Silent Hill: Broken Rose

Discussion in 'ROLEPLAY GRAVEYARD' started by Asmodeus, Aug 18, 2009.

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  1. I know there's probably not enough players to go around, or enough interest, but I have to try. Silent Hill was the single most influential work of art in my teenage years, and I can't kick the habit...

    SILENT HILL: Broken Rose​


    I can't remember anymore... how I found it.

    Maybe I was flicking through a newspaper... a letter from a friend... or was there something on the TV?

    I guess it no longer matters... how... I got it. But it's here now, beside me as I travel.

    She promises what no one else can. I wonder if I can trust her.

    Maybe it's nothing... maybe she's like a fraud like all the rest... like all this world.

    But still, I am travelling to meet her. Because she promises what no one else can.


    A real exorcism... that's what the advert says... the words in simple text, beside me as I travel.

    I have nowhere else to go. If she cannot save me.... then I am lost...

    I can reach her address by midnight. It's somehwere I've heard of...

    Silent Hill.

    Okay, so the basic premise is that each of you is going to visit someone who claims she can perform an exorcism. Maybe you are guilt-ridden, suicidal, bereaved, unstable or simply curious, but an exorcism is pretty much your last chance, as everything else has failed to make your life better.

    As well as your character sheet, it'd be cool if you can each design a standard monster and a boss monster (because despite what the later games would have you think, Silent Hill is populated by demons that are specific to your own neuroses). The standard monsters can be reflective of your fears/desires, whilst the Boss is the ultimate sick and twisted side of yourself.

    <tr><td>CHARACTER</td><td>MONSTER</td><td>BOSS</td><tr><tr><td>-</td><td>-</td><td>-</td></tr><tr><td>Name:</td><td>Name:</td><td>Name:</td><tr><td>Age:</td><td>Usual locations:</td><td>Location: (where it lurks)</td><tr><tr><td>Appearance:</td><td>Appearance:</td><td>Appearance:</td><tr><tr><td>Personality:</td><td>Description:</td><td>Description:</td><tr><tr><td>Abilities:</td><td>Abilities:</td><td>Abilities:</td><tr><tr><td>Equipment:</td><td>Grouping: (usual numbers)</td><td>Possessions: (reward dropped?)</td><tr><tr><td>Psychoses: (Your vices)</td><td>Strengths:</td><td>Strengths:</td><tr><tr><td>Neuroses: (Your fears)</td><td>Weaknesses:</td><td>Weaknesses:</td><tr><tr><td>Background: (Reasons for attending the exorcism)</td><td>Concept: (where in your psyche this monster comes from)</td><td>Concept: (where in your psyche this monster comes from)</td><tr></table>

    No plot beyond the basic premise yet, so feel free to throw in some ideas...
  2. It looks like we can still start threads, though, so maybe we can make our own arcs, but stuff like customizing the clan is all you, @Razilin.

    Lore - I've got so much, but I don't think any of it pertains to our current storylines.
  3. I've got my character sheet ready! This is where it gets posted, right? >_>

