Credit to @fallenreaper for the lovely banner
"In a world of madness, is sanity for the foolish?"
Introduction
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, eventually all hell broke out and a war surfaced unlike any other, that threatened both the alchemic and mortal worlds. However the aftermath gave birth to the real threat, 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 to that which is about to come!
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, eventually all hell broke out and a war surfaced unlike any other, that threatened both the alchemic and mortal worlds. However the aftermath gave birth to the real threat, 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 to that which is about to come!
Roleplay Mechanics
These 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 straitjacket 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 (or 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. A trait of Asylums is the fact they are mentally linked with their partners, hence all Asylums are deployed in teams of two. The purpose of this link is to stall the affects of insannadiction. However all Alchemists are not able to go through the linking process, it is due to this another type of soldier exists within A.M.R.O, the unlinked. As the name suggests these are the Alchemists within A.M.R.O who are unable to be linked to another and as such are deployed as a solo unit and are thought of as a risk and looked onto with great apprehension.
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 possess 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 possess 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 possess 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 possess a more active personality due to their training which states, all that lives seeks to stagnate hence you keep moving.
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 possess 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 possess 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 possess a more active personality due to their training which states, all that lives seeks to stagnate hence you keep moving.
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.
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.
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 (main style of casting) and one secondary.
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 (main style of casting) and one secondary.
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:
If any of these rules are broken the penalty is instant death.
- 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 instant death.
The Plot Thickens
Chapter 1: Prelude to Madness
Location: Innocence (the Asylum Academy)
Enemies Encountered: The prisoners, Joux, Vile(Ben), Insane(Julie)
Status: Finished
Location: Innocence (the Asylum Academy)
Enemies Encountered: The prisoners, Joux, Vile(Ben), Insane(Julie)
Status: Finished
Chapter 2: The Tainted Crest
Location: Peralta estate
Enemies Encountered: TBA
Status: Started
Location: Peralta estate
Enemies Encountered: TBA
Status: Started
Character Sheets & General Rules
Rules for New Applicants – Character Creation
Rule 1: Refer to the list of accepted characters before creating your own.
Rule 2: All applicants can choose to create a team consisting of two Linked Asylums or one Unlinked. However, the GMs recommend that players, who are new to Advance (level) roleplaying, ought to start with an Asylum Team instead of an Unlinked.
Rule 3: Only the GMs are allowed to create Chronos. Being an Asylum doesn’t mean your character is weak; it just means that you can’t use a level 1 cast and you must get permission to use a level 2 cast.
Rule 4: The history section is optional in your CS, but everyone will have to reveal their characters’ history sometime during the course of the RP (important information such as characters’ motives, allegiances and reasons for joining AMRO). However, these ideas will have to be approved by the GMs first.
Rule 5: All players will have to come up plan a character arc eventually, so please feel free PM the GMs with your ideas or questions.
Rule 6: Your character’s weapons must be concealed, because Asylums are covert agents.
Rule 7: None of your character’s weapons should have special alchemic properties.
Rule 8: If you wish to reserve a spot for the next chapter pm us and mention "Hail Sithis" on top of your CS (or at the start of your PM) so we know you have read the rules and agreed to follow them.
Rules for Accepted Players – IC
Rule 1: You have to restrict yourself to level 3 casts.
Rule 2: All asylums share a telepathic link and can communicate with other asylums telepathically.
Rule 3: The maximum is 2000 (with some leeway, of course).
Rule 4: Players allowed to have 3 characters (1 team consisting of 2 Linked Asylums and 1 Unlinked). However, players with 3 characters will have to choose whether they want to play their team or their unlinked at the start of each chapter. Any player flouting this rule will lose this privilege.
Rule 5 (linked to Rule 4): As each player can only have 1 team, please kill or retire your team before creating a new one. Just remember their Asylum codes and alch-specs will be available for anyone wishing to create a character once your team gets their send off, so call them if you wish to reserve these powers again. It shall be on a first come first basis!
Rule 6: Players can create NPCs, but they must PM the GM and Co GM their outlines before using them in IC. These NPCs are not allowed to have specializations from the banned list, the GM/Co GM reserved list or the active players' specializations list.
Rule 7: We are no longer going to make it compulsory for you to tell us your character's inventory (bullets, bombs, chemicals, etc). However, if you abuse this freedom, the GMs will send you a love letter via PM.
Other Niceties – OOC & PM Convos
Rule 1: Always ask questions when you are unsure about anything (IC, OOC or CS). We don't bite.
