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    1. Maiden 11 yrs ago

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Hi hi hi there ladies and gentlemen, boys and girls. I am Maiden, aka Maiden of a Million Words. I've been a member of RPG since 2010, and before Guildfall I was a notorious long-poster with a post count over 3000. In recent years since I haven't done much roleplaying; I don't trust myself to post consistently for long periods of time. Instead, I've been writing short stories and novellas whenever I feel the urge to make magic with twenty-six letters. Still, fond memories and a sense of nostalgia keep me coming back to the ol' Guild... even if all I do is post a new signature set and have a bit of a read through Advanced.

I'm a middle-aged female currently living in the Southeastern United States. I have a pretty average/boring clerical job. In addition to writing and roleplaying I enjoy hiking, horseback riding, shooting, graphic art and napping. If there's something you'd like to know, feel free to PM me and ask... I'll get back to you eventually.


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There are an infinite number of dimensions, and in these dimensions an infinite number of worlds. On these worlds are unimaginable numbers of life forms going about their cosmically tiny existences. From this incredible diversity, there are bound to be a few poor souls with an unfortunate combination: exceptional physical or mental gifts… and madness.

It’s not as rare as you’d think for superhumans (or werewolves, cyborgs, deep space aliens, demons, zombies, angels, dinosaurs, and so on) to completely snap under the burdens of their extraordinary lives. Ever wonder what we’d do with Superman if he flipped his lid and started destroying cities?

Two words: Osmond’s Institute.

Thanks to some pretty exceptional, cutting edge, we-might-not-actually-know-how-it-works technology, the Institute is uniquely blessed with the ability to admit patients from all points in space and time. Though we seem to get an unusually large number of patients from Earth-like worlds, more than a few are from distant futures or ancient pasts. Some are completely synthetic, some have synthetic bits. But one thing they all have in common is that their unique talents or abilities make them too dangerous to be housed and controlled on the world in which they originate.


The Distant Past of Osmond’s and Orrace

Long ago, and less far away than you would think, there was a man by the name of Horatio Osmond. He was a brilliant scientist, and discovered a means of not just interstellar, but interdimensional travel… though it was largely by mistake. Luckily, he wound up in a time and place where he found scientists from worlds unimaginable to you and me, and they helped him perfect the method. He would eventually discover (with their help) how to create an entire dimension, whole unto itself.

It was a very small dimension, to be sure, but basically a perfect replica of a slice of Earth. Initially, Horatio intended to use his creation to house political refugees from a multitude of points in time and space. It was only a matter of months before the entire dimension was nearly torn apart by someone who really wanted a particular asylum-seeker. Since Horatio was a genius and all, he figured that it would be a great cover to open an interdimensional insane asylum in the dimension. Unfortunately, once he opened the asylum and the committed lunatics started arriving, most of his political refugees took flight to parts unknown.

Since that time (several hundred years ago), Orrace has housed both Osmond’s Institute and the town called Orrace. (Nobody really knows why it’s named that. Horatio was a genius, but very odd.) The town is occupied by between 20,000 and 30,000 people. These people are descendants of Institute workers, descendants of the original refugees who didn’t think the mental hospital was bad enough to make them leave, or descendants of recovered mental patients. Though the Institute itself is capable of housing literally all forms of life, the atmosphere and gravity in Orrace’s natural environment is only conductive to beings who can survive in an oxygen atmosphere. As a result, many are human or humanoid: humans, vampires, werewolves, shapeshifters, mages, paladins, goblins, orcs, trolls, centaurs, minotaurs, and so on. There are also a few dragons, a significant population of anthropomorphic creatures, Elves, fae and faeries ranging in size from less than a foot tall to normal human proportions, more than a couple animals who are capable of carrying on conversations with passersby. They have electricity and sewage, of course. They also have a shopping mall, a hospital, grocery stores, gas stations, fast food restaurants, and several other sorts of places that it’s difficult to explain and more difficult to believe. For instance, there is a Wal-Mart, but it’s a great cavernous place that looks more like an indoor bazaar than the Wal-Marts you see in our dimesion. It sells things like bottled blood, livestock, produce that behaves as if it’s alive, tubes of creams labeled in languages specific to bizarre dimensions, and many similarly strange items. The titles of Orrace Hospital’s doctors are things like Biomechanical Implant Expert, Lupian Internist, and Fae Curse Removal Specialist.

