Hidden 11 yrs ago Post by xodus
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xodus Logic Breaker

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SPOTS OPEN


GM: Xodus
Sub-GM: Ryvver

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 yet never satisfied, the endless cycle of gluttony in an eternal loop of irony. This unquenchable thirst for the taboo lead Man into discovering a force of change one that could transcend mortals from the restraints cast by Nature, Reality and Sanity. This malevolent force known as Alchemy which Man aimed to exploit so as to sever the chains of stagnation and usher in a self proclaimed golden-era, a utopia.

Though its origins still vague and shrouded in ambiguity, the certainty of its miracles were irrefutable and so quickly lured all those whose hearts had been tainted by ambition and lust. Many considered Alchemy to be some form of sorcery, a naive assumption. Alchemy is simply a harbinger of change by transmuting one's will and breathing it into existence, severing the chains of weakness but at a price. A basic principal dictates when something is acquired a compensation would be in order. Thus anyone who wielded Alchemy as the double edged blade it was, were doomed to sacrifice their very identity, their humanity. This self destructive force later on came to be known as the Insannadiction Effect; where a process of digression would occur, leading to a "monstrous" state where Man's first and purest of carnal desires lay dormant, namely destruction and violence. This realization slowly began to arouse a sense of dread and that gave birth to fear. Alchemy came to be known as what it truly was, an opium so addictive that it poisons those who are seduced by its allure and without restrain slowly engulfs them in madness, an unnatural insanity. Due to this Alchemy was soon considered a forbidden art, immediately replaced by Chemistry which respected the laws dictated by Nature.

The practice of Alchemy however did not stop; some stains can only fade but never wash away. Humanity's greatest folly is perhaps their stubborn inability to learn and such was the case with Alchemy. It did not stop; the forbidden art could not dissipate. While the knowledge of Alchemy remained scarce, those that possessed it wielded an uncanny advantage. There soon existed two kinds of people, those that remained unaware seeking shelter in their ignorance and those that were aware of the circumstances but lacked the power to make a decisive stand. After all what is a mere human in comparison to a Alchemist, for they are monsters are they not? However the world could not allow itself to descend into madness and thus near the fifteenth century a change occurred that marked a momentous era. An organization surfaced from the shadows, unbeknownst to the ignorant and a looming eye over the Alchemists. This organization was created to counter and monitor Alchemy in hopes to lift the curse it had woven upon the world. How one may ask? The answer quite simple, the only way to beat a monster is with another much stronger monster. And so the Alchemy Management and Restraint Organization (A.M.R.O) was born as a deterrent to turmoil.

To fend of rogue Alchemists A.M.R.O gathered itself an army of trained and disciplined Alchemists, for humans had proven to be ineffective and incompetent, monsters were needed. Every Alchemist that joined the ranks of A.M.R.O was tasked to work in pairs, becoming taboo for the two to separate from each other. The reasons for the pairing was crucial, due to the dreaded insanaddiction effect, both alchemists were ordered to share a link between their sanity to halt and curb the curse. But the reality of this pairing was far more grim, simply if one of the partners were to fall victim to the curse than the other was to immediately kill him or her, preventing catastrophe.

Over the centuries A.M.R. O's influence grew rapidly, so much so that it could indirectly affect the very economy of a state and its decisions. Over the course of time A.M.R.O even managed to excel in technology, creating weapons and machinery that surpassed the years, over a century ahead of its time. However their greatest and recent creation was undoubtedly the creation of anti-Alchemic ammunition, which gave an alternate source of battle and allowed regular human to join the Frey.

But near the beginning of the 20th century problems once again started to rise, problems that after centuries posed a real threat to the stability of the world but more over the power that A.M.R.O held. For some reason the Alchemists in the world had begun to increase dramatically and what was truly shocking was the fact that a rebellion had surfaced where many opposed A.M.R.O and its monopolization of Alchemy and eventually all hell broke out and a war surfaced unlike any other, a world war. However the real threat came from the aftermath, while everyone was lulled into a false sense of security and peace with the aligning of nations and creation of UN, yet behind this facade storms were brewing for a feeling had seeped in that A.M.R.O was no longer the only organization of its kind. Its the 21st Century now and yet this is all merely the prelude!

-------xX------Xx-----xX------Xx--------
WHAT IS AN ASYLUM?

The Alchemists who are recruited under A.M.R.O are not called Alchemists but have a resounding name that screams their mission and purpose, a name whose main objective is to be the shield against insanity and place a straight jacket over those who threaten the stability of society. These Alchemists that are the soldiers of A.M.R.O are simply known as “Asylums” with each possessing a codename that is engraved in their skin, a roman numerical and their identity as a member of the organization. Out of all the Roman numerals only the top twelve agents of A.M.R.O are given the distinctive title of Chrono Numbers/ Chrono Asylums, their roman numerical being from I to XII. They are considered to be the most loyal and strongest of all, those who won’t hesitate a second to kill if ordered. Their influence in the organization is such that a chrono number can lead their own private armies and are given domain over a specific region.

WHAT ARE THEIR DUTIES?

Among the Asylums, 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. A specialization.

