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Cold Harbour Asylum: The Reckoning

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Post by Syagrius Thu Feb 19, 2015 12:14 pm

"Looks like it's another beautiful day in the frozen paradise that was formerly known as the Cold Harbour Asylum, day eighteen of our freedom. Our daily reports come out from the Sanitorium, where The Gas's forces have just pushed out Tormentum's gang, as well as the Armoury, which remains the hotspot of the conflict between all three of the main gangs of the island. Here's The End by The Doors. I'm The Radioman, and I'll be accompanying you through these intercoms until the end of time. Stay chill, convicts."

Welcome to Cold Harbour Asylum, a complex that once held every dangerous and super-powered criminal from Timbuktu to Kalamazoo. The Asylum was designed as a place to study and better understand the mental illnesses that plagued these so-called "supervillains". The Asylum, located on an island just off of the city of Cold Harbour, however, had certain security issues that allowed two super-powered twins, the Payne Twins, to sneak an agent in disguised as a guard, and, in one fell swoop, release every single dangerous prisoner in the Solitary Confinement units, who, in turn, released those in the rest of the Asylum, which caused a three-day conflict for control of the facility.

Before the emergency responders could arrive at the Asylum, the Payne Twins destroyed the two bridges that led to the island, revealing that they had more than just one hidden agent in play. As chaos ensued, the island was slowly taken over by the convicts, eventually eradicating any police or Asylum resistance. As police authority dissipated from the island, new political power houses appeared in the form of a triumvirate of gangs: The first led by the infamous Payne Twins, the second by the mysterious Gas, and the third being led by the soul-rending Tormentum, each with their own motives, unknown to the general populace of the island.

Despite this, there has been no word from The Crusader, Cold Harbour's infamous Antihero/Vigilante, who was responsible for putting many of those who inhabit the island there in the first place, leading some to believe that he was killed in the initial breakout after attempting to respond to the call. As Cold Harbour authorities blockade the island, supplies will soon begin to run short as the question "What will happen once supplies run out?" becomes more and more pertinent.

SO, clearly, Cold Harbour Asylum isn't doing too well. This RP, for those who missed the overview in my Cutting Room Floor thread, will see the players playing as so-called supervillains during the outbreak at Cold Harbour Asylum. The RP will be relatively free-roam, with characters being able to join any of the three gangs, stake out their own claim and founding a new gang, or simply living off on their own. Despite your choices, however, an overarching story that involves the various gangs, their strategic goals, and the Vigilante known only as The Crusader will affect all of the players.

Map Link: Right now, it's a WIP. I have a working map, but I'll need to tweak it just a bit to make it usable.

Gang Information:

Tormentum's Legion:

  • Appearance: Tormentum's troops are styled after himself. Thusly, they employ a mask, usually made out of plastic or wood, painted with a neon-green skull upon it. They also usually have their clothes spray-painted neon-green as well.
  • Numbers: Rough estimates would put them in the low 100's, the smallest gang of the three.
  • Headquarters: The Hospital.
  • Turf: Owns most of the old Industrial District, as well as the Eastern parts of the underground prison cells.

Gas's Crew:

  • Appearance: Gas dresses his troops up in his own likeness. Their orange jumpsuits are dyed a darker orange-brown, and they all wear gas masks and hoods that were raided from various former police strong points on the island.
  • Numbers: The second largest gang, they have around two hundred members.
  • Headquarters: The Chemical Building.
  • Turf: Gas's crew owns the most extensive territory, ranging from the Church in the middle of the island to the Bowery District in the south. Gas's crew also controls the western half of the underground prison cells.


The Payne's Militia:

  • Appearance: Unlike the other two gangs, there is no resemblance between the Payne Twins and their militia. However, like the twins, the gang's appearance revolves around a red and black theme, though there's no strict dress code.
  • Numbers: The largest of the "big three" gangs, they hold around two hundred and fifty members. They also have the highest number of "superpowered" members.
  • Headquarters: One of the Warehouses in the Island's small harbour.
  • Turf: Despite having the largest numbers, the Payne's gang owns the smallest piece of territory, only "Amusement Mile" and the harbour that is used to ferry siege supplies into the island.


