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1 mo ago
Current I'm GMing an RP. That's enough horror for me.
4 likes
4 mos ago
But can the Ghost Note see why kids love the great taste of Cinnamon Toast Crunch?
2 likes
6 mos ago
Have you tried finding the Avatar?
9 likes
6 mos ago
When you manage to snag post 69 in the IC. Nice.
7 likes
7 mos ago
When a group of players click and the posts keep roling in, that's what GM dreams are made of.
9 likes

Bio

L O R D W R A I T H
L O R D W R A I T H

"TBD"
U S E R P O R T R A I T
U S E R P O R T R A I T
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U S E R S U M M A R Y
U S E R S U M M A R Y
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Lord Wraith
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February 21st | 31 | Caucasian
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Married | | Heterosexual
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Ontario | Canada

P R E F E R E N C E S
P R E F E R E N C E S
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C U R R E N T R O L E P L A Y S
C U R R E N T R O L E P L A Y S
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A B O U T M E
A B O U T M E
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All systems go. Back to writing.

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Most Recent Posts

P . R . C . U .

P A C I F I C R O Y A L C O L L E G I A T E & U N I V E R S I T Y

P R E M I S E:


B A C K G R O U N D:


T I M E L I N E:


S E T T I N G:


F A C I L I T I E S:

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ADMINISTRATION BUILDING EST. 1902
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ACADEMIC QUADRANGLE EST. 1974
The Administration Building originally started life as a great mansion built by an eccentric millionaire during the early 1900's. Left unfinished due to the interruption of the Great Wars, it sat empty for numerous decades until the Hyperhuman Equality, Logistics and Protection Department came along and bought it both for its size and remote location on Digby Island. For the first couple of years, the school operated solely out of the mansion with H.E.L.P. having finished the building before having it opened. Originally offering rudimentary courses to ensure the students had their basic education before having H.E.L.P. provide them placements through allied companies and workplaces. However as enrolment expanded, additional buildings were commissioned as separate dormitories were constructed and eventually the Academic Quadrangle.

With these new buildings in place, the Mansion was converted into an Administration building along with housing for the non-military staff employed at Pacific Royal Collegiate and University. Despite keeping the historical exterior of the building intact and well maintained, the building's interior has been renovated and updated every few years since the Institute opened. As it stands currently, the interior of the Administration Building is fully updated with the latest modern furnishings though styled in a classical manner to match the building's exterior.​

The Academic Quadrangle is perhaps the most interesting piece of Architecture on the whole P.R.C.U. Campus, if not the most interesting than the most complex one. Suspended above the ground are six floors full of classrooms and learning environments for the students of P.R.C.U. to use. The Quadrangle is built in four long sections which are set up in a perimeter outside of a large courtyard which contains numerous areas to study along with picnic spots and a pond.

The largest building on campus, the four sides of the Quadrangle are broken into specific categories of classrooms with the science labs and technology making up the Northern Wing. The East and West Wings are divided into various, Language, History, Law, Social and Liberal Art courses. The Library is also found in the West Wing. Lastly, the South Wing contains the Math and Science classrooms.​
L I F E A T P . R . C . U .:


H Y P E R H U M A N S:

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

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

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

The 'Hype-Gene' isn't exclusively carried within either sex but is a dominant gene within both exponentially increasing the chances that the child of a Hyperhuman will be one themselves. However, due to a lack of willing subjects, there are no studies as to whether 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 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 residual HZEs can be tested to determine how recently abilities have been used. As Hyperhuman Abilities require HZEs, abilities can also be suppressed through electron overloading or irradiation. Enforcement agencies implore weapons and restraints which bombard the body with electrons in order to keep Hyperhumans suppressed and under control.

Many of these 'Hyperhumans' live their lives without knowing about their abilities, a few odd occurrences happening in times of heightened adrenaline. But there are the few who learn to embrace their nature and use their abilities to accomplish extraordinary feats.
T H E L E H R E R H Y P E R H U M A N C L A S S I F I C A T I O N S Y S T E M:

F A C U L T Y:

R U L E S & R E G U L A T I O N S:


A P P L I C A T I O N:

Hope everyone is heading into a good Easter weekend! I probably won't be around at all for the majority of it but I'm looking forward to resuming our regularly scheduled programming next week.

<Snipped quote by Lord Wraith>

Thank you for letting me know ❤️ You’re a beautiful writer, so please feel free to pop back in if you ever have the urge to. c:


Appreciate that and I will keep it in mind!


