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The Suffering: Another Cataclysm. [UC]

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Zahzi
Captain

Distinct Lunatic

PostPosted: Sun Dec 26, 2010 11:49 pm
The incidents on Carnate Island and Baltimore were not isolated incidents. Unfortunately, they were only the very beginning of what seemed to be Hell on the Earth itself opening up and wreaking havoc in certain areas, killing thousands...Survival seems unlikely for most...

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This story, takes place in the state of Washington. On yet another prison. This one named Rook's Keep, situated on Campbell Island, three miles west of Seattle. Fog constantly surrounds the island, making it invisible to nearly anyone looking for it from land.

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'The Cataclysm', is the term used for this horrid event. The Earth shakes with a vengeance never seen by the likes of mankind. Capable of ripping holes in the ground, allowing the Creatures, these, 'Malefactors', to cause these attacks on humanity.

One thing is certain, though. All if the Malefactors carry a bit of poetic irony, using the methods of human brutality to bring about the slaughter of other humans.
 
PostPosted: Mon Dec 27, 2010 8:59 am
Welcome to Campbell Island

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Always surrounded by dense fog, the island's lack of visibility of mainland and frigid water makes the island perfect for keeping Prisoners of Rook's Keep from ever even thinking of escaping by swimming to shore...

Rook's Keep Maximum Security Prison

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This prison has been around for hundreds of years. Countless atrocities occurred here, from burnings, hangings, decapitations and being buried alive.
Just as Abbot Prison on Carnate Island, Rook's Keep has what feels like a veil of evil along with the constant fog overhead...

The only thing that pierces through the fog is a single lighthouse perched over the port, where prisoners are brought to the island.

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Zahzi
Captain

Distinct Lunatic


Zahzi
Captain

Distinct Lunatic

PostPosted: Mon Dec 27, 2010 8:12 pm
After the first two incidents, a log was kept of reoccurring Malefators. So far, Nine have been counted that made constant appearances in the incidents. While there were no recorded survivors of the Carnate Incident, the Baltimore Incident allowed us to record their information, in case another Cataclysm occurs.

Along with our notes, another's were compiled into a few. This person's name not only goes with the Carnate Incident, but appeared in Baltimore as well.
On top of the confusion on how his notes came to be here, Doctor Killjoy's whereabouts are unknown.

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The Slayer is the embodiment of death by decapitation. It has long blades for arms and legs, and its head is held by some sort of apparatus. There are two types: The small ones and the big ones which have been dubbed "Slayer captains." As a result of these blade appendages, Slayers can run along walls and ceilings and, paired with their considerable speed, can become difficult enemies. Slayers can easily be tracked by the unusual "clanking" noise they make while moving. As a disadvantage, it means that they cannot effectively ambush, unless their target is distracted.

Humanoid in appearance, like all of Carnate's monsters. Slayers have one to two blade attachments in place of arms and legs. The Slayer's head is severed from its body, held aloft by strange metal contraptions. As a result of its blade appendages, the Slayer can appear awkward when moving. Slayer's interestingly have their own individual head designs.

Dr. Killjoy's Entry

This creature moves with the grace of a ballet dancer but kills with the precision of a master swordsman, a most troubling combination. The creature's origins lie with that form of execution popularized by those ingenious French: beheading. Each Slayer seems to have its own unique head, attached by a vile apparatus which evokes something I wish I had created. Indeed, here is a creature whose very existence fills me with jealousy that I did not construct it myself. I admire this work of homicidal craftsmanship.

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Mainliner
The Mainliner is a small, squat humanoid creature, most distinguishable for the many glowing needles protruding from their back. These needles are the Mainliners' form of attack, as they rip off any one of these needles and will try to inject, or else throw. The Mainliner will either throw its needle at their victim, or jump onto them and fight to stab it into their neck. The Mainliner's eyes have also been replaced by Needles, but these are never used for attacking. In Baltimore, the Mainliner also possesses some needles, but these are said to be filled with a concentrated form of heroin. After dying, Mainliners will release a light green gas for a few seconds, which will harm you if you touch it. Mainliners can also sink into the ground and appear behind you, so if you see one disappear, be prepared for a possible surprise attack. Mainliners can then spawn from large quantities of fluid, primarily blood, at around 2-3 locations in the room, to commence their attack.