Now, if you managed to get through all that, there are a few things that you need to know about this RP before you sign-up as a character:

The first is the limit of superpowers. This isn't the Marvelverse, where everyone and their grandmother has some sort of flying, super-speed, or whatnot. This universe is a lot darker, a lot more realistic. Many of these supervillains don't have any super strength, or flying, or whatnot, what makes them "super" would be an extremely high intelligence, or an expertise in a certain field, combined with a devotion to a cause, whether that cause be the destruction of the entire Continental United States, or as menial as building a grassroots criminal empire. Think of some of the most iconic DC villains, the Joker, the Scarecrow, and the Riddler, three major villains that have plagued not only Batman for over sixty years, but have been some of DC's most dangerous enemies, and, at times, risks to the entire universe (See notes on Emperor Joker). That being said, it isn't entirely devoid of superpowers, just be realistic about them and how they originated.

The second is the question of the mortality of player characters. At the end of the day, no one is invincible, and players are not immune to getting a bullet in the face or something of the sort. While  don't condone one player specifically going after one another for something that's completely unrelated to the RP, players can and will come to a head with one another throughout the RP. Be prepared, each and every one of you, to perhaps lose your character. If it is the case, you will be allowed to make a second one.

With that aside, I suppose I can finally include the sign-up sheet for everybody.

Full Name:
Alias: (Not necessary.)
Gender:
Age:
Abilities/Powers: (Don't go crazy here. Supermen won't be accepted. Abilities also include things like "Expert marksman" or "skilled hand-to-hand combatant", as well as "Genius intellect", et cetera. Anything that would qualify them as abnormally gifted.
Preferred Weapons: (If a Matrix-style armoury was at your character's fingertips, what weapon would they choose?)
Mental State: (How sane are you? Any mental disorders, or things that may make you go insane?
How you became incarcerated: (Everybody is in Cold Harbour for a reason.)
Personality:
Biography:
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Cold Harbour Asylum: The Reckoning Empty Re: Cold Harbour Asylum: The Reckoning

Post by Syagrius Thu Feb 19, 2015 12:14 pm

- Reserved for information about the Asylum, and a character list -

Character List:


Preexisting Character Information: There are a few preexisting characters that will hold key to the plot of Cold Harbour Asylum. Below is a detailed account of each.

Tormentum:

  • Real Name: Andrew Davidsson.
  • Alias: Tormentum.
  • Gender: Technically none, though he was born male.
  • Age: 227.
  • Abilities: Fear manipulation, temporary mind control, the ability to destroy one's soul/conscience causing death, an extreme intellect, and immortality, though notably not invincibility.
  • Appearance: Here.
  • Mental State: He is both sane and insane, and can be one, the other, or both, given the situation
  • Personality: Tormentum isn't just a malevolent being. During its one hundred and forty five year stint on Earth it has learned that it can't do everything by itself. While not exactly a shrewd businessman, Tormentum is a grassroots planner that would do anything to further his own personal agenda - to devour the souls of the weak and to merge the souls of the strong with his own. During his time in New York, Tormentum actually herded a gang together whose size and power rivalled that of other gangs in the area, using mind control and manipulation to expand his empire.

    He is a shrewd diplomat that has learned, after three millennia of imprisonment in a tomb, patience, tolerance, and above all, diligence. Tormentum, despite his origins, knows how to play sides and the diplomatic side of the crime world, and this only complements his supernatural abilities.
  • Biography: Tormentum, born Andrew Davidsson, was born in New York City in 1788. Later on in his life, he was drawn to the field of archaeology, and officially became an archaeologist by the time he was thirty five, in 1823. He married in 1825, and had children the following year. However, he travelled to Northern Italy in 1830 to pursue the rumour of a great Etruscan archaeological find. When he left, he would never return.

