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File: on the run.jpg (36 KB, 612x398)
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Knock.

Knock.

Knock.

Three knocks on your front door, exactly three-and-a-half seconds apart each. Your heart skips a beat. Your body tenses up from head-to-toe. Your breathing forgoes tempo and rhythm. A brief moment of the truest panic you have ever experienced.

Because you know, with absolute certainty, that they have found you.

>Foundational Choice: Origins

(A Foundational Choice is a choice that determines an aspect of the world. Foundational Choices will be used to shape locations and lore, determine who exactly the protagonist is and was, and decide the people they knew in the past, among other important things.)

>You are... an Escapee. Abducted and held in captivity by a shadow organization, you managed a miraculous escape. There's something abnormal about you that got their attention in the first place, and it seems they won't be forgetting you anytime soon. You're the anomaly, after all.

>You are... a Mage. Among the vast majority of humanity, only a small fraction of the population is aware that magic is very much real. Managed by underground groups, cults, and councils across the globe, you were once an upstanding member of one of them until you were blacklisted thanks to a messy disagreement. Maybe they've finally decided to put you down for good.

>You are... a Monster. Humanity fears darkness, and the unknowns that lurk within it. Amidst the shadows are creatures most believe only exist within fiction, and you are one of them. Though you hide behind the guise of a human, no disguise is perfect, and your pursuers are supernaturally persistent.

>You are... a Traveler. Not everyone in the world originates from the same dimension or timeline. You crossed the barrier between realities, following a motive dear to your heart. But your crossing created echoes, and someone or something heard them. You're not supposed to be here.

>You are... an Agent. Invisible to the public eye, various organizations fight to subdue the odd, abnormal, and supernatural. You were recruited after witnessing something you weren't intended to see and taught all you know. Everything was going swell until your final day of employment. You only realized someone had framed you when your partner tried shooting you in the back. You ran and ran and ran more, but it seems like your time and luck have finally run dry.

(Each of these choices branch out into further Foundational Choices.)
...

Welcome to They Found You, an urban fantasy quest about a protagonist who did not want to be found.
>>
>>6317807
>AGENT
THEME SONG https://youtu.be/ieThrn5Ujmg
>>
>>6317807
>You are... a Monster. Humanity fears darkness, and the unknowns that lurk within it. Amidst the shadows are creatures most believe only exist within fiction, and you are one of them. Though you hide behind the guise of a human, no disguise is perfect, and your pursuers are supernaturally persistent.

OP is a brave anon. Each of these choices will lead to a completely different Quest being written.
>>
>>6317807
>You are... an Agent. Invisible to the public eye, various organizations fight to subdue the odd, abnormal, and supernatural. You were recruited after witnessing something you weren't intended to see and taught all you know. Everything was going swell until your final day of employment. You only realized someone had framed you when your partner tried shooting you in the back. You ran and ran and ran more, but it seems like your time and luck have finally run dry.
WE'RE A FUCKING FED NOW.
>>
>>6317807
>You are... an Agent. Invisible to the public eye, various organizations fight to subdue the odd, abnormal, and supernatural. You were recruited after witnessing something you weren't intended to see and taught all you know. Everything was going swell until your final day of employment. You only realized someone had framed you when your partner tried shooting you in the back. You ran and ran and ran more, but it seems like your time and luck have finally run dry.
Hell yeah, Delta Green let's go
>>
>>6317807
>You are... a Traveler. Not everyone in the world originates from the same dimension or timeline. You crossed the barrier between realities, following a motive dear to your heart. But your crossing created echoes, and someone or something heard them. You're not supposed to be here.
>>
>>6317807
>>You are... a Monster. Humanity fears darkness, and the unknowns that lurk within it. Amidst the shadows are creatures most believe only exist within fiction, and you are one of them. Though you hide behind the guise of a human, no disguise is perfect, and your pursuers are supernaturally persistent.
>>
>>6317807
>You are... an Agent. Invisible to the public eye, various organizations fight to subdue the odd, abnormal, and supernatural. You were recruited after witnessing something you weren't intended to see and taught all you know. Everything was going swell until your final day of employment. You only realized someone had framed you when your partner tried shooting you in the back. You ran and ran and ran more, but it seems like your time and luck have finally run dry.
>>
>>6317807
>You are... a Traveler. Not everyone in the world originates from the same dimension or timeline. You crossed the barrier between realities, following a motive dear to your heart. But your crossing created echoes, and someone or something heard them. You're not supposed to be here.
>>
>>6317807
>You are... a Traveler. Not everyone in the world originates from the same dimension or timeline. You crossed the barrier between realities, following a motive dear to your heart. But your crossing created echoes, and someone or something heard them. You're not supposed to be here