SILENCERS: Those that are excel and not just defeating their opponents but killing them, lacking in the area of self control they are beasts who take no prisoners with but one motto, move in fast and kill faster. They are known to posses a short temper or a callous attitude a result from their training which dictates all that lives is but a target to be shot down.

HUNTERS: They are experts in the art of hounding their target for all eternity if be it. Unrelenting and unforgiving they are well versed in all field related to the chase, namely tracking and trapping, possessing the blood lust and stubbornness of a wolf. They tend to posses a more laid back attitude due to their training which has taught them that all that lives must move and all that moves can be stopped.

SNIFFERS: The Sherlocks of the lot. They are those that posses a keen insight with a keener sense of deduction and analytical perception. For them there are no queries only answers, no problems only solutions. However finding clues in not all that they can accomplish, for an opponent that often join a fight with a Sniffer will often find himself defeated before he can think, for the Sniffer would have already thought of it. They tend to possess a calm and unnerving demeanor due to their training which dictates all that lives questions and for every question there is an answer.

HYBRIDS: Last but not least, there are the jack of all trades. While they may not be well versed in one specific specialization, they more than make up for it by combining all of them and utilizing them together making them the most versatile of the lot. They often posses a more active personality due to their training which states, all that lives seeks to stagnate hence you keep moving.

HOW DOES THEIR ALCHEMY WORK?

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 quite basic, it is simply what can be achieved through the Alchemic styles and through channeling their cast and affecting the external factors around him. The drain via this level of a cast is not exceptionally high and the damage dealt can be quite deadly depending on how much effort one places. However such a cast still has its limitation mainly Alchemy is unable to affect things on a "great" scale. While one can control the elements such as fire and use it in various ways, he will however not be able to bring forth a volcano and wreak havoc.

A level two cast is a big game changer as with it a whole new threshold is created. What is thought as impossible with a level three cast becomes entirely possible, its effective and power rate increasing nearly fifty fold, such is a destructive capabilities of a level two and thus the insannadiction drain is also just as high hence the reason for it being deemed taboo. It can only be used by Asylum's upon request and must be authorized by a Chrono Asylum. Also among a pair of Asylums only one Asylum can use a level two cast, this is because the other Asylum allows his sanity to compensate for the loss of his partner's. This cast is activated upon a recitation of "Exceed" which breaks a subconscious barrier that A.M.R.O has placed on all its agents and thus allowing access.

A level one cast is shrouded in myth, most believe it does not exist and those that do possess knowledge of it fear it and thus keep it sealed. Its capabilities are so great that even Chrono Asylum's are denied access of it.

WHAT IS THEIR ALCHEMIC STYLE?

Aside from their area of expertise each Asylum must also select an Alchemic style that suits their personality hence producing effective results. Throughout Alchemy's creation there have been variation in how it is used; it is believed that a universal form never truly existed. From what is known Alchemy has three styles, from which it is channeled, with one being a conduit for the two.

Vocem: Where one must will his words into existence and thus transmute what he desires. This Alchemic style utilizes Alchemy through chanting out words that possess meaning for the chanter and thus channeling the power into reality. This style is known for its versatility, for the Alchemic power output often depends on the length of the words and the passion placed in them, hence making it controllable and accurate. Its downside is if a powerful cast is necessary then it can be quite time consuming.

Motem: The conduit style. In essence this style is known to all for it is movement and often works in tandem with other styles. However those that choose to further develop this form will find it to be a powerful means to an end. As mentioned it utilizes movement to channel Alchemy and those that make this a primary style gain a more powerful form of channeling Alchemy. This style allows a combination of power, accuracy and speed. While not as accurate as Vocem, this style makes up for it with greater power and less time consumption. However it is not as flexible as Vocem, where you can increase the lengths of your words for a stronger cast however in Motem, there is only so much movement you can make before channeling your Alchemy.

Sigillum: The third and final Alchemic style and often described as the strongest one. In situations where a strong cast is necessary but with minimal time consumption this form is ideal. In Sigillum one channel his/her Alchemy through drawing a sigil or a mark and through it Alchemy erupts. It also covers a greater area with the Alchemic effects lasting much longer. However its main flaw is the lack of accuracy, it cannot manage pinpoint attacks and only up to three Sigils can be drawn by an Asylum due to the tedious amount of power it takes to activate.

There needs to be a combination of two styles. One primary and one secondary.

WHAT ARE THE RULES DICTATED BY A.M.R.O?

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

1: Alchemy can’t be used to kill humans
2: The sanity of other humans can’t be sacrificed to aid your own
3: The use of level 2 casts is taboo and level 1 strictly forbidden.

If any of these rules are broken the penalty is instant death.

------------Xx------------xX-------------

~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. Makes things a lot more interesting. (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: All asylums share a telepathic link and can communicate with other asylums telepathically using their alchemy.

9: The GM and Sub-GM have the right to deny your acceptance in this RP based on your sign up.

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

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

-------------Xx-----------Xx----

Sign up sheet ~
Credit to Mikael for layout

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.*

Alchemic Style: Vocem, Sigillum, Motem. You have to choose a combination of two!

