The Snake and the Moon

Discussion in 'ROLEPLAY GRAVEYARD' started by Bob Ross, May 7, 2011.

  1. The Snake and the Moon


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    I have laughed at your naive existences. With your simple plans and dreams! Ah, sinful nation! People laden with iniquity. Brood of Evil Doers! Depraved Children! They have forsaken the LORD, Spurned of the Holy One of Israel, turned their backs on Him.

    Every head is ailing, every heart is sick. From head to foot no sport is sound: all bruises and welt and festering sores-Not pressed out, not bound up, not softened with oil. Your land is waste, your cities brunt down; before your eyes, the yield of your soil is consumed by strangers-A WASTELAND AS OVERTHROWN BY STRANGERS! The world around us falls apart like a mirror crumbling into thousands of shards! BECAUSE OF YOUR LOVE OF THE SINNERS!

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    The White Knight found herself in a forest of great beauty. The problem was that almost as soon as she got there, a figure looking like an ancient man called for her, "Welcome Daughter of Israel. We've been expecting you for some time."

    Then without warning, she found herself entrapped in a caged wagon. The ancient man said she was going to the Castle, a place in which all magical and special people are concentrated to keep them safe from the cruelity of the outside society.

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    Bride of Israel, you hide before your Lord. How sad, how sad, indeed!

    The Castle keeps the unwanted locked away, it does. They hide the sinners from the eyes of the Lord, they claim. The Red Ones fear the White Knight for she is strong and is remorseless when in the heat of battle. Her eyes only see the demons in the heart of men. I think that they fear her for this. Of course, I am right for I always am.

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    I hate the Red Ones, for they are sinners in the eyes of the LORD. They will be slain, all of them will be…

    KEKEKEKEKKEKEKEKEKEK.
     
  2. Basic Plot Idea:Everything seems bizarre, possibly nightmarish, and certainly dream-like.

    Welcome to the Castle. In it a protagonist, known only as Wilma, struggles to gain access to the mysterious authorities of the Castle who govern over a select few for unknown reasons. Dark and at times surreal, The Snake and the Moon is about alienation, bureaucracy, the seemingly endless frustrations this woman's attempts to stand against the system, and the futile and seemingly hopeless pursuit of an unobtainable goal.

    The Castle, which on the inside is very much like a modern day hospital, is run by a group called the Red Ones. There are doctors that try to care for the people within the walls of the Castle, because many are in fact dangerous to society, while others are eccentric and pose no real danger. A few might be political prisoners...One may never know.


    House Rules:Please pay attention to any requests or specifics given

    Game Masters: Rory and Fluffy

    Characters: Only Four to five players will be accepted. Only one character per player.

    Posting Expectations: At least once a week.

    Rating: Mature, some adult content is too be expected because of violence, darkness, and other goodies that come with creepy stuff such as this.

    Genre: Apocalypse, Sci Fi Fantasy, Surrealism, Adventure, Drama.

    Atmosphere/Mood: Serious, dramatic, horror, dream-like fairy tale.

    Timeline: Unknown, it seems like this land is one full of paradoxes. Advanced machines exist, but there's no signs of airplanes or automobiles.

    Questions: Please PM me or Ask them in this thread.

    CHARACTER PROFILE

    Character Name:

    Gender:

    Job/Role:

    Age:

    General Appearance:

    General Personality: Mix it up! Don't need five nice guys or five schizos. Trust me, there will be enough of the latter as is in the plot~

    General History:

    Powers/Skills: Each character has a power that makes them stand out from the general population. Please be original. No two characters may share the same powers or skills.
     

  3. Character Name:
    Goes by the name of Wilma. Her real name is kept secret.

    Gender:
    Female

    Job/Role:
    The White Knight

    Age:
    29

    General Appearance:
    Show Spoiler
    [​IMG]


    General Personality:
    Obeys the laws of wherever she goes and respectful to those of higher rank. She can be confusing at times, always saying she defends the innocent but doesn't believe any person can be entirely pure. Past betrayals has made her a cynic, as well as scarily serious about her role in life. Wilma rarely smiles or laughs anymore; she wishes there was reason to. People grow more afraid of her as she continues to slay demons, evil doers and traitors. She takes lives with a stoic expression. It's all done without regret and without a single tear to shed. In fact, she can't remember the last time she cried for somebody.

