Hidden 4 yrs ago 4 yrs ago Post by Lord Wraith
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T h e C u r s e o f . . .
| C | R | E | S | T | W | O | O | D |
_______________________________
| H | O | L | L | O | W |

| ◼ G M: Lord Wraith | ◼ G E N R E: Superhuman, Modern Fantasy, School, Slice of Life | ◼ T Y P E: Linear with Sandbox Elements |

P R E M I S E:

"He who would learn to fly one day must first learn to stand and walk and run and climb and dance; one cannot fly into flying."
~Friedrich Nietzsche

Set in the mid-1980s, Crestwood Hollow follows a group of first-generation Hyperhumans brought together by the death of a mutual friend. After the death of Vanessa Bordeaux, the most popular girl at Mather Memorial Secondary School leaves the sleepy town of Crestwood Hollow in shock, the new school counsellor, Jonas Lehrer, gathers together the girl's closest friends and acquaintances to talk about their grief. However, he has a secondary agenda not initially disclosed to the group; Jonas Lehrer has seen the future. Plagued by visions of a dark figure hunting Hyperhumans on a vengeful quest, Jonas' premonition showed him the only way to stop the evil force was by uniting the group of teenagers and training their potential.

S E T T I N G:

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Situated along the Eastern Coast of the United States between Hampton and Portsmouth, Crestwood Hollow is a small New Hampshire city originally founded in the year of 1684, shortly before the infamous Witch Trials. Settled in the fertile Orlaith Valley, the city is home to a largely rural area, boasting a very fruitful agricultural industry. The largest export of the city is the Golden Delicious Apple. Beyond the valley lies densely populated forests of oak, maple and cherry trees. This contributes to several lumber mills in the area that provide a secondary industry to the city.

To the North of the Orlaith Valley is the Great Bay Lake. From the Lake, the River Shannon flows South before turning East towards the valley and continuing through the city. The downtown of Crestwood Hollow is split by the river with one street travelling East on the Northside of the river, while on the Southside the road only goes West. Located every few blocks is a draw bridge that both connects the city and separates it when the need arises for a ship travels upstream. Towering buildings look down on the river ranging from hotels to banks, to professional firms and apartment complexes. The Northern side of the city is known for being rougher than its Southern Sister. The 'Beau' half of Crestwood Hollow is home to the Mather Park, in the middle of which is an ancient white oak known only as the Hanging Tree. The Southern half of the city, the 'Belle,' is newer than the Beau and is home to several more residential areas than the North. The further south one travels in Crestwood Hollow, the more construction they seem to encounter as the city is continuously expanded to accommodate new subdivisions.

Towards the eastern edge of the city, the Shannon empties into the Atlantic Ocean, flowing through the Crestwood Port before it is swept away by the tides of the Atlantic. Due to its location within the Orlaith, Crestwood Hollow has very few visits via train and does most of its imports through truck and ship. As such, the Port is often a thriving hub of life with new ships visiting each day. Several fisheries dot the piers but have fallen upon hard times in later years due to over-fishing in the Atlantic. Numerous recreational boats fill the docks and full warehouses litter the boardwalks.

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Mather Memorial High School is Crestwood Hollow's largest secondary school in the city which collects the graduates from several of the city's more populated elementary schools. One of the oldest buildings in all of Crestwood Hollow, Mather Memorial was originally the city's courthouse when it was built in 1654, before being transformed into a county jail for nearly a decade, spanning from 1802 until nearly 1869.

Unfortunately, a fire brought down part of the building, resulting in numerous convicts being unleashed on the unsuspecting city proper. Opting not to rebuild a jail in the middle of the town, the building sat empty for nearly thirty years until a young architect wanting to make a name for himself opted to propose the structure be revitalized and renewed as a school. In 1902, the school opened its doors under the original name of Mather Memorial Highschool before being rechristened as Eastern Crestwood Secondary School in the late nineties only to have the name reverted in the early 2000s.

Due to the long-standing history of the school, it comes as no surprise that many of the locals consider the building to be haunted. One of the most prominent local urban legends says that the large oak standing in the school's front courtyard was the very tree used to hang the men and women found to be witches during the Witch Trials. As Mather Memorial sits on the edge of Mather Park, this tree is the same white oak referred to as the Hanging Tree.

Due to its history, the building does show it's age. This is especially prominent in its tall architecture with a looming main entrance that casts a shadow on the stairs before it. The inside of the school is often stuffy, the air carrying a heavy musty odour that perforates every hallway. The original gymnasium has been transformed into an auditorium while an addition in the nineties added a proper gymnasium onto the school's west side. Outside this expansion are several basketball courts leading to track surrounding a multi-use field. This field is used for a variety of sports, and when an event is held, temporary bleachers can be erected on either side of the area.

The athletics facility is not the only recent addition to the school. Several portable units line the back of the school, added during the late nineties to increase teachable areas; however, most of these are used as storage currently. A technology wing was added to the east side of the school in the early 2000s. This wing includes state of the art computer labs along with woodworking, welding facilities and even an auto shop. These facilities line the bottom of the wing; however, the upper floor of the wing adds several new science classrooms and lecture rooms rendering the portables as mentioned earlier null and void. At the rear of the main building is the cafeteria which looks down onto the park which shares the school's namesake. To encourage students to get outside on their lunch breaks, a balcony including an outside seating area was added to the cafeteria in 2013.

Like most secondary schools across North America, Mather Memorial offers a wide variety of teachables to its students outside of the mandatory core subjects. Additionally, education is supplied in three levels of learning to ensure no student is left behind. This includes an essentials level for students who intend to go directly into the workplace after high school, an applied level for students who wish to attend community college and an academic level for students aiming to attend university. Some courses have no specified level and are open to all students, but others require the student to have particular prerequisites before they can enroll. Courses such as these often lead to graduates return to Mather Memorial for a fifth year, or as it commonly referred to as, a 'Victory Lap.'
Hidden 4 yrs ago 4 yrs ago Post by Lord Wraith
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R U L E S:

As the GM, I reserve the right to deny, veto or otherwise reject any character application based on any number of factors that I find make the character unfit for this roleplay. This can include player history, perceived literacy, lack of understanding of the game's concept, unruly behavior in the iCheck/OOC/Discord or towards the GM, other players or simply a generally poor attitude. Other reasons for application denial will be listed in the following rules.

All Character Sheets must be submitted to the GM(s) using the provided skeleton. Character Sheets that do not use the provided skeleton will be rejected and asked to comply with the set standard. Any applications must be posted in the OOC for review before being reposted in the Character Tab. No review or feedback will be provided on incomplete sheets although the GM will be happy to answer any questions about the game, its world or lore.

All characters sheets submitted will be 'Hyperhumans' and should be written to reflect such. That said, all characters will be starting off either aware or only suspicious of their true nature and/or abilities. Keep weaknesses, flaws, and limitations in mind while writing your sheet. Give them reasons that make them need a team or allies to support them. Most importantly, give your character room to grow and develop. A large part of the RP will be based on the growth and development of your characters and their abilities so keep that in mind.

Failure to adhere to any of the character creation rules will lead to rejection of the application with a citation of the broken rule(s). Critique will be given on Character Sheets which don't break any rules but aren't quite up to an acceptable standard. Please be willing to work with the GM in the event of this.

A Discord will only be created for this RP if all players are willing and able to participate within it. In the event that this is not the case, the OOC will remain the primary medium for discussion and game announcements. Any player is welcome to reach out to me through my Discord found in my signature in the event that this is easier for than using the OOC or PMs.

Absolutely no 'OOC' chatter will be tolerated in the In Character Thread. If you have a question or anything to explain there is an Out Of Character Thread provided. You have no excuse to make an 'OOC' comment in the IC and if done it will be heavily frowned upon.

Writing expectations for this roleplay are at least two (2) well-developed paragraphs as a minimum per post. Three (3) to five (5) paragraph posts, however, would be awesome so long as you're not simply chewing the scenery. Proper spelling and grammar are also expected but small mistakes here and there are understandable. Blatant offences will be called out.

