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The Terrifying Three

Well, that's what Christine (Angel of the Genre of Horror) calls them. The name stuck, even though it's not particularly accurate. The Terrifying Three are a cut above the average relievers: as an experiment, they've been given more responsibilities than normal. So far, they've shown that they can handle it. These guys should make pretty good angels someday.

Provided that they survive until then, of course.

The Terrifying Three exist to channel childhood fears into something that kids can handle. They deliberately project imagoes in the Marches that seem scary, but are actually pretty easy to outmaneuver. After a few sessions in a particular dreamscape, the dreamer will be able to face them without fear - and, hopefully, befriend them. If that happens, then the child is well on the way towards a better self-image (not too mention a little less vulnerable to Servitors of Nightmares). The fact that their mere existence bleeds away belief from ethereal versions of the monsters that the Terrifying Three emulate is merely an added bonus.

Normally, relievers wouldn't stand a chance in the endless arena that is the Vale. However, these guys have their advantages. First of all, they work together - always - and will gang up on any individual demon that tries to take away one of 'their' dreamscapes. Second, they're good actors - demons may not even realize that they aren't random dream fragments. More than one Knight of Restlessness has passed the Terrible Three by without noticing. Third, and most importantly, more powerful angels keep track of them at all times. Christine is their direct boss, and what she can't handle, the dozen or so Servitors of War that she's managed to get on retainer can. The Warriors don't mind: Michael has a soft spot in his Heart for kids ready and willing to do an adult's work.

 

 

Frank

Reliever of Dreams

(Imago: A large, shambling, green human with bolts through his neck and too-short pants)

Corporeal Forces: 3 Strength: 7 Agility: 5

Ethereal Forces: 2 Intelligence: 4 Precision: 4

Celestial Forces: 2 Will: 4 Perception: 4

Skills: Dodge/3, Emote/2, Fighting/3, Knowledge (psychology/1)

Songs: Dreams (All/1), Entropy (Ethereal/3), Might (Ethereal/2), Shields (Ethereal/1)

Attunements: Dream Walking

Frank's going to make a wonderful Ofanite or Malakite someday. He usually does what little corporeal stuff there is to do (although that involves borrowing a vessel, of course). He's also the best at ethereal combat. His appearance in a dreamscape helps kids deal with the fears associated with physical dangers: bullies, scary adults, things like that.

Belle

Reliever of Dreams

(Imago: either a male or female, dressed in black and wearing a cloak: one arm is always up, covering half the face)

Corporeal Forces: 2 Strength: 4 Agility: 4

Ethereal Forces: 2 Intelligence: 4 Precision: 4

Celestial Forces: 3 Will: 5 Perception: 7

Skills: Dodge/1, Emote/2, Fighting/1, Knowledge (psychology/1, Undead Lore/3)

Songs: Charm (Celestial/3), Dreams (all/1), Entropy (Ethereal/2), Shields (Ethereal/1)

Attunements: Dream Walking

Belle isn't sure, yet, but she thinks that she might end up a Cherub. She's more or less the unofficial leader of this group. In combat with demons, she whacks on their perceptions, the better for Frank to just whack on them. She's usually symbolic of fear of the unknown: once kids 'defeat' her, she's just a mine of interesting information about monsters (all of which is completely true, actually).

Lonnie

Reliever of Dreams

(Imago: a humanoid with fur and a wolf's head)

Corporeal Forces: 2 Strength: 4 Agility: 4

Ethereal Forces: 3 Intelligence: 7 Precision: 5

Celestial Forces: 2 Will: 4 Perception: 4

Skills: Dodge/1, Emote/3, Fighting/1, Knowledge (Psychology/3), Tactics/1

Songs: Dreams (All/2), Entropy (Ethereal/1), Shields (Ethereal/1)

Attunements: Seraphim of Dreams, Malakite of Dreams

Considering the Choir Attunements that he has, it's ironic that Lonnie will almost certainly end up a Mercurian. He's the bright one of the group, handling the nuts and bolts of the Terrifying Three's dream-therapy sessions. In combat, he fiddles with the surroundings while his compatriots fiddle with their opponents: it seems to work out. He's usually symbolic of kids' fears about their self-image: 'defeat' of him will involve the understanding and acceptance of one's own nature.

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