    General History:
    Wilma wasn't always a ruthless killer of the damned. She had people to protect, a family and knightly friends that aided one another in battle. There was plenty to be proud of, despite all the risks she took. Life was as perfect as it could be. Sadly, one day, Wilma's life turned to dust. A pair of her comrades back stabbed her amidst an epic fight, leaving her unconscious on the ground. When she woke, there was nobody to assist her home nor patch her wounds. The White Knight was by her lonesome, with no idea where she was.

    With no monarchy to serve or a family to protect, she roamed from kingdom to kingdom in search of a purpose. Wilma's loneliness and bitterness from her allies' betrayal turned her heart cold. She later became a slayer of all evils, simply defending for who and what she believed to be righteous. The only person around to thank her, was her own self, if not any gracious strangers she happened to free from darkness in the process. Those little signs of gratitude were what kept her from giving up. Wilma knew she had more to offer the world.

    Now, she is lost in a land unheard of. She's held captive in a strange castle full of people who call themselves 'doctors'. There's nothing to do except stare out her window, wondering when she'll be set free and wondering what she did to deserve imprisonment. In her mind, she's confined for trespassing on these grounds, despite that she was welcomed.

    The White Knight has a goal to someday escape the Castle and continue her lonesome journey after freeing the other prisoners. Even if she'll be pushing her blade into their chests someday.

    Powers/Skills:
    Wilma considers her 'power' more of a curse. Her eyes glow in a bright yellow when she's in combat, a sign she's judging the souls of those she's about to battle. If there's blackness in their hearts, she charges at them like a bloodthirsty savage until they drop dead. Should they just be an innocent bystander, she lowers her weapon and refuses to battle, even if that means her own life is taken. That doesn't mean she won't hold her sword up in defense, though.

    That aside, she's an excellent combatant. She uses her sword well and she's very flexible, making it difficult to land a hit on her or block a swift kick to the jaw. Her frailty can certainly be a downfall, though...
     

  4. CHARACTER PROFILE

    Character Name: "Willie"

    Gender: Female, but believes that she is really a male that has been trapped in the body of a young woman for punishment by the LORD for not being religious enough in the Crusade against the Red Horde.

    Job/Role:Willie is kept looked up in the C level of the Castle, along with other people that are considered too dangerous to regularly interact with other patients. She has been known to randomly attack people she deems as unholy to the cause of the LORD. She is also a bit of a smuggler and has been known to steal from others on a regular basis but no one ever dares to try and mess with her.

    Age:13 or 14.

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    General Appearance: Willie always looks like she is angry or upset and looking distant. Her brown hair is never kept in any shape or form, other than it is short. Her clothes are tattered because the doctors in the Castle have yet to be able to get close enough to her with out getting hurt. She claims that the red cloak comes from a Red One that she killed in battle. The Doctors in the Castle believe that she is just a member of the Red Ones but no longer realizes it. She never wears shoes, just slippers.

    General Personality: A scrambled one to say the least. Wille is host to a myriad of hostile personalities, which was believed to be developed by her mind to deal with the sheer overwhelming strain caused by the heavy experimentation by the Castle. She often tends to stay silent. Willie is very much feral in nature. She has an above average degree of intelligence, but luckily for everyone else she tends to be more about freedom than evil. She believes that you're either a predator or prey for another predator, so to them the only thing that matters is having the strength to take what you want.

    General History:Willie is something of a malevolent apparition, often smirking cruelly at others' struggles. The rumors amongst other patients is that she was the first "special" one brought into the Castle. The doctors at first believed that she suffered from a violent case of dissociative identity disorder, using an imaginary friend, a boy named Willie as a mean to endure her harsh life. However, as time went on this imaginary being became the dominant personality and the girl's original personality became lost. The doctors are unsure of what's wrong with her, other that at this point her "special powers" have take her over mind and soul.

    Powers/Skills: She moves around like a cat stalking a bird. She has a heighten Extrasensory perception to an almost clairvoyant degree. Willie is able to scale walls by being able to jump at angles. It is rumored that she might also have claws.
     