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. 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. While A.M.R.O's technology is a hundred years advance 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.

List of Alchemy specialization that are too over powered or reserved*
Blood Manipulation
Thought projection
Instant regeneration
Space and time
Gravity
Darkness manipulation
Ice manipulation
Nova*
Molecular manipulation
Deconstruction reconstruction at a molecular level

(This list is subjected to increase)

Hidden 11 yrs ago Post by xodus
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xodus Logic Breaker

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Name: Angel

Title: Blood draped Angel, Angel of misfortune, Crimson Asylum

Team Title: i gemelli di demone (Translation, Demon twins) or more popularly known as Gemellie, (Twins).

Gender: Male

Age: Appears to be around 26

Position: Asylum

Specialty: Silencer, (though is also good as a sniffer)

Code: -XIII- (Spread out on his left wrist)

Weapons:

Cerberus: This is a custom made 12 inch bulky revolver. By name of the revolver alone, one can assume that its bite is worse than the bark. It's shape is unlike an ordinary revolver probably due to it possessing three cylinders instead of the traditional one. It is also quite bulky in appearance with the barrel being considerably long. Along the barrel the words ‘Sanity is for the foolish’, are etched in red ink. As far as ammunition goes, it is usually loaded with anti-alchemist rounds, armor piercing rounds and burst rounds, the latter being a specially designed bullet that tends to explode when discharged.

Metal plated Coffin: A strange item for a strange fellow, Angel is rarely seen without it. A large six foot metal coffin that is sealed tight and from its appearance is quite terrifying. Decorated with silver Gothic carvings all over it, other than them it is completely black. While perhaps unconventional, however XIII won't hesitate to utilize its bulky mass in combat. What is inside this coffin, is a mystery.

Alchemy specialization: Psychokinesis (Includes, telekinesis, telepathy, mind manipulation, clairvoyance etc)

Appearance: Angel stands at a towering height of six feet and five inches and while not excessively muscular, he possesses a lean and well defined body. However due to his lanky appearance his foes have the unfortunate habit of often underestimating him. Angel has a fair complexion and this coupled with his mysterious persona gives him an attractive albeit devilish charm. His hair is usually left uncombed and often falls below his eyes, though this untidy style seems to reflect his laid back attitude. The roman numerical “XIII” is tattooed and spread over his entire left arm, though that is usually kept hidden along with his eyes. A trademark look which defines him are a pair of glasses, spectacles tinted in heavy crimson that shimmer in the dimmest of lighting. His second most noticeable feature would be the crescent scar spread over his right eye. Both of these features have given him an infamous and intimidating identity within the ranks of A.M.R.O.

He is mostly seen wearing a long red overcoat that has a large black pentagram crafted onto it's back. His coat is usually left unbuttoned and open revealing a black sleeveless skin fit T-shirt through which his strong physique can be seen quite clearly. He choice of trousers are usually black denims or cargos which fall over a thick pair of black ragged combat boots, judging from the condition one could almost assume as if this Angel has strolled out of hell itself and yet they have still retained an uncanny shine.heir shine. He is also always seen wearing a pair of black finger-less gloves both of which have the same pentagram as on the back, though the only difference being the color, which is red.

This Angel of misfortune is always seen maintaining a faint smile on his face, the expression of a gentle and weary soul but then again at a distance anything may appear deceiving. Once his glasses glow in an eerie crimson and his smile warps into a fiendish smirk then only would one gaze into his true nature and the only thing that would be glancing back at them would be torment personified. Yet another strange trait of XIII is that no matter which expression he takes, it almost always reflecting his careless, carefree, lazy attitude which again tends to mislead his foes. His accessories include a golden earring that is pierced in his right ear and a silver bracelet that is always seen on his left wrist, the word, ‘fratello’ engraved in sapphire blue.

Personality: In comparison to his some what intimidating appearance Angel’s personality is quite strange. If sterotyped one would imagine him as the silent, deranged, cold and threatening fellow but his personality is not as simple or restrictive. Angel personality is often contradictory to the situation and at times may act in ways that put his intimidating reputation to shame. Amusing examples include being extremely careless even childish in certain aspects, being forgetful, lazy, socially daft etc. He also has a hyper and cheerful side, cracking jokes in the most inappropriate times while also being extremely lazy, almost always complaining and completing his missions with reluctance.

However it would be important to note while Angel's personality may appear cheerful, light heated and clownish it is usually never directed at anyone other than his partner, the only person he genuinely shows a sense of care, his young foster sister. When it comes to directly dealing with others, he may maintain his usual personality but that comes along with a tinge of superiority and cold, sarcastic and often indifferent remarks. Though when it comes to Reri they are as normal as normal gets, bickering and squabbling which ends up destroying the stereotypical attitude that people assume of the dangerous demon twins. Another characteristic of XIII is his uncanny ability to maintain a lazy sense of calm even when death may seem eminent. The only time he openly shows his fury is when his partner his hurt or put in harms way.

