-Superhumans appeared during 60's -Height of Superhuman Era is during the 80's -After an unprecedented disaster, movements were made to violate rights of Superhumans, justified by Hobbes' Social Contract -As such, scanning was done at the age of sixteen to screen for superhumans, discovered superhumans had their abilities muted by way of a chip/serum/macguffin -Any powers which manifested before sixteen were subjected to earlier inhibition. -Now in modern day, the ability suppression is wearing off leaving characters and the world to decide to hide their abilities, or embrace them.
Maintenance and technical support ship finds itself drawn into preventing a war between two factions.
Responds to a distress call finding a science vessel with no one on board left alive. Salvages what they can, taking the ship's black box. Investigation reveals that the ship was testing a new form of bioweapon. The crew finds themselves pursued by both factions who want the weapon back all while realizing that they have been exposed and only have a matter of time left before they begin to suffer the same fate.
| GM: Lord Wraith | Genre: Superhuman, Modern Fantasy | Type: Linear, Sandbox |
PREMISE:
Unofficially Hyperhumans; individuals with extraordinary gifts unique to them, have been part of the world since the early 1900's. However in the year 2014 they received an unofficial outing at the hands of terrorist Yakob Kowalski. Kowalski having lost his family to a young Hypes' developing abilities, had maintained a grudge over the years culminating with a plan to expose Hyperhumans as dangerous individuals. However he was stopped by H.I.T. - the Hyperhuman Intervention Taskforce.
In the aftermath of Kowalski's attempts to paint all Hyperhumans as destructive monsters, the Hyperhuman Equality, Logistics and Protection, or H.E.L.P. as it's often abbreviated to, was forced to shut down not only its offices and taskforce but also its primary institution. This institution was the Pacific Royal Collegiate and University, a school and safe environment for Hyperhumans to develop their abilities at and live a life free of fear and prejudice. No longer able to protect Hyperhumans from the world, the remnants of H.E.L.P. have discovered they are not the only the only ones interested in Hyperhumans. While there are some who wish to use Hypes to their achieve their own goals or protect their own interests, there are others who wish to see this entire race exterminated.
To this end, someone or something has been hunting down Hyperhumans and killing them, always appearing without warning before disappearing without a trace. Word of these attacks have spread across the internet prompting panicked Hyperhumans to flee their homes. Convoys of Hyperhumans have joined together in order to keep one another safe as they travel to find a place to call their own. But without a sanctuary to flee to, even these convoys are only safe for so long...
PLOT:
A synposis of the ongoing over arcing plot will be kept here for new and current players alike. The main plot is a GM driven story that unites all interested players.
Now in the year 2016, it has been nearly two years since H.E.L.P. was forced to disband and shut down both H.I.T. and P.R.C.U. Those Hyperhumans who had attended the school were forced to re-integrate into normal life, hiding their abilities from those they cared about in order to ward off any prejudice that could bring their loved ones harm. But disappearing proved more difficult than they could have imagined as the rise of vigilantes and other empowered activities kept the global eye squarely on Hyperhuman activities.
For some time now there has been talk of a Hyperhuman Registration Act, which would call for the identity of anyone possessing the Hype-Gene to be registered into a database for the use of law enforcement. While there has yet to be a majority vote in favor of the act, a preliminary version has been enacted for Hyperhumans who have been caught committing crimes with their abilities. It is these Hyperhumans who have skewered the public image and for this reason many of the public live in fear of Hyperhumans. That is except for the city of Larissa. The North Carolina city of Larissa has been under the protection of the vigilantes known as the Mavericks who have won the adoration of their city through their crusade against crime, however this phenomenon has yet to occur in any other location.
As such, 'outed' Hyperhumans are often pariahs within their home communities. For this reason, many Hyperhumans are forced to become nomads if their true nature is discovered. This has lead to roaming Hyperhuman Convoys which make their way across the country in search of a place to call home. Even Larissa doesn't welcome these outcasts into their home, wanting to avoid inviting unwanted travel into the city. With the ongoing Hyperhuman attacks, these convoys have been converging together in order to follow the principle of 'safety in numbers'. The largest convoy ever recorded has currently come to a rest out of Pointe Bordeaux, a city located on the border of the American states of Texas and Louisiana. This convoy is currently pursuing a rumor of a sanctuary that would finally be safe for Hyperhumans of all shapes and sizes.
SUB-PLOT:
Sub-Plots are the ongoing stories divided by the respective cities they take place in. These stories are both GM and player driven unlike the main plot which is GM driven.
POINTE BORDEAUX:
"X Gon'Give It To Ya": As the Hyperhuman Convoy makes its stop at the city of Pointe Bordeaux in Louisiana, a group of 'Hype Haters' have gathered to give them a send off they won't soon forget. Originally a small group of dissenters, their numbers have quickly swarmed into a riot as they march towards the edge of the city, bringing with them harm to any bystanders and numerous dollars in property damage. Local authorities have made little attempt to stop the growing mob leaving many innocents undefended.
NOTABLE LOCATIONS:
Pacific Royal Collegiate and University:
The Pacific Royal Collegiate And University is a special institute founded in 1986 and led through associated by the Hyperhuman Equality, Logistics and Protection Department. The goal of P.R.C.U. is to train young Hyperhumans to control their abilities and while working with the Hyperhuman Equality, Logistics and Protection Department in order to one day reach the goal of fostering friendly relations between Hyperhumans and the general populous.
Originally a large Victorian High Gothic style mansion built on Digby Island in British Columbia, Canada, the mansion was built just beyond an old coastal defense built at Frederick Point used as a watch during the Great Wars. Originally purchased by H.E.L.P.'s anonymous sponsors, it was then re-purposed the fort into a base for their own Hyperhuman Intervention Taskforce along with another old coastal defence at Dundas Point, while the mansion was converted into an academic building. As enrollment increased, H.E.L.P. commissioned the construction of gender specific dorms. Eventually, the class sizes outgrew the mansion and the construction of a new academic building was completed. P.R.C.U. continued to grow and expand adding the University component in 1999. This lead to the construction of three new dormitories, one of which was the first co-ed dorm on campus, a risky move but necessary to update to modern times. When H.E.L.P. was forced to disband in 2014, the campus too was shut down and has been since left abandoned.
Larissa, North Carolina:
A city originally built around the wine industry, Larissa eventually became home to one of North America's most powerful organized crime families, the enigmatic Roman Locke. However the city was also one of the first to have a thriving team of 'Viglantes', the Mavericks rose to prominence during the same year as the Kowalski attacks leading originally to a negative impression by the public. However the masked vigilantes eventually won the city over as they loosened Locke's grip.
Sitting on the bay overlooking the Atlantic, Larissa has a thriving manufacturing industry exporting and importing numerous materials on a daily basis. A leader in technological research, the city is quickly growing to be the a focal point towards the future.
Pointe Bordeaux, Louisiana:
Located on a peninsula sitting on the stateline of Texas and Louisiana, Pointe Bordeaux is a thriving colourful city. Known as ‘Neon City’ by its inhabitants, the city shares a lot of influence from both Miami and New Orleans, having a thriving club and night scene. To many, Pointe Bordeaux is an escape, a break from the stress that life often brings as they get lost in the clubs along the coast. The city makes most of its money officially on tourism, however it thrives on drug money from the cartels of the South. Rampant with crime, if you go missing in Pointe Bordeaux, no one bothers to look for you.
Longhorn City, Texas:
The unofficial name for the city is "Taurus City." A name that, nowadays, is used more as a quip than anything, though its origins are shrouded in a dark history. A large community and thriving city, Longhorn City sits in between the valley from which the name comes and the Desert of the Dry Bones. A large farming community surrounds the city from the South on either side of the valley and is home to many different ranches and other agricultural homesteads. Originally named for the surrounding bountiful herds of wild longhorn cattle-- seemingly abandoned by an earlier settlement (of which there are no records, something not uncommon for the time period), --the city itself is now known for the oil which it harvests from the desert and its large exports of fuel as well as good ol'American monster longhorn steaks, because everything is bigger in Texas. Founded in the early 1900s by nomads looking for a place to settle down, Longhorn City gained its well-deserved name from the original "Bone Gorge" after the townsfolk of the original settlement were able to live off of nothing but the crop of the land and meat from the cattle when trade was sparse around the time of 1914-1920's. The name also stemmed from the discovery of a Native American burial site, littered with entire skeletons of the longhorn's arranged in a meaning of offering. Nowadays, the city is a towering monument to man's progress in the area as it rises above the desert. A very wealthy city, many of its restaurants are famous for their homemade barbecue recipes. While the North end of the city is filled with industry and low income housing, the center is very wealthy with the East and West making up middle class, the South is very wealthy.
The Desert of the Dry Bones:
The Desert of the Dry Bones stretches from Texas, through New Mexico and all the way into California providing a rugged but direct route from Longhorn to Los Paraíso. A large dry sandy area, it's home to very little due to it's brutal climate. Scorching hot days and freezing cold nights. Many bodies have been found dead in the desert whether killed by the elements or dumped there never to be seen again. Those that do dwell in the desert are the remaining members of an ancient Navajo Tribe who seldom make contact with Los Paraísíso due to fear of the modern world corrupting traditions.
Los Paraíso, California:
A large metropolitan center, the city of Los Paraíso is found on the Western Coast of the United States of America in the state of California. Spanning a long history, Los Paraíso is a diverse city and home to numerous ethnicities and cultures. The city spans over a large area, consisting of the major city of Los Paraíso, or Paradise City and a smaller rural community known as Paradise Valley. Paradise Valley lies two miles to the East of the main city and is home to Paradise Falls, one of the largest natural waterfalls in the world. Two rivers run off these falls, the first of which is the Dorado Rapids which runs along the Southern edge of Paradise on the Water, flowing west into the Pacific. Paradise on the Water is Los Paraíso’s southernmost and richest district while the second river, the Del Vida River divides the Paradise Valley from the city and continues to flow due South. This span is crossed by a giant suspension bridge known as the Tower Bridge due to the giant turrets which rise up on either side of it. It's an impressive sight even to those who live in Los Paraíso and has been featured in many movies. The city's architecture ranges from styles as old as the 1920's to modern and futuristic styles that look like they belong in one of Paradise Hill's science fiction movies.
Kilbride, Washington:
Affectionately referred to as the ‘City of Hephaestus’, Kilbride is known for its factories and the heavy layer of smoke, smog and steam that tends to hang over the city’s northern edges. The factories run all year round, while the power district continuously pumps out power to the entire city. In its oldest and richest region, Kilbride’s North City sports a distinct Edwardian architectural style, illustrating its richer history. This style is the city’s dominant look although other architectural styles persist. The city is almost like the rings of a great oak tree with the buildings towards the old mines being among the oldest in the city and then slowly becoming newer as they expand towards the other two urban centers. The styles of the 80’s, 70’s and 60’s are all well alive through the Narrows and Rows. Old subway tunnels run beneath the city constructed in the long abandoned mines. These tunnels are reinforced with steel and brick while leaking steam pipes and power lines run along the ceiling beneath the busy roads above. These steam pipes used to provide heat and power to a majority of the city but now lay abandoned venting half-heartedly into the city adding to the constant smog hovering over the district and an ominous hiss in the quiet of the night.
BACKGROUND INFOMATION:
STATS:
There’s an estimated one Hyperhuman per every million humans on Earth. This is expected to double in the next ten years and continue on this path until eventually make up the majority of the Earth’s population within the next hundred years.
In contrast to this growing number, the Magni are estimated to number only a hundred for every billion humans on Earth. The Magni are slowly dying out as the knowledge to perform the ancient arts is slowly lost to the modern age. That said, due to their long lifespans the Magni are not expected to be extinct until the end of the millennia.
Opposed to both Magni and Hyperhumans whose populations can be tracked, Celestials visit Earth and leave at various intervals. At any one given time it is expected that there is one Celestial per every billion humans on Earth. That said this number can fluctuate and can never truly be fully determined due to Celestials being highly difficult to isolate and track.
HYPERHUMANS:
Homo-Virium "Hype"
Humanity has been constantly evolving and adapting to the world around them for centuries upon centuries. Even now, humanity is undergoing major changes as a new race makes itself know.
After millennia of Earth being routinely doused in what is known as coronal mass ejections, the side effects are starting to show. The coronal mass ejections or CMEs, are a massive burst of solar wind and magnetic fields being released into space and often directly at Earth. Carried within these events are high energy particles and it is these particles which have begun to cause humanity to change and develop new and sometimes unfathomable abilities.
The resulting effect of the high energy particles is an evolution that was first mistaken for a mutation and coined as the condition 'Viriumosis'. As research continued, it was realized that the mutation was not a temporary condition but the start of a new species as the 'Homo-Virium' was not the result of disease but rather was born with their abilities. The genetic difference became known as the 'Hype-Gene' or 'Hype-Factor' and was most common in families with a long spanning ancestry and history. The 'Hype-Gene' was a culminative result of high energy particles stored within the donating parent's chromosomes which resulted in the creation of the 'Hype-Gene' in their offspring. As such, a human born without a 'Hype-Gene' cannot develop Hyperhuman abilities no matter how many high energy particles they absorb throughout their life, however their offspring may be a Hyperhuman. The 'Hype-Gene' isn't exclusively carried within either sex but is a dominant gene within both ensuring that the child of a Hyperhuman will indeed be one themselves. Studies are inconclusive whether powers levels are greater or equal within children who have two Hyperhuman parents. Despite the fact that the 'Hype-Gene' takes a dominant role during the embryo's development, it remains practically undetectable until puberty as it lays in a dormant state until puberty. During puberty, the overwhelming release of hormones awakens the dormant 'Hype-Gene' which then begins to develop super-human abilities within the host.
