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TopicDead by Daylight Mafia Topic 9: A Quiet Place
Isquen
11/13/23 8:58:41 PM
#1:


Wallz has been hooked and eliminated!
He was...
LISA GARLAND, SOLO QUEUE Well-intentioned Inhuman Cursed
You are a kindhearted blonde woman dressed in a classic nurse uniform - think Nurse Ratched's uniform in One Flew Over the Cuckoo's Nest, only with a red shirt and much smaller. You were once the caretaker of one Alessa Gillespie, a burned girl kept alive in agony and hatred for seven years under the will of her mother, Dahlia, in order to incubate a god. Silent Hill is weird, y'all.

Anyways, you were one of the only people who showed kindness to Alessa during her living prison (even if you did it under blackmail) and were killed at some point before the town became a nightmare being infringed on by an Otherworld - a manifestation of the god growing inside of Alessa. Again, Silent Hill y'all. Alessa's memories of you kept you "alive" in the Otherworldly version of Brookhaven hospital, and in an extremely memorable scene, you realized you were just like one of the other puppet nurses being controlled by a parasite and started bleeding - first from your head, then everywhere else - as the Otherworld began to break down and you staggered after Harry Mason, pleading for his aid.

A bunch of years passed after the events of Silent Hill 1, and Heather Mason - actually Alessa reborn - returned to the town to confront the cult that started this all. At some point during her travels, she remembered her name as Cheryl - and was abducted by the Fog (as was a completely unrelated mental manifestation of a store clerk's need for self-punishment.) Somewhere in the depths of her subconscious, Alessa remembered your kindness and brought you back to life and sapience, merely into a whole other kind of hell.

Well-intentioned: While your nursing duties were partially forced upon you through a combination drug addiction and blackmail, you were once a competent healthcare professional, and genuinely care for your wards. As a night action, you may target a player. If that player was to be killed that night, they will survive. You may not target yourself with this action.
Inhuman: The real you died at least seven years ago. Possibly more. There was a whole telephone conversation about it to Cheryl in the third game. The current you is probably a repressed memory in the shape of the person you once were, but you're just as vulnerable to harm as any other person in the fog.
Cursed: If the creators of the timeline from whence you came are to be believed, your fate, so long as the Otherworld remains, is to be mindlessly tortured by the will of the old god that resided over the darker parts of the town. Given the Entity's Realm seems to have absorbed this Otherworld, it seems a bit on the nose for you to be tormented with the constant fear of death here, too, but at least you have your mind and a vote, here, right?

While he doesn't quite melt into a puddle of blood, wallz was also:
LISA SHERWOOD, SOLO QUEUE Mystic Territorial
You were once a heavyset young girl, presumably from contemporary Louisiana, born in a rural village that kept old traditions alive, and were taught some frightful uses of runes, wards, and hexes. You were warned not to invoke them without first understanding the consequences. One of your friends, when you were still in high school, did not heed your cries of protest when she started sketching slightly-off versions of the hex designs drawn in a personal notebook. One of your teachers died shortly after your friend was invoking these marks, and while you were at his funeral, your friend was mocking him for being fat. The marking on your friend's hand glowed, and she was crushed as the casket slipped from the hands of the undertakers. Your friend's hand reached out, the marking fading to black as it fell still - a rather object lesson on the potency and consequences of abusing the power of old unknowingly.

A few years passed, and while you were walking home alone by the forest near a marsh, you were abducted by what turned out to be a group of cannibals who resided deep in the swamp, hidden from society. The cannibals mostly kept their prisoners alive while carving and eating parts of their bodies to the bone. You survived for a few weeks, starving, half-crazed, and partially flayed, eventually becoming emaciated enough to slip your shackles, breaking your arm in the process. You fled into the marsh as best you were able, but quickly succumbed to exhaustion. With your last breath, you remembered the hate for your captors and the symbols of your youth, and sketched a marking quickly on the ground. The Entity answered and granted you power, and when a search party finally located the cannibal's village, a number of messily devoured bodies and markings were all that remained - and you weren't there with them. The Entity had taken you to its realm in exchange for power; it bolstered your old hexes, and gave you a hunger for the livers of the living.

So basically, you're a voodoo Wendigo now with the only remnant of your humanity being the bun of hair you still wear. Have fun with that.

Mystic: The old ways are still alive today. You were taught them by the elders of your village at a young age, yet were never warned of the dangers they possessed until one of your friends doomed herself with them. Wherever you go now, signs of your marks, hexes, and sigils can be found, warning of your presence.
Territorial: Treading upon the Hag's markings can be a frightening experience - the Hag's traps are one of the only genuinely scary Killer powers remaining in the game. At night, you may target a player to place a mark in the mud at their feet. Any players visiting the marked target will be roleblocked as a phantasm of you leaps from the mark and screams, frightening the visitor away.

Do not post yet.


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