In reality, Angel is but a collection of well formulated facades and he is not afraid to shed them when the situation calls it. At certain moments he may seem cheerful and careless but under certain situations another side of him awakens. He can be a sociopath with an attitude of indifference towards all around him with the exception of his partner. He can be very result oriented and as such be rather manipulative to get what he desires. In fact it is his manipulative mind games have earned him a reputation as a liar and a trickster, hence very few people tend to trust the Gemellie. But despite his arrogance and manipulative ways Angel is also very knowledgeable; in fact he ends up knowing too much for his own good which is why he has a habit of revealing his thoughts until the very end.

Other:

.The Gemellie are often treated as outcasts in A.M.R.O as very few people tend to trust them.

. Angel has 0 % Tolerance for Alcohol taking even a sip will knock him out, yet still he ends up drinking.

. Angel has yet to lose a gamble

. He and Reri also have the habit of leaving or ignoring the battle in the middle of the fight and leaving their comrades to handle the rest.

SECOND CHARACTER

Name: Rena/Rin. Reri (WHEN SAYING RERI I AM REFERRING TO BOTH RENA AND RIN. I will use their separate names when addressing them on an individual bases but when I am addressing both, Reri can be used to decrease the confusion; ya’ll can do the same. )

Nickname: A.M.R.O's little princess, The Prodigy

Team Title: i gemelli di demone (Translation, Demon twins) or more popularly known as Gemellie, (Twins).

Gender: Female

Age: Seems to be around 15

Position: Chrono Asylum

Specialty: Silencer

Code: -VI- (Located on the left side of her neck)

Weapon:

Angel killers: This is the name given to her custom made bulky dual pistols, each around 10 inches long, a beautiful masterpiece. Both pistols are decorated in different colors, each symbolizing an aspect of its wielder. One of her pistols is dark pink with black gems outlining the magazine. Near the middle of the barrel the word ‘Rena’ is carved in bright golden. Her second pistol is black in color and has golden gems grafted along its magzine and the word 'Rin' located on the barrel, engraved in ruby red. It utilizes special anti alchemic bullets with accuracy and range far superior to the mundane weapons of her time. The recoil is also controllable compared to the burst. Her pistols are sheathed beside her boots so as not to arouse any more suspicion then she usually does. When her pistols are attached to her boots, she has a special mechanism built in her them that allow her to fire her pistols. This gives her a very unique fighting style.

Thermal Dagger "Glacier": This ingenious device is created by A.M.R.O's scientific department. The dagger possesses jagged ends that vibrate at extremely high frequencies, so much so that the edges heat up exponentially while the blade itself is made of a special alloy that won't melt from the high thermal output.

Alchemy specialization: Gravity manipulation (Includes increasing or decreasing the weight of any object, crushing things through sheer mass, creating a shield by influencing gravity and to a certain degree effecting space via gravity distortion etc)

Appearance: She stands at a height of five feet and appears to be around the age of fifteen. Her youth quite captivating and this coupled with her innocent and elegant appearance often ends up attracting unwanted attention, a fact she dislikes with a passion. Her hair is jet black, matching her partner’s, with a few purple strands here and there. Her hair is almost always tied into two very long twin tails which fall near her waist, while several short bangs frame her face; this also adds an element of cuteness in her which often leads her foes in underestimating her capabilities. Her skin tone is fair and the roman numerical ‘VI’ is tattooed on the left side of her neck. Yet even this tattoo fails to impress when compared to her greatest feasture, her eyes which have often been dicribed as breath taking. She possesses heterochromatic irises; her left iris is light green in color while her right is bright crimson. This can even be thought as an ironic representation of her split personalities.

She is usually seen wearing a short pink T-shirt that leaves the lower half of her stomach exposed. The left sleeve of her T-shirt is rather long covering most of her hand, as well as the dagger which is strapped onto it, while the right sleeve is rather short just reaching bellow her shoulder. Both her hands are covered by red finger-less gloves along with a bracelet that is always adorned on her right wrist, the word ‘sorella’ engraved on it, in ruby red.

Her favorite choice of lowers are grey camouflage cargo pants and a large black belt loosely strapped around it. Finishing her outfit is a pair of dark, heeled boots with an inbuilt mechanic allowing her pistols to be triggered. Her unique sense of clothing is not for show but to increase combat efficiency.

As far as expressions go it is not too hard to differentiate Rena from Rin, their look says it all. Rena is a bundle of joy always wearing jolly expressions with endless uncontrollable energy. Rin on the other hand is cold and has a somewhat stoic expression, rarely showing any emotions. Though both personalities share a common intimidating factor which is her innocent smile that tends to send a very cryptic sense of unease.

Personality: Due to a troubled past the personality or rather personalities of Reri have been rather complex and the only person who has been able to understand her completely is her partner. Reri has a strange case of a split personality disorder which has divided her personalities in to two, namely Rena and Rin. This tends to make her extremely unpredictable often giving her an edge as her behavior and thinking patterns cannot be perceived. Though it is interesting to note that both Rena and Rin are aware of each others existence and are even able to switch personalities at will and at times can even work this to their advantage by switching excessively hence working in a paradoxical harmony.

