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== The Darkness == The main enemy. The Darkness is both the unnatural absence of light, and the thing from which the horror spills. As time progresses, the same starts to apply to entire rooms and sections of the school. Sleeping individuals that are left alone for too long in the dark vanish. This could mean eaten by a Grue, or forgotten and unmourned, or added to the midnight legions... or something worse. The Darkness itself may not destroy you, but becoming lost is another matter entirely, especially if you end up on the other side of the school and having to find your way back to the others when your Wakefulness is low. (The Darkness doesn't itself have to be dark -- it could be fog, an abyss or even have the lights stay on for a Daylight horror.) Before the story starts, determine a random time on the clock for Darkness to fall. Roll a d12 for hour, 3d20 for minute, then roll a die: even is PM and odd is AM. You could start the story during this day, but when the appointed time comes, all lights in the school go ''THUNK'', and the sun itself dims out of the sky. 1d6 students fall asleep at this point, and do not wake up. The lights going out is not the only problem. === Horrors === The active malefactors. These could be anything, depending on how you interpret the Darkness event. They could be manifestations of the student's fears, or they could be warped and distorted Rescue Workers, or they could be demons. Whichever they are, try to keep them out of the player's sight for as long as possible, as a Horror known is not nearly as frightening as a horror unknown. ===Terrors=== The passive malefactors. These are just there to be spooky, ranging from the school computers having messages appear on the screens ("ONE GIRL, TWO GIRL, RED GIRL, DEAD GIRL"), to the windows cracking, to whatever your cruel mind can envision to shit up the players.
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