Weird extra dimensional powers let's go!!
>>
>>6317807
>You are... a Traveler. Not everyone in the world originates from the same dimension or timeline. You crossed the barrier between realities, following a motive dear to your heart. But your crossing created echoes, and someone or something heard them. You're not supposed to be here
>>
>>6317825
I am supporting your choice because of your exquisite taste in music videos
>>
>>6317807

>You are... an Agent. Invisible to the public eye, various organizations fight to subdue the odd, abnormal, and supernatural. You were recruited after witnessing something you weren't intended to see and taught all you know. Everything was going swell until your final day of employment. You only realized someone had framed you when your partner tried shooting you in the back. You ran and ran and ran more, but it seems like your time and luck have finally run dry
>>
>>6317807
>>You are... an Agent. Invisible to the public eye, various organizations fight to subdue the odd, abnormal, and supernatural. You were recruited after witnessing something you weren't intended to see and taught all you know. Everything was going swell until your final day of employment. You only realized someone had framed you when your partner tried shooting you in the back. You ran and ran and ran more, but it seems like your time and luck have finally run dry.
>>
>>6317807
>>You are... a Mage. Among the vast majority of humanity, only a small fraction of the population is aware that magic is very much real. Managed by underground groups, cults, and councils across the globe, you were once an upstanding member of one of them until you were blacklisted thanks to a messy disagreement. Maybe they've finally decided to put you down for good.
>>
7 votes for Agent

We are locked in on AGENT.

...

You are an Agent. In your early teens, you were exposed to the supernatural in an incident that marked you indelibly and erased even the slightest chance of you living a normal, mundane life. Once you peel back the veil separating the seen from the unseen, you can't look away. You stare into the abyss, and it stares right back, and it does not simply forget.

After the incident, you quickly drew attention in several underground circles. You were young and stupid and all too reckless with your newfound understanding of the world (or lack thereof.) It was only a matter of time before someone silenced you. Luckily for you, not all of the parties looking for you possessed malicious intent. A certain organization got to you first. Which was it, again?

>Foundational Choice: The Organization

>It was... Aegis. Aegis considers themselves humanity's invisible vanguard against supernatural and paranormal threats, "peacekeepers" between humanity... and everything else. The agency has sites worldwide, deploying agents locally to gather intel and execute operations. Aegis agents practice combat, spywork, and a little diplomancy Most importantly of all, Aegis is trained to hunt the monsters lurking in the dark. Shoot to kill.

>It was... Vision. Vision fights a war on two fronts: physical AND mental. This agency engages with psychic conspiracies and exterminates monsters comprised of thought, emotions, and desire. Agents at Vision are exposed to the smallest fraction of an eldritch creature at their induction in order to awaken the abilities necessary to do their work. Not all Vision agents survive this process sane, and the ones that do must juggle regular field operations with maintaining their fragile grip on sanity in an endless battle against Lovecraftian abominations. See beyond.