Osmond’s Institute stands on a hill overlooking the town of Orrace. It is probably capable of housing an excess of 2,000 patients, though it appears small. The secret is that a large portion of the Institute exists underground, built downwards into the hill. Many of these levels house life forms that can’t tolerate the atmosphere above. Exactly what technology exists to accommodate these patients is known only to the Institute’s Administrator. This Administrator is always a member of the Osmond family, and the tradition is to pass the position from father to son.


The Administrator

Not much is truly known about Morgan Osmond among the patients and staff. They know what he looks like: six foot tall, lanky, with dark brown hair and deep, shifting violet eyes. He might have been handsome if it wasn’t for the terrible good humor in his face. It’s not difficult to decide from his word and manner that he’s probably one of the creepiest creepers who ever did creep. Morgan’s job was handed down to him by his father, Milton Osmond, and even though Morgan’s been running the place for nearly seventy years now… he still looks to be no older than his early thirties. It’s only disturbing because as far as anyone has ever known, the Osmond family is strictly human. It’s generally assumed that Morgan is unmarried and childless, as no one in the Institute has ever seen a woman or child in his company. Though it’s entirely possible he has a whole family locked away somewhere in Admin, we consider this highly unlikely.

Morgan rarely leaves the Administration Wing these days. The only time he communicates with staff anymore is to send them handwritten or typed messages to demand that they do some pretty unethical and distasteful things to their patients. All the members of the staff who have spoken out against these new practices have been fired or …worse… simply disappeared. Patients, too, have started disappearing. They mysteriously lose consciousness, never to awake. They’re then transported somewhere into the windowless rooms of the basement and not ever heard from again. When this happens to a patient, nothing is ever said to the patients who knew them, under the pretense that medical information can not be discussed without a release. Staff are told only that the nature and source of the problem are unclear but the Institute’s research team is diligently working on deciphering and rectifying the trend. Furthermore, while a hundred years ago the Institute was turning out at least ten recoveries a year, in the past fifty years only three patients have been released in good health.

Down below, in Orrace, unbeknownst to the patients and staff, rumors run wild about the sudden silence on the hill. After the exodus of staff from the Institute, all contact with the rest of the dimension was cut off. Phone calls to the place always result in a busy signal. The few attempts made to go up the hill and speak with Morgan in person were barred at the first gates by the guards. Three times in the past, things have gotten so out of hand at the Institute that horrors have spilled over into Orrace. The residents of the city are holding their breath, quietly preparing for a fourth storm… one they hope won’t actually come.


Physical Descriptions of The Institute’s Premises and Interior



A one-lane gravel drive winds back and forth up the hill to get to Osmond’s Institute. For the first half of the journey, the road passes through undeveloped woodlands. At the halfway point a driver will cross through a double line of twelve foot tall chain link fence topped with coils of razor wire. This fence is not visible through the trees from any of the Institute’s windows, though it circles the base of the hill completely. The last third of the trip (and the top third of the hill) have been stripped of the natural forest covering. First there is an eight foot tall hedge, nearly six feet wide. The plant looks like some strange cross of holly, acacia and thistle. (In other words, it’s green and leafy but covered in eight different sizes of thorns and spines.) Next is the ten-foot, ornate stone wall. The wall and hedge also circle the hill and are clearly visible from inside the Institute. Within the wall there is only manicured lawn.

There is a speakerbox and automatic gate at the stone wall. The double gate near the bottom of the hill is guarded by four men, 24/7.

The building itself is surprisingly unimposing. It appears to be at least three stories high all the way around, with a fourth floor which exists only in one area of the building. It is made of a pale yellow stone accented in white, which has grown dingy and chipped over its long years. All the windows and glass look shiny and new, however… and they also have a very subtle but completely effective one-way tint so it is impossible to peer in. The tint is almost impossible to see from within looking out, but some creatures with highly sensitive vision may be able to discern it. The windows also have alloy frames that are basically unbreakable, and shatterproof glass capable of withstanding all but the most forceful attacks.