When Rena has the dominant personality she is bursting with energy and her hyper and bubbly attitude is much akin to a small child. She is also very curious and once it is triggered she can’t find solace until her curiosity is quenched. Another amusing trait is that no matter what the situation she will always retain a positive and cheerful attitude, possessing the ability to brighten a situation regardless of how grim it may appear. Another unique feature is she is extremely fond of annoying her partner, albeit in a cute childish manner, even utilizing her innocence to her advantage. Rena is also extremely attached to her partner to the point of unease when Angel is away. She is often seen as quite emotional and can get easily upset if teased. However one should not mistake her as frail as she has shown to use her innocence to her advantage, misleading her foes to their slaughter. Like her partner she too lacks a moral conscience when it comes to killing, in fact the Gemellie tend to treat it as a game, a competition between her and her partner. Her most dominant characteristic however is her love for her brother, thos results in her being very protective of him and can get easily angered if someone insults and or hurts him.

Rin is the second of the two personalities and when she is dominant it seems a completely new person has entered the frey. Unlike Rena who is jolly and cheerful Rin is cold and unforgiving. She is also the most mature of the lot, all her actions and thinking being quite rational and calculative, almost mechanical. To her results are what matters and how efficiently they can be accomplished. Unlike Rena she is not emotional in the least, beliving it to be a weakness. She is usually seen behaving indifferent to almost everything and like her partner enjoys mocking and berating others. Rin is rather clever and like Rena she too utilizes her innocent and cute appearance to deceive others. Out of the two personalities she is the most sadistic and even though she doesn't consider killing a game she does seem to enjoy frightening her prey before ending it in a vicious manner. Also like her partner, Rin possesses an arrogance that could rival a king but with the grace and elegance of a swan. Like Rena, she doesn't trust anyone other than Angel and towards everyone beside him she is openly antagonistic. Her strangest characteristic is the fact she considers Angel to be the only person she both loves and hates. At times being quite protective while at other times behaving hostile, though for some reason her partner doesn't seem to mind and regardless shows a sense of genuine affection and care, a fact that tends to irk the Poker faced Chrono. Rin has the habit of being straight forward and always addresses the other by their last names or code, Angel is the only person whom she at certain times calls ‘brother.’

Other:
. Rin has an obsession with pandas.

. Reri is considered to be the youngest member of the Chrono Asylums
Hidden 11 yrs ago Post by Grif of Hearts
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Grif of Hearts Sometimes vaguely amusing

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You didn't keep my edit to the rules. :c

But I'm here. If you need me to repost Alistair and Vail then just give me the word.
Hidden 11 yrs ago Post by Rtron
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Grif!!!

*Attack Hugs*

Now, to see if I can recover Kiara and Maeve CS...because I'm not retyping that anytime soon...
Hidden 11 yrs ago Post by xodus
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xodus Logic Breaker

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Splendid they slowly gather! Muhahahah =D

Also yea guys and gals, just post your Character Sheets.
Hidden 11 yrs ago 9 yrs ago Post by Rtron
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Name: Maeve.

Team Title: Bean Sidhes(Banshees.). Sometimes called Sirens, though Maeve hates that title. With a passion.

Gender: Female

Age: 25

Position: Asylum

Specialty: Silencer

Alchemic Style: Combination of Vocem and Motem. Primarily uses Vocem.

Asylum Code: XXII(22), located on her right palm.

Weapons: The Morrigan: A trio of knives cloaked in anti-alchemic substance. Black handled and plain, their only distinguishing feature is the names carved on either side of each of them. Macha and Fury. Nemain and Frenzy. Badb Catha and Battle Crow. Macha is small and hidden in Maeve's boot, used for throwing. The other two are hidden against her back, in easily accessed sheathes. The handles have hand scanners, and if anyone but Maeve, or someone she's given permission to, tries to pick them up the handles shoot out two inch spikes to, ah, persuade the unwanted handler to let them go. To prevent this from happening, one would have to know what to say to the knives beforehand, deactivating the spikes through a verbally delivered code. What? Maeve is very protective of her knives.

Arwan: A sawed off shotgun, that can switch between slug and pellet ammo(all coated with anti-alchemic substance) at Maeve's discretion, that can automatically reload itself through a clip system. Beneath the barrels, a metal spike can shoot out. Once fully extended, two barbed hooks pop out, preventing anyone unfortunate to be caught in it from escaping without severe pain and hassle. Hidden in her jacket.

B.S.C(Bean Sidhe Collar): This lovely little device goes around her neck, and too the casual observer it's just a choker necklace with an emerald jewel. But, in reality, it's much, much more. Hidden by the jewel, is a small device that amplifies the voice of the user, in this case her screams. Vocally activated, it can be set to three levels. Level one being simply stunning those caught in it's blast, level two causing damage to eardrums and sever disorientation, level three hitting them as an actual physical force. To protect her own ears, she has another device that activates along with the B.S.C and filters out the screams.

Alchemy specialization: Osteokinesis(limited to her own bones).

