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12 mos ago
Current If you think you can't handle the truth, how do you think I feel?
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1 yr ago
Watch Across the Spider-Verse. You did? Do it again. You already did? AGAIN.
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3 yrs ago
If ya can't handle the heat, don't go burning your bridges.
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@Raylah Looks good for the most part! I would like to discuss her powers a touch, though. Knowing when someone is lying and if they're about to lie seems like a bit much, especially since she can't directly read minds. You could say she's got an intuitiveness (not a psychic one but a real one) to it since her time as an "interrogator". Also might want a bit of clarification on the Desires/Fears thing. By 'instinctively' do you mean that it all comes to her no matter what she's doing, or will she still need to but a bit of concentrated effort into probing them? I'm not sure if this is what you were already going for but I think it'd be nice if, seeing how you're going for a "feel, don't think" vibe, that she doesn't get clear desires or fears, just, well, the feelings for it. Share a craving for ice-cream or get hairs on the back of her neck when a topic comes up, that sorta stuff.

Adding to that, the way that power would work when in a Dive might need some changing, depending on how you mean to use it. How would manipulating fears and desires work, exactly? The manifesting might play out differently, since Dives take place in the person's materialized psyches already, but I wanna get your thoughts on that too before making changes.
Taken Archetypes
As a character's Archetype is pretty important, I'd rather not have too much doubling-up. Try to coordinate with your fellow players, and if that fails, check the list below.

The Innocent:
The Sage:
The Explorer: Morris "Shaggy" Ginuac
The Outlaw:
The Magician: Jeim-Seu Kang
The Hero:
The Lover: Emily Dawson
The Jester: Declan Fulbear
The Everyman: Ethan Agnello
The Caregiver: Meredith Li
The Ruler:
The Artist:
Added a new section at the bottom of the Character tab! Your characters will be able to get fun new tools as things progress, so go give it a peek.
@artexercise Really like the sheet, Morris seems like an interesting guy. Couple of things that need a bit of tweaking, though. For starters, he can only really have one Speciality - manipulation of fate and 'Dream Connection' don't feel, like, close enough to both be allowed. On that note, an explanation on what Dream Connection is, since you kind've dropped the name and never said what that actually entailed. I also feel like some of his standard Powers might be a bit much, though that depends on what you see them as being like, the procognition, remote viewing, etc.

Secondly is the Archetype. You really only need to say the big one, not all the ones that could feasibly be assigned to them, since that would end up muddling the waters. Also, a description of how the archetype would look and behave, the "simplified" version of Morris, is needed.

This last part isn't something that I think is a problem, exactly, but is the Agent Beth in your history meant to be the same person Morris had Dived, or a generic member of the ESP?
Hmhmm... I don't wanna just squash your idea right off the bat, feels like a bad omen to me. How's about you write up your sheet with that idea in mind and if the end result still isn't fitting quite right, you can make some changes to it, while trying to keep the overall concept?
Like, what I meant was the parts about the Diving, being detained, etc. It's different if your character is already buddy buddy with the ESP and didn't do the big thing. Also, part of why I would rather not have less-than-young-adults like that is because the ESP wouldn't use children for their powers like that.
Well I don't... love it. It sorta immediately goes against several points I made about characters, being too young and not seeming to have the important parts in their backstory as the rest. And, you know, eugenics was not what I was expecting to get into here, so that part is also kinda weirding me out a bit. I think it might be best to shelves the idea, or at least, tweak the aspects I mentioned.
Psychic powers exist. And they're terrifying.

Like with any powerful tool, accidents happen, and malicious people can do much worse. Your brain could be rewritten, the floor could catch fire right where you stood, or you'd suddenly find yourself fifty miles due north! The fact that anything could happen in the blink of an eye, and it was impossible to see coming, meant that the world of psychicstry was a dangerous one.

In an effort to combat the nebulous powder keg that was psy-crime, the Extrasensory Securement & Protection (ESP) Agency was formed, which picks up the slack the rest of the world's governments leave behind - they might be able to identify and watch over those who have psychic powers, but they can't realistically stop anything bad from happening. The ESP does that and more, from psychic clean-up to extrasensory protection.

People are complicated, though. The most dangerous psychics are the ones that fall through the cracks. The ones that can't overcome the problems in their own head. When an insecure mind gains phenomenal powers, there's no telling what could happen. So there's another, much more secretive facet to the ESP: projecting into a person's psyche and manipulating it from within. These operations are rare, however, as precious few psychics are truly able to do so.

Luckily, you're one of those psychics!

Unluckily, that fact just got you in a heap of trouble with the ESP.

Something big is happening, though, and your detainment might have come at the best possible time, both for them and for you. You new skills will be put to good use, for the greater good of course, and you might just learn how to use 'em right while you're at it.

It doesn't matter who you are, where you came from, or what you can't do. With the ESP, everyone will be...



~ ~ ~
P R E M I S E

Inspired by Mob Psycho 100, Psychonauts, AI: The Somnium Files and a smattering of Persona, Kept In Mind is a roleplay set in a world where people can possess psychic powers. One such power, a rarity among the psychic populace, is the ability to project themselves into another person's mind, a mental world to explore and manipulate. For obvious reasons, this kind of power is kept under wraps, most of the psychic community not knowing of its existence. Your characters will have this power, and because of it, are under the ESP's thumb - as a detainee for now, but eventually, as an agent.

It won't be all telekinetic sunshine and psychedelic rainbows, though. The shadows you're put up against are moving, schemes arising, problems forming, problems you might not have made but you will have to face. A mind's an awfully fragile thing, too. One wrong move could make things a whole lot worse...

I N F O

This section will have, well, info! About the setting, about rules, and about everything you'd need to know.

Note, this RP will most likely tackle topics that can be distressing, dreary, or sensitive. I have no way of knowing what, exactly, but its nature lends itself to representations and explorations of mental illness, trauma, and other similar areas. All I can do is assure everyone that I will try my best in keeping the overall tone light and showcasing such things with tact and empathy. Anyone wanting to join should do the same.




C H A R A C T E R

And now, all the bits about Characters. You're free to fill this out however you want, the structure is more a guideline, the 'least' it should be. If you can make it fancier than me, go ahead! You can also work on it wherever you wish, can do it as a WIP in the OOC, PM it to me to keep it all secret hush-hush, or some other third thing that might not exist as an option!

Like I said before, the maximum cap for the RP (for now at any rate) is 12, which might already be too high but I'm willing to take that chance. If there's spots left open after we start for any reason, you can still apply to join, but may have to wait a bit to actually get in.


@artexercise@malmshodes@Dead Cruiser

Forgot to tag people for this one :b
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