ONLY)
● Clawed hands and feet with pads on the bottom. (BOTH)
● Sharpened senses. Werewolves have much better hearing than a normal human, and their sense of smell is strong enough to pick up many distinct scents and follow them.
● Post-transformation fatigue. While Werewolves are very energetic in their wolf forms, they tend to have major fatigue when turning back to human form. Thus, they tend to be nocturnal.
● A weakness to silver as well as the flower known as wolfsbane. Direct contact will be painful and ingesting wolfsbane or being shot with a silver bullet can kill.
● Hunger and hunting instinct. Werewolves are strictly carnivores and prefer to hunt their own food down. Hunting animals will satiate them for a short time, but the longer they go without hunting a human, the more they'll be compelled to do so until they start losing their self-control.
OPTIONAL CHANGES:
● Psychological changes: friend herding and caretaking, protectiveness, territoriality.
● A fog form.
● Fur on any other part of the body (NIGHT ONLY: FUR COVERED BODY)
● The rest of the teeth elongated into fangs (NIGHT ONLY)
● A wolf tail (BOTH)
● Any number of wolf-like facial features, ranging from mild to fully lupine (NIGHT FORM: JACKAL HEAD)
● Moments of high emotion can cause the Werewolf to partially or fully transform, depending on the intensity of the emotion. Transformations due to high emotion can only last continuously for an hour, and will cause heavy strain on the monster the longer it continues.
● A pack instinct. The Werewolf, in wolf form, will feel more inclined to join up with other Werewolves, sometimes taking on different roles and leadership dynamics for hunting.
● The ability to shift into a full wolf/dog/fox/ect. form at any time. In this form, the character will look like a normal canine and will be able to travel faster. However, they will also be more vulnerable.
● Lunar influence. Some Werewolves are affected by the phases of the moon, gaining more power when the moon is full or near-full. These Werewolves will also find their impulses and wolf instincts harder to control during a full or near-full moon, however.
● Certain Werewolves can jump very high, allowing them to leap onto rooftops or small buildings with ease.
TEMPORARY CHANGE - MERPERSON (7/9/22-8/9/22)
MANDATORY CHANGES
● Gills on the side of their neck, along the rib cage, or near the tail, although they are still capable of breathing outside of water.
● Scales on their arms and legs that can come in a wide variety of colors and patterns.
● Fins behind their ears and on their forearms.
● Webbing between their fingers.
● Out of water:
Fins on their legs(or frog-like legs) and webbing between their toes.● Reacting to water:
Their legs will form a tail that can be any length and resemble pretty much any aquatic creature (things like squids, frogs, and octopi are fair game for this as well).Atem's legs become halfway between a frog leg and a tail, not meant to navigate on land with full gravity. This change only occurs when Atem is submerged in water.● Movement on land in this form requires puddles of water at the very least. The deeper the water, the faster a mer can travel, but they are able to skim and slide across even a wet street.
● In order to change back from their aquatic form, they must be out of the water source that caused it for a few minutes.
● Sharpened senses, especially underwater. Their senses of hearing, sight, and smell will increase greatly and function the same underwater as on land.
● Resistance to water pressure. Merpeople can dive as deep as they like.
● A need for water. While merfolk can survive on land, they'll get thirsty quicker than normal and begin to weaken if they are out of water for more than a few days. Taking a short shower or a bath will satisfy this need and allow them to prolong their stay.
● A preference for colder weather. Mer are not as weak to fire and heat as certain other monsters, but as it evaporates their water supply faster, they begin to feel thirsty and uncomfortable a lot more quickly.
● A need to feed on human energy. The Merperson accomplishes this by holding a human underwater until they drown. If they go too long without feeding, they'll start to lose their self control.
OPTIONAL CHANGES
● Psychological changes: betta fish + poison dart frog = powerful territorial instincts, and an impulse to respond to invasions of territory with wrestling. When he's feeling romantic, he also feels the impulse to get a lot of helium balloons and put them up on the ceiling like a bubble nest.
● A fog form.
● Scales on any other part of the body - Atem is fully froggy.
● Bioluminescent spots or patterns on any part of the body - lines around his eyes and a forehead eye, as well as some of the patterns on his back.
● The ability to drain water from their targets, effectively removing their energy as well as feeding themselves. Merfolk can do this in a few ways, either by giving them a "kiss", or by first making a cut on a part of their victim's body and then leeching the water out. The target will become shriveled up as a result.
● A soothing singing voice that can charm humans, making them vulnerable to being lured.
● Retractable claws on their hands that can be used to ensnare humans once they are captured.
● An instinct to hoard any sort of gem or other shiny trinket underwater, and to act extremely aggressively towards thieves.
TEMPORARY CHANGE - NYMPH (mid 8/22-mid 9/22)
MANDATORY CHANGES
● Greenish skin, which can be anything from a noticeable tint to full-on bright green and may be more vibrant after the Nymph has recently fed.
● Plant-like hair - blue lotus petals
● Green, pointed ears with a leaf-like pattern. (Atem's resemble the "lid" on a sarracenia pitcher-plant.)
● Green eyes, including the sclera.
● Prehensile, root-like tendrils instead of toes that can be planted into something in order to draw nutrients from it.
● Plant growth on their arms, legs, and torso: Atem's "base plant" is a North African persea tree, but papyrus leaves grow upward from his wrists and ankles like bracelets. A broad floral collar of mixed leaves and flowers -- persea, olive, myrrh, papyrus, palm, lotus, poppy, cornflower -- grows around his neck and shoulders.
● Connection with nature. Nymphs can easily find their way around a forest, because every tree looks unique to them. Their touch can nurse dying plants back to health and make saplings grow faster. By concentrating on their surroundings, a Nymph can tell if anyone is nearby.
● A weakness to fire. Being near a fire will hurt them and being set on fire will cause serious damage, possibly even death.
● Hunger for humans. If the Nymph is unable to or refuses to feed off of humans for too long, they may start to find that their roots have a mind of their own and will start to grow around the next person they are in close enough contact with.
OPTIONAL CHANGES
● Psych changes: disgust for people who harm plants, unconscious more graceful movement, increased patience, increased laziness.
●
A fog form.TBD.● Prehensile, vine-like tendrils growing from their back that are strong enough to grip humans.
● Claws
and sharp teethwith a potent venom that can put humans into a deep sleep.● The ability to take control of nearby plants.
● The ability to secrete a sticky, sap-like substance that sticks to humans like super glue so they can't get away. (See sundew feet.)
● The ability to disguise themselves as a plant while sleeping (Persea tree). They will revert to their original form if injured.
● Abilities similar to the plant they resemble/plantlike internal organs: Atem's head can hinge back at the mouth, revealing a nepenthes-like pitcher plant opening. Inside his torso is fluid that will decay anything it touches. Also, he's going to have to be careful to clean out any bugs attracted to his sarracenia-ears, and his feet, in addition to growing rootlike toes, can catch with sticky-sap, curl around, and dissolve prey. Please don't eat his water-lily hair, but if you do, it's a narcotic like the Nile lotus is.
TEMPORARY CHANGE - MINOTAUR (11/22)
MANDATORY CHANGES
● Sharp, bull-like horns.
● Pointed cow-like ears.
● Fingernails that are thicker and darker in color than a human's.
● Cloven hooves in place of feet.
● A cow-like tail.
