The date is August 1st, 2015, and the world is largely like our own. The same technological advancements and events have taken place. However, a strange condition has occurred that has given people God-like powers that defy the laws of science themselves. Granted by a mysterious green energy that resides inside of them. These people have been around for two centuries, until they came out of the shadows nearly fifty years ago. Since then, they've became a growing part of society. Strictly regulated by the NEST organization, most of these enhanced humans are no different from the average human. They wear no capes, no cowls, they are average citizens that simply want to live their lives. They go to school, they get jobs, they have fun. And they are everywhere. One place they're known for congregating was the city of Black Fall. This city has existed for a century and has the most super-humans out of anywhere in the world. Here, these people live in the closest thing they have to paradise. However, they never live in relative peace. People are out there to abuse their power, and then they pull others into their conflict. However, they are almost always dealt with one way or another.
|| Overview ||
Genre: Modern Fantasy, Urban, School, Superhuman, Low-Scifi, Character Driven, Interaction heavy Recruitment Status:Open Roleplay Status: Still starting this adventure Players: 9 Currently looking for: More characters that have Cerebral or Elemental powers.
Hey there, welcome to Academy 218. An RP that I made on the RPG not too long ago that was basically a Superhero school. Unfortunately, due to a lot of factors, I lost interest in it due to a few factors and abandoned it. However, I've been yearning for an RP like it, since it was a lot of fun. So I decided to remake it from the ground-up. This RP is apart of the Black Fall universe, therefore follows it's rules and it's setting. Basically, certain human beings have been blessed with an energy that gives them God-like powers. This RP in particular is about a cast of young Superhumans as they're sent to the illustrious Academy 218, and their adventures in the academy. Their trials, triumphs, and failures. I hope to create an interesting character driven RP with whoever is interested. But to do that, I wish to forge an interesting cast, with you. Yes, you. This RP will be character development and interaction heavy, so I ask that you create interesting, and well-developed, characters that I can hopefully make an interesting story with. I too will be making plenty of these characters.
|| Rules & Notes ||
[1.01] The usual rules. No godmodding, metagaming, powerplaying, autohitting, etc.
[1.02] Swearing, alcohol, drugs, and sex are fully permitted in the RP long as you do not do it excessively.
[1.03] There will character deaths in this RP. By submitting a sheet, you acknowledge that your character will have to deal with the consequences of their actions. If your character does something dangerous, then they may get injured or die. Don't Godmod your way out of it. I won't purposely go out and kill characters (That I like), but yeah. Whatever happens, happens.
[1.04] You are required to post once a week or you will placed as inactive. But, please say if you're leaving the RP, especially if you're in the middle of any interactions/important subplots. Any inactive characters will be forgotten about, or killed off if they were significant enough to the story. However, everyone is free to do as they please with any inactive characters.
[1.05] This is a character driven RP. You are required to interact with other people, not just have them sit around and brood.
[1.06] Keep the shilling to a minimum, please. No one wants to read you gushing about how badass, beautiful, edgy, or angsty, your character is.
[1.07] I don't care too much about post length. I rather have a short meaningful post over one full of filler. But be prepared for some long posts every now and then. However, this is a high casual Roleplay. I expect above-average writing. I also recommend that, once we get into the mix of things, you do plenty of collaboration posts.
[1.08] Show, don't tell.
[1.09] Don't break the forth wall... Just don't. It's not funny.
[2.01] Me and my GMs have ultimate authority in the RP. When we tell you that something needs to be changed, you do it. Unless you're actually correct, I don't want to see any arguments about it. I can have your character get assassinated by a flying motorcycle and you will love it.
[2.02] I highly recommend that you get in contact with me on an IM service, so if we have any problems, we can discuss it behind closed doors rather than it spilling out into the OOC with pointless arguments. I prefer Skype (My handle is Mr AllenJ), but I have a Steam. On the plus side, we might become homies!
[2.03] Respect everyone else in the Roleplay. The golden rule is: Don't be a dick.
[2.04] Feel free to ask about anything, anything. I'll happily answer them.
[2.05] When creating a character, I can't stress this enough, talk to me. I'd like to know about powers before you make your character so you don't get wrapped up in red tape.
[2.06] I am a very silly bastard that tries too hard to be funny. Don't take most of the over-the-top things I say seriously and play along in my shitposting sessions and we'll be the best of buds.
[3.01] I hold the full right to reject any character for whatever reason. I also have the right to make you change what I do not like.
[3.02] Do not get mad if I judge your characters harshly.
[3.03] This is a more "realistic" Roleplay, grounded in reality. I want the characters to feel like real people, and I want realistic characters. Therefore, shy away from comic and anime themes as much as possible when making a character. Do not use anime pictures in your CS. Realism above all else. However, I won't be super anal about this. We will be taking acceptable breaks here and there.
[3.04] I'm going to uphold a standard when I judge character sheets. I want detailed and interesting characters. If a sheet is barebones, I will not even consider it until you beef it up. Other than that, I want characters with in-depth personalities, appearances, and backstories. Look at my characters if you want to know what I mean.
[3.05] Refrain from sociopaths/psychopaths unless they are going to be respectfully written. Most people just slap those labels on their characters to avoid development, and to basically let their characters do whatever they want. The same goes for all mental disorders.
[3.06] I am fine with characters of all sexualities and gender identities long as they are respectfully written.
[3.07] No super perfect characters, one-note "badasses", 'edgy" characters, brooders, or mary-sues. Any I see will be immediately rejected.
[3.08] You can have as many characters as you think you can handle. Though, if I see that you're struggling, I will not allow anymore.
[3.09] In terms of powers, I am willing to accept anything reasonable. However the following powers are banned; "instant death" powers, mind/character control, time powers, anything with "omni-" attached to it, reality warping, gravity manipulation, life-force absorption, complete indestructibility/absolute defense, and probably manipulation. I also will not accept characters that have powers that can only be used in a fight. If you want to know why these powers are banned, I'll tell you.
[3.10] Try to shy away from dark and tragic backstories. I mean, I'm fine with characters that didn't exactly have the perfect life, but don't go overboard. Most people can't write psychological repercussions worth crap. Now, I know I mentioned a faction that likes to kidnap and experiment upon Metas, but let's avoid that. I was never a fan of "experimented on and escaped" back stories. Long as they're written realistically, I'm fine.
[3.11] Try not to make your characters powerful just to be powerful. Aim for the "mid-tier" in terms of power levels. Try to keep things even as possible. I'd like it if you tried to fulfill a niche whenever possible.
[3.12] I'd like some characters with some non-offensive powers. Like healers, information types, or whatever you can come up with.
[3.13] The Factions and Cities mentioned above were mostly made for backstories, so you're encouraged to use them if you can. For the bigger ideas... I'll have to ask that you PM me.
[3.14] "Magic" does not exist in the setting. This RP will be mainly scifi with slight paranormal themes here and there. However, you are free to make a "magic themed" power long as it adheres to what I put on the OP. You can make a character with powers based off of myth or whatever - long as you don't go overboard.
[3.15] For the sample-post (Which you will encounter below), I want you to show off your character as much as possible. Not their power. In the other section of your sheet, place your NEST Registration number, it can be anything. So you don't have to necessarily write your character getting into a fight.
