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Thread: Chrono Asylum~ (OOC)

  1. #1
    Logic Breaker ~ Xodus's Avatar
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    Chrono Asylum~ (OOC)

    Celebrating two years of spreading insanity~

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    Credit to Noel for banner
    -----------------Xx---------------Xx----------------

    SPOTS OPEN!!

    Since the dawn of Mankind's innocence and subsequent fall, he has always sought dominion over that which lies beyond the perimeters of understanding. Always desiring more, never satisfied, the endless cycle of gluttony in an eternal loop. Ultimately the unquenchable thirst for the taboo lead Man into discovering a force of change, one that could transcend the mortal from the restraints of Nature, Reality and Sanity. A malevolent force known as Alchemy which Man aimed to exploit so as to sever the chains of limitation and usher in a golden-era, self-made utopia

    Though its origin still vague the wonders it was capable of quickly lured all those whose hearts had been tainted by ambition and lust. Many considered Alchemy to be some form of sorcery, a foolish and naive assumption it was. Alchemy utilized one’s own life energy and transmuted it to effect external factors which allowed the chains of limitations and weakness to be severed, but its use was heavily priced. One of the very basic rules of Alchemy was that when something is acquired a compensation would be in order. Thus, anyone who wielded Alchemy was doomed to sacrifice the very thing that identified them as human beings; this self destructive force later on came to be known as the Insanaadiction Effect where one would digress to a "monstrous" state and lead by Man's first and purest of carnal desires, destruction and violence. The realization slowly began to arouse sense among fools and from it came fear for Alchemy is an opium so addictive that it poisons those who are seduced into using it without knowing restrain and so find themselves engulfed by insanity. Due to this Alchemy was soon considered a forbidden art, immediately replaced by Chemistry which respected the laws of Nature and God.

    The practice of Alchemy though did not stop and through some way or another, people ended up learning about the forbidden art of Alchemy and disastrous results followed when the insanaddiction effect took its toll. The amount of serial killings increased horrifically and in many hands the level of power had shifted exponentially, tilting the scales of balance. Those that knew of the troubling events taking place seemed helpless as a mere human was defenseless in comparison to an Alchemist, thus near the fifteenth century a small organization was created in order to counter Alchemy and the curse it had sowed upon the world. Thus the Alchemy management and restraint Organization (A.M.R.O) was created in order to end the turmoil that Alchemy brought.

    A.M.R.O placed several laws on Alchemy restricting its use and those that broke the law were severally dealt with the capital punishment of death. Out of several of the laws one of the most important ones was that Alchemy cannot be used to take the life of another and you cannot sacrifice another’s insanity to aid your own. The use of Alchemy had also been restricted to only level three ‘casts.’ (The term ‘casts’ refers to the use of Alchemy to effect external factors)

    To fend of rogue Alchemist A.M.R.O gathered itself an army of Alchemists as humans alone showed themselves to be incompetent to handle monsters that Alchemists were. So the most efficient method they thought was to fight a monster with several of their own monsters. Every Alchemist warrior that joined them was immediately paired with another Alchemist and it became taboo for the two to separate from each other. The reasons for the pairing were crucial, due to the dreaded insanaddiction effect, both alchemists were ordered to share their sanity to halt and lower the curse of insanaddiction. But the most important reason for the pairing was that if one of the partners was to become victim to the curse than the other was to immediately kill him and by doing so spare his sanity.

    For over three centuries the A.M.R. O held great influence, so much so that it could indirectly affect the very economy of a state and its decisions. Over time A.M.R.O even managed to excel in technology, creating weapons and machinery that was nearly eighty years advance to that of present time. Perhaps their greatest achievement was the creation of anti-Alchemic weapons due to which their soldiers didn’t have to sacrifice their humanity. But near the beginning of the 20th century problems once again started to rise that posed a threat to the stability of the world and the power that A.M.R.O held. For some reason the Alchemists in the world had begun to increase dramatically and what’s even more surprising is that certain Alchemists had started to rebel against A.M.R.O, having even targeted one of their superiors and killing him in cold blood. Is this just an unorganized feeling of resentment, or could it be much more than that? Now the year is 1910 and only destruction and chaos awaits them.

    The Alchemists who are recruited under A.M.R.O are not called Alchemists but have a deeper name, a name whose main purpose is to be the shield against insanity and place a straight jacket over those who threaten the stability of the society. The Alchemists that are the soldiers of A.M.R.O are simply known as the “Asylums” and each possessing a codename that is engraved in their skin which happens to be a roman numerical and their identity as a member of A.M.R.O. While only the top twelve agents of A.M.R.O are given the distinctive title of Chrono Asylums and their roman numerical are only restricted from one to twelve much like that in a clock. They are considered to be the most loyal of all recruits who won’t hesitate a second to kill if ordered. A chrono Asylums are also capable of leading their own private armies and chose who they wish to partner with.