● Sharpened senses. The Minotaur's vision will be very sensitive to any sort of movement, and will be greatly improved at night or in low light conditions. Their hearing will improve as well, and they will be able to detect the direction any given noise came from.
● The ability to sense the layout of nearby terrain and easily find their way out of and around forests, cave tunnels, and even complex mazes.
● Increased muscle strength and stamina. Minotaurs are physically very strong and capable of running long distances.
● A weakness to loud, high-pitched noises. Minotaurs have sensitive hearing and such noises can put them off balance and momentarily confuse their sense of direction.
● Hunger and hunting instinct. Minotaurs are not strictly carnivores, but their hunger will not be fully satiated with vegetables. Hunting animals will do for a short time, but the longer they go without hunting a human, the more they'll be compelled to do so until they start losing their self-control.
OPTIONAL CHANGES
● Psychological changes: Hathor-based, he's going to feel compelled to protect and support individuals identifying as women, and also inclined to party
● Fur anywhere on the body: specifically, calves.
● Bull-like legs with a kick strong enough to smash through rock.
● A short temper. Some Minotaurs find it much harder to control their anger than before, and they tend to have aggressive outbursts.
● Some Minotaurs have a keen ear for music and can pick up on any instrument quickly. The music of a Minotaur will lull nearby humans into a vulnerable, dream-like state.
TEMPORARY CHANGE - POOKA 12/22
MANDATORY CHANGES
● Rodent-like teeth. These can be the singular incisors of rodents, or the double incisors of rabbits.
● Rabbit or rodent-like ears, which come with enhanced hearing.
● Fur on the back, shoulders, and arms.
● Claws on their hands and feet. These are both incredibly sharp and very durable, capable of digging through solid rock.
● Stronger legs. Pookas are one of the faster monsters in Ryslig. They are also able to leap and jump up to six times their own height, be it straight into the air or across distances. The Pooka's kicking strength is also incredibly high, able to kick through stone walls.
● Increased senses. The Pooka may either have a stronger sense of smell and the ability to track others via scent, or an increased range of vision and the ability to see in the ultraviolet spectrum, or both.
● A shorter stature. Pookas tend to be much smaller than other creatures, similar to Goblins.
● Pookas are skilled liars, and skirt away from responsibility. However, Pookas are bound to the oaths they make and are unable to break a promise.
● A burrowing instinct. Pookas feel safest when able to make a shelter underground.
● A need to feed on the blood or bone marrow of humans. This may require them to hunt their own live prey, or they may scavenge the kills of others.
OPTIONAL CHANGES
● Fog form TBD.
● Blood-red eyes.
● Whiskers, digitigrade legs, cheek pouches, squirrel tail.
● A travel form based on an allowed species.
● Thrill-seeking nature. Pookas enjoy little more than going out at night to paint the town red, figuratively or literally. Their companions may find they have a hard time remembering everything that happened, but Pookas are always up for a wild ride.
● Vindictive nature. Pookas delight in the misfortune of others, and their favorite phrase is "I told you so" when calamity befalls those around them. They also do not take well to being turned down or slighted, no matter how small the reason, and will often lash out against those who reject them.
● Tracking ability. Pookas are able to "mark" up to ten objects or people, and can follow their trails from any location. These marks fade naturally after a week; if the Pooka tries marking an eleventh thing, one of the first ten will disappear. The more marks a Pooka has set, the harder it becomes for them to remember which mark is which. The sense the Pooka uses to track these marks — either by scent or by sight — depends on which of their senses has increased.
● Transformative abilities. Using their fae magic, a Pooka can change their face and build to mimic that of another character. They cannot gain physical limbs, but they will be able to project an illusion of extra limbs or wings. Pookas will need to put in work to perfect the illusion, resulting in ‘glitches’ for inexperienced monsters. Glitches can include clipping through surrounding scenery, creating two mismatched limbs, or sheering out like an overhead projector image — feel free to be creative with the errors! Pookas must retain their Pooka features during this transformation. A Pooka who keeps their ears hidden will be able to fool even their disguise’s closest friends. They may transform themselves once per day, and the transformation lasts for up to one hour.
● A need for social contact. Whether it's as trusted companions living together, hunting partners, or dragging strangers out with them for a night on the town, Pookas will go out of their way to be around others. They detest solitude.
TEMPORARY CHANGE - SLIME 1/23
● Amorphous body. Slimes lack bones and other rigid structures through most—if not all—of their body, and can shape themselves as they see fit. Their default, "relaxed" shape may be that of a human, an animal, an object, any hodgepodge thereof, or no structured shape at all. However, they may have difficulty carrying their weight on narrow supports, so Slimes rarely opt for legged forms.
● Ability to shapeshift. Slimes can adjust the shape and perceived size of their form. They may remove limbs or give themselves new ones, compress or expand their fluid to change apparent size, or take on the shape of something else. Slimes cannot gain abilities this way — shapeshifted wings are incapable of flight, for example. Their overall mass does not change regardless of appearance, and so become weaker and less stable the bigger they get.
● A translucent body. Slime forms are semitransparent, so while you can see a person inside the Slime being digested, you wouldn't be able to see the person hiding behind them.
● Brightly colored slime, in any color.
● High tolerance to physical harm. Since Slimes generally lack bones, muscles, and often skin, they are incredibly difficult to hurt through brute force.
● A nucleus. This serves as the "brain" or the "core" of the Slime and take any form as long as it fits the six restrictons. The nucleus can be located anywhere within their body, and can move from place to place within them. This part is much less resilient than the rest of the Slime, and if it is pierced or destroyed, the Slime will lose cohesion and die. The nucleus is between 2" and 6" inches in diameter, but cannot change size.
● Slimes can regain lost or destroyed slime over the period of 1-3 weeks. During the fog, this time is reduced to 24 hours.
● "Puddle" form. Shapeshifting allows a Slime to become completely flat—including their nucleus—in order to slip under doors, through cracks, or into other small openings.
● The need to consume the fluids of humans. This can be blood, water, lymph, and/or other liquids found within the body. Slimes may do this by engulfing part or all of a human to drain them externally, or may choose to infiltrate the victim's body to drain them from the inside. In either case, the afflicted area of the victim will wither, dehydrate, and possibly turn necrotic, often leaving a dry husk in its wake.
OPTIONAL CHANGES
● Fog form TBD.
● Faulty memory. Slimes are scatterbrained and have trouble holding onto short-term information.
● The ability to change color based on mood or other factors. For instance, a Slime that is very cold might turn blue.
● Lack of physical strength. Slimes with this weakness are often powerless to affect the world around them, unable to open doors or manipulate heavy objects. In return, these Slimes may lack a nucleus, and as a result are invulnerable to physical damage. -- MAYBE, TBD
TEMPORARY CHANGE - HARPY/LICH MONSTER COMBO EVENT 2023
TEMPORARY CHANGE - FAERIE (JUNE 5-12 2024)
● Insect-like wings, scarab beetle-like, changing from brown to gold a la golden tortoise beetles.
● Antennae on their heads which can be used to sense nearby vibrations and keep balance during flight.
● Pointed ears.
● Red eyes.
● Thin, translucent claw-like fingernails.
● The ability to shrink in size, down to as small as one inch tall. They will be more vulnerable the smaller they get, but also much faster and nearly impossible to actually catch.
● The ability to create Faerie rings (small circles of mushrooms on the ground) that can transport themselves and others to the location of another Faerie ring. Each Faerie can only have up to three Faerie rings active at once, and the Faerie who made the ring must be present in order to use them.