  5. CHARACTER PROFILE

    Character Name: Enin Noganon

    Gender: Male

    Job/Role: Enin resides on the third floor of the south tower of the castle in room 621. Because the tower starts 6 floors up, he has a rather breathtaking view of the countryside below. Although he is quite mad, he is sane behind the delusion of being a toymaker. He believes his job is to make toys for all the children below the castle. He gives the toys he makes to the nice men in red and they give him new materials to work with. He loves his job and takes great pride in his work.

    Age: 27 or 72 or 36 or 63 or 45 or 54 or 18 or 81 depending on what time of the day you ask him, but sometimes he changes his mind mid-sentence. He looks to be in his late 20's or early 30's.

    General Appearance:

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    General Personality: Enin is very agreeable, happy go lucky, and optimistic, but he doesn’t like things that intrude on the delusions he has made for himself. He will get defensive quickly if his worldveiw is challenged. He believes that all people are generally good, and that a strong work ethic is a virtue. Enin is a pacifist and knows he would never hurt anyone. He loves the praise he gets from the men in red for doing a good job. Since there are few others he interacts with, their opinion means the world to him. He uses a base 8 number system and refuses to use the normal base 10 system under any circumstances. Any mention of the sum of 4+5 under the base 10 system will make Enin extremely anxious.

    General History: Enin remembers very little about his time before being brought to the castle. A few flashes of light, some explosions and little else remain. The rest of his past is either forgotten or locked away behind the mental blocks of his delusions. Sometimes he see's foggy bits of his past life in his nightmares, but the nice men in red remind him that thinking about such things could slow his toy production. He knows there must be a key to unlocking his memory, but for now it is unimportant. The children must have their toys as quickly as possible.

    Powers/Skills: Either through natural or supernatural means, Enin is a skilled mechanist. He usually only needs to glance at a mechanism to know how it works. What he makes in his room more closely resemble weapons than toys, but Enin's delusions prevent him from seeing this.(No children's toy should create 9 foot columns of flame.)
     

  6. Character Name: Luther Madric

    Gender: Male

    Job/Role: He is kept in the C level of the castle. He is kept with a special collar that helps channel his powers out in even amounts. He is considered very dangerous and is kept away from other patients, or at least out of reach... But he's known as the Dream Maker....

    Age: He has no idea but he looks around 19

    General Appearance:
    Show Spoiler
    [​IMG]



    General Personality: Luther is known as a stage 4 Bipolar Depression patient. He has sever mood swings that the medication he used to take can no longer control them. He can be one of four extremes.
    -Extremely Happy and Hyper: Manic and somewhat crazed movements.
    -Extremely Enraged: He goes into a deep rage and he is known to strike at anyone who even looks at him.
    -Extremely Depressed: He has very hard mental fall and has to be restrained so he won't harm himself, and when it's very bad, he won't move at all.

    General History: He has never meet his parents but what is said, is that they were both patients and that he gained the worst from their illnesses. He has no idea if this is true or not so he ignores these accusations. He has been in this castle for as long as he could remember and he has risen in ranks. His so called 'doctor' says that his ability is dangerous to himself and to the other patients, so he has been kept in solitary on the C level.

    He has only used his ability twice and both times, he woke up and saw many Red ones and guards dead around him.

    Powers/Skills: He is known as Dream Maker, and as his name implies, he brings out whatever is conjoured up in his dreams or nightmares. Durring the times he uses his power, he looses his conciousness but his eyes remain open as he makes whatever is in his mind come to life. He can do this to others as well, but he has to be able to touch the person's forhead in order for it to work properly.

    He is also a great hand-to-hand fighter and is always training, always waiting for the day when everyone will escape...
     
  7. Character Name: Barnum.

    Gender: Male.

    Job/Role: Past; member of the Red Ones – Present; prisoner, by choice.

    Age: 56 years old.

    General Appearance: Barnum is blind in his left eye; his right eye is slowly following. He’s a rugged in appearance, tuffs of white hair with brown eyes. He has dark, leathery skin with scruff growing out of his chin. Barnum is just an old man on the edge of lunacy, and his appearance reflects that.