    Amongst the Alchemist soldiers, each has their own area of expertise where they are known to excel at. There are four divisions in which the soldiers are placed, if they show adequate skill. Those that are excellent at defeating their opponents without sign of guilt or remorse and with minimal Alchemy usage are placed in the category of SILENCERS. Then there are those who show great skill at tracking down their opponent’s movements, being able to analyze their victim’s next move and trap them in their own game of hide and seek, they are known as HUNTERS. There are also those who excel at investigation and are able to analyze the situation and produce accurate analysis of the situation, such as finding clues, solving mind numbing puzzles etc, they are known as SNIFFERS. While last but not least there are the HYBRIDS. These are Asylums who use a combination of all three skills but are not as good as the original singles.

    The universal rules of Alchemy that had been set by A.M.R.O are possibly known by every person who has the knowledge of Alchemy and these rules are considered to be absolute. Among the rules the strictest are that Alchemy can’t be used to kill humans, the sanity of other humans can’t be sacrificed to aid your own, the use of level 2 casts is taboo and level 1 strictly forbidden. If any of these rules are broken the penalty is immediate assassination. For Asylums to use a level 2 cast and Chrono Asylums to use a level 1 cast permission is required, though it is hard to explain but permission is granted on a telepathic level. To request permission the follow must be recited, "Permissions to access level 2 cast, waiting for acknowledgment." The soldier will soon get the reply telepathically and they are to confirm it by saying, "Acknowledgment received," after which a level 2 or 1 cast can be used.

    The use of Alchemy to effect external matters is known as ‘cast’ or ‘casting.’ Alchemy casting is divided into three divisions so as to maintain one of the aims of A.M.R.O, which is restriction of Alchemy. A level three cast is a quite basic which only requires the person to channel his thoughts and use his energy to affect the external factors around him. This cast requires almost no time at all and is extremely quick but due to that the power of the cast is relatively low and so only certain factors can be influenced and to a certain degree. Such as causing a gale or igniting sparks or causing minor tremors etc, depending on how much the Alchemist is willing to sacrifice. A level two cast is not allowed to ordinary Alchemist as the power is amplified nearly a hundred fold and thus consuming much more of the caster's sanity, about three times as much. A level two cast is only allowed for those within A.M.R.O, specifically the Asylums and that is with authenticating a permission request. A level two cast requires greater concentration and at the end the word ‘exceed’ must be said in order for a successful cast. It can affect greater external factors to a greater degree such as causing typhoons and manipulating elements at will. A level 1 cast is strictly forbidden with immediate death as penalty if the rule is broken. A level 1 cast is the most difficult which can only be executed by a highly skilled Alchemist. This cast is not even allowed for the Asylums but under threatening and dire situations can only be used by the Chrono Asylums and that is by authenticating a permission request to one of the head superiors. A level one cast holds disastrous power so much so that even time can be affected but it also means suicide as by using it only once the chances of succumbing to insanaddiction is over 80%. A level 1 cast is quite different from all and requires utmost concentration and a lot of time is consumed which ends up making the person vulnerable. A level one cast is considered to defy the very laws that hold the humans together. Namely the three divine laws of Reality, Nature and Sanity. To successfully use a level one cast it is necessary to recite,

    “I defy the laws of reality/Nature/Sanity and challenge it by……………………….…” And the remaining is to be filled by the Alchemist himself depending on how he wishes to challenge the law and finishing it by saying 'exceed'. The law of reality is defied when the person wishes to affect non living matter with Alchemy, Nature is defied when he wishes to affect elements of nature with Alchemy. Finally the law of Sanity is defied when he wishes to affect a living creature.

    Now the mission is to be upheld, the Asylums must battle against the insanity of man himself, this insanity is the very demon that feasts upon this world and now with destabilizing conditions and unexpected rebellion from ordinary Alchemist, one can’t help but wonder is being sane truly worth it.

    “Those that are swallowed in the world of Alchemy, have but one path to walk……..and at the end of that path an Asylum lays waiting.”




    ~Rules~

    1. Read all the signs ups located in the second and third post

    2. You have to restrict yourself and can’t use level 2 let alone level 1 casts so often.

    3. It is up to you if you wish to give your history or not in your sign up, but everyone will have to show his/her story in the RP. Consider it like an arc based on your character where his/her motives come to light, such as what he/she desired when joining A.M.R.O. So yes you can affect the plot with your own inputs and story, but you need to tell me what you are planning. (If there is any confusion PM me)

    4. We all have to create two characters, reason I already gave it in the plot and with two characters you can make a better story arc and if you find yourself stuck it will be easier to get out by showing conversations between them.