● An aversion to lying. Faeries have a difficult time telling lies, even though many of them are skilled at twisting the truth. See the FAQ section in the comments for more details on the symptoms which manifest when telling a lie.
● A need to feed on human energy. The Faerie accomplishes this by luring a human into one of their Faerie rings, at which point they are able to sap them of their energy.
OPTIONAL CHANGES
● Travel form: the ability to take the form of the insect their monster form is based on. In this form, the character will look like a normal insect and will be able to move faster. However, they will also be more vulnerable.
● The ability to temporarily hypnotize humans, although the hypnosis will have to be broken before they can drain them of their energy.
● The ability to create Faerie dust from their hands. This can either give a human amnesia for the duration of an hour, or transform them into a harmless insect for an hour. Each Faerie can only use one Faerie dust spell per day.
TEMPORARY CHANGE - SIM (JUNE 12-19, 2024)
● Mechanized innards. This can include things like nerves replaced with wiring, oil instead of blood, mechanical ball joints, and so forth.
● Mechanized limbs. While these must approximate and function like human limbs, they are much stronger. At least one of a Simulacrum's limbs must be mechanized, but can be more.
● Synthetic skin. Tissue is replaced by a synthetic/processed material. At least half of a Simulacrum's skin should become synthetic - electrum.
● Vocal cords replaced with a sound box, speaker, or other mechanical sound-producing device - it sounds like his voice is coming from the other side of a hole in a stone wall, like some god statues worked.
● Metal components.
● Increased endurance. Simulacra can exert themselves for far longer than their organic counterparts.
● A weakness to water. Even small amounts can trigger malfunctions and short-circuits, causing Simulacra to become confused, volatile, or physically pained or injured.
● A weakness to magnets. Exposure to magnets will disorient Simulacra with this weakness.
● A need to feed on the energy of humans. They accomplish this by extending their nerve-wires into the bodies of humans and extracting their energy directly. This can involve making a "complete circuit," wherein a Simulacrum's electrical power is sent through their victim, electrocuting them to death.
OPTIONAL CHANGES
● Any psychological changes are welcome! Feel free to pull from real world myths, canon creatures of this variety, or any other source! - Obsessive cleanliness. He needs to wash and change his clothes every day, compulsively.
● Stealth form: the ability to take the form of a (1980s or older) technological gadget. He's a Furby, fam.
● A cyborg or robotic head. Simulacra that go this route have rigid facial features, and are hairless, lacking even eyebrows. (Synthetic hair or hair-replacements are okay.) They may also lack noses, eyelids, or external ears, and their mouths might not move when they speak. They can also have cybernetic eyes capable of lowlight vision.
● A difficulty in expressing or reading emotions of others, though not necessarily in experiencing emotion themselves. Simulacra often have to be told how others are feeling.
● Blunt demeanor. Simulacra can often be reductive of circumstance, simplifying matters into black-and-white or right-and-wrong binaries. Nuance and subtlety are often lost on them, but they can jump to dangerous conclusions as a result.
● Inquisitive nature. Simulacra are naturally curious about the things around them, but their difficulty sympathizing with others may lead to them trying to pry out others' secrets by any means necessary.
TEMPORARY CHANGE - MANTICORE (JUNE 19-26)
● Cat-like ears which can resemble those of any type of feline.
● Sharp fangs instead of teeth.
● Clawed hands and feet with pads on the bottom.
● Large wings capable of flight: birdlike and brightly colored.
● A scorpion-like tail with a venomous barb at the end.
● Necrotic venom, as mentioned above.
● Increased speed and jumping ability. Manticores are very fast and can leap far to pounce on their prey.
● Sharpened senses. Manticores have sharper senses of eyesight, hearing, and smell than humans.
● Weakness to cold. Manticores can tolerate the summer heat, or even a desert's extreme temperatures (though the sand might scald bare feet), but they will be weakened by freezing weather. They become easier to kill as the temperature drops.
● The need to feed on human flesh. This need may be satiated by accepting it from others, but more often than not, the Manticore will be compelled to choose their own targets for a fresh kill.
● A strong hunting instinct. When Manticores are hungry, they will develop the urge to chase prey down. Manticores usually hunt by hiding as they stalk their prey, then pouncing when the victim least expects it.
OPTIONAL CHANGES
● Psychological changes - proud, argumentative, vengeful, vicious.
● Travel form: a young-adult lion.
● Bright eyes that reflect light at night.
● Lion head.
● The ability to withstand toxins at twice the rate of normal humans or monsters that don't have this immunity.
● A melodic voice that can temporarily hypnotize humans and lure them closer.
● A deceptive nature. Manticores are keen on trickery and delight in spreading rumors, telling riddles, and learning the secrets of others.
TEMPORARY CHANGE - WALDGEIST (JUNE 26-JULY 3)
● A state of undeath. One of the Waldgeist's first changes is that their heart stops and the body dies.
● Upper and lower canine teeth elongated into sharp fangs.
● Fingernails that grow faster and in a more claw-like shape.
● Deer antlers.
● Deer-like pointed ears.
● Vulnerability to silver and fire. Silver will burn the skin if touched and can be deadly if the Waldgeist is shot or stabbed with something made of silver. Being set on fire will significantly weaken the Waldgeist and can kill it as well.
● Sharpened senses. Waldgeists will find that their sense of hearing is much sharper, and that they are easily able to pick up on the direction any given noise came from. They also have very keen night-vision, allowing them to hunt better in the dark. However, their eyes are sensitive to light and they may find it difficult to go out in the sun. Thus, most Waldgeists are nocturnal.
● Increased hunger. The Waldgeist can't process any food other than meat. This hunger already sets in several days before their first changes, and can never be satiated, no matter how much they eat. Despite this persisting hunger, only going too long without eating human meat will lead to a frenzy.
OPTIONAL CHANGES
● Deer travel form: the ability to take the form of the animal the Waldgeist takes most of its traits from. They will be able to travel faster in this form but will be more vulnerable.
● A furred mane extending from the head to the tailbone.
● Short fur on any other part of the body.
● Bony, spike-like protrusions on the arms, shoulders, or back.
● A long and fur-covered tail.
● Hooves in place of feet.
● Animal-like facial features, ranging from mild to a full-on muzzle, resembling the same type of animal as their antlers.
● Light forest elements anywhere on their body for aesthetic purposes. For example, antlers resembling tree branches, or moss or fungus growth on their body.
● The ability to paralyze a human with fear so long as eye contact is maintained.
● Some Waldgeists have an icy touch, cold enough to cause frostbite in humans if physical contact is made for an extended period of time.
● Immunity to cold.
● A greedy nature. Waldgeists always tend to want more than they already have.
TEMPORARY CHANGE - ARACHNE (JULY 3-10)
● A body that resembles an arachnid-like creature - scorpion centaur.
● They can resemble any type of arachnid (and a few additional insects as listed below), although all Arachne are venomous and can spin silk regardless of what type of creature they resemble.
● Sharp claws in place of fingernails.
● Fangs in place of their canine teeth which contain a potent venom. This venom paralyses humans, and over time holds an additional liquefying effect.
● The ability to sense nearby movement via vibrations in the ground (or on the Arachne's web). The tips of the Arachne's legs are very sensitive to any sort of movement and can detect the direction the movement is coming from as well.
● The ability to use their highly elastic, extremely sticky silk to create large, intricate webs that are almost impossible to escape once tangled up in, unless the Arachne cuts the victim loose. The webs are difficult to destroy but are vulnerable to fire.