[3.16] Do not post your character sheets straight to the tab. Post them on the OOC for approval. But if they're accepted, make sure to put them in a hider. Also, don't "reserve" a spot on the character tab. That's annoyingly pretentious.
Academy 218 is the Academy for Gifted Humans. Apart of the Academy Program which has been fully approved by the NEST Organization, Academy 218 serves the purpose of serving trials and deeming young Superhumans capable of responsibly using their powers and functioning in society. This Academy is one of many, but 218 in particular is one of the most famous and respected ones out of all of them. As it's often compared to a resort, as it's built on an island not too far off the coast of Alaska. The only way in and out is by boat, and there's a schedule for it. The Island itself is a circular location, with plenty of natural landmarks such as rivers, hills, and there's even a mountain not too far away from the Academy. The island itself is covered in a massive black forest with a few landmarks. This forest is as far as the eye can see, and only stops at the beaches of the island. With the Academy standing in the very center of it, standing tall and proud over the woods. Academy 218 has the appearance of a High-tech, modern-day, castle. The building has a very open design that was created with concrete and glass, with metal supports. The entire Academy has paths that are lined with plant life of all sorts.
| On-Campus |
| Entrance Hall |
Harbor: Located on the bottom-most part of the island is the docks. A large building which contain the cruise, and supply, ships that lead in and out of the island. Surrounding it is the dock complex. Which is a large wooden structure built over the water that stretches out far from the island. This is where boats dock to drop off students. Sometimes used as a hangout. The docks lead up the stairs into the Academy building.
Reception Room: The Entrance of the Academy, more or less. This room is very large, and has several marble pillars on the left and right sides of the room, leaving the center of the room devoid. At the opposite side of the entrance is the main desk. Which is a large circular desk, with several computer monitors mounted on top. One may notice that many wires run beneath the desks, where the computers themselves rest. Usually there is one Front Desk Worker, answering questions about the school and setting up appointments.
The Shop: Students have money, and the Academy always needs a little extra cash to help support the Academy. Located in a small room on the side of the Reception Room, the Shop is a small room that has merchandise and other goodies. Whether it's an Academy 218 branded clothes, or snacks, the Shop has it.
Shipping Office: Since the island is a secluded location with no factories or ways to effectively produce anything, the island has to get supplies shipped in. Which is where the Shipping Office comes in. Boats come in with goods, the goods are held here before distribution to the rest of the school. This is also where mail in and out of the island gets dealt with. Attached to the office is a large warehouse which is set up like a maze of large crates and shelves and shelves of boxes. Students are barred from entrance, but like the Ruins, it becomes a location for less than legal operations.
The Beach-Lodge: Technically a separate building from the Academy, the Lodge is where the students kick back after a long day's work. Located along the Beach (Near the Docks, actually), the Lodge is a large two story building with a large porch area that have been walled off with grey stone - with wooden stairs leading up to it. The building is also made out of wood, with stone at the bottom to act as a support. Behind the building is a larger porch area that acts as an overlook for the ocean. The roof of the building is topped off with a tent-shaped triangle, made out of layered tiles. Now inside the building? It's a place made for students to kick back, so doesn't make sense for it to be full of stuff that does that? There's a row of three large TVs on one side of the room (One of the only places that has a functional TV) with sofas posited around it for optimal viewing. There are gaming consoles positioned under these TVs in case someone wants to game. On the other parts of the room, there are chairs and tables (comfortable chairs and tables) for people to sit down and talk if they want to - or eat their food here. Around the room there are things such as pool tables, dart boards, and more. Stuff to keep the students entertained, yeah. There's also a library on the second floor. Not like a traditional library, students are free to read books as they please. Just that they can't take them out of the lodge.
| Garden Plaza |
The Garden: Making up the center of the school is the Garden. It has plenty of different flowers and other forms of exotic plantlife that was imported from all over the world. A location that is set up much like a park. Pathways set up that are surrounded by plants and trees which makes it a great place for a walk. It also has a few small ponds and rivers, which have bridges built over them and have plenty of aquatic plants. Overall, it has an oval shape. It has a glass ceiling over top of it, that is incredibly thick and hard to pierce. It leads into all the other wings, so plenty of people pass through here to get to them. It has a nice little Cafe (Read below) on the side towards the Domestic Wing, along with a Auditorium stage in the center of it.
Auditorium: In the middle of the Garden is a large stage. It was placed in the middle of the garden for atmosphere. It's basically a large wooden stage set up in front of cascading rows of seats (Large enough to seat a most of the students). On top of the stage is a large wooden podium. As you may have expected, the Auditorium is used to deliver speeches to the students, but it's also used to for school plays, or other performances.
The Cafe: A medium-sized building off to the side of the Garden. Another location that was made specifically to be another location for the students to hang out. It's a moody building that is constructed out of a wood, and has a moody lighting (Either blue, red, or another color). It has a large circular stage in the center of it, and it's surrounded by tables. Surrounding the tables are booths, built up to give everyone a bit of privacy. Staffed by Students and Teachers in their spare time, The Cafe is basically a restaurant. While people primarily get drinks from here, people can also order finger foods. They aren't free. Students have to pay for them. Jazz, or Swing, music is usually played through the speakers. The stage is sometimes used for scheduled performances by students.
| Administration-Wing |
Educational Rooms: As the 218 is an Academy, it has a large amount of class rooms. While Educations are optional, Students may get a top-grade education during their stay. Several floors full of class-rooms, each teaching English, Physics, History, Biology, and etc. Students may also get a college education at the Academy. Every classroom has a different layout, but they all have desks, chalkboards, or whatever.
Staff Offices: If the Academy was a machine, the Offices are the gears that keep the Academy spinning. Here is where staff members of all types are seen working. Answering emails, and filing paperwork. Every office comes with a desk, computer, and filing cabinet. And of course, a window. There are plenty of offices for the staff members (Power Instructors, Teachers, and other instructors). This is also where other parts of the Academy is managed. Most notable of all is the Headmistress's office. Hidden behind two doors, very few people get to see her unless they caused some.
Detention Center: Some students are extremely problematic. In response to that, the Detention Center was made on the basement level of the Academy. Usually, the only rules being broken are fighting outside the arena. The Detention Center is three floors worth of large prison cells that have doors like vaults. Each cell is a square metal room with a bed, toilet, shower, and some books to read. What is the most notable feature of the room is how durable it is. They are made to be extremely hard to break out of. It'll take a ton of effort for even the strongest Metahuman to break. In the case of Elemental type Metahumans, they are given a power nullifying collar, or placed in a non-metal cell.
Hospital: Another truth about the Academy is that plenty of people get injured. Which is why a large hospital was set up. Easily one of the largest sections of the Academy, the Hospital is three floors that are all lined with Patient Rooms, ICUs and ERs. Along with a special section for Power Related problems. The Hospital is staffed by a team of Doctors, Nurses, and Surgeons, ready to serve the students. The Hospital has it's own Common Rooms, Lounge, and Cafeteria.
| Domestic-Wing |
Student Dorms: Obviously, there has to be a place for the students to sleep and keep their belongings. The Student Dorms has to be the largest location in the Domestic-Wing. It is three floors high, and each age-group gets a different floor. The bottom floor goes to the youngest (10-14), while the middle goes to the teens (15-17), and the uppermost floor goes to the oldest (18+ Students). Every floor is jam-packed with rooms to suit the Students. Of course, since the Academy promotes interaction between the students, room-mates are a must. Every room is made to hold two-through-four students. Every room comes with a bed, desk (With computer), and closet for them. Along with a television set and sofa. On the upper floors, the older students get a patio deck. The second floor has a laundry room, and on the first floor there is a shared Lounge which contains games, seats, and is generally a place for the students to relax. On each floor there are community showers, expertly tiled, and complete with privacy stalls and lockers.