    CHARACTER<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" /><o:p></o:p>
    Name: Eldon Unwin<o:p></o:p>
    Age: 32 yrs<o:p></o:p>
    Eldon’s posture and gait are lax, if slightly hunched. He moves with a smooth stride and tends to interfere in others personal space by standing too close or touching those he meets; his usual greeting is usually by strolling up silently behind someone and grabbing their shoulder to signal his arrival. The mortician speaks with a soothing tone which tends to lull others into trusting him with their problems.<o:p></o:p>
    Personality: Helpful, mysterious, polite. Eldon always seems to have a smile on his face. Though he often spends his time at the Balkan cemetery, the mortician has many other haunts around the entire town, but he is usually found in Old Silent Hill. <o:p></o:p>
    Abilities: always there if you need him<o:p></o:p>
    Equipment: crowbar, has several knives and scalpels in his coat pockets
    Psychoses: Has a fixation on dismemberment and death and often mentions it in metaphors while helping others with their own problems<o:p></o:p>
    Neuroses: Has a phobia of dropping his favored crowbar and always keeps a tight grip on the object.<o:p></o:p>
    Background: Eldon’s reason for being in the town is that he is a clergyman that lives at the Balkan Church, serving, allegedly, as a mortician there. He always carries a crowbar with him, though it’s hard to see if the red tinge on the metal is rust or blood. Eldon seems to pop up whenever someone is in trouble over a puzzle and it’s a question as to what his true occupation is. Why would a mortician wander around the town with an old crowbar in his pale grasp?<o:p></o:p>
    Name: Spector<o:p></o:p>
    Usual locations: Cemetery<o:p></o:p>
    Appearance: A gaseous, vaguely human form<o:p></o:p>
    Description: From far away, spectors seem like clouds of mist, but if you get too <o:p></o:p>
    close, they will appear more human.<o:p></o:p>
    Abilities: Spectors can manipulate objects as projectiles and will use whatever is in their surroundings as offensive material. They are not very strong.<o:p></o:p>
    Grouping: Usually alone, though travel in up to 3 or 4<o:p></o:p>
    Strengths: can only be rid of with fire because of their gaseous nature; very annoying<o:p></o:p>
    Weaknesses: not very strong<o:p></o:p>
    Concept: From Eldon’s profession and constant contact with the dead
    Name: ?<o:p></o:p>
    Location: Balkan Church basement<o:p></o:p>
    Appearance: ?<o:p></o:p>
    Description: ?<o:p></o:p>
    Abilities: ?<o:p></o:p>
    Possessions:unknown weapon<o:p></o:p>
    Strengths: ?<o:p></o:p>
    Weaknesses: ?<o:p></o:p>
  4. Okays, I've made a start at my character. I'll try and get this finished quickly.



    Name: Kevin Waves

    Age: 38


    Personality: Kevin has an outward facade of being a fairly sociable individual; he's a master of the small-talk and knowing who are the best people to befriend so as to have the 'right connections' when he needs them. Those who listen to him for long enough will quickly note that he talks a lot about his band, and the 'good old times' they had. He hates it when people mention his wife and the murder trial however, and if people go on about it Kevin quickly becomes aggressive.

    Inwardly, however, Kevin's a scared man. He's scared of being forgotten by the public and becoming some washed-up rockstar endlessly reminicising of what they once had; he's scared of what his addiction is doing to him, slowly sucking up what money he has on ever increasing doses just so he can get a kick from it all; and he's just plain terrified of his wife's ghost, which he believes is haunting him and is the one ultimately responsible for all the many misfortunes he has suffered since her murder.

    Strange a man claiming to be innocent of his wife's murder should feel guilty over it.

    Abilities: A classically-trained singer, Kevin also has considerable experiance of singing on-stage for an extended period of time in front of huge crowds. He also is a decent guitarist, though he never played on-stage with Counterwise. Having spent some time at his local firing range, Kevin knows the basics of firearms useage, though he can't really be considered an expert of them.

    Equipment: - Gibson J-200 Acoustic Guitar in case

    - Glock 17 Handgun, kept in small case with two spare magazines

    - 1958 Chevrolet Impala Hardtop

    - Car Keys

    - Two day's worth of heroin, hidden inside guitar

    - iPod

    - Pack of Marlboro Reds and a lighter

    Psychoses: Kevin has been a drug addict for years now, so long he barely feels any kick from the substances he takes, it's just a part of his routine. Music is extremely important to him, and has been for most of his life; he keeps an iPod filled with an extensive collection of music. Playing his guitar is a means Kevin often uses to help himself relax, and he can feel a compulsion to do so on occasions. He often smokes when he plays, again as a means to help keep himself calm.

    Neuroses: Kevin is afraid of being forgotten; years in the eye of the public, making successful records and touring extensively has become the lifestyle he is used to, and with the breakup of Counterwise he fears the world will move on and forget him. His greatest fear, however, is of his wife, Courtney, whom he believes has been haunting him since her murder, ruining every attempt he makes at starting anew in either his music career or his family life.