This is a Character-Driven RP, and as such you are encouraged and expected to take charge of your character's subplots and storylines. This is a favourite rule of mine, and that said, there will be a heavy emphasis on collaborative activities and team building as well. The GMs will be leading the RP in the traditional sense with a driving plot and will ensure the RP keeps moving however we do want to see you develop your characters and produce your own plots. However, we don't want to see you lock your character out of interaction and focus solely on your character and their 'world'. No one enjoys watching you play with yourself, it's always better to let someone else join in on the fun.

In this RP, I realize that relationships are a part of this. While I have no problem with this, I do want it kept a specific way to avoid breaking any rules. As part of RPG's rule, mature content is forbidden on the forums. You may, however, use the standard fade-to-black technique if you desire and that will be fine, just keep it PG-13/14A (May contain: violence, coarse language and/or sexually suggestive scenes.) both leading and following up. Please use your common sense if you're going to seek a relationship within the RP. You have been warned of my expectations on this matter and should you fail to follow through you will be asked to leave the roleplay and reported for breaking site rules.

F . A . Q .:

0 0 1 || I S T H I S A N O R I G I N A L U N I V E R S E ?

Yes, it is a hard reboot and adaption of my previous original universe RPs.

0 0 2 || D O R E A L W O R L D L O C A T I O N S E X I S T ?

Simply yes, while Crestwood Hollow itself is a fictitious city, it is still set inside the very real state of New Hampshire and country known as the United States of America. Real-world cities such as New York, San Francisco, all exist with no changes outside of the technological advancements made in the lore.

0 0 3 || C A N I M A K E A N O R I G I N A L C H A R A C T E R ?

Yes, in fact, that would be preferable to adapting a character originally conceived for another RP. However, there is no penalty for re-using a character and it won't slow or affect your acceptance. I just prefer fresh ideas, especially with the Hyperhuman concept.

0 0 4 || H O W M A N Y P L A Y E R S W I L L T H E R E B E ?

The aim is to gather four to six reliable players who will make up the group.

0 0 5 || W H A T K I N D O F P O W E R S C A N I U S E ?

Powers will initially be undefined. Your character will have a latent talent related to their ancestry that they may or may not be aware of. As the IC progresses and your character grows, they may begin to further develop their abilities and have a more substantial powerset based on the rules of magic in this world.

0 0 6 || C A N I U S E M A G I C ?

Initially no, however, the ultimate goal is for your character to learn to use magic. You will begin the RP either unaware or vaguely aware that there is something different about you. This will become more clear through the IC and the 'Study Group' sessions. Eventually, you will learn to control this talent and develop your magical abilities.

0 0 7 || C A N I U S E M O R E T H A N O N E C H A R A C T E R ?

No. However, in the event that your character died in the IC, you may create a replacement player provided you weren't removed from the RP.

0 0 8 || C A N M Y C H A R A C T E R B E A N A N T A G O N I S T ?

Your character should struggle with morality, after all, suddenly being gifted with powers above those of mere mortals could lead to some overwhelming temptation whether to get revenge or use them for self-gain. But that said, your character should not spiral out of control, or at least the group should step in before then. The overall idea is that our characters do become heroes in the end.

0 0 9 || W H A T W I L L T H E P L O T B E L I K E ?

The plot will follow a group of students who are being taught to embrace their Hyperhuman nature and learn to use their abilities. The group will ideally bond and grow together eventually leaving the classroom behind to protect their home from both others like them and forces no one has ever seen before.
Hidden 4 yrs ago 4 yrs ago Post by Lord Wraith
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Danger, Will Robinson!

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W A R N I N G
W A R N I N G
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On October 18, 1967, Earth was hit with an immense Coronal Mass Ejection. During a total Lunar Eclipse, the sun emitted a massive interplanetary CME which doused the entire globe with high energy particles causing the largest and brightest occurrence of the aurorae ever recorded. Unfortunately this also brought a geomagnetic storm which ravaged Earth’s electrical transmission lines, causing power outages on a global scale. It was on this day that the Earth nearly stood still, sitting in total darkness for nearly ten minutes before back up systems began to re-activate. Numerous regions around the globe were left in the dark well beyond that. Cities were powerless for nearly a week while some rural areas were forced to survive for nearly a month without power. This event left a death toll numbering in the tens of thousands becoming known as the Dark Eclipse.

However the aftermath of the Dark Eclipse reached far further than anyone could have ever anticipated. The resulting effect of the high energy particles is a mutation appearing in one person of every million people. While public knowledge of the mutation remains vague, selected sects in the scientific community are aware of it and have dubbed the emergence of the mutation ‘Viriumosis’. In more common jargon, the possession of a mutation is referred to as the ‘Hype-Factor’ or ‘Hype-Gene’. Collectively, these mutants are referred to as ‘Hyperhumans’.
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H Y P E R :
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Prefix;
'over; beyond; above' See - "hypernym"
'excessively; above normal' See - "hypersonic"
'exceeding.'​

H U M A N :
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Noun;
'A human being, especially a person as distinguished from an animal or (in science fiction) an alien.'​

H Y P E R H U M A N :
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Noun;
'An individual who displays or has superhuman abilities or attributes. Specifically an individual belonging to the Homo Virium as opposed to the Homo Sapiens.'​​


Hyperhumans are humans who have undergone a mutation process known as Viriumosis which leads to the creation of a ‘Hype-Gene’ and development of extranormal abilities. Viriumosis occurs when the high energy particles create an insertion and add one or more extra nucleotides into the host DNA. As insertions in the coding region of a gene may alter splicing of the mRNA, or cause a shift in the reading frame, this almost always leads to a significant alteration in the gene product. These alterations lead to a wide variety of effects which are often looked upon as super-human abilities.

While Viriumosis was only able to occur in the individuals who were alive during the Dark Eclipse, the Hype-Gene is able to be passed along through reproduction. This is a cumulative result of high energy particles stored within the donating parent's chromosomes. A portion of these particles is replicated and passed along to through genetic material resulting in the offspring going through Viriumosis in utero. Naturally, this leads to the creation of the 'Hype-Gene' in the offspring allowing them to display abilities akin to those of their parent(s).

A human born without a 'Hype-Gene' will not display, nor gain Hyperhuman abilities unless subjected to Viriumosis. Due to the technological constraints and the rarity of high energy particles, there is currently no way to artificially replicate the process which created the ‘Hype-Gene’ during the Dark Eclipse.

The 'Hype-Gene' isn't exclusively carried within either sex but is a dominant gene within both exponentially increasing the chances that the child of a Hyperhuman will be one themselves. However, due to a lack of willing subjects, there are no studies as to whether power levels are greater or equal within children who have two Hyperhuman parents compared to those who only have one.

Hyperhuman abilities are incredibly diverse and more often than not allow the host to accomplish superhuman abilities. When a Hyperhuman is born, they have unlimited potential as to what abilities they will develop. Hyperhuman abilities are not predetermined by parents but instead are developed during puberty in the majority of hosts. It is possible for those subjected to extreme trauma at a younger age to prematurely develop their abilities. Environment and circumstance surrounding the time of ability development will contribute to determining the host’s abilities. Due to the nature of Viriumosis, Hyperhuman abilities are closely linked to Earth’s Electromagnetic Spheres and could be considered to be strengthened through them. The more of these 'Hyperhumans' that are in close proximity, the weaker they become as they fight to draw from the same EM spheres.

Hyperhumans are discernable from regular humans through the presence of HZE ions in their bodies. These HZEs or 'hazies' fluctuate with the usage of the Hype-Gene meaning that the usage of Hyperhuman Abilities can be detected and residual HZEs can be tested to determine how recent abilities have been used. As Hyperhuman Abilities require HZEs, abilities can also be suppressed through electron overloading or irradiation. Enforcement agencies implore weapons and restraints which bombard the body with electrons in order to keep Hyperhumans suppressed and under control.