    When he would arrive in Italy, he would happen upon an ancient Etruscan tomb of a great priest of the time. Not heeding the warnings that were written in the long dead and undecipherable Etruscan on the front of the tomb, he and his team opened the relic, releasing the dead priest's ancient soul, who immediately posessed Andrew, the strongest willed of the men present. Immediately, he was transformed into Tormentum, a being of pure malevolance, and sucked the souls out of the rest of the party. For the initial few years, Tormentum and Andrew struggled for the control of what used to be Andrew's body, but eventually Tormentum absorbed Andrew, leaving nothing but his memories. Going into hiding, it was said that he orchestrated many different terror plots, starting with the assassination of Franz Ferdinand in 1914, and even the multiple attempted assassinations of Stalin, Mao, and De Gaulle.

    Eventually, however, he had heard that distant relatives of the original Andrew Davidsson still lived in New York City, Tormentum travelled to America in the early 2000s in order to dispose of them, to finish what the being started in 1830. Here, however, he fought, and was eventually captured, being sent to the maixmum security wing of the Asylum.


Gas:


  • Real Name: (Not Known)
  • Alias: Gas.
  • Gender: Male.
  • Age: 37.
  • Abilities: Skilled marksman, knowledge about and access to toxins, extremely high intelligence, extensive experience running gangs.
  • Appearance: Here.
  • Mental State: Gas isn't insane, though he is sociopathic. He feels no remorse nor interest for his victims, but he suffers no break from reality or any registered psychopathy.
  • Personality: Gas is a sociopath, but a calculating one. No one truly knows his mysterious origins, but they must have had something to do with the military and chemical work in the past, as he is tight, regimented, and extremely organized, both in his personal life and in his criminal enterprises, running his gang as a general would an army.

    He can manipulate people, and is truly dangerous because he has no personal connections, and no one that could be held as leverage against him. He devotes all his energy into growing his criminal enterprise, and has a taste for personal revenge.
  • Biography: When the supervillain known as Gas arrived in Cold Harbour, he made an impression by robbing a bank with no more than three people, by injecting a lethal nerve gas into ventilation, killing everybody in the bank. He then used one man to unlock the vault and the second to help load up the bags with cash. Later the two of them were found dead, floating face down, dead and bloated, in Cold Harbour Bay.

    When he was finally caught by The Crusader after many other bank jobs and the establishment of Gas's criminal empire, he was found to be extremely disfigured, and hated for his mask and hood to be removed. His DNA was in no justice system in the United States, and he wore no identifiable clothing, or anything to point to exactly who he was. He showed his ingenuity when he broke out of Cold Harbour Asylum alone and under the cover of night, authorities not noticing his absence until the morning after.

    After going on a crime spree, he entered into an alliance with the Payne Twins and their gang, but he was soon betrayed by the devious pair, nearly getting killed and losing most of his criminal empire in the process. Swearing revenge upon the pair, after he heard that they had gotten caught and sent into Cold Harbour Asylum, he walked into the Cold Harbour Police Headquarters and gave himself in, planning to exact his revenge on the pair personally.


The Payne Twins:


  • Real Name: Sarah and Samantha Payne.
  • Alias: The Payne Twins.
  • Gender: Female.
  • Age: 26.
  • Abilities: When together, the Sam is able to slow time, and Sarah allows the twins to retain normal speed while her twin slows time down. As well, the two of them are experienced hand-to-hand combatants and are skilled and agile acrobats, skills they retain when they are apart. Their powers, however, are only valid when the two are within a certain distance of one another.
  • Appearance: Here. They both dress identical, making it hard to tell who's who.
  • Mental State: They've been driven to some sort of insanity, however, their belief in their collective conscious makes them even more batshit crazy. What's more, is that one twin is sociopathic, and the other is psychoapthic, and it tends to alternate between the two of them without warning, randomly throughout the day. Many psychologists think that the two of them have a single psyche that has split personality disorder due to there being two bodies for one psyche to fill.  
  • Personality: The Payne Twins are perhaps the two most ambitious characters to ever arrive in Cold Harbour's extensive criminal underworld. Their design is to ultimately control Cold Harbour, and, failing that, to destroy it. They are completely dedicated and driven to that goal, and following their latest bust and exile to the Asylum, have decided that the city is not worth controlling with someone like The Crusader still around.