As y'all may have noticed my posts have kind of vanished at this point. Well its sort of because of good news because I've been accepted to do research/serve as a visiting professor in Saint Petersburg this summer at Saint Petersburg State University. Because of that though things have been really hectic around here as I get ready for that. So unfortunately because of this and of uncertainty because of the quality of Russian Internet which can be very spotty, I do not think I will be able to complete the season here. I might return in the future but it would be unfair for me to hold onto characters that others could use if they so desire.

Thanks y'all for the opportunity though and writing in these games is always a pleasure.



Sounds like congratulations are in order. Sad to see you go but I wish you all the best with your new opportunities. You'll be welcome to return should your time and internet become more stable.
-Setting of PRCU
-Adapted plot of Crestwood Hollow
-Set in the 1980s
-Opening IC post has three friends on the dock 'borrowing' a boat to travel to the 'island of freaks'. A figure is watching them and suddenly attacks, exposing one of the 'Hype Haters' as a Hype themselves before brutally murdering them in front of the other two boys.
-Update old PRCU OOC with revised Hyperhuman information
-Update dress code, including the addition of athletic attire. Expand on seasonal attire, (summer dress, winter hat/gloves), tucked ties
-Issue that came up in the old OOC: "Classifiers are determined through a sort of Hyperhuman Aptitude Test, these tests are conducted through both demonstration of abilities as well as a the taking of a DNA and blood sample as the various classifiers each have individual indicators which set them apart from the others. As such, it's very hard to be mis-classified. The only reason for one to be 'mis-classified' is due to the fact certain powersets as they develop evolve into a different classifier due to the Hype-Gene being highly unstable. This is also the cause of various illnesses plaguing younger Hypes as their immune system often combats the Hype Gene prior to puberty when the body full accepts it and it begins to develop it's 'super human' abilities."


INTERNAL:
-Somatic
-Strength
-Durability
-Speed
-Senses
-Pheromone/Hormone
-Shapeshifting
-Mimicry
-Auto-Biological
-Psionic
-Intelligence
-Foresight/Clairivoyance
-Telepathy
-Telekinesis

EXTERNAL:
-Fundamental
-Time
-Space
-Gravity
-Electromagnetic
-Light
-Sound
-Heat
-Electricity
-Elemental
-Fire
-Water
-Ice
-Earth
-Metal
-Glass
-Plastics
-Air
-Wind
-Biological
-Flora
-Plants
-Summon
-Control
-Wood
-Plant Based Textiles
-Fauna
-Summon
-Control
-Biological Manipulation
-Negation/Amplification


I'm sorry but I think I'm going to formally leave this RP. Thank you for the chance to participate and all the best continuing forward!
Billy post delayed 24 hours.

Picked up a case of food poisoning this weekend. I'm hoping to have it together again tomorrow.


That's rough, hope it clears without too much trouble!
Lord Wraith's Hyperverse:
A Guide to the World of Vigilance


P.R.C.U./Vigilance: Blood and Justice (2014)
Vigilance: Rise of the Mavericks (2015)

ATLAS:

Hyperhumans designated under the 'ATLAS' classifier are those that have abilities that enhance their physical strength and durability. They are often super-strong, invulnerable, or both, but others have heightened reflexes or quickened metabolisms to allow for advanced healing rates - there are even rumours of 'immortal' Atlas-types, Hypes who simply wake up a short time after death. Note that ATLAS-types do not include those whose physical enhancements allow them great speed and no strength or durability; these Hyperhumans are designated under the 'MERCURY' classifier.

Named for their ability to move the world, ATLAS-type classification refers to a Hyperhuman possessing enhanced physical attributes. These attributes can include durability, strength, speed, dexterity, reflexes and so on. One of the most common Hyperhuman classes, the ATLAS-type can be divided into two Sub-Classes.

SUB-CLASS A: HERCULES
The HERCULES Sub-Class includes Hyperhumans whose ATLAS-type abilities are based on enhanced strength and durability. HERCULES-type ATLASes can have increased mass which grants them superior strength and durability or simple have a superhuman dermal layer and muscles.{/slide}

SUB-CLASS B: MERCURY
ATLAS-type Hyperhumans who fall into the MERCURY Sub-Class includes the abilities which enhance the speed of an individual. This can include super human speed, reflexes or dexterity. This can even extend to the ability to phase through walls and other solid objects. MERCURY Sub-Class abilities can lead to an accelerated metabolism allowing for wounds to close at a much faster rate.