Many of these 'Hyperhumans' live their lives without knowing about their abilities, a few odd occurrences happening in times of heightened adrenaline. But there are the few who learn to embrace their nature and use their abilities to accomplish extraordinary feats.
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Aliquam eu rhoncus magna. Vivamus varius, risus quis blandit aliquam, leo est iaculis erat, vel dignissim nulla justo nec purus. Donec sit amet dolor nulla. Maecenas pretium ex eu nisi efficitur sollicitudin. Morbi cursus risus vel semper tincidunt. Curabitur non libero odio. Mauris lectus nisi, scelerisque sed tortor laoreet, semper bibendum nulla.
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Aliquam eu rhoncus magna. Vivamus varius, risus quis blandit aliquam, leo est iaculis erat, vel dignissim nulla justo nec purus. Donec sit amet dolor nulla. Maecenas pretium ex eu nisi efficitur sollicitudin. Morbi cursus risus vel semper tincidunt. Curabitur non libero odio. Mauris lectus nisi, scelerisque sed tortor laoreet, semper bibendum nulla.
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Aliquam eu rhoncus magna. Vivamus varius, risus quis blandit aliquam, leo est iaculis erat, vel dignissim nulla justo nec purus. Donec sit amet dolor nulla. Maecenas pretium ex eu nisi efficitur sollicitudin. Morbi cursus risus vel semper tincidunt. Curabitur non libero odio. Mauris lectus nisi, scelerisque sed tortor laoreet, semper bibendum nulla.
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On October 18, 1967, Earth was hit with an immense Coronal Mass Ejection. During a total Lunar Eclipse, the sun emitted a massive interplanetary CME which doused the entire globe with high energy particles causing the largest and brightest occurrence of the aurorae ever recorded. Unfortunately this also brought a geomagnetic storm which ravaged Earth’s electrical transmission lines, causing power outages on a global scale. It was on this day that the Earth nearly stood still, sitting in total darkness for nearly ten minutes before back up systems began to re-activate. Numerous regions around the globe were left in the dark well beyond that. Cities were powerless for nearly a week while some rural areas were forced to survive for nearly a month without power. This event left a death toll numbering in the tens of thousands becoming known as the Dark Eclipse.

However the aftermath of the Dark Eclipse reached far further than anyone could have ever anticipated. The resulting effect of the high energy particles is a mutation appearing in one person of every million people. While public knowledge of the mutation remains vague, selected sects in the scientific community are aware of it and have dubbed the emergence of the mutation ‘Viriumosis’. In more common jargon, the possession of a mutation is referred to as the ‘Hype-Factor’ or ‘Hype-Gene’. Collectively, these mutants are referred to as ‘Hyperhumans’.
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T h e C u r s e o f . . .
| C | R | E | S | T | W | O | O | D |
_______________________________
| H | O | L | L | O | W |

| ◼ G M: Lord Wraith | ◼ G E N R E: Superhuman, Modern Fantasy, School, Slice of Life | ◼ T Y P E: Linear with Sandbox Elements |

P R E M I S E:

"He who would learn to fly one day must first learn to stand and walk and run and climb and dance; one cannot fly into flying."
~Friedrich Nietzsche

On October 18th 1967, Earth was caught in a worldwide blackout in the midst of a total lunar eclipse. During the eclipse, Earth was struck by a massive solar flare. The combination of plasma and magnetic fields doused the entire globe with high energy particles which caused the largest and brightest occurrence of the aurorae ever recorded. Unfortunately, this event also brought a geomagnetic storm that ravaged Earth’s electrical transmission lines, causing the global power outage. On that day, the Earth nearly stood still. Nearly three and a half billion people sat in total darkness for almost ten minutes before back up systems began to reintroduce power across the planet. However, numerous regions around the world were left in the dark for far longer. Major cities were powerless for nearly a week while some rural areas were forced to survive for almost a month without power. This event left a death toll numbering in the tens of thousands and become known as the Dark Eclipse.

It has been nearly eighteen years since the day of the Dark Eclipse and while the world has resumed its original course, the aftermath of the Dark Eclipse reached far further than anyone could have ever anticipated. The resulting effect of the high energy particles was a mutation appearing in one person of every one million individuals. While public knowledge of the mutation remains vague, selected sects in the scientific community are aware of it and have dubbed the emergence of the mutation ‘Viriumosis’. In more common jargon, the possession of a mutation is referred to as the ‘Hype-Factor’ or ‘Hype-Gene’. Collectively, these mutants are referred to as ‘Hyperhumans’.

One such Hyperhuman, a girl by the name of Vanessa Bordeaux, was a student at Mather Memorial High School in the sleepy hamlet of Crestwood Hollow. Her secret was unknown to the vast majority of her peers and even her closest friends, but unfortunately, someone found out. Vanessa's body was discovered a week ago, brutally murdered. At this point, the police have no leads are at a total loss towards the killer's motivation due to the secret around Vanessa's true nature.

You will be taking the role of Vanessa's closest friends and peers. Players will be asked to create fellow students who through an event occurring in the first IC post, will also be Hyperhumans coming to terms with their new abilities. These students could be Vanessa's sibling, her lover, her crush etc. Stricken by grief over their deceased friend, the player base will be brought together by Mather Memorial's new and enigmatic school counsellor, Jonas Lehrer. Concealing a secondary agenda not initially disclosed to the group, Jonas himself has knowledge that some might describe as uncanny and was brought to Crestwood due to a premonition surrounding Vanessa's friends. Plagued by visions of a dark figure hunting Hyperhumans on a vengeful quest, Jonas' premonition showed him the only way to stop the evil force was by uniting the group of teenagers and training their potential. Using the guise of a grief counselling session to unite the group, the RP will progress by the group transitioning into a team and training group.

S E T T I N G:

C R E S T W O O D H O L L O W || E S T . 1 6 8 4 :
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Situated along the Eastern Coast of the United States between Hampton and Portsmouth, Crestwood Hollow is a small New Hampshire city originally founded in the year of 1684, shortly before the infamous Witch Trials. Settled in the fertile Orlaith Valley, the city is home to a largely rural area, boasting a very fruitful agricultural industry. The largest export of the city is the Golden Delicious Apple. Beyond the valley lies densely populated forests of oak, maple and cherry trees. This contributes to several lumber mills in the area that provide a secondary industry to the city.

To the North of the Orlaith Valley is the Great Bay Lake. From the Lake, the River Shannon flows South before turning East towards the valley and continuing through the city. The downtown of Crestwood Hollow is split by the river with one street travelling East on the Northside of the river, while on the Southside the road only goes West. Located every few blocks is a draw bridge that both connects the city and separates it when the need arises for a ship travels upstream. Towering buildings look down on the river ranging from hotels to banks, to professional firms and apartment complexes. The Northern side of the city is known for being rougher than its Southern Sister. The 'Beau' half of Crestwood Hollow is home to the Mather Park, in the middle of which is an ancient white oak known only as the Hanging Tree. The Southern half of the city, the 'Belle,' is newer than the Beau and is home to several more residential areas than the North. The further south one travels in Crestwood Hollow, the more construction they seem to encounter as the city is continuously expanded to accommodate new subdivisions.

Towards the eastern edge of the city, the Shannon empties into the Atlantic Ocean, flowing through the Crestwood Port before it is swept away by the tides of the Atlantic. Due to its location within the Orlaith, Crestwood Hollow has very few visits via train and does most of its imports through truck and ship. As such, the Port is often a thriving hub of life with new ships visiting each day. Several fisheries dot the piers but have fallen upon hard times in later years due to over-fishing in the Atlantic. Numerous recreational boats fill the docks and full warehouses litter the boardwalks.

M A T H E R M E M O R I A L H I G H S C H O O L || E S T . 1 9 4 7 :
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Mather Memorial High School is Crestwood Hollow's largest secondary school in the city which collects the graduates from several of the city's more populated elementary schools. One of the oldest buildings in all of Crestwood Hollow, Mather Memorial was originally the city's courthouse when it was built in 1654, before being transformed into a county jail for nearly a decade, spanning from 1802 until nearly 1869.