>It was... Sanctuary. Sanctuary is the world's number one cover-up agency, obfuscating, distorting, and hiding all evidence pf the supernatural from the mundane world, so as to maintain the thin veil that prevents reality from descending into merry hell. To this end, Sanctuary specializes in capture and clean-up operations, utilizing underground prisons to imprison any supernatural creature or object too loud for its own good. Sanctuary researches and manipulates the supernatural to make its own process more efficient, too. Agents at Sanctuary are especially perceptive and are especially reviled by most supernatural beings. Leave no beast unfettered.

>It was... The Family. The Family is a closeknit organization that 'borrows' magic and supernatural assets, storing them for its own use. They're the good guys, see, because they keep all the mystical crap off the streets, where no one else can use it to expose, exploit, and alter reality... only The Family. Just ignore the bodies in the river. Ignore the tunnels under the casino. Ignore the monsters. The Family is all its agents have. You don't turn on the family.
>>
>>6318153
>It was... Sanctuary.
SCP type shit
>>
>>6318153
>It was... The Family. The Family is a closeknit organization that 'borrows' magic and supernatural assets, storing them for its own use. They're the good guys, see, because they keep all the mystical crap off the streets, where no one else can use it to expose, exploit, and alter reality... only The Family. Just ignore the bodies in the river. Ignore the tunnels under the casino. Ignore the monsters. The Family is all its agents have. You don't turn on the family.
>>
>>6318153
>It was... Vision. Vision fights a war on two fronts: physical AND mental. This agency engages with psychic conspiracies and exterminates monsters comprised of thought, emotions, and desire. Agents at Vision are exposed to the smallest fraction of an eldritch creature at their induction in order to awaken the abilities necessary to do their work. Not all Vision agents survive this process sane, and the ones that do must juggle regular field operations with maintaining their fragile grip on sanity in an endless battle against Lovecraftian abominations. See beyond.
>>
>>6318153
>>It was... The Family. The Family is a closeknit organization that 'borrows' magic and supernatural assets, storing them for its own use. They're the good guys, see, because they keep all the mystical crap off the streets, where no one else can use it to expose, exploit, and alter reality... only The Family. Just ignore the bodies in the river. Ignore the tunnels under the casino. Ignore the monsters. The Family is all its agents have. You don't turn on the family.
>>
>>6318153
>It was... Sanctuary. Sanctuary is the world's number one cover-up agency, obfuscating, distorting, and hiding all evidence pf the supernatural from the mundane world, so as to maintain the thin veil that prevents reality from descending into merry hell. To this end, Sanctuary specializes in capture and clean-up operations, utilizing underground prisons to imprison any supernatural creature or object too loud for its own good. Sanctuary researches and manipulates the supernatural to make its own process more efficient, too. Agents at Sanctuary are especially perceptive and are especially reviled by most supernatural beings. Leave no beast unfettered.
The family isn't so bad either
>>
>>6318153
>It was... Vision. Vision fights a war on two fronts: physical AND mental. This agency engages with psychic conspiracies and exterminates monsters comprised of thought, emotions, and desire. Agents at Vision are exposed to the smallest fraction of an eldritch creature at their induction in order to awaken the abilities necessary to do their work. Not all Vision agents survive this process sane, and the ones that do must juggle regular field operations with maintaining their fragile grip on sanity in an endless battle against Lovecraftian abominations. See beyond.
>>
>>6318153
>It was... Vision. Vision fights a war on two fronts: physical AND mental. This agency engages with psychic conspiracies and exterminates monsters comprised of thought, emotions, and desire. Agents at Vision are exposed to the smallest fraction of an eldritch creature at their induction in order to awaken the abilities necessary to do their work. Not all Vision agents survive this process sane, and the ones that do must juggle regular field operations with maintaining their fragile grip on sanity in an endless battle against Lovecraftian abominations. See beyond.
I think they would make for the most colorful antagonists[/quote]
>>
>>6318153

>It was... Sanctuary. Sanctuary is the world's number one cover-up agency, obfuscating, distorting, and hiding all evidence pf the supernatural from the mundane world, so as to maintain the thin veil that prevents reality from descending into merry hell. To this end, Sanctuary specializes in capture and clean-up operations, utilizing underground prisons to imprison any supernatural creature or object too loud for its own good. Sanctuary researches and manipulates the supernatural to make its own process more efficient, too. Agents at Sanctuary are especially perceptive and are especially reviled by most supernatural beings. Leave no beast unfettered.