CUPID:

Hyperhumans designated under the 'CUPID' classifier are those that have abilities that allow them to influence, produce, or otherwise manipulate emotions in both themselves and others. Often, CUPID-types achieve this through the use of pheromone production, manipulating the hormone levels in the body to stimulate feelings of anger, lust, joy, etc. Most CUPID-types are skilled in manipulating one or two explicit emotions while unable to influence others, but there are stories of CUPID-types with a control over emotions so proficient that it borders on mind control.

FORTUNA:

Hyperhumans designated under the 'FORTUNA' classifier are those that have abilities that influence synchronicity; in laymans terms, FORTUNA-types tend to be able to subtly push reality one way or another, affecting things, people, or events in a manner many would liken to luck, good or bad. Whether they cause a simple equipment malfunction, quietly set-up an improbable fortune, or set into motion a wide-spanning chain of events, FORTUNA-types that master their abilities often find themselves living extremely easy lives.

JUNO:

Hyperhumans designated under the 'JUNO' classifier are those that can directly tap into the base genetic code of life and alter biological matter as far as their mastery allows. Most JUNO-types are either healers, able to stimulate the body and knit wounds together, or influence their own bodily form to a small degree - but a true, powerful JUNO-type would be able to split skin, incubate horrible plagues, or have complete control over bone and muscle.

Where an ATLAS-type Hyperhuman is based on physical enhancements, the JUNO-type Hyperhuman is able to modify and control both their own biology and possibly that of others. Some JUNO-types are able to transform their body or manipulate themselves to produce specific attributes while others are able to manipulate the body's chemical elements, including pheromones, saliva and blood. The JUNO-type has two Sub-Classes.

SUB-CLASS A: CUPID
The CUPID Sub-Class focusses on manipulating the body's various elements. This can include pheromones, blood, salvia, bone or hair.

SUB-CLASS B: ORCUS
The ORCUS Sub-Class is focused on biological transformations. The ability to manipulate the body in ways that aren't possible without this particular Hype-Gene. This could include simply stretching the body like an elastic band or transforming completely into another person, animal or even inanimate objects. ORCUS type abilities can also include regeneration tissue and other body parts.


MARS:

Hyperhumans designated under the 'MARS' classifier are perhaps the most diverse. While all MARS-types are energy manipulators, their abilities vary wildly from Hype to Hype - simply because of the sheer amount of energy forms there are in the universe. Some MARS-types can bend light, making themselves invisible to the naked eye, while others have access to electromagnetic or radioactive energy. While some MARS-types are paltry in terms of power, it is widely regarded that they have the most sheer potential.

MERCURY:

Hyperhumans designated under the 'MERCURY' classifier are those that possess extra-normal means of travel from wherever they are to wherever they want to be. The more common MERCURY-types have forms of super speed or flight, often able to move at speeds unmatched by even the fastest forms of vehicular transport. In addition to unrivalled speed, many Mercury types are able to pass through solid objects so as to remain unhindered by obstacles in their path. Lastly, most if not all Mercury types have a degree of control over friction allowing whether to reduce it to accelerate or increase it when slowing down. The power level of a MERCURY-type is often gauged by their ingenuity - or by the number they can transport.

MINERVA:

Hyperhumans designated under the 'MINERVA' classifier are often the easiest to label - their abilities deal explicitly with the mind, MINERVA-types being pure psychics. While some read minds, others implant suggestions or project thoughts, and the stronger MINVERA-types can move matter with their thoughts, or simply assume direct control of another person's mind and actions.

A MINERVA-type Hyperhuman has power over the mind. Whether this be to impress their will onto the mind of another or use their mind to manipulate the world around them.

SUB-CLASS A: TINIA
The TINIA Sub-Class primarily focusses on internal manipulation of another or oneself. Abilities can include telepathy, emotional manipulation and even astral projection.

SUB-CLASS B: UNI
The UNI Sub-Class focusses on the manipulation of the external world using one's mind. Abilities include but are not limited to telekinesis and psionic blasts.


NEPTUNE:

Hyperhumans designated under the 'NEPTUNE' classifier are, in their ways, similar to MARS-types. However, NEPTUNE-types do not possess the sheer scope of a MARS-type - instead, their abilities usually focus on one of the four primal elements (Fire, Water, Air, and Earth), or the secondary offshoots (Ice, Lightning, Nature, etc.). Most NEPTUNE-types weave fire or bring forth boulders, while others manipulate the weather or coax life from the smallest withered seed. NEPTUNE-types with absolute mastery often wield all four elements like they were limbs, and bring the wrath of the most basic components of the universe down upon their enemies.