    It's been a hell of a year for the five Essex boys of Counterwise, who's debut album, 'Where Dwell the Faint of Heart', has become an international hit, selling millions of records all across the globe. Their tour has taken them from London to Chicago to Moscow, lasting six months and seeing the band perform in front of thousands of fans at each venue.

    "It's been a fucking experiance, that's for sure," said a shellshocked Kevin Waves, lead singer and frontman of Counterwise, after their sellout performance in Dublin, "Just a year ago we was playing in dingy little clubs and pubs in Peckham, barely making enough to get by, and now... fuck, man, we're huge. It's hard to believe at times; I keep thinking I'm gonna wake up soon."

    A fusion of electronic and progressive-rock, Counterwise's style and stage presence has become famous worldwide. The band is already at work on their still unnamed follow-up album, which Waves is promising to be "A big, bold and ballsy as the last, maybe even more".


    THE TIMES: JUNE 1995

    Rock band Counterwise has been forced to cancel is remaining performances in Sydney after lead singer Kevin Waves was arrested last night in Edinburgh for possession of cocaine.

    In a statement made by Counterwise's record label, Waves stated, "I've been suffering from an addiction to illegal substances for a few years now, and despite my best efforts I've been unable to kick the habit. I apologise deeply to our fans, and to those planning to attend our remaining performances."

    Waves is due to appear in court in two weeks.



    Kevin Waves, lead singer and frontman of Counterwise, was married to singer Courtney Harts at a private ceremony in Chicago, attended by several close friends. The rock star's previous marriage to photographer Emma Stane ended with the couple filing for divorce three years ago.

    Despite several visits to rehab, Waves has not yet been able to kick his drug habit, and former Counterwise lead guitarist and brother Andrew Waves fears that Harts may be a poor influence on Kevin. "Courtney Harts' drug habits are as well publisized as my brother's," Andrew Waves is quoted saying, "as is her reputation for marriages ending with her taking her husband's money. I worry Kevin's made a hasty decision following Harts' pregnancy, and that it's going to come back to haunt him."



    In a climatic and shocking finale to one of the most publisized and dramatic court cases of this century, Kevin Waves has been found innocent of his wife Courtney Hart's murder.

    Despite the former rock star's lack of a solid alibi on the night of the 14th of March, 2003, when Harts was found stabbed to death by the couple's house-keeper at their home in Chicago, the jury decided their was not enough evidence to prove that Kevin Waves had murdered his wife.

    Waves, whose band Counterwise fell apart in April 2003 after he was arrested for his wife's murder, said outside court yesterday "I've always been adamant that I had no hand in my wife's murder, and I am unbelievably grateful that the jury agrees. It's true that Courtney and I had filed for divorce, and that the following lawsuit would leave her with a sizeable amount of my money and possession of our daughter, but I'm not a killer; I could never have done such a terrible thing to Courtney."

    Harts family have already declared their intention to appeal the case; David Harts, the father of Courtney, has always been adamant that Waves is the killer of his daughter.


    Subject: RE: Exorcism

    It didn't work.

    That psycho bitch is still haunting me. Last night she trashed my recording studio and nearly burned my fucking house down, Michael; this shit is getting serious. I know your man gave it his best shot, mate, but his exorcism didn't bloody work.

    I'm at my wits end. Every attempt I make at recording again is ruined by my bitch of a wife. Soon all I'm gonna have left is a huge fucking debt and the drugs.

    Is there anything you or someone else can do, Michael? Seriously, I'm ready to try anything; she's gonna kill me if I don't.

    - Kevin

    Subject: RE:RE: Exorcism


    I'm truly sorry the exorcism did not work, and I'm afraid there is nothing more I can do personally. But I think I may have found someone who can help you.

    I found an advert made by a lady in a town named Silent Hill; she claims to be capable of carrying out a 'real exorcism'. The town's not too far away from where you're staying now, so it's worth a try.

    I wish you the best of luck, Kevin. I hope you can rid yourself of the ghosts of your past.


    Michael Denvers

  5. Character

    Name: Jack King

    Age: 23



    Abilities: Social Skills. Negotiating. Building Architecture.