Being a paranormal janitor sounds bretty fun
>>
>>6318153
>>It was... The Family. The Family is a closeknit organization that 'borrows' magic and supernatural assets, storing them for its own use. They're the good guys, see, because they keep all the mystical crap off the streets, where no one else can use it to expose, exploit, and alter reality... only The Family. Just ignore the bodies in the river. Ignore the tunnels under the casino. Ignore the monsters. The Family is all its agents have. You don't turn on the family.
>>
>>6318153
>>It was... Vision. Vision fights a war on two fronts: physical AND mental. This agency engages with psychic conspiracies and exterminates monsters comprised of thought, emotions, and desire. Agents at Vision are exposed to the smallest fraction of an eldritch creature at their induction in order to awaken the abilities necessary to do their work. Not all Vision agents survive this process sane, and the ones that do must juggle regular field operations with maintaining their fragile grip on sanity in an endless battle against Lovecraftian abominations. See beyond.
>>
4 votes for Vision.

We are locked in on Vision.
...

It was Vision. A squad of agents picked you up off the side of the road after exterminating your latest pursuer, a pallid, lanky man with fingers far too long and sharp to be considered human. The organization floated the idea of wiping your mind, but given that you had already exposed yourself thoroughly in the incident that had introduced you to the hidden horrors of the world, your chance of going back to an old life was nil. The only other option was to take you in and make good use of the new asset on the table.

As with all of Vision's agents, you were brought to a room deep below the facility, wherein an entity hung imprisoned. You never manage to recall much of the encounter, no matter how much you strain yourself. Nevertheless, what matters is that you came away that day... changed. Whether it was for the better is still up to debate.

The buzzing behind your eyes intensifies. Second time this week that had occurred, actually. You look back to the door.

Knock.

Knock.

Knock.

You cast out your sixth sense, expanding your perception of the world so you can soak in every minute detail of your surroundings. The first time Vision Agents tap into their sixth sense, it's common to immediately pass out from the sheer amount of feedback flooding back into the mind. With ample practice, the sixth sense becomes an immense advantage, allowing an agent to scope out their surroundings, see the unseen, and even read thoughts, though that runs its own risks.

Your mental feelers extend past the front door and instantly run into a stark resistance. Not especially common, unless you were dealing with wards, tulpas, or another person with psychic capabilities. Brushing against the presence at your doorstep, a bone-deep chill settles within you, It's her.

The one who tried to shoot you in the back.

Your old partner.

You don't dwell on the lost bond, or your framing, or the unfairness of it all, because there's no time. A cursory search with your sense in other directions reveals at least three other presences indicating agents around the house. You won't just be able to go out the back door.

>Action Choice: The First Step

(Action choices are your typical quest choice. These decide how the protagonist directly, whether that be options in a conversation, where to go or what to do next, combat, and so on.)

>Open the door. Perhaps the fact she was polite enough to knock means she might be open to talking? Might throw her off, at least.

>Ignore the front door and attempt to escape out another exit. Given the agents outside, you'll likely have to scrap a little even in the most favorable outcome, though.

>Call one of your allies to come help you. The supernatural side of the world is volatile, and having to constantly be moving doesn't exactly lead to lasting friendships. But you have garnered a few and one or two might agree to come help you escape this sticky situation. Maybe.
>>
>>6318657
>>Open the door. Perhaps the fact she was polite enough to knock means she might be open to talking? Might throw her off, at least.