When a person walks in to the main door of the Institute, they find themselves in a large, empty entry hall. There are skylights in the ceiling, so in at least a few places the building is open all the way to the fourth floor. The floor in this entryway is black and white checkered tile. There are no plants, no reception desk, no guard booth. The front door is not usually locked. The wide double-doors to the right are, however, locked. This is the way to the patient care areas. The ornate oak door to the left is not locked, and just on the other side there is what looks to be a desk for a secretary… though it is usually vacant. From that small reception room three hallways run towards the other parts of the Administration Wing. What’s back there, nobody really knows for sure.



If you could walk through the locked double-doors to the right, you’d be walking into the areas where patients of the Institute spend all of their time. (The patients who can tolerate Orrace’s atmosphere, anyway.) The first floor contains the Cafeteria, the Library, the Gymnasium, the Medication Room and Pharmacy, the Music Room, the Recreation Room, the Great Hall, and the entrance to the Courtyard. The Library and the Gymnasium intrude into the second level, though only accessible from the first floor.

The second floor is the whole of patient housing above ground. The Institute goes a bit further back than one would think looking at it from the driveway. There are 100 patient rooms on that level, though currently many of them are unoccupied. Each room has a closet and a small bathroom with a stand-up shower, toilet and sink. There is a window in each room but curtains of any sort are not permitted. (For patients who need absolute darkness during some periods, the windows are capable of blacking themselves out at a nurse’s direction or on a set schedule.) Windows in the patient rooms are additionally reinforced with titanium mesh. Patients are initially provided with a desk and chair, a twin extra-long bed, an armchair and a small side table. They may request a nightstand and a small bookshelf as well. Specially tailored rooms are available with unique furnishings custom-made to meet the physical needs of unusually shaped/sized creatures… though creatures of extreme size (large or small) are generally housed downstairs and not allowed into the general population.

The third floor contains operating suites, many medical diagnostic facilities, and staff quarters. It is not accessible to patients unless they are accompanied by medical staff. The staff apartments have a living room and kitchenette, a bedroom and a full bathroom. The area containing the staff quarters is separate from medical areas and is accessible only from staff corridors on the first floor.

Within the Institute, a shiny new badge pad system controls access to different areas within the building. All the doors within the patient care area remain unlocked during daylight hours. (Rec Room, Music Room, Caf, etc.) Doors leading into staff corridors and nurses’ stations are locked, as is the door into the front entry hall. There is also a locked room at the very back of the library, tucked into a corner. At nine PM all patient doors lock, and they do not open again until seven AM. Lights are out from ten PM until six AM.

Though all the facilities seem as if they were well-made, it looks as if they’ve been poorly maintained as of late. The lawns and shrubs always look well-trimmed, but nobody ever cuts the grass; that’s the only clue that it’s fake. Inside, the door seals are cracked, the paint is faded or chipping, there are stains on the walls and ceiling, leaks in the pipes just aren’t being fixed, not all of the lights work and many of the door hinges are squeaking and rusty. Most of the staff seem tired, overworked, and generally listless. The patients are often abused by the employees, physically and mentally, and receive quite brutal and dubious “treatments” for their psychological ailments. Despite constant rumors that things were not always like this, conditions have failed to improve and it has generally become a bad idea to discuss such things… and nobody will say why, exactly. Most of the upstairs patients are not generally made aware of how many floors and rooms exist below ground.

Osmond’s Institute has in its possession all of the latest and greatest medical technologies from a vast array of worlds. No matter where your patient comes from, they are capable of supplying homeworld food as necessary, and can synthesize and manufacture effective medications.




Miscellaneous Patient Information

Some personal articles are permitted to patients; photographs, books made of fire-retardant paper (these are custom-made copies of known works, not books brought from home), sketchbooks and notebooks of that same paper which are not spiral bound, a pen or pencil (This item is kept in lock-up by a nurse and must be checked in and out on a daily basis.), and various other approved belongings. Though patients may not wear any personal clothing, they may be permitted to keep one or two items with sentimental value for display purposes.