Unfortunately, a fire brought down part of the building, resulting in numerous convicts being unleashed on the unsuspecting city proper. Opting not to rebuild a jail in the middle of the town, the building sat empty for nearly thirty years until a young architect wanting to make a name for himself opted to propose the structure be revitalized and renewed as a school. In 1902, the school opened its doors under the original name of Mather Memorial Highschool.

Due to the long-standing history of the school, it comes as no surprise that many of the locals consider the building to be haunted. One of the most prominent local urban legends says that the large oak standing in the school's front courtyard was the very tree used to hang the men and women found to be witches during the Witch Trials. As Mather Memorial sits on the edge of Mather Park, this tree is the same white oak referred to as the Hanging Tree.

H Y P E R H U M A N B A C K G R O U N D:

H Y P E R H U M A N S || H O M O - V I R I U M :
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Hyperhumans are individuals who have undergone a mutation process known as Viriumosis which leads to the creation of a ‘Hype-Gene’ and development of extranormal abilities. Viriumosis occurs when high energy particles create an insertion and add one or more extra nucleotides into the host DNA. As insertions in the coding region of a gene may alter splicing of the mRNA, or cause a shift in the reading frame, this almost always leads to a significant alteration in the gene product. These alterations lead to a wide variety of effects which are often looked upon as super-human abilities.

While Viriumosis was only able to occur in the individuals who were alive during the Dark Eclipse, the Hype-Gene is passed along through reproduction. This is a cumulative result of high energy particles stored within the donating parent's chromosomes. A portion of these particles is replicated and passed along to through genetic material resulting in the offspring going through Viriumosis in utero. Naturally, this leads to the creation of the 'Hype-Gene' in the offspring allowing them to display abilities akin to those of their parent(s).

The process of Viriumosis itself has a rather high fatality rate, and the sudden incubation period contributed to the death toll during the ‘Dark Eclipse’. This additionally extends to the unborn fetus, contributing to an above-average rate of miscarriage in couples with one or Hyperhuman parent. A human born without a 'Hype-Gene' will not display, nor gain Hyperhuman abilities unless subjected to Viriumosis. Due to the technological constraints and the rarity of high energy particles, there is currently no way to artificially replicate the process which created the ‘Hype-Gene’ during the Dark Eclipse.

The 'Hype-Gene' isn't exclusively carried within either sex but is a dominant gene within both exponentially increasing the chances that the child of a Hyperhuman will be one themselves. However, due to a lack of willing subjects, there are no studies as to whether power levels are greater or equal within children who have two Hyperhuman parents compared to those who only have one.

Hyperhuman abilities are incredibly diverse and more often than not allow the host to accomplish superhuman abilities. When a Hyperhuman is born, they have unlimited potential as to what abilities they will develop. Hyperhuman abilities are not predetermined by parents but instead are developed during puberty in the majority of hosts. However, children are ten times more likely to develop abilities related to or similar to those displayed by their parents. It is possible for those subjected to extreme trauma at a younger age to prematurely develop their abilities. Environment and circumstance surrounding the time of ability development will contribute to determining the host’s abilities.

Every Hyperhuman goes through a period of ability fluctuation. During this period, the host may display several different but ultimately similar or related abilities before their body locks onto one as their own. Hyperhuman abilities are distinctly categorized between ‘internal abilities’ or ‘external abilities’. While there is overlap between abilities in either category, it is how these abilities are accomplished that determines their categorization. Internal abilities are Hyperhuman powers which are characterized by internal manipulation of the body or energies held in the body created by Viriumosis. The most basic example of an internal ability would be hyper-strength. External abilities are Hyperhuman powers characterized by being able to manipulate the world such as the ability to bend and control fire.

Hyperhuman abilities are closely linked to Earth’s electromagnetic (EM) spheres. These electromagnetic spheres could be considered to be the source of all Hyperhuman abilities and without their presence, Hyperhumans would be rendered powerless. In the same vein, the more of them that are in close proximity, the weaker they become as they fight to draw from the same EM spheres. However, there exists a phenomenon where Hyperhumans with a strong relationship or allied cause, can instead lend their strength to another and amplify their abilities. Further synchronization between two or more Hyperhumans can actually lead to temporarily accessing each other’s abilities. The limitation to this total synchronization is that only one ability can be active at once meaning all parties must be of the same intent.

All Hyperhumans are discernable from regular humans through the presence of HZE ions in their bodies. These HZEs or 'hazies' fluctuate with the usage of the Hype-Gene meaning that the usage of Hyperhuman Abilities can be detected and residual HZEs can be tested to determine how recent abilities have been used. As Hyperhuman Abilities require HZEs, abilities can also be suppressed through electron overloading or irradiation. High profile enforcement agencies have begun to implore experimental weapons and restraints which bombard the Hyperhuman body with electrons in order to keep known dangerous Hyperhumans suppressed and under control.

However, the majority of 'Hyperhumans' live their lives without knowing they even possess abilities. Most dismiss a few odd occurrences as being the work of heightened adrenaline or delusion. But there are the few who learn to embrace their nature and use their abilities to accomplish extraordinary feats and others who embrace their nature to manipulate the world and take what they want.

R U L E S:

As the GM, I reserve the right to deny, veto or otherwise reject any character application based on any number of factors that I find make the character unfit for this roleplay. This can include player history, perceived literacy, lack of understanding of the game's concept, unruly behaviour in the iCheck/OOC/Discord or towards the GM, other players or simply a generally poor attitude. Other reasons for application denial will be listed in the following rules.

All Character Sheets must be submitted to the GM(s) using the provided skeleton. Character Sheets that do not use the provided skeleton will be rejected and asked to comply with the set standard. Any applications must be posted in the OOC for review before being reposted in the Character Tab. No review or feedback will be provided on incomplete sheets although the GM will be happy to answer any questions about the game, its world or lore.

All characters sheets submitted will be 'Hyperhumans' and should be written to reflect such. That said, all characters will be starting off either aware or only suspicious of their true nature and/or abilities. Keep weaknesses, flaws, and limitations in mind while writing your sheet. Give them reasons that make them need a team or allies to support them. Most importantly, give your character room to grow and develop. A large part of the RP will be based on the growth and development of your characters and their abilities so keep that in mind.

Failure to adhere to any of the character creation rules will lead to rejection of the application with a citation of the broken rule(s). Critique will be given on Character Sheets which don't break any rules but aren't quite up to an acceptable standard. Please be willing to work with the GM in the event of this.

A Discord will only be created for this RP if all players are willing and able to participate within it. In the event that this is not the case, the OOC will remain the primary medium for discussion and game announcements. Any player is welcome to reach out to me through my Discord found in my signature in the event that this is easier for than using the OOC or PMs.

Absolutely no 'OOC' chatter will be tolerated in the In Character Thread. If you have a question or anything to explain there is an Out Of Character Thread provided. You have no excuse to make an 'OOC' comment in the IC and if done it will be heavily frowned upon.

Writing expectations for this roleplay are at least two (2) well-developed paragraphs as a minimum per post. Three (3) to five (5) paragraph posts, however, would be awesome so long as you're not simply chewing the scenery. Proper spelling and grammar are also expected but small mistakes here and there are understandable. Blatant offences will be called out.

This is a Character-Driven RP, and as such you are encouraged and expected to take charge of your character's subplots and storylines. This is a favourite rule of mine, and that said, there will be a heavy emphasis on collaborative activities and team building as well. The GMs will be leading the RP in the traditional sense with a driving plot and will ensure the RP keeps moving however we do want to see you develop your characters and produce your own plots. However, we don't want to see you lock your character out of interaction and focus solely on your character and their 'world'. No one enjoys watching you play with yourself, it's always better to let someone else join in on the fun.

In this RP, I realize that relationships are a part of this. While I have no problem with this, I do want it kept a specific way to avoid breaking any rules. As part of RPG's rule, mature content is forbidden on the forums. You may, however, use the standard fade-to-black technique if you desire and that will be fine, just keep it PG-13/14A (May contain: violence, coarse language and/or sexually suggestive scenes.) both leading and following up. Please use your common sense if you're going to seek a relationship within the RP. You have been warned of my expectations on this matter and should you fail to follow through you will be asked to leave the roleplay and reported for breaking site rules.

