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5 mos ago
Current If you think you can't handle the truth, how do you think I feel?
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11 mos 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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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
Sweet, this feels like enough people to justify making a proper thread. I'll get to writing it soon enough, but in the meantime, I made a small Discord for all your prospective players to join: discord.gg/F9rsMXfV Not much in it yet but it's a place to gather, discuss, and get easier access to my mind about things!
Interest expressed... but you already knew that... didn't you? You were in my mind!


Don't go blabbing about that! Reading people's minds for ideas is probably plagiarism :p

Thanks for the interest, you two!
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...



.
.
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Hi there, thanks for clickin' the Interest Check! Inspired by Mob Psycho 100 and Psychonauts, Kept In Mind is a roleplay about psychics, people that can do crazy things using only the power of their mind, and how that actually might be a scary world to live in! It's also about a clandestine taskforce, exploring mental worlds made manifest, power and how to wield it, empathy towards others, and some really cool stuff happening.

I'll go into further details on how things work should this get off the ground, so for now, I'll put in the important elements down below.

Psychic Powers, the Common and the Unique: Telekinesis, pyrokinesis, all the kinesises,telepathy, teleportation, clairvoyance - things psychics do. To keep things interesting, though, characters will have a Psychic Specialty (Pspecialty?). The Pspecialty can be anything, ranging from being able to do a certain class of common psychic activity really well to being able to create mental constructs, control and commune with machinery, or reshape the very structure of metal! Of course, you can't have strengths without weaknesses, so your characters will also have a Weak Link, a facet of their powers that they truly struggle with. With time, they may improve where they lack, or branch out their reach of the psychic realm.

Pscoping, Mental Exploration and Archetypal Projection: A big part of this roleplay will be entering the minds of other characters, exploring a strange manifestation of their psyche for one purpose or another. Everyone's mind is different, so each 'Pscope' will vary from the rest, but it's not something to be done lightly; while you're in there, your actions can affect the mental state of who you're inside. Personality is important for psychics, so entering a person's mind means you need to project an Archetype in there, a simplified version of yourself - someone can't handle another person's entire consciousness in their head, after all. Doing so is a very rare talent for psychics, something that isn't able to be learned, so having this skill makes you quite the important figure.

Structure & Player Choice: This roleplay will be structured in two ways: in Arcs and in Chapters. Arcs will be big long, well, arcs, concerning a long-term goal, a plan, or a major event occurring throughout. Arcs are made up in Chapters, detailing individual, short-term goals either furthering or connected to the ongoing Arc. So that this doesn't feel like you guys going from point A to point B, just along for the ride, you, as players, will be able to control the direction a Chapter takes! Basically, each Chapter will have a planned 'ending', a plot-critical mind to explore or some big task to do. How you get to that point will largely be up to you - you'll get to decide whose minds to enter, how you go about your time, and so on. Adding to that, your actions will have consequences - if you screw up, do the wrong thing, or just plain decide to go against better judgement, that will affect the story moving forward.

Like I said, everyone will be laid out in more, better detail, should I get enough of a following to make a thread for this. I'll also answer questions anyone might have, or if you have suggestions for anything involved, I'll be happy to hear 'em! Check your Interest at the door, and thanks again for reading!
Vincent Cawler


Lying on the floor throughout the back-and-forth between the other 'intruders' and Pondwater, Vincent had trouble getting his bearings, or even getting up. On top of the guards' incredible strength, they were brutal; just by shifting on the ground he could tell that he had at least two broken ribs and muscles too bruised to pull himself to his feet. For all intents and purposes he was down for the count. The conversation passed him by as he focused on recuperating, his head swimming in pain, dazed and confused.

Then monsters happened.

There wasn't a better way to describe it, at least for Vincent. One moment there were the guards, big and dark like living shadows pulled from the walls, and the next there were beasts, magnificent and terrifying in their form. It helped center Vincent's thoughts, at least. The shock and fear pushed through the pain-induced haze, snapping awareness back into him. But the surge of energy didn't help that much, since, well, he was still beaten half to death. He struggled to get back on his feet, slipping at the simple task of pushing off the ground as the rest started to run. His only hope was that these animal-looking monsters had the instincts to chase after prey instead of going for easy pickings.

To his surprise, though, Vincent wasn't abandoned to fend for himself. Not entirely, at least. One of the group, a punk-rock looking kid, stooped down and hoisted Vincent up onto his shoulders, to the best of his ability anyway. Their difference in height made it hard, Vincent's tall stature throwing Dakota off balance, but he sure as hell tried. Vincent's mind drifted again; so long kept to himself, sheltered away and never given a second thought. This one simple act of kindness, selflessness... connected to something, somewhere, deep in his heart.

As the two "ran" towards the entrance again, Vincent managed to sway himself onto his feet, the movement and adrenaline helping to mask the pain of it. The amalgamated cranes - the Shaxes, if Vincent heard Pondwater right - flocked to the gate, blocking their path. A thought crossed Vincent's mind, making him almost roll his eyes. Sure, he'd already hurled himself into a possible threat before, but now the 'possible' had turned into 'very much a'. But, again, something tugged at his brain. He wasn't just doing it for his own life, this time. Someone else had helped him. So, he had to help back.

