Exhaustion and Madness

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Exhaustion and Madness:
A Modern-Horror in the Mad City

Summary<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" /><o:p></o:p>
Everyone was a Sleeper at one point. Every night, people would rest their heads; pull the veil of rationality and logic over their minds and eyes. The world was singular, and dull. In the morning, there would be work or school to attend, cars to avoid while crossing the street, food to buy. Maybe there were drugs to take. And then, there were those folks who had trouble resting their heads at night, who just couldn't sleep. Maybe they were over-caffeinated or maybe they had nightmares. But they all started out as insomniacs in the beginning, still able to sleep... just needing a little extra push to do it. Most people got help for it, or tried to sleep. But, some didn't. For some people, sleep became an option, like how anorexics saw food. They could, but they'd rather sit up all night counting the stars, robbing a bank... smoking or something. Finally, it just fell off the list entirely, an ex-girlfriend getting deleted from their phone.<o:p></o:p>
That's when sleep was ironically remembered, came back as their enemy. At first, it felt like they were hallucinating, those poor insomniacs. They began to see the Mad City appear, like extras in a movie scene they hadn't noticed before. It appeared as doorways, rimmed in red light, that people just pass on by or manholes that smell of candles and smoke. They grew Awake to the Mad City, to its constantly shifting landscapes, to the terrible yet exciting anachronisms in its depth. They all saw these extras, back when they were still considered strangers, paranoid and over-caffeinated freaks that were huddled at the edges of the Sleeper City, dark stains against its pristine rules and logic. They creep further and further from the Sleepers, towards the unseen alleyways more and more. Finally, they pass through.<o:p></o:p>
Eventually all of the Awake, all of those who hear the barely audible click of the Mad City adjoining to the rational Sleeper's world, make it through. They all cross over, are pulled to it, exactly like how they all used to sleep once upon a time. It is this common thread that would eventually pull the Awake together, bind them in clusters and groups in the Mad City. And so these out-casts and drifters would find themselves banding together with the hopes of reaching their goal, of coming out alive and with perhaps less suffering than the next person. There are many ways of quitting in the Mad City, of trying to escape torment. But, just as it is in Hell, the only way of getting to the other side of the fire is by going through it.<o:p></o:p>
The Mad City may be fun at first, before you find the Nightmares. They are in a land of kin, of people who can't sleep just like they can't. It's a land of oddities banding to make an Alice in Wonderland norm. There are marketplaces where you can buy children's laughter or wineries that have brewed despair into a fine wine. People who have not aged since all walks and paths and times work together, harmoniously, other Awake who've permanently become a part of the Mad City, its Residents. There's lands that come and go according to the chime of clocks. It's a playground that's constantly shifting, and you might find yourself unwittingly moving from a plague-infested swamp to a subterranean kingdom. It's a strange land, of tyrants and witches, of generals and shadowy men. It may sound fun at first, because you've yet to meet the Nightmares.<o:p></o:p>
The Nightmares were the things that make sleeping dangerous. They smell the Awake who get too close, perhaps are even drawn to is as moths are to flame. Worse of all about the Nightmares is that they all, at one point, were the Awake themselves, had once suffered as Sleepers and gone through the change everyone does. They have thoughts and emotions, can breathe and feel pain, but they are now far from humanity. No one's quite sure what their function is in the Mad City, only that they're there. There's a great deal of mystery surrounding the beasts, but the fact is that they're dangerous, and hideous. They make everyone, from Residents to Awake; suffer just as they had suffered. If the Awake Crash, which they surely will, the Nightmares will be there in droves to try and consume, to devour whatever it is they're after. The Misogynists will have their gender, the Creeper their safety. Mister E will just have them. They are everyone's nightmare now, whether or not they had bad dreams before.<o:p></o:p>
Once the Awake enter the Mad City, they become prey. Whatever their goal, whatever their wish, it can be found here – but dare they risk the Nightmares?