HYPERHUMAN CLASSIFICATIONS (H-CLASS):
The Hyperhuman Classification system was developed by H.E.L.P. in an effort to not only classify different Hyperhuman Abilities but to also assess threat levels of Hyperhumans and come to a better understanding on how the various abilities work. For this reason, Hyperhuman abilities are not classified based on what abilities they have but rather on how the abilities are achieved. For example, if a Heliokinetic used solar energies to boost their physical prowress, they would be classified as a MARS-Type Hyperhuman instead of an ATLAS-Type. However if the individual's Hype-Gene granted them enhanced physical prowess without the use of manipulating energy, then they would likely be classified as an ATLAS-Type.
| ATLAS: |
-Abilities are based upon physical manifestations.
Hyperhumans who are designated as the ATLAS-Classification have one of the most difficult transition periods when the Hype-Gene becomes active during puberty. This is because the determiners of the ATLAS-Class are based on physical manifestations which grant the Hyperhuman their abilities. These manifestations commonly include enhanced muscular structure or a hardened dermal layer.
| CUPID: |
-Abilities are performed using pheromones.
Those Hyperhumans who are put in the CUPID-Classification are those whose body emit pheromones which can elicit a variety of effects in those around them. These pheromones are known to have a variety of effects with some Hyperhumans being able to release ones which incite fear while others seem to put those around them under a spell and open to suggestion. Some have even been shown with the ability to loosen tongues and draw the truth out of those under their effect.
| FORTUNA: |
-Abilities are performed by manipulating probability.
Hyperhumans designated under the FORTUNA-Classification are able to manipulate the world around them through probability. Feats which are implausible come easier to them, they're often able to weigh the outcome of their actions and take the most beneficial path. FORTUNA-Class Hyperhumans are able to inherently know factors that aren't quickly or easily assessed by others around them. With the inherent knowledge of these factors, unlikely outcomes come more frequently allowing for impressive feats.
| JUNO: |
-Abilities are performed by manipulating organic matter.
Hyperhumans designated under the JUNO-Classification are capable of manipulating living organic matter. Often time this manifests as the ability to heal and regenerate their own tissue. However this ability can also include the potential to temporarily mutate organic tissue. This could include reactive evolution or even creating an attack dog out of a pug.
| MARS: |
-Abilities are performed by manipulating energy waves.
Hyperhuman who can manipulated Earth's various energy waves are designated under the MARS-Classification. These Hyperhumans are able to manipulate or create specific energy waves on the spectrum. This can range from sound to heat but should not be confused with the ability to manipulate the elements. Heat energy is not equal to manipulating fire.
| MERCURY: |
-Abilities are performed by accelerating one's body and its mass.
The MERCURY-Classification includes Hyperhumans who are able to accelerate their body and mass. These abilities often manifest in a straight forward manner such as allowing the Hyperhuman to move at superhuman speeds. Other abilities include accelerating one's individual cells to allow them to become intangible and pass through solid objects. MERCURY-Type Hyperhumans may even be able to extend their ability onto other objects and accelerate them as well.
| MINERVA: |
-Abilities are performed by the mind.
Those placed in the MINERVA-Classification are Hyperhumans whose abilities come from manipulating the world around them with their mind through psionic waves. The most common manifestation of these abilities are in the form of telepathy and telekinesis. However there are numerous other abilities which can fall under this classification.
| ORCUS: |
-Abilities are performed by transforming the body.
The ORCUS-Classification is applied to Hyperhumans whose abilities allow them to transform and morph their bodies. This differs from the JUNO-Classification in that it is limited to oneself and is almost always a total transformation. ORCUS-Type Hyperhumans are often considered dangerous due to the majority being shapeshifters, but some are able to transform their bodies in more unique ways. This can include a transformation into specific or range of animals, as well as more Lovecraftian abominations.
| SATURN: |
-Abilities are performed by manipulation of space and time.
Only one SATURN-Type Hyperhuman has ever been classified. The rarest and most unpredictable of all Hyperhumans, the SATURN-Classification is reserved for those whose abilities come from the manipulation of time and space. These abilities allow for instantaneous travel or reaching through the folds of time.
| VULCAN: |
-Abilities are performed by manipulating manufactured materials.
Where the JUNO-Classification allowed for the manipulation of organic materials, the VULCAN-Classification allows for the manipulation of manufactured materials. Manufactured materials include those which have been harvested from their natural form and made into materials such as steel, fabrics or plastics. The manipulation of these materials allow for a wide range of applications most often including constructs.
MAGNI:
Homo-Magnus "Mage"
Magni is a broad term used to describe those who manipulate the mystical force known as the Vis. The Vis is a mystical energy which flows through Earth, invisible, unseen and full of untapped potential. It can be wielded by disciplined individuals, those who can close their minds to the distractions of the world and allow the Vis to flow through them. Given various names across different cultures, the Vis can be harnessed by many different means and even stored within enchanted items and materials. The power of the Vis is balanced into the Lux and the Nox. The Lux side of the Vis deals in the power to heal and shield one's body, where the Nox deals in manipulating the forces of nature against one's enemies.
Unlike the Homo-Virium which is a rather modern phenomenon in comparison, the Vis is as old as time itself, possibly even having an influence on creation and life itself. Various stories, myths and legends have been told around the world of monsters and creatures not recognized in our world, most of these stories were true. These creatures are more often than not a result of those who abused the Vis to curse their enemies or those who lacked the discipline to fully control the Vis and had it backfire upon them. Throughout the ages, there has been various cultures who has studied the Vis as a group, using it as a community and flourishing through its influence. Great otherwise unexplainable feats were accomplished by these individuals, often leaving behind structures which still stand in the modern age, becoming a subject of debate to those who can't see past the technology of today. The origin of the Vis is shrouded in mystery and its source remains completely unknown. Many theorize it was a resource originally used by beings much greater than mankind who later shared its secrets with humanity. If this is true then the second accepted theory is that mankind turned this power on those beings and destroyed them. Allusions to the Vis or an equal power can be found throughout almost every myth, legend and religion on Earth making those who study it believe that at one point all of Earth was connected under the original wielders.
MAGNI CLASSIFICATIONS (H-CLASS):
As Magni grow and mature in their abilities they often find themselves attracted to specializations. Many of these specializations are based on natural occurring elements which Magni are able to tap into through the Vis in order to both create and manipulate. As they develop a specialization, they are granted a title of their specialization. Magni who don't specialize are often weaker and are unfocused in their use of the Vis, lacking the ability to summon spells as quickly as those who have honed their abilities.
| AERINI: |
-Wind Magic
Magni who choose to specialize in the element of the winds take on the title of Aerini upon reaching their full specialization. Using the Lux, an Aerini can repel attacks and even soar high above the ground, travelling from one location to another as quickly as the wind will take them. Those who invoke the Aerini Nox will find themselves being able to unleash a whirlwind of damage, blowing their enemies out of their way and ripping the very wind from their lungs.
| AQUANI: |
-Water Magic
Magni who take on the title of Aquani are Magni who specialize in manipulating water through the Vis. Unlike some of the other Vis Specializations, Aquani is very diverse in its applications. Many Masters of Aquani are able to redirect water's life giving properties through the Lux to heal the sick or injured. Others are able to incite its fury in the Nox and bring massive waves down on whole villages. Aquani has a further specialization known as 'GLACINI' which focuses on the manipulation of snow and ice.
| IGNI: |
-Fire Magic
Magni who take on the title of Igni are Magni who specialize in manipulating fire through the Vis. Most often Igni magic relies on the Nox side of the Vis, unleashing powerful flames upon one's foes. There are a few applications using the Lux to shield ones self, however these are often unseen in practical use due to the ease with which fire can harm others.
| SEDUNI: |
-Illusion Magic
One of the hardest specializations to master but easy to learn is the specialization of Seduni. Magni who choose to take this path in life often specialize in deception, able to pull powerful illusions over the eyes of their enemies. Those who choose to use the Lux side of the Seduni specialization are able to mask their appearance or even completely hide from sight. While those who use the Nox, can turn their enemies to stone or even into other beings. It should be noted that Seduni have led to more tales and legends about Magni than any other specialization.
| TERRANI: |
-Earth Magic
Perhaps one of the broadest specializations, Magni who choose to become a Terrani learn to embrace the Earth herself. Using the Lux, Terrani can rejuvenate dying lands and communicate to the flora and fauna that dwell within. Tapping into the Nox allows a Terrani to unleash the wrath of Mother Nature and swallow cities whole. Like the Aquani specialization, the Terrani has further specialties within it including; 'ARBORANI', the Magni who specialize in controlling and manipulating plant life, 'BEASTIANI', the Magni who specialize in communing and working with animals and 'PETRANI', the Magni who are masters of rock and stone.
| VITANI: |
-Life Magic
The most difficult and possibly most powerful of all Magni specializations is that of the Vitani. The Vitani are masters over life itself, able to both create and take away. There are even Magni who believe that there have been Vitani powerful enough to create conception within a woman simply through the Vis. Magni who infuse Vitani with the Nox are often referred to as 'MORTENI', the masters of death. Able to steal the lifeforce from another or incite illness and disease, the Morteni are seen as destroyers. Some Morteni are even powerful enough to command the dead into grotesque minions. On the opposite side of the spectrum however are the 'SANI', the kind sages who specialize in using the Lux side of the Vis in order to heal illness and cure disease. The Sani is even able to repel Hellions and create wards to avoid harm. Some Sani are believed to be able to erect wards around entire cities to keep them completely protected in times of trouble.
Venari:
Homo-Sapien "Hunters"
The Venari were an ancient rival to the Magni who unlike the latter eventually died out over the passing centuries. Founded at the dawn of the Dark Ages, the Venari started as a group of rejected Magni who lacked the skill in forming the Vis into anything malleable. Figuring out how to harness the Vis in the form of runes, they began to inscribe these runes on their body in order to grant themselves power. These runes were made through a long and often tedious process and required the utmost attention to detail. Each Venari would choose runes that could benefit themselves in combat or simply enhance their body above and beyond that of a human state. These runes were also used to enchant weapons and armor but there has never been a relic discovered. The Venari often found work by travelling as sellswords and taking down Hellions for towns which couldn't fend for themselves. However the Venari were also willing to hunt and kill Magni for the right price.
Despite having a surge in numbers during the height of the middle ages, the Venari ultimately met their end during the reign of the Spanish Inquisition who sought to wipe out both the Venari and the Magi. Unlike the Magni who were able to survive, the Venari are believed to be completely wiped out.
HELLIONS:
Monstra-Infernum "Monsters"
Hellion is a term given by the Venari to a whole slew of creatures. A Hellion is often something not of this world that has come from another branch on the 'Tree of Life and Death'. Specifically a creature which is regarded as a monster, perhaps even mythical. Often very dangerous, some examples of better known Hellions include dragons, gryphons, pegasi, and numerous others. Some are even sentient again such as Dragons or Gorgons, having communities hidden from the world. While the Venari primarily hunted these creatures to extinction, some were tamed for domestic use while others manage to evade death and remain hidden in plain sight. The most obvious example of the later is the ever elusive vampyr.
CELESTIALS:
Deos "Divines"
Celestials is a catch-all term used by the Magni to describe the multitude of God-like visitors that Earth has recieved over time from other realms. Believing that Earth is just one branch on a mystical 'tree of life and death', the Magni believe that each branch houses a different realm of possibility and occasionally 'leaves' from other branches fall into our own. For this reason, Magni embrace every religion and belief around the world and are far less skeptical towards concepts of parallel Earths believing it entirely possible.
The Celestial moniker has been used to represent Gods, Angels, Demons, and even Demi-Gods when appropriate. Any other like being will often too be bestowed with this title.
EXTRATERRESTRIALS:
Variable "Alien"
Perhaps the rarest of all super powered individuals are the Extraterrestrials. Extraterrestrials are more often than not visitors to Earth for other planets, solar systems or galaxies. Rarely have more than one Extraterrestial appeared on Earth at the same time, and most often they blend into society by suppressing their alien nature much in the same way that a Hyperhuman or Magni might hide themselves. Due to very few being available to study and more life beyond Earth than most are willing to admit, the Extraterrestrials are very unpredictable in what form they may appear in or take. Most often the abilities displayed by Extraterrestrials are merely natural adaptations to their native environments but some like Hyperhumans or Magni are in fact a different genetic structure. Furthermore, some Extraterrestrials rely upon their technology which at times can be more advanced or very different than those found on Earth. It's not uncommon for some of this technology to be found abandoned or even salvaged from crash sites before ending up in human hands.
