It started with an explosion from somewhere in the North Atlantic Ocean. It had been massive, causing tidal waves to hit North and South America. What had been the cause was virtually unknown, but effects could be felt across the world. The least odd of these were the strange weather patterns cropping up.
No, what was the strangest was that people started to change. They started to develop powers. Powers of all kinds that you would have thought impossible outside of a comic book. The various governments started to refer to these people as conduits, for they had been born with something called the conduit gene. Somehow, someway, the explosion had caused their powers to awaken.
People were scared. It was hard not to see conduits as something horrible when an event so catastrophic had seemingly caused their existence. Conduits were seen as freaks, as monsters and mutants.
You are one of these conduits. You may have tried to not use your powers or keep them hidden. Unfortunately, a conduit with their powers awakening is often an eyesore. The people have noticed you and see you as just another freak. They fear you. You are infamous.
As a conduit, you've found that the only people you can turn to are your fellow conduits. You know there are others in your city. You hear a rumor about groups of conduits banding together. You seek them out.
You eventually find your new friends.
This RP is based off the inFamous video game series. No knowledge of the games is needed as the RP is completely non-canon. While the idea of conduits and many of the same themes present from the games are in this RP, the setting and story are unrelated. None of the characters will be appearing either.
The blank CS:
Name: (Including titles and nicknames)
Known by: (This is what the general populace call your character. You can have two if you want, but they should probably be names that provoke fear. For example, "The Demon", not "Wonder Girl" or "The Asshole". It's up to you if your character actually enjoys the name or not)
Age: (A conduit can probably be any age, though I think I'll be putting the minimum age at 16. If you really want someone younger, then talk to me about it)
Appearance: (A description to give an idea of their looks, physique, and preferred style of clothing. You can post just a picture if you want, up to you)
Alignment: (Leave this neutral for now)
Conduit Abilities: (What powers have they gained? Try for things that are more than just super strength or speed. Most conduits likely have increased strength and endurance than regular humans anyway. If there are any applicable weaknesses you can think of, put them here as well)
Weapon of Choice: (Optional field. Keep in mind that these should be more common items because I'd rather not have a bunch of characters with swords and guns. Don't include this if your character would rather just use their powers or their fists)
Personality: (What kind of person are they?)
History: (Give a basic idea of what their life was like before they realized their powers. Also include what happened immediately after this and how they came to be interested in joining the group. If they have family, how did they take this?)
The RP will be taking place in Chicago, Illinois. You won't need any knowledge of the city (As I would be in the same boat!). It's really just for flavor.
Located in the Chinatown neighborhood of Chicago.
I will be updating this with maps to at least point out where certain places of interest are located, to at least give a sense of direction.
Name: Theresa Gillespie
Known by: The Reaper's Fist
Appearance: 5'9" and skin that looks a tad too pale. She's a bit on the tall side and is almost slender. She's about average weight for her height though, and she's got slightly toned legs/upper body. Her hair is a touch curly, mostly straight, and a reddish brown color. She has green eyes that are specked with brown, but aren't particularly striking in much way.
Conduit Abilities: Theresa can exert a near-invisible energy from her limbs. The energy has a high density and can propel Theresa to great heights and speeds. This energy can be packed around her arms and legs, providing a stronger force behind her melee attacks. The energy can even be propelled, but at short ranges. Theresa is unable to use this as armor as it far too heavy and hard on her limbs.
Personality: A smart and upbeat girl with interests in medicine and veterinary work. She's independent to the point of being headstrong. She shows obvious frustration with those who don't share her strong moral compass and those who get on her bad side probably won't hear the end of it. Despite this, Theresa cares to deeply for most people, even if some of them infuriate her. She's been called naive before because of this, but she cares little about that.
History: Living in a household with just a single mother and a younger sister was hard on Theresa, but she developed to be a very independent girl because of it. She had a fascination with being a nurse when she was younger but threw this idea away when her only cat was run over by a vehicle. Theresa decided she would much rather work toward easing the pain and suffering of animals.
Theresa's mother was a waitress, having to work long shifts to keep her family fed. Many times it had been up to Theresa to take care of her sister, Amanda. The two sisters developed a very close bond and even decided to get a place together after Amanda finished high school. As for Theresa's schooling, she excelled despite her occasional rough home life. It was during this period of her life that she met and befriended Daemond Wright, though the two went in wildly different directions after high school.