Rules and Notes<o:p></o:p>
o1. Follow the board's rules and ToS.<o:p></o:p>
o2. Listen to the GM.<o:p></o:p>
o3. Don't make up your own Nightmares.<o:p></o:p>
o4. Read and check up on the original post when new content is posted.<o:p></o:p>
o5. Fill out the CS completely.<o:p></o:p>
o6. Write three paragraphs minimum per post.<o:p></o:p>
o7. There is no posting order, but be considerate with how often you post.<o:p></o:p>
o8. PM or post your character sheets, but wait for approval.<o:p></o:p>
O9. Have fun.<o:p></o:p>
The Awake refers to people who had transcended insomnia and developed an awareness of the Mad City.<o:p></o:p>
Sleepers refer to people who still sleep at night, and are unaware of the Mad City.
Nightmares are Awake who have gone Mad and now possess supernatural abilities and appearances; they seem to be the central figures of political affairs in the Mad City.
The Mad City is a parallel world without rules of physics and seems to defy natural laws, home to the Awake and run by the Nightmares.
The Sleeper City is where Sleepers live and function. Awake may stay here, though it's not their true place to be.<o:p></o:p>
Every player here will be an Awake. You may start as a Sleeper on the edge of becoming on, or someone who has recently become Awake. You do not start off knowing you have Exhaustion and Madness Talents (more on this later). Not everyone will know each other, or they could know each other. The Mad City connects to every point in the world, and draw in people of all ages and occupations.<o:p></o:p>
Talents are acquired in moments of particular stress and threat. In example, if a Nightmare was holding a new Awake by the throat, about to suck out their life, the Awake might have an epiphany. In that sudden enlightenment would be the Madness Talent, then able to be used to defend them. This would be considered a "fight" reaction. That same Awake would then develop their Exhaustion Talent as a "flight" response in a similar situation of desperation. Either Talent can be fight or flight, but both can't be one. <o:p></o:p>
There are also consequences to using these Talents, similar to the three-strike system. After using the Exhaustion Talent three times without rest, they will Crash. Crashing is when the Awake falls asleep, virtually passing out, without being able to wake up. During this state, Nightmares are unfalteringly drawn in. If the Awake survives a Crash, they are returned to being a Sleeper. However, by using a Madness Talent three times without rest, the Awake will go Mad. In the state of being Mad, and in the case that their Madness Talent is of a fight response will go berserk and attack anything about them. Should it be flight, they will run from whatever comes near. Fear is a key emotion while being Mad, and if the Awake isn't calmed or subdued, they will turn into a Nightmare.<o:p></o:p>
The way to avoid Crashing and Madness is by resting. This is simple. Relax or eat something, read a book. Finding peace in the Mad City is a difficult task, yet is key when using the Talents. Resting is commonly done in the Bizarre Bazaar, as this is a place where no one can be attacked.<o:p></o:p>
Time in the Mad City is different than that of the Sleeper City. It doesn't seem to run at all. Residents exist from all eras of the human world, and the landscape seems to collect old relics that can still function. Since time is disjointed, it makes for an odd melting pot of modern and old, yet somehow the Mad City makes it work. When people come out of the Mad City and into the Sleeper City, they may find that hours or years have passed.<o:p></o:p>
More to be added.<o:p></o:p>
Character Sheets<o:p></o:p>
For clarification: the game will be in third person. Character sheets may be in either third or first.<o:p></o:p>
Character Sheet:
<FONT color=white><FONT size=2>
[B]My name is...[/B]
[B]And I am...[/B]
[[B]What's been keeping you awake?[/B]
[B]What just happened to you?[/B]
[B]What's on the surface?[/B]
[B]What lies beneath?[/B]
[B]What's your path?[/B]
[I]Exhaustion Talent.[/I]
[I]Madness Talent.[/I]
C.S. Explained <o:p></o:p>
My name is... Easy. First "nickname, optional" last. <o:p></o:p>
And I am... Your occupation. <o:p></o:p>
What's been keeping you awake? <o:p></o:p>
The reason for your insomnia. Nightmares, caffeine... Whatever it is. <o:p></o:p>
What just happened to you? <o:p></o:p>
The most recent events. This is so that I can coordinate how everyone gets to the Mad City with ease. <o:p></o:p>
What's on the surface? <o:p></o:p>
How others see you, how you act around them. Your appearance and clothing. <o:p></o:p>
What lies beneath? <o:p></o:p>
How you truly feel. What're you motives, what are your most terrible and dark secrets? The deep you, whether it be good and bad. The ugly bundled bunch of history, inner turmoil and subconscious thoughts. <o:p></o:p>
