Hidden 7 yrs ago Post by xodus
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Great job @Riffus Maximus, your characters are excepted. Go ahead and put them up in the character section! I can't wait to see their chemistry with the others, should be fun. xD

I will try my best to have the RP started by tonight or by tomorrow. Just sifting through the last bit of my pilled up work. ><

@Core do you need any help, once you finish your characters, do let me know and I will set them up, also did I give you the discord link?
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Hidden 7 yrs ago Post by Chrono Asylum
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@Riffus Maximus Check the first page on the OOC thread and let me know if you are okay with the labels for your abilities. I called them to Poison Emission and Prime Condition.
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Hidden 7 yrs ago Post by Vox Angelis
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@Chrono Asylum

I couldn't have thought of better names myself. Thank you very much for these.
Hidden 7 yrs ago Post by xodus
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Alright guys the IC post is up which means Chrono Asylum has officially begun!!!

!!WHOOT WHOOT!!

Now to make a few things clear. You are all welcome to start your posts in any way you want, you can show a backstory of your characters finishing a mission or they could even be in A.M.R.O base or some where else entirely.

Each Asylum will receive an order that they are being called to Innocence for a special mission debrief. Innocence is a massive flying battleship that also serves as the training ground for alchemists. Saying it is massive is an understatement, it has everything you could possibly think off.

Once within Innocence you are free to create areas and develop it accordingly, like I said it literally has everything (except a shopping mall, probably). Interaction is also welcome.

When the time for the briefing comes, our characters will be informed, this will happen later. So for now you all are welcome to do whatever mischief you want. xp
Hidden 7 yrs ago 7 yrs ago Post by Fallenreaper
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Alright, peeps, I got two to three rooms made up in my mind for the airship. Though the last could be more area than actually a room per say. Ryver also suggested we share our creations so we can accurately talk and create a unified ship out fit which I think is a great idea. The 3 areas I have created really are as follows:

Medical Areas- include fish tank, medical area for surgeries, repairs, etc.
Image of fish tank for Innocence. I agreed with Ryver it could vary from those basic and rustic zombie tanks being the primitive models to the ones for Innocence being the newest and more recent. This would allow multiple versions of the same thing and all accurately fish tanks.



Temporary guest beds- I had the idea of instead of being normal bunks, have them be capsule bed areas which gave that military function over comfort. Primarily due to the fact these beds are mostly only used for brief stays and I’m assuming that more permanent residence are made for students and staying alchemists.


Prison Area/Cells- including several cage like rooms with metal and anti-alchemy coated materials to hold rogues or suspected alchemists. Which being a makeshift base, I figured these prisoners were dropped off between missions and interrogated there, however I’ve not fleshed those out fully and free game for anyone.


I primarily see the airship, as I told Ryver, as a high tech and sort of sci fi thing where the more science fiction of alchemy is centered at. Mainly due to the students ranging from young to teenage age, it would make sense because they went them to survive the harsh training. I figured the Medical and Prison area could be on the same deck, while the pod beds could be on a deck above.

Anyone else got any ideas btw? I enjoy hearing them and building this world together with Xodus supervising. XD

Also, I will have my post up around Thursday or Friday latest!
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Hidden 7 yrs ago Post by xodus
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This is what the flying plane looks like



This is where Asylums appear when they are "ported" on the massive air-craft. Namely, on top of the giant circle with the transparent floor.


This is the training room utilized for alchemy casting as well as one on one and team duels. There are several of these present on Innocence.



This is the library of Innocence, it contains immense knowledge on Alchemy. The tunnel is believed to stretch from one end of the air-craft to the opposite. There exist multiple titanium doors, blocking certain areas. To access each area, a certain degree of clearance is required.



Hidden 7 yrs ago Post by Vox Angelis
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Expanding Innocence facilities ahoy! I’ll take care of the more “armament” aspects.

Armories:

Due to the nature of Innocence’s main purpose, multiple armories can be found throughout the ships and mostly next to the training grounds. Stockade of military-grade weaponry and protective gear can be found within these rooms as to supply trainees with equipment they are most likely to use on missions and also serves as reserve equipment for the existing Alchemists to bring in mission or even defend the Innocence should an attack occur.

Because of varying technological levels, complexity and degrees of lethality of certain pieces of gear, some weaponry and protective gear are securely stored in a special vault within the armories that requires a special clearance to retrieve whatever is stored in there.

Foundry:

As weapons break and armor live past their usefulness, more gear require to be made to replace that which had been broken, lost or stolen. Within the walls of the Foundry, groups of Alchemists specialized in technology and crafting materials assemble to create armaments to supply the armories and the trainees.

This facility also has enough room to accommodate more daring Alchemists who would experiment in creating new weapons and armors in a safe environment.

Laboratory:

Just like the Foundry, this area’s main purpose is to create gear. However, the nature of what is created within this facility consists of anything requiring expertise of alchemy, medicine, biology and other type of science such as remedies, poisons, cures, anti-Alchemy equipment and the likes.

Alchemists operating this area are also frequently experimenting new usages for existing substances or even try to create new alchemical products depending on demands and current situations.
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Hidden 7 yrs ago Post by Fallenreaper
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Expanding Innocence facilities ahoy! I’ll take care of the more “armament” aspects.

Armories:

Due to the nature of Innocence’s main purpose, multiple armories can be found throughout the ships and mostly next to the training grounds. Stockade of military-grade weaponry and protective gear can be found within these rooms as to supply trainees with equipment they are most likely to use on missions and also serves as reserve equipment for the existing Alchemists to bring in mission or even defend the Innocence should an attack occur.