EXTRATERRESTRIAL CLASSIFICATIONS (E-CLASS):
The Extraterrestrial Classification system was developed by H.E.L.P. in an effort to track and catalog different alien visitors as well as register any potential threats into their databanks. However due to the rarity of extraterrestrials, the known information is rather scarce.
| AQUATIC: |
Aquatic Sentient Species are comprised of Extraterrestials thought to be descended from marine life. These lifeforms often fit into other categories, but were classified together. Aquatic lifeforms included those that could breathe water, air, or both.
| AVIAN: |
Avian Sentient Species are comprised of Extraterrestrials thought to be warm-blooded, feathered and winged creatures. They typically had light bones and strong muscles, needed to enable flight. However, many sentient avian species have lost the ability to fly.
| CRANIOPOD: |
Craniopods or Exotic Sentient Species are, despite this broad categories, lifeforms so truly alien that they do not fit easily into any of the common categories.
| INSECTOID: |
Insectoids or Insect Sentient Species are arthropods, with defined body segments; most commonly head, thorax and abdomen. Many had hard exoskeletons, wings, and could have any number of segmented legs. Some Insectoid species evolved into different forms, such as humanoid insect species. Often, Insectoids can be devided into one of two sub categories.
HARD INVERTEBRATES: These Insectoids have hard outer bodies with no internal skeleton. These often included crustaceans, and some flying creatures. While this classification is primarily used for Insectoids it can also apply to other Extraterrestrials such as Aquatic Sentients.
SOFT INVERTEBRATES: These Insectoids are descended from soft-bodied species with no bones, such as octopi, slugs and worms. Like Hard Invertebrates, this sub category can cross over with other primary classifications.
| MAMMALIAN: |
Mammalian Sentient species are warm-blooded vertebrates, who nourished young through secretions from mammary glands. Most mammals were covered in hair. Mammalian species are among the most common to visit Earth primarily due to their similarities to humans. In fact a subcategory of Mammalian includes Humanoid species.
HUMANOID: Extraterrestrials which closely resemble humans. These Extraterrestials can be mistaken for Hyperhumans, Magni or even ordinary Homo-Sapiens but other have at least one distinguishing feature which makes them notably different.
| NON-SENTIENT: |
Non-Sentient species can be Extraterrestrials belonging to any of the other categories however they lack sentience meaning their little more than animals. Often these Extraterrestrials only end up on Earth as another Extraterrestial's mount or pet, but occasionally an accident will bring one to Earth and unleash it upon an unsuspecting population.
| PLANTOID: |
Plantoids or Plant Sentient Species synthesize energy from water, nutrients and sunlight. As such they are usually immobile, although some species are able to move to seek better soil, light or nutrients.
| REPTILIAN: |
Reptilian Sentient Species are cold-blooded vertebrates, typically covered in scales or bony plates. They typically evolved from species which resemble lizards, snakes, crocodiles or any other similar reptile. Most Reptilian species are land based, and lay eggs to reproduce.
GLOBAL ORGANIZATIONS:
Information in this section will be revealed as the plot demands it. Please watch for updates.
The Alexandria Foundation:
Originating out of the ████████████████████, the Alexandria Foundation is a rival institute to ████████████████████████████████████████ The Alexandria Foundation's jurisdication ranges from ████████████████████, covering most of the ████████████████████ outside of ████████████████████. It should be noted that ████████████████████ has no division of Hyperhuman affairs and has recieved aid from both ████████ and the Foundation on different occasions. Despite having the same primary goals, the Alexandria Foundation often finds itself in conflict with the ████████████████████ and ████████ as they compete over ████████████████████████████████████████.
Like their ████████████████████ counterparts, the Alexandria Foundation runs several insitutes which are specifically for ████████████████████ to allow them to █████████ in an environment which encourages not only the use but also the ████████████████████ over their abilities. However it believed that this is a clever ████████████████████. Intel has found that the Alexandria Foundation is actually a ████████████████████ looking for ████████████████████ its countries of origins. It is believed that the Alexandria Foundation has actually been ████████████████████ and is in fact trying to develop a ████████████████████ in order to ████████████████████████████████████████.
The Black Lotus Society:
Founded █████████████, the Black Lotus Society started out in ██████ as a group of ambitious philosophers seeking to create a ████████████████████. Instead what developed was the founding of a ████████████. While the exact goals of the Black Lotus Society have changed over through the centuries, the primary aim has always been to ██████████████████████████ in order to create a ██████████████████████████ and a ██████████████████████████.
In order to accomplish their goals, the Black Lotus Society takes a high interest in actively seeking out anything extraordinary or not of this world. Knowledge, technology, artifacts, it doesn't matter to the society, so long as they can find a way to use it to ██████████████████████████.
Members of the society are ████████████████████████████████████████████████████, sought out during their ████████████████████████████████████████████████████. The Society does not care about ██████████████████████████ beyond that the candidate be free of any ██████████████████████████. ████████████████████████████████████████████████████ are regarded as the highest of prizes as they carry more power with them for the Society to manipulate and eventually ██████████████████████████. ██████████████████████████ are both grafted onto the candidate as they're put through the ████████████████████████████████████████████████████. While the Black Lotus Society prefers to manipulate from the ████████████, its members are more than ███████████████████████ █████████████████████████████ or ██████████████████████████ should the situation require it. It is not uncommon for the Society to manipulate the ██████████████████████████ in order to put ██████████████████████████ or use a ██████████████████████████ or even ██████████████████████████ over an area.
The Society's training includes ████████████████████████████████████████████████████ as well as ████████████████████████████████████████████████████, both archaic and modern. Perhaps the signature component of the Society's combat training is the emphasis on ██████████████████████████ and utilize it in ██████████████████████████ to bring the ████████████████████████ ████████████████████████████. Furthermore, each member is given the ██████████████████████████ possible in order to ████████████████████████ ████████████████████████████ particularly in ██████████████████████████. The Society has the finest mentors in every ██████████████████████████, having many of the world's ████████████████████████████████████████████████████.
The Black Lotus Society originated out of ██████████ but primarily operates out of ██████████████████████████ in modern times.
Constantine's Guard:
A fragment of the ██████████████████████████, Constantine’s Guard are a group of █████████████ dedicated to █████████████ anything █████████████ that is █████████████. Despite being ████████████████████, the Constantine’s Guard are highly efficient at ███████████████ beings much more ████████████████████ using ████████████████████. Constantine’s Guard has been linked to numerous ████████████████████ over the years and it’s theorized that they may be████████████████████ to diminish the growing ████████████████████.
It should be noted that the Guard's ████ extends to █████████, █████████ and ██████████████. This bias however does ██████████████████████ which fall in line with ██████████████████████ with of course the exception of '█████████'. The Guard will █████████ and █████████ anything that █████████ or is ██████████████ to their ██████████████ of a █████████ with extreme prejudice. It is unknown how the Guard ██████████████████ but it is believed that over the ██████████████████ they have been ██████████████████ with both the ██████████████████ and ██████████████████ in order to ██████████████████ between██████████████████.
Uroboros:
A ‘hacktivist’ group, Uroboros is a networked group of like-minded hackers dedicated to uncovering and exposing every dirty little secret behind every government and corporation out there. Using various IPs, and pseudonyms, Uroboros manages to remain in the shadows and keeps its members secret. Anyone who tries to infiltrate Uroboros is generally found out immediately and made an example of. It is not known what the goal of Uroboros’ activity is or if they even have one, many law enforcement agencies simply dismiss them as anarchists.
Most recently, Uroboros has been acting as an information broker for the Hyperhuman convoy. For the right price, the organization is more than happy to keep the convoy informed of any potential threats in the area as well as sending them live traffic information hacked from local law enforcement. However negotiations are slowly breaking down between the two groups as the convoy increases in size and money becomes tighter. Should communications completely break down, there's nothing to stop Uroboros from selling out the convoy to a higher bidder.
The Hyperhuman Equality, Logistics and Protection Department:
Devised in secret and information guarded by those in the highest positions of power, the Hyperhuman Equality, Logistics & Protection Department better known as H.E.L.P. was founded during 1977 in order to aid and understand Hyperhumans. This incentive was a joint creation between the Defence Research and Development Canada (DRDC) and the Canadian National Defence but was backed by the United Nations who believed the department was the first step of proactive action taken towards dealing with Hyperhumans.
H.E.L.P. eventually grew to the point where it too split into various divisions. Splitting into three divisions, H.E.L.P. dividing itself into the Equality and Rights Division, Logistics and Research Division and the Protection and Enforcement Division. The first of these divisions, Equality and Research deals with the social issues that plague Hyperhumans. The employees of this division used to constantly be found on Parliament Hill fighting against the rules and limitations placed solely on Hyperhumans. The Logistics and Research Division focuses on further understanding the genetics and development of the Hype-Gene along with numerous technologies which help to protect the average citizen from Hyperhumans who choose to abuse their abilities. Lastly there's the Protection and Enforcement Division who track down and contain those who do in fact abuse their abilities. On the other side of the coin, the Protection and Enforcement Division protect Hyperhumans from those who wish to persecute them.
With the three divisions established, H.E.L.P. was able to expand its efforts and range within which it was able to help Hyperhumans. These efforts culminated in the purchase of an unfinished mansion on Digby Island in British Columbia. The mansion of course would go on to be developed into the Pacific Royal Collegiate and later University. While H.E.L.P. was originally reliant on government funding, eventually they were joined by a man by the name of Robert Priest who possessed the ability to transmute metals. Nicknamed 'Midas', Priest was able to greatly enhance the revenue that H.E.L.P. had at its disposal while care was taken not to upset the economy. Through Priest's assistance, the Institute grew and flourished until 2014 when Kowalski, a former H.E.L.P. scientist led a terrorist cell against the school and organization. The fallout of these events led to the organization being disbanded and its existance swept under the rug.
The Hyperhuman Intervention Taskforce:
The Hyperhuman Intervention Taskforce is a specific team affiliated under H.E.L.P.'s Protection and Enforcement Division. Equipped with specialized gear including the revolutionary Hyperhuman Combat Suits (Affectionately referred to as 'Hammer Pants'), members of H.I.T. are dispatched when situations become far too dangerous for the military or H.E.L.P. agents to handle directly. H.I.T. members are trained to resist and avoid even some of the most dangerous Hyperhuman attacks and about 95% are Hyperhumans themselves which naturally grants them an edge in combat. Broken down into squads of eight, all squads are hand-picked by their leader so as they can guarantee what's up their sleeves are only preferred cards.
H.I.T. was first established in response to a rising number of vigilantes who were abusing their Hyperhuman abilities. Due to vigilantism being outlawed through all of North America, those who committed it were brought into conflict with law enforcement who more often than not were given permission to use lethal force due to the abilities displayed by those they came up against. H.I.T. was created to intervene and contain the situation to prevent the loss of life on both sides. As such, standard armament for H.I.T. Agents includes both lethal and non-lethal weapons such as tasers and tranquilizers. Many students who attended P.R.C.U. enrolled in the Hyperhuman Education and Advanced Training or H.E.A.T. program in hopes of one day being picked to join H.I.T. Like H.E.L.P. itself, the existence of H.I.T. was hidden from the world and the records destroyed after H.E.L.P. was forced to disband.
RULES AND REGULATIONS:
1. IN CHARACTER RULES:
[1.01]You are your character, so act like them. Create or portray their mannerisms, powers, and ideals to how they have been established in the game. BE the character, not just yourself with the character's powers. The notes section of your CS has been provided for such a reason, use it to help yourself remain consistent in character portrayals.
[1.02] Writing expectations for this roleplay are at least a two (2) paragraph 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 is also expected but small mistakes here and there are understandable. Blatant offenses will be called out.
[1.03] You are encouraged to post at least once per week. If there are any outside factors as to why you aren't able to post, please let the GMs know. If you find yourself in a plot with another player and they disappear, do your best to move on without them and quickly finish the arc to the best of your ability, or ask for the help of a GM. If you stop posting for two (2) weeks without a message in the OOC, your character will be listed as 'inactive', and after a further week of inactivity, your characters will be expelled, and dealt with as necessary in the IC, whether killed or used as needed and then discarded. Please if you know you’re going to be absent or simply have lost interest in the RP, just let the GM know.
[1.04] No God-Modding or metagaming. This refers to controlling or manipulating another player's character in way that is completely self-beneficial and not pre-approved by the other player. This also includes being untouchable against NPC characters as well as being all knowing. Keep your character humanized or risk being expelled from the RP.
[1.05] PC's are not to be killed without permission. Nameless NPC's are fine, but PC's or important NPC's will require authorization by their creator.
[1.06] This is a Character Driven RP, and as such you are encouraged and expected to take charge of your character's sub-plots and storylines. 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.
[1.07] Absolutely no 'OOC' chatter 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.
[1.08] Plots should not be completed in one or two posts. Your character should not be able to stop an entire robbery by themselves or put out a city block on fire with relative ease. That said obviously different power levels do apply so if you do manage to put out the fire, solve the cause of it. If you stop the robbery find out who hired the gang or what their motives were. If all else fails do some character development or show us some ‘Slice of Life’ moments for you character if you do solve a plot quickly.
2. OUT OF CHARACTER RULES:
[2.01] Respect the Game Masters. The GM's words are to be adhered, don't argue or disregard them unnecessarily. If a GM asks you to stop doing something please do it. Likewise if a GM asks you to change something in your post please do it. Failure to adhere to any GM or Moderator requests will result in expulsion from the game.
[2.02] Respect the other players. Constructive criticism is fine, but flaming or trying to run players off just because you don't like the way they do things is not okay. Remember, it's the GM's job, not yours, to point out if there's a problem. If you feel that there is a problem, then contact a GM directly.
