Home  | Login  | Register  | Help  | Play 

Horror/Psychology Concept

 
Logged in as: Guest
  Printable Version
All Forums >> [Gaming Community] >> [Role Playing] >> Role Playing General Discussion >> Horror/Psychology Concept
Forum Login
Message << Older Topic   Newer Topic >>
2/18/2014 12:37:42   
Draycos777
Member

So continuing on the post I made in TJByrum's thread here's the idea for a horror/psychology RP in more detail.

Plot: The players will have to figure out if they want to follow along with the npc's game(using clues to escape), do their own thing and try to survive on their own while keeping their sanity intact or come up with their own way out(however this will no doubt be the hardest of the choices).

Setting
: Most of the RP will take place in the underground halls and cells of "Quantil's Institution for Gifted People". With only one dirt path, to and from the institution, the building sits on a grassy plain miles away from the small town the path leads to. The institution has five floors(map is being worked on, but I'm a horrible drawer, so yeah :P). The first is called F1 or the "Lab Floor". Use to do the scientists' physical experiments. B1 or the "Internment Floor" is the first stop for all new comers, a long brick hallway lined with cells makes up this floor. A metal door, that is always locked
sits at the end and only those that have proven to be too dangerous around the people of the second floor have seen what lies beyond. B2, given no unofficial name by the experiments, acts much like a maze. Hallways branch off and lead to rooms, cells and dead ends. The only source of light from here on out are sparsely placed torches who's flames flicked and bonce of the brick walls illuminating a small portions of the halls. In the center is a large open area that has a flight of stairs leading down to the fourth floor. The halls of B3 also dubbed "The Freak Den" have become less abstract leading to rows of cells, while one leads to the stairs that take you to the last floor. Most the the experiments titled "Freaks" by the scientists reside in the cells of this floor. B5 is the last floor and the most dangerous and complex. Called the "Lair of the Queen" this floor was built of the purpose of finding out how these young experiments would make a social order in their condition. This last floor has rooms that, in the eyes of these experiments, offers a grandeur living experience. With rooms that are connected to other rooms, each well lit and furnished with two wooden beds. This floor is also the smallest of all the others. While the three floors above have an average of 35 rooms between them, B5 only has 18 rooms. Four rooms made of four connected rooms and one room made from two connected rooms. The experiments titled "Animum Rege" live on these floor, and per the queen's order this will also be the starting point of the RP.

Background: The are many kingdoms in this RP, but only five are important. These are the Kingdoms of the United Kingdoms Alliance. These are the strongest kingdoms of the land, who have sworn to protect each other from invading lands.

The RP takes place in the weakest of the five Kingdoms, Quantil. For many years Quantil was in a constant state of on-and-off civil war. One faction supported a government ruled by the common citizens, while the other supported a government ruled by a king. 40 years ago the monarch backing faction unified Quantil and won the war with the help of a group scientific geniuses. Making the tools for the Kings victory, The other Kingdoms saw that Quantil was not only unified but, had weapon strength that almost rivaled their own. The United Kingdoms offered Quantil a spot as the fifth kingdom within their alliance so that their could reign in Quantil's growth and make sure it stayed weaker then the rest of them. The scientists, however, already knew what their goal was. They told the king that he should accept their offer keeping the other kingdoms from attacking them. Then, they turned their eyes to other goals. Creating a super-soldiers. Not by drugs, or physical training or cell research(though I'm sure they would have liked to), but with the mind. To be able to open up 100% of the mind to use, even 75 or 50%, a common person could do amazing and untold things. Photographic memory, telekinesis, out-of-body experiences at will and even control over the elements are just the tip. Reminding the king that without them he would still be fighting an endless war, they went out to research however they saw fit, without their methods ever being questioned.

10 years ago, the scientists believe that they'd have to pass their research and goal onto their apprentices when they discovered a key piece of information. Psychology trauma, specifically ones dealing with survival or life-and-death situations, have a much higher chance of opening the un-used parts of are minds. There is a catch though. The mind is affected by the befits of society, and it seems older people,while still possible, are less likely to open these parts of their mind up. 12-16, just before the mind has developed completely into it's fullest, is the 'ripe' age to open one's mind to a fuller use then what it would normal have been. Unfortunately few people are able to do this and fewer still are able to keep sane afterwards.

Characters:Queen of Shadows: The host of the game you've been dragged into. Sending you on your merry way to find notes that may or may not tell you about herself. If you find out who is really is and her name then you win, well that is, if you can find her again.

May Ashtin: The Queen's right hand. A seemingly emotionless girl, who carries out the Queen's orders to the letter and without hesitation.

Orwell Tupper: The only Animum Rege that doesn't live in the lowest floor. A big man, he instead walks along the halls of the Third and fourth floors looking for victims that he can mane(breaking bones). He prefers female targets as their screams are normally, "loud enough to drown out the voices."

Rayna Ignatov: The youngest Animum Rege, playful and carefree on the outside, Rayna hides a destructive power. The crackling of lighting is heard where ever she goes.

Garegin Elvens: A short Animum Rege, who is always scheming to boost his own standing and enjoying ruining the Queen's games.

the players: You have, by some chance, been chose to been one of the experiments in creating people who can use more then 50% of their mind's power and have been sent to "Quantil's Institution for Gifted People". You soon proved yourself "too dangerous to be on the second floor", and was sent down to the "Queen's Lair" while you slept thanks to a drug placed in the food you were given. Waking up You meet the Queen, herself, who tells you your situation and that the last game turned up no winners, so she gracefully extended the game to the next group to enter her lair. The events that lead to your character being chosen as an experimental subject and/or being placed in the "Queen's Lair" is solely to you. Your character is either a new Animum Rege or a new Qui Mentis.

