Famine TaskWhile normally famine goes in to destroy crops that is not all of what they do. Powerful toxins, they can alter the senses. Cause starvation from other means. This time? They will make humans hunger for everything but food. Let the madness take them as they die from starvation.. or trying to eat that which really they should not. Living or dead. Or maybe something that never lived at all. In order to start this you’ll need to help create the toxins which will be transferred by the winds and later contact.
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Stage 1 ]- Brewing the toxin.
The toxin for all famine horsemen is the same, and thus, will need to follow the same recipe. ‘A little goes a long way’ is very true. Taking the least ingredients will be the best course of action in this case. But to get the biggest batch? You’ll need to boost it with your own FEAR for that. Toxins are in liquid form until FEAR activated. They are held in small round, glass vials and are colored the same as your horseman’s Fragment. ‘Brewing’ takes place in a pestle with mortar over a fire. Your Ingredients are a star leaf (I’m not explaining this one), blister berries (bright red, hard berries that emit a bitter odor and taste), Elder’s delight (a brown nut much like a chestnut), and a death sprout, (think brussel sprouts that look like skulls).
Rolling 20 d4, your goal will to be getting four ‘sets’ of ingredients. A set is rolling the number ‘4’ four times, (can be in any place in the roll). For every set you complete, your toxin will gain +1 Range. All Toxins have a base range of 3. Max a toxin range is 5. Range is used in dispersal, (Stage 3)
IE: I roll 1, 2, 2, 4 ,3, 1, 3, 3, 4, 2, 1, 2, 2, 4 ,3, 1, 3, 3, 4, 2. From that I have one set. I have grabbed enough ingredients. My toxin now has a range of 4.
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Stage 2: ] Slaying the Human.
An optional stage. Once your toxin is completed, you may KILL one human. It can be done however you like, with your toxin being accelerated due to your personal influence, or by your weapon, or maybe your mount just tramples them to death. But the heirs are allowing the killing of one for a good brewing. Who knows, maybe killing the one might help FEAR harvesting later on? If you kill using the toxin the possible effects are:
1- The human crave begins to crave plant matter that is toxic to them. Nothing heavily poisonous, but that which they cannot properly digest. Or leave their bodies.
2- The human craves to eat raw meat. Any meat. Cured meats or ‘smoked’ meaks they have no tasted for. It must be raw, bloody. Notably, they lack a craving for human flesh at this time.
3- The human craves to eat rotting material. Anything so long as it has begun to decay. Notably, they lack a craving for human flesh at this time.
4- The human craves that which they shouldn’t. Attempting to eat food right from the ovens, attempting to stick their hands into boiling oil for fried foods, frozen foods that shatter their teeth- They crave food that is not yet safe to eat.
5- The human craves things known to not be ‘drinkable’. Mud, sand, pond scum, if it doesn’t require chewing, if it’s not good for them- they want it.
6- The human craves that which had never been food at all. Paints, glues, computer keys, books, wire, fabrics- anything man made the want to eat.
If a person survives their initial craving? Due to your acceleration of the toxin, a few short hours later…
They crave human flesh. Living or dead, and will do anything to get it. The won’t kill each other before eating. No, they will attempt to eat each other alive.
ONE HUMAN KILLING PER PERSON. Remember, at this stage, your goal is STARVATION, not full out death. Think of these killings as a taste of the fear your toxin will bring. The effects begin slowly and build over the course of hours.
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Stage 3- Releasing. ]
The toxin must be FEAR activated, and from your location it will spread over a range and take hold of all humans who breathe in the fumes. After? Those who come into contact with the ones who starve will fall into a similar state, activated by their own natural FEAR. The FEAR of toxin will latch onto them and so the toxin range might travel.
Roll 1 d100: Range determines how many times you may roll. Roll until Range is consumed.
1: PERFECT LOCATION! Not only do you manage to get children, but adults, elders- best yet, you get them in a communal area. Aren’t city centers great? +3 FEAR
2-10: Wrong Location! You release but… this looks like farmland… in fact, there doesn’t seem to be a human around for miles… +0 FEAR
11-30: You managed to get a large train of metal vehicles passing with many humans inside. Little humans. Children. Children who likely have families. +2 FEAR
31-50: Your toxin is carried by the wind to what appears to be a very official looking building. Not many people are inside however. Is this some sort of holiday or day off or something? +1 FEAR
51-70: Perfection! The wind carries your toxin to be over what looks like a festival or party of sorts. Or maybe it’s a political rally. Whatever, point is, lots of humans, lots now infected. +2 FEAR
71-90: Hrm, you were right next to what you thought would be a large host of human dwellings, but most are empty. Looks like you missed the ‘For sale’ signs. But you did get a fair number of vagrants. Hey, take what you can get. +1 FEAR
91-99: Wrong Location! You release but… this looks like farmland… in fact, there doesn’t seem to be a human around for miles… +0 FEAR
100: PERFECT LOCATION! Not only do you manage to get children, but adults, elders- best yet, you get them in a communal area. Aren’t city centers great? +3 FEAR
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Collection: ] Once you have used up your virus, post the FEAR TOTAL at the bottom of your post in BOLD, RED, SIZE 16 FONT. If your FEAR total is 0, you may try again. Granted, the horsemen in question might get a certain look of shame….
How is Fear Gathered- their FRAGMENT naturally absorbs the fear they generate. When done, Horsemen are expected to return to the lair and pool the FEAR
HERE