    2007 Prius.

    Steel Briefcase- Useful for carrying items around. Heavy enough on it's own to hurt quite a bit if used as a weapon.

    Road Flares.



    Buisness Journal.


    Outer- A young man who stands his ground against obstacles with a stern and steely gaze. Jack is sociable kind to everyone he meets up until a breaking point. Clients are the most obvious practice of this behaviour aside from the fact that treatment also involves his professional side. When with friends he is the type to party along a little bit but hang back in the end. In otherwords. . . the type who self-nominates to become the 'designated driver'.

    When others are treated poorly with reasons deemed unfair by Jack, he will try to step in even if it is not any of his buisness. Usually this comes from his nature as a negotiator for people during the testy peroid of buying or selling a house. Dealing with other realtors is a highly influencial factor in this trait.

    Inner- Tries to never give up on his dream of helping as many eople as he can find a good home. Deep down he wants everyone to have a shot at the childhood or family life he grew up with. But there is a wound in his heart. A crack in the 'gold paint' around his heart, if anyone were to ever be so kind to compliment him that much. Exploiting this draws out a darker side that has repressed rage locked up tight.

    Psychosis: Has a touch of OCD and a problem when dealing with certain memories of his family. Issues with letting go of people he has become attached to over time. Somewhere in there is also a red head/ leather fetish. Respressed rage that can bleed through in bursts. Hatred of those who needlessly abuse others that goes deeper than a 'natural aversion' to that behaviour.

    Neurosis: Family-related issues such as rejection or getting singled out for some type of punishment. Fear of storms or other natural forces which seem 'evil'. Unstable buildings also can give him quite a scare.


    Growing up in the mountains would never be the type of place one might think such a sharp-dressed young man could come from. But no lies surround his true birthplace. Elevated a thousand feet above sea level existed his small hometown in the Arkham Mountains. Up in the mountains was where his father had chosen to start a family that could exist away from the hustle and bustle of city life.

    When Jack finally became old enough, he felt that dedicating his life to giving others a good place to live was the path to choose for his professional career. People deserve to grow up in a good home he often thought, and wanted to do everything he could to help clients. For Jack, the hardest part about earning his license became a decision between compromises or standing his ground firmly.

    A while back, the company he worked for started to represent a certain house of peculiar past was introduced by a family. They had inherited the house from an estranged relative who passed away. It was in a beautiful location but had such strange architecture along with a disturbing history of previous owners. Knowing about such an unsettling past kept the family from wanting to live there themselves. Hopefully someone would come along who was not superstitious.

    Months went by but no one would buy unless the price was lowered beyond what the family knew it was worth.

    Finally Jack was assigned to try selling the house after other realtors had failed and given up. It would be his first actual house to try showing and selling on his own. Several potential buyers came along who wanted the house for much less than it was actually worth. Once again it seemed history would repeat itself. All the while he stood his ground for the sake of a family who needed to get out of mortgage payments during hard times.

    Recently a family the house was shown to fell in love with it and decided almost immediately that they would buy. But on one condition: that the past of this house be dispelled in some way so that their lives could be peaceful. Jack himself knew something was terribly wrong with that house. No one in their right mind could stand to spend the night without expierencing extreme nightmares. If only there were some way he could fix it without making either side unhappy.

    That day he saw the advert offering a real exorcism . . . and decided he would meet with this person at their address. Perhaps he could persuade them to leave for a little while to visit the house. He knew a little about the town they lived in called Silent Hill. It actually happened to be within an eight hour drive. What convience. . .



    Name: The Hand that Feeds

    Usual locations: Empty Drawers. Graves. File cabinets.

    Appearance: N/A

    Description: A dismembered and rotting hand of grotesque nature with an occult symbol carved onto the back of the hand. Each one also has a small mouth with sharp teeth in the palm. Some versions have all five fingers and move swiftly while others are missing a finger or two. These are the result of the hand growing so hungry that it tries to devour itself and are slower as a result. But they do have a much larger mouth and can thusly do greater damage.