ORCUS:

Hyperhumans designated under the 'ORCUS' classifier are, quite often, the most paranoia-inducing of Hypes. Most are chameleons, able to change their face and become whomever they desire - but others can change more monstrously, taking on bestial aspects, or alien ones. Whatever an ORCUS-type is capable of doing, it is usually safe to refuse what they initially present themselves as.

SATURN:

Hyperhumans designated under the 'SATURN' classifier are, by default, the most powerful, most feared, and most scarce. Their abilities are not as specific as other Hypes, nor are they as wonderful or flashy. Instead, SATURN-types manipulate the very fabric of the cosmos, dipping their hands into the Space/Time Continuum, and moulding it to a shape they see favourable. Some SATURN-types bend time, speeding, slowing and stopping it to their desire, while others simply create matter from thin air, or remove displeasing matter from existence. More commonly, SATURN-types take the form of teleporters, capable of folding space together to travel instantly from one location to another, other create rips in space to bridge together two locations through the use of portals. SATURN-types are few and far between, but given their reputation, most see this as a blessing.

Unpredictable, the SATURN-type is wide-reaching in it's classification of Hyperhumans. Known for being the class of 'Unknowns', Hyperhumans which fall under the SATURN classification are able to bend space and time whether to their will or due to lack of self-control.

SUB-CLASS A: FORTUNA
FORTUNA Sub-Class abilities focus on manipulation probability and reality making unlikely outcomes more possible than they normally would have been.

SUB-CLASS B: TRIVIA
TRIVIA Sub-Class abilities are focused on manipulating time and space, folding it together, slowing it down and overall manipulating it to their will. Teleportation often falls in this category as it involves instantly travelling from one place to another.


VULCAN:

Hyperhumans designated under the 'VULCAN' classifier are often thought to be a mash of many other Hype classification, but all of them are creators, far more than simple artists or sculptors. They compress matter or manipulate energy to form ethereal shapes and objects that they then manipulate either bodily or mentally, throwing up ghostly walls as solid as the thickest steel, or forming fists that hit almost as hard as an ATLAS-type could. Most VULCAN-types are limited only by the scope of their own imagination, and the strongest create what they believe the world is missing.

The craftsmen of the Hyperhuman classes, VULCAN-type Hyperhumans are knowN for their ability to control and wield energy as though it was a weapon forged in their own hands. Divided into two sub-classes, VULCAN-types are perhaps the most widely recognized Hyperhumans outside of ATLAS-types.

SUB-CLASS A: MARS
Those who are classified under the MARS Sub-Class are capable of bending the energies that aren't encompassed under the NEPTUNE-Sub-Class. These energies are very broad ranging from light and sound to gravity and potential energies. More often then not, these Hyperhumans manipulate unseen forces making them especially unpredictable.

SUB-CLASS B: NEPTUNE
A NEPTUNE Sub-Class is a manipulator of elemental energies. Capable of warping nature to their will, most of these types of Hyperhumans are limited to only one element, however, there are some who are able to manipulate more and even combine them for devastating effects.




Originally from a parallel realm known as Umbra, the Homo-Magnus or Magni are the product of ancient humans and the denizens of the shadowy realm. Travel from Umbra is made possible through portals which can only manifest when the moons between the two realms align. This most commonly occurs during the event known on Earth as a full moon. The only exception to this rule is the night of All Hallows Eve or more commonly known as Hallowe’en. During these times, the void between the two realms are opened through Earth’s shadows. Due to even the air of Umbra being rich in a raw mystical energy known as the Nox, some of it escapes into Earth when the portals are open. As a result of this some individual, usually ancestors of Magni without powers of their own, react to the difference in the air. These reactions often cause minor fits of hysteria or irregular behavior among those affected. Despite the true cause, most remain oblivious of the actual source and simply believe this to be caused by the full moon.