F . A . Q .:

0 0 1 || I S T H I S A N O R I G I N A L U N I V E R S E ?

Yes, it is a hard reboot and adaption of my previous original universe RPs.

0 0 2 || D O R E A L W O R L D L O C A T I O N S E X I S T ?

Simply yes, while Crestwood Hollow itself is a fictitious city, it is still set inside the very real state of New Hampshire and country known as the United States of America. Real-world cities such as New York, San Francisco, all exist with no changes outside of the technological advancements made in the lore.

0 0 3 || W H E N D O E S T H I S T A K E P L A C E ?

This roleplay is set eighteen years after the 'Dark Eclipse' making the current year 1985. As such, all real-world technology, pop culture, fashion and society should represent the state of the world during the mid-Eighties. If you have any questions or hesitations, a quick Google will likely bring you up to speed.

0 0 4 || C A N I M A K E A N O R I G I N A L C H A R A C T E R ?

Yes, in fact, that would be preferable to adapting a character originally conceived for another RP. However, there is no penalty for re-using a character and it won't slow or affect your acceptance. I just prefer fresh ideas, especially with the Hyperhuman concept.

0 0 5 || H O W M A N Y P L A Y E R S W I L L T H E R E B E ?

The aim is to gather four to six reliable players who will make up the group.

0 0 6 || W H A T K I N D O F P O W E R S C A N I U S E ?

The ideal powersets will be those which allow the character to affect the world around them. Powers that leave the character with physical deformities will be given a low priority in acceptance as the RP is based on the players attending a public school. Throughout the RP, the character's abilities will grow so they should be written with development in mind.

0 0 7 || C A N I U S E M O R E T H A N O N E C H A R A C T E R ?

No. However, in the event that your character died in the IC, you may create a replacement player provided you weren't removed from the RP.

0 0 8 || C A N M Y C H A R A C T E R B E A N A N T A G O N I S T ?

Your character should struggle with morality, after all, suddenly being gifted with powers above those of mere mortals could lead to some overwhelming temptation whether to get revenge or use them for self-gain. But that said, your character should not spiral out of control, or at least the group should step in before then. The overall idea is that our characters do become heroes in the end.

0 0 9 || W H A T W I L L T H E P L O T B E L I K E ?

The plot will follow a group of students who are being taught to embrace their Hyperhuman nature and learn to use their abilities. The group will ideally bond and grow together eventually leaving the classroom behind to protect their home from both others like them and forces no one has ever seen before.
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Heat Vision
Electrokinesis
Metal Exo-Epidermis
Photokinesis
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-Increased strength (which lends itself to a boost in speed on a purely athletic level) and stamina to counteract armoured form. When in armoured form these boosts lend themselves to a net-zero reducing strength as the additional weight from the metal form counteracts the strength boost. Instead, the host is left with an increase in durability. Still requires air in oxygen form, the me tal form is conductive leading to additional risk of electrocution, can be weakened by extreme cold and made malleable by heat, or even fused. Additionally, heat can bypass the armour's protectiveness and cook the host inside.



H Y P E R H U M A N A B I L I T Y || H E M O K I N E S I S

Michelle's Hyperhuman ability will develop in the form of Hemokinesis, which is the ability to manipulate blood. This can only be done to open sources of blood, specifically through a freshly opened wound. Michelle can use her ability to achieve several different effects. The first of which is manipulating the blood in the body of another, whether by drawing it out, holding it in place or even reversing the flow of the blood in the brain to induce unconsciousness.

L I M I T A T I O N S || T B D

TBD

W E A K N E S S E S || T B D

TBD


M I C H E L L E "C H E L" R Y A N

C H A R A C T E R P O R T R A I T

#A60DFF
#26FFD4

| ABILITIES: |
Possessing the ability to create and manipulate magnetic field, Zeke can move and manipulate any material which is ferrous in nature or possessing a magnetic field, be it natural, organic or artificial. Zeke's magnetic fields are directly tied to his personally biological electricity and as such fluctuate which his physical condition. Stopping his heart will immediately destroy and magnetic constructs he may have created. Zeke's diet is high in iron as his powers fluctuate with the iron content in his body, the higher the amount of iron the more potent his abilities become but if he were deprived of iron his abilities would deplete in power.

Zele is able to manipulate specific metals, notably iron, nickel, cobalt and their various alloys on a molecular level. This allows him to shape and manipulate the metals into whole new forms or something as simple as putting a sharp edge on a quarter to make it into a weapon. There are also some rare earth metals and naturally-occurring minerals such as lodestone which Zeke can manipulate. Organics can also be manipulated if they produce magnetic fields as sometimes happens due to living beings generating electric currents. Furthermore, organics with a high iron content also may be able to be manipulate whether they have organic magnetic films or not.

As electricity creates artificial magnetic fields, and because magnetic fields can create electricity Zeke has limited control over some forms of electrical current. Creating rotating magnetic fields, Zeke can creates bolts of electricity to use as an attack or amplify his strikes with an electric force. Zeke can use his magnetic fields as force fields, to levitate or to physically augment his body creating a repulsion on impact to send his target flying or adhere himself in place to hold his ground.

| LIMITATIONS: |
■ Zeke is limited in what types of metals he can manipulate as well as heavily limited in manipulating organics.
■ While Zeke's powers aren't tied to his physical strength, mentally he has created this association and thus believes that anything outside of his physical range is something he won't be able to manipulate.
■ Outside of his abilities, Zeke is only human requiring food, rest and time to recharge. His has the normal stamina and strength levels of an average athlete.
■ Zeke's personal iron intact affects his powers, a lack of iron can lead to him becoming weakened as opposed to a diet full of iron which can potentially boost his abilities.

| WEAKNESSES: |
■ High heat can destroy Zeke's magnetic fields, temporarily setting him back.
■ Zeke can be demagnetized by alternating electrical currents. He will remain essentially powerless until he manages to absorb a new magnetic field to jumpstart his powers again.
■ If Zeke is electrically grounded, he can't use his powers. As such bodies of water can be especially dangerous to Zeke and can even harm him when his magnetic fields electrically overload.
■ Materials which lack any ferrous properties are immune to Zeke's abilities.
■ Lastly Zeke requires metal to manipulate. While he can do some attacks with magnetic fields alone, he is most effective when manipulating ferrous materials.

| APPLICATIONS: |
■ Zeke can generate and manipulate magnetic fields, and indirectly through them control anything that is affected/connected/ by/to them. As such he can use these to achieve telekinetic like effects over metallic objects or anything he's able to magnetize. Zeke could also potentially use magnetic fields to fly by polarizing himself and creating a field of the same polarity around himself to repel himself through the air. Zeke can release his magnetic force in varying ways:
■ Metal Manipulation limited to iron, nickel, cobalt and their alloys. This allows Zeke to manipulate metals such as his favourite coins, changing their shape, honing an edge onto them and numerous other like effects.
■ Limited Matter Manipulation by affecting the metallic particles in the non-metallic objects. Meaning Zeke can pull and push some matter without the need for creating magnetic fields around them.
■ Limited Motor-Skill Manipulation by affecting the metallic particles in body. A highly advanced technique, Zeke will not be able to do this until further into the RP. Resisting his control obvious can either neglect the effect or simply increase the difficulty depending on the strength of the target and their blood iron content.
■ Magnetic Force-Field by producing walls of magnetic fields to repel attacks.
■ Magnetokinetic Constructs by magnetically manipulating metals and fusing them together into either weapons or defensive contructs. He can't create anything complex so he won't be building vehicles, guns or anything like that.

■ Electronic Disruption through creating magnetic fields around electronics.
■ Magnetic Attacks through charging magnetic fields to create electric bolts.
■ Magnetic Infusion by laying magnetic fields into objects making them adhere almost indefinitely to a target.
■ Sense magnetic fields, how they move and anything that moves/disturbs them:
■ Detect metallic objects, or even track people based on the iron in their blood.