    General Personality: Barnum is also a bitter old man. He holds a lot of resentment to the Red Ones, even if he’s numb to their ways. He’s also one of the lesser known prisoners, which leads to the impression that he’s a rather guarded man with some well-kept secrets. He’s also a bit of a…survivalist, so to speak. He’ll do whatever it has to take, and he has often enough, to survive. In the beginning, when he was a young man, it was just to stay alive; it then grew to surviving to protect his family. Now, it’s enduring each day until he sees the Red Ones fall from man-made grace.

    General History: Ah, history. When Barnum was a child, he was abandoned by his family. He grew up wandering from place to place, eating what he could – whether that meant stealing food from an unwatched table, digging in trash cans and dumpsters for left-overs, or, hard to admit, the meat of a still warm corpse. His life was finally turned around when he caught, 15, stealing from a local fish monger. He had the choice to get his hands chopped off or work off his debt. He, of course, chose the latter. They became his family. That was the first time his life was altered. After awhile, getting an education and working as a fisherman, Barnum was 27 when he met the woman he would fall in love with. Her name was Emilia. She was young – only 18 years old – bright, and gifted. It wasn’t long before they were married and wanted to raise a family. At 29, Barnum was blessed with a baby boy. The mother and babe were fine; it wasn’t until Barnum was inducted into the Red Ones, age 32, that his life changed drastically for a second time. After that, he was never the same – the hope he once had, from a child to a young man, had gone cold, and it was replaced with something much more sinister.

    Power/Skills: The old man doesn’t have any specialized gift. He has a great instinct to survive, which leads him to be competent warrior. He’s quite efficient in weaponry and tactics. Barnum also knows that looking like a “fragile, old man” can have its advantages.
     
  8. Looks good. Now it's time for the intro posts be made.

    I want to avoid the cliche of having all the characters to meet each other in the first few posts, I'd like to see ya'll think about questions such as these: Why they are there - Why is each person there? How are they brought into the story?

    I also want to see some ideas of place. What is the room your character lives in like? How do they interact with the others around them? Is there conflict?

    Since this RP will be run as an episodic, so there will be time for our characters to interact. ;)
     
  9. Fantastic! My fingers are just itching to get started.
     
  10. I'd like to join if there comes to be some open room.
     
  11. Jack, I'll allow you to join since I've worked with you in the past.
     
  12. Your apps are closed. Waited too long.

    Very well.

    I'll lurk in the corner of your IC, consumed with lust for the duration of this RP.

    *Apologizes in advance for any commentary she might spout.*
     
  13. What did you have in mind? I can always make exceptions, allowing people to join; I'm never one to decline someone if they have interest.

    Fluffy and I generally keep the number under 8 so that way the stories have better flow and posting rates.
     
  14. Essentially, an individual suffering from delusions of grandeur, Obsessive Compulsive Disorder and Tourrettes (I'll make it sound pretty and vague in the bio). This individual, though deemed harmless, is convinced that they are one of the few last standing pillars that keeps the universe from falling into chaos and ruin. There are certain occurrences associated with a destructive force (a series of numbers, physical contact, time of day, still thinking. . .) that elicit a special ritual dance to restore order to the crumbling universe. If the character is not allowed to perform this ritual the world will come to an end.

    They also possess a 'tick,' which they often channel into some sort of musical talent.


    Would this be cool? I WOULDN'T WANT TO OVER BLOAT YOUR ROSTER.





    OHGODINHEAVENIDON'TWANTTOOVERBLOATYOURROSTER.
     
  15. Yeah that's fine. Since this plot is supposed to be surreal, it'll work fine.
     
  16. You guys rock. No homo.

    *Gets her surreal on.*
     
  17. <3 Look forward to seeing that character Tegan. I've been wondering when I'd get to roleplay with ya again.
     
  18. The IC has been set up by Fluffy in the Fantasy section of the forum. Please note that the chapters will generally always start from the POVs of Wilma and Willie. Your characters should be written in the third person, since that's actual plot progress vs. providing deep content for each openings.
     
  19. Sorry for the short intro post.

    Exams + Projects + Papers + Work = @_@