Ranks: The scientists have ranked everyone in the experiment in terms of their success. The ranks from successes to failures are in this order:

Animum Rege(King of Mind): The successful attempts of the experiment. The ones that have unlocked and can use at least 50% of their mind and have gained some sort of power because of it. Well treated, the are seen as lords to the lower levels of the social standing with the Queen as the strongest ruling over them all.

Qui Mentis(Person of Mind): Those who have only started to unlock the unused parts of their mind. Not yet having gone far enough to gain a power, they must relay on wits to keep themselves alive.

Cecidit Regem(Fallen King): Animum Rege who lose their sanity, but retain their powers become Cecidit Regem. Mindless and simplistic, Cecidit are hardly able to communicate, getting one word sentences. While still dangerous, Qui can outsmart and thus, even kill a Cecidit. Placing them below Qui in the eyes of the scientists.

Freaks: Otherwise known as the complete failures to the scientists. The only difference between Cecidit and the Freaks is that one has a power while the other doesn't. Oh, and that there are more Freaks then any other rank. Those how have newly joined the ranks of the Freaks have completely lost it all yet...

Time mapping: Most of the Land uses a different time table than the traditional Quantil Kingdom.

BA and DA are the standard outside of Quantil. BA meaning Before Alliance and DA meaning During Alliance.

Quantil uses BU and AU. BU meaning Before United and AU meaning After United.

Phases and Wording: While the Kingdoms normal speak English to talk on even footing with one another, each Kingdom has a different dialect that they speak within their own land.
I'll be working on Quantil's and if you have any suggestions for the other four feel free to put them down, as I'm sure there will be more then a few good ones.

Geography of Quantil
: Most Quantil is flat plains covered in tall grasses with farming villages here and there. the capital is located in the North at the base of a mountain range, that runs from the southwestern part of Quantil all the way through the west and northwestern part of Quantil and into another one of the Kingdoms in the alliance.

The institution is located in a valley in the mountain range, connected by a mountain path to a small village so no one would happen to "randomly" bump into the building.

I'll put down some more information after I finish flushing everything out. If you have any questions please ask.


AQ  Post #: 1
2/18/2014 23:53:50   
N3344
Member

Im relatively interested in this idea. I do have a couple of questions, however. Is the structure of this RP set up as a "free roam style" or will there be a structured/guided story that the characters would be following? Also, is the goal simply to survive and escape the facility or is there a larger goal that our characters are trying to accomplish?
AQ DF  Post #: 2
2/19/2014 17:28:04   
TJByrum
Member

I didn't read the whole thing, just skimmed through, but I just wanted to say I had tried to come up with something of a horror/thriller RP. Each character/RPer didn't know whether or not they would die - and it could happen instantly, at any moment. Everyone started out in separate parts of this large and mysterious building, with different halls and doors. It was up to the players if they stuck together or split up, but anyway I already had 'traps' set up (so nothing was random, if you died then you just happened to be in the wrong place at the wrong time). Other than traps, I had 'challenges' the characters had to face, such as removing part of their body.

You can't capture any sort of horror in a roleplay, per se, but I intended on making the characters go through mentally horrific moments and encounter some terrible emotional points throughout the RP. Plus I wanted to keep the RPers anxious, cause they never knew when they would die or if they would even make it out. And the writing I had planned on using would be vague, making the reader not sure what's happening until they're finished reading, so it's a sort of 'tension' building up as you read. And I intended on using lots of dark and horrific imagery just to make you get a sense of what the characters were going through.

EDIT: Other things to keep in mind was the fact that I would vaguely point out certain things (such as binding) that you might would be able to take. You could help injured people, or leave them behind, and each choice had consequences.
DF AQW  Post #: 3
2/19/2014 19:07:29   
Draycos777
Member

@ N3344: You are able to choose what you do within the walls of the institution. Playing the Queen's game is totally up to you. Your powers(as long as they're not overpowered, since you'll be pretty weak with them at the beginning) are up to you as well; however, you can choose to be a Qui with not powers at the start if you want. Playing the Queen's game is easily the fastest way to escape, but there is only one winner. The players that choose to play have only one rule: Piece all the notes together and find out who the Queen really is. Then, get back to her.

How you do this matters not to the Queen. Make alliances, break alliances, kill your rivals, be the first one to the note and take it so others can't read it, whatever you choose to do; all that you have to do is survive the institution and win the Queen's game. You also have the choice of not playing and doing your own thing(trying to escape yourself is a choice). The RP ends when someone wins the game, or if everyone dies(or goes insane and becomes a Cecidit or freak).

@TJByrum: Yeah, I also had planing on having your actions effect what the NPC's thoughts and actions of the players. For example, Rayna is pretty playful and might randomly help a player who is in the Queen's game or trying to go on their own. Garegin, who doesn't really like the Queen and enjoys ruining her game, might attack or deter someone who is close to winning the game. Others, like Orwell, might kill you just to do so. Talking to May will sometimes offer clues to the next note. Sometimes the notes have to do with the Queen, other times they'll talk about other characters or other times they're junk and talk about nothing or maybe they just might talk about or mention the players.
AQ  Post #: 4
Page:   [1]
All Forums >> [Gaming Community] >> [Role Playing] >> Role Playing General Discussion >> Horror/Psychology Concept
Jump to:






Icon Legend
New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts




Forum Content Copyright © 2018 Artix Entertainment, LLC.

"AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
PRIVACY POLICY


Forum Software © ASPPlayground.NET Advanced Edition