What's your path? <o:p></o:p>
What's your goal? To get out of the Mad City? To stay alive? You can be trying to find someone, escape someone; you may look for lost memories or try to get over a gambling habit. These may be long-term or short-term goals. <o:p></o:p>
Talents. <o:p></o:p>
Exhaustion Talent <o:p></o:p>
Everyone is skilled in something in life, usually, one thing more than others. The Exhaustion Talent is that single skill you did exceptionally well at while a Sleeper, only expanded. It's more preternatural, still vaguely plausible, but also near superhuman. An example of an Exhaustion Talent would be if an Awake had been a track runner, and now can run as fast as a car. As its name implies, using this Talent will cause the Awake to become tired.<o:p></o:p>
Madness Talent <o:p></o:p>
Unlike Exhaustion Talents, the Madness Talent is not at all plausible. There's nothing remotely concrete in its existence. The ability to grow spikes through one's skin is a good example of a Madness Talent. The talent itself does not connect to the person at all, most of it being completely random. Similar to the Exhaustion Talent, when the Awake uses this skill, they quickly grow some insanity to their character.<o:p></o:p>
Scars. <o:p></o:p>
Scars are particularly horrid events that have happened in the game in relation to the character's path. Scars can be traded or bartered, as you'll see many insubstantial things can be, though these Scars are like gems amongst paper, particularly useful. However, if one loses all their Scars they will also lose their path.<o:p></o:p>

C.S. List
<o:p>Here will be a list of approved CS's.</o:p>

Setting<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" /><o:p></o:p>
Sleeper City<o:p></o:p>
Commonly referred to as Earth. It is a land of logic and balance. It's boring and dull, with lots of war and political figures claiming rights to other's lives. Like in the Mad City, there's drugs and gang violence, but they're not nearly as interesting or fun. This is the place where everyone starts, the proverbial "Heaven" to the Mad City's "Hell." Though people only go to the Mad City trying to escape this place. It has many continents and cities that don't move, and stay on a geographic scale. It can be quantified and measured. The only nightmares here are in people's head, though people themselves often seem bad enough to be Nightmares.<o:p></o:p>
Mad City<o:p></o:p>
It has no viable landscape. This place seems to be constantly shifting, changing, in a vortex of difference. It's highly possible for an alleyway to change its locations within a matter of hours. Doorways have a tendency to move more than most, and a well-known market is only located there for fifty-nine minutes. This is a land where drugs can not only make you "trip out," but give you enhanced strength or speed, where alcohol can smell like sunshine and you can sell your memories to others. A certain witch can give you lost hope, and the shadows honestly do have eyes. The Mad City is a place to be revered, if not feared, for it cannot be conquered or known. It is always changing, though it never ages. The Residents here may appear from the Dark Ages, for as long as man has not slept. But, the people there may also be lost quickly to the Nightmares. All fashions and paths of life lay here, as though frozen from the time they came.<o:p></o:p>
3 in the Morning<o:p></o:p>
This is a place that, like the 7 o'Clock Swamp, comes around only at a certain time. It stays until a minute before four in the morning, at which the entrance and exits of 3 in the Morning disappear. The land of 3 in the Morning is located right next to the Factoidaries and is a surprisingly busy place, a great hodge-podge of buildings crammed next to each other. Many centuries of architecture is crammed together, Gothic cathedrals and spiraling modern glass towers making a very anachronism view. Here is the place where a majority of the Residents live, where avoiding the Nightmares has become an art form. It is perhaps the most peaceful places within the Mad City.<o:p></o:p>
Amongst this hourly place is the Bizarre Bazaar, where one could sell and buy things like a baby's laughter and a fish's feather. The Bizarre Bazaar may not sound like much, but it's really the only marketplace one can find. Because of this, it's sort of a neutral land, where no party -even warring- are able to hold up against one another. A sort of peace treaty exists invisibly, making it so while there are squabbles and fights, that death is not abounded. If someone has a grudge on you, they have to wait until both of you've left the Bizarre Bazaar to exact it. But, this does not mean people don't try. They send poisons and pose accidents in the stead of executioners. While it's safer, it's still not a haven.<o:p></o:p>