● Excellent night vision.
● Immunity to poison and venom, including their own.
● Enhanced speed and inhumanly fast reflexes. In combination with their vibration sense, it is extremely difficult to catch an Arachne by surprise, especially within their webs.
● A weakness to fire. Being near a fire will hurt them and being set on fire will cause serious damage, possibly even death.
● A need to feed on human flesh. Arachne are omnivores and can eat just about anything, but only human flesh will satiate their monster hunger.
● A strong hunting instinct. When Arachne are hungry, they will develop the urge to chase prey down. Arachne usually hunt by trapping a human with their web and infecting them with their venom. Once the prey has been sufficiently wrapped up in silk like a cocoon, their insides and muscular tissue will liquefy over time, allowing the Arachne to feed with ease.
[back to top]
OPTIONAL CHANGES
● Travel form: the ability to take the form of either a single arachnid, or a swarm no larger than the mass of the monster's default size. In this form, the character will look like a normal arachnid (swarm) and will be able to travel faster. They will not have access to any kind of venom and they will also be more vulnerable.
● Up to eight functional eyes.
● The ability to scale vertical walls and crawl upside down on ceilings and the like without falling.
● The ability to produce two special types of venom:
- one that will make its target unable to lie for an hour
- one that will force the target to obey the Arachne's commands for an hour
Only one of these can be used per day.
● Aversion to water. Most Arachne cannot swim, and some may find that water is disruptive to their vibration senses. Therefore, they may become disoriented in rain (or even in the shower).
● A competitive nature. Arachne have a hard time turning down a challenge.
● Increased meticulousness. Arachne often can't stand when something is out of place, especially something to do with their own webs and dwellings, and will try to fix it as soon as possible.
TEMPORARY CHANGE - GARGOYLE (JULY 10-14)
● Large, scaly wings capable of flight.
● Lizard-like claws in place of fingernails and toenails.
● Sharp fangs instead of teeth.
● Scales on the upper arms, shoulders, and back. Accents of either fur or feathers are allowed to complement this anywhere on the body, but the scales must still be present in the mandatory areas.
● Scaly, talon-like feet capable of grasping.
● Excellent night vision and sharper eyesight. Gargoyles can make out small details, even from up in the air.
● An affinity for fire magic. Despite their weakness to sunlight, Gargoyles can create fireballs in their hands to hurl at their enemies, and can make their own skin so hot it burns to touch. They may also breathe fire.
● Immunity to fire.
● Weakness to sunlight. Direct exposure will turn the Gargoyle into stone (or jade, or gold, or crystal - anything statues can be made of is fair game) until the sunlight no longer touches them, either because night has fallen or because they've been covered up. They are almost indestructible in statue form, but should try to avoid being in flight when the sun rises.
● The need to feed on human flesh. This need may be satiated by accepting it from others, but more often than not, the Gargoyle will be compelled to choose their own targets for a fresh kill.
● A strong hunting instinct. When a Gargoyle is hungry, they will develop the urge to chase humans down and isolate them from a group through purposeful herding, trickery and waiting for the right opportunity to strike. Gargoyles will often take out their prey by either attacking them directly, or lifting them off the ground and dropping them from great heights.
OPTIONAL CHANGES
● Travel form: the ability to take the form of a lizard at any time, or any other animal the monster design is based on. In this form, the Gargoyle will be able to move quickly across the ground and up vertical surfaces. However, they will also be more vulnerable.
● Two horns on the head that vary in size and shape.
● Scales on any other part of the body.
● Spikes on any part of their body.
● Any number of dragon-like facial features, from yellow eyes to a forked tongue to something fully dragon-like.
● A long, reptilian tail.
● The ability to influence the actions of humans by giving them commands while making eye contact.
● A proud nature. Gargoyles are both easily insulted and easily flattered.
● A hoarding instinct. Gargoyles can be very greedy and like to hold on to anything nice they've found, especially if it's shiny.
Ryslig Native AU: March 2021 Event!
Occupation: High school student, learning to run family's construction company
AU History: As the only son of a rich family, Adam grew up among Bavan's elites, never really questioning the position he was born into. His uncle tried a ritual to banish all monsters from Ryslig, but since he was an ordinary human, it didn't work. It involved a lot of human sacrifice. When Adam's father found out, he lost the will to live and passed away. This left teen Adam and his mom in charge of a pretty large architecture and construction company, which helps rebuild after large-scale disasters but also does vanity projects fancy custom buildings. Thanks to Ryslig's unstable nature, there is always work for Millennium General Contractors.
Anyway, up until recently, Adam Usir was cautiously monster-friendly. He knows trying to make them leave causes terrible damage, and their shenanigans help keep the Usirs in business, oops. He's 17 and what he really wants to do is play games, but several weeks before the event, he Got Got by a monster, and the experience kinda messed him up. He got locked in a totally dark room for an extended time, was fed on slowly, and nearly died -- but Javert's monster hunting posse got him out. Now, he's dealing with the aftermath of that, and for people who used to know him, he's acting kind of strange....
Past connections: So many.
Noah (Noa) - Childhood friend, fellow we're-too-young-to-be-in-charge-of-companies kid.
Isobel (Lust) - Aunt on his mother's side who he reconnected with and who helped his recovery.
Javert (&co - Rey? Dick? Abigail? Five?) - Rescued him from monsters.
Ryou Bakura - Classmate. Game buddy. They tried to summon Adam's dad with a ouija board.
Ringu (the Ring-spirit) - Good friend. Ringu turned him a little bad and Adam turned him a lot geeky for games so it all evens out.
Charlie Barker (Crash Bandicoot) - Sold his uncle demon blood, but like, ethically sourced demon blood.
Riley Soelberg - Ex-girlfriend, only things have been awkward since the breakup.
Steffan Soelberg (Steve Harrington) - Ex-?-bully. You can do better, man.
Lucius - HATE THIS GUY. REALLY HATE HIM. Upperclassman bully turned sports star and real douchebag hrdskgjh
Komaeda - HAtE THIS GUY TOO. OUR MOMS ARE FRIENDS AND IT'S THE WORST.
Barbara (Ima) - Childhood friend from socialite days.
Perry Frey (Altair) - "Eat the rich but you're mostly OK"
"Tat" (Larry Laffer) - A style icon and personal hero.
Angel - Chess club rival, only she's better at it than him.
Evis (Peace) - Occasional sneaking-out shenanigans pal, fellow kids'-table socialite.
DEATHS
Harvested for his
adrenochromevitae by Daniel3/21 | NO MEMLOSS: AN EVENT TECHNICALITY
Changed back to vampire after Role Reversal event
5/21 | NO MEMLOSS: FIRST
Failed to survive extraction of parasite during The Strain event
8/21 | NO MEMLOSS: CHANGING BACK FROM A TEMP
Changed back to vampire from naga
9/21 | NO MEMLOSS: EVENT TECHNICALITY
Changed back to vampire after Paranoia Agent event
11/21 | NO MEMLOSS: SECOND
Self-destructed rather than be caught by AM during a fight Atem himself picked
1/22 | NO MEMLOSS: CHANGING BACK FROM TEMP
Changed back to vampire from demon
2/22 | MEMLOSS
Faramir murder during intro log, lost memory of Johji, the Worst Baby
8/22 | NO MEMLOSS: CHANGING BACK FROM TEMP
Changed back to vampire after impressive four month werewolf-merperson-nymph streak
10/22 | MEMLOSS
Executed by E+L in Felfri for treason and sedition, lost memory of Yugi's mother
1/23 | NO MEMLOSS: CHANGING BACK FROM TEMP
Changed back to vampire after minotaur-pooka two-month streak on January 1st.