Dr. Killjoy's Entry

Surely the most pathetic of all the creatures, this vile thing slides along the floor, preferring to stay out of sight until presented with a chance to pounce. The glowing needles on its back work against its stealthy nature, however, with the light dashing its best attempts to stay concealed. This is the most modern of the creatures, using a means of execution far too scientific to have ever taken place during my time: the people of modern times call it "lethal injection." Even I find this perversion of medical science upsetting, because it is so extremely cold and calculated. My own patients may not have had a terribly high survival rate, but my experimental and risky work was done in the name of science. My patients' deaths were not because I perverted medicine with the express intent of snuffing out their lives.

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Incarnations of execution by firing squad. Possibly both the executioner and the victim together. Despite the blindfold, their vision and accuracy seem to be unimpaired.

Huge hulking beasts, they lumber around like gorillas, dragging their knuckles on the ground. The device on their backs appears to be a large number of rifles attached to a rotating turret. They are a brownish color, and are blindfolded. They are larger than humans by a notable margin.

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Borrowers
Like all of the Malefactors, the Burrower has a human appearance. The Burrower appears to be a person wrapped in a body sack, and wrapped in chains. The Burrower can use these chains as a method of attack. It is shown to lack senses aside from hearing, which is advanced enough to hear footfalls on the earth above it.
In Baltimore, the Burrower is longer, with torchlights attached to its head, perhaps to represent the Irish workers.

The Burrower is a manifestation of someone who has been buried alive, tied up in a gunny sack and bound with chains and straps. Its Carnate appearance is due to the fates of inmates buried in a cave-in at the Carnate mine, whereas its Baltimore appearance is a manifestation of the similar fates of Irish tunnel workers.
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Arsonist
The Arsonist appears to be a two-headed smouldering figure, with burning skin and a swaggering gait. They are often found in or near flames, and the presence of fire is often succeeded by an Arsonist attack. Because these are based on death by burning, their clothes are burned and charred.
The creature's typical attacks are when it plants its hands into the ground to send out a "seeking missile-like" fire trail that burrows towards enemies. As the fire trail travels, reddish light bursts from breaks in the ground shooting out beams of light that illuminate the trail and surrounding area. If the missile does not hit a target, it explodes underground sending a burst of flame and light jetting up from the ground. If the missile does hit a target the victim will be engulfed in flame for a period of time.

They symbolise arson crimes in Baltimore, and the innocent people who died as a result of arson in the city. Their burning skin makes them a relic of the suffering that the arsonist placed on the innocent victims.





User Image - Blocked by "Display Image" Settings. Click to show.Supressor
This creature is an incarnation of the brutality inflicted upon the inmates in prisons. However, they are not the prisoners themselves; instead, the guards are forced to live out the pain in the same way as the Festers from the previous game. The Suppressor has had its legs severed at the knees, though it is deceptively mobile for only being able to use its hands to move along. As Suppressors drag themselves along the floor, they leave trails of blood from their stumped legs, which can help warn the player of a Suppressor's immediate presence. The entire face has been replaced with a single floodlight embedded into the skull, which provides the sole means of detecting its victims. Should Torque (or anyone else) be caught in the light, the Suppressor will fire relentlessly with the four tommy guns embedded in its chest, and will not stop shooting until it either loses sight of the target, dies, or if the target is killed.




TriggermanUser Image - Blocked by "Display Image" Settings. Click to show.
Based on the idea of gun violence, this creature has a lifeless body clutching Uzi's and it has spindly legs growing out of bullet holes in its body. It also has spider-like qualities but moves in a more mechanical and powerful way. Its front legs have Shotgun like weapons fused at the ends, and it alternates between Uzi's and Shotguns depending on far away it is from a target. Triggerman also has a total of six legs and either stands on all six in spider-like form or can rear up on its back three legs.

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Gorger
Gorgers are large hulking green creatures distinguishable by their grotesque mouths and pot bellies. They wear baggy pants and make a signature noise which resembles heavy stifled breathing. They typically appear in groups of 2-3, and attack by striking their victims or leaping and attempting to eat their faces.

They represent those who starved to death, unfortunately for them they still suffer from hunger. The creatures themselves seem to be connected to an old children's story, when impoverished kids ask where the food has gone their parents said the Gorger has eaten it all. They seem to be tied to another story; during the great depression a reverend was part of a soup kitchen, when he ran out of food he fed the people the only kind of meat available (human meat). The people then rallied against the reverend when they learnt of his sin.

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Isolationist
It appears as a large, obese humanoid on crutches, dragging its seemingly broken legs behind it. It also appears to have some sort of metal plate on its head.