The Bizarre Bazaar looks much like one would expect it to. Gypsy traders and elaborate corporations are all somehow managing to create a cohesive picture. While the mash-up of cultures and timelines may seem strange at first, they've all somehow managed to melt into a singular and new sort of community. It's possible to find anything here; especially if you know whom to ask The Sly Cats roam in the alleys of the market, and are commonly thought of as the sorts of dukes and duchesses of this place. It has many dark corners for the Lurklarks to hide in, and perhaps more doorways that leave to mysterious lands than all of the Mad City put together. The streets are generally clean, but there's just something about the light that makes everything look grimy and wet.<o:p></o:p>
Factoidaries <o:p></o:p>
While the Bizarre Bazaar may be the market of the Mad City, the Factoidaries is the industrial heart. It's no coincidence that they have similar backbones to this land, for when 3 in the Morning comes around, the industrial landscape is flush with it. The surface of the place is pristine. Bright lighting fills the main streets and lobbies, banishing all shadows, revealing the stainless surface. It seems perfect upon first appearances, with all the happy workers and the busy, productive pace. It's loud, the sound of heavy machinery never failing to cease. The sky is clotted out with smog, pitching the Factoidaries into a constant nightscape. The Freshmeat constantly mill about, eager to help, but only at the consent of their superior. It's a revoltingly clean place from the outsider's perspective, so strange and normal in comparison to the rest of the Mad City.<o:p></o:p>
Behind, however, there is always a second face. Under the white-scrubbed skin is all the shadow and dirt one could ever desire. The streets, so filthy and littered, have a constant paste about them. The walls seem to absorb people, as if trying to integrate anything that touches them into their surface. While the sky in the main streets is just a dusty orange of smog, it's a thick, pluming black that hangs low enough to conceal most of the building's tops. The buildings themselves are black and withered from the acidic rain that slides down, their windows glowing a fierce, angry red. Figures can be seen scampering around in the deep shadows, the darkness and gloom that no amount of light and suppress. This is the honest face of the Factoidaries. The Rotten Forgotten lurk here, as well as any Sly Cats that dare. They have a grim desperation that seems to permeate through everything in the Factoidaries, a survival instinct that's been swallowed whole.<o:p></o:p>
The main job, the reason for the Factoidaries, was originally to make facts. In a land of lies and deception such as the Mad City, sure things are hard to come by, and thus valuable. So they began to produce them, in various shapes and forms, factoids and solid theories alike. No one's sure who began it, or who ran it in the beginning. But now, it's being controlled by the Over Seer, and has turned more into a radical working-class cult. They still sell their product, but people are beginning to fear doing business with them, unsure if they'll be asked to convert next or not. People are aware of the underbelly of the Factoidaries, and fear its depth.<o:p></o:p>
Candlewax Kingdom <o:p></o:p>
Unlike what its name implies, the Candlewax Kingdom is not made of wax. It is, actually, in the underground of all of the Mad City. Some doorways may lead here, but the sure-fire way of reaching this place is by accessing the extra manholes. Within the sewers rules King Candle, with his diligent Wax Workers and ever-loyal Night-Knights. All of the run-off of the Mad City drains here, to this realm, where it's then harvest and processed by the Wax Workers. All of the broken dreams and the forgotten trinkets manage to find their way down here, and are pressed into buttons and coins, into food and playing cards. Then it's all sold back up to the Bizarre Bazaar. It's perhaps a land more peaceful than the Factoidaries, but mostly that's because all of King Candle's inhabitants are rather mindless.<o:p></o:p>
The sewers are lined with candles, their wax dripping everywhere. Some sections have become so full of wax that it's impossible to get through. Fashioned after a labyrinth, the tunnels are near impossible to navigate for anyone who is not the King's. They seem to have a mind of their own, though it wouldn't be surprising considering they are part of the Mad City. Not many others come down into the Candlewax Kingdom unless seeking something for fear of being sucked into the King's games, for he is a very well known politician. It's not a very dangerous place, and not very hard to get in to. The reason people stray away is because it's impossible to get out of.<o:p></o:p>