Appearance: Standing at 5'8 Maeve is taller than her partner by a good 4 inches, with shoulder length red hair, cut carefully to keep from falling in front of her emerald eyes. Her skin is tan from years out in the sun, accenting her curved figure which hides a layer of muscle, which contrasts with her face that's usually set in an impatient gaze, excitement glimmering in her eyes. Of course, her figure is usually lost in what she wears, that being a zipped up leather jacket over a green short sleeve shirt, dark blue jeans jeans, and work boots that easily hide Macha. She tries to keep her clothing in relatively good condition, despite her abilities, and as such all the tears in her clothing has been sewn up. Her clothing is covered in sewn up tears.

Easily the most notable part about her, and what gets her identified most often, are the tattoos that start above her right eyebrow and trail down the right side of her face(while never going beneath her right eye) to her neck, before disappearing beneath her shirt, going towards both her back and torso. The tattoos return briefly on her right arm, ending just below her elbow. They appear to be Celtic in nature, just more evidence of Maeve's interest, some would call it unhealthy obsession, in Celtic mythology. Her hands, arms, legs, feet, are all covered in circular scar holes, where her Alchemy was put to use.

Personality: Loud, boisterous, flirtatious, vengeful, Maeve lives up to her chosen name.

The world will not bend at her request. She must make it. Thus, that leaves little room for 'compassion' or 'mercy', or any other similar emotions. They invited weakness, allowed others to slip through your armor and then shove a knife between your ribs. Best to have a lively shell to keep others at bay than to let them in, let them hurt her again. Besides, life was meant to be lived quickly, forever on the fast lane! As such, she's twitchy. Fidgety. She can't sit still for any period of time, and always has to be moving. To her, there is no down time. There's only the next objective to be reached, be it one of her own making, or one given to her from A.M.R.O. She also sees the world in a very..black and white fashion. You're either an enemy, or you're a friend. There is no middle ground. As such, she'll jump to conclusions, and possibly outright attack someone(no matter what she knows about them) if they anger her enough.

Other: Her name isn't her birth name. Rather, she chose it.

Maeve has an obsession with Celtic mythology.

Similar to her namesake, Maeve has a high tolerance for alcohol.

~SECOND CHARACTER~

Name: Kiara.

Nickname/Title: The Shadow Queen.

Team Title: Bean Sidhes(Banshees.) Sometimes called Sirens, though Maeve hates that title. With a passion.

Gender: Female

Age: 26

Position: Asylum

Specialty: Hunter

Alchemic Style: Combination of Vocem and Sigillum. Primarily uses Sigillum.

Asylum Code: XXI(21), located on her left palm.

Weapons: E. L. G(She won't explain what this means. Not even to Maeve): A bolt action rifle, made so that it can easily be broken down into two pieces and just as easily rebuilt. It's bullets are coated in Anti-Alchemic substance, naturally. All in all it appears to be fairly mundane, except for the letters ELG carved into the side of the rifle.

Her only other weapon is a simple pistol, nameless and used when ELG would take to long to use.

B.S.C(Bean Sidhe Collar): This lovely little device goes around her neck, and too the casual observer it's just a choker necklace with a sapphire jewel. But, in reality, it's much, much more. Hidden by the jewel, is a small device that amplifies the voice of the user, in this case her screams. Vocally activated, it can be set to three levels. Level one being simply stunning those caught in it's blast, level two causing damage to eardrums and sever disorientation, level three hitting them as an actual physical force. To protect her own ears, she has another device that activates along with the B.S.C and filters out the screams.

Alchemy specialization: Kiara's specialization is Shadow Manipulation(Note: Shadows, not darkness. Therefore, to use her ability, she needs to have light to cast shadows.). Specifically,she gives a sort of sentience to them, allowing them to be smart enough for what she needs to use them for. She uses them as eyes and ears for tracking prey(literally, she can see and hear everything her shadows can at a whim. If she has too many out, and can't stand that much information coming in, they can communicate with her through telepathy), or makes them into shadow objects (Like weapons and armor. Or chess pieces.) Due to her insistence upon keeping Eric out at all times, however, these things are only temporary.

Appearance: Having Pale Skin, sharp, angular features(which are usually set in a smile), sapphire eyes, brown hair and given her choice of clothing, Kiara has been known to scare small children. Or at least, that's what she likes to tell people.

Regardless, it's rare to find her without her trademark black clothing and hooded cape. Black jeans, black long-sleeved shirt, black sneakers, perhaps it's a personal preference, or perhaps she's playing up the fact she primarily uses her alchemy to manipulate shadows, whatever the reason, she is almost never found without black everything. Generally, she is most often recognized by her black hooded cape that stops only a few inches above the ground, and can be tied to cover her entire body. This is her primary way of hiding her rifle in separate pieces. The cape is usually tied in a loose not so it can be easily shed and removed in battle.

When she isn't in battle, or having a reason to disguise the rifle pieces strapped to her legs, the cape is generally settled on her back, like a dark, female, superman.

Personality: While not quite as...flamboyant as her partner, Kiara is certainly a unique personality.