    5. Only one of my character is a Chrono Asylum and no one else is allowed, that is because she will direct the plot. Not being a chrono doesn’t mean you are weak it just means level 1 casts are forbidden and level 2, need permission. (But at certain point rules can be broken can’t they ;D)

    6. If there is any confusion or questions feel free to ask here.

    7: Another important rule is you have to keep your weapons hidden so that you don't catch attention, you all are covert agents. Also you can't steal another persons idea of hiding the weapons.

    8: Clothing style can differ but than you have to show it to be self customized and you will also have to show your character getting a lot of attention due to the "strange" clothes. As I did mention A.M.R.O is far advanced compared to the present times, a 100 years worth of difference.

    9: All asylums share a telepathic link and can communicate with other asylums telepathically using their alchemy.

    10: The GM and the Angel of Death have the right to deny your acceptance in this RP based on your sign up.

    11:This RP will follow my rules and my style.

    12:This RP will follow a chapter system and if someone wishes to quit or join they can in the next chapter.

    13: If you wish to reserve a spot for the next chapter pm me.

    14: Mikael is the GM's Angel of death! Fear his axe of dooomz. >=D

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    Code:
    Sign up sheet ~
    
    
    Name: ...your name!
    
    Nickname/Title: Either a title that you are famous by and has its own story, or a nickname your fellow asylums can call you. You don't have to have one.
    
    Team Title: All asylum teams can have titles if they are skilled/well respected enough by other asylum teams. Having a title also means that other asylum teams have heard of you.*
    
    Gender: Male or Female
    
    Age: Your choice, but must be between 17 and under 40.
    
    Position: Asylum
    
    Specialty: Sniffer, Hunter, Hybrid, or Silencer -- the four main asylum soldier divisions.*
    
    Asylum Code: All asylums have a Roman Numeral code tattooed somewhere on their body -- it is their number and nobody else can have it. This means that your character sheets can be rejected because it wants a number someone already has. Write the Roman Numeral you desire along with the translated number in (parenthesis). Then write where it is located on the body. Your number cannot be zero or 1 through 12, as those are for the 12 Chrono Asylums. So, for example, LXXI (71). Located on the back of the skull. You can be fancy with the tattoo design if you wish. If you need help with the Roman Numerals, use this site: http://www.novaroma.org/via_romana/numbers.html
    
    Weapons: You may have only 3 weapons. Remember, AMRO's technology is 100 years ahead of the world's, so you can have what we today would consider modern weapons. Try to be creative with your weapons, but don't let them become too futuristic. If you need help, post your questions in the OOC thread.
    
    There is one other element in Weapons that you could consider: AMRO's Anti-Alchemy substance. This substance, when inside an alchemist's body, disrupts their alchemy power. The typical way to use anti Alchemy is to put them in your bullets, so that if one bullet hits an alchemist, it'll set you up for a killing shot. If you have more questions on this, please post them in the OOC thread, as it is a very interesting subject that many people trying to join have misunderstood.
    
    Alchemy specialization: Also known as Alch-Specs. But first, let me make something perfectly clear: all asylums can use all kinds of alchemy, but every asylum has his or her own specialization, which is basically just a kind of alchemy that they excel at. Although there are thousands of asylums working for AMRO that have the same alch-spec, for story purposes, all the players' asylums must have different alch-specs. This means that your character sheets can be rejected because it wants an alch-spec that someone already has. If you need help picking an alch-spec, don't be shy to ask for help in the OOC thread.
    
    Appearance: Describe your character's physique, appearance, and clothing, in at least paragraphs.
    
    Personality: Describe your character's personality with at least 2 paragraphs.
    
    History: Writing your character's backstory is not necessary at the time of character sheet submission. But later on, it would be a good idea to create one and show it in the story. You also don't have to show your character's entire backstory here if you prefer.
    
    Other: Any additional information.