Patients are required to wear scrubs in a limited variety of colors. Men are permitted to wear scrubs in powder blue, royal blue, navy blue or red. Women have a choice of soft pink, antique rose, lilac or royal purple. Species which are asexual, hermaphroditic, capable of changing their gender, etc, have the option of white, hunter green, khaki or grey. Other gender/sexual orientations may be assigned other colors as determined necessary by The Administrator. Species of non-humanoid body type, especially those without visible genitalia, may have a wide variety of coverage options based on their anatomy and the customs of their homeworld.

A note on staff dress code: Doctors, Nurses and other staff may wear any color not currently in use by patients. Standard Institute-issue colors available are black, seafoam green, yellow or dark brown. Nurses are permitted to purchase scrubs in Orrace, but must submit them to the Institute’s laundry department to be embroidered with the Institute’s logo and staff member’s name on the left breast or left sleeve (on shortsleeved shirts only).


Your Character

Now, what you’ve all been waiting for, through my long winded ranting. “But Maiden,” you ask, “who do I get to play?!”

In the strictest terms, Osmond’s Institute is a sanitarium for the supernatural; incredibly strong and seriously mentally ill creatures from all dimensions. To be admitted to the Institute in the first place, your character must meet these requirements: somehow supernatural, and suffering from a serious mental illness or defect. Part of your challenge during this roleplay is to have a mentally ill character who still manages to participate in conversations, Institute-organized events, and to keep track of the subtleties in their own environment. Make no mistake, half the fun of this roleplay is when the patients are pushed past their breaking point and flip out, triggering many of the other patients into flipping out, making the nurses deal with a complete clusterfuck of incredibly strong loonies. The other half of the fun is seeing them overcome their weaknesses and faults, pushed into a strange clarity by their dire situations, and making steps towards recovery through the bonds they form with their fellow patients.

So, you want someone who’s crazy, but a playable sort of crazy.

Next, I strongly encourage you to be imaginative and think outside the box on your character’s race and origin. Part of the beauty of Osmond’s being an interdimensional insane asylum is that it can accept patients from literally any world. You can make up an entire dimension and world to house your character. Though a bulk of our characters tend to come from an Earth very like our own, some of my favorites have come from another universe’s deep space future, or from historical periods. You can literally pick anywhere in space and time as the origin for your PC. Take advantage of it! We get a lot of vampires, werewolves, demons, angels, zombies, cyborgs, and surprisingly enough, humans. Please be aware that I will only accept one of each race in patients.


Excellent, Reccon! Greetings and welcome!

Just because I can, and because I'm hoping it will help generate more interest, I went ahead and started Twisted Redux OOC. It's a lot of reading, but please believe me when I say I kept it as brief as possible. Being a Legacy, we have a lot of pre-established cannon. ;)


Do you enjoy being mean to your characters? Does it amuse you to see them suffer? Are you looking for a long-term, advanced roleplay that gives free rein to your creativity and your dark side?

If you answered yes to all these questions, Twisted Redux might be the game for you!!

Twisted loosely meets the criteria for a Legacy RP. It ran for three years back on OldGuild, before finally guttering out in August of 2013. Pumirya and I had plans to re-launch the RP but then… The Tragedy struck and the Guild was gone.

But the Guild came back. And now Twisted is coming back, too!

This is not a continuation of the original Twisted game. This is Twisted Redux: which is Twisted with some improvements. Our beloved founder, Petal Rose, who has been gone from the Guild for many years now, gave us an amazing concept and setting. She hadn’t really designed Twisted with a coherent ending to the roleplay, but the players who joined throughout the years saw its potential. It was their dedication and creativity which kept Twisted going for so long. Here on Newguild, I’ve decided to run Twisted Redux. We are re-starting from the same beginning point, but this time there’s a distinct storyline and an endgame. I’ve filled in as many of the plotholes as I possibly could (and there were a lot of them).