Cheerful, in an almost unsettling manner, she sees everyone as a friend. Or at least, a friend to be made. Unless they're targets. Then they're only playthings until either she or Maeve kills them. A pity, really. She is much more cautious and calm than her partner, often stopping Maeve from rushing in or letting her anger get them into situations they couldn't get out of. She also has a much more compassionate and merciful streak than her partner. While it hasn't stopped her from killing targets, she still feels pity for them and does her best to make the kills quick and clean. Kiara bickers with Eric quite a bit, albeit quietly when the time comes.

Other: Kiara's rather fond of chess.

Kiara's own shadow is rather peculiar. It's the only one she has given a constant sentience to, and it looks nothing like her. Taller, bulkier, definitely masculine. Calls him Eric. And she chats with him like an old friend, as if she didn't give him sentience through her shadows and he was a real person.
Hidden 11 yrs ago Post by Grif of Hearts
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The lack of colour on this forum is disturbing. I demand it be fixed.

Sign up sheet 1 ~

Name: Alistair Julius Delacour.
Nickname/Title: Ali. Dr Jekyll.
Team Title: The Broken Pendulum.
Gender: Male.
Age: 32.

Position: Asylum
Specialty: Sniffer.
Alchemic Style: Motem (primary). Sigillum (secondary)
Asylum Code: LV (55) printed onto his right cheek.

Weapons: The primary weapon of Alistair is a pink umbrella the same shade as his suit, a black metal shaft with a cream ivory handle known as Piper. He often walks with it like a cane when it is not raining, striding along with the head of the umbrella clicking against the floor. Despite being made of a particularly sturdy metal, Piper does not possess any qualities particularly unusual or unique for an umbrella. Despite this it is still Alistair's primary weapon, using it to block and parry sword blows with ease.

Beneath the left arm of his suit is a bracer, thin and flat leather straps that hold a mechanical device along the underside of his forearm. Styled with ivory and decorative silver, Braise is a short barreled firearm that fires a small calibre shot. While pretty to look at, Braise is useless in the hands of a non-alchemist. It does not contain the mechanisms to produce a spark and is capable of firing only one shot before having to be reloaded, technically. Alistair’s alchemy specialisation can mitigate these issues, allowing a constant flow of bullets into the weapon and enough force to produce a spark and fire it, thus allowing a consistent rate of fire with minimal effort.

Alchemy specialization: Access to the Pocket Dimension. The ability to locate the pockets that close gaps between worlds is a rare skill. Even rarer for one to be able to draw something from it. Alistair delves into the gaps between worlds and is capable of drawing small objects from them at a whim.

Appearance: Tall and lanky, Alistair stands over six feet tall and is so out of proportion that he may as well be a cartoon. His limbs are long and thin with bony joints that seem to be in all the wrong places. Yet he manages to command a surprising degree of grace over his clumsy frame, looking far more dignified than most would. His skin, naturally pale from years out of the sun, helps to define his angular features and give him an appearance long beyond his years. A pair of grey, silvery eyes peer out from behind the light blonde locks that spill from the top of his head, brushed neat and kept tidy but a little too long to be entirely successful. His jawline is, usually, kept closely shaven.

The styles of a gentleman gone mad, Alistair is no stranger to standing out in the crowd. His attire consists of a three piece suit, although not in the blacks or browns of common businessmen. Oh no. While his dress shirt may be a pristine white and his tie may be scarlet red his blazer, waistcoat and trousers are a striking pastel pink. His shoes and leather belt are a dark black, rather unremarkable in a sense although the outsole of his shoes matches the pink of his suit. His pocket square is a bright red, the same colour as his tie.

Personality: Alisair takes after his father. His father, his progenitor and tutor, was an eccentric man with far more money than sense and a taste for the bizarre. Funded by his vast wealth, his father’s expeditions into the unknown and antics on stage were legendary and always kicked up a storm. Alistair has spared no expense copying the man to the letter in his ambitions and habits. He is a complicated menagerie of spontaneity, ridiculousness, upper class habits and on rare occasions even his intelligence begins to show. Most will learn quickly that the first three are far more prominent features of his. Alistair remains light-hearted and cheerful through the worst of times, rarely ever falling past a state of quiet sardonicism and always keeping up his almost regal sense of charm. It is this flamboyant, larger than life nature that makes him what he truly is. Alistair is a natural born showman, eager to take on the world and give it its most exciting performance yet with nothing more than Piper and Braise by his side and the entire world in his pocket.

Sign up sheet 2 ~

Name: Vail Veronica Hyson
Nickname/Title: Pet. Miss Hyde.
Team Title: The Broken Pendulum.
Gender: Female.
Age: 27

Position: Asylum
Specialty: Silencer.
Alchemic Style: Motem (primary). Vocem (secondary)
Asylum Code: LX (60) printed onto her left cheek.

Weapons: Henry and Eddie are weapons that most can use but few can master. They are gauntlets of iron and steel, wrapping tightly around Vail’s hands and ensuring that every swing she makes will have twice the impact through the use of a series of surprisingly complex pistols and joints. While both grey Henry, the left gauntlet, has a royal blue stripe painted along the knuckle and Eddie, the right gauntlet, has the same but in a scarlet red. While the fingers are thick and clumsy and the weapons themselves are uncomfortably heavy they provide Vail with great strength and, with a little bit of preparation beforehand, can be modified to apply various effects on impact. One of Vail’s personal favourite is a pressurised anti-alchemical substance which can be propelled in an aerosol form, weakening any who breathe in the substance.