In the Everywhere is a place that is beyond the Candlewax Kingdom. Only a very few tunnels lead In the Everywhere, and these are the only ones that stay, so getting to them is more a chance of skill than luck. It's sort of like a Camelot or Avalon, a Holy Grail to find. In the Everywhere isn't exactly a place, or rather it was once long ago. Now, it is covered entirely in mists. Some people say they hear singing, others think they hear screaming. Either way, visits here seem to be a good thing, though no one's honestly sure what happens to the people who go. They return, but the story varies so often that it's difficult to tell what really happens.<o:p></o:p>
7 o'Clock Swamp <o:p></o:p>
Much like 3 in the Morning, this swampland only comes around at seven in the afternoon. It stays for fifty-nine minutes before its existence is wiped away again. The fact that it comes and goes might be a good thing, for its lands smell rather horrendously. Like a lot of rotting corpses in a pond filled with scummy seawater mixed with sulfuric acid. The area is not a beauty queen either, for while it seemed to once be a dense forest, the area's now flooded with infested waters. The waterlogged trees have mostly rotted and fallen, and lichen hangs in thick drapes. Moss and mushrooms grow rampantly over the scarce dry places there are, the only clear indicators of solid land. Most of the water is coated in some sort of plant life, making it hard where to step or not. Though, one misstep could have you at the mercy of whatever lays beneath.<o:p></o:p>
Sly Cats that can't find anywhere else to wander hang about in the trees or within random fallen shacks that scatter the landscape. Only one place is lit up, and it's a rather suspicious-looking home of the Granny Greenteeth. From the ruins of what seems to have been a plantation house is a raised hut, one of the few places that's not decrepit or falling over as it stands. It's clear of moss and lichen, with lanterns that hang around the outside, lit up at night and shut during the day. However, bones of various animals hang about like daisy chains, decorating the roof and the windows. Mud cakes the walls, seeming to be the natural plaster of holding it all up. Earth bugs crawl all about, making the hut seem more like a hovel on the inside. The bones create frames for all the furniture in the main room, though the back rooms are always hidden from prying eyes.<o:p></o:p>
Asylum Island <o:p></o:p>
As the name implies, the majority of the Asylum is located on an island. Small sprinklings of rocks barely large enough to hold a few huts scatters around the backside, but is constantly drenched in water and are too barren to serve as any use. Upon the largest island is a building that was originally graceful and elegant. A great barrier that served as housing gently curved around the main building, serving as a buffet to the wind. Additions and renovations had contorted both these structures so they're lost to the original construction, contorted both outward and upward. Now, when you arrive on the small shelf of sand as only means of port, you're immediately greeted with crude doors of broken glass. A maze of materials of varying scale out above and on either side, making it not only seems dysfunctional and crude, but squat and mean. "The Asylum" is graffiti upon the walls, along with many other phrases, most not making any sense. While the outside might not look like much besides large, those that house it still manage to instill unconditional fear.<o:p></o:p>
Inside the single, enigmatic building, halls stretch in a sort of Wonderland maze. Holes in the floor and ceiling are constructed to look like hallways of their own, as if the people who live within manage to defy gravity. Piles of garbage litter the corners of the Asylum, giving the whole place an overripe and moldy smell. Within the many, many rooms that edge the twisting hallways the many inhabitants under Mister E's reign dwell. They give it a slightly cleaner smell, though less than pretty. Few Residents reside here, and those that are hold the treatment of psychiatric patients in 1970. If you can find your way around, either by luck or managing to decipher the riddles on the wall, a person could make their way to the cafeteria, which always has a door to the Bizarre Bazaar. The garden has a similar attribute of owning a portal to the 7 o'Clock Swamp, though no one's managed to find their way to Mister E's office without being caught to find out what sort of things he holds there.

