Ygin
Ygin The Unknown, Madness, Fear, Night | ❧ Played by Nishi | ||||||||||||||||||||||||
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Appearance: It is impossible to get a clear picture of Ygin all at once. It has feminine hands, but a clenched, lantern jaw. You might see the line of a cloak, hunched and stooped, but you might also see flowing, black hair. It has a long, lizagon-like tail, and the presence of it is most often the only consistent sign it is openly in the area. The voice is a low, genderless whisper, directly in the person’s right or left ear, inaudible to anyone else. You might sometimes hear feathers, or the rasp of scales, gurgles or scrapes. The smell is dry and papery, or wet and fetid. Whenever Ygin is around, people will feel a tight feeling between their shoulder blades, as if something is watching them. Characteristics: Childlike, insatiably curious, sadistic, inquisitive, ponderous, demanding, fickle, irrational and sometimes outright gibberingly insane. Likes: Courage, terror, chimeras, were creatures, shape shifters who lose control by nature, self-awareness, emotional vulnerability, hallucination-prone people, scrying or dreaming powers, phobias, playing mind games Dislikes: Bravado, rhetoric, scholarly learning, order, science, machinery, unflappable people, people without curiosity, obtuse people, bright lights, restrictions. | |||||||||||||||||||||||||
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Shrine: The shrine presents itself as a dark opening in the wall. It’s large enough to walk into, but you cannot see, hear or sense anything inside. Ritual: Getting its attention can be as simple as putting a hand in the opening, but walking entirely in is guaranteed to get an answer and quite a bit more favor. | |||||||||||||||||||||||||
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❧ Will Take | ❧ Will Give | ||||||||||||||||||||||||
Nightmares Fear Insomnia Confessions of dangerous/shameful secrets Maps of uncleared areas Accounts of previously unknown animals (it doesn't have to be real as long as the character is convinced it is) Spider silk Porcumonkey quills Alcohol Spirit draining powder Furbies (successfully caged) Pieces of your sanity (temporarily or permanently) A single sense (temporarily or permanently) Destruction of lights in the dorm areas |
Restoration of a single sense Mirrors Hand lanterns Incense Scented candles Candy (Hallucinogens) Curse removal or status effect removal Obscuring cloaks, cowls or form/gender/identity hiding clothes Soft-soled shoes Mental healing I - Can give two talismans, one will restore sanity: soothe, comfort and calm. The other will sap sanity from someone else in any way the player chooses. The second talisman can be shared between multiple people in order to keep the cost low. Mental healing II - Can devour your insanity. It's delicious. Information on flora and fauna in explored areas Understanding of the world (Hallucinations) | ||||||||||||||||||||||||
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Stage 2 Stage 3 Expectations and Powers of the Were | |||||||||||||||||||||||||
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Comment with "Day x, Time" as the subject header.
Re: Day 70, Late Afternoon
It starts again, after what feels like an eternity. Your lungs draw heavy gulps of air again, your blood pulses, and every nerve is on fire with pain and joy, rejoicing in LIFE and all of the mechanics of it.
Something wild is in it this time, something predatory settles into your veins. It roars up through your system, strengthening the muscles, knitting heavy and strong throughout your body. Your bones knit where they've broken and begin to reform, something deep changing in them. Your skin smooths from injury and begins to itch. Your eyes burn, but begin to wildly pick out vague, vague shapes in the utter black. Your hands, in particular, take on a screaming fire of change, before your mind drifts back, disconnects from the sensations all together.
You are not as far as you're used to being pushed. The sense of you is deep and strong, binding with each twist of your body, each rush of predatory power.]