Staff Dorms: The opposite of the students Dorms. It’s much smaller than the other Dorms, but still large enough to accommodate the large number of staff members there are. While the section itself is smaller, the rooms are of much higher quality than the student dorms. They’re much larger, and have private bathrooms. Staff members don’t have to share their rooms with other people. Each staff room also has a patio, and they have an indoor pool all to themselves on the first floor. Usually this section is off-limits to the students because of incessant pranking.
Cafeteria: People need to get their food from somewhere. Not too far away from the dorms, the Cafeteria is set up much like any other Cafeteria. A large square room, with a counter on one side with food and drinks on it, and plenty of lunchroom tables scattered all over the room. Students are served food from the Cafeteria on a schedule. Students come in, eat, then they are sent on their way. They are, however, served the finest foods the Academy can offer.
| Training-Wing |
Training Hall: An essential part of the Academy, the Training Hall. The training hall is a set of several different rooms all with the purpose of training students to use their powers. Each room is specialized for a different form of training. One room for Elemental types, another for Super-System types. These rooms aren't all for training powers - it also helps with physical readiness. Training with other forms of combat readiness such as shooting galleries. Naturally, these rooms are extremely durable, capable of taking a beating without even a dent. Some of these rooms are freely available to be used by the students, others are private, and closed off.
The Arena: A location where Students come to have friendly duels... and resolve their feuds. The Arena was made for Students to go head-to-head in nonlethal combat. The Arena is separated into large rooms that have different layouts, with an observation deck far above the action for people to spectate. The combat rooms are made out of the same metal that the Cells in the Detention Center are made out of it. It's shiny, smooth, and durable as hell (Enough to take even the strongest attack without a dent). Each of the arena rooms have walls of various heights for cover. If an Elemental-type fights, they are given supplies before a fight begins. The standard combat room is an oval-shaped room with plenty of walls for cover. Arena fights can have up to two teams of four. Obviously, Students may go into the arena alone or with friends. Students can challenge each other to the arena - Students can even challenge staff-members (Though, there's an unspoken rule against it). Once the challenge has been accepted, both students will register the fight at the front desk before they begin the match. Each Arena fight is overseen by a referee, and usually will call off the fight after a winner has been determined, or after the timer runs out. The fights in the arena are not deathmatches, they are nonlethal. In the case of an overly aggressive Student, the fight will be called off, and the aggressor will be placed in the detention center. With the other team given the win.
Game Stadium: There are people who would rather not beat each other's faces in the arena. Rather than fight, the Game Stadium has plenty of nonviolent competitions. Capture the flag, Obstacle courses, Races, and other activities. They’re all similar to sports, except with superhumans. The Stadium runs much like the Arena. Separated into different rooms, each with their own purpose and designs. Prepared beforehand with supplies to assist in the students Powers. Students can compete alone, or in teams of four, and can challenge anyone. Unlike the Arena, it runs under a stricter set of rules. No violent attacks are permitted. Much like other sports, they end once someone wins.
Gym: The center for student workouts. The Gym is a large complex not too far away from the Stadium and Arena. It's not set up like your average gym, as it has plenty of rooms for sports (Basketball, Baseball, Tennis, etc), and rooms for Superhuman workouts. The first room is probably for the Students and Staff that don't have Super-System upgrades to work out. A large room that is designed much like other gyms. A massive room, that is separated into sections depending on the exercise. One area is for lifting, another is for cardio, and so on. Treadmills, punching bags, even a boxing ring, the gym has it all. The other rooms include a weight room for Metahumans with Supersystem powers, which has heavier weights. Another room is a special room for acrobatics and aerialists. A large room that has trampolines on the ceiling and floor and spring-boards. It's great practice for gymnastics and parkour training.
| Off-Campus |
Beach: The 218 is a island, it is naturally surrounded by water. Naturally, the 218 is edged by one big long beach. The beaches are frequented by the students, as it's a hangout.
Woods: The dense woods that surrounds the Academy. Trees as far as the eye can see, seemingly stopping at the mountains that surrounds the location. Trees that have likely been there for decades. A thick foliage of bushes and trees that is difficult for vehicular travel, and much easier for foot travel. However, the Administration does that. Inside the woods are a variety of features and landmarks. Ponds, rivers, cliffs, you name it. There’s also a large waterfall that leads into Lake Victoria too. Along with a system of caverns. The woods have all sorts of wildlife inhabiting it. The type of animals you’d see in a North-American forest. Wolves, bears, insects. However, there have been reports of strange beasts in the woods, attacking students. Which is why the Woods are off limits after night fall.
The Mountain: Taller than the Academy itself is a large mountain that is quite some distance away from the Academy itself. It's peak can be seen from anywhere on the island. Very few students try to climb on it, since it's very dangerous.
The Waterfall: Deep in the woods, near the mountain, is the tall waterfall. It's where a deep river lead to, and it's a tall waterfall that leads into a very deep pond. Perfect for diving. The waterfall is surrounded by massive rocks.
The Mansion A strange mansion that has been there since the Academy was established. Just that they couldn't be arsed to tear it down. It's a massive, three floor building, that is rectangle shaped. Far wider than it is tall. It's made out of wood clearly, and built on a stone foundation, with rows and rows of windows and a flat roof. The mansion is fully furnished with tables, beds, and other things you'd see in a house. However they are either dirty, or have been long broken by students running through there ages ago. The building has clearly eroded. Vines and other things have ravaged the place, the floors have rotted, and everything is filthy. But it's, strangely enough, still stable enough to stand. But if it takes a major hit, a good chunk of it is going on.
The Graveyard: A spooky part of the wilderness, and not too far away from the Mansion. In the past, many people have died in the Academy. And that's the one thing they don't want to tell you. This location is where they buried those unlucky fools. It's a field, surrounded by a cast-iron fence, built on a slight curve. Here are several graves, denoted by concrete blocks known as Tombstones... some are marked, some, sadly, are not.
Ruins: A strange location that is on the northernmost parts of the island, in the middle of a valley. Surrounded by massive walls (That make a perfect circle), the Ruins are a cluster of buildings that have long decayed or have been destroyed. They won't take too much of a hit without going down. What is the most curious about these buildings is that they make up the appearance of a school. A large dorms building, a building for education, training, and so on (There's even a ruined cafe!). When asked about the Ruins, the staff usually deny it, and say to stay away from it above all else. The Ruins are off-limits.
Archipelago: On the west end of the island are a cluster of ten small islands, nicknamed the Archipelago. Each of these islands are a small swim (Or flight) apart from each other, and are unremarkable other than a few trees.