Sly Cats<o:p></o:p>
"Look what the cat dragged in!"
"…What? Cat's got your tongue?"
"Hey baby, come here and make kitty purr."<o:p></o:p>
These Nightmares perhaps resemble Residents the most; though don't let them trick you into thinking they are. Sly Cats look precisely like a person, though have many features that give them a sort of feline quality. All have a slender, unfilled form and upturned noses. Their eyes are slanted, the pupils very subtly slit. Some have strange tans that make their skin appear spotted or striped, and all seem to have slightly pointed ears, which can turn independently of each other. If not for these slight changes that are easily over-looked, a Sly Cat could physically be mistaken as a Resident. They wear the least amount of clothing as possible, preferring to display their sex rather liberally. Those that are under the protection of Granny Greenteeth often choose to wear no form of cloth, instead adorning their bodies with the reeds and mud of the swamp. Sly Cats, however, have affection for shiny accessories, and don them like ranks of power.<o:p></o:p>
Sly Cats are perhaps the most underestimated of all the Nightmares, as they usually don't make trouble. However, they have a nymphomaniac streak, and are known to catch people who travel their alleys to sex them to death. It's rather unpleasant, and often the Sly Cats will fight each other for such a "treasure." Besides this unfortunate quality, they don't both many. They hang around the back ways of the Bizarre Bazaar, or hang from the trees in the 7 o'Clock Swamp. While independent by nature, they've grown accustomed to roaming around in packs, more akin to dogs than cats by this nature. While the singing of the Sly Cats may be horrendous – and they do it often – it serves as an indicator of peace. Whenever fights break out, Sly Cats will vacate the area beforehand.
Over Seer
Rotten Forgotten
King Candle
Wax Workers

Granny Greenteeth
Negative Nancies
The Creeper
Lurklarks <o:p></o:p>
"Yea, they may not look like much trouble… but what they bring is."<o:p></o:p>
Much like anything related to the Creeper, these things have a constant shadow about them. Their bodies are dark, as if coated in soot, though have brilliant, gleaming eyes that seem to see all, yet somehow look bulging and dead all the same. These tiny creatures take the form of various birds, most commonly larks and finches; though sometimes undersized ravens as well. Lurklarks are very hard to spot, often hiding out in tiny niches or about the darkest corner, the only thing giving them away the reflective-like surface of their eyes. Strangely, these birds hang out alone, and have been seen to be unexplainably territorial. Sometimes, Lurklarks have been known to make nests out of trash and hair.<o:p></o:p>
The most notable ability of the Lurklarks is not their habit of vanishing into nothing – eerily as if they'd never been there – but that they're the figurative eyes of the Creeper. Whenever a Lurklark's dead eyes see you, so does he. Worst yet, like an alarm, this will summon him to the nearest place they saw you last. These birds are not strong, or fast, but can fly and are allies to the shadows. Good luck killing them before the Creeper gets there… good luck getting away, for that matter. It's best to avoid these birds, unless you're looking to be caught by his sentries.<o:p></o:p>
Creeper's Crawlies

Mister E
Nimble Jacks<o:p></o:p>
"Jacks be Nimble, Jacks be quick, Jacks jump over the candlestick."<o:p></o:p>
Nimble Jacks, upon first appearance, look like orphaned, uncared for boys. They have self-mended clothing, all of which just seem like old, castaway outfits from the Misogynists. Upon a closer look, one could notice these little boys have no gender at all –perhaps stolen by the same figures that clothe them, or perhaps just born so. Either way, the Nimble Jacks seem to have a wide, haunted look about their unanimously dark eyes. Their hair is generally worn long, and hats are a favorite decoration of status for these boys, as it makes it easier for them to hide shifty looks during poker (their favorite sport). The only thing that might look remotely new about these youngsters – despite the cigarettes hanging from their mouths – are their shoes. Knee-high cloth boots, pointed in the toes, in a sort of Wicked Witch-meets-Peter Pan look.<o:p></o:p>
