Asylum InformationBelow is information about the "Cursed Gifts and some Other kind of madness" asylum on InsaneJournal. To join this asylum, click here. You may leave the asylum at any time. |
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User: | thegiftofcurses (487608) |
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Name: | Cursed Gifts and some Other kind of madness | ||||||||||
Theme: | A multi-fandom RP community | ||||||||||
E-mail: | steviethescribbler@gmail.com | ||||||||||
About: | Welcome to where time stands still No one leaves and no one will Moon is full, never seems to change Just labeled mentally deranged Dream the same thing every night I see our freedom in my sight No locked doors, no windows barred No things to make my brain seem scarred Sanitarium, leave me be Sanitarium, just leave me alone --Metallica Now, as you do not appear to be mentally defective, I will put this bluntly: you are here for a reason. How long you stay, how you are treated, and what your fate will ultimately be, all depend upon your cooperation. I have some questions for you--I suggest you answer honestly, because I will know if you lie. This interview will be turned over to the staff and inmates, who will decide where--and if--you belong. Should you be unfortunate enough to be deemed unworthy of placement, you will be taken to F Wing, and left to the dubious mercies of I and my upper staff. Game Rules: New arrivals show up in the Activities Hall, where they will be introduced to the other inmates and staff who drop by--all characters will be voted either Staff or Inmate, at the whim and discretion of the players and the Doctor. Use of staff powers (e.g, putting an inmate in isolation, etc.) is to be decided among the players--being staff does not automatically give your character the right to confine/abuse/bitch-slap an inmate. This game is OC-friendly! If you've got 'em, put 'em in, just for the love of God don't throw me any Sues, people. As in most crack comms, don’t break the fourth wall; in other words, don’t have your character tell another that he/she is part of a book/movie/comic/whatever. You can die here if you want, but only if you want to--nobody can kill your character without your permission. It's also possible to come back, either as a zombie or as a living person, thanks to several residents of the Other. The Institute The Institute is a massive facility in a very remote corner of Alaska. It's comprised of several buildings--the main hospital/prison itself, staff housing, warehouses, and a small adjacent military base, complete with planes and helicopters that might potentially be stolen. The entire compound is, on the surface, very secure. However, most of it was designed and built by a firm of rather insane architects, and as a result the walls are filled with hidden passages, trapdoors, dead ends--just because an inmate is a prisoner doesn't mean they can't get around. The hospital building itself has the most, but there are also some in the staff apartments and base. Staff While characters can be voted staff, a place like the Institute would need hundreds of people to run it, so feel free to NPC staff members if you want. Staff characters themselves have a lot more freedom than the inmates, which basically means they don't have to sneak around through the hidden passageways. They can also leave without having to sneak out, though like the inmates they do have to come back, or face the consequences. Powers Everyone in the Institute has some form of Gift, i.e. telekinesis, empathy, etc. You can pick your pup's power(s) at whim, and there's always the chance to obtain more--you get two to start with, and can work your way up from there. They're magical in nature, and thus have nothing to do with your character's physical attributes or health. If your character already canonically possesses magical ability, you can add to it, if you choose, though be aware there are safeguards at the Institute that will prevent against inmate uprisings and what have you. Occasionally, however, those safeguards might inexplicably fail, at which time all hell can break loose. Most people's powers will work inside the Institute itself, just not to truly destructive levels. The Doctor has made some very shady deals with some very shady creatures to make certain nobody can just blow the place up (magically, at least; should your character find some way of making a regular bomb, things could get...interesting). Von Ratched is himself an extremely powerful telepath/telekinetic, but he's not going to be able to get into anyone's head if you don't want him to (which will frustrate the hell out of him, poor evil bastard). Escapes The Institute compound is crisscrossed with tunnels, a la Hogan’s Heroes. Characters may escape the Institute, but only into the Other. They can stay there as long as they'd like, though a prolonged vacation into the Other is a very bad idea, since it's almost invariably fatal. Von Ratched won't often send people in after his escapees, because he doesn't want to lose his staff to that place, but if he chooses to follow a person himself they'll probably wish they were dead. The magical dampeners within the Institute don't work outside, so if your character gets out and has the ability to teleport/Apparate, etc., they can escape...but the only place they can go is the Other. Which, while more open than the Institute, is also inarguably more dangerous. The Greenhouse The Institute grounds have a greenhouse. It's a very big, plate-glass thing, in which many of the Institute's fresh vegetables are grown. It's got plenty of room for inmates to play around--it keeps people busy, and is a form of exercise. There is currently, far back in the north corner, a small patch of suspicious green leafy things that may be harvested without notice or protest. Character limits There are none! Bring in however many people you want, original or canon. Just be sane about it and avoid any blatant Mary Sues, okay? They won't be banned, but they probably won't find anyone to play with them, either. Characters from previous games Have a character you've played elsewhere? Don't want to have to make them start over from scratch? You don't have to! Your character can have whatever backstory they want from another game, if you'd rather it be that way. Dead Characters Death is no obstacle for the Institute. Only the Doctor knows how (and why) people are brought here, and if that includes a little necromancy...well, nobody's going to stop him. It's preferable if they show up as they were when they were alive, though zombies are okay, too. :) | ||||||||||
Interests: | 10: alternate worlds, curses, demigods, gifts, magic, mental hospitals, prisons, the other, voodoo stoners, zombies | ||||||||||
Members: | None listed. | ||||||||||
Account type: | Free Patient | ||||||||||
Date created: | 2009-09-17 04:02:58 | ||||||||||
Date updated: | 2009-09-25 19:36:58, 765 weeks ago | ||||||||||
Clients used: | |||||||||||
Journal entries: | 2 | ||||||||||
Comments: | Posted: 0 - Received: 62 |