The Merge: Agents & Powers (OOC for chapter 2)
Re: The Merge: Agents & Powers (OOC for chapter 2)
They might if they lack the funds/technology to get proper "coverings". Hell, they could even be FNAF rejects. Talk about Brr. In any case, it probably needs to be looked at as well. It doesn't sound good.
Kirinke's Compendium of Wondrous Creatures
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Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
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- Tony Jones
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Re: The Merge: Agents & Powers (OOC for chapter 2)
Well looking on Google maps the place we're in has a railway station, but I guess none of us have a good enough sense of smell to pick up what the cat has smelled....
Definitely think postponing the meeting might be the way forward! Too much going on we know too little about!
What's FNAF?
Definitely think postponing the meeting might be the way forward! Too much going on we know too little about!
What's FNAF?
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Re: The Merge: Agents & Powers (OOC for chapter 2)
Five Nights At Freddy's.
Also, if you pool your info, the building with the weird wannabe touristy " security" Adeleth mentioned and which you are eavesdropping at IS near the train station.
Also, if you pool your info, the building with the weird wannabe touristy " security" Adeleth mentioned and which you are eavesdropping at IS near the train station.
Re: The Merge: Agents & Powers (OOC for chapter 2)
Fnaf is five nights at Freddie's. It's a popular indie horror game about possessed homicidal animatronics at a pizza place.
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
- Tony Jones
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Re: The Merge: Agents & Powers (OOC for chapter 2)
Fair enough! And of course it's entirely feasible for something like that to exist in the Merge universe...
Re: The Merge: Agents & Powers (OOC for chapter 2)
It's basically a jump scare game. There's loads of let's play videos on it on youtube.
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
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Re: The Merge: Agents & Powers (OOC for chapter 2)
It was also most likely an inspiration for Willy's Wonderland starring Nicolas Cage.
In regards to haunted animatronics, there has only been one case of a possessed animatronic and the spirit possessing the thing was benign - the wayward soul of a child who'd drowned in a nearby lake shortly after the Merge. He was just lost and trying to communicate.
The spirit was gently exorcised and sent onward. So far, there have been no reports of malicious spirits possessing animatronics (regular puppets or marionettes are another matter)....but it's probably only a matter of time.
In regards to haunted animatronics, there has only been one case of a possessed animatronic and the spirit possessing the thing was benign - the wayward soul of a child who'd drowned in a nearby lake shortly after the Merge. He was just lost and trying to communicate.
The spirit was gently exorcised and sent onward. So far, there have been no reports of malicious spirits possessing animatronics (regular puppets or marionettes are another matter)....but it's probably only a matter of time.
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Re: The Merge: Agents & Powers (OOC for chapter 2)
Well, one less thing for us all to worry about I guess!
Re: The Merge: Agents & Powers (OOC for chapter 2)
Well in the animatronics defense, the guy that murdered them was the owner of the pizza place who wore either a similar purple uniform as the security guy you play or a suit that doubled as an animatronic.
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
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Re: The Merge: Agents & Powers (OOC for chapter 2)
Nearly every distributor of dolls and puppets has to now guarantee that their merchandise is not in any way haunted or possessed and has been warded appropriately by a licensed para-technician (a fancy name for what's basically a line working mage. Capitalism was really quick to adapt to changing times. People with only a tiny spark of magic are taught basic wards, paid slightly over minimum wage and do nothing but ward items all day before they are shipped off. Needless to say the average para-technician would be no match for the likes of Chucky, Anabelle etc. These standard wards are okay against stray ghosts and lesser demons but tear like paper when attacked by specters or daemons above the power level of Nurglings).
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Re: The Merge: Agents & Powers (OOC for chapter 2)
This probably needs to find its way into the merge document.
- Tony Jones
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Re: The Merge: Agents & Powers (OOC for chapter 2)
So is there a career path out of that for more skilled or powerful mages? Or are they headhunted (hopefully not literally!) away to more prestigious forms of magic based employment?
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Re: The Merge: Agents & Powers (OOC for chapter 2)
There are career paths, yes. You can go into government service - mediums are highly sought after for police work, also all intelligence organizations have by now established an occult branch if such a thing didn't transfer over from another universe.
There is, of course, also the possibility of a career in the entertainment industry. Cheap SFX, pyrotechnic, polymorph...you can make a very decent living from journeyman-level magic in Las Vegas or Hollywood. Also, movies, especially those in the fields of fantasy or horror, need stronger wards to avoid becoming memetic hazards so you can find work there, too.
Mercenary work is also always an option.
For those who have a strong moral center and are less nationalistically-inclined, there is the newly-minted G.E.C (Global Esoteric Coalition). Nominally spearheaded by the Sorceress Supreme (but, let's be honest, Stephanie Strange is usually busy), the GEC formed after the Intrusion to combat occult threats and secure artifacts of anomalous nature.
They are mostly made up of people from the Laundry, The Ministry of Magic, the SCP Foundation, the BPRD, Ghostbusters International, Delta Green, the Technocratic Union, the Nine Magic Traditions and freelance occultists of a certain power level.
Recently, there has been a push for more diversity and, as of 2020, smaller groups from Africa and Asia have been brought in.
They pay well, but the risks are high.
There is, of course, also the possibility of a career in the entertainment industry. Cheap SFX, pyrotechnic, polymorph...you can make a very decent living from journeyman-level magic in Las Vegas or Hollywood. Also, movies, especially those in the fields of fantasy or horror, need stronger wards to avoid becoming memetic hazards so you can find work there, too.
Mercenary work is also always an option.
For those who have a strong moral center and are less nationalistically-inclined, there is the newly-minted G.E.C (Global Esoteric Coalition). Nominally spearheaded by the Sorceress Supreme (but, let's be honest, Stephanie Strange is usually busy), the GEC formed after the Intrusion to combat occult threats and secure artifacts of anomalous nature.
They are mostly made up of people from the Laundry, The Ministry of Magic, the SCP Foundation, the BPRD, Ghostbusters International, Delta Green, the Technocratic Union, the Nine Magic Traditions and freelance occultists of a certain power level.
Recently, there has been a push for more diversity and, as of 2020, smaller groups from Africa and Asia have been brought in.
They pay well, but the risks are high.
- Tony Jones
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Re: The Merge: Agents & Powers (OOC for chapter 2)
Cool! Though also, what are the chances of being burned at the stake by fundamentalist religious people or suchlike if you go public with possessing magical powers?
Re: The Merge: Agents & Powers (OOC for chapter 2)
I'd think it depend on the area. Although with all of the real deities out there, I'd think their representatives would quickly let their ire be known if their followers did that and it was against their core rules.
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5