    The two of them are erratic and unpredictable, both in combat and in other ways of life. They have a narcissistic complex that is shared between the two of them, and are under the impression that they cannot be defeated.
  • Biography: It isn't particularly clear where the Payne twins originated, as their names and teir identities are assumed, and everyone that formerly knew them are either dead or too scared to talk. Rumour has it that the two of them were daughters to one of the big wigs in Cold Harbour, but after he betrothed his entire fortune to their older brother, who was serving in Iraq at the time, they were in a car "accident" with their father, seemingly killing all three of them, though the bodies of the twins were never found. When the brother came back home to assume his father's position, he mysteriously disappeared too.

    While this has never been confirmed by either twin, it matches a story that occurred in Cold Harbour not too long ago. With someone else's money, they fuelled their criminal pursuits, building a criminal empire from the ground up. They soon became infamous throughut the city for their ruthlessness and their ambitions, blatantly bribing certain officials to look the other way while they slaughtered their own way through the competition. Either directly or indirectly, they are responsible for the destruction of a dozen other gangs and the deaths of hundreds. They were caught by The Crusader after he was tipped off by an undercover cop that the Twins were personally overseeing shipments of an unknown nature into the harbours of Cold Harbour.


Bad Maw:


  • Real Name: Erich Himburg.
  • Alias: Bad Maw
  • Gender: Male.
  • Age: 35.
  • Abilities: Skilled marksman, extreme strength, extreme durability, large physiology.
  • Appearance: Here.
  • Mental State: Bad Maw isn't insane, but hasn't shown any particular interest in his kills, perhaps qualifying him for sociopathy. Nevertheless, Bad Maw is only in the Asylum through corrupt officials and an incompetent administration.
  • Personality: Ever since his debut as a top Stasi official, Himburg has shown both his loyalty and unflinching willingness to inflict pain on those who oppose him. His blind devotion to the Payne Twins is derived from the same devotion to the old East German regime; they provide him with the safety and cover to operate with relative freedom as well as having a powerful ally. He takes no pleasure in his kills, but he certainly has no problem killing men, women, or children.
  • Biography: Originally a high-up official in the Stasi, the East German Secret Police, Erich Himburg was in charge of training new operatives for out-of-country operations. When East Germany fell, he was high-up on the list of former East German officials looking to get lynched if he stayed in Germany. Disguising himself, he attempted to escape into Denmark, where he planned to take a boat to America to start fresh.

    However, on his way, he was caught by a group of renegades at the city of Wilhelmshaven, where he was tied up, and tortured for two days, the second day having his tongue ripped out. He broke out, and after murdering his former captors, he escaped onto a boat as a fugitive. After arriving in Cold Harbour, the newly mute Himburg found himself unable to keep a regular job due to its boredom and his new defect. However, he realized his former set of skills would provide useful in other pursuits, notably that of the crime variant.

    Soon embarking on his crime spree, he formed a new gang that opposed the more traditional mobs of Cold Harbour, but soon came into conflict with the Payne twins during a turf war between his gang and their own. Realizing their strategic importance, and their existance being a general threat to his own survival, he agreed to merge the two criminal operations and act as a second-in-command to the pair. They operated like this for a long time, the massive Himburg acting as a frontman and an enforcer for the two of them, and the three forming quite a friendship.

    Bad Maw was later defeated and captured by The Crusader after Bad Maw led a raid on what he assumed to be The Crusader's headquarters without consulting the the Paynes. He was badly wounded by the vigilante, and had spent many months prior to the breakout in the Intensive Care unit. Still not one hundred percent, Himburg operates as he did outside of the Asylum, as the Payne's right-hand-man, albeit in less of a combat role than before, as it is rumoured that he is still recovering from a collapsed lung, among other wounds.



Last edited by Syagrius on Thu Feb 19, 2015 2:59 pm; edited 1 time in total
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Cold Harbour Asylum: The Reckoning Empty Re: Cold Harbour Asylum: The Reckoning

Post by Mr. Fountain Thu Feb 19, 2015 2:04 pm

Oh, no, he went and done it. XD I'll start working on an app.
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Post by Syagrius Thu Feb 19, 2015 2:07 pm

Mr. Fountain wrote:Oh, no, he went and done it. XD I'll start working on an app.