Twisted Redux is an asylum roleplay, but it’s not like your usual asylum game. All of our patients at Osmond’s Institute are supernatural: they’re werewolves and dinosaurs, aliens and zombies, pyrokinetics and angels. They have mental illnesses from all points in the spectrum of sickness, and can originate from literally any point in time and space. We’ve got a sketchy headman at the wheel, some “treatments and therapies” which are completely brutal, and a couple of nurses who may or may not enjoy the varied applications of torture.

In all honesty, I’m so excited to run this roleplay again that I’ve already finished the OOC and tested the formatting in a private conversation. It shall be posted in less than 24 hours provided I have at least three interested parties. (There are five patient spots available!) This game is so much fun, guys! Won’t you join me?

Let’s get TWISTED!!

Twisted Redux OOC
The OOC is now open! We have three patient spots remaining to be filled!
The IC goes up on March 21st!
First character sheet posted on Newguild: 5,340 words. Maiden: the definition of long-poster since 2010 and still going strong. Also, for some reason it makes me very happy that Buck is the first character I've posted on Newguild. Welcome back, old buddy! Now for your setting... *rolls up sleeves*
Name: Maxwell Oldham

(True Name: Inviticus Julius Maximian)

Known Aliases: Buck, Nurse Buck

Age: 1,942 (Born 72 AD, turned 93 AD)

Species: Vampire

Title: Upper Complex Head Nurse, Osmond’s Institute

Appearance

For a male, Buck is fairly unintimidating. He stands 5’6” in his bare feet, a little taller with shoes on, and his build is distinctly on the slender side of average. If you were to catch him without his clothes on, however, you’d find his body made of lean, well-defined muscle, and masculine in a way that you wouldn’t expect from his fine, uncalloused hands and beardless, angled jaw. Like most Kindred of his race and age, Buck’s skin is alabaster pale and completely flawless. His hair is a shade of light brown that would seem unremarkable if not for its silky sheen… also a result of his vampiric nature. It falls just across his eyes, roughly parted on the left side and perfectly tousled at all times. Buck’s face is narrow; a thin, straight nose, gently arched brows (not generally visible under his bangs), slightly pointed chin, his mouth well-shaped but not full. There’s not a trace of stubble anywhere, either, which gives him a distinctly youthful air despite his advanced years.

Buck would be almost unremarkable were it not for one feature: his luminous golden eyes. Twin pools of molten, glimmering, multi-faceted gold and yellow and amber and something almost white. These incredible eyes are the reason Buck keeps his bangs so long: the shadows and fringe do much to camouflage his heavy, hypnotic gaze. At first glance, it is always Buck’s eyes that mark him as something supernatural. Even in a dimension like Orrace, where strangely and brightly colored eyes are pretty much the norm, Buck’s gaze is still generally found unnerving and unusual. Truly, it’s the complex power which lies directly behind that shimmering stare in Buck’s brain that lends them their supernatural light.


History






Personality

If I told you what I was,
Would you turn your back on me?
And if I seem dangerous,
Would you be scared?


Most people/vampires/creatures who say they know Buck well do not realize that they hardly know him at all. After his long centuries, and all the experiences contained within, Buck has become an undisputable expert at closing all the doors in his heart and mind in order to show others only and exactly what he wants them to see. The Buck you know depends entirely on how Buck feels about you. On first meeting, he habitually presents himself as coolly polite, detached, often bordering on condescending, arrogant or uninterested. His bedside manner is crisp and informative, not exactly caring but certainly kind, and Buck has an exceptional knack for helping his patients to understand what the treatment plan is, and why. (Though in Osmond’s, his bedside manner and explanation of treatments are affected both by Institute policy and the level of madness in his patients.) Most of his fellow doctors and nurses find him every bit as antiseptic and sterile as their work environment: he never discusses his history or personal life, makes only the very rare (and usually quite dark) joke over an open chest, and completely shuns staff social functions. Women he meets in bars find him quite the smooth operator, a talented conversationalist while being exceptionally evasive about personal questions, but unfailingly they feel they are the focus of all his attention and that he genuinely cares for them in at least some small way. (It’s absolutely not true. They’re cheesburgers to him.) Anyone who betrays the Roman, does harm to him or to those few individuals he really does care for, will come to know the true meaning of a vengeful man. To these sorts of people, Buck is bloodthirsty, cruel, relentless, merciless, and absolutely single-minded in the pursuit of whatever justice he feels is due.