Shipwreck: Not too far away from the Archipelago is the Shipwreck. It's the result of a few students thinking it'd be hilarious to screw around with the boats. Needless to say, the boats crashed into the beaches of the Academy and were left there because it cost too much money to get rid of them. Three boats now rest on the beaches. They've become the hangout for students, even though they're technically off-limits.
| Academy Information |
The Academy Program
The Academy program was created after being approved by NEST in response to the growing concerns of where Metahumans are to learn how to use their abilities. There have been some, rather unsuccessful, schools for superhumans ran in the past - By what this generation would call amateurs. From the mid-80's forward, the collective Governments have pushed the "Academy Program" worldwide. Where Academies were created for people of all ages to learn. There was a total of 221 Academies created across the United States. Some of the most successful Academies are, naturally, Academy 218, and Academy 01 (Also known as "Camp ThinkerRock"). They serve two purposes. First, to teach Metahumans how to their powers in accordance to NEST standards. Second, to certify Meta-humans for NEST through several trials. Any certified Metahuman has permission to use their powers in public. Some of the Academies also offer an educational course. Which includes the 218.
Meta-Certification
As NEST heads the Metahuman Registration Act - which is the clause that all Metahumans must register their abilities and be monitored - there's another side to the act. Once you are eighteen, you can only use your powers in public with a certification. Having a certification proves that you are capable of using and responsibly using your powers. Uncertified Metas can only use their powers privately, or to defend themselves, or others. Anyone uncertified Metahuman caught breaking these rules will receive a strike. Until they are arrested by NEST. However, if one were to get their Certifications, then they can use their powers freely. There are two means of getting a certification. Going to an Academy and earning one through their many trials and earn it. Or going through the long rigorous process with NEST, which isn't going to guarantee a certification. Most Metahumans head to an Academy as it's easier.
Students
The Students are the purpose of the Academy, for they are trained in how to use their powers in accordance to NEST standards. The students are given real skills so they can possibly survive out in the world. The main thing the students are put through are trials, which they are supplied some of these skills. Trials that they can tackle in groups or alone. They are given a score depending on how they do these missions, but the better they do them, the quicker they can receive their certification and are sent out into the outside world. The students are a variety of ages. From the youngest ten year old, to a college aged twenty year old. They come from any and all backgrounds. There are three types of students. "New" students are the boys and girls that are fresh to the Academy. "Returning" students are the people who have been to the Academy before, and didn't meet the criteria to get their Certificate. "Full" students are the people who choose to live on the Academy full time. Either to get an education there, or they don't have a stable home to head back to. Every student is given a codename to use.
Power Instructors
An essential part of Academy 218. The Power Instructors are Metahumans that teach the Students how to use their powers in efficient and practical manners. There's a large team of them, no where near as many students. Each of them specializes in a different type of power. Whether it's Elemental training, or Shape-shifting and transformations. They do it all, and they can help the majority of the students. Thus, each of the power instructors are quite well known among the students. The Head of all the Power Instructors is Adam Blackmore.
Staff
The men and women who keep the gears of the Academy spinning. The Academy is manned by a team of different ages, nationalities, and genders. No matter who they are, they have the same goal in mind: delivering top-tier service to the Academy. They are the workers at the front desk. The teachers in the classrooms. The nurses in the hospital. The people who keep the Academy running. What is of note is that a majority of the staff members are Meta-humans, with the few that aren’t being in the minority.
Trials
The purpose of the Academy. Trials are done within the doors of the Academy and sometimes the Academy grounds. Their goal is to grade the students on how responsibly they can use their powers, and train them in restraint, focus, and skills. What these trials entail are decided by the Power Instructors and the Head Mistress. They can vary, and can be almost any activity within reason. The students are graded depending on performance, and how well they work in teams. If they get a high enough grade, they will graduate. However, if they don't get a high enough grade by the end of the semester, they will have to come back to the Academy another time.
The Machines
To assist in the trials, something was needed. The person to fit in to a variety of goals. That's where the Machines come in. Created by a team of technopaths, the Machines are a variety of AI controlled robots that are effectively mass produced. They come in many shapes and sizes, but they serve one purpose: to assist in the students trials in any way possible. The machines are incredibly versatile, as they can be repurposed to suit the need. They can be programmed to do just about anything. Usually the machines are armed with nonlethal weaponry.
Mysteries
The oddities and secrets that the Academy have within it. Over the years, the 218 has seen some of the strangest things step foot on it's island. Some are believed to be the result of Superpowers.... but others feel paranormal, supernatural even, in nature. As there were rumors of ghosts, and monsters that couldn't have been made with powers. These are the things that the staff would rather keep a secret. However, young and curious students may (Willingly or not) solve them. They are either harmless, like a missing item, or a secret room, to the much more malevolent, such as students disappearing, strange monsters lurking in the island, and the ruins. Another reason why the staff keeps them a secret as much as possible.
Rules of the Academy
No student is allowed to leave the confines of the Academy Grounds without permission.
Fighting between students is strictly forbidden outside of the arena.
Sexual activity, Drugs, and Alcohol are not allowed. However, students who are of age can smoke - Smoking indoors is not allowed.
No student is allowed in the forest after night fall. All students must be back in their room by 9PM .
Obey the staff at all times.
Failure to comply with these rules will result in punishment. Determined by the offense.
Mutants, Freaks, Overhumans, Gods themselves... Commonly called Meta-humans are normal humans that were afflicted with a strange condition that has given them powers that defied the laws of nature and physics. Men with super strength, women who can teleport, children who can control nature itself. These powers are extremely varied. These abilities stem from a strange energy that resides deep within them. A green flowing energy that is known as the Meta-human energy. A invisible energy that is extremely hard to detect through normal means. This energy inhabits a Meta-human's entire body, from their skin, to their bones, to their blood. The energy isn't detrimental to them, or the environment, not even in the slightest, it can even be called beneficial. What is interesting is that scientists have observed that energy is the same, everyone has a slightly different form of the energy. Which is believed to be related to how no Meta-human has the same exact power.
Meta-humans have been around for two centuries (Rumored longer). They lived in secret until they were revealed to the world by the President of the United States in 1952.
Powers take a toll on the body and mind. Using any powers will tire out the user. Excessive and unrestrained use would cause what could be described as physical overexertion.
When a Meta-human uses their power on the outside world, a small amount of the meta-human energy gets projected and focused in that area. Such as a Water-Elemental controlling a cup of water will get some of the energy projected into it, until they cease control and the energy will fade away. However, a faint amount of the energy will remain.
The power grows as the user does over years of usage and training. The user may discover new uses with it, or a brand new trait may develop. This is directly linked to the amount of the energy in a single Meta (The energy concentration will grow).
There's a particular connection between high-stress situations and the manisfestation and advancement of powers. Under high-stress situations, powers rapidly develop.
There is no set age when powers develop. Some Meta-humans are born with their powers, while others won't develop until later into their lives. Powers received are sporadic at best.
There are powers passed from parents to the children, or simply run in the family. They are called Inherent powers, these are relatively uncommon, though. However, while inherent powers do exist, anyone will get a different version of a passed down power. In what ways vary.
There is a particular effect that is known as The Black Fall Effect. This has two main effects on the meta-human population. 1. All Meta-humans are subconsciously attracted to each other. So subtly that it's next to impossible to even notice. It causes the shyest people to head out and interact, or draws people to one particularly location. The more Meta-humans that are around, the stronger "flocking" effect. 2. Those who spend a lot of time around Meta-humans tend to develop powers themselves. It has to be years around Meta-humans for someone to develop powers. Which is why family members and close friends are extremely likely to get powers.