    -----------Xx-----------------XX---------

    SEASON 1 - FINISHED



    ~SEASON TWO~

    Chapter 6 (finished)

    .The gears they spin again

    Chapter 7

    . A murder is a flock of crows
    (Soon to begin)
    Last edited by Xodus; 08-31-2012 at 12:01 PM.
    -----Xx~In a world of madness, sanity is for the foolish~xX-----

    ~Celebrating Chrono Asylum's second year of spreading insanity~

  2. #2
    Logic Breaker ~ Xodus's Avatar
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    ALL SIGN UPS

    XODUS
    Spoiler


    SHROUD
    Spoiler
    Last edited by Xodus; 05-17-2012 at 02:54 PM.
    -----Xx~In a world of madness, sanity is for the foolish~xX-----

    ~Celebrating Chrono Asylum's second year of spreading insanity~

  3. #3
    Logic Breaker ~ Xodus's Avatar
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    POCKETS
    Spoiler



    MIKAEL
    http://roleplayerguild.com/showthrea...68#post5564268

    YOSHUA
    http://roleplayerguild.com/showpost....31&postcount=4
    Last edited by Xodus; 05-15-2012 at 05:33 PM.
    -----Xx~In a world of madness, sanity is for the foolish~xX-----

    ~Celebrating Chrono Asylum's second year of spreading insanity~

  4. #4
    Be ye mad or only sane. Paradigmatic's Avatar
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    I am. But I am also too lazy to read your character. I will read it soon.
    Credits to Genkai

  5. #5
    poor taste = humor, rite? Pocru's Avatar
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    Actually, sorry, I've changed my mind. I wont be joining.

    thanks!
    Last edited by Pocru; 04-16-2010 at 07:37 PM.
    Made by the succulent, if not a touch overcooked Maiden. <3

    Can someone please stop the planet? I'd like to get off now.

  6. #6
    This sounds awesome. I'm working on my sheets and I'll try to have them up by Tuesday.
    Working hard is important. But there is something that matters even more, believing in yourself. Think of it this way; every great wizard in history has started out as nothing more than what we are now, students. If they can do it why not us?

    More and more there were no revelations, but simply the uncovering of truths long known but dimly remembered. Everything had been written long. There was nothing truly new in the world, but only the slow, circular march of time that revealed the old things once again.

    I have come that they might have life and have it to the full.
    ~John 10:10

  7. #7
    Logic Breaker ~ Xodus's Avatar
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    Awesome welcome aboard! Don't worry you can take your time. XD
    -----Xx~In a world of madness, sanity is for the foolish~xX-----

    ~Celebrating Chrono Asylum's second year of spreading insanity~

  8. #8
    Name: Marcel

    Nickname/ Title: Mercy

    Team Title:

    Gender: Male

    Age: 18

    Position: Asylum

    Specialty: Hunter - Also a decent Sniffer.

    Code: XV - Is on the back of his right shoulder.

    Weapon: Invisible Wire: The scientists who created it named it Invisi-Line, not creative by any means, but accurate. Both Marcel and Emina wear contact lenses that allow them to be seen.

    Throwing Knives: He has seven knives total. Each also has Anti-Alchemist poison in them. The knives themselves are black with white tips. They also never need to be sharpened because of a mineral that the scientist fused with the steel.

    Alchemy Specialization: Control over electricity

    Appearance: Marcel isn't overly intimidating when you see him. He doesn't look to be very muscled and is average height, 5'7". His facial features are thin and make his facial expressions seem exaggerated. When Marcel smiles, he has perfectly white teeth thanks to A.M.R.O.'s technology being so advanced. His black hair falls down to the tip of his nose, partially covering his blue-green eyes, and flips out at the sides. The blackness of his hair make his skin look ghostly pale, like he hasn't gone out in the sun for a year. Also the roman numeral XV is carved((or tattooed?)) on the back of this right shoulder.

    Marcel usually wears simple clothes, a jacket t-shirt and jeans, but they're aren't as normal as they appear. The jacket is black and has the look of leather, but feels like cotton. His t-shirt is white and XV is printed on the front. Marcel's jeans look like some took regular blue and spilled bleach on them. They're mostly white, but there are small splotches of faded blue. One think he is rarely seen without is his backpack. If you were to look inside it, you'd find a book and a journal and other common items. Unless you were looking for it, you wouldn't notice the false back. Behind that false back is where he keeps his near invisible trip wire and throwing knives. He can access his weapons by either reaching behind him and lifting a flap or by opening it the normal way.

    Personality: Marcel is an easy-going, laid-back kind of guy and rarely gets angry at anyone, even Emina. He likes to joke around and have some fun as opposed to going out and fighting a bunch of Alchemists. Most Asylums have no problem killing and have no remorse, but Marcel can only stomach killing in a life-threatening situations. Most of the time he relies on Emina to do it for him, even it means listening one of her speeches. He has long realized that his value as an Asylum rests on his Hunter abilities and his decent Sniffer abilities. Though he is made fun of for his "weakness", Marcel knows he can't, or won't, do anything to change it.

    The other part of Marcel's personality is his shyness toward people he has just met. He tends to be quiet around new people until he sees different sides of their personality. This way he can avoid saying something that might anger them in some way. He has found that this the best way making friends with most anybody.