Pushing himself off from Dakota, freeing the younger guy from his weight, Vincent leaned into the momentum of their wobbly stagger of an escape and charged at one of the Shaxes. It was a fight stacked against him, and when that happens, because it usually did happen, you fought dirty. A quick jab at the bird's red eye, two fingers out to really make it sting and, in the ensuing startle, toppling the thing off balance. He turned back to Dakota, Barney, and the others for a quick enough moment to shout.

"Run!"

Not that anyone needed the encouragement.
Vincent Cawler

The first moments of a chase were the most critical.

There's the obvious reason, that if you were caught right at the start then it isn't much of a chase, but there's more to it than people think. How hard do you sprint? It needs to be enough to make a gap behind you but not so much that you'll run out of energy quickly. What's the right stride? You need to adapt your foot placement on the fly, so you don't trip over yourself or slip against the terrain. Your route was important too of course, needing to understand the right time to duck, weave, turn a corner, or keep straight. All of this under the pressure of being pursued, usually by someone who doesn't have your best interests in mind. It was the sort of thing you understood only with experience. An art, not a science.

It didn't matter if your pursuer was human, bear, or super-strong prison guard, once the flow of running was ingrained into your head it really helped. And Vincent sure did know about running.

Flecks of concrete from the guard's swing flew like shrapnel, cutting into his calves. Vincent grit his teeth but didn't let himself falter. If anything it spurred him even further. When he neared the prison gates, Vincent though he had a chance. Until one of the guard's batons clipped him on the arm. Pain shot up, down, all throughout his arm like the very nerves caught fire, and he let out an instinctual scream, but it hardly slowed him down. Vincent just clasped his hand over his bicep and kept running.

He made it a decent distance before he petered out to a stand. It wasn't the pain, or the exhaustion, that made him stop. It was the prison itself. Vincent's eyes gazed over it all, the throngs of chained prisoners marching by the dozens, getting into their desks and having tubes stuck onto their helmets. It was like the situation finally stuck in Vincent's mind, pushed away the dust and cobwebs and overridden his Flight-or-Fight. The pain and the sounds and the smells, it was all too real. It couldn't have been anything but.

Which meant that the two guards catching up to him weren't Barclay police, a thought that actually relieved Vincent. Who or whatever they were, he wouldn't be simply arrested. Being beaten, enslaved, possibly even killed was more preferable to Vincent than ordinary jailtime.
...

The two guards soon returned to the others who fell into this strange world, Vincent carried between them, all limp and ragged, before he was unceremoniously dumped somewhere between the others and the Pondwater lookalike. His limbs were covered in welts and bruises, his face swollen and his lips split. He was still breathing, at least. Vincent didn't try to stand back up, only lifting his head to hack up a small loogie of blood before collapsing again. Now that his fate was purely his own to worry about, his will to fight was gone.
Vincent Cawler

As he stood up from his near-fetal position, still holding the back of his head, Vincent watched as the students all dealt with the situation in their own unique ways. Most of them freaked out, obviously. One thought it was a dream and that jumping in the tar-like oceans around them was the best idea. Idiot. The fall wouldn't have hurt if it was a dream. Another of them couldn't handle the stress and practically crumpled onto the concrete, blubbering like a kid. Vincent sneered before turning his gaze around. The apocalyptic landscape, the roiling waters, the massive and bizarrely-shaped prison, none of it concerned Vincent. His spirit, maybe, was too sanded down to react to such outrageous circumstances.

He stared down, grinding his toes into the ground and kicking up dust, watching the pink particles pulse and splash around. It wasn't a hallucination, at least, Vincent wasn't creative enough to conjure up something so vivid, so specific. Drugs? Looking around at the rest of them again, Vincent was sure it couldn't be that either. He was sure he hadn't ingested anything these kids also did. The only connection between them was the cracks. Maybe that was it? Cracks in the ground... a gas leak?

Before he could ponder any more, the prison guards approached, waving their batons and barking orders as prison guards are wont to do. Their appearance brought out the only tangible reaction from Vincent. His eyes widened, his shoulders tensed, the hairs on the back of his neck stood up. Whatever explanation there was to what was happening, cops were still cops, no matter what his addled mind saw them as. Being arrested right now would be a death-sentence either way it went - if he surrendered and his connection was traced back to Orland, he'd be dead in his cell by the end of the day. If he came out of things without suspicion, one of the officers working for the man would bring the news to Orland, and Vincent would be executed for slipping up so bad.

Acting on pure survival instinct, Vincent didn't even pretend to follow the orders to march. He slammed into the nearest guard like a linebacker, toppling the shadowy figure over and into some of his compatriots, capitalizing on the surprise by sprint as fast as his legs could take him through the gap he made. The only way to go was into the prison itself, but running free from the guards gave him much better odds.
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