Meta-humans only use a fraction of their full power. High-stress situations allow Meta-humans to perform stronger feats - at the cost of putting more strain on the user.
Pushing powers beyond their limits would cause an effect known as "Ashing" - Which all Meta-humans fear. This is basically a deadly ailment where a Meta-human self destructs. Their powers shut off, and all their cells will die off at an alarmingly fast rate. Their cells will drop off their body like specs of ash, and this process will continue until there is absolutely nothing left of a Meta-human. This state is extremely deadly, and there's a mere 4% chance of survival. However, there are ways to stop ashing.
Technology that weakens powers exist. They produce a wavelength that weakens powers. Depending on the device it may temporarily severe the link between the body and power, or weaken powers. This technology is still in the development stage by the ISD, but NEST employs it in their power Suppressant Collars.
Ever since the reveal of Meta-humans to the world, the infant children of Meta-humans have been going missing...
| Classes of Metahumans |
The NEST organization assigns every Meta-human a specific class based on their type of power.
Cerebral:The Mind. Powers that have to do with the minds of the user or others - or powers that gather information. These powers are rather common, but not as diverse as Super-System or Elemental types. Most Cerebral types either have information gathering abilities (Such as telepathy, precognition, etc), or have powers that make active changes to the mind (Memory/emotion manipulation, and so on). There are other powers that would be classified as Cerebral due to their mental nature. Such as Telekinesis, Astral Projection, and etc.
Super-System:The Body. Super-System type Meta-humans have abilities related to the body of themselves or others. These powers are fairly diverse. Any power that changes (or enhances) the body in any way can be classified as a Super-System power. Powers such as Super-strength, flight, and Regeneration are prime Super-System abilities. But, powers such as animal transformation also count as a Super-System. So, technically, the Super-System class is rather diverse in terms of abilities. Thus they have been separated into subclasses by using terms such as Bestial (Relating to animals), Biological (Related to altering the normal biological structure), and Chemical (Relating to the body's chemicals).
Elemental:The World. Where Cerebral types have to do with the mind, and Super-System types, the body - Elemental is the World. The basis behind their powers is that they have powers that alter the world around them in a variety of ways - usually specializing in a single element. Any power that affects the world can be called an Elemental power. A generic elemental type has the ability to move their specialized element, and alter its properties. Others can turn into their element (Sometimes crossing over to the Super-System), create it, and more. The Elemental class easily the most diverse and common type of Meta-human. Elemental-types can also have powers related to energy, chemicals, or the stars above them. However, an elemental type cannot control the human body - it would fall under the Super-System class then.
Power: The Essence. The rarest type of Meta-human out there. Opposed to altering the mind, body, or the world, Power-types alter the very essence of Superpowers; the Meta-human energy. For example they can alter it (On a large or small scale) to give themselves different powers (Power replication comes to mind), or enhance, or weaken, the powers of others. They can be fairly diverse, and extremely versatile. But easily the most feared. There are some Meta-humans under this class who can give or take away powers - there's even some who can manipulate powers themselves.
Other: Powers that simply don't fall under the above categories.
| Metahuman Hotspots |
Black Fall
The proclaimed "City of Freaks". Black Fall is famous because it has the most Metahumans congregated into one City (1% of all Metahumans live in Black Fall). Easily the most important location for Metahumans. The city went from a small fishing town to a major hub for gamblers, tourists, businessmen, and families, in the course of a few centuries. It contains people of almost every ethnic background. It is located in Pennsylvania, on the Delaware river, not too far away from Philadelphia. It is split down the middle by the river, with one part of the city on each side. Technically it is apart of New Jersey too, since one side of Black Fall is technically on the state of New Jeresy. The West side of the city is known as "Old World Black Fall" where the city started. It has most of the population centers and major buildings that have been there from the start. The East side of the city is known as "New Black Fall" which is much more commercialized. It contains most of the clubs, casinos, and mansions.
Verthaven
Located in California, Verthaven is a massive metropolis centered in Southern California. It is a coastal city that is Sandwiched between LA and San Francisco. It's known for it's miles of beaches, and sea trade. What it's also known for is how it's carved up by a network of rivers. The main river is known as the Cross River and splits the city up into four halves by a cross. With hundreds of smaller rivers branching off from that one. Which the city was built around, and have well integrated into the city's layout. Which gives Verthaven a feel of Venice mixed with New York. It is called a great place to go for a vacation. It has plenty of great views, restaurants, hangouts, and beautiful excursions. However, it is a very important part of the NEST organization. Verthaven contains the NEST National Headquarters. Where the directors meet up in times of crisis. It is credited for being the first NEST team, which isn't too shabby. They've keep order amongst the Metahumans of the city. Obviously, Verthaven has a large amount of Metahumans, not to the extent of Black Fall, however.
Stadium City
Created over the course of a few decades, with heavy Metahuman involvement, Stadium City stands in Ohio. Stadium City was ordered by the President to be created by Metahumans in order to help alleviate the Anti-Metahhuman hysteria and show that they are helpful. Stadium City, in design, doesn't appear too different from other cities. It has residential districts, a downtown, plenty of skyscrapers and more. It has plenty of Metahumans, however. After the construction of the city, many of the Metahumans that made it stayed in Stadium City and their descendants remained there. However, it was ridden with crime for decades. Over the years, the city began a hive for all sorts of Organized Crime, plenty of which involved Metahumans. Plenty of gangs and mafias made Stadium City their home. The Police and NEST had a hard time getting them out, as plenty of them were corrupt themselves. However, things changed once the Tyrants moved in and took over. Now, the underground crime belongs to the Tyrants, and the city is much better. Crime is at a low, and people feel safe again. Also, the ISD Headquarters is also situated in Stadium City.
Highroller Heights
Located near the borders of Arizona and Nevada, Highroller Heights is the bastard son of Las Vegas (Sometimes referred to as New Vegar). Massive, boiling hot, in the middle of an american desert, and gives you great reason to check your shoes every morning. Just without the class and style that movies and other media outlets build it up to be. It's run down, the people are bitter, and just about everyone wants to make a quick buck - At the expense of others of course. This city has tons of casinos, and other fancy places to make the place look good for the tourists (The main source of income of High-Roller heights). But when you see the city for what it really is, you'll reconsider. By day it's a sandy city, a pleasant place, if you know where to go. At night, the seven deadly sins take over. Sex workers, gangsters, drug dealers, rapists, and lunatics roam the streets. To say the least, crime is high here. Because corruption is rooted so deep, the crimes are brushed aside with a simple wad of cash. High-Roller Heights has racial diversity, so people of all colors are a common sight in this city, along with a high population. The city is located in the middle of an active desert. There is sand far as the eye can see, it's skin blistering hot, and since it's a desert; don't expect rain. Superhumans are a common sight here.
Mendel
Located in northern Louisiana on the border between Louisiana and Mississippi is Mendel, a city of about 200,000 people where 6,000 are meta-human. The city was once a manufacturing hotspot, but when the Corvo Family, a metahuman organized crime syndicate, moved in, everything changed. They began to pump money into the west side of the city, attracting more businesses and cleaning it up significantly despite weakening the east side. The city is divided in half by the Mississippi, similar to Black Fall. The east side is a poor city living around the few factories left operating, and the west side is a more modern metropolis with a lot of corporate buildings. The city is most famous, however, for its gangs; the Vanguard and the Skulls. The two rival gangs have a tremendous amount of influence on their perspective sides, and often clash with police and each other, much to the appeal of the media. About a year ago there was a gang war between the two sides which gained international attention and left parts of the city in complete ruin.
| Organizations of Note |
Note: All Organizations below are primarily situated in North America.