In the beginning the Magni lived in harmony with the denizens of Umbra, learning to harness the Nox that flowed through them through many years of dedication. Able to live over a thousand years, Magni dedicated the majority of their life to learning how to wield the Nox due to it being an essentially way of life in Umbra. Harnessing this power through conduits, Magni were able to release their Nox through a conductive metal of any shape or form. Without the conduit the explosion of Nox is too powerful and unfocussed, causing damage to whoever tried to wield it. While most Magni take the time to craft one conduit and learn to wield it, there are those who instead dedicate their time to learning how to wield multiple conduits. Other Magni prefer to learn how to contain the Nox within items, or inscribe its powers in the forms of runes. There are those still who imbed its powers into elixirs and consumables. Each of these skills took lifetimes to Master and each generation would pass what knowledge they had learned down to the next in the form of tomes. These new generations would then advance more quickly than the previous but the Nox was a fickle mistress and ever in flux, some methods weren’t always guaranteed to work and as such each new generation was forced to learn through their dedication. Eventually however newer generations began to become impatient with how long the Nox took to master and began to create spells which corrupted the Nox in order to find new ways to advance their skills without spending the necessary years to harness its deepest secrets. These corruptions often came with serious side-effects corrupting simple incantations and leaving many Magni cursed, disfigured or permanently transformed. While many ways were sought after to find a shortcut one particularly vicious Magni found a way to rip the Nox directly from another, stripping them of their abilities, their experience and most importantly their life. This life force would be added to the Magni who took it, expanded their own life expectancy and reducing their age by how many years difference there was between the victor and the victim. This corruption of the Nox was named the ‘Dark Rite’ and is every Magni’s most powerful weapon against one another and their greatest fear. Gathering a dedicated following, he shared this ability which ultimately provided not only his own downfall but that of the entire Magni species as the true denizens of Umbra turned on the hybrids and banished them back to Earth.

Exiled from Umbra, the Magni began to dwell on Earth, some of them using their abilities to be worshiped by men who could not even begin to comprehend the powers they wielded while many simply sunk into the shadows and tried to find ways to return to Umbra. Living among humans for centuries, the Magni found that they could not blend perfectly into society due to some simple differences between them and humans. Magni for example have a slight luminescent glow to their skin, often having paler complexions and vivid glass like eyes. Strong herbs such as garlic would temporarily block their connection to Nox while no reflection would appear if they passed in front of mirror. This problem only grew as the years went by as no Magni is able to be captured by any sort of photographic or recording device. While they were in Umbra, the Magni never had to worry about being cut off from the Nox due to its essence being literally all around them. On Earth however, a Magni’s connection to Umbra is through their shadow. So long as they have a shadow, a Magni is able to allow the Nox to flow freely through them transforming their body into a vessel which is then expelled through their conduit. The longer their shadow, the stronger their connection is to the Nox with a total connection once night falls. This has led to many Magni being night dwellers, and with the traits above has created the myths of vampires. Other creatures that have managed to venture from Umbra onto Earth account for many other myths although some Celestials have attributed to them as well.

The majority of Magni were hunted down by the Spanish Inquisition from the late fifteenth century to the early nineteenth century and then again during the Salem Witch Trials. Many still exist within the world, though due to craving the full power of the Nox most Magni hunt down one another and engage in a vicious duel seeking to invoke the Dark Rite to rip the other Magni’s Nox from them. There are those however who still practice the traditional method of mastering the Nox and actively seek a way to redeem themselves and return to Umbra.

While Hyperhumans tend to primarily be limited to a defined set of powers, Magni are able to constantly learn and adapt their powers. Each Magni channels the Nox like a large amount of current that when channelled through a conductive metal can be manipulated to a variety of effects. This current also acts similar to a magnetic polarity granting Magni a sort of sixth sense attraction to each other as they are literally attracted towards other Magni. Items made of conductive metals are more susceptible to the effects of magic and especially transformation based magic. Due to this, magic created by manipulating the Nox works on a similar principle to electrical current, attacking at a molecular scale and it directly affects its targets at an atomic level. This makes magic incredibly hard to defend against except through the use of counter magic. Separating a Magni from their connection to the Nox renders them completely powerless and as such many Magni avoid being outside during high noon or in brightly lit places. Due to the flow of the Nox being more regulated on Earth, Magni are able to learn to control and manipulate it with more ease than in the unstable and oversaturated environment of Umbra.​

Magni is a broad term used to describe those who manipulate the mystical force known as the Nox. The Nox 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 Nox to flow through them. Given various names across different cultures, the Nox can be harnessed by many different means and even stored within enchanted items and materials.

Unlike the Homo-Virium which is a rather modern phenomenon, the Nox is likely 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 Nox to curse their enemies or those who lacked the discipline to fully control the Nox and had it backfire upon them. Throughout the ages, there has been various cultures who has studied the Nox 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 Nox 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 Nox 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.​




HYPERHUMANS:
-Atlas
-Cupid
-Fortuna
-Juno
-Mars
-Mercury
-Minerva
-Neptune
-Orcus
-Saturn
-Vulcan

MAGNI:
-Draoi (Mages, Wizards, Witches)
-Hellion (Cursed, Beasts)
-Jager (Monster Hunters, hereditary abilities)
-Venari (Alchemy and