Nimble Jacks are rarely seen alone. When milling about off-duty, they come in clumps of twos and threes, and are very easily overcome. This is because the Jacks are unbelievable weak. They don't even carry any sort of weapon on their person. However, when they're playing games, the Nimble Jacks can show up in the numbers of fifties and sixties, if not more. Worst of all, they're not exactly the most trusted legion of Mister E, and so are always under one to three of the Misogynists' cares or maybe even a Minuteman's. These rascals make such good footmen because of their speed. They're able to move at unprecedented records, and so while it's easy to move on through them, it's hard to escape the little buggers. A good note to remember is that the Nimble Jacks are scared of fire, and will run from the sight of it.<o:p></o:p>
Misogynists <o:p></o:p>
"You seem be a little gender confused. Let me fix that for you."<o:p></o:p>
These vaguely humanoid people are quite strange when first seen. Their appearance is downright androgynous, from their build to their hair and clothing style. While each may appear different, insinuating that at one point they'd all be people, they're all uniformly unisex. The Misogynists' clothes are vaguely militaristic, though have seen so many battles that they're torn and stained red. The clothes have a dusty, grimy look that tells of going for many, many days without being washed. The people themselves, however, have a trimmed and pristine appearance, as if the gore that stains their clothes does not touch the skin. Misogynists are solitary figures, and don't really enjoy being in other's presence.<o:p></o:p>
As their name suggests, the Misogynists hate women more than anything. They target the unfortunate female gender above all, though it'd be fair to mention that these Nightmares hate gender in general. If there are no females to destroy, then they'll target men as well. Beware a kiss or touch of the Misogynists, for within their palms is a deadly oil that, when mixed with your own, causes a body to become paralyzed. Their lips have some unexplained potential to suck the very gender from a person, to steal it with their mouths, upon any point of contact with a person. Wounds or the mouth works best, but it's been known to have worked on wherever a Misogynist can get to. They also, when they're not hunting down women, carry Uzi submachine guns to get the job gun.<o:p></o:p>
Alone, Misogynists aren't funny, and while it's possible to take one down, they are Mister E's left-hand men. They're of about average speed and strength, but have an uncanny way of withstanding attacks. These androgynous folk are durable and with great stamina. Whittling them away would take a long time, and all-out attacks are just about useless. So, while one is to be feared, when they manage to work together in teams, it's best just to run the opposite direction. Though, that might not even work, since Misogynists are smart, unlike the Nimble Jacks. They're able to conceive and plant traps, but it's no good trying to talk your way out. All of Mister E's troops are aggressive, and won't take mercy as an option.
Silleh Leander, of course Im joining this and other folks should as well. *holds out cookies and milk* Whaaaat? I don't know who's of age around here! Anyways, expect a bio from me shortly, soon as I narrow down who I am dragging into this. I am curious to see what sort of folks we get join the fray. :3
i'm still debating if i should make a character or not...I'm so very very VERY tempted! It's been so long since I've really gotten to play a good semi-psychotic character ^^ hrmmmmmm
Well, I see no reason why you shouldn't, Angl. And I want to RP with you! D: Pretty, pretty please? It'll be fuuuun~
hmmm okay you've won me over! ^^ give me a bit to get a profile set up hehe
So I have Angl and Nona committed now! 8D Yaaay.
I think I'll give this one a try =D. I like the sound of it. Just gotta make a character for it now XDD.
question, i'm still somewhat confused on what the scars are. Are they the actual events that lead to their path? or something else?
Don't Rest Your Head?

Leander, where it possible to deliver high-fives via a broadband connection, I'd do so right fuckin' now, but whilst I hit a programmer round the head until he creates a way, have an internet high-five instead.

I'm so in.