- Invitation Status
- Looking for partners
- Posting Speed
- One post per day
- Multiple posts per week
- 1-3 posts per week
- One post per week
- Writing Levels
- Adept
- Advanced
- Prestige
- Adaptable
- Preferred Character Gender
- Male
- Genres
- Sci-Fi, Modern, Horror, & Romance
Now that you're here, you can never leave...
You awake inside the chamber with a sudden jolt. There you lay on the cold, metal operating table. Your struggling is useless; your limbs are strapped down firmly. A light shines over your face. It seems as though this is some awful nightmare. It would be nice if it was, but sadly, that is not the case. The light is blocked by a tall figure, wearing a bloody apron. His eyes are bloodshot. The twisted smile on his face is far from reassuring. He tightens the binds on your hands, further crippling any hope of escape. The man's bony hands inspect your body and hold down your head. Slowly, he moved to your ear, speaking calmly with a hoarse voice and sarcastic tone. "Try not to struggle. I'll be done in a moment." the man releases a deranged laugh. Only now can you confirm that this is no nightmare. Although the darkness shrouds the room, you can still view the man withdraw a rusty knife from his drawer. He grins as terror sets in.
The blade slides over your abdomen, and the man drags back his lips, revealing his contorted teeth. "Don't worry. This will only hurt for a moment." the blade is thrust into your flesh, with all muscles tensing around its cold sharpness. The pain is immeasurable. The man lets out a blood-curdling roar of laughter, and only now is his unnatural form in full view. Blood seeps onto the operating table. You fall unconscious.
Once you awaken, the only thing to greet you is your filthy prison cell. All that remains of the man's sinister act is a bizarre tattoo where the knife impaled you. Where you are is unknown. Why you are here is unknown. This is Irrenanstalt Asylum, and you can never leave.
Hello there! I am your humble GM, Legens Legentis. No, this spoiler has nothing to do with the story at hand. Consider this a mildly informative author's note. This is heavily based on a dead RP called Eldritch Secrets from a website called NationStates. I greatly enjoyed the concept, and was greatly disappointed when it died prematurely. Hopefully it can enjoy a reboot here on Iwaku, and that it will be fun for all victi-- I mean players!
Article: Important Notes-
Magic: Indeed, there is magic within this dark asylum. But don't expect the magic from your favorite fairytales! Spells and incantations are both helpful and hurtful towards your endeavors. Magic deteriorates sanity, and it does so fairly quickly, but more on that later. Using magic can assist you in evading, or killing, enemies and fellow players/asylum patients. The amount of magic is limited, and can only be restored through finding plasma or incantation runes. Spells in general are comparatively weak, and should not be relied on often.
Sanity: This is extremely critical if you are to escape the asylum or learn its secrets. Spells are powered through your sanity. Remaining sane allows a player to remain coherent and conscious long enough to find a way out. Replenishing your sanity after using a spell is done through solving Labyrinth Puzzles, which are mental obstacles that prevent moving on. Dead enemies and players are helpful in this regard. They can emit large portions of sanity from their corpses, while that mysterious tattoo allows it to be absorbed.
Runes: These are powerful objects that reside at the end of every Labryinth Puzzle. Finding one can give the ability to equip more than one magic spell. Therefore, the more runes you find, the more spells you can use. Each character may only start with one spell. Runes can also give short bursts of sanity, though using one too often ultimately makes your spells weak and powerless (while sanity-consumption increases).
Plasma: To inform you, there is absolutely no food or water within the asylum. The only way to find sustenance is by collecting plasma. It can be found in syringes that are quite abundant inside the asylum's food storage center. Plasma is applied to you through painful injection, and if used too often, it can become a source of addiction.
Medical: Keeping healthy is difficult enough when you're not in an abandoned mental hospital full of death traps and mysterious forces. But don't mind that! Avoiding sleep drains sanity at the fastest possible rate, while avoiding plasma injections leads to starvation. As the asylum is not the cleanest place imaginable, wounds can become infected if left ignored. First-Aid kits are extremely sparse. You can either share these resources with others, or hoard them and hope no one decides to steal from you. Diseases can spread between players.
Labyrinth Puzzles: Solving these are your only hope of escaping or reaching a new area. The puzzles can range from figuring out how to open a door, finding parts to a generator, etc. When you solve one of these puzzles, your sanity is restored as well. It is recommended to work together with others when solving a Labryinth Puzzle.
Enemies: A basic concept, only with a special twist. Abominations of unspeakable horror populate the asylum. Fellow human patients are the majority of opponents you'll find, though later on things get interesting. Dark spirits, demons, and monsters are advanced enemy types. These creatures guard the Labryinth Puzzles and require more than simple weapons to defeat. Magic is your only hope of surviving an encounter with such wretched foes.
Armor & Weapons: Killing players and enemies is extremely beneficial. Basic helmets, gas masks, shoulder pads, and other such forms of armor are the most common. Military-grade armor is simply not here. Weapons consist of melee variants, with knives, crowbars, and axes, which are both common and helpful. Guns are completely absent. Finding certain parts across the environment will let you craft new weapons if you can find a crafting table (and good luck with that).
Relics: If you're curious as to why you've been trapped in a madhouse full of psychopaths and evil creatures, then the relics are the keys. Journals, medical records, and notes all qualify as relics. They contain information that gives insight into the nature of the place you are so horrifically contained in. But the real question is: Do you want to know what happened here?
Rules:
1. This might be a bit unexpected, but please use common sense. Finding a grenade launcher inside a prison cell is both nonsensical and not permitted. It will take time to solve puzzles and defeat enemies. It's okay to have characters who are intelligent, but it's not okay to have them solve puzzles immediately and discover all the asylum's secrets in one-go.
2. At the very least, please write one paragraph per post. Anything beyond that is happily welcome, and anything less is looked down on.
3. Mary Sue died in the asylum. Therefore, don't make characters like her, because everyone has flaws.
4. God-modding is not allowed. Neither is OOC bullying, because those ruin everyone's time. So don't let your characters defeat 50 demons with their bare fists. It simply doesn't happen.
5. Characters can die. Other players can kill you. Infections can kill you. The setting itself can kill you (such as falling)! If your character dies, feel free to create another one. This might be cruel, but I will not hesitate to eliminate players who use Deus Ex Machina's blessings poorly.
6. Sending me ideas for scenarios, back-story, enemies, and puzzles is encouraged! Get creative!
6-B. The year is 1939, but where the asylum is located shall remain a mystery. Or at least until you find a relic that reveals it.
7. Have fun! Otherwise, you'll figure out what happened to Mary Sue.
8. @Kirah is Co-GM. On a side note, please treat all players with respect. Both of us will be on the lookout for cheaters and bullies.
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