Because of varying technological levels, complexity and degrees of lethality of certain pieces of gear, some weaponry and protective gear are securely stored in a special vault within the armories that requires a special clearance to retrieve whatever is stored in there.

Foundry:

As weapons break and armor live past their usefulness, more gear require to be made to replace that which had been broken, lost or stolen. Within the walls of the Foundry, groups of Alchemists specialized in technology and crafting materials assemble to create armaments to supply the armories and the trainees.

This facility also has enough room to accommodate more daring Alchemists who would experiment in creating new weapons and armors in a safe environment.

Laboratory:

Just like the Foundry, this area’s main purpose is to create gear. However, the nature of what is created within this facility consists of anything requiring expertise of alchemy, medicine, biology and other type of science such as remedies, poisons, cures, anti-Alchemy equipment and the likes.

Alchemists operating this area are also frequently experimenting new usages for existing substances or even try to create new alchemical products depending on demands and current situations.


In one of those three areas, many of our current weapons could've been made or manufactured for use after graduation. Even repaired if they break or upgraded in the future as the rp progresses. Just a thought I would share btw. ^-^ Nice addition.
Hidden 7 yrs ago Post by Ryver et Rhine
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Yay! One collab done =3 *huggles @Fox of Spades*
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Hidden 7 yrs ago Post by Fallenreaper
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Nice collab, you two!
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Hidden 7 yrs ago Post by xodus
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Great job on the collab Ryvvy and Fox! -Gives cookie-
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Hidden 7 yrs ago Post by Archangel89
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I'm interested but still trying to decide on what type of alchemist he would be
Hidden 7 yrs ago 7 yrs ago Post by Fallenreaper
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I'm interested but still trying to decide on what type of alchemist he would be


I know I did the drive based on the PC's personality or given skills. Example, Cade has electricity which is destructive and life saving. Samad controls momentum which consists of speed and power based on that, reflecting his ability of control over himself namely because he uses it primarily on himself.

Another way to go about it is to find an idea, then work toward making it bigger and wider in focus.

A few things I think might be acceptable, though you might want to check with @Xodus to be sure, are listed below. I actually use a few for the Kians but Asylums are much higher level than Bloodlines or Rogues which means they can use the same powers likely.

Vibration/Sounds- can control, magnify and even focus vibrations in the air, on contact can cut/crumble items over time, and even make it hard to hit by extending your image due to blurring.

Metal/Magnetism Manipulation- can control and reshape any metal within a set area range into a variety of useful tools, weapons, etc. Likely carry your own stash for manipulation.

Hair Manipulation- can grow, strengthen (to a point) and even move your hair about to ensnare, block attacks, and cut opponents.

Earth Manipulation- can control any local rock, soil, or natural earth around you in a certain range to block and attack (think Earthbender from Avatar). You also can sense when its been disturbed, how long ago,etc. This doesn't include metals.

Item Animation- can likely give 'life' to a set number of items (suggest 2-3 at one time) to attack, defend, or otherwise bend to your command. If you ever seen Fantasia and the scene below, that's what I mean though without the altering of the item itself.



There's a few to consider, though keep in mind you will have to figure out the actual limitations and weaknesses for whatever you chose. As well as make sure it's able to be exploited plausibly. Cade's, for example, can be negated with rubber and redirecting his electrical energy into the ground. Samad can't really stop an item and while he can slow an item, the larger it is then the harder it is to do so and takes more out of him. In addition, he can't affect the sharpness of a blade or the direction of a living creature like a human.




Hidden 7 yrs ago 7 yrs ago Post by Ryver et Rhine
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Hi Archangel! Welcome back to CA~!

I could be wrong but you seem like a familiar face. Where you ever applying for CA? Was trying to search up your old CS but I came up empty handed.

EDIT: Guess what! I actually found your original CS @Archangel89 ... I remembered it vaguely because we chatted about your slenderman-esque chara and also you picking the asylum code L, which stands for 50.

Thought of giving it to you for reference. You are free to re-create something entirely new if you want to. =)
Hidden 7 yrs ago Post by Archangel89
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I actually remembered that lol. But I have a new individual in mind with the code XIII with magmatism/metal alchemy who uses guns and random bullets and knives, as well being clinically insane.

Here's my inspiration for him

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Hidden 7 yrs ago Post by Ryver et Rhine
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That sounds fun - potentially lethal too. xDDDDD

<.< Has your chara been abusing alchemy? Or is he insane due to other reasons?
Hidden 7 yrs ago Post by Archangel89
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Abusing alchemy, a former soldier turned criminal... says he gets a high from wielding alchemy
Hidden 7 yrs ago Post by Ryver et Rhine
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Our first almost crazy... xD May he live long and prosper!

Are you planning to give him a partner or have him be Unlinked? There are pretty sweet combinations that can happen if you pair metal with other powers.
Hidden 7 yrs ago 7 yrs ago Post by xodus
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While Amro does have eccentric personalities in its army of Asylums, they will not allow someone whose insanity is driven from alchemical abuse to join the rank. (In all likelyhood, that person would be killed as he/she is a threat of going "insane")

On the other hand it is possible if your character has certain traits associated with clinical (non alchemy related) insanity. Schizophrenia, he may be a sociopath, he may have homicidal tendencies etc etc. In the end Amro focuses on a few basic characteristic that must be present in an Asylum. The desire to live, the fear of death and the capacity to obey orders.
Hidden 7 yrs ago Post by Ryver et Rhine
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Almost done with my collab with Fallen! How soon is the new cycle starting?
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