Can I clear my conscience
If I’m different from the rest?
Do I have to run and hide?
I never said I want this,
This burden came to me
And it’s made its home inside!


For all the different facets of himself that Buck isolates and presents to the world, deep down in his core is a single vampire who is the sum of those parts. Somewhere locked inside the shell of stone and blood still lives the faintest ghost of a man born nearly two millennia ago. This specter misses the feel of rich earth crumbling in his palm, remembers the silky-soft skin of a red-haired woman, wonders about a little boy who grew and lived and died without a single memory of his father. This corpse is buried, well and good, under layers of earth and ash and grass that have been laid down while the vampire known as Buck was born, destroyed, and reborn over and over again. Yet from its deep grave this long-dead man still whispers faintly, in dreams and occasional snippets of memory, to the vampire who exists today.

This sum of himself, this man he genuinely is, is rarely shown to anyone. He is demanding, not quite a perfectionist but expecting the best possible attempt, both from himself and others. He is a dominant personality and becomes uncomfortable in situations where he isn’t in control. He has a problem with authority: he will cooperate to an extent when it suits him, but at the slightest hint of abuse or misuse of power he begins to do exactly what he pleases regardless of the consequences he’s threatened with. He has a great sense of humor, albeit dry, sarcastic and dark. He can be generous, giving, and warm. He is considerate, polite, even-tempered, and almost unflappably calm. He’s logical, practical, and intelligent. Material possessions matter little and less to him, as he recognizes that he can literally own something long enough for it to crumble into dust no matter how he might try to preserve it. That being said, he greatly values comfort: all the chairs and sofas in his house are oversized and overstuffed, all his floors outside the bathroom and kitchen are double-padded plush carpet, his fancy foam mattress has a down topper on it, and he sleeps exclusively in high-end jersey cotton or micro-fleece pajama pants. Wealth and riches are also transitory things for him: he’s built and lost and rebuilt fortunes many times before. Though having cash at hand makes life much easier, he’s got no problem taking things that he wants… especially if they’re currently in the possession of some human asshole who doesn’t value them for what they’re worth.

Yes, at times, even this sacred center of Buck can be a complete bastard: cold, calculating, cruel, heartless, always willing to do what must be done. He can be brutal, unforgiving, and quite violent. He does not relish confrontation but cannot deny what the heat of battle does for him. Buck always feels at his strongest and sharpest when he is engaged in some sort of struggle, especially towards the end. Buck knows that this bloodlust, this deep-seated need for pain and the taste of death, is the part of him which is strictly vampire and feels no human emotion. Though he has done his best to keep this aspect of himself in check, he worries that someday it will swallow him whole and leave no trace of the person he’s been for eons.


A monster, a monster,
I’ve turned into a monster!
A monster, a monster,
And it keeps getting stronger!


What matters to Buck, in fact the thing that matters most, is something he hasn’t admitted in at least three hundred years: love. He loved Tryphosa, and still mourns the life he didn’t get to live with her. He also accepts that the sort of love which existed between them is something he will never have again. There will be no more children of his loins, no wrinkles or sun-spots will ever touch his face, his hair will never turn grey. The only way he will ever age is on the inside, an inconstant and uncertain process he barely understands himself… so how could he ever expect someone else to not only understand it, but go through it with him for the countless centuries it still may last? More, with every passing year Buck feels his humanity drifting a little farther away. He can feel himself slowly becoming less caring, less kind, less connected. It is well-known among vampires that a few close, strong bonds are necessary to maintain sanity through the long eons of time and Buck had to sever all of his when coming to Orrace in the first place. He knows enough of himself to recognize that love calls out the best of him, and without a reason to use that best he worries that the worst parts of him, the parts he uses most frequently now, will consume him. Buck does not fear death, nor pain, nor suffering. The only thing he has left to fear is losing every last piece of himself before the end comes at last.