    Other: Wears special contact lenses that allow him to see his wire.


    Second Character:


    Name: Emina ((The 'i' makes the 'e' sound))

    Nickname/ Title: A backwards 'C' then a regular 'C' with a line through the middle of the two. It's not something that is said, only used to refer to her in writing.

    Team Title:

    Gender: Female

    Age: 17

    Position: Asylum.

    Specialty: Silencer

    Code: XXVII - Surrounds her left calf

    Weapon: Silent Killer: It is a small, light hand gun with a silver colored body and a blood red grip. A lot of modern guns are "silent", but this one true is, including the cocking mechanism. Emina only like to use it if she forced to fight long range or if the situation calls for a surprise kill.

    Memories: The dagger is about ten inches and slightly curved. The dagger itself, was not made by A.M.R.O., only enhanced. The blade is a deep purple and is infused with the same Anti-Alchemist poison that is in Marcel's throwing knives. The handle is black and "Living is for those who earn it." is carved with white letter on it.

    Alchemy Specialization: Physical Enhancement

    Appearance: One look at Emina and you can tell she someone you do not want to mess with. She is tall for a girl and has long legs that give her a powerful stride. Her blonde hair falls mid-back and is usually kept in a pony tail so it doesn't get in her way. When her hair is down, it makes her already bright blue eyes pop. Her features have a hard look to them, especially when her jaw is set.(A key sign that she is ready for action.) Emina's code number, XXVII, circles her left calf.

    That number, however, is never seen because she always wears grayish green cargo pants that were specially designed to hide her weapons. The pockets by her waist aren't really pockets. They were removed so that she could reach the gun strapped to her left thigh and the dagger strapped to the other. This allows for her to appear unarmed and surprise her enemy. Emina's t-shirt is royal blue with a black symbol on the front that looks like a backwards 'C' then a regular 'C' with a line through it. Over top of her her shirt, she wears a completely white zip-up hoodie that hugs her curves.

    Personality: Emina has a level-headed and cold personality. She can keep a cool head in any situation and shows no hesitation. This characteristic is part of the reason she is a skilled Silencer. She also likes to get the job done quick. Patients is not one of her strong suits, having to wait on someone annoys her to no end. The one thing that annoys Emina more than waiting is her partners inability to kill in cold blood. She lets her annoyance be known by constantly berating him and killing his foes as well as her own. She often blames him for holding her back.

    To someone who doesn't know her well, may think that she out right hates her partner, but that isn't necessarily true. Despite Emina's attitude toward Marcel, she does care about him. It would be easy to let him die, but the small conscience she does possess keeps her from letting that happen. He is also the only person she can relax around. When she is public or even around other Asylums, she alert and uptight. This is mostly due to a small level of paranoia. Emina is constantly looking over her shoulder for an enemy trying to kill her. Having Marcel around gives her a small comfort knowing there is someone to watch her back. Still, she doesn't rely on him too heavily.

    Other: Wears special contact lenses that allow her to see Marcel's wire.

    **

    I have one question. In your opening post, you said the roman numerals were engraved in their skin, but in your CS it says that they're tattoos. Which one is right?
    Last edited by Shroud; 06-25-2010 at 10:39 AM.
    Working hard is important. But there is something that matters even more, believing in yourself. Think of it this way; every great wizard in history has started out as nothing more than what we are now, students. If they can do it why not us?

    More and more there were no revelations, but simply the uncovering of truths long known but dimly remembered. Everything had been written long. There was nothing truly new in the world, but only the slow, circular march of time that revealed the old things once again.

    I have come that they might have life and have it to the full.
    ~John 10:10

  9. #9
    Logic Breaker ~ Xodus's Avatar
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    Very nice sign up shroud and yea you are definitely in. We just need one or two more members before we can begin.

    Also sorry for the confusion I actually used "tattoo" and "carved in skin" in the same respect as both are engraved on your skin to make it permanent.
    -----Xx~In a world of madness, sanity is for the foolish~xX-----

    ~Celebrating Chrono Asylum's second year of spreading insanity~

  10. #10
    Oh, okay. I thought you meant engraved as in like carved with a knife or something.
    Working hard is important. But there is something that matters even more, believing in yourself. Think of it this way; every great wizard in history has started out as nothing more than what we are now, students. If they can do it why not us?

    More and more there were no revelations, but simply the uncovering of truths long known but dimly remembered. Everything had been written long. There was nothing truly new in the world, but only the slow, circular march of time that revealed the old things once again.

    I have come that they might have life and have it to the full.
    ~John 10:10

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