[2.03] Likewise any quarrels will be dealt with by the GMs. Don't take them out in the OOC, arguments should be dealt with between the two parties through private messaging. If the involved parties truly can't solve their issues a GM can act as an arbiter upon request.
[2.04] No GIF Wars. This is a thread for discussion of the roleplay, its characters and plots. This is not a Spam Thread. Chat is allowed and encouraged but within reason, please try not to fill the OOC with numerous pages that have little to nothing to do with the roleplay itself. An active OOC generally means an active roleplay so feel free to chat up your fellow players about characters and events in the RP.
3. CHARACTER CREATION RULES:
[3.01] You can create any superhuman mold you want with tact. All invincible superhumans or obvious imitations of DC or Marvel titles will be judged harshly. If you must make a 'monstrous' character/power, I advise you to make your character dual sided so they may blend with the regular people. Your abilities should also be a secret to anyone outside of the character’s circle of trust, remember people are afraid of what they don't understand and superpowers are a new concept to the world. People will not be willing to accept them very quickly.
[3.02] In line with above rule, do not make your character well rounded, give them weaknesses and flaws. Limitations in their skills and abilities, reasons to make them need a team to support them. Additionally, give your character room to grow and develop. It's always fun to have a new power show up down the line, just give the GM a heads up first so it doesn't look like you're godmodding.
[3.03] Character sheets will not be accepted until the GMs have had time to look over the CS thoroughly. This not only ensures that we the GMs have time to read through Character Sheets appropriately but also that you the Player are receiving proper critique as well as a solid community to interact with in the In Character Threads. We appreciate your patience with this. Character sheets will also not be accepted based on a first come basis, but rather on who the GM feels will be best for the RP. That said, there will be a window for applicants, after this window, character acceptance will be closed until such a time as the RP requires new players.
[3.04] All Character Sheets must be submitted to the GMs in the provided or similarly laid out format. Character Sheets which do not use an organized skeleton will be rejected and asked to comply with a standard. Displays of impatience towards acceptance will result in an immediate denial. The GMs have lives outside of RPG and may have their time restricted during the week and/or weekend. Have patience and a positive attitude and you will receive a response.
[3.05] Character Sheets are to be posted in the OOC Thread for review and once accepted posted in the Character Thread. At the end of your sheet, please write your (not your character's) favourite pizza topping. Failure to comply with these rules will delay your acceptance as you obviously did not read through the rules and therefore can not be trusted to adhere to those laid out for the OOC and IC threads. Additionally, do not announce this rule or hint towards it within the OOC. If someone can't read the rules for themselves, they likely can't read the IC and we don't want their kind here.
[3.06] Forbidden abilities include the following: Blood Manipulation, Darkness Manipulation, and Time Manipulation. Additionally all the basic element (Fire, Water, Air, Plant, and Earth) manipulation are banned for Hyperhuman players. In the VIGILANCE Universe these abilities belong to the mysterious Magni, not Hyperhumans. Lastly while flight is a perfectly acceptable power, it will not be permitted through the use of telekinesis under the principle of 'You can't lift yourself by your own bootstraps.'
[3.07] 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). Permission to re-apply will be given on a case by case basis depending on the rule(s) broken and the quality of the application. 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.
SEXUAL CONDUCT:
This is an open world RP and 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. I implore you to keep within the age restrictions set up already by administration. As such, let’s keep it simple, ages 14-17 can have relationships with each other and likewise for 18-22. Obviously there's some grey area in there and I'd understand 16-18 should also be a range but please just 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.
COMMITMENT AND CONSISTENCY:
If you join this RP, if you take the time to submit an application, I'm putting my faith in you that you'll be committed to it and that the character you play will be consistent with the one in the agreed upon CS. Personally, I have a hard time with this sometimes and I understand that things just happen. That said I’m referring to suddenly giving a character new powers with no explanation or completely changing their backstory in order to add new skills. I’m okay with changes but I’d like a heads-up first so perhaps we can work a more natural way towards these things happening. In terms of commitment, dropping out of the RP randomly for whatever reason is a pain or a GM. Simply put, it wastes my time along with the other players. If you do not think you can join and you're sure something will come up, do not join. Tendency to not care about an RP after a while? Don't join. Simple as that. I will work with you when it comes to bumps in the road. If you think you're going to be out for a couple of days, that's fine. I'll find a way to excuse you from the story or play your character. However, please let the group known as far in advance as possible. If you're going on a trip, tell me something. Do not leave me wondering where you are. Let me know so I can keep things going. I will work around you if you work with me when you can.
CHARACTER APPLICATION:
[CENTER][IMG]A faceclaim for your character, please use photographs or photo-realistic images. No anime or cartoons.[/IMG][/CENTER] [B]| NAME(S): |[/B] [INDENT]Your full name as written on your birth certificate or driver's license.[/INDENT] [B]| NICKNAME(S): |[/B] [INDENT]Any names your parents, relatives or friends call you. This can also be a 'superhero’ codename. If you don’t have one, you can always gain on in the IC.[/INDENT] [B]| D.O.B.: |[/B] [INDENT]Month/Day/Year[/INDENT] [B]| AGE: |[/B] [INDENT]No younger than 14, no real age limit but if you’re over 50 in earth years you’re not going to be limber enough to be running on roof tops likely (obvious exceptions aside.)[/INDENT] [B]| SEX: |[/B] [INDENT]Preferably your biological gender, if you prefer not go by a gender specific pronoun please note that in your Biography or Notes. Please do not answer 'yes'.[/INDENT] [B]| SEXUALITY: |[/B] [INDENT]*Optional, if you'd wish to note it you may. If you have no interest in having it known or any other reason there's not need to put.[/INDENT] [B]| APPEARANCE: |[/B] [INDENT]A written description detailing height, weight, hair colour, eye colour and any other notable attributes. A picture doesn’t qualify here as you already have the headshot above.[/INDENT] [B]| GENUS: |[/B] [INDENT]This is what race your character belongs to. Are they a human, Hyperhuman, Magni etc?[/INDENT] [B]| CLASSIFICATION: |[/B] [INDENT]Your Hyperhuman/Magni/etc Classification. If you're having trouble let me know and I can tell you which category you likely belong under. If you're playing a normal human, simply put 'N/A' or delete this part of the CS. Note that normal humans can skip directly from this point to the 'SKILLS' section as you won't have any abilities. Note that for Hyperhumans especially you must belong to ONE Classificaton. There's no cross or mixed classifications.[/INDENT] [B]| ABILITIES/SKILLS: |[/B] [INDENT]Please indicate your desired abilities as well as a clear set of limitations (IE, how much can a character lift) and weaknesses (An electrokinetic might short out standing in water.). Your ability can be described in as many or as few words as you wish but the limitations and weaknesses are non-negotiable. This is also the place to indicate any notable skills your character may have outside of their abilities.[/INDENT] [B]| BACKSTORY: |[/B] [INDENT]This is your history from the time you were born until the start of the RP. If you want to keep certain details vague so as to reveal them in the IC, skim over them for the time being or be subtle about them. But please avoid too many clichés, we're all familiar with the orphan who swears to fight for justice because of the death of his parents.[/INDENT] [B]| MOTIVATION/OBJECTIVE: |[/B] [INDENT]What is driving your character? What makes them tick? Why do they act the way they do.[/INDENT] [B]| REFERENCE POST(S): |[/B] [INDENT]This is to make sure your writing style will mesh with the RP at a level and consistently that the GM desires. Link 1-3 posts of your writing in other RPs.[/INDENT] [B]| NOTES: |[/B] [INDENT]*Optional, any additional notes you wanted to add that weren't covered by the above sections. This can be either kept for yourself or submitted for everyone to see. This would also be the place to include any NPCs you intend on using or any reference points you wish to make for yourself or other players to read.[/INDENT]
PLAYER PLOT SUBMISSIONS:
This form is for submitting Sub-Plots which can take place in any of the listed 'Notable Locations'. These Sub-Plots can be used to share your ideas or flesh out your character while still allowing other players to get involved.
[B]| PLAYER NAME: |[/B] [INDENT]Your Name[/INDENT] [B]| PLOT NAME: |[/B] [INDENT]I use song titles, you don’t have to stick with that though[/INDENT] [B]| PLOT LOCATION: |[/B] [INDENT]Which location will this plot be happening in?[/INDENT] [B]| PLOT SYNOPSIS: |[/B] [INDENT]The summary of the plot that will appear under the Secondary Plot Section[/INDENT] [B]| DETAILED PLOT: |[/B] [INDENT]This is a more detailed outlining of your plot so I can understand exactly what your intent is, what enemies are involved and what the overall goals are.[/INDENT] [B]| DESIRED NUMBER OF PLAYERS: |[/B] [INDENT]How many players do you want or need for this plot to work?[/INDENT]
F.A.Q.:
Is this an original universe superhero RP?
Yes it is.
Do real cities exist still?
Yes they do, the 'Notable Locations' are fictional cities made for the purpose of VIGILANCE but they exist in addition to real world locations.
Can I make an original character?
Yes you may.
How many players are you looking for?
The aim is to have an active roster of 8 to 10 players. As players tend to come and go, if our numbers are lacking we will recruit as the RP reaches the next city. I'd like to keep a decent sized but close-knit group.
What kind of powers am I allowed to use?
Preferably powers which fit into one of the above listed 'Hyperhuman Classifications.' Almost any power will work for this RP but note there's an emphasis on choosing one power as opposed to choosing a powerset in the vein of 'Superman'. Since this is a group RP you need to realize you'll have allies to make up for your short comings so don't try to be well rounded, let yourself have weaknesses and take damage.
Can my character use magic, be a vampire/werewolf/god/alien etc?
You are able to use magic but only if approved to play a Magni. However vampires, werewolves and other mythological creatures are not allowed as playable characters. Unlike the Magni, the 'Venari' will not be playable throughout the course of this RP. 'Celestials' is the VIGILANCE Universe 'catch-all' term for gods/demi-gods and other 'divine' creatures. These are not allowed within the context of this RP however like the Magni, 'Extraterrestrials' (which account for aliens) are playable with GM approval.
How do I get approval to play a Magni/Extraterrestrial/etc?
If you wish to play one of the GM Approval Required archetypes, you need to PM the GM with your concept for feedback and approval. The GM will then evaluate the idea and ensure the character will fit into the RP before granting approval to move ahead with a sheet. At no time, will there be approval given for archetypes which are not marked as playable.
Can I have more than one character?
It is requested that you start with one character and carry them forward consistently, building them up and developing them as a character. Secondary characters will be approved on a case by case basis but the general answer will be 'No'.
Can my character be bad/evil?
Unlike previous installments in the VIGILANCE Universe, VIGILANCE: Sanctuary focuses specifically on a group of survivors and therefore your character should be of a good alignment. If you character has a shady past then that's up to you.
Can my secondary character be evil?
See above point.
What's the plot going to be like?
There is going to be multiple plots at all time. The GM will provide the primary overarching plot which will firstly follow the convoy as it progress from Pointe Bordeaux to 'Sanctuary'. However there will be numerous secondary plots going on at all time, generally tied to the city the convoy is currently at. To begin with the GM has provided a couple however after the first ‘chapter’, secondary plots will be able to be player submitted. If a player submitted plot is approved it will be posted in that section detailing how many players the submitter is looking for a general summary of that plot. These plots will be able to range in variety as they are up to you the player to design. Players are also encouraged to have personal character plots to follow in order to develop their characters. While you don't have to always participate in subplots every 'chapter' it is encouraged that you intertwine your personal plot with these subplots and the main plot in order to involve yourself with other players. Even expand your personal plot to a subplot submission to involve other players for an arc or two.
Thor Odinson, King of Asgard / Blake M. Donaldson D.V.M. _______________________________________________________ Immortal (28) | ♂ | Heterosexual _______________________________________________________
P H Y S I C A L S T A T S : ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
◼ HEIGHT |6'-4"
◼ WEIGHT |212lbs
◼ BUILD |Athletic and Muscular
◼ EYE COLOUR |Ice Blue
◼ HAIR COLOUR |Auburn
◼ ETHNICITY |Caucasian
P H Y S I C A L D E S C R I P T I O N : ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Due to his height and build, Thor is a very intimidating figure. Broad chested with biceps to match, Thor's stature hides a natural gentleness that can be found in the compassion hidden behind his ice blue eyes. His face is adorned with a tidy beard that matches his fiery auburn hair. While originally Blake had kept his hair rather short and trimmed, since resuming his life as Thor, he has allowed it to grow and become slightly more untamed than previously. Thor has a very disarming smile, considered by almost all who encounter the God of Thunder to be quite charming though it is almost never as wide as when the God of Thunder is engaged in battle.
S K I L L S : ▔▔▔▔▔▔▔▔
COMBATANT:Thor is one of the most trained and experienced warriors in all the Realms. Thor often prefers to use brawling-type techniques when fighting beings of similar levels of strength. Despite being a skilled hand-to-hand combatant, Thor's greatest feats of skill come from his weapon expertise. He is easily one of the greatest and most versatile weapon experts in all the Realms, while Thor in his past life favoured his hammer, Mjölnir, he is skilled in the use of weapons such as an axe, sword, bow and arrow, shields and clubs.
TACTICIAN:Due to the fact that Thor is a Warrior God, he has had several millennia worth of experience with devising plans of war. Thor derives his great knowledge of war from Midgard as well as the other Realms, all of which the God of Thunder has done battle in.