Rule 2: The GM and Sub-GM have the right to deny your acceptance in this RP based on your sign up.
Rule 3: This RP will follow a chapter system and if someone wishes to quit or join they should wait till the next chapter – bonus brownie points for those who abide by this rule!
Rule 4: We wish to stick to an 8 player cap per chapter, but we may allow additional players to join. This is a strictly case by case basis. Please check the players list further down to see if you have been accepted.
Rule 5: These rules are reviewed regularly, but they are more or less absolute!
Credit to Mikael (@Rumplestiltskin) for layout
Name: ...your name!
Official 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 21 and under 40.
Position: Asylum or Unlinked
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: 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 2 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.
Name: ...your name!
Official 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 21 and under 40.
Position: Asylum or Unlinked
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: 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 2 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.
Banned
- Thought Projection
- Instant Regeneration
- Space and Time*
- Nova
- Molecular*
- Molecular Level Deconstruction and Reconstruction
- Ability Mimicking
Off Limits (GM and Co-GM Chars)
- Blood*
- Darkness*
- Ice/cold*
- Geometric Perception
- Gravity*
- Psychokinesis
- Barrier (incl generation and manipulation)
- Power Absorption
- Disintegration
- Teleportation
Active Characters
- Electric Affinity* (Cade, Owned by: Fallen)
- Water Affinity (open)
- Ferrous Substances (open)
- Pyrokinesis (Open)
- Osteokinesis* (osteo refers to bones) (Maeve, Owned by: Rtron)
- Shadow* (Kiarra, Owned by: Rtron)
- Enhanced Reflexes (Open)
- Titan's Might (Self-Enhancement i.e. super strength and speed) (Open)
- Rock* (Keith, Owned by: Kirra)
- Animal Shifting (AJ, Owned by: Kirra)
- Science/Information* (Ethan, Owned by: Mika - Dude behind the CS format!)
- Aeriform* (Ilana, Owned by: Mika)
- Paper (Open)
- Ink* (Reserved)
- Transitive alchemy (Raytheon by Yosh)
- Muse Alchemy (Alcera by Celaira)
- Durability enhancement (Dancer by Drifting pollen)
- Light manipulation (Song by Drifting Pollen)
- Momentum manipulation (Samad by Fallen)
New Applicants (Reserved List)
- Teleportation (By Ryvver)
- Ink manipulation (By Fallen)
Selecting an Asylum Code
- Do not take any number listed below because they belong to someone's character
- Partners should not have consecutive numbers, because that is ultra rare
- Even NPC Asylums should have their own unique Asylum Code
- Use this site to help you craft your number, if needed
- Codes in yellow belong to a pending applicant (they are also off limits)
0-XII (Reserved for Chronos/GM & Co GM): VI (6, Reri)
XIII-XX (13-21): XIII (13, Angel), XIX (19, Omari)
XXI-XXX (21-30): XXI (21, Kiara), XXIV (24, Renault)
XXXI-XL (31-40): XL (40, AJ), LXIV (44, Elliot), XLIX (49, Yvonne)
XLI-L (41-50):
LI-LX (51-60): LII (52, Maeve), LIV (54, Cameron), LV (55, Alistair), LX (60, Vali)
LXI-LXX (61-70): LXIX (69, Geko)
LXXI-LXXX (71-80): LXXVI (76, Alice)
LXXXI and Above (81 and above): CX (110, Keith), CXXIII (123, Sparks), CLXXVII (177, Barnabas), CCXII (212, Bits)
Players & Their Characters
Submitted Applications
Recruitment Start Date: 25 June 2015
Player ID: @xodus
Team Name: i Gemellie dei demoni [view sheet]
Members: Angel and Reri
Status: Accepted
Player ID: @ryver et rhine (Ryver)
Team Name: Shock and Awe [view sheet]
Members: Cameron Skala and Omari
Status: Accepted
Player ID: @yoshua171 @Celaira
Team Name: Psychosoma [view sheet: 1]
[view sheet: 2]
Members: Raytheon, S(eth). Abelli and Alcera Strisirin
Status: Accepted
Play ID: @Rtron
Team: Bean Sidhes (Banshees)
Members: Maeve and Kiara [view sheet]
Status: Accepted
Player ID: @Fallenreaper
Team: Experimental
Members: Samad Armir and Cade Markell