//ABILITIES:
Zeke's body is basically a living lightning bolt, his body producing over 30,000 Amperes which he can expel at a maximum force of 100 Million Volts. Due to this, Zeke's body is constantly generating raw electricity which courses through his body. From his training at P.R.C.U., Zeke has learned to manipulate, control and to sense sources of electrical and electromagnetic energy including objects that can be affected by it such as underground water pipes. He can also absorb the energy of electrical equipment such as a power plant to increase his powers further or quickly recharge himself if he's low on power. Zeke can also charge devices with his electricity if necessary or beneficial to his allies.

He can channel this energy through his hands or other extremities and project it as a super-heated discharge as lightning or even plasma. Although the speed and voltage of Zeke's electric discharges have never been measured, it can be assumed that their affects are similar to that of a natural bolt of lightning. A bolt of lightning can travel at a speed of 100,000 mph (160934 km/h), and can reach temperatures approaching 28,000 °C (60,000 °F), hot enough to fuse soil or sand into glass channels.

Using his ability offensively, Zeke has the ability to project his electricity to stun his enemies. Zeke can further increase his electrical projections by simply ionizing the hydrogen atoms in the atmosphere so in effect creating ultra-high level static discharges and having the potential to create electrical storms. As an application of his abilities, Zeke can also generate an electromagnetic fields. The most basic application of these electromagnetic fields is what Zeke refers to as 'Static Cling'. Zeke can adhere most objects or people to surfaces and other objects in addition to being able to magnetic surfaces especially those made of conductive alloys. The next application of these electromagnetic fields allows Zeke to also create barriers and shields that he can use to block, repel, hold back attacks and defend himself in battle. Magnetizing the surface beneath his feet and his own feet with a repelling force, Zeke can 'skate' along a surface at an accelerated speed. Likewise, Zeke can manipulate electromagnetic fields to cause objects to fly in almost a very clumsy form of telekinesis. He can also fire bursts of electromagnetic energy from his hands for uses like electrifying objects, administering large scale "Static Clings", generating shields and barriers. These barriers are made of a highly concentrated electromagnetic force that are powerful enough to deflect small projectiles and take a very high levels of impact such as physical attacks from Hyperhumans. Lastly, these barriers are resistant to most energy attacks.

Zeke is able to surround his body in electricity becoming a living lightning bolt that can travel through the air. While surrounded he can maintain flight for a short time or use it to hurl himself towards the ground like Zeus' Thunderbolt in order to make a grand entrance or cause quite a bit of damage. He uses magnetic fields while doing this to shield himself from most harm.

//LIMITATIONS:
While Zeke's body produces 30,000 amperes of electricity, he can exhaust it requiring him to need an immediate recharge or be forced to wait for his body to catch up. It takes nearly a day for Zeke to recharge naturally if he's pushed to the point of exhaustion. This is slowed if Zeke is unable to keep up a healthy food intake or get a proper amount of rest. It should be noted that using his ability to fly is among his most draining abilities often keeping Zeke grounded unless there's a storm in effect. Zeke's body requires a very high level of electrolytes in order to keep his abilities running at top proficiency, as such he's rarely seen without a bottle of Gatorade in his hand. Additionally Zeke consumes a lot of salt in order to boost his abilities and a lack of it will cause his power levels to diminish.

It should be noted that in order for Zeke to actually fly it requires several pre-existing factors. Within a city, it's rather each for Zeke to obtain altitude by creating repelling forces off of conducting surfaces such a sky scrapers and other buildings. However, if he's not near conductive surfaces, Zeke is entirely dependent on the static discharge in the air. While he can stimulate it himself, for it to pay out he needs to spend enough of his own reserves in order to create an electrical storm in order to recharge himself enough to sustain flight. That said, because of the speed Zeke moves at while in flight he often will outrun his storm in a matter of seconds forcing him to either land or find another recharge while in the air. For this reason, Zeke's flight acts more like a 'teleport' forcing him to go from one point to the next without anything in between. Simply put, Zeke can not simply fly around and hurl electricity at his foes in combat.

While metal is among Zeke's greatest ally in a fight due to its conductive nature, if he were imprisoned in a metal cage, his lightning would likely be turned back on him. While this wouldn't necessarily harm Zeke, it certainly would not aid him either. Due to his traumatic entry into the world of Hyperhumans, Zeke has trouble using his abilities in large open areas where innocents and bystanders could get hurt and only does so as a last resort.

//WEAKNESSES:
Zeke's primary weaknesses are insulators, as his powers have little or no effect on them. Rubber is by far his worse bane, causing his powers to rendered useless if he were to be forced into wearing it on his feet and hands. Wood seems to be the one he has the most difficulty with, as it cannot be electromagnetically manipulated, levitated, or damaged. While water is a conductor, Zeke cannot be emerged in it without shorting out unless the water is de-ionized in which case it has no effect on Zeke since it doesn't conduct.

Zeke's powers can also be used against him and redirected by other Hypes with similar abilities. Likewise other MARS-Type and MERCURY-Types Hypes can slow Zeke's electrons causing his electricity to simple cease and stop.

H Y P E R H U M A N A B I L I T Y || H Y D R O K I N E S I S

The ability to manipulate water in all its forms.

L I M I T A T I O N S || T B D

Requires a source of water, cannot create.

W E A K N E S S E S || T B D

TBD

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R O B E R T J A M E S "R J" S C O T T
R O B E R T J A M E S "R J" S C O T T

"Words still hurt, sticks and stones? Not so much."
C H A R A C T E R P O R T R A I T
C H A R A C T E R P O R T R A I T
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C H A R A C T E R S U M M A R Y
C H A R A C T E R S U M M A R Y
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Robert James "RJ" Scott
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August 08th, 1968 | 17 | Caucasian
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Single | | Heterosexual

P H Y S I C A L P R O F I L E
P H Y S I C A L P R O F I L E
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M I S C E L L A N E O U S I T E M S
M I S C E L L A N E O U S I T E M S
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C H A R A C T E R S Y N O P S I S
C H A R A C T E R S Y N O P S I S
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Every high school needs a John Bender, and Mather Memorial has theirs in the form of Robert James Scott. Born on the wrong side of the tracks, Robert, or RJ as he prefers to be called, was raised in the Beau by both his parents. Although in his father's case, he was raised more by a swift kick to the ass than he was any sort of nurturing words.

An outsider among Mather Memorial's various cliques, RJ was considered by a burnout early into his academic career. Often aloof and unmotivated in class, his teachers quickly lost their patience with him leading to RJ spending most of his academic hours outside of the classroom. When the principal eventually grew sick of seeing RJ outside his office, the developing boy was sent to the library where he could at least put in some man-hours. In actuality, RJ wasn't unmotivated, it was just that most concepts presented in traditional academics bored him because of how quickly he understood them. His less than stellar grades were a result of not having any passion for learning as he was rarely challenged. However, working in the library introduced RJ to a love of reading that he didn't know he had previously as he became lost in the works of Austen, Defoe, Shelley, Swift and numerous others.

At home, music was often RJ's escape from the screaming match in the living room. While books offered numerous exotic locales that weren't his stale smelling bedroom, music actually drowned his mother's screams and the crack of his father's belt. By the time he entered highschool, RJ had taken to carrying a walkman with him wherever he went and it was often his go to escape should he find himself in a situation or company he didn't enjoy. Though a recluse, RJ wasn't unfriendly and often found himself sticking up for the down trodden in the hallways of Mather Memorial. In fact a large part of RJ's unpopularity among his peers was due to refusing to bow down to the varcity teams, often leading to more than a few blows exchanged in the hallways of the secondary school.