NEST
With the oncoming rise of Meta-humans, an organization was deemed necessary to keep them in order. So shortly after Meta-humans became known to the world, the Government revealed their special police force: Code-named NEST. NEST is a powerful organization trained and equipped to handle any and all Meta-human threats. Credited for saving cities, and even humanity at large, they are highly celebrated for their heroism. NEST is comprised of Agents that were selected from various military and police backgrounds and trains them to face off against Meta-humans. Though, they are very known for employing Metahumans of their own. However, NEST only accepts the best of the best. They need professional soldiers to face off against some of the most dangerous human beings on the planet. As expected, they are also armed to the teeth with the best weaponry and tools the Government can offer. NEST is known for employing power suppressant collars. They have teams and HQ's set up in every major city in America, and Canada - There has been talks to expand NEST to the major South and Central American countries. The NEST teams are well enough connected that should a significant enough threat show up; forces from other teams will be allocated. NEST as a whole does not discriminate against Meta-humans, there has been some incidents of bias agents, but their goal is also to maintain a balance between the two kinds of human being. While they have soldiers trained to take down Meta-humans, that is merely one side to this faction. NEST has another branch that handles civilian meta-humans, and enforces the many laws that keep them in check. They act as Superhuman social works, more or less, and they handle larger backlashes against Meta-humans. They strictly enforce the many rules and restrictions set on Meta-humans, while also keeping track of their development. They head the Meta-human restriction act; which means they keep track of any meta-humans, and make them go many tests to deem them safe to live with society. Any Meta-humans that do not meet this criteria will be sent off to a special base made to house Meta-humans too dangerous to be let run freely with society. Alternatively, they also have special prisons for Meta-Criminals. However, the NEST organization also approves, and works closely with, the Academy Program. The Academy Programs runs people through them and allows them to get their license and make NEST's job easier.
If one doesn't wish to use their powers, then they are given a power suppressant collar and allowed to live their lives.
Intelligent System Defense (I.S.D)
There are many questions about Metahumans. What are they? Where did they get their powers from? What can we learn from them? The ISD are the people seeking to answer them. The head organization for Meta-human research and development, the ISD is an organization dedicated to continued research on the new Metahuman phenomenon at the request of NEST. In the many facilities across the US and Canada, The ISD have discovered everything known about Metahumans. The Metahuman energy and how it works, the Black Fall Effect, Ashing, and more. They have done this through a network of volunteer Meta-humans. They work very closely with NEST and the Saviors, however they choose to remain neutral on the Pro/Anti-Metahuman scale. Their objective is to learn about Metahumans and what can be done with the Metahuman energy. Any Metahuman can volunteer for some humane experiments. Recently, ISD has controversially started experimenting on ways to remove the Meta-human energy, "curing them".
The Savior Foundation
Often called "Saviors". The lead Anti-Metahuman organization, and the antithesis to many Pro-Metahuman organizations. They believe that Metahumans as a whole are far too dangerous, and must be removed if humanity is to survive. The Saviors were formed by the big pharmaceutical CEO Berlioz Auxiere, as a means to assist humans afflicted by Meta-human related incidents. The Saviors also invest in research towards a way to remove powers, and have pushed for NEST to remove rights from Metahumans. Naturally, the saviors are despised by a large number of Metahumans. However, they are not known for overt or violent acts against Meta-humans. They work towards their goals peacefully. Their objective is to help people. Whether they've been the victim of a Metahuman related incident, or afflicted with a detrimental superpower. Their secondardary goal is to find a way to "cure". Though, it is reported that a large number of the Saviors are extremely Metaphobic. It's also believed that the Saviors secretly fund the Meta hate group, the Pure.
The Tyrants
The most infamous and successful team of Supervillains ever to hit America. The Tyrants were a large group of Meta-humans that were responsible for countless crimes. Bank robberies, large heists and many more. They were infamous because of how well they covered their tracks and hit hard. They were known for their code of honor, never hurt innocent people, and chose their fights carefully. Which is how they lasted so long. Unlike other criminal fools, they didn't make enemies, so the need to hunt them down was low. However, when they did fight, they were known for their. What they are the most known for is how they took over Stadium City's crimeworld. Over the course of a few years, the Tyrants systematically destroyed every gang and other organized crime organization, and absorbed them into the Tyrants. Building up a massive army of gang members, and using them to destroy the larger organizations (Or run them out of Stadium City). Until they completely controlled the city's crimeworld, by eliminating the competition. They now stand at the top, controlling all drugs, guns, and more, that run in and out of the city. Ever since the takeover of Stadium city, they seemed content with maintaining their empire rather than going out on big jobs. Which was called a good thing. Since the Tyrants ignore civilians, and there aren't too many big organizations to exploit them anymore, Stadium City's crime has gone down to all time lows. Some small time crooks are too afraid to even run out. The Tyrants are ran by the powerful Queen Carmelita, and the elderly Barracuda. Queen Carmelita has a powerful tactile Telekinesis power, and the Barracuda can extend blades over a distance, and they can cut through anything.
The Pure
An extremist group, the Pure are dedicated to the complete annihilation of all Metahumans from the United States. The Pure are comprised of people from various backgrounds. Former-Soldiers, Police Officiers, and regular people, all with the goal of killing Metahumans. The Pure has taken credit for many deaths of Metahumans, and attacks on ISD, and NEST facilities. Despite their small numbers, they are surprisingly effective. Because of their numbers, they are incredibly organized. They often plan hits on the request of concerned civilians, and they carry them out with brutality. They usually plan traps, or surprise attacks. It doesn't matter if the Metahuman is a threat or not, they'll kill anyone with a superpower. Man, woman, or child, criminal or innocent, it never matters to them. It's believed that NEST and the Saviors have a hand in the Pure.
The Hands of Science
A shadowy group, no one knows what the Hands of Science are, or what they want. They've been called a more extreme version of the ISD. The Hands of Science are known for preforming experiments on Metahumans. Except, they have no concept of ethics or humanity. They kidnap Metahumans and forcibly preform experiments on them (Before killing or releasing them). Or they distribute devices, or drugs, that fiddle with powers in some way. All done by an extensive group of scientists. They have a large team of Agents that preform the field operations. People that distribute strange the aforementioned drugs and devices. Often lying and tricking Metahumans into using them. What their goals are is ambiguous. It's believed they want to find a way to create Metahumans so they can sell them to the highest bidder. The Hands of Science are believed to be responsible for plenty of Metahuman related incidents. NEST is working into investigating the Hands of Science. However, the Hands of Science know something about Metahumans that the world doesn't.
The Changeling Unit
Only a few people know of the terror that is the Changeling Unit, a baby kidnapping ring. As child of Metahumans are more likely to develop powers themselves, the Changeling Unit kidnap Metahuman babies all over the North American continent. To sell to the highest bidder (Most of their babies go to the Hands of Science). Nobody knows about the Changeling Unit, but they are feared. They keep a low profile by excising great stealth and subtly when they kidnap. To the point that nobody knows they were there until it's too late. However, they have slipped up a few times in the past.