I'm sure we can take her on if we're face-to-face. If not, at least inquire as to why she betrayed us.
>>
>>6318657
>>Ignore the front door and attempt to escape out another exit. Given the agents outside, you'll likely have to scrap a little even in the most favorable outcome, though.
>>
>>6318657

>Ignore the front door and attempt to escape out another exit. Given the agents outside, you'll likely have to scrap a little even in the most favorable outcome, though.

Let’s bail. Can we suppress our own psychic presence as we run?
>>
>>6318657
>Call one of your allies to come help you. The supernatural side of the world is volatile, and having to constantly be moving doesn't exactly lead to lasting friendships. But you have garnered a few and one or two might agree to come help you escape this sticky situation. Maybe.
>>
>>6318657
>>>Open the door. Perhaps the fact she was polite enough to knock means she might be open to talking? Might throw her off, at least.

If they wanted us dead, they'd likely just blow us up, or a squad of black clad tactical goons.
>>
>>6318657
>Call one of your allies to come help you. The supernatural side of the world is volatile, and having to constantly be moving doesn't exactly lead to lasting friendships. But you have garnered a few and one or two might agree to come help you escape this sticky situation. Maybe.
>>
>>6318657
>Open the door. Perhaps the fact she was polite enough to knock means she might be open to talking? Might throw her off, at least.
>>
>>6318657
>Open the door. Perhaps the fact she was polite enough to knock means she might be open to talking? Might throw her off, at least.
>>
>>6318657
>>Call one of your allies to come help you. The supernatural side of the world is volatile, and having to constantly be moving doesn't exactly lead to lasting friendships. But you have garnered a few and one or two might agree to come help you escape this sticky situation. Maybe.
>>
4 votes for opening the front door.

We are locked in on opening the door.
...

You assume the flattest expression you can imagine and step forward. Your hand reaches the knob and you twist, heartbeat drumming a tune in your ears all the while. You take the plunge and open the door.

Vision agents are drilled excessively in mental fortitude. They're taught to envision their mind as a fortress, impenetrable, immovable, and impossible to pierce. It's crucial that they leave no opening, because even the slightest crack in the structure can leave you open to attack. You pride yourself on this skill, and to this day, you practice reinforcing that castle inside your head, building up the walls, sealing the gate, filling the moat. Diligent work.

None of that training and rhetoric could possibly prepare you for laying eyes upon her again, and the caustic flood of emotions that follows.

Lisa Thorne looks just as you remember. Tall and pale, with her black hair tied back into a bun. Her suit's the same exact color, unadorned and too elegant for someone who saw so much action. Her face is a monument to stony indifference, and even staring her in the eyes, you can't possibly tell what she's thinking or feeling seeing you again. Extending a mental feeler would help on that front, but she's psychic too, and trying that invasive maneuver on her is practically asking for a fight.

"Matt." Lisa begins, arms crossed, all business. "It's over. You know we've got this place surrounded. Don't be a moron."

The first thought that hits you is that she didn't even pretend to care. She's always been pragmatic, so it shouldn't come as a shock.

It still stings.

"You know what you did, Matt."

You know what you didn't do.

On the fateful day that separated you from Vision, it was alleged that you had murdered Victoria Jensen the night prior. Victoria was one of the higher-ups at the organization, and Lisa's former mentor. You insisted you didn't do it, of course, providing an alibi. It was a pointless effort. They had you on camera walking into Victoria's office, and others could corroborate the fact you were there at the time. You suspected at first the whole situation might involve some wide-ranging compulsion or some manner of entity turning everyone against you, but the logistics of that scenario...

It wasn't too believable.

You weren't keen on being imprisoned, so you fought Lisa when she attempted to take you down, and months later, here you two were. History is a cruel and sadistic mistress.

(1/2)
>>
>>6318943
>Action Choice: Reunion

>Get pissed off. You're not going to apologize or kneel down after being framed.

>Try to remind her of old times. Does she truly hate you now, or is there a kernel of doubt deep within?