Ah done said Ah'd do eet.
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Post by Fi Skirata Thu Feb 19, 2015 9:05 pm

Will get an app up when as soon I get a good idea for a character.
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Post by Mr. Fountain Thu Feb 19, 2015 9:05 pm

Okay, you're going to have to explain the limits of the superpowers a bit more. The character I have in mind has regenerative immortality but is largely dependent on this as he isn't particularly good at fighting (i.e. Deadpool XD). Is this acceptable?
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Post by Fi Skirata Thu Feb 19, 2015 9:09 pm

Mr. Fountain wrote:Okay, you're going to have to explain the limits of the superpowers a bit more. The character I have in mind has regenerative immortality but is largely dependent on this as he isn't particularly good at fighting (i.e. Deadpool XD). Is this acceptable?

I had a feeling you would attempt to use that old idea here XD
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Post by Mr. Fountain Thu Feb 19, 2015 9:13 pm

Mr. Finale wrote:
Mr. Fountain wrote:Okay, you're going to have to explain the limits of the superpowers a bit more. The character I have in mind has regenerative immortality but is largely dependent on this as he isn't particularly good at fighting (i.e. Deadpool XD). Is this acceptable?

I had a feeling you would attempt to use that old idea here XD
Someone says superpowers and I shout regenerative immortality. The idea of someone stabbing a guy in the neck and the guy just looking up at the assailant and smiling as if nothing happened is both hilarious and awesome to me.
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Cold Harbour Asylum: The Reckoning Empty Re: Cold Harbour Asylum: The Reckoning

Post by Syagrius Fri Feb 20, 2015 9:58 am

Mr. Fountain wrote:Okay, you're going to have to explain the limits of the superpowers a bit more. The character I have in mind has regenerative immortality but is largely dependent on this as he isn't particularly good at fighting (i.e. Deadpool XD). Is this acceptable?

You might want to explain what comes with "Immortality". If what you're talking about is he can't die, then no, it's not.

However, when I think regenerative immortality, I think he can live forever, but still be killed, though it would be pretty hard to do so. (Also the only reason Deadpool hasn't died yet is because he has literally seduced death.) So I think you'd have to elaborate a bit more on exactly what you mean as well.
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Post by Mr. Fountain Fri Feb 20, 2015 10:42 am

I'll probably just try to think of a new character.
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Post by Mr. Fountain Fri Feb 20, 2015 8:18 pm

Okay, how's this? A character with the ability to teleport who is bound with by device which represses this power. He desperately wants to remove this device and regain his abilities.
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Post by Syagrius Fri Feb 20, 2015 9:31 pm

Mr. Fountain wrote:Okay, how's this? A character with the ability to teleport who is bound with by device which represses this power. He desperately wants to remove this device and regain his abilities.

Sure, that would be interesting.
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Post by Mr. Fountain Fri Feb 20, 2015 9:45 pm

Syagrius wrote:
Mr. Fountain wrote:Okay, how's this? A character with the ability to teleport who is bound with by device which represses this power. He desperately wants to remove this device and regain his abilities.

Sure, that would be interesting.

Alright, I'll go with that then.
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Post by Fi Skirata Mon Feb 23, 2015 4:40 pm

I want to make it known that I am in fact joining this, I am just having an incredibly difficult time in actually getting any ideas whatsoever. I'll give the info another pour over here soon and try to force myself to come up with something good.
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Post by Mr. Fountain Mon Feb 23, 2015 6:32 pm

I've just been incredibly busy and distracted but I am still up for this.
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Post by Syagrius Mon Feb 23, 2015 6:37 pm

Mr. Finale wrote:I want to make it known that I am in fact joining this, I am just having an incredibly difficult time in actually getting any ideas whatsoever. I'll give the info another pour over here soon and try to force myself to come up with something good.

I'm always here if you need any help.

Mr. Fountain wrote:I've just been incredibly busy and distracted but I am still up for this.