    Abilities: Moving along any surface, infiltrating small spaces, rapid devouring, and ambushes. They can also regenerate from damage with each bite of flesh or drop of blood ingested. Finger snapping. Kill them quickly if this happens. The last thing you want is for them to form a line and begin snapping their fingers.

    Grouping: 1 to 2 unless in a special location like the hospital or graveyard where they might come in up to 12 at once.

    Strengths: Stealth. High mobility. Can hide in a number of confined spaces. Regeneration.

    Weaknesses: Easily killed with a heavy blow from a blunt or edged object. Even a well-placed foot stomp might kill one as long as sandals aren't involved.

    Concept: Jack was raised and often heard his father mention the phrase "Don't bite the hand that feeds you, son. It may come back later and bite you back”. Of course this was not the exact phrase either . . . his father had modified it. A moral lesson his father wanted Jack to understand when doing business. But during his life Jack has bitten that hand more than once when he believes in something strongly enough. Regrettably it has cost him quite a few opportunities for advancement as a result and put him on the road to Silent Hill. Now this lingering anecdote has come back for more than any person can let it chew.


    Name: Hellway House

    Location: King Street.

    Appearance: N/A

    Description: A regular but slightly rundown looking house during the daytime. It actually blends in perfectly well with the other suburban homes. When night falls it sticks out just a little with a somewhat more sinister look. Stains of blood and flecks of rust are displayed sparingly outside. Inside it gives one the same sickening distortion when extremely close to a monster. But it the outworld it becomes a bloodstained labrynth with a deceptive size.


    No Exit- Once a group of people enters, the house may choose to lock all the doors and make the windows unbreakable. This lasts until the house is defeated. Some doors in the house can become locked as well, but attacking a weakness unlocks the door.

    Architecture Warp- Given all persons in the house stay long enough on one floor, the house can manipulate other floors at will. It also allows the house to change it's appearance from the mundane to the morbid.

    Puzzling Predicament- The house can create a puzzle to replace a weakness affected by physical damage. It is very useful if the trapped occupants are not very bright. The gamble in this for the house is that when the puzzle is solved it causes damage equal to an entire weakpoint being destroyed.

    Unwelcome Guests- Violent Spirits may enter the house as a defense against those trying to destroy it. Some of these can be killed. Others. . . cannot.

    Possessions: Closure [for Jack only]. Other players accompanying Jack would each recieve a reward designated by Asmo.

    Strengths: Impervious to damage unless hit in specific weak points. This means doors cannot be broken down, etc. Deceptive appearance.

    Weaknesses: Certain rooms in the house have a weak point that links to the rest of the house. Some of these can be attacked physically while others are an actual puzzle.

    Concept: It is a representation of both Jack and everything he despises all at once. The house, like Jack, is unmoving in what it stands for while being just as relentless in pursuit of goals. It also could be interpreted as an indicator of the house he currently wants to sell. Another possibility is that this is Jack's childhood home itself, twisted by the corruption of Silent Hill. What it wants. . . or rather what the dark side of jack wants, is to create an environment which fosters unlife and corruption of the very soul.
  6. Name: Mitchell Tenantson/Mikhail L. Traskov

    Age: 24

    Appearance: [​IMG]

    Personality: Mitchell suffers from multiple personality disorder, with both personalities bearing the initials M.T and having a completely differen personality. Mitchell is rather intelligent and artistic though prone to bouts of abject terror (bouts of which can freeze him on the spot or cause him to pass out, in which case Mikhail usually awakens). Mikhail is fearless though not that quick on the uptake, often finding the answer to simple puzzeles eludes him, Mikhail also has a stutter
    whereby when he gets exited or confused, he knows what he wants to say, but the words refuse to come for certain periods of time

    Mitchell: Physically strong, mentally bright, quick thinker
    Mikhail: Physically strong, immense mental fortitude and a very high pain threshold

    a backpack with:
    two 700ml bottles of vodka,
    three 1L bottles of bourbon
    two large packets of chips
    a ham and cheese sandwich

    also inside the backpack is an M101 Gas Mask, an item which Miklhail never goes anywhere without.