>Shut the door in her face and find another exit. If she's not going to entertain talking with you, you're going to return the favor and then bail.

>Bait her into believing that you're surrendering. Perhaps if you can trick her into believing you're coming quietly, you can get the jump on her, and then make your escape.

(2/2)
>>
>>6318944
>Bait her into believing that you're surrendering. Perhaps if you can trick her into believing you're coming quietly, you can get the jump on her, and then make your escape.

We don't know if she was involved in framing us, and I doubt she views us too sympathetically after we supposedly killed her mentor, partners or not.
>>
>>6318944
>>Shut the door in her face and find another exit. If she's not going to entertain talking with you, you're going to return the favor and then bail.
>>
>>6318944
>Shut the door in her face and find another exit. If she's not going to entertain talking with you, you're going to return the favor and then bail.
>>
>>6318944
>>Shut the door in her face and find another exit. If she's not going to entertain talking with you, you're going to return the favor and then bail.
>>
>>6318944
>Bait her into believing that you're surrendering. Perhaps if you can trick her into believing you're coming quietly, you can get the jump on her, and then make your escape.
>>
>>6318944
>>Shut the door in her face and find another exit. If she's not going to entertain talking with you, you're going to return the favor and then bail.
>>
>>6318944
>Ask if she was in on the framing or just an unwitting patsy
>>
>>6318944

>Bait her into believing that you're surrendering. Perhaps if you can trick her into believing you're coming quietly, you can get the jump on her, and then make your escape.

I mean, are we actually guilty of the murder? Would be pretty interesting if we were
>>
>>6318944
Sure, do this >>6319117 as well. Might piss her off though, saying she was in on killing her own mentor.
>>
>>6318944
>Shut the door in her face
If Write-Ins are cool I'd like to do >>6319117
>>
5 votes for shutting the door in her face.

We are locking in on that PLUS the write-in since I think that sounds fun.

(I was reluctant to include write-ins this early because there's certain things yet to be established but if it's interesting + multiple people want it I'm all for it! Feel free to propose write-in options from here on out even if it isn't listed with the other choices as they may be incorporated into the following action.)
...

You're not going to force a conversation if she won't make the effort. What's the point? You go to slam the door shut in her face, only for to step forward and intercept it with her arm. She's only inches apart from you now.

"You are only making this worse for yourself, you know that?" she hisses, her eyes two lasers boring straight past your eyes into your very soul. "I have been very patient with you up to this point, considering the shit you pulled."

"Trying to shoot me was you being patient, was it?" You cut in, pulling on the door idly. Her grip on it doesn't relent.

"Yes, actually. How do you think I felt when I first heard it? When I heard you murdered her in COLD BLOOD, Matt? Was I supposed to be understanding? To forgive and forget?"

You can almost hear the emotion creeping into her tone now. Incidentally, the same can be said for you.

"Were you on it?" You ask quietly.

"What?"

"Me being framed. I mean, it's one of the only conclusions that makes any sense when you sit down and think about it, no? All those colleagues turning on me like I never mattered, like I never did any good, all for an accusation"

"Because you MURDERED someone, Matt! On camera!" Like sunlight peeking out from behind the clouds, you glimpse the first tidings of rage peeking out from under her icy facade.

"Answer the question, Lisa," You murmur, "Were you in on it?"

Lisa promptly explodes.

You duck back into the house and dive sharply to the left just before a cone of psychic power erupts from her fist and lances through three of your about-to-be former house's walls. You leap to your feet and slip a sidearm out of your jacket, popping off two shots to prevent her from following you in. You turn to the side and dart down the hallway just as another monstrous blast makes a clean sweep through the front room you had occupied only a second ago. Too damn close for comfort.

You peek into the kitchen and throw yourself back out as a tranq dart zips past your skull. Two of the others in the squad are already inside. You take quick stock of the situation. From your swift glimpse inside, you saw two agents, one guarding each of the other doors out of the kitchen. The only path of no resistance was back down the hallway, but a particularly irate Lisa was fast approaching from that direction. If you want to get out of this, you need to bring out your ability.