Alchemy specialization: Physical enhancement, specifically in the realms of speed and strength. Vail can, through the use of her alchemy, push her body to peak human condition and occasionally beyond the realms of normal human limits, turning her body into a weapon of its own.

Appearance: Vail is a being composed of very lightly tanned skin, once incredibly pale, wrapped around a tall, well curved and surprisingly muscular figure. Thick black locks fall from the top of her head which would fall down to her elbows and lower back if it were not tied back, held up in a neat bun to keep it all out of her eyes. Both of which are a pale olive, flecked with grey. A few lighter shades streak through Antea's hair such as strands of bright orange hair that fall from her head amongst the black, quite obviously dyed such a colour. With a life of falling into trouble she is not without a few scrapes and bumps from previous encounters, mostly on her chest where she’s had to have a few operations to fix broken ribs. Despite this her features are, for the most part, soft and subtle unlike the angular features of her companion. Not necessarily pretty but charming in a sense.

Most often seen with thick boots for walking wrapped around her feet, the rubber along the soles being worn and dented and the steel toe-caps damaged with what look as if they could be teeth marks, Vail’s clothing has an air of rugged practicality to it. One of the shoe laces is a brilliant bright white, her attempt at finding a suitable replacement lace. Thee-quarter-length black jeans coil around her legs reaching to just above where her boots end, the cuffs frayed and the knees scratched. The jeans were once torn just above her right knee, which has been “temporarily” (Vail's word for permanently) covered by tying a large orange bandanna around it. A plain dark grey shirt with a v-neck covers her torso, a faded white logo across the chest, and a deep black jacket is worn above it. The left arm which would have gone right down to her wrist has been completely torn off, the stitching frayed and torn, with the edge of her shirt sleeve showing.

Personality: Have you ever found an issue you couldn’t solve with brute force? A situation that didn’t warrant a few punches, a kick and a huge lack of self-control? Vail hasn’t.

One could easily describe Vail as childlike. She has a voracious appetite for the unknown, fuelled by curiousity and an immature wonder that most have long since abandoned. The world is her playground, the people her pawns and life a game that she would like nothing more than to play. Her excitement and enthusiasm are enlightening, even to Alistair who will admit that he has a soft spot for her antics. Vail is emotionally driven and easily twisted by the moment, and while her happiness is often in abundance it can easily turn. At her worst she can be angry, selfish, aggressive (arguably a good trait in Alistair’s mind) and spiteful. She can only be described as unpredictable, a loose cannon that struggles to be put under control.
Hidden 11 yrs ago Post by Rtron
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Rtron

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Grif of Hearts said
The lack of colour on this forum is disturbing. I demand it be fixed.


All in due time...Chrono revived first(Dark Souls references and all!), then color. :P
Hidden 11 yrs ago Post by Grif of Hearts
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Let us engage in jolly cooperation (to drag people into the roleplay kicking and screaming)!
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Rtron

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Grif of Hearts said
Let us engage in jolly cooperation (to drag people into the roleplay kicking and screaming)!


They will learn to be as grossly incandescent as us!(as in,slightly demented, but good overall!..mostly.)
Hidden 11 yrs ago Post by xodus
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Stop scaring away teh customers you fools! <.<

Spots still open, hurry hurry get em while their hot.

Oh and goes without saying, both of your characters are accepted. =P
Hidden 11 yrs ago Post by Azurian Dream
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Azurian Dream The Returned Wanderer

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Lovelyanastasia Told me this was quite the rp so I think I will try for it this time around. Expect duo CS's soon x3.
Hidden 11 yrs ago Post by Rtron
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Cool!
Hidden 11 yrs ago Post by xodus
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Splendid! Can't wait for your character sheet. =)
Hidden 11 yrs ago Post by Vox Angelis
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Ah, that sounds like a great RP to me!

Expect CSs to appear later today (after Monday Night Raw).
Hidden 11 yrs ago Post by Rtron
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Rtron

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Goood...Join us in the hell that is Blighttown!

I mean, welcome! You'll have a great time and in no way will go insane, mad, demented, evil, twisted, sadistic...the list goes on!
Hidden 11 yrs ago Post by Azurian Dream
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Azurian Dream The Returned Wanderer

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Rtron said
Goood...Join us in the hell that is Blighttown!I mean, welcome! You'll have a great time and in no way will go insane, mad, demented, evil, twisted, sadistic...the list goes on!


But what if I want to do all those things OWO?
Hidden 11 yrs ago Post by Vox Angelis
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kingdomkeylight said
But what if I want to do all those things OWO?


Yeah, I want to be part of the insanity too!
Hidden 11 yrs ago Post by xodus
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-Evil laughter-

Both of you have passed the test! >=D Now lets your minds sway to the symphony of madness which we shall weave.
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xodus Logic Breaker

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My characters have been updated. They are on the second post.
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