Yeah, of course.
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Post by Fi Skirata Mon Mar 02, 2015 5:40 pm

Mr. Fountain and I are supposed to hang out tomorrow. I'll make him help me brainstorm for this.
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Post by Syagrius Tue Mar 03, 2015 1:28 pm

Mr. Finale wrote:Mr. Fountain and I are supposed to hang out tomorrow. I'll make him help me brainstorm for this.

K.
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Post by Megantron Tue Mar 03, 2015 4:43 pm

I'm up for this, too. Might take me a bit to get an app up though 'cause I have a busy week.
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Cold Harbour Asylum: The Reckoning Empty Blink

Post by Mr. Fountain Tue Mar 03, 2015 10:29 pm

Full Name: Johann Rommel

Alias: Blink (but he doesn't refer to himself as this; it's a name the newspapers gave him)

Gender: Male

Age: 29

Abilities/Powers: Medium-ranged teleportation -- currently being suppressed by a device which has been implanted somewhere inside his body. He is a very skilled in hand-to-hand combat as well as small and medium sized guns, but since the removal of his power he has found that he largely depended on it in order to win most to all of his fights. He has the mind of a tactician and organizer, having successfully pulled off several bank heists, stolen more than a few well-known works or art, and committing various other kinds of robbery and theft. He is a renowned and notorious lock-pick. 

Preferred Weapons: UMP-45 and any kind of blunt weapon such as a pipe or baseball bat. 

Mental State: Johann has a stable and sound mind, however, he is a kleptomaniac in every sense of the word. After having his powers removed, he's become rather agitated and anxious to get them back.

How you became incarcerated: Two words: botched heist. The Crusader found a way to suppress Blink's abilities and then placed devices around a bank that he had planned to use as bait. When Blink began his assault on the bank, he found that he could not use his abilities and it went down hill from there.

Personality: Johann has a calm, collected, and cool personality, but there are certain things that get him excited: the feel of holding a stolen watch in his hand, the adrenaline that comes from pulling off a heist, even the heat of a fight can be fun for him. Johann is rather amoral and serves only to further his needs and wants. Even though he is selfish, he can sometimes find it within himself to care slightly about his friends when he has some. Johann is not afraid or worried about killing people, but it normally is not his desire to do so. 

Biography: Not much is known about Johann's background. He was raised by a single mother and never knew his father. His mother owned a pawn shop and died when he was a teenager. He was given ownership of the shop and allowed to live on his own in his mother's apartment. When he realized that he could not run the shop well, Johann gave it to a friend who became his first fence. 

When he was arrested and interviewed, Johann didn't seem to have a problem with telling his interrogators that he really had no idea why or how he had his power. Johann explained he often asked his mother about it, but she would only answer that Johann's father was some kind of researcher and employed by some large company that she never got the name of. Much to his dismay, Johann's mother died without ever telling him his father's name or personal information.

Fight Theme: Click here.
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Cold Harbour Asylum: The Reckoning Empty Re: Cold Harbour Asylum: The Reckoning

Post by Megantron Tue Mar 03, 2015 11:19 pm

Full Name: Halyn Rogers

Alias: N/A

Gender: Female

Age: 19 ( and also 8 )

Mental State: She suffers from Dissociative Identity Disorder. Tends to switch between two other personalities besides her main one: Rei; a psychotic 8 year old that carries around a broken beer bottle with a severed head of a rabbit doll glued to the top and Lala; An obsessive compulsive personality who is constantly counting.

Preferred Weapons: Depending on which personality is active depends on preferred weapon choice. As Halyn, she tends to use dual pistols. As Rei, she’ll brandish any kind of knife she can get her hands on. Lala tends to focus on the first thing she can use to count with.

How you became incarcerated: While in Lala’s state, she couldn’t stop counting all the bullets she shot off as she poured them into person after person in what was heralded as one of the most deadly mass murders in U.S. history, reaching a death count of nearly 60 victims.

Abilities/Powers: Rei is psychotic in every sense of the word and can be extremely manipulative, often using “girlish charm” to get her way. Lala can withstand massive amount of pain due to being in a trance-like state. Halyn herself is extremely good at “escaping” whether it’s from her own mind or finding a way out of a trap or situation.