(1/3)
>>
>>6319459

During the process of induction, where Vision's trainees are exposed to the sight of a creature they cannot remember, their mind is irrevocably altered. They grow one step closer to comprehending the building blocks that sum up reality. Psychics such as them gain the capability to exert the smallest fraction of their thoughts, their willpower, and make it reality. With every mind and the thoughts that fill them being indescribably unique from each other, every manifestation follows suit. Take Lisa's, for example. Her will made manifest took the form of rippling, destructive blasts, weaponized shockwaves of mind-power. Yours, on the other hand...

>Foundational Choice: Thought Manifestation Upon Reality

>Your manifestation is... making everything worse. When you focus on a person or object, you can exert yourself to amplify flaws and degrade them in various ways. The results can vary wildly but must always turn your target into a worse version of itself. A metal baseball bat might turn into a wooden one. A person might age rapidly to become old, or get a lame limb, or start up start rotting somewhere. You can reverse the process at will, too, which can be very useful at times.

>Your manifestation is... protecting yourself. You can exert yourself to create transparent barriers of varying sizes. The less of them you manifest at once, the more durable you can make them. You can move them at will and shape them as well for great versatility.

>Your manifestation is... animating. By exerting yourself, you can bring objects to life. You can do things like causing someone's clothing to strangle them, getting a knife to shoot itself across a room, and causing walls to tear themselves apart. Your car can even drive itself without having to use a faulty self-driving feature to do it!

>Your manifestation is... the absorption of energy. You can absorb energy from your surroundings, kinetic, heat, electric, and so on. You can store that energy inside something else or release it at will. The absorption is a lot faster if you do it by touch, and it's difficult to hold more than one type of energy at a time. You also have to be concentrating to absorb something, so it won't help much against a bullet you don't see coming.

>Your manifestation is... an ally. By exerting yourself, you can manifest a humanoid projection that possesses great strength. You can manifest this projection anywhere within eyesight, and you can also rapidly change its position at will. It can punch out most foes, block projectiles, and generally provide great assistance at getting out of danger.

>Your manifestation is... pantomiming. Actions you act out manifest in reality. Push your hand out at someone and they get pushed away. Point finger guns at someone and be able to physically shoot them with it. You can even mime armor over yourself. You do need to complete the motion to manifest the effect, though.

(2/3)
>>
>>6319460

>Your manifestation is...invisible hands. Telekinesis is a fairly common type of variation, though the specific mechanics vary. You can exert yourself to summon invisible arms with incredible strength. The more you exert, the more of them you can summon, and you've become quite good with multitasking using them. You can move multiple objects at once with great dexterity, move them in formation to protect yourself, and assault foes in creative fashion.

>Your manifestation is... spreading pain. You can exert yourself to remove injuries and physical conditions and store them within yourself without actually suffering them. You can then bestow them upon others using physical touch. You can store things like cuts, punctures, concussions, broken bones, and a whole lot more. There are limits to how much you can endure yourself, and larger entities may be more resilient.

>Your manifestation is... warping. By exerting yourself, you can teleport at short distances. You can also do this to any object you touch, like say, touching an apple on one table and transporting it to another table. You can chain multiple warps together in quick succession, and can even affect other people. It can get very tiring, though...

>Your manifestation is... being really good at killing. You can summon from a collection of supernaturally amplified weapons by exerting yourself. In addition, when you wield one of these weapons, all of your physical attributes are greatly enhanced. More than one person has been shocked to see you get back up again.

(3/3)
>>
>Your manifestation is... animating. By exerting yourself, you can bring objects to life. You can do things like causing someone's clothing to strangle them, getting a knife to shoot itself across a room, and causing walls to tear themselves apart. Your car can even drive itself without having to use a faulty self-driving feature to do it!