I’m only a man with a candle to guide me,
I’m taking a stand to escape what’s inside me.
A monster, a monster,
I’ve turned into a monster.


Sexual Orientation: Pansexual (With an admitted fondness for red-haired women.)

Capabilities

Buck is incredibly strong: he can lift and throw an old-school steel pickup truck, he can bend small to medium-sized steel beams, and he can punch through six inches of concrete uninjured. (He’s capable of going through more, but will likely break some of the bones in his hands.)

Buck is very, very fast: he can move at speeds that render more than a few forms of life incapable of marking his passage with their eyes. He very rarely fails to surprise a patient with a sedative injection in their hip, and the ones that do notice never do so in time to react and stop him.

Buck has game-ender level hand-eye coordination. Yes, he can catch a bullet. And not a trick one, either, one meant to kill him. He absolutely owns at video games, archery, football, sharpshooting, swordfighting, and other things of that nature.

Speaking of swordfighting, Buck has been expertly trained on most personal weaponry that has existed since Roman times. Mace, whip, sword, halberd, staff, spear, shield, knives, throwing stars, battle axe, etc. He’s an exceptional marksman, though shrugs this off as a result of his vampiric nature and says that guns are cheating. He’s a very skilled hand-to-hand combatant, having trained in numerous forms of martial arts, boxing and wrestling.

Buck is a wonderful tracker, thanks to his exceptional Kindred senses. An exceptional telepathic sense of the minds around him, coupled with his sight, smell and hearing, makes it nearly impossible for someone to hide from him.

Finally but most importantly (and powerfully) are Buck’s unique telepathic gifts. He can clearly read the minds of most humans, telepathic ones or not, as well as the minds of other vampires. Even those who are practiced and skilled at closing off their minds have a difficult time repelling a telepathic attack from the little vampire. Lupians (weres and anthropomorphic wolves) are more difficult, and generally only produce presences and emotions in his head. Fae tend to be the most skilled at blocking him, but when they fail their defenses crumble completely. Forms of life that do not have brains which are humanoid in any sense register only as a presence with weak notes of emotions. Angels, demons, and other divine-natured beings can have whole conversations with Buck inside their head but can also block him completely, and ‘drop off the radar’ so to speak.

His telepathic powers enable Buck to completely dominate the will of a human, and usually the will of another vampire. This ability is effective in varying degrees in all other species, but at the very least Buck can usually manage to convey relaxing and soothing feelings to patients in distress no matter their psychosis. It makes him exceptionally efficient in a clinical setting, and he is often called into rooms where patients are losing their shit simply for his calming effect.

Though it doesn’t really rank as an ‘ability’ of any extraordinary power, Buck is also a very capable physician and nurse. Were he to work at Orrace Hospital instead of Osmond’s Institute, he would likely have a very high success rate and patient satisfaction rating.


Miscellany

Buck is a skilled musician. He can play the violin, cello, flute, harp, several sorts of drums, guitar, piano, and has a lovely tenor voice.

Much to his chagrin, Buck is quite the seamstress and has, out of necessity, learned how to sew, knit, and even weave.

Though Buck identifies as pansexual, his most likely partner for a one night stand would be a petite female.

Buck’s smile is usually false, and intended as a gesture of intimidation that shows his sharp fangs. It is exceptionally rare for anyone outside his inner circle to make him laugh, and the ability to do so is generally one of the first traits that draws Buck to a new ally or friend.

Buck has completely forgotten when his human birthday was, and is not entirely sure on exactly what day of the year he was born into unlife. He generally remembers celebrating his birthday sometime in late summer, near the end of July or in early August, but he's not confident in that guess. He says that New Year's Eve is enough celebration to mark the passing of yet another year, and never feels a need to throw a party literally to celebrate the day he was born.