1/23 | MEMLOSS
Lost memory of torture in Felfri and all context/aftermath, combined with a slime temp to scramble further.
MUSEUM EXHIBIT + GIFT SHOP MERCH
- little foam Millennium-Puzzle-shaped stress balls
- the "official Duel Monsters rulebook" which is incredibly out of date and has all kinds of weird fiddly mechanics like "Flying monsters have a 12% chance of dodging any attack from a non-Flying type monster"
- a poster with flashy pictures of laser tag, a haunted house, a card game with holograms, what looks like falling blocks, and a gachapon-capsule game, that says "VISIT DEATH-T: ONLY AT KAIBALAND!" ("Heart-Stopping Action!" "Thrills! Chills! Serial kills!" "Real Assassins!" "So much fun you'll lose your mind!" "Attractions to die for!" etc.)
- blank puzzles "For writing love confessions on!"
- extremely stupid knitted beanies in the shape of his hair
- slip covers for sofas and chairs with Ammit (cw: saliva) screenprinted on them
- a couple of issues of Zombire
- and, for some reason, this t-shirt.
GAMES/KILLS, CW: VIOLENCE, DEATH, LYNCHING, IMMOLATION, SEDATION WITH INTENT TO ASSAULT, NAGA FREEZE
Non-lethal, ended in feeding, Daniel had to stay in a circle on the floor while the other Yugi turned off all the lights and talked about scary shit. Daniel stumbled.
4/21 - WOMEN'S SHELTER STALKER - LIVING HANGMAN - UNNAMED PENALTY GAME (HANGING)
Lethal, ended in feeding, the other Yugi and Annie Dyer used her web to string up a man hanging around a women's shelter by his waist, wrists, ankles, and neck. They asked him questions about the people he'd hurt while under the influence of arachne truth venom, and for each person, they cut one of the ropes, leaving the neck for last.
4/21 - ARCADE ARSONIST - SPIN THE MOLOTOV COCKTAIL - UNNAMED PENALTY GAME (IMMOLATION)
Lethal, ended in feeding, a man angry about the Bingo monster publicity came to Insert Coin to throw firebombs through the windows. Atem caught him and played a sick version of spin the bottle in the alley outside. They took turns sending the bottle towards each other with a spin on it so it would go the right direction, instead of curving off to the side. The point was to have the bottle on the other person's side of the alley when the wick burned down, but he goaded the man into throwing the bottle too hard. It caught on some uneven bricks and set him on fire.
5/21 - CREEPY CAMERA GUY - UNNAMED "GAME OF TRUST" - UNNAMED PENALTY GAME (DRINKING ROHYPNOL)
Lethal, ended in feeding (the other Yugi and Ryou Bakura). Both roommates needed to eat. The other Yugi found a guy he recognized from creeping on other monsters during Monster Bingo, who had lured a coworker out to a bar by faking a note from her boss, intending to prove that she was going to sleep with him to advance her career. The other Yugi got two flasks, some soda water, and a sedative someone was in the process of putting in a drink in one of the bars nearby, put the sedative in one flask, and told the woman which flask was safe, so that she could choose which one to tell the cameraman was safe. She told him the truth, but the cameraman didn't believe her, and about fifteen minutes later, was out cold, and subsequently, very, very dead.
6/21 - CELESTIA LUDENBERG - EVIL POKER - PENALTY GAME: ARTERY ROULETTE
Non-lethal, ended in feeding. In order to check on Celeste after she'd had a difficult and terrible revelation and disappeared on him, Atem lured her out with the promise of a poker game with their lives at stake. Through the game, he got an idea of how she was doing, you know, emotionally, and negotiated a change in stakes midway through the game, wagering giving Celeste the chance to emotionally destroy Ryou Bakura against making Celeste play a penalty game. Atem won, and the penalty game was to survive a vampire bite Atem never intended to be lethal. They're fucked up kids, but it's cheaper than therapy, right?
7/21 - UNNAMED TAGEVALGTEN - DICE GAME - PENALTY GAME: SNAKE EYES
Lethal, ended in feeding. Atem wagered with one of the Tagevalgten cultists that he'd pledge to the Fog if he lost, but if the Tagevalgten lost, he had to answer Atem's questions about the recent bombings. It was meant to just be an interrogation, even though the guy cheated and TOTALLY deserved to be eaten, but when the cultist bragged about setting the bombs that had destroyed a monster-friendly block, Atem lost his temper and turned him to stone. Later, he fed the man's soul to Ryou, to get him and his fog form out of the apartment, and eventually, Atem ate the rest.
7/21 - UNNAMED TAGEVALGTEN - DICE GAME - PENALTY GAME: SNAKE EYES
Lethal, ended in feeding. In order to save Mobius from a Tagevalgten's assault, Atem petrified Mobius and challenged the Tagevalgten to a dice game. If they won, Atem would bite Mobius, unfreezing him with his venom, and leave him to the Tagevalgten. If they lost, Atem would envenom them, instead. They could have walked away, Atem reasons, but they didn't, they finished playing, and they sure did lose. Atem petrified him to eat later.
7/21-9/21 - AM - BET I CAN BEFRIEND HIM - PENALTY GAME IS THE WINNER KEEPS THE CULTIST
Atem bet AM that he could deprogram the cultist AM was torturing within two months. AM agreed and let Atem keep the guy. We'll see how this one goes.
9/21 - ALRICK WOODEN - HANDWAVED - PENALTY GAME: WEIGHING OF THE HEART
Lethal, ended in feeding. Like, biting the heart directly and sucking the blood out. He wasn't in a good place.
At the end of September, Atem started to target people with his Anubis trap in earnest. One of them was the son of a man who made his living giving rebuilding-loans to businesses targeted by monster attacks. The son went to the businesses that still owed his father money, one bar in particular, and used that leverage to make a nuisance of himself, getting free drinks, being rude to the wait staff, and demanding whatever he liked. Atem hypnotized him, put the Anubis trap on him, and played a greed game, that he lost. RIP.
10/21 - SO MANY AFFLUENZA TEENS - HANDWAVED - PENALTY GAME: WEIGHING OF THE HEART
ALL LETHAL, ALL ENDED IN FEEDING. Atem killed about half a dozen total during this period. One of them, Sofia Eriksson, was a local darling running a charity for supposed monster victims; very little of the money actually went to people who needed help, and on top of that, she pushed around and took advantage of the people working for her. Another of Atem's victims, Beauregard Perdue II, a hobbyist drug kingpin who'd pushed around youth shelters for the thrill of it, did not have his heart opened, but had his soul fed to Ryou Bakura, his blood fed to Inspector Javert, and a cut of his meat fed to Tybolt. Some of them were brought back to the murder basement linked above to have their blood drained for later. Atem carved his eye-symbol on the ones whose hearts were opened with the Anubis trap and left them to be found by the press.