Personality: Halyn spends most of her time avoiding triggers that cause her to switch personalities (alcohol/substance abuse, sex, stress, etc). However, she always keeps a flask on her just in case because sometimes, she’d rather let one of the other two personalities handle a situation. She has a cold demeanor and doesn’t speak much unless she absolutely has to. Rei does most of the talking and will always share whatever Halyn has been thinking, exploiting her secrets and dark thoughts.

Biography: Much like most DID cases, Halyn’s disorder stems from years of abuse; physical, sexual, emotional. Two personalities created to deal with the things that Halyn couldn’t and as a result, Halyn’s heart grew colder as she grew older.

She had been in and out of foster homes and eventually juvie during her years as a minor. She learned how to escape anywhere she was locked up in by reading people or rooms and using these readings to her advantage.

**NOTE: I might edit more this more later... sort of a rough draft.**
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Cold Harbour Asylum: The Reckoning Empty Re: Cold Harbour Asylum: The Reckoning

Post by Mr. Fountain Tue Mar 03, 2015 11:29 pm

Wow, nice app, Megan. This is definitely going to be intradasting.
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Cold Harbour Asylum: The Reckoning Empty Re: Cold Harbour Asylum: The Reckoning

Post by Fi Skirata Tue Mar 03, 2015 11:45 pm

Props on Megan's app for being the awesomes.

I'm getting hella ideas for my character and will have it up in the next 24 hours<3
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Cold Harbour Asylum: The Reckoning Empty Re: Cold Harbour Asylum: The Reckoning

Post by Fi Skirata Wed Mar 04, 2015 2:32 am

Full Name: Jonathan La Rosso

Alias: Known by the media as the second Jack the Ripper. Prefers to go by the name Jackie.

Gender: Male

Age: 32

Abilities/Powers: Exceptional medical knowledge on the inner workings of the human body. Skilled surgeon in multiple specialized fields. Nonreactant to pain due to extensive nerve damage caused by self harm. A dangerous and wild combatant with bladed weapons of all kinds, as well as a talented contortionist.

Preferred Weapons:
Bladed weapons in general, with special preference for scalpels and butterfly knives.

Mental State: Unhinged, to say the least. Jackie enjoys suffers from Antisocial Personality Disorder, and derives sick pleasure from harming others. Also harbors tendencies towards self harm as a means to alleviate boredom.

How you became incarcerated: Jackie found himself associating frequently with Johann Rommel (AKA: Blink), being present in the heist that Johann was apprehended during. Jackie attempted to combat the Crusader, and was summarily hospitalized and incarcerated.

Personality: Jackie is motivated solely by greed and boredom. He gets immense satisfaction from harming others as well as engaging in combat with an equal. He is an intelligent and educated man, to be sure, but is prone to lowering himself to a feral, animalistic state. Though a talented doctor, he refuses to operate or help anyone for any reason; only making exception for his own personal motives according to what he calls his "Hypocritic Oath".

Biography: Young Jonathan realized early in his life that it was futile, the whole "living" thing, and signed on to medical school simply because he thought it would be an easy way to make money. It wasn't until he was already hailed as one of the top surgeons in the country that some his operations starting going... wrong. A slip here, a nick there, and corpses started piling up. No one could prove the good Doctor was murdering his patients, but none the less so many were the accusations of malpractice against him that his medical license was revoked.

With no other ideas to sate his need for bloodshed and personal gain, the discredited Jackie turned to a life of petty crime before partnering up with one Johann Rommel.

Other: Jackie is instantly recognizable the extensive scars on his body, not the least which being the Glasgow Grin he carved into his own face, now stitched back together by his own hand.


Last edited by Mr. Finale on Wed Mar 04, 2015 2:35 am; edited 1 time in total (Reason for editing : Grammarz)
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Cold Harbour Asylum: The Reckoning Empty Re: Cold Harbour Asylum: The Reckoning

Post by Megantron Wed Mar 04, 2015 8:09 am

Oh, I love a good serial killer. Nicely done.
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