The Ivory Deer Community
Founded by Wallace Melbrondt (for whom the estate is named after due to his stark white, antlered appearance) and several of his associates, the Ivory Deer Community is a collection of meta-humans who have suffered from physical alterations and birth defects that have caused most of them to be branded as, for lack of a better term, abominations. Located in a forest clearing not too far from the city of Black Fall, the gated community accepts any meta-humans who have been cast out due to their appearance, and offers them free shelter, sustenance, and entertainment. Melbrondt has made it clear many times that he does not accept meta-humans who still look human, partway due to past altercations that have left him with a less-than-stellar opinion of them. The Ivory Deer Community keeps a bare minimum level of contact with NEST only because they are required to by law. If such weren’t the case, they’d ignore them entirely.
So I lied, CS will most likely be finished on Wednesday and cleaned up by Thursday if needed. Will continue to make small edits from my phone until then. (:
@Liriia Quuuuuuick thing: I noticed that you mentioned magic in her power section. There isn't anything outright "magic" in the setting. Only superpowers, really.
I was wanting to play a medusa/Gorgon like character; I was wondering if I could have hair manipulation (much like the Superhero Medusa)/Snake like attributes alongside minor pyrokenisis (sorry if I butchered the spelling, on the run rn). Gorgons in mythology had this attribute. There would be a twist to it; My idea was that the fire would be actually more of a healing power, but can be used as a weak offensive power.
I was wanting to play a medusa/Gorgon like character; I was wondering if I could have hair manipulation (much like the Superhero Medusa)/Snake like attributes alongside minor pyrokenisis (sorry if I butchered the spelling, on the run rn). Gorgons in mythology had this attribute. There would be a twist to it; My idea was that the fire would be actually more of a healing power, but can be used as a weak offensive power.
Well.... I'm fine with the hair and snake powers. I'm not so sure about the fire power. Seems to be too many powers stacked together, but i'd rather see a full sheet.
Going to start on a CS, wondering about water manipulation as a power?
I already have a Water-Bender (Luther)... buuuuuuuuuuut, I don't really mind if there's two people with the same power - long as they're different characters. So go ahead.
@Liriia Alright, since you asked, here are a few things.... I would like to know a bit more about the toxin's corrosive effect on materials. From what I can tell, it's a bit like a hot fire in terms of what it can do, but the "but they are not corrosive enough to melt pure metal in an instant" part made me wonder what else it can do. I mean, it's not really that different from what Lupe and Diego can do, but yeah.
And It seems less like "Poison Manipulation", and more like a "corrosive/chemical substance" creation/manipulation.
I'll save the rest of my points about Violet once you finish her sheet.
I think I'm done with this, though I might still want to add some more on. Let me know if there's anything I should add.
Basic Information
Name:
Celestia Rivendell
Nickname/Alias/Etc:
Celeste
Gender:
Girl
Age:
17
Height:
5'5ft
Weight:
126 pounds
Type:
Returning Student
Appearance
Hair Color:
It varies. Currently an aqua blue shade - one of her favourites. Her natural shade is blonde.
Eye Color:
Blue
Ethnicity:
Swedish, French, Finnish
Physical Appearance:
Celeste is particularly petite, rather small in stature and in her weight. She doesn't have much curve about her figure, she is mostly flat. Though it isn't as if she minds much, curves get in the way when trying to hide in small places. She has a sort of young, wholesome look about her. Her facial structure is round, with her cheekbones barely making an appearance but this tends to give her the kind of advantage she likes. She tends to be labelled as 'cute', which she either loves or hates depending on her mood. But it always works to her advantage, since an innocent facade can mask her mischievous tendencies. Unfortunately, this seems to be the only advantage that comes with looking much like a child, which is unbearable to no end for Celeste. Her eyes are wide and round, and are fairly close together. They're blue, but almost grey. Her eyebrows are dark and thick, especially against her fair skin. Her lips are pink and quite round and thick, with a high cupid's bow.
Celeste's skin is a very pale white, indicating of course to her various European origins. Her cheeks normally sport a healthy pink blush and she has fair freckles on her nose that tend to show most in the summer. The rest of her skin is mostly blemish free, apart from some other fair freckles dotted sparingly on her arms and legs. She has a small, circular birthmark on the top of her thigh.
Celeste's hair shows some sign of damage from the different colours it has been, but she tries her best to look after it so it's hardly unhealthy. Currently she sports an aqua blue, one of her favourite shades. Previously it had been pink, like candyfloss, but her natural colour is a blonde that's almost white. Her hair is all the same length, right down to the middle of her back.
Attire:
Celeste has a good sense of style, and is lucky to be able to buy any clothes she likes, since her parents can afford it. She likes denim, especially stonewashed, and loves dresses and skirts when she feels more feminine. She has a strange fondness for socks, especially ones with different kinds of styles and patterns on them. She likes to wear pairs with food patterns.
Personality
Innate & Outward Personality:
Outwardly, Celeste tries to be as fun as possible. She likes the make others laugh, and she loves playing pranks. She plays for laughs a lot, perhaps too much, because she just loves the positive attention. It tends to be one of her admirable qualities, and what people always know her for. She's quite impulsive and easily influenced, since all she ever really wants to do is be liked and fit in. Of course, she does have her own mind, but she just isn't technically against many of the things she goes along with. This normally entails drinking, smoking and doing drugs, but it's all in good fun. This is a fact she would definitely like to keep from any authority figure, especially her family and parents. She does love to play the good girl when it works in her favour.
In her studies she does okay, she's above average but not a top achiever by far. This mostly falls down to laziness on her part, but there is some kind of inability there she likes to ignore and pretend it doesn't exist. There's no way she would ever admit she didn't understand something. That's another thing about her, she's unbelievably stubborn and just will not admit something, no matter how true, that makes her look bad.
Celeste is very trustworthy and trusts others easily. One thing she will not do is spread rumours or tell secrets. But being someone that trusts easily doesn't always work in her favour, since not everyone is as trustworthy as she thinks. She loves people and will always do anything to make people like her, which is rather tryhard-ish sometimes, but nevertheless comes from a good place. She is caring and likes to make people happy and sort out problems.
Celeste is very prone to phases, especially in the things she is interested in. One week she will love plants and want to know everything about them, the next week it will be a certain author or artist. But one thing she is continually passionate about is animals. It's not so much an ambition as much as something she finds endlessly fascinating. But she also goes through many other phases, in her moods. These normally end up with changes in her dress and of course, hair colour.
Celeste is quite open about love and sex, she doesn't mind talking about it and will openly say the things she thinks and feels. Gender doesn't matter much to her, though she leans slightly more towards boys. Only really because she always seems to get on with them more. There's something about her that a lot of girls don't like, which she obviously hates since she craves love so much.
Inwardly, Celeste isn't wholly different to how she presents herself outwardly, but there are aspects of herself she doesn't like people to see. This is mostly her issues of self - her loneliness, self esteem and such. These are thoughts she mostly can deter, especially since she tries to keep herself busy and be alone as little as possible. Her mental health was once a lot worse than it is currently, so she really considers herself lucky.
Hobbies/Interests:
Celeste quite likes reading fiction novels and poetry, and does some art in her free time, though she's not very gifted. She's interested in animals too.