Theresa's powers came to her during the night. She had been having terrible nightmares and couldn't sleep. As she got up to get something to drink, she ended up putting a hole in the wall. This woke Amanda. As Theresa tried to explain a cover story to her sister, she accidentally used her powers again, putting a hole in the floor. Amanda was frightened but didn't say a word until the next morning.
As more and more conduits were appearing throughout the world, Amanda couldn't accept that her sister was now one of them. Fearing for her health and safety, Amanda demanded Theresa leave and not come back for some time. Heartbroken, Theresa did just that. She didn't want to burden her mother and was forced to drop her schooling. Thankfully, Daemond came along and offered her a place to be.
Name: Daemond Wright
Known by: None for now
Appearance: 6'0", brown hair, hazel eyes. Because of his background, Daemond has a naturally tan skin tone. While he's not a huge guy, he's not exactly lanky, and he's got an athletic build.
Conduit Abilities: Daemond can share his "life force" with others. What this essentially means is that Daemond can heal a hurt individual, but some of that individual's damage and pain is transferred back to Daemond. To heal someone at 100%, Daemond would get hurt back about 70%.
Daemond also has a limited control over fire. It's hardly much beyond shooting a few fireballs here and there.
Personality: Bitter and determined, but has a sense of class about him. Daemond can be a rough guy to get to know as he carries an air of elitism and despises being seen as lesser. Thus, he always tries to look impeccable, right down to his clothing and hairstyle. He can be blunt and he is never afraid to make his disagreements clear. He does seem to be distant at times, and seems to keep certain things bottled away. Ultimately, Daemond just wants everything he does to go smoothly.
History: Daemond's mother is a doctor and his father the owner of a pharmaceutical company. His mother is where his Brazillian side comes from. Daemond is an only child, thus, very wealthy and very spoiled. This is not entirely undeserving however, because Daemond has always been a hardworking boy. He always got top marks and participated in many sports.
Daemond was very different from his father, whom was known to be extremely irritable. He grew to be a far more calm individual than his father and rather disliked many of the man's hobbies. Daemond had barely a casual interest in sports and didn't understand what the deal was with hunting.
Daemond's father had been a tough man, a man who pushed him to his limits. If Daemond hadn't been keeping his grades up, or wasn't getting the hang of something, his father didn't hesitate to push him the hard way: with violence. Daemond, deep down, has always hated his father. It was becoming clear that his father would never really understand him, would never allow Daemond to have any real part of the company. Why else would mother finally be having another baby at her age?
When Daemond found himself accidentally setting fire to the family home, it was known to his mother and father that he was a conduit. The fire had been small, causing little damage to the house, but Daemond's father was furious. If not for the embarrassment and hate that would come upon the company if it was known Daemond was a conduit, his father would have thrown him out. Instead, it was decided that Daemond would be pulled from university and kept under his parent's watch.
When Daemond learned that his friend Theresa was also a conduit and had been shunned by her family, he secretly arranged for her to stay in one of the homes his parents owned in the city. In complete defiance of his father and hoping to find a sense of belonging, Daemond then arranged to gather more conduits. He had contacts among his father's corporation that would be willing to help him, even if he now was a conduit.
None for now
Father of Daemond Wright and head of Dayland Pharmaceuticals.
Sister of Theresa Gillespie.
Mother of Lucifer Zaebos, mistaken for insane and put into a mental institute. Is actually possessed by her own shadow.
Sister of Michael Cote.
Prof. David Marklin
Was once Edwin Arkley's sociology professor. Disappeared under mysterious circumstances.
A mysterious man who burned down Isaac Rider's home and killed his parents.
If anyone wants an NPC related to their character on the NPC list, just tell me. This won't mean they have to be particularly important, they'll just be here for reference.
I'll explain the alignment/karma system here. If anyone hates it entirely or has a suggestion to change it please tell me.
So the idea is that certain plot events will allow for heroic or evil solutions. Depending on your character's actions, I would give out points toward that particular alignment. You could earn points in both, but whatever would be higher at the time would be considered your alignment. Having a particular number of points in that alignment would put you on a certain tier. For example, if you got ten points in evil, you would go to the "Thug" tier and you would be able to add an upgrade to your conduit abilities.
There would be three tiers to each alignment side. You could be neutral and try raising both, but whatever you reach first will be set. If the day comes and you reach max alignment, the other would then be locked out forever.
Also, beyond the first tier, getting a certain amount of points won't put you to the next tier. I'll just look at your points at certain story events and then give everyone the tier they have the highest points in.