The Isolationist moves by using its crutches to drag itself along; this makes a loud, metallic clanking noise that gives away its presence. They tend to appear in dark places, as they hate light.

The Isolationist can use a number of electrically-based attacks against Torque, whether extending in a shockwave or fired like a gun from one of the Isolationist's crutches. It can also release Wretches to seek out and attack their victims (Giant, explosive Cockroaches). And if someone gets too close to the Isolationist, it can attack him by swinging its crutches.

The Isolationist represents those left to die and rot in isolation.  
PostPosted: Mon Dec 27, 2010 8:36 pm
Copyright


I do not own The Suffering: Prison is Hell, or The Suffering: Ties that bind. Only the games. If I did, I'd have an arsenal for when this s**t actually HAPPENS.

Rules


1) No killing another without permission.
2) No Godmoding unless allowed.
3) SPELLCHECK!!
4) No useless posts.

I have the right to add more rules.  

Zahzi
Captain

Distinct Lunatic


Zahzi
Captain

Distinct Lunatic

PostPosted: Mon Dec 27, 2010 8:41 pm
Profile Skeleton




Username:
Name:
Gender:
Occupation:
Age:
Appearance:
History:
Equipment:
Theme:
Quote:

Characters


Username: Zahzi.
Name: Nicolas Drathers.
Gender: Male.
Occupation: Prison Inmate; Cellblock F, Cell F-1.
Age: 27.
Appearance: Nick.
History: In his earlier days, he was a member of the US Military until he was discharged for an injury to the head. He had been a squad leader in the Middle East before the injury. After returning to the states, he found a home in Seattle, settling down in a suburb that would become an area of violence for a fledgling gang.

The reason for his imprisonment was because of the gang in his surburb. One night, they began becoming more rampant, causing trouble for the people and actually killing a resident because they wouldn't let them in. Jason snapped, and grabbed a rifle he kept in his home.
He killed every gang member that tried to get him. The police, who would normally buy him a beer for this, were forced to arrest him because the families of the gang members demanded justice.

The Guards in Rook's Keep rarely have a problem with Nick.
Equipment: None; but would prefer a shotgun or a Rifle.
Theme: Monster.
Quote:"I swear, if I see another idiot with his pants below his waist trying to walk....I'm going to KILL someone..."


Username: Zahzi.
Name: Miles Wright.
Gender: Male.
Occupation: Prison Inmate; Cellblock F, Cell F-3
Age: 26.
Appearance: Miles.
History: Back in his teenage years, Miles was in one of the more prominent gangs of Seattle. But, he got out when he was twenty-three. Nonetheless, people still knew who he was, so many would-be gangs would try to get to him to show their own prowess. None of them succeeded.

The reason for his incarceration was for his hand in many different crimes when he was younger. Even with his crimes, the guards have not had any problems with Miles. The only thing that could be considered a problem, is his usual 'games' he has with the guards. Nothing serious, and it usually ends in a laugh for both sides.
Equipment: None; but would prefer any melee weapon and explosives.
Theme: Gone Guru.
Quote:"And people still think nothing can be solved with percussive maintenance or a hefty amount of explosives..."


Username: Randomly Gone Insane
Name: Demetri Brady
Gender: Female
Occupation: Prison Guard
Age: 25
Appearance: Demetri
History: Demetri grew up with an ordinary city life as she grew up in Seattle. Everything was crowded and chaotic. But she found it to be normal, and anything to be opposite was strange.
She had a decent life. Her Mom worked as a waiter in a constantly busy restaurant, her Dad a cop. Neither one brought in a lot of money, but it was enough to keep the family happy and stable. All of that changed though in one night, and all happiness seemed to fade away.
A robber had broken into the restaurant Demetri's mother worked in, and her father had been the first cop to show up on the scene. The robber panicked and used the mother as a hostage. In the fight, the father had been shot dead and the mother was injured severely. With time, she healed, but was left severely disabled, leaving her unable to work at her old job, or most any jobs. Demetri never forgave the robber what happened, despite how much he pleaded that he had not intended for things to end the way they did.

Since then, Demetri took things a bit more wildly. She didn't live life on the completely dangerous and wild side, but she did do things which she had been scared into not doing, like riding motorcycles. And like her father, she got a job within law enforcement, though she went in a slightly different direction.
Prison guard duty, to make sure vile scum like the one who ruined her family wouldn't break out and ruin someone else's life.
Equipment: Stun Gun, Night Stick, Desert Eagle pistol
Theme:
Quote: "Justice is cruel, but it's a necessity."
 
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