Skills/Talents:
Celeste tends to pick up information about things she likes quite quickly, but if she doesn't like it, it just tends to go straight through her skull. She does remember interesting things very well though.
Prized Possession:
A silver necklace given to her by her grandmother
Quote(s):
"You'll never leave where you are, until you decide were you would rather be."
Celeste was born in Sweden. Her mother being half Swedish, half Finnish and her father being half Swedish, half French. She grew up particularly wealthy but didn't see much of her father for long periods. For holidays, he would come home and stay with Celeste and her sisters, which everyone else seemed to love more than her. Celeste always felt closer to her mother, but also to the tutor she had. Her parents had high expectations of her, and by age 11 Celeste spoke fluently in Swedish and English, and could speak a lot of French and Finnish. However, Celeste didn't have much ambition to be studious and academic, much to her parents' discontent.
When Celeste's power began to be revealed, her parents were confused and mostly worried. They couldn't imagine having a child with these kind of abilities. They were embarrassed of her, and Celeste hated it. She hated her power and she hated not being good enough for her parents. She wanted to be normal like they wanted. This was the drive for a lot of Celeste's upset and self esteem issues when she was younger, but being angry about her power didn't make it go away, it only made it manifest more. Sometimes when she was angry, she would wish something small like her father's hot drink would spill everywhere and scold his lap, and of course it did. It had her in much trouble with her parents, constantly. It was only when her younger sisters began showing signs of having similar powers that it became less of an embarrassment to her parents. It was a different story when it was them.
After hearing about the Academy, it became an easy decision for Celeste's parents - obviously, she would go. Celeste had reservations about the school, she had never lived away from home, and she was worried her parents would dump her there and never come back. However, once she learnt her sisters would be attending in a few years too, it became an easier decision - not that Celeste had much of a say in it. Celeste's younger twin sisters are two years younger and have always impressed her parents more than her. They are both very studious with high ambitions, but Celeste just doesn't live up to the same expectations. Celeste has always put more work into strengthening her powers than her sisters have, yet to her parents, that doesn't mean a whole lot.
Celeste has always delighted in playing tricks using her power, especially on her sisters. Though they do have powers that could perhaps be more powerful than hers, she practices much more and can always think of a fun way to get revenge for the bias given to them.
Arriving at the Academy for the first time was strange. Celeste had only ever been tutored at home, and the only interaction she'd had with people close to her age was her sisters. She didn't know what school was like before then, and she wasn't fond of it. She liked people and she was excited to meet lots of new people, but she wasn't used to not having so much private time. She'd had a lot more alone time at home, but it wasn't long until she grew to love being surrounded by people constantly. In fact, all of her reservations about school eventually faded, even about her parents. By this point, she barely sees them, they communicate mostly by phone. Celeste prefers it.
Liquid Manipulation - Celeste can manipulate most liquids, though she has not yet reached the full extent and power of it. She can manipulate water very well and can manipulate most liquids that are out in the open (not in the body). She can form some of her own water without any source but herself, but not a large amount. Celeste can manipulate other liquids such as milk and even blood, but she hasn't got strong enough ability to manipulate liquids within the body. She can move liquids to her own advantage, even in combat if it came to it. Because she can move it at such high speeds, they can provide a good weapon, especially for bringing people off their feet and leaving them breathless and weakened. She can even make liquid water into ice, just not on a huge scale, but could easily freeze someone's hands or feet.
Limits:
Although the range of her power has increased, she still can't manipulate things long range. The further away it gets the less control she has, until she loses control completely. She also can't manipulate all liquids, such as liquids in the body. She can't manipulate larger bodies of liquid for too long, and if it's too large she can barely move a drop. It becomes more difficult to do, the more liquid she is trying to manipulate. Creating water herself is something she finds difficult and she can not produce much of it, even when she has drank a lot.
Weaknesses/Drawbacks:
Using her power significantly drains her energy, especially when used for prolonged periods of time or on a larger volume of liquid. She has to wait for her energy to regenerate before she can use it again, otherwise she can pass out or even much worse. Creating liquid herself uses the water from her own body, so dehydrates her. This can be fatal if she were to push it past her limit.
Celeste walked the path steadily. She was in no rush, it was just perfect. Trees lined both sides of her, but she didn't know what kind they were. She half wished she did, just for the knowledge, but she decided that she honestly didn't really care. They looked nice enough, that was all that mattered to her.
"Hey! Celeste! Hey, stop!" a voice from behind her stopped Celeste in her tracks. She turned, seeing a tall boy with a face she recognised, but didn't know how. She didn't address him, since she had no idea what his name was, but she still looked at him to show she was listening. He approached and soon they were stood face to face, although it was more face to chest; he didn't seem so tall when he was further away.
"You're Celeste?" he asked. She nodded, still unsure of what he wanted from her or if she had anything to say to him. She decided to stay quiet until she knew his intentions. "I'm Stefan, I'm a friend of Kyle's."
"Kyle...?" Celeste left the question open ended. Did she know a Kyle? Surely she did, otherwise it wouldn't make much sense that he would both know her name and what she looked like, if he had not heard it from a friend. He must have attended the academy too - she wondered what his thing was, one of her favourite games to play with people from the academy she didn't yet know. Was it elememtal? He looked like it was elemental, maybe it was something to do with wind.
"He's the guy who's always asking about your sisters." Stefan chuckled. Celeste gave a knowing look that said 'oh!', because now she knew. Of course... Kyle. Dark hair, very tall, shadow mimicry. Very annoying, considering he constantly scared the life out of her by using his powers to sneak up on her. He was funny though, there was that. "I wanted to talk to you about what you did to him..."
Ah. Of course. See, Celeste had become sick of Kyle constantly sneaking up on her. She had to get payback, it was fair game. So she had hatched a plan, and it was simple really. She had waited until a precise moment, and the minute it happening the plan came into effect.
It was one day she had a class with him, he was sitting a table away and then, Celeste got her chance. He asked to go to the bathroom, and guess what the answer was? So he had to sit in class and wait, but he didn't do it in silence. This was when Celeste took out the water bottle from her bag, unscrewed the lid and ever so slowly moved it across to him, underneath the tables. Then, it soaked. Just as she had hoped, it was subtle a movement enough that he didn't notice immediately. Not until the end of class when he stood up and... well, yes. But she thought she'd gotten off scott free, since no one believed him when he said it wasn't piss. She didn't think anyone knew... oops.
1. She should be a bit heavier, at least like forty pounds heavier. She's pretty underweight for a 17 year old that's the average female height.
2. Her backstory cuts off a bit there at the end. Nor does it really explain too much about her past either. Like, you never explained why she's going to an Academy in Eagleland. The point of a backstory is to basically tell why your character is in the story, you didn't do that.
3. I think the power section needs a little beefing up. You were very vague about what she can do. Like, what are the applications? Can she do more than just move water?
4. The weaknesses you mentioned aren't weaknesses, just limits. A limit is basically a restriction, like, "I can only do twenty pushups before getting tired". A weakness would be... "every time I do a pushup, I break my hand". Diego and Agni can be nullified by water, Luther gets dehydrated when he uses his waterbending, transforming for Michelle is painful. Those are just a few weaknesses.
5. The formatting could also use a little work. A few of the paragraphs could be merged together here and there.