A few things Buck doesn’t admit about himself: first, he is terribly lonely, especially since coming to Orrace. He’s rather susceptible to someone who values him for who and what he actually might be instead of who they assume he is. He’s a highly likely to spot a fraud, but a little genuine affection would go a long way to securing his good graces and possibly his own affection in return. Second, though he has little respect for humans, lupians and other vampires, Buck is quite interested by and respectful of alien races, most especially those who are not humanoid in any way. This is part of what he likes best about his job: the opportunity to meet and interact with creatures that he never could have even dreamed of. Lastly, Buck adores the Fae. These are creatures who, like vampires, endure for nearly eternal periods of time. Yet, unlike vampires, they are bound to light instead of darkness and still have the ability to reproduce. He secretly thinks to himself that he’d be a better Fae than he is a vampire.


OOC Notes

This is Buck, version 2.0.

I don’t think anyone who’s still around will remember, but Buck was originally an NPC for Twisted, who I intended to use as a complimentary character for one Remington Black. It quickly became apparent to me that I couldn’t use Buck as an NPC and share him with others, and the longer Twisted went on, the richer Buck’s backstory became. The more I got to know him as a character, the more I liked him. Eventually, he eclipsed Remington and became my primary character and his position as a nurse became essential to my in-game power during my time as a GM. As you can probably tell by the tremendous length (and hopefully the depth) of his character sheet, I now have a much better idea of who he is and how he operates.

In this second version of the character, all but the last two hundred years or so of his history have remained unchanged. I have completely edited out the previous love story that brought him to Osmond’s in the last Twisted, and thus removed the contractual employment obligations to the Institute he had in his last run. I have also removed Remington. Though the Big Guy was an essential part of Buck’s creation, Buck no longer needs that mirror in which to see himself. Furthermore, much of his character development was romantically focused and I feel that I spent very little time exploring any of the other aspects of Buck’s personality. Between changing the employment contract and removing Remy, I have dealt a serious blow to the power Morgan Osmond holds over my vampy boy. This, too, I feel is important to the course I would like to see in the new version of the RP. If he seems overpowered, it’s because I need him to be, and you can rest assured that I will not God-Mod with him except in a GM capacity should it become necessary to the continued health of the roleplay. (In his last incarnation he had some pretty wicked awesome fights with patients. Ask Pumirya!)

I also feel like the heavily romantic storyline of the last Buck was (more likely than not) totally out-of-character for him. When prompted, I could not offer a believable explanation for what it was that made Buck love his lost fledgling so much and focus so hard on Remington. The best I could come up with was something… acceptable. Though his largest personal motivations are still based on love, this time around it will be an invisible element instead of such an overpowering one. The updated Buck has a much better Osmond’s arrival story and a much better perspective of the place. I feel like I’m going to have a lot of fun this time around in getting to know the aspects of Buck which are darkly amused by suffering, interested in learning about the homeworlds of unique species, and how he really behaves towards people who he genuinely does not care about. I’m so excited to play Buck again that I think it’s going to be my driving factor in getting the Twisted Reboot done quickly!

The theme songs for Buck's creation and character are:
- Immortal, Eve to Adam (Overall Character)
- Monster, Imagine Dragons (Personality)
- Broken Crown, Mumford and Sons (History)
- Pompeii, Bastille (Overall Character)


Just a collection of my cast and crew. I may or may not add some of my older sheets later.

"Your body lies upon the sheets
Of paper and words so sweet!
I can't say the words
So I wrote them into my verse,
Now you'll live through the ages
I can feel your pulse in the pages.
I have written you down
Now you will live forever."

- Poet by Bastille
I know this is a little late, but I'm here on the new RPG. For those of you who know me already, hello again! For those of you who are newer, allow me to introduce myself. I'm Maiden, also known as Maiden Of A Million Words. I'm an advanced rolepayer with a penchant for high fantasy and vampires, and I've been a member of RPG since 2010. I've not been very active in the Guild since the database destruction, but now that things have settled down a little it might be time to change that.

My previous post count was over 3500. I miss it. I'm not going to sub this thread so my old RP buddies will need to PM me to get in touch. :)

Also, fun fact: my username is right under the almighty Mahz in the user list. Not sure why I find that fun, but I do!
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