    Mitchell: Mitchell loves silence, though his mind often wanders strange paths, his mind is a maze of fetishes ideals of morality and he is addicted to Alchohol.
    Mikhail is utterly obsessed with the truth, and doing whats right, he will sacrifice every part of himself to ensure that the right thing is done and that the villian pays, in this respect he is vengeful and full of wrath, he desires nothing more than to hunt evil.

    Neuroses: Mitchell is deathly afraid of the supernatural, Ie: ghosts, demons, monsters, especially the idea that hell spews forth its hounds to take the wicked to eternal damnation.
    The one thing that Mikhail fears is doing wrong, being evil.

    Name: Hellhound
    Usual locations: outdoors, usually on the outskirts of town, though ocasionally when the mists are extraordinarily thick a pack of Hellhounds stalk the streets, its even rumored that a pale man in grey rags hunts with the pack, the decaying creatures following the man as though he here their pack leader.
    Description: decaying wolves, their howls send shivers down your spine and when they draw near, you can hear wet ripping noises as areas of skinless muscle rip apart and fuse back together as they bare down on you.
    Grouping: small pack 5-7, large hunting pack (supposedly led by the man in grey) 9-12
    Strengths: the hellhounds are exceptional hunters, and once they smell your scent, they will hunt you outside, inside, whereever you run that they can follow you, and should you escape, (say to a rooftop) they will prowl the area where they last saw you for at least an hour, even more depending on how much fear they smell.
    Weaknesses: despite their relentlessness and their ability to heal, Hellhounds are quite easily dispatched if one has the nerve, decapitation is easier as almost all hellhounds have no fur on their necks, a sharp blow with a blunt object will stunn or kill them and one can, if pinned by one, break it's neck simply by putting it in a tight bearhug.
    Concept: Mitchell's fear of the hounds of hell takinging him for his 'wickedness'

    Name: M. V. Traskov
    Appearance: As Mikhail, though his eyes are completely milky white, his skin is deathly pale and has hairline cracks crossing each other across the entirety of his body, and while he wears the same clothes as Mitchel/Mikhail, M. V. Traskov's clothers are ripped, tattered and freyed, the colour almost gone from all artiticles of clothing, leaving them a filthy grey.
    Description: a sinister, machochistic, Murderous and ravenous version of Mitchell/Mikhail, stronger, faster and smarter, in better physical condition in all respects.
    it prowls and hunts, stands still in shadow for hours if it must, its desire is to rape, maim, kill and more, though the order varies.
    Abilities: Tremendous strength and fortitude, able to withstand all but the heaviest of weapons
    Possessions: Hunting knife, Garrotte, black leather fingerless gloves
    Strengths: M. V. Traskov is virtually unkillable in melee combat, and thrives on the thrill of the hunt, the fgaster you try to run from it, the more it desires to catch and hurt you.
    Weaknesses: Easily misled, M.V Traskov cannot tell the different between a corpse and someone laying still on the floor, and despite it's tremendous senses, it has a tendency to hyperfocus on one prey at a time, to the exclusion of all else, making it vulnerable to traps, cross fires and othr such group ploys.
    Concept: Mikhails fear of evil made flesh.

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  7. Thank you Hana for these recommendations!! Also sorry for late reply :/
  8. And, let's rock.

    The first chapter is really to capture the sense of isolation and silence. Its the dream-like fog world, where the only things moving are letters and fragments of paper, carried on inexplicable breezes. Some of these letters have meaning, whilst others are just the echoes of buried lives.

    The second chapter will take us into the house on Finney Street.

    As said earlier, it's up to you how much contact there is between our characters. And there are no chasms or roadblocks yet - the town just seems to be in a quiet early morning slumber.

    On Ampoule's advice, I'll be having certain items and notes dropped during the game. Most of the time I'll be adding these things to your equipment section under spoiler tags. These will be important items however, not things like ammo and steel pipes (I'll let you handle those things yourself).
  9. poke grumpy

  10. *Staggers in covered in Turisas facepaint*

    ...I'm working on it. Take it up with the Uni and their sucky internet connection methods... anyways, ROCK NIGHT!!
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