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Hellin

The Poltergeist, Hellin
AGK Hellin.jpg
Portrayed by N/A
Appearances None yet...
Province - Hellin.png
Hellin's Province - The Fairground

Biography

Hellin is the only completely fictional character to join the cast of the Harbingers. Her "father" was Brett Clements who says this about her creation; "...her name is 'IN' "HELL" reversed. There were subtle touches of evil in the game that crept up on you while you writing. I don't for the life of me know how Stephen King does it. I found it a constant battle trying to balance that.

"Hellin is the most evil character I created for Nightmare™. Her name, a play on "in hell". I can't imagine what that would be like (hell that is) nor would I like to. And so she remains unfinished; leaving her to your imagination. I think the unknown is scarier than reality. You can see in the light. I only just found out Phillip Tanner has contracted a new writer for the Nightmare™/Atmosfear™ series so if there is to be any completing done, it will be in his words not mine." (Brett Clements)"

'The Harbingers'

Hellin was an infant trouble-maker who once threw a temper tantrum so violent, it caused an aneurysm in her brain and she died. But now baby Hellin never has to pick up her toys again and it's never bedtime in her wretched fairground where the ride of your life will cost you it.

Haunting a rancid toy box, the problem child from The Other Side is as spoiled as she is rotten. Enough to wipe the smile off a laughing clown. Hellin doesn't throw tantrums - she throws anything and everything she can get her sticky little fingers on.

'The Gatekeeper'

Helin was born so angry that she smacked the doctor back! It was hardly surprising then that after a brief, tempestuous life this little infant trouble–maker threw a tantrum so fierce that it pushed her over the edge. Out of the bedroom and into the afterlife, Helin now had a new haunting ground, a rancid playroom, where she would never have to pick up her toys and there was no such thing as bedtime. Quick to discover her new gift, she took to visiting the living in their nightmares, and terrified her unwilling victims so effectively that some simply never woke up.

But all good things must come to an end and one night during the execution of a particularly nasty dream, she was trapped and banished to The Other Side where she now waits, impatient and purple with rage, for her time to wreak havoc again.

So many Nightmares – so little time.

Colours

  • Nightmare/Atmosfear I-IV: Pink
  • Atmosfear 'The Harbingers': Purple
  • Atmosfear 'The Gatekeeper': Purple

Playing piece

  • Nightmare/Atmosfear I-IV: Crucifix tombstone
  • Atmosfear 'The Harbingers': Building blocks
  • Atmosfear 'The Gatekeeper': Building blocks

Keys

Nightmare: Keys
Silver.jpg This Key releases you from the Black Hole.
Silver.jpg This Key unlocks the sanctuary. If you land on an opponent's gravestone, nothing can harm you.
Silver.jpg This key unlocks the Black Hole. If an opponent lands on your gravestone, toss the coin.
Heads: that opponent is Banished.
Silver.jpg This key unlocks the gate to Time. If an opponent lands on your gravestone, toss the coin.
Tails: Take all opponent's Time cards.
Silver.jpg This key unlocks the gate to Fate. If an opponent lands on your gravestone, toss the coin.
Heads: Take all opponent's Fate cards.
Silver.jpg This key unlocks the gate to Chance. If an opponent lands on your gravestone, toss the coin.
Tails: Take all opponent's Chance cards.


Atmosfear: Keystones
Red.jpg Collect your Duel cards. This Keystone allows you to Dice Duel with Soul Rangers.
Yellow.jpg Power to roll one or two dice.
Orange.jpg Power to pass through a Gate then reposition it.
Blue.jpg Power to release yourself from a Black Hole. If Banished, you must still move to the closest Black Hole.
Purple.jpg Power of Flight. If you land on a Compass, you can now move to any other unoccupied Compass.
Green.jpg 'Occupation' - Force a Harbinger to return to its Headstone if you land on them.


Atmosfear The Third Dimension: Keystones
Purple.jpg Entrance to Tunnels: This Key allows you to journey from one Province to another using the tunnels.
Yellow.jpg Never Banished: This Key instantly releases you from any Black Holes you might fall into or be sent to.
Orange.jpg Defence: This Key boosts the power (or points) you use when defending yourself in a Duel by automatically giving you a 25% bonus at no cost.
Blue.jpg Stop on any Stone: This Key allows you to stop on any stone -- ending your move at any time by hitting the space bar.
Red.jpg Duel: This Key boosts the power (or points) you use when attacking an opponent in a Duel by giving you a 25% bonus at no cost.
Green.jpg Flight: This Key allows you to fly from one Province to another.
Those cursed will have their portrait screen shattered, preventing duels and the ability to keep track of power.

Trivia

When the series was moved from VHS to DVD, her name was changed to Helin with only one L.

Gallery

The Harbingers
Anne de Chantraine  •  Baron Samedi  •  Elizabeth Bathory  •  Gevaudan  •  Khufu  •  Medusa