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JÁRNBJÖRN:The first weapon Thor ever called his own, the dual-headed axe was used in numerous battles until ultimately the weapon became cursed from spilling innocent blade. Cursed with an insatiable lust for blood, the weapon was banished by Odin until it was found during the first World War. The weapon became a scientific asset for the future S.H.I.E.L.D. and eventually found a home under the Triskelion where it was returned to Thor. However as the weapon was still cursed, he ordered it destroyed. Ultimately though S.H.I.E.L.D. upper brass deemed it too valuable to simply destroy and it was returned to storage. Where it remained until it was recently stolen.
MJÖLNIR:The weapon of Thor, forged from the heart of a dying star. Mjölnir was a nigh-indestructible hammer gifted to Thor from his father, Odin. Capable of focussing and channeling Thor's already impressive array of abilities, Thor ultimately came to rely on the weapon and considered it an extension of himself. It was lost to the Universe and the Nine Realms after his death.
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POWERS:
ASGARDIAN PHYSIOLOGY:Thor’s unique physiology of half-Asgardian and Half Elder God grants him the typical powers of an Asgardian God but he is much stronger than the typical members of his race. Thor is currently the second most powerful Asgardian within the Nine Realms and the cosmos surpassed only by his father. As Asgard's warrior prince, Thor trained in the arts of battle, which he has practiced for thousands of years. He is recognized to rely solely on his superior fighting ability, strength, and nigh invulnerability. Odin believes that Thor will eventually become even more powerful than him.
Physically the strongest of all Asgardians, Thor is recognized as the God of Strength. His incredible superhuman strength enables him to easily overpower hoards of enemies of lesser strength. Thor has even stalemated the hero Herakles in several contests, a hero of lore whose strength accomplished nine legendary labours that no other being had ever accomplished. None of these so-called labours, however, came close to Thor's greatest feat, when he lifted the Midgard Serpent, Jörmungandr. A serpent so large, its coils had wrapped around the Earth several times. For this reason, Thor often holds back his vast strength to ensure he does not greatly harm his opponents or the area in which they are in.
Thor can move at great superhuman speeds. Capable of sprinting distances fast enough to visibly appear as nothing more than a blur. Likewise, his reflexes react on the same level, allowing Thor to dodge and respond to attacks almost instantly. Thor's agility, dexterity, balance, and bodily coordination make him a great warrior for battle. He moves with incredible grace and speed despite his considerable size and body density.
His skin, muscle, and bone tissue have many times the density of the same tissue in the body of a human being and even more so than regular Asgardians. Thor is immune to all human diseases as well as its poisons and toxins and is additionally immune to electrocution or poison from radiation. Thor's metabolism is so great that it is nearly impossible for Thor to become drunk except for when he imbibes alcoholic beverages of Asgardian or equal origin. Thor is not immune to all forms of harm, however, and can be defeated by a being whose power matches or exceeds his own, or by high order magic manipulation.
Despite his astounding resistance to injury, it is still possible to injure Thor. However, due to his Asgardian physiology, Thor is able to heal at a rate significantly faster than a normal human and even much faster than most Asgardians. Like all other Asgardians, is not truly immortal. It is possible to kill an Asgardian and other beings in the Nine Realms. More accurately, Asgardians are extremely long-lived beings. Thor ages at a pace far, far slower than a human, and this longevity if further boosted by the consumption of Idunn's Golden Apples. Even in Death, Asgardians do not truly die as many return in reincarnated forms such as both Thor and his brother Loki.
Thor's endurance is much higher than that of humans and most superhumans. Thor has the ability to perform at his physical peak without tiring for very long periods of time. Thor’s body, unlike that of humans, produces almost no fatigue toxins. However, Thor does indeed require rest to rejuvenate himself, but sleep is luxury, rather than something he requires daily.
ABILITIES:
GOD OF THUNDER:Thor is the God of thunder born with the natural ability to control weather since birth. Thor normally relies on Mjölnir to control the weather with and release blasts of lightning. Mjölnir allows him to channel his natural abilities more easily, focusing on the hammer as an output. Using his powers without Mjölnir require more effort to summon and are more raw and uncontrolled. Thor is able to summon all elements of the storm, and can even create unnatural weather. He can even discharge lightning bolts from his hands that are lethal and raw in power, able to engulf his hands in lightning to amplify his punches. It is only without Mjölnir that Thor unlocked the full potential of his electrokinetic powers. His power over lightning allow him to generate electrical energy from his own body and summon thunder and lightning from the sky, all without the aid of his former hammer.
SON OF JÖRð:As the son of Jörð, the Pre-Mordial Titan, Gaea, Thor possess an innate, but limited ability to manipulate the Earth. He can create tremors and earthquakes, sink enemies into the ground or raise the ground in his defense. Though this requires great effort on Thor's part as the gifts of his mother do not come with the ease that his other powers do. Lastly, Thor can communicate with the Earth, sensing disturbances to the world through vibrations far too insignificant for most others to experience.
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Thor is the second son of Odin Borson, the King, and Allfather of the realm of Asgard. His mother, however, was a giantess called Jörð, who in actuality was a Pre-Mordial Titan known more commonly as Gaea. Through his father, Thor has two brother whom he was raised alongside, his young half-brother Baldur and his older adoptive brother Loki who due to being adopted a bitter rivalry with Thor throughout the pair's youth and into adulthood. Growing up, Thor was close friends with Heimdall who would go on to also become Thor's closest ally. His circle of friends also included the future Warriors Three; Volstagg, Hogun, and Fandral. Lastly, Thor maintained a fledgling on and off again romance with the young Sif.
Growing to be a powerful and headstrong warrior, Thor grew brash and his thirst for battle was almost unsettling to those around him. Burdened with the role of Protector of the Nine Realms, Thor would often be away from Asgard for great lengths of times, putting a severe strain on his relationship with the Lady Sif, especially since Thor made other consorts in the Realms he visited. His favourite of these was jötunn, Járnsaxa, with whom he laid and fostered a child in secret from all but Heimdall's all-seeing eyes. It was also on these many adventures that Thor first ventured to Midgard, encountering the Olympian hero, Herakles and forming their longstanding rivalry.
However, Thor had a destiny far greater than any of his allies, and would eventually go on to confront the monster known as the Midgard Serpent, Jörmungandr. In order to avert the destruction of Midgard, Thor had to defeat Jörmungandr, and the two did battle for numerous days before the serpent finally succumbed to its injuries, its body releasing Midgard and plunging far below the roots of Yggdrasil, the world's tree. However, Jörmungandr's venom eventually caught up to Thor and after taking nine paces from the battle, he dropped dead. The battle between Thor and Jörmungandr had unwittingly unleased Ragnarok upon Asgard, and with Thor's death, the realm fell apart, swallowed whole and its people were forced to flee or perish. Departing the realm, the Asgardians left the ruins of their home behind as they sought to find a new place in the universe while Thor's legendary weapon, Mjölnir was lost to the cosmos of the Nine Realms, foretold to be waiting for the return of its master or another to seek it out and prove themselves worthy of its power.
But time was not a concept that Mjölnir worried nor even considered and in the late summer of the Midgard year of 1990, Erik and Marcy Donaldson unexpectedly found an infant left on their doorstep on the night their own child had been stillborn. Growing up on a farm in the American South West, Thor, now named Blake Donaldson, lived a modest life. But on the dawn of his eighteenth birthday, Blake began to be plagued with vivid dreams of a life he had never lived, the memories of his past life as Thor. The dreams continued to plague Blake for another decade while he left his home in Marville, Oklahoma, to attend Texas State University before returning home to open his own veterinarian practice. Thor was soon awoken when a man from Blake's past by the name of Carl Creel began to make trouble in Marville. Creel had seemingly developed metahuman abilities that allowed him to stand defiantly against the local law enforcement. Blake was struck by a near-fatal blow and while laying in the street was approached by an elderly man who took a hold of Blake's hand. In that instant, Blake was reminded who he was and Thor returned for the first time in thousands of years. Now, Blake balances his life in Marville while adjusting to the responsibilities of both his worlds. Acting as a protector of Midgard, the new King of Asgard must once again restore peace to the other Realms while rebuilding Asgard to bring his people home.
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STORY ARC 01: LIGHTNING STRIKES
Blake Donaldson's former highschool teammate, Carl Creel, reappears in Marville after being disgraced nearly ten years ago with a strange set of powers. Immediately using his abilities to attempt to rob the town bank, Blake finds himself caught in the crossfire between Creel and Marville's Sheriff's Department as he rushes in to try and protect the love of his life, Barbara Norris. Injuried by Creel, Blake is assisted by an old man who reveals himself to be known other than Odin, Allfather of Asgard and Blake's biological father. Remembering a past life as Thor, Blake is transformed into the God of Thunder and defeats Creel.
But that was not the end of Creel as the origins of his powers are revealed to be the work of none other than the Trickster God, Loki. Released from his holding cell with his powers renewed on the condition he kills Thor, Creel goes after Blake's parents and Barbara Norris believing them the key to drawing Thor out. Blake arrives to the rescue and delivers a beat down on Creel that leaves him S.H.I.E.L.D.'s custody and at Loki's mercy.
When lover of the weird and bizarre, June Moon, recieves a mysterious necklace in the mail, she puts it on only to find herself under the possession of the Asgardian Sorceress, Amora, turning her into the Enchantress. With an agenda against Odin, she seeks out his only living relative and deals a mortal blow against Thor. Surviving the encounter, the Prince of Asgard seeks out the Allfather who heals his wounds but not before revealing the truth of Amora's fall. Armed with the truth, Thor travels to Star City but not before Barbara makes a startling realization of her own.
Confronting the Enchantress in the Glades, Thor and the sorceress have a rematch that ends when Thor manages to destroy the amulet. However, their conflict attracted the attention of S.H.I.E.L.D. who arrives to apprehend both the Enchantress and the God of Thunder. Knowing June Moon's innocence, Thor allows her to escape by surrendering himself to Supervisory Special Agent Julia Perry.
While in S.H.I.E.L.D. custody, Agent Perry reveals to Thor that the Central City Incident has people scared and looking to the new wave of heroes to protect them. Forming an uneasy alliance with S.H.I.E.L.D., Agent Perry offers Thor an olive branch by taking him to the Triskelion in Washington where they happen to have an Asgardian Artifact in storage. The artifact turns out to be Thor's former weapon, the axe, Járnbjörn. However, at the same time, someone has freed Carl Creel forcing Thor into action. His memories still unclear, Thor has forgotten that the weapon was banished due to being cursed and soon finds himself lost in its bloodlust. Were it not for the intervention of Susan Storm, Thor would have killed Carl Creel.
With Creel back in S.H.I.E.L.D.'s custody and a new friend found in the Invisible Woman, Blake returns to Marville where he decides to tell Barbara the truth about his recent behaviour. Much to his surprise, she had already concluded Blake was actually Thor and has accepted him for who he is. The pair reaffirm their relationship and look towards the future together.
When the Silver Surfer frees himself from the Raft, he arms several of the world's most dangerous criminals with new powers courtesy of the Power Cosmic. Two such criminals, the Gentleman Ghost, and the Shadow Thief are transported to Marville where they come into conflict with Thor. Summoning an army of the undead, Thor seems overwhelmed until Heimdall appears to assist him in conflict.
Banishing the Gentleman Ghost and interrogating the Shadow Thief, the Asgardians learn that the Surfer was behind the attack and Thor decides to confront the Surfer once and for all. Arriving at the Raft in time to turn the tide of battle, Thor and Darkseid's Herald face off in a clash of titans that leaves only one of them standing.
Despite his victory over the Surfer, Thor is left with a mortal injury due to the influence of the Power Cosmic. Traveling back to Marville, Heimdall brings Thor before Odin, who heals his son at the cost of his own life. Now the King of Asgard, Thor must come to terms with new responsibilities while finding a way to reunite his people and help Asgard rebuild.
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MAIN CAST:
BARBARA NORRIS:
HEIMDALL:Thor's dearest friend and longest ally. Though fated to die during the events of Ragnarok, Loki broke the cycle thus allowing both himself and Heimdall to live. Charged by Odin with protecting the reborn Thor, Heimdall brought Thor to Midgard and watched over him from a distance while the boy grew. Now he serves alongside the new King of Asgard.
CARTER HALL:A newcomer to Marville, the older man seems to know who Blake is but neither Blake nor Thor have any recollection of the man. Only time will tell if Carter Hall is a friend of foe.
LOKI LAUFEYSON:
ÚRNDALLR THE MAUL:
RECURRING CAST:
ERIK & MARCY DONALDSON:Erik and Marcy Donaldson are the parents of Blake Donaldson, Thor's reborn self. Erik had studied to be an architect before the early death of his father resulted in him taking over the family farm in Marville Oklahoma. Marcy, on the other hand, was a pediatrician with her own private practice. The life on the farm, however, never truly suited her and had it not been for the arrival of Blake, the couple likely would have separated long ago.