10/21 - OSCAR ALEXANDER - WHAT DOES POT OF GREED DO? - PENALTY GAME: IT ALLOWS ME TO DRAW ALL THE BLOOD FROM YOUR HAND
Non-lethal, did not end in feeding. This young man was making scam calls to older folks, pretending to be their grandchildren, in trouble from a monster attack, so that they would wire him money. He did it as a party trick, then took the people at the party to a burlesque club with the money as soon as it came in. Atem built an electrified jar with a long-toothed bear trap on the lid and filled it with water and marbles. The mouth of the lid had an incomplete circuit; touch the side of the lid with wet skin, and the circuit would close, and so would the jaws. He painted the side to look like Pot of Greed on Marik's advice. The point was to take turns pulling marbles out -- but not too many at once! Atem hypnotized his victim, put him in the Anubis trap, and forced him to play. Once he lost, Atem brought him to Ragnarok's basement, intending to feed him to Yugi. It went horribly; Yugi demanded the man be freed, the man attacked and injured Atem in the process, and the whole thing was a hot mess.
11/21 - ANDERS PETTERSEN - WAITING GAME - PENALTY GAME: yugi probably didn't let him name it
Lethal, ended in feeding. Atem and Yugi found a guy who was lowballing pawn loans and then pretending his store was robbed so he could sell the collateral himself under the table. The last straw was when an employee pawned her necklace so she could pay for her fiance's funeral, and Yugi saw it. They played a waiting game: if Pettersen could sit with his back to Atem for 5 minutes, he'd get cash, but if he did it for 10 minutes, he would get a very valuable silver dagger instead. If he broke the rules, he would get nothing. Pettersen got the bright idea halfway through to use the dagger to stab Atem and take both, but Yugi interfered when the rules were broken, and both of them ate that day.
11/21 - ANDOR DAHL - COOKIE JAR OF GREED - PENALTY GAME: POT OF GREED + OPENING OF THE MOUTH
Lethal, ended in feeding. Mr. Dahl, a graverobber catering to the tastes of the elite during a post-Great-War-event archaeology fad, facilitated a Viking grave-unpacking party, where Atem spotted him. Atem followed him to a city near a grave site and put the recycled jar from his failed attempt at getting Yugi to eat in front of him. Each marble was worth 1000 solars, Atem had said, but Dahl would only get the money if he ended the game with more marbles than Atem. He could walk away at any time, but if he lost, he'd lose his soul. Dahl agreed. With a minute left, Atem promised each new marble would be worth 10,000 solars, and Dahl tried to take too many at once. He triggered the mechanism on the lid of the jar with contact, and the jaws closed on his wrist, to teach him not to let his greed make him put his hand where it doesn't belong -- or, would have, if Atem hadn't immediately eaten his soul.
11/21 - UNNAMED CAFE OWNER - HANDWAVED - PENALTY GAME: OPENING OF THE MOUTH
This one may or may not have more details added to it. Basically a guy stealing his employees' tips, a confrontation behind the theater, nephilim-Atem didn't do the research and made a snap judgment about the situation and took his soul. It was less just than he thought it was.
11/21 - UNNAMED VANDARE INCIDENT - HANDWAVED - PENALTY GAME: OPENING OF THE MOUTH
Lethal, ended in feeding. Atem had just come back from death, the bars in Vandare were closing, a man was being shady at a drunk woman, he had a gun, by the end of the game he didn't have a gun OR a soul, and the woman was brought safely home.
11/21 - POLICE CAPTAIN NILSEN - HANDWAVED - PENALTY GAME: OPENING OF THE MOUTH
Musical event. The story beat demanded it, I, it was probably covering up for someone rich's murder by writing it up as a monster attack, but seriously he's killed five people in the first half of November, somebody stop him
12/21 - MELODRAMA LANDLORD - NO GAME, JUST A MURDER.
Atem's a demon. Atem's hungry. Atem comes across a guy running low-rent apartments trying to kick his tenants out in December. What do you think Atem's gonna do?
12/21 - COMPLETELY HANDWAVED
Who even knows who Atem and Ryou hunted and killed after they got back from Kulen and really, really needed to eat? Ryou got to see Atem feed, though. His demon feeding's gross. Hand down the throat, yank out the soul. Bye, bitch.
1/22 - MEAN TEENS - PRISONER'S DILEMMA - PENALTY GAME: I'M JUST GOING TO STRAIGHT UP DRINK YOUR BLOOD
The urban legend's working: some teenagers used the sigil to attract Atem's attention, hoping he'd come kill the classmate they left tied up for him.
2/22 - UNETHICAL BUSINESS PRACTICES - HANDWAVED
Lethal, ended in feeding. Love to level up in the fog church. Love to buy someone's whole independent sales contractor stock and then make the head of the business buy everyone else's unsold stock back, too.
3/22 - THE BOARD OF ILLUMINATION INDUSTRIES - TELEVISED
Lethal, ended in Ryou feeding, and some offscreen leftovers for everyone.
The broadcast. You know what this one was. It was a fancied-up prisoner's dilemma.
4/22 - THE PRODUCERS - HORROR MOVIE TRIVIA/PANTS ON FIRE
Lethal, ended in feeding. Atem asked some of these little movie guys who'd just put them through hell what their favorite horror movie was, and killed them in that style. For others, he asked them to tell the truth, and killed them after three lies. Messy.
5/22 - MR. JACOBSEN, BOOKSELLER - DON'T RUN
Lethal, ended in feeding. Ryou picked this guy out, to satisfy werewolf-Atem's compulsion to hunt. The guy ran a rare bookstore and didn't take "no" for an answer when people didn't want to sell. He'd also send muscle to reclaim books he'd sold to customers that he wanted back. Ryou has good taste. Atem and Ryou told him they'd let him go if he went around his business but didn't run. The man led him to where his armed hired guns were waiting, then bolted. This went about as well as you'd expect "running from a werewolf" to go.
6/22 - SOME GUY - LOST THE GAME - NONLETHAL, DID NOT END IN FEEDING
Atem, driven to the brink of hunger, failed to win a game against a human, and let that human go. He turned to Dyster to stave off his hunger.
7/22 - NO NAME. NO CONFIRMED IDENTITY. GAME? possibly.
Thanks to Beatrice's event's lead-up, monsters went into dissociative states and frenzied. Atem was no exception. This one kill he didn't mean to do haunts him more than many more murders. Oh god, he lost control and killed one person, in Ryslig, how awful.
7/22 - WHO THE HECK IS THIS GUY, ATEM'S EATING OTHER PEOPLE'S UNSOURCED KILLS NOW
Horatio brought Atem a guy, after the Theatergoing Authority event. Atem used his mer-powers to drain the water from the guy. It was, surprisingly, more okay than he thought it would be.
8/22 - AT LEAST THREE WASTELAND MONSTERS - NO GAME
Atem's fine with hunting and killing the mindless monsters they encountered in the wasteland. It was kill or be killed, eat or be eaten, and they were too far gone to play games. He'll attack and eat, now.
9/22 - DOES THIS EVEN COUNT AS A GAME? WE'LL CALL IT "SHOW THE BARE MINIMUM OF HUMAN DECENCY OR DIE" - SO LETHAL. SO MUCH FEEDING.
Atem's nymph temp comes off as harmless and approachable; it lures in greedy and unkind humans looking to get close to a pretty flower person. Atem refused to use this for most of the temp's duration, but when Chiaki Nanami was in a frenzy after coming back from her wasteland death, he chose to work with his form's abilities, instead of against them, and faked injury and weakness to attract the kinds of people who would take advantage. Those who sincerely tried to help were spared. Those who saw an opportunity weren't.