A B I L I T I E S, L I M I T A T I O N S & W E A K N E S S E S
A B I L I T I E S, L I M I T A T I O N S & W E A K N E S S E S
________________________________________________________________________________________
H Y P E R H U M A N A B I L I T Y || H Y P E R - S T R E N G T H

Like Hercules or Samson, RJ's Hyperhuman ability manifests itself in a form of augmented strength that exceeds that of even an Olympic level strongman. Unlike either of the two legendary figures, however, RJ's strength doesn't come from physical muscles but rather a form of tactile telekinesis. RJ's superhuman strength is created by psionic energies which manifest a bioelectric field that surrounds his body. This field extends around whatever RJ touches and allows him to lift objects far beyond his physical capabilities. As the field extends around whatever RJ is touching, it also bolsters that object, at least while in contact with RJ, allowing him to grab a car by its fender without it shearing off from the rest of the car. This enhanced bioelectric field furthermore protects his body from harm, displacing force from blows and impact to greatly reduce their degree of harm or even completely negate it.

L I M I T A T I O N S || W E I G H T, S I Z E

Like the body itself, even the mind has limits. The larger the object, the more strain it puts on RJ and his mind. This correlates to both the weight and size of the object. To further explain, even if RJ were capable of handling the weight of a skyscraper, he couldn't expand his bioelectric field to envelop the building. At his maximum output, RJ is capable of hoisting an object of three thousand pounds above his head though not without strain. In the same vein, the largest object he could expand his field around is that of a station wagon.

W E A K N E S S E S || C O N S C I O U S N E S S, I N S U L A T O R S

As RJ's powers are psionic, they require his mind to be conscious and aware to perform his abilities at even an involuntary level. Due to this, when RJ is unconscious or even asleep, he's rendered completely human and is completely vulnerable in these states. Since RJ's powers are linked to both his mind and body's bioelectric field, instances that disrupt either of these can temporarily render RJ powerless. Insulators can reduce the range and effectiveness of RJ's abilities, even completely blocking them if he were subjected to wearing them.

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Autumn would describe her friendship with Vanessa as water crashing upon a rock, where Vanessa was the water and she was the rock. Autumn enjoyed Vanessa’s company and they could even be considered close friends, but Vanessa put more energy into their friendship than Autumn did. Vanessa constantly adapted herself to Autumn’s unmoving, stagnant self. Secretly, Autumn was jealous of Vanessa and spent a lot of their time together bitter and irritable. Still, Vanessa molded to Autumn’s jealousy and tried to become who Autumn needed – except, Autumn didn’t know what she needed, so how could Vanessa.

Maybe it was because of her confusion, her lack of self, that Autumn sought Vanessa’s affection and Vanessa tried to bend to Autumn’s whims. It started with innocent touches, became stolen kisses behind bookshelves and fumbling in the dark. Autumn doesn’t know why she did it, why she initiated this kind of relationship with Vanessa, but she knew it was unhealthy the way she relied on Vanessa’s touches without giving herself completely to Vanessa. She kept herself steely, vulnerable only physically and never letting Vanessa see her when she was out of control.

Her death left Autumn reeling. It was selfish, her first thought, that Vanessa would no longer be there to kiss her when she felt alone and angry. This left Autumn even angrier, more confused, and her emotions spilled out of her control.


At first, Eddy knew her no more than any of the other schmucks he runs booze for, connected by a friend-of-a-friend or whatever other arbitrary connections get a highschooler their liquor hookup. To Eddy, she was just another smiling face mumbling pleasantries and handing him a wad of twenties in exchange for a few handles of Tito's Vodka. Eventually, booze running became idle chatter became real talks became drunken nights around Crestwood Hollow, forming inebriated half-memories with Vanessa and her friends that Eddy wouldn't trade for the world. And then, as quickly as it had started, it was gone. She was gone. Eddy finds himself spending a lot of time in the local Magic Shop lately, looking for that one secret trick, covered in cobwebs and tucked behind all the other boxes, the one thing oozing with real magic. The one trick that could cheat Death himself.


Andy knew Vanessa through gym class, history class, and from the girl's after school track and field. The two bonded during these classes and often met each other halfway between their neighborhoods to jog throughout the town together. After hearing of Vanessa's death, Andy was devastated. She's been missing track practice since.


While sharing classes for a large part of their lives, the two hadn't interacted much until Sophmore year where Joanie found herself quickly falling for Vanessa after an incident. They grew somewhat close, with Joanie kissing Vanessa at a party a week before her death.


They were biology lab partners Sophomore year. Their relationship was strained at best. Vanessa had never liked Erica and made no attempt on being anything more than partners. The went to class together, split the report work in half, then complained about each-other to their respective friend groups. Dislike didn't dull the shock of Vanessa's death for Erica though. Instead it made her rethink her own life over the summer, and in an effort to come to terms with her new priorities, she opted to join the counseling offered to those affected by Vanessa's death.


Jennifer first met Vanessa at 3 years old after the Vandermeyers moved to Crestwood following her father receiving a promotion, sent to the city to run the new branch the bank had just opened there. The Bordeaux's were their new neighbours, and little Jennifer was delighted to have a new friend so quickly after what little life she'd gotten a grip on had been so rapidly uprooted. Vanessa and Jennifer quickly became the firmest of friends in the way only growing little girls can manage, and their bond blossomed further as they entered education, being the two best friends either girl had had in their short lives thusfar.

As they grew, so did their parents; while the Bordeaux's were a well-respected family in Crestwood, Jennifer's parents picked up a reputation for being overly preachy and judgmental; while Jennifer herself had stopped attending church since she turned 10, her parents were still devout, perhaps even zealous believers at times, and in their deepening age relied more and more on their faith as a cornerstone of their values, and their daughter as the cornerstone of their future. Jennifer began to slowly realize her life was being planned and curated for her, and the seed of resentment found root in her core.

Jennifer turned to music, as did so many young girls and boys; the world around her was alive with all kinds of new sounds, but where Vanessa, her best friend, fell in love with Disco and the elating, motivating sounds found therein, Jennifer was drawn to the messy, defiant catharsis of the still-young Punk Rock movement. Punk reveled in sticking two fingers up and damn the consequences, a philosophy Jennifer adopted with frightening speed and ease; everything became about rebellion. Jennifer forged a new identity in punk: Vandermeyer no longer, she was Jenny Venom, and she used this persona to divorce herself from her family's reputation, and her parent's plans for her.

As Jennifer and Vanessa approached high school, they had drifted apart significantly; Jennifer had fallen in with her new spiky-haired, leather-wearing clique, and had derided Vanessa's love of Disco, spurning Vanessa's attempts to reconnect and rekindle the friendship. Vanessa kept herself graceful enough to never retaliate, allowing Jennifer the space to explore this new self she had constructed.

Vanessa's death shattered Jenny's world, despite the distance she had deliberately made between her and her once-closest friend. The tragedy cast into harsh light exactly what life is and can be, and what it means when it is taken away; but these revelations have only triggered a further retreat into the persona. Jennifer was a little girl, her life being lived for her, path forcibly laid out ahead of her, naive and foolish. Jenny Venom is fearless, and tough, and survives everything.


RJ and Vanessa first met in kindergarten but due to his lack of actual class participation through most of elementary school, the pair rarely interacted. It wasn't until high school the pair formed an unconventional friendship. Ever the recluse, RJ had been reading on the bleachers when Vanessa's protests reached his ears between songs. Investigating, RJ quickly discovered one of the jocks pressuring Vanessa behind the bleachers. Though the altercation ended with RJ having his ass handed to him, it was enough to get the jock to lay off of Vanessa, starting the odd friendship. The pair enjoyed reading together beneath the Hanging Tree, and RJ often excitedly introduced Vanessa to any new music he enjoyed. It was also RJ who unfortunately introduced Vanessa to cigarettes, a habit that deemed him a bad influence in the eyes of her parents and siblings.


Victor is 14 minutes older than Vanessa. And while as twins, that's arbitrary, it's something he always has taken seriously. He's an introvert who always had a hard time making friends, Vanessa was a social butterfly, forcing him into the social scene by 'protecting' her. Even though Vanessa's thrown more punches than Victor has in order to defend the other.

They shared everything growing up, baths to toys. They had their joint bike that Vanessa broke one summer and Victor had to fix.

They started theater together in their freshmen year, a hobby that both of the twins truly enjoyed which gave Vanessa a starring roll in a local commercial, and Victor the sporty nickname 'faggot'.
During the freshman year, Vanessa gravitated towards the social circles while Victor would rather stay in the artistic side of things. He did music, did his homework, and wrote poetry, only dragging her brother out to parties so he'd 'keep an eye on her' as their parents always told him to.

The sibling rivalry was strong in other aspects, though. Vanessa was better at track and field, Victor was better at baseball. Vanessa beat him in Super Mario and she was far better at social studies than him, but he had better grades in math and literature. Their father wanted Victor to become a rocket scientist like him, and Vanessa to pursue a career in acting. Their father died when the twins were 14. The trauma and pain of losing their dad's something they bonded over and it made them far closer. Relying on each other for the really nasty shit life throws at them.

He hated his sister at times because things always went her way. How she'd have fun and he'd clean up her mess.
And when she was gone, he'd give anything to clean up another one of her messes.


Life has a way of raising you up just to drop you back down again. Dexter and Vanessa were close for a long time, going so far as to have dated during the early years of high school, but when Dexter lost his father and sister he dealt with it poorly. This meant that the two ended up parting ways and for a long time they did not directly speak with one another, only interacting secondhand and when necessary. The path to mending their once solid friendship is recovering though, or, was recovering. The loss of someone so prevalent in his life has been hard on Dexter, who had thought he had already experienced the worst life could deal him.
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V A N E S S A B O R D E A U X
V A N E S S A B O R D E A U X

"Y'know what Victor? Someday, we're going to change the world."
C H A R A C T E R P O R T R A I T
C H A R A C T E R P O R T R A I T
_________________________________________________________
_________________________________________________________
C H A R A C T E R S U M M A R Y
C H A R A C T E R S U M M A R Y
_________________________________________________________
Vanessa Patricia Bordeaux
_________________________________________________________
October 18th, 1968 | 17 | Caucasian
_________________________________________________________
Single | | Bisexual

P H Y S I C A L P R O F I L E
P H Y S I C A L P R O F I L E
_________________________________________________________
C H A R A C T E R S Y N O P S I S
C H A R A C T E R S Y N O P S I S
________________________________________________________________________________________
To the outside observer, it seemed there was nothing that Vanessa Bordeaux couldn't do. Athlete, scholar, thespian, Vanessa had diverse interests and social skills making her a familiar face wherever she went in Crestwood Hollow.

H Y P E R H U M A N A B I L I T Y
H Y P E R H U M A N A B I L I T Y
________________________________________________________________________________________
H Y P E R H U M A N A B I L I T Y || C O R O N A M A N I P U L A T I O N

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vivamus at mi mi. In imperdiet porta dolor, at fermentum nulla commodo eu. Suspendisse volutpat et ex tempor suscipit. Nullam tincidunt at nunc vel auctor. Donec venenatis, nisl nec fringilla varius, massa quam porttitor turpis, sed bibendum purus sem id risus. Nullam scelerisque lectus eget diam gravida malesuada. Maecenas consectetur est ac sollicitudin congue. Maecenas interdum erat dignissim lectus sodales, nec ultrices neque egestas. Integer convallis lacus at consequat volutpat.
R E L A T I O N S H I P S
R E L A T I O N S H I P S
_________________________________________________________________________________________________________________________________________________

A N D R E A W A L S H

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A U T U M N M I R A C L E

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D E X T E R Q U I N T O

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E D D Y W A L S H

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E R I C A D O U G L A S

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J E N N I F E R V A N D E R M E Y E R

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J O A N I E P O R T E R

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M I L E S M E L A N C O N

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R O B E R T S C O T T

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V I C T O R B O R D E A U X

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V I G I L A N C E
E R A O F E P I T O M E


V I G I L A N C E
S T O R I E S F R O M C R E S C E N T C I T Y
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C H A R A C T E R C O N C E P T P R O P O S A L




R I C H A R D ' D I C K ' J O H N G R A Y S O N B O U N C E R B L Ü D H A V E N, N . J ., U . S . A . B A T M A N ( F O R M E R L Y )
C H A R A C T E R C O N C E P T:


"Whenever someone's asked what powers they wish they had, flying is always at the top of the list. But I have to admit, I've learned to love falling too."
DICK GRAYSON

This is where you outline your vision for the character including any notable changes or differences from the regularly accepted canon. This should be a short summary that provides insight into where the character is in terms of their overall progress and development.

C H A R A C T E R M O T I V A T I O N S & G O A L S:

Why do you want to play this character, what is the driving motivation behind both this desire and the character themselves. What do you hope to accomplish and where do you want the character's story/stories to go?

C H A R A C T E R N O T E S:

Any additional notes you want to put either for yourself, the GM's or other players to help clarify your vision or continuity.

S A M P L E P O S T:

A sample post that can be used in the IC if you so desire upon acceptance. This post should provide an example of your vision for the desired character. This sample post should meet all standards outline in the rules and additionally include dialogue, mannerisms and other actions representative of your intended portrayal.

P O S T C A T A L O G:


S E A S O N O N E - T H E G R A Y S O N L E G A C Y:

► C H A P T E R O N E
A KNIGHT IN BLÜDHAVEN

Coming Soon

Primary Antagonist: TBD

#X.XX: TBD

► C H A P T E R T W O
NIGHTWING MUST DIE (PART I)

Coming Soon

Primary Antagonist: TBD

#X.XX: TBD

► C H A P T E R T H R E E
TRAPS AND TRAPEZES

Coming Soon

Primary Antagonist: TBD

#X.XX: TBD

► C H A P T E R F O U R
NIGHTWING MUST DIE (PART II)

Coming Soon

Primary Antagonist: TBD

#X.XX: TBD

► C H A P T E R F I V E
NIGHT OF THE OWLS

Coming Soon

Primary Antagonist: TBD

#X.XX: TBD

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"There is no escape — we pay for the violence of our ancestors."


Location: Blüdhaven Harbour - New Jersey, United States of America
The Gray Son Legacy #1.00: Hard Traveling Hero

Interaction(s): None
Previously: None

Test

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Next Issue: A Knight in Blüdhaven


"All knights must bleed, blood is the seal of our devotion."


Location: Blüdhaven Harbour - New Jersey, United States of America
A Knight in Blüdhaven #1.01: Baptism of Blood

Interaction(s): None
Previously: Hard Traveling Hero

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Next Issue: New Toys, Old Tricks

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H o w e v e r d a r k a n d s c a r y t h e w o r l d i s r i g h t n o w , t h e r e w i l l b e l i g h t . . .
| G | O | T | H | A | M | | C | I | T | Y |
_______________________________________
| S | T | O | R | I | E | S |

| ◼ G M: Lord Wraith | ◼ G E N R E: Superhuman, Modern | ◼ T Y P E: Sandbox with Linear Elements and an emphasis on Collaboration |

P R E M I S E:

"I am Vengeance, I am the Night, I am... Batman."
~Bruce Wayne



Batfamily
-Bruce Wayne
-Dick Grayson
-Barbara Gordon
-Jason Todd
-Kate Kane
-Timothy Drake
-Cassandra Cain
-Stephanie Brown
-Damian Wayne
-Luke Fox
-Harper Rowe
-Duke Thomas

Birds of Prey
-Dinah Lance
-Helena Bertinelli
-Renee Montoya

The Outsiders:
-Jefferson Pierce
-Rex Mason
-Tatsu Yamashiro
-Gabrielle Doe
-Emily Briggs
-Grace Choi
-Brion Markov
-Roy Raymond Jr

The Outlaws:
-Roy Harper
-Koriand'r
-Artemis
-Bizzaro

Gotham City Sirens:
-Selina Kyle
-Harleen Quinzel
-Pamela Isley

Other Allies:
-Alfred Pennyworth
-James Gordon
-Lucius Fox
-Jack Ryder
-Jason Blood
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