This or telekinesis sounds the most useful of the lot, especially if we're on the run. We could probably even get away with it in public if we are subtle about it.
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>>6319461

>Your manifestation is... warping. By exerting yourself, you can teleport at short distances. You can also do this to any object you touch, like say, touching an apple on one table and transporting it to another table. You can chain multiple warps together in quick succession, and can even affect other people. It can get very tiring, though...

Jumper Quest? Seems fun
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>>6319461
>Your manifestation is... warping. By exerting yourself, you can teleport at short distances. You can also do this to any object you touch, like say, touching an apple on one table and transporting it to another table. You can chain multiple warps together in quick succession, and can even affect other people. It can get very tiring, though...
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>>6319460
>Your manifestation is... animating. By exerting yourself, you can bring objects to life. You can do things like causing someone's clothing to strangle them, getting a knife to shoot itself across a room, and causing walls to tear themselves apart. Your car can even drive itself without having to use a faulty self-driving feature to do it!
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>>6319460
>>Your manifestation is... animating. By exerting yourself, you can bring objects to life. You can do things like causing someone's clothing to strangle them, getting a knife to shoot itself across a room, and causing walls to tear themselves apart. Your car can even drive itself without having to use a faulty self-driving feature to do it!
Could we get our walls to scrunch in on or pursuers/lock off the hallway? Preferably non lethal aside from on Lisa
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>>6319460
>Your manifestation is... animating. By exerting yourself, you can bring objects to life. You can do things like causing someone's clothing to strangle them, getting a knife to shoot itself across a room, and causing walls to tear themselves apart. Your car can even drive itself without having to use a faulty self-driving feature to do it!
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>>6319461
>>Your manifestation is... warping. By exerting yourself, you can teleport at short distances. You can also do this to any object you touch, like say, touching an apple on one table and transporting it to another table. You can chain multiple warps together in quick succession, and can even affect other people. It can get very tiring, though...
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>>6319461
>Your manifestation is... warping. By exerting yourself, you can teleport at short distances. You can also do this to any object you touch, like say, touching an apple on one table and transporting it to another table. You can chain multiple warps together in quick succession, and can even affect other people. It can get very tiring, though...
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>>6319461
>>Your manifestation is... spreading pain. You can exert yourself to remove injuries and physical conditions and store them within yourself without actually suffering them. You can then bestow them upon others using physical touch. You can store things like cuts, punctures, concussions, broken bones, and a whole lot more. There are limits to how much you can endure yourself, and larger entities may be more resilient.
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>>6319460
>Your manifestation is... pantomiming. Actions you act out manifest in reality. Push your hand out at someone and they get pushed away. Point finger guns at someone and be able to physically shoot them with it. You can even mime armor over yourself. You do need to complete the motion to manifest the effect, though
Praying OP comes back from the cig store and voting for what I personally think is the coolest and most versatile option.
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>>6321229

Give QM a time limit and take it over yourself. It’s how I got into the Waning game myself
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>Your manifestation is... flaking. You can draw attention to yourself and disappoint others at will. You do need to partially perform an action to trigger the effects
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>>6319461
>>Your manifestation is... an ally. By exerting yourself, you can manifest a humanoid projection that possesses great strength. You can manifest this projection anywhere within eyesight, and you can also rapidly change its position at will. It can punch out most foes, block projectiles, and generally provide great assistance at getting out of danger.
STANDO POWAH!
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>>6321229
>>6321370
Fuck that, it’s been over a week. OP led us into the second most important decision of the game and pulled the rug out.

If anon has ideas on how to do this, he can go ahead.
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>>6319460
>Your manifestation is... animating. By exerting yourself, you can bring objects to life. You can do things like causing someone's clothing to strangle them, getting a knife to shoot itself across a room, and causing walls to tear themselves apart. Your car can even drive itself without having to use a faulty self-driving feature to do it!

So... is no one gonna pick this up?



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