SSA JULIA PERRY:
SHERIFF DAN LAMB:
MAYOR ROY THOMAS:
LADY ELAINE MARSHE-MORTON:
MICHAEL COLLINS:
GUEST CAST:
ODIN BORSON:The Allfather of Asgard, son of Bor, father to Thor, Loki, and Baldur. Odin was the ruler of Asgard until its demise during Ragnarok. Like the rest of the surviving Asgardians, he was left to wander the galaxy in search of refuge. Confident in his remaining son's ability to lead and knowing one day Thor would be reborn, Odin charged Heimdall with delivering the infant Thor to Midgard, hiding him in Marville, Oklahoma until the time was right. Ultimately Odin gave his life to save Thor's allowing him to pass into Valhalla to be with his beloved Frigga.
TYR BORSON:Odin's younger brother and Uncle to Thor, Baldur and Loki.
BALDUR ODINSON:Baldur is the youngest of Odin's children and half-brother to Thor. It was Baldur's death which set Ragnarok into motion after he died to the treachery of his eldest brother. Baldur is believed to belong to the Goddess of Death, Hela, now.
LADY SIF: The former wife of the late Thor, Lady Sif is one of Asgard's mightiest warriors and was foretold to bear the children of Thor who would go on to inherit the mighty Mjölnir. However, Sif miscarried during Ragnarok, leading to the loss of her unborn child. With Thor's death, no other heir could be produced for Mjölnir. She is presumed dead along with countless others in the aftermath of Ragnarok.
SPECIAL MENTIONS:
KEVIN DONALDSON:The biological son of Erik and Marcy Donaldson, Kevin was a stillborn child. Delivered only hours before Thor was placed on the porch of the Donaldson farmhouse, the grieving pair were immediately smitten with Thor primarily due to the loss of Kevin.
ERIC KOENIG:An Agent of S.H.I.E.L.D. who works at the Triskelion in Washington. Agent Koenig is the direct grandson of an SSR Agent of the same name who was part of the team that recovered Járnbjörn. Agent Koenig is also Agent Perry's direct supervisor.
THE WARRIORS THREE:Comprised of Fandral the Dashing, Hogun the Grim and Volstagg the Valiant, the Warriors Three are among Thor's closest friends and companions. If ever Thor was on a quest, there was no question that the Warriors Three were right behind him. Sadly all three perished during the events of Ragnarok.
EITRI THE DWARF:A master craftsman and creator of both Járnbjörn and Mjölnir, Eitri is a close friend of the Throne of Asgard and has created weapons for the Kings of Asgard since before the days of Bor.
LORELEI, IDUNN THE MAIDEN:Sister to Amora, Lorelei had her sister framed in order to gain a position of favour with Karnilla, Queen of the Norns. This allowed Lorelei to become the next Maiden Goddess and keeper of the Garden of Idunn.
CARL 'CRUSHER' CREEL:A childhood rival to Blake Donaldson, Creel lost his football scholarship when Blake exposed him for using steroids. Ever since, Creel has held a grudge against Blake which was exploited by the Trickster God, Loki. In exchange for Blake's death, Loki promised Creel powers beyond his wildest belief. In the end, Blake, as Thor defeated Creel and Creel was forced to pay in his own blood for Loki's gifts.
JUNE MOON:A lover of the strange and bizarre, June Moon was an aspiring artist and paranormal blogger living in a destitute Star City neighborhood until a mysterious package was delivered to her door. Inside was a necklace unlike any she had ever seen before, curiosity got the better of her though and she put the necklace on, reading a note aloud that had come with it. Possessed by the Asgardian Amora, June was used as a pawn in Amora's revenge against Odin and his kin. Though Thor prevailed and destroyed the necklace, June was still possessed by Amora and escaped.
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For Season Two, I am planning on structuring my story a bit differently than in Season One. During Season One, I took a very 'Freak of the Week' approach to try and learn my character and get a feel for the world and the RP as a whole. Now having a fairly firm grasp on the character I'm playing and his lore, I'm looking to cover a wider arc story.
After fighting the Surfer, Thor has been left with several major threads to explore. Due to Odin's sacrifice, he has been crowned the new King of Asgard and will have to deal with the fallout and responsibilities that come with that title. Part of Season Two will indeed be a Game of Thrones as Thor is forced to contend with those who would take the crown for themselves. This, of course, leads to the next major thread that Thor has to deal with.
Loki is alive and active. While the Surfer wasn't entirely honest about who was the cause of Thor's loved ones' suffering, he was correct in telling him that Loki is behind the majority of mischief in Thor's life. As such, Thor will need to put an end to Loki.
Next, there's the theft of Járnbjörn and who could be behind that? Thor will be forced to come face to face with a foe he has not seen in a very long time. Additionally, a new face in Marville will challenge Thor in ways that he's never been challenged before.
Lastly, there's Barbara's pending answer to Blake's proposal, will she say yes? And if so, what stress and burdens come with planning a wedding to the King of Asgard.
A S U P E R N A T U R A L T H R I L L E R A N D M Y S T E R Y
P R E M I S E:
Welcome to La Petite Mort
The faded sign beckons you to enter as you look up at the run-down colonial-era mansion. The front porch light flickers, casting shadows against the moss and vine-covered walls. What was once painted white was now peeling, having turned to a sickly yellow due to age and exposure to the elements. A massive weeping willow hangs over the entire front yard, its fallen leaves as much a part of the laneway as the loose gravel the crunches beneath the slow-moving tires of your faltering vehicle.
The weather had taken an unexpected turn when the hurricane turned back towards shore and unfortunately the tour bus hadn't been able to make it back to the city before the roads were washed out. After driving around in the dark and pouring rain, the bus driver finally found the run-down hotel before you and the other tourists. With no choice but to begrudgingly spend the night here instead of your paid hotel, you decide to make the best of it, grinning and bearing the inconvenience.
After all, you're on vacation, may as well roll with the punches, what's the worst that could happen?
W H A T I S T H I S ?:
This is intended to be a short suspense-filled RP and me stepping out of my comfort zone as a GM. Each player will take the role of a tourist aboard the bus that has found itself trapped at a rather eerie hotel somewhere in the bayou of Louisiana. With no choice but to stay the night, players will be encouraged to interact with each other and explore the hotel but that's when things start to get creepy. As the GM, I will be providing information to all players in the IC, but there will be times when you may receive a PM from me detailing information specific to you and an action you took in the IC.
Players are encouraged to create characters that play off of one another. So if you and a friend want to create characters with a pre-existing relationship, I encourage it. Parent and child, lovers, childhood best friends, you're playing tourists there's plenty of opportunities for characters here.
One thing I will note is that you are humans, no special abilities, no magic, nothing extraordinary about you in the slightest. Which I realize is unusual for an RP done by me, but like I said, I'm stepping out of my comfort zone here a bit.
So yes, please indicate your interest below and lets see if we can get this thing off the ground. Let me know if there's any questions and I'll do my best to answer them.
A S U P E R N A T U R A L T H R I L L E R A N D M Y S T E R Y
P R E M I S E:
Situated along the Eastern Coast of the United States between Hampton and Portsmouth, Hemlock Hollow is a small New Hampshire city originally founded in the year of 1652, 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, with the city's largest export being its bountiful apple crop. Beyond the valley lies densely populated forests of oak, maple and cherry trees which contributes to several lumber mills in the area that provide a secondary industry to the city. A notoriously quiet city, Hemlock Hollow has rarely seen a spike in crime although rates have been on a steady rise of recent months. Nothing however has been serious enough to prompt an immediate response from the city's police department or mayoral office.
With summer coming to an end, school is around the corner for many of hamlet's youth. The majority of these students will be attending Eastern Hemlock Secondary School, the largest secondary school in the city which collects the graduates from several of the city's more populated elementary schools. Eastern Hemlock is one of the oldest buildings in all of Hemlock Hollow, originally operating as the town's original courthouse 1654, before being transformed into a county jail for a period of spanning from 1802 until nearly 1869 when a fire brought down part of the building and unleashed numerous escapees on the city proper. Opting not to rebuild a jail in the middle of the city, the build sat empty for nearly thirty years until a young architect wanting to make a name for himself opted to propose the building 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 Hemlock Secondary School in the late nineties.
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 woman found to be witches during the trials.
B I R T H N A M E ◼ B I R T H D A T E ( A G E ) ◼ S E X ◼ S E X U A L I T Y
"Witty Quote #1"
▼ A P P E A R A N C E:
"Witty Quote #2"
//STATS:
◼ TBD |Test
//DESCRIPTION:
A written description of the character's appearance. Keep in mind that appearance isn't only limited to their physical make up, but the style of clothes they wear, they're body language and in general how they present themselves.
▼ B I O G R A P H Y:
"Witty Quote #3"
This is the story of your character's life, their defining moments nd how they made it from the womb to where they are now. You can include as much other details as you think is necessary but don't go overboard and spell everything out. Sometimes its best to show through the IC than to tell in the CS.
First Middle Last _______________________________________________ Age | ♀/♂ | Nationality _______________________________________________ Profession | Sexuality | Marital Status _______________________________________________ Pscyhological Profile ___________________________________
//Likes: • TBD | Test //Dislikes: • TBD | Test //Fears: • TBD | Test
Resources ___________________________________
//Skills: • TBD | Test //Paraphenalia: • TBD | Test
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Physical Description
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Introduction to the character, their history and primarily the how and why they ended up on a tour bus in Louisiana.
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An insight to the character's psyche, how they think, feel and process the world around them.
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Relevant relationships will go here.
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Any other information or notes you wish to add or find relevant.
[color=gray][CENTER][h1][b]P R E F E R R E D N A M E[/b][/h1][/CENTER] [table][row][/row][row][cell] [img][/img] [color=black][sup]_______________________________________________[/sup][/color] [center][sub]First Middle Last [color=black][sup]_______________________________________________[/sup][/color] Age [color=black][b]|[/b][/color] ♀/♂ [color=black][b]|[/b][/color] Nationality [color=black][sup]_______________________________________________[/sup][/color] Profession [color=black][b]|[/b][/color] Sexuality [color=black][b]|[/b][/color] Marital Status [color=black][sup]_______________________________________________[/sup][/color] Pscyhological Profile[/sub] [color=black][sup]___________________________________[/sup][/color][/center][hider=] [sub][b]//Likes:[/b] [COLOR=BLACK]• TBD | [i]Test[/i][/COLOR] [b]//Dislikes:[/b] [COLOR=BLACK]• TBD | [i]Test[/i][/COLOR] [b]//Fears:[/b] [COLOR=BLACK]• TBD | [i]Test[/i][/COLOR][/sub][/hider][CENTER][SUB]Resources[/sub] [color=black][sup]___________________________________[/sup][/color][/center][hider=] [sub][b]//Skills:[/b] [COLOR=BLACK]• TBD | [i]Test[/i][/COLOR] [b]//Paraphenalia:[/b] [COLOR=BLACK]• TBD | [i]Test[/i][/COLOR][/sub][/hider]
[/cell][cell][sub][b][color=gray] Appearance Details[/color][/b][/sub] [sub][sup][color=black]▔▔▔▔▔▔▔▔▔▔▔▔▔[/color][/sup][/sub] [color=black][indent]Physical Description[/indent][/color] [sub][b] Character Synopsis[/b][/sub] [sub][sup][color=black]▔▔▔▔▔▔▔▔▔▔▔▔▔[/color][/sup][/sub] [color=black][indent]Introduction to the character, their history and primarily the how and why they ended up on a tour bus in Louisiana. [/indent][/color] [sub][b] Personality[/b][/sub] [sub][sup][color=black]▔▔▔▔▔▔▔▔[/color][/sup][/sub] [INDENT][color=black]An insight to the character's psyche, how they think, feel and process the world around them.[/color][/INDENT] [sub][b] Relationships[/b][/sub] [sub][sup][color=black]▔▔▔▔▔▔▔▔▔▔[/color][/sup][/sub] [INDENT][color=black]Relevant relationships will go here.[/color][/INDENT] [sub][b]Miscellaneous[/b][/sub] [sub][sup][color=black]▔▔▔▔▔▔▔▔▔▔[/color][/sup][/sub] [INDENT][color=black]Any other information or notes you wish to add or find relevant.[/color][/INDENT] [/cell][/row][/table][/color][h.r]
Joseph Montgomery 'Joey' Scott _______________________________________________ 17 | ♂ | Caucasian _______________________________________________ Student | Heterosexual | Single _______________________________________________ Physical Profile ___________________________________
• Height | 5'-9"
• Weight | 152lbs
• Build | Slim/Atheltic
• Eye Colour | Purple
• Hair Colour | Dark Brunette
• Scars | None
• Tattoos | None
• Piercings | None
Mutations ___________________________________
• Optic Discolouration | Due to his X-Gene, Joseph's eyes are an unnatural shade appearing to be violet or purple instead of a colour within the usual spectrum.
• Teleportation | Joseph's primary mutation is the ability to move instantly between any two places provided he has previously occupied the space of his desired destination. This is due in part to his need to know where he is teleporting so that he does not find himself stuck in a wall or other object. Joseph can teleport based on visual references such as a photo or live footage but generally relies solely on memory.
• Spatial Awareness | Due to the nature of his abilities, Joseph has the secondary or rather complimentary ability of spatial awareness. This provides him with a minor safeguard when teleporting if an object or person moves into his trajectory, his spatial awareness makes him aware of allowing him to make the necessary adjustments so as to safely reappear. However, depending on the range of the 'port and the size of the obstacle, the ability can be very taxing to use and the speed at which his brain has to process the information can be overwhelming.