[view sheet]
Status: Accepted
Player ID: @Rumplestiltskin
Team: Mischief Maven [view sheet]
Members: Ethan and Ilana
Status: Accpeted
Player ID: [@DriftingPollen]
Team: Song and Dancer
[View Sheet]
Status:Accepted
Player ID: @Kirra
Team: Midnight Sun
Members: Keith Hanson and AJ Bennett [view sheet]
Status: Accepted
Player ID: @xodus
Team Name: i Gemellie dei demoni [view sheet]
Members: Angel and Reri
Status: Accepted
Player ID: @ryver et rhine (Ryver)
Team Name: Shock and Awe [view sheet]
Members: Cameron Skala and Omari
Status: Accepted
Player ID: @yoshua171 @Celaira
Team Name: Psychosoma [view sheet: 1]
[view sheet: 2]
Members: Raytheon, S(eth). Abelli and Alcera Strisirin
Status: Accepted
Play ID: @Rtron
Team: Bean Sidhes (Banshees)
Members: Maeve and Kiara [view sheet]
Status: Accepted
Player ID: @Fallenreaper
Team: Experimental
Members: Samad Armir and Cade Markell
[view sheet]
Status: Accepted
Player ID: @Rumplestiltskin
Team: Mischief Maven [view sheet]
Members: Ethan and Ilana
Status: Accpeted
Player ID: [@DriftingPollen]
Team: Song and Dancer
[View Sheet]
Status:Accepted
Player ID: @Kirra
Team: Midnight Sun
Members: Keith Hanson and AJ Bennett [view sheet]
Status: Accepted
Reserve List
The following players will be rejoining our family in the future!
Please let the GMs know, if they missed out your name. Thanks!
Character Colors (IC Post)
Rtron's Characters: Kiara's color is [color=drabolive]drab (snarky) olive[/color] and Maeve's color is blood red
Grif of Hearts's Characters: Alistair's color is hot pink and Vali's color is deep pink
Baku's characters: Elliot's color is deep sky blue and Renault's color is orange red
Shy's characters: Sparks's color is corn flower blue, Bits's color is slate blue and Dancer's color is light steel blue
Ryver's characters: Cams's color is dark khaki and Omar's color is cyan
Rumple's characters: Ethan's color is yellow and Ilana's color is lawn green
Kirra's characters: AJ's color is thistle and Keith's color is tan
Grif of Hearts's Characters: Alistair's color is hot pink and Vali's color is deep pink
Baku's characters: Elliot's color is deep sky blue and Renault's color is orange red
Shy's characters: Sparks's color is corn flower blue, Bits's color is slate blue and Dancer's color is light steel blue
Ryver's characters: Cams's color is dark khaki and Omar's color is cyan
Rumple's characters: Ethan's color is yellow and Ilana's color is lawn green
Kirra's characters: AJ's color is thistle and Keith's color is tan
Missing/Kicked Players
The following players have left CA for one reason or another!
Player ID: @Seeker
Team: Team Dyad
Members: Haster Rekj and Velva Adair [view sheet]
Status: MIA
Player ID: @Ink Blood
Team: The Inquisitors [view sheet]
Members: Barnabas and Alice
Status: MIA
Player ID: @Ciphra
Members: Yvonne Allaire and ???
Status: MIA
Player ID: @Seeker
Team: Team Dyad
Members: Haster Rekj and Velva Adair [view sheet]
Status: MIA
Player ID: @Ink Blood
Team: The Inquisitors [view sheet]
Members: Barnabas and Alice
Status: MIA
Player ID: @Ciphra
Members: Yvonne Allaire and ???
Status: MIA
Notable NPCs
Chapter 1: A Hound's Worth
Name: Joux
Position: Zero Number (Traitor and wanted fugitive)
Status: Alive
Intro Chapter: Prelude
Creator: @xodus
Position: Zero Number (Traitor and wanted fugitive)
Status: Alive
Intro Chapter: Prelude
Creator: @xodus
Announcements & Important Dates
Our RP Milestones
Chrono Asylum is Reborn: 25 June 2015
Chrono Asylum 1st Chapter Start Date: 10 Jul 2015
Chrono Asylum is Reborn: 25 June 2015
Chrono Asylum 1st Chapter Start Date: 10 Jul 2015
25 Jun-11 Jul 15: Anyone interested to join the roleplay, please submit your CS by Friday (3 July, 2015 @ 23:59 PM). If you need an extension, please drop a message in the OOC to let Xodus and Ryver know. Thanks!
Current Announcement: Players interested to join in the next chapter should PM Xodus and Ryver to reserve a spot. Thanks!
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