GAMES/KILLS, PART 2
Upon realizing how sauced Beat was with Elias brainwashing, Atem challenged him to a game and used a mindcrush penalty game to fix it! It....mostly worked!
10/22 - MISC FOG CONSCRIPTS - SO LETHAL. THE GAME WAS PAPER-THIN. HE HAD MURDER IN HIS HEART.
Atem snuck into the Fog's base of operations through the vents as a swarm of nanites and gruesomely killed the commanding officers who sent Ryou out to spy alone, leading to being caught by AM and tortured. How did a nanite swarm do a murder? Better to avoid details.
10/22 - LOOKING FOR TROUBLE - MOSTLY NONLETHAL. MOSTLY.
With the newfound confidence and thin fog, a group of humans figured Atem would be an easy target. He had to start up an old-school game involving a lighter and spray paint to get them to stop. One of them became food for the month.
11/22 - DESPAIR SPREE - NO GAME.
In the grip of despair, Atem gorges himself on humans as a vampire. He kills at least four, likely more.
12/22 - NO GAME, RYOU DONATION
This month, Atem survived on a flirty blood donation from Ryou. It's fine.
1/23 - AUTOCANNIBALISM
During his slime change, Atem digested his own old body. Gross!
SIDE QUESTS
Montauk RevengeCOMPLETED, Daniel has been shadowgamed and penalty-gamed and, even though Atem didn't get the chance to visit him in prison before he left for the Sea of Souls, Atem considers the matter closed.Pay Your BetsCOMPLETED, his debt to Komaeda from the other world has been worked off at the arcade.Investigate Entry PointsCOMPLETED, sort of. He's checked the ones he's heard of out with Yugi, and he'll be looking at the new ones, looking for patterns.What's Up With Riley?COMPLETED. He knows what's up with Riley. Oh, boy, does he ever know.PROTECT RILEY AT ALL COSTS - ONGOING.
Atem's looking for ways to get to know Mr. Aunamee a little better... Well, the network's read him for filth a bunch of times over, and Mukuro's the muscle in the group anyway.Atem doesn't feel like he can predict Aunamee, but he thinks he's got a better handle on why Aunamee is how he is, and where Aunamee might be lonely. Still fucked up, mind, but lonely and weird.Double Doppio - ONGOING. Doppio
says he doesn't need to eat people, but won't give any details past thattotally eats people. Atemwould really like to know how he does it, and how he's connected tois on good terms with him and the weird pink deer that shows up during the fog.Safe(word) Behind Bars - ONGOING, Javert needs a better partner, one who can punish him the way he wants but, like, respectfully. Atem and Annie are looking for a principled, buff, older guy who will listen to safewords, unlike AM, and he'd like for Javert to, y'know, maybe like himself a little more.
Build a Better Mantrap- SEE "DON'T PLAY THE GAME." Atem's designing Jigsaw-style death trapsunder the guidance of Amandacarrying on her workonly using them for reaaally heinous crimes now.You Gotta Get In There!- COMPLETED, using all the tech his current coins could buy from Mana and all the help he could get from Dr. McGucket's open-source plans and a lot of late nights and sexual tension, Atem and Kaiba built a tin can to send through the hole in reality opened during the Monster's Pearl/4th Wall plot. Did Kaiba make it? Who knows?Who Killed Roger Rabbit?- COMPLETED, Steve Harrington's dead, exsanguinated, and ex-entrailed body turned up in the park on August 8th, andAtem and Giorno are going to find the one who did it and m̵̟͐a̸̯͑ķ̸̜͂̌e̷̯̒͋ ̷͚̍h̴̼͖̅͋i̸̭̿m̷̨̰̂̈ ̸̞͙̎p̶̬͆̀á̸̯̝̆ẙ̵͉̺..a bunch of girls kicked Fabius Bile's ass and Atem supported them.Video Killed the Radio Star- FORFEITED,Atem's passing information to Katrina, a news anchor he saved, about short-term monster crises, to let humans know what to look out for.Atem used that connection to get his tier 3 sacrifice act broadcast on Bavan's evening news. Now, humans are afraid of him and want nothing to do with him.Don't Play the Game - COMPLETED.
By targeting badly behaved well-to-do teenagers and young adults at ragers and making sure their bodies are found mutilated afterwards, Atem's laying groundwork for rumors about a vampire who will appear, play a game with you, and eat you if you lose if you hurt someone at a party.Everyone knows who he is and about his jigsaw games now. Will they use the eye to summon him? Or are they too frightened?Crimes of Passione- DECLINED, he doesn't want to spy on Doppio. Atem is doing his best not to take sides in the messy beef the Italians have. However, it's hard to have friends on both sides of an escalating gang war...Private Eye of Wadjet- FORFEITED.He might get a part-time job at Juno Steel Investigations.HE GOT THE JOB, I'm so proud of him, he's going on little side quests once or twice a month and having a marvelous time returning people's cats or telling them their wives weren't cheating after all and the photos are just of patty-cake.Now that the humans of Bavan are frightened of him, Atem can't do his job as effectively, and is prepared to resign.The Path to a True Monster - ONGOING. Ryou wants to be stronger and Atem is here to support the hell out of him. Even when it's worrying, and he wonders if it's the right approach...
Repo! The Graverobbing Operation- COMPLETED. With the help of Triffany Lottablog and her Midwestern charm, lovely company, and truth venom, a group of people who responded to the October time-travel event by desecrating and robbing 100-year-old graves from the time of the Night-Day wars and selling the artifacts to trendy socialitesare beinghave been brought to (vigilante) justice.FOG CHURCH SPEEDRUN ANY%- COMPLETED. 0 to Priest in four months, baby.BEFRIEND RICHARD III - ONGOING. The guy who runs the Narumi Detective Agency sounds pretty lonely. Maybe he could use someone to talk to?
FIND A WAY OUT BEFORE KAIBA FINDS A WAY IN - ONGOING, now that Joshua and Saint-Germain have reminded Atem that he was going to try to find a way out, and he's got his feet under him again.
Win Ryslig - ONGOING FOREVER.
INVENTORY - items of note.
-a bunch of traps, with the reverse bear trap up on a shelf
-a fridge with Calpis soda
-materials for metalworking
CHRISTMAS 2021
-Betrayal at Manor in the Mist. a deck of dark fantasy tarot cards, a donut for Tybolt, Steve
-Puzzle box w/lion puzzle in it, Beat
-A graphic novel of Ryslig's first vampire story, Annie
-Sweet Egypt aesthetic chess set, Altair
-Settlers of Cætån, from Riley
-A very personalized playing card set, Celeste
-Plush toys of the gods and tooth earrings from Christina Jarlsson and Albert Beckstrand, Ray
-A gold calm-down bangle, Lila
-Gold gloves, wing earrings, and a blood snack IOU, Giorno
-A puzzle box and telescope, Trish
-A puzzle box, a little wooden lion, a sigil, and a cryptex safe, Yugi
-Copies of a BUNCH of games, Noa
-A snowglobe of him and his friends at Death-T, that time he won a cardgame. Shaking it is soothing.
CHRISTMAS 2022
REV
- A heavy set of gold chains, suitable to be attached to clothing in any number of ways as an extra adornment. The links are engraved with what would be a powerful good luck charm, if Rev's magic worked here.
STEVEN
- A wooden puzzle cube
ALTAIR
- Moroccan star lamp in purple/gold
CRASH
- Atem in comparison to such a serious gift receives a knitted gold scarf. It's warm and fits most sorts of necks. What is Crash going to do with you, oh problematic and heavily traumatized friend? This comes with an inside joke that reads: "Not bad thing."
REIRA
- a tape-recorder with numerous blank tapes, and a reminder that the 'play tomb' made for him and Ray to share IS still there- and available to hang out in. There's also a note that offers the idea of using the blank tapes to make 'spoken diary entries', as in Reira's words, 'Sometimes when we write stuff down, we're missing the feelings. This can help with that.' The walnut charm he receives has a little fidgety bit inside that he can spin.
JOJO
- a beautiful series of wooden gamesets; specifically, he's done his best to recreate those that would have been excavated by his time (one of which actually includes Senet), as well as games that were popular. It took a lot of working back and forth, but he thinks Atem will enjoy them!
NOA
Initially, Atem just receives a holiday card with a riddle inside- this riddle starts him on a grand puzzle clue hunt, through Bavan and then off to the great bit Treehouse to the south, and finally back north to end in Oportunkitty! It's a well thought romp, which even includes a few of the locals during the Bavan end- Noa's gotten a few fellows who work in the areas to agree to play along.
Once Atem finally makes it to the city of cats- and finds the cat with the final riddle- his destination will be the toy shop there. The holiday card there will note that he can't give Atem a cat or anything, that would be gauche, and also, Tybolt would be ferociously jealous. However, he hopes that Atem enjoyed the enrichment- and that he also enjoys what's in the box at the shop.
As for what's inside- it's a large music player, which comes with detachable headphones. Noa has included sets of all sizes- the labs does, after all, create them for all sorts of monsters. 'I cannot be there all the time, or be there fast enough. I cannot create anything that could ever guarantee you never hurt again. But I can hope that listening to these at least, can help bring you peace when it hurts most.'
It's mostly calming music, stories, and even what could likely be called guided meditations, if guided meditations involved aimless imaginings of walking around a nice field. Still, Noa at least tried to gear these to Atem's tastes, so they may yet be enjoyable!
MAYA
- Omamori tag
ARTEMIS
- hashish, along with a note apologizing for trying to rip a hole in him during the Red Fog event.
NANAMI
[ Matching the locket Atem got for her, Atem will receive a small locket that can be worn as a necklace, in the shape of a Game Girl Advance.
The necklace has been decorated with charms representing many of Atem's friends. There's a small legend that comes with the necklace in order to explain which charm represents which person, including but not limited to the following:
heart = ryou
joystick = chiaki
wings = josh
skateboard = beat
eye = hinata
spider = saint-germain
sneaker = sonic
flame = riley
lighthouse = horatio
ring = ring-spirit
The note that comes with this gift reads "Happy Nattensfest, Player One! <3"
TRIFFANY
[Atem gets a new goth outfit from Triffany! It's loose, in case he wants to wear it as different monsters, but it's got the second-hand smell that comes with every durable set of alternative fashion with plenty of skulls, bleeding flowers, and spiked shoulders to live the Halloween Lifestyle no matter the holiday.]
BRUNO - fancy puzzle boxes
HINATA - It's a relatively small box, wrapped in orange. Inside is a golden chain bracelet-- probably not real gold, but it's still pretty decent quality. Along with it is a little metal charm of a bat, and a metal dog tag in the same shape, so that Tybolt can match.
MISC:
-Celeste's knife.
-Henry von Ofterdingen, from Komaeda.
-1 set of courtly pharaoh regalia, courtesy of Ryou.
-1 gently hypnotic naga rattle.
-1 Exodia deck, extremely oldschool; 3 water-damaged Egyptian God Cards; and 1 Monster Reborn he is really attached to because a seahorse man threw it at him
-A gas mask. He gave away the rest of his Haftesal-backpack survival supplies
-A lot of blue lotus blossoms. Like, so many.
-Birthday jewelry from Ryou!
GOD BOONS
FOG, TIER 1
Link: here
Reward Description:
-A minor power appropriate to the Fog god - Shadow Tricks: when Atem is trying to intimidate, he casts a big scary shadow on walls near him, or he himself looks like a shadow with eyes. It is entirely illusory, and he himself can't see that he's doing it unless it's cast in front of him.
-Smallest rooms in Dyster (a single bed, no window)
-Resurrecting inside Dyster after 2-3 days (regardless of fog days)
-A small aesthetic body modification tailored towards fear and intimidation: His mouth can now open all the way to his ears, unhinging the jaw like a naga. Nothing supernatural, just absolutely terrifyingly big chomps are now possible.
-An instinctive knowledge of how many days they have left before the hunger overtakes them
FOG, TIER 2
Link: here
Reward Description:
-A second power appropriate to the Fog god - Illusion Magic: A hallucination upgrade to Atem's hypnosis spell. Now, instead of just freezing people in place, upon making eye contact Atem can make humans see, hear, and feel whatever he wants for any amount of time he chooses. He does not have to maintain eye contact. The effect takes an hour to wear off for monsters, who may recognize that this is a hallucination. He can use this ability once per day.
-A bigger room in Dyster (queen-size bed, windows, storage)He opted to keep his Tier 1 room to disguise what level he was. It has since been replaced by a tier 3 house.-Instant resurrection in Dyster after being killed.
-A major body modification: retractable tentacles from between his shoulderblades. They look like they're made of shadows, but they're solid.
-Taking on a new way to feed: energy, but specifically lich-like decay/rapid-aging style.
FOG, TIER 3
Link: Here.
Reward Description:
- A third major power, appropriate to the Fog God - Mystic Box: This gives Atem the power to switch "situations" with someone who has attacked him. He teleports to where they are, they teleport to where he is, and all physical injuries he has sustained are transferred to the spell target. There may or may not be illusory/entirely cosmetic magic trick boxes that appear when he does this. He is limited to using this spell once per day, and he must use it within 24 hours of receiving the attack.
- A house in Dyster (not a whole palace, but the family/living quarters part, with spooky green-lit foggy gardens full of night-blooming plants)
-Immortality. Only destroying the brain or the heart can kill a tier three Fog follower.
- A new, alternate monster form: Atem can switch at will to a lich-like mummified form. He will become a decrepit mummy version of whichever monster he is temped to.
- Increased ferocity and strength and lowered inhibitions while in fog form.
- Extending the protection of Dyster to a neutral character of the follower’s choosing. That character, upon death, will resurrect in Dyster instead of wherever they died. She will never protect a Fourth follower: Cairo
FOG, PRIEST
Link: Here.
Reward Description:
- Alternate Priest-Level Ability: Monster Shuffle - The ability to re-take the form of any monster temp he's previously had. Atem can only change his monster type once per day, and in addition, Atem retains his weaknesses as a vampire (or the monster he is scheduled to be temped as) in addition to gaining the weaknesses of his temporary form.
- Whispers behind his voice: Like Javert, Atem can suppress the spooky quality to his voice if he chooses by exercising tight composure.
- The priest cloak.
MEMORY SCORECARD
JohjiPain KaraokeShady shoe salesman with the scorpion
School Festival Griddle Ice Hockey
Waterpark date/Card Bomber
The fights with Jounouchi's old gang
Befriending Honda
Mokuba
Saving Anzu at Burger World
Hanasaki
Shadi's tests
First Kaiba match
Death-T
The night the Puzzle was solved
Grandpa
Kaiba
Honda
Anzu
Jounouchi
Yugi