Physical Description ▔▔▔▔▔▔▔▔▔▔▔▔▔
Joseph is a fairly in shape young man with a slender frame that is covered in compacted muscle built up from years of exercising. His torso and legs are built like someone who regularly competes in marathons and free running competitions while his arms and shoulders are built slightly broader. Of all of Joseph's traiths, he is especially known for his keen piercing violet eyes. A deep orchid with flecks of lavender strewn throughout, Joseph's eyes are known for being able to look right through someone as though he is staring into their soul.
Usually found to unshaven, though only to the point of a five o'clock shadow, Joseph hasn't yet managed to grow a full beard out though not for lack of trying. Generally, he spikes his hair up at the front in different varieties of the quiff, ducktail and ski slope styles though Joseph isn't above putting his hair in a faux hawk. This is all of course saying he doesn't don a hat for the day.
Joseph's general attire is the usual clothes of someone his age and ranges from long sleeve mock tees to hoodies usually. Almost always paired with jeans, the style of these can change depending on mood and occasion. In collaboration with these, Joseph prefers to wear semi-loose fitting tops if only for comfort more than any other justification. To that end he often will wear a t-shirt paired with a hoodie and jacket, or a long-sleeved shirt adorned with a hood and a jacket. Depending on the weather though Joseph may wear just a t-shirt, or a rolled up long sleeved mock tee. His outfit is almost always complimented with a leather jacket.
Character Synopsis ▔▔▔▔▔▔▔▔▔▔▔▔▔
Born on the wrong side of the tracks, Joseph’s life didn’t get off on the right foot. His father, Lucas walked out after his birth, leaving Joseph’s mother, Harper, to struggle with postpartum depression leading to her slide into alcoholism. Joseph was left in the care of his eight-year-old sister, Vanessa, who provided the infant Joseph the support he needed, while their mother became more neglectful and verbally abusive with each bottle she drank.
Unable to hold down a job due to her spiraling habits, Joseph’s mother began to sell her body, which led to a seemingly endless parade of different ‘suitors’ coming into their home. The ever-revolving door of men opening the pair of children to abuse which their mother never failed to notice.
When Joseph was eight, one of his mother’s gentleman callers attempted to force himself on Vanessa. Seeing his sister in distress, Joseph flew into a blind rage. While the boy was physically no match for his sister’s assailant, the yelling and screaming were enough to alert a nearby neighbor who immediately called the police.
It was at this point that Child Services was forced to step in. While Vanessa fought for her right to be emancipated, Joseph was sent to live with his Uncle Tim and older cousin James. While Tim did a good job of putting food in front of Joseph, he was little more than a caregiver having little interest in Joseph as a person. Thankfully James, or rather, Jimmy, was more than happy to have Joseph tag along.
With only a three year age difference between them, Jimmy taught Joseph how to be a make do with the situation they lived in, and it didn’t take long before Joseph started tagging along with Jimmy as the older boy was inducted into the neighborhood’s resident gang.
Being the youngest one around didn’t go well for Joseph as he suffered at the hands of the other boys. Constantly bullied and picked on, he was punched and belittled at every turn and because of this, Joseph was never considered to be an actual candidate for the gang. By the age of thirteen, Joseph was at his breaking point and decided to prove himself. Unfortunately for Joseph, he attempted to steal a car was quickly foiled and the boy found himself quickly in a youth detention center.
Sitting across from a public defender was the dose of reality that Joseph needed and he soon found himself living with his older sister once again. Now twenty-one, Vanessa and her fiance, Michael, were able to take custody of Joseph on the condition that he complete a community-based rehabilitation program. Agreeing, the terms were set and Aiden was free to go.
But the rehabilitation center only made things worse for Joseph as he soon found himself the victim of bullying again. Eventually, they took it too far and having cornered Joseph, the fear and adrenaline kicked in, teleporting the young teen for the first time. Confiding about his abilities in his sister, Vanessa did what she did best and looked after Joseph, eventually finding him a place at the Ashwood Institute for the Gifted.
Personality ▔▔▔▔▔▔▔▔
Joseph is a driven young man who needs to succeed at everything he attempts in his life. This trait was only further enhanced after his time in a juvenile detention center. His wake up call caused him to overcompensate in almost every other area of his life due to an insistent feeling of being behind everyone else in his life. Due to this, Joseph has a very assertive nature, making sure his opinion, wants and needs are well stated. This can cause him to come across as very arrogant, a trait only further reinforced by his competitive side. Luckily, Joseph is also capable of being quite charming, a smooth talker and capable debater. These skills have allowed Joseph to move swiftly through his numerous schools' social hierarchy and as of late through the beds of several women. Due to the damage that was done by his father leaving and his mother's descent into alcoholism, Joseph has a fear of attachment and rarely makes a second date with any of his paramours.
Rev. Andrew Bartholomew Wright _______________________________________________ 32 | ♂ | Caucausian-American _______________________________________________ Former Baptist Minister | Heterosexual | Divorced _______________________________________________ Pscyhological Profile ___________________________________
//Likes: • TBD | Test //Dislikes: • TBD | Test //Fears: • Snakes | There has always been something about snakes that makes Andrew's skin just crawl. The very sight of a snake even a photograph makes Andrew uneasy, and to see one in person can cause him to freeze up in fear. On rare occaisions, they have a reverse effect, triggering his fight reflex causing him to fly into a frenzy where he murders the repitle with the nearest object.
• Drowning | Of all the ways one could die, drowning is by far the one that Andrew fears the most. Something about being trapped under the surface while his lungs slowly begin to fill floods his body with a sensation of horror and dread.
• TBD | Test
Resources ___________________________________
//Skills: • Public Speaking | As a former Baptist Minister, Andrew has a formidable, authoritative voice that can get the attention of almost any crowd. He's skilled at bolstering a crowd into cheering, frenzy or reducing them to tears based on the situation and message he's delivering.
• TBD | Test //Paraphenalia: • Bible | A worn leather clad bible, it was passed down from Andrew's great-grandfather through each first born son until it reached him. Despite his current anger with God and himself, Andrew still keeps it close by at all times due to the significance the aged book holds to him.
• TBD | Test
Appearance Details ▔▔▔▔▔▔▔▔▔▔▔▔▔
Something of a gentle giant, Andrew is a larger man standing at roughly six feet in height. A tidy beard adorns his face while his dark hair is somewhat unkempt, often swept back by his left hand whenever Andrew feels uncomfortable or finds something amusing. Though during the later stages of his marriage he had developed what could be described as a 'Dad Bod', having been comfortable and relaxed in his relationship, Andrew resumed working out during his affair and has since maintained that routine after the divorce. Overall he appears to be quite in shape for a man of his size and stature and it lends itself to his attractiveness.
He has very kind eyes, a warm hazel, his eyes are disarming and almost perpetually smiling. They have a look to them that makes people instantly trust Andrew, doing away with their fears that they are in the presence of a kind man.
Character Synopsis ▔▔▔▔▔▔▔▔▔▔▔▔▔
Formerly the Senior Pastor at a small church in West Virginia, Reverend Andrew Wright was well liked and respected among the small community of Sparrow's Stream. Originally coming to Sparrow's Stream as a youth pastor, Andrew had met his wife, Samantha, through their church and the pair had been married a year later. Three years after the pair had been wed, Andrew was promoted to Senior Pastor and took over the duties of his retiring mentor. Among these duties was counseling for the members of the congression, a part of the job that Andrew very quickly found taxing as he dealt with grief, addiction, and marital issues.
It was this part of the job that would eventually cause Andrew's fall from grace. During counseling, Andrew began to know his parishioners almost intimately and so when a young woman came to the Reverend to mourn and learn to cope with the loss of her boyfriend, it didn't take long before Andrew found himself becoming too invested in her. Her name was Desireé, and she was perhaps the most attractive woman that Andrew had ever laid eyes on. Her sessions started out as once a week, but she began to request more and eventually, the two began sleeping together. Andrew's affair was outed months later and he was removed from his position, becoming a town pariah.
Samantha was devastated, and though the pair tried to fix things between them, it ultimately ended in divorce. Shamed, humiliated and believing himself cursed, Andrew left Sparrow's Stream, beginning a pilgrimage of sorts as he realized just how far he had fallen in the eyes of God. But as Andrew tried to find forgiveness, he grew bitter and began to fall further away, eventually finding himself in New Orleans days before the Hurricane hit. Chatting up an attractive woman in a local bar one evening, Andrew was surprised to find she was also a tourist and quickly accepted her invitation to accompany her on a tour of Louisiana's notorious bayou.
Personality ▔▔▔▔▔▔▔▔
An insight to the character's psyche, how they think, feel and process the world around them.
Relationships ▔▔▔▔▔▔▔▔▔▔
Relevant relationships will go here.
Miscellaneous ▔▔▔▔▔▔▔▔▔▔
Any other information or notes you wish to add or find relevant.
To me, the best character is the one who you enjoy reading in every single post, the character you find to be most relatable. You sympathize with their struggles, their fears, you cheer when they win and you cry when they lose. I don't define the best character as the best written, I don't take the technical side of writing into consideration when I think about this award. Instead, for me, this entirely based upon my individual enjoyment while reading a post that features this character.
For that reason, I have to put forth ___
Honorable Mention:
Best Character Development:
Character development is a hard thing to do consistently. A lot of people are very good at starting out with a concept and working towards it, but whether its impatience or lack of interest the idea either jumps forward or stagnates. Thankfully, we haven't had that problem in this game and nearly everyone has done consistent development with their characters. But there's at least one example that stands out to me.
For that reason, ___ comes to mind for this one.
Honorable Mention:
Best Season:
This is the first successful iteration of one of these games I've ever had the pleasure of participating in. As such this is the first time I've ever been able to look at a player and read a full, successful season. For this award, I'm looking at players whose characters completed a greater arc over the course of the last three months. Sometimes there's a standout post, sometimes there's a standout arc, but for this I'm looking at the season.
And there's only one person who truly fits the bill, ___
Honorable Mention:
Best Story Arc:
There's an art to getting a story right in a handful of posts. Some people have it, and some people don't, and that's okay but this award is for those who do have it. There's been one individual who stuck with us the entire season who has mastered the art of the arc and has likely produced the most arcs over all.
I am of course talking about ___
Honorable Mention:
Best Post:
Honorable Mention:
Best Antagonist: The character who you thought faced off against the best written antagonist.
Honorable Mention:
Best Supporting Cast: The character who you thought was best complimented by their supporting cast.
Honorable Mention:
Best World Building: The character who you thought contibuted the most overall to the game's world as a whole.
Honorable Mention:
Best Crossover: The players whose crossover was regarded as best.
Honorable Mention:
The Ultimate Breakout Character: Replacing Best Character Concept, this is the character who you surprised you the most.
Honorable Mention:
The John Lees Memorial MVP Award: The player who contributed to the game whether in the IC, the OOC or just overall.
T H E F I R S T E N T R Y I N T O A B R A V E N E W W O R L D
| C | R | E | S | T | W | O | O | D | _______________________________ | H | O | L | L | O | W
| ◼ G M:Lord Wraith | ◼ C O - G M ( S ):None | ◼ 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
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 1652, shortly before the infamous Witch Trials. Settled in the fertile Orlaith Valley, the city is home to a large rural area, boasting a very fruitful agricultural industry, with the city's largest export being 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. A quiet city, Crestwood Hollow has rarely seen a spike in crime although rates have been on a steady rise of recent months. Nothing however has been serious enough to prompt an immediate response from the city's police department or mayoral office.
With summer coming to an end, school is around the corner for many of Crestwood Hollow's youth. The majority of these students will be attending Mather Memorial High School, the largest secondary school in the city which collects the graduates from several elementary schools. Mather Memorial is known for several pioneering programs as it strives to encourage students to involve themselves with the world around them instead of the screen in front of them. Among these programs is a controversial program tailored specifically to Hyperhumans, people born with a mutation that has granted them special abilities. Enrolment in the program is on a volunteer basis and the creation of it has caused a large amount of controversy amongst the community out of fears that it would encourage the use of Hyperhuman abilities due to the focus on helping young Hyperhumans find their path in life and role in society.
Since the emergence of Hyperhumans in the eighties, there has been widespread fear-mongering and propaganda against Hyperhumans leading to the outlawing of the use of all Hyperhuman abilities. Laws were passed that prohibited Hyperhumans from positions of authority on suspicion of using their abilities to gain an advantage. Athletes and other competition driven professions were heavily screened. Due to the mutation involved in the creation of the Hype-Gene, Hyperhumans are by the presence of HZE ions. These ions are more prominent when Hyperhuman abilities are active and can be measured to determine how recently said abilities were used. Due to this, the policing and suppression of Hyperhuman abilities are possible.
The Hyperhuman Social Conscience Program starting this fall at Mather Memorial will be taught by recent staff addition, Jonas Lehrer. A former heavily accredited university professor, Jonas has taught at such prestigious institutes as the Massachusetts Institute of Technology and Columbia University. Jonas has brought his keen mind and generous ambition to Mather Memorial aiming to help the students find their focus in life, developing a social conscience and setting them on a path to a career they'll succeed in.
Only time will tell if he truly has their best interests at heart.
H I S T O R Y:
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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 of every hundred thousand 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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As the Cold War came to a close, humanity’s attention was turned to a new threat. One that was already in their homes, teaching their children and running their governments. As word of Hyperhumans became public knowledge a perpetual state of fear and paranoia took hold of the world. Neighbor was turned against neighbor and mother against her child as humanity’s pattern of fearing that which they didn’t understand continued.
Propaganda against Hyperhumans was widespread, especially in North America. Laws were passed that prohibited Hyperhumans from positions of authority on suspicion of using their abilities to gain an advantage. Athletes and other competition driven professions were heavily screened. Although there were those who chose to use Hyperhumans to their own advantage and more than one man or woman desperate to make a living allowed themselves to be drawn into the shadier side of things.
Activism and social conscious was pushed to an all-time high during this period as people fought to be treated as equals no matter their colour, sexuality, and abilities. Technology took leaps and bounds during this period as Hyperhumans with more subtle abilities were able to integrate into society and excel through their education and in their careers.
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Due to the emergence of Hyperhumans during the late 80’s, technology advanced at a rapid rate. The majority of Earth’s power is based upon nuclear fusion with coal-based energy completely phased out greatly reducing the amount of pollution present in Earth’s atmosphere. Roughly sixty-five percent of power is supplied by nuclear fusion while other clean energies make up the remaining thirty-five percent. Solar power makes up the majority of the secondary energy sources clocking in at twenty-five percent while wind makes up only five percent. The last five percent of energy sources is mixed between nuclear fission, hydroelectric and geothermal power.
Other advances in technology are rather notable among society. As of 2010, three-dimensional screens or holographic displays have become commonplace among consumer homes while the self-driving car has been made available to the public market as of 2015. Despite the original fear of Hyperhumans, advances in both law and peacekeeping technology have thus far kept any major superpowered crime at bay. Robotic K9 units along with autonomous patrol cars and synthetic officers have become the standard, especially among large cities.
B A C K G R O U N D:
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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 exponetially 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 powers 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 an 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 body. These HZEs, or 'hazies' fluctuate with the usage of the Hype-Gene meaning that the usage of Hyperhuman Abilities can be detected and risidual HZEs can be tested to determine how recently abilities have been used. As Hyperhuman Abilities require HZEs, abilities can also be surpressed through electron overloadng 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.
R U L E S A N D R E G U L A T I O N S:
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[1.1.0.] - 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 or towards the GM, other players or simply a generally poor attitude. Other reasons for application denial will be listed in the following rules.
[1.2.0.] - All Character Sheets must be submitted to the GMs using the provided skeleton. Character Sheets which do not use the provided skeleton will be rejected and asked to comply with the set standard.
[1.2.1.] - Incomplete or in progress sheets should not be posted in the OOC nor should they be posted in the character tab. Completed sheets ready for review are the only character sheets which should be posted in the OOC.
[1.2.2.] - Completed sheets are to be posted in the Out of Character Thread for review until approved. Once approved you may move your sheet into the Character Thread for storage.
[1.3.0.] - You can create any superhuman mold you want with tact, but do not make your character well rounded. Give them weaknesses, flaws and limitations in their skills and abilities, reasons to make them need a team or allies to support them. Additionally, give your character room to grow and develop. It's always fun to have a new power show up down the line, just give the GM a heads up first so it doesn't look like you're godmodding.
[1.4.0.] - 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.
[1.4.0.] - 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.
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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.
C H A R A C T E R S K E L E T O N:
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( F U T U R E ) A L I A S O R N I C K N A M E
_______________________________________________
First Middle Last _______________________________________________ Age | ♀/♂ | Sexuality _______________________________________________ Physical Profile ___________________________________
//Basics: • Height | Foot'-Inches"
• Weight | Pounds lbs
• Ethnicity | Skin Tone
• Hair Colour | Colour
• Eye Colour | Colour //Piercings/Tattoos/Scars: • Example | Description
Abilities, Skills and Resources ___________________________________
Introduction to the character, their history and primarily the how and why they decided to join the Hyperhuman Social Conscience Program.
Personality ▔▔▔▔▔▔▔▔
An insight to the character's psyche, how they think, feel and process the world around them.
Miscellaneous ▔▔▔▔▔▔▔▔▔▔
Any other information or notes you wish to add or find relevant.
[color=gray][CENTER][h1][b]( F U T U R E ) A L I A S O R N I C K N A M E[/b][/h1][/CENTER] [table][row][/row][row][cell] [img]Character Headshot[/img] [color=black][sup]_______________________________________________[/sup][/color] [center][sub]First Middle Last [color=black][sup]_______________________________________________[/sup][/color] Age (14-17) [color=black][b]|[/b][/color] ♀/♂ [color=black][b]|[/b][/color] Sexuality [color=black][sup]_______________________________________________[/sup][/color] Physical Profile[/sub] [color=black][sup]___________________________________[/sup][/color][/center][hider=] [sub][b]//Basics:[/b] [COLOR=BLACK]• [b]Height[/b] | [i]Foot'-Inches"[/i][/COLOR]
[/cell][cell][sub][b][color=gray] Appearance Details[/color][/b][/sub] [sub][sup][color=black]▔▔▔▔▔▔▔▔▔▔▔▔▔[/color][/sup][/sub] [color=black][indent]Physical Description[/indent][/color] [sub][b] Character Synopsis[/b][/sub] [sub][sup][color=black]▔▔▔▔▔▔▔▔▔▔▔▔▔[/color][/sup][/sub] [color=black][indent]Introduction to the character, their history and primarily the how and why they decided to join the Hyperhuman Social Conscience Program. [/indent][/color] [sub][b] Personality[/b][/sub] [sub][sup][color=black]▔▔▔▔▔▔▔▔[/color][/sup][/sub] [INDENT][color=black]An insight to the character's psyche, how they think, feel and process the world around them.[/color][/INDENT] [sub][b]Miscellaneous[/b][/sub] [sub][sup][color=black]▔▔▔▔▔▔▔▔▔▔[/color][/sup][/sub] [INDENT][color=black]Any other information or notes you wish to add or find relevant.[/color][/INDENT] [/cell][/row][/table][/color][h.r]
F R E Q U E N T L Y A S K E D Q U E S T I O N S:
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 ?
The ideal powersets will be those which allow the character to affect the world around them. Powers which leave the character with physical deformities will be given a low priority in acceptances 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 6 || C A N I U S E M A G I C ?
No, characters in this RP are required to be Hyperhumans only.
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.
First Middle Last _______________________________________________ Age | ♀/♂ | Sexuality _______________________________________________ Physical Profile ___________________________________
//Basics: • Height | Foot'-Inches"
• Weight | Pounds lbs
• Ethnicity | Skin Tone
• Hair Colour | Colour
• Eye Colour | Colour //Piercings/Tattoos/Scars: • Example | Description
Abilities, Skills and Resources ___________________________________
Introduction to the character, their history and primarily the how and why they decided to join the Hyperhuman Social Conscience Program.
Personality ▔▔▔▔▔▔▔▔
An insight to the character's psyche, how they think, feel and process the world around them.
Miscellaneous ▔▔▔▔▔▔▔▔▔▔
Any other information or notes you wish to add or find relevant.
[color=gray][CENTER][h1][b]( F U T U R E ) A L I A S O R N I C K N A M E[/b][/h1][/CENTER] [table][row][/row][row][cell] [img]Character Headshot[/img] [color=black][sup]_______________________________________________[/sup][/color] [center][sub]First Middle Last [color=black][sup]_______________________________________________[/sup][/color] Age (14-17) [color=black][b]|[/b][/color] ♀/♂ [color=black][b]|[/b][/color] Sexuality [color=black][sup]_______________________________________________[/sup][/color] Physical Profile[/sub] [color=black][sup]___________________________________[/sup][/color][/center][hider=] [sub][b]//Basics:[/b] [COLOR=BLACK]• [b]Height[/b] | [i]Foot'-Inches"[/i][/COLOR]
[/cell][cell][sub][b][color=gray] Appearance Details[/color][/b][/sub] [sub][sup][color=black]▔▔▔▔▔▔▔▔▔▔▔▔▔[/color][/sup][/sub] [color=black][indent]Physical Description[/indent][/color] [sub][b] Character Synopsis[/b][/sub] [sub][sup][color=black]▔▔▔▔▔▔▔▔▔▔▔▔▔[/color][/sup][/sub] [color=black][indent]Introduction to the character, their history and primarily the how and why they decided to join the Hyperhuman Social Conscience Program. [/indent][/color] [sub][b] Personality[/b][/sub] [sub][sup][color=black]▔▔▔▔▔▔▔▔[/color][/sup][/sub] [INDENT][color=black]An insight to the character's psyche, how they think, feel and process the world around them.[/color][/INDENT] [sub][b]Miscellaneous[/b][/sub] [sub][sup][color=black]▔▔▔▔▔▔▔▔▔▔[/color][/sup][/sub] [INDENT][color=black]Any other information or notes you wish to add or find relevant.[/color][/INDENT] [/cell][/row][/table][/color][h.r]
I M P O R T A N T N O N - P L A Y E R C H A R A C T E R S:
N A M E:
Jonas Lehrer
S E X:
Male
A G E:
42
A B I L I T I E S:
◼ Hyperhuman Detection -Jonas is able to detect Hyperhumans with almost a sixth sense. He feels drawn to them and as such will seek out areas where concentrations of Hyperhumans can be found.
◼ Intuitive Ability Detection -As part of Jonas' ability he is able to look at a Hyperhuman and immediately recognize what their abilities whether the Hyperhuman displays it or not.
◼ Intuitive Ability Comprehension -Furthermore, Joans is able to see the potential of the Hyperhuman's abilities and understand how it works and how they can use their abilities. This makes him an ideal teacher to younger Hyperhumans who are still discovering their gifts.
H I S T O R Y:
Growing up on the Western Coast of Canada, Jonas Lehrer came from a well-off family living an easy life. Excelling through high school, Jonas was offered numerous scholarships upon graduation before eventually deciding to attend McGill University in Montreal, Quebec. Taking a double major in biology and medical sciences, Jonas pushed his understanding of the human body. Having gone through viriumosis during high school, Jonas became fascinated with not only his own being but also all Hyperhumans living and hiding in the world. Crossing the border into the United States, Jonas earned his green card while attending Dartmouth College. Completing teacher's college, Jonas gained several years of experience before taking a teaching position with the Massachusetts Institute of Technology. Remaining on tenured staff for nearly five years, Jonas suddenly resigned one day under rumor of a falling out with his department head. Relocating back to New Hampshire, Jonas took up a teaching position at the local high school, Mather Memorial.
• Eye Colour | Colour //Piercings/Tattoos/Scars: • Example | Description
Abilities, Skills and Resources ___________________________________
//Abiliites: • Hyperhuman Ability | Description
• Limitation(s) | A notable limitation of Noah's is that his clothing does not, and can not transform with him. Thus when shifting, it is often in his best interest to first disrobe.
_____________________________________________ Symbol | Chloe Ilya Bronse | Symbol _______________________________________________ "A quote about the character reflecting their relationship." _______________________________________________
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This is where a detailed description of the relationship between the two characters would go.
_____________________________________________ Symbol | Felix Alexander Brooks | Symbol _______________________________________________ "A quote about the character reflecting their relationship." _______________________________________________
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This is where a detailed description of the relationship between the two characters would go.
_____________________________________________ Symbol | Abelle Manon D'Voire | Symbol _______________________________________________ "A quote about the character reflecting their relationship." _______________________________________________
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This is where a detailed description of the relationship between the two characters would go.
_____________________________________________ Symbol | Noah William Gallagher Jr. | Symbol _______________________________________________ "A quote about the character reflecting their relationship." _______________________________________________
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_____________________________________________ Symbol | Ivy Marie Harper | Symbol _______________________________________________ "A quote about the character reflecting their relationship." _______________________________________________
Relationship Details ▔▔▔▔▔▔▔▔▔▔▔▔▔▔
This is where a detailed description of the relationship between the two characters would go.
_____________________________________________ Symbol | Benjamin Samuelle Hope | Symbol _______________________________________________ "A quote about the character reflecting their relationship." _______________________________________________
Relationship Details ▔▔▔▔▔▔▔▔▔▔▔▔▔▔
This is where a detailed description of the relationship between the two characters would go.
_____________________________________________ Symbol | Jiao-long Wenrong | Symbol _______________________________________________ "A quote about the character reflecting their relationship." _______________________________________________
Relationship Details ▔▔▔▔▔▔▔▔▔▔▔▔▔▔
This is where a detailed description of the relationship between the two characters would go.
_____________________________________________ Symbol | Marcus Nathaniel Weston | Symbol _______________________________________________ "A quote about the character reflecting their relationship." _______________________________________________
Relationship Details ▔▔▔▔▔▔▔▔▔▔▔▔▔▔
This is where a detailed description of the relationship between the two characters would go.
_____________________________________________ Symbol | Esther Helena Whäner | Symbol _______________________________________________ "A quote about the character reflecting their relationship." _______________________________________________
Relationship Details ▔▔▔▔▔▔▔▔▔▔▔▔▔▔
This is where a detailed description of the relationship between the two characters would go.
_____________________________________________ Symbol | Aurora 'Rory' Zhang | Symbol _______________________________________________ "A quote about the character reflecting their relationship." _______________________________________________
Relationship Details ▔▔▔▔▔▔▔▔▔▔▔▔▔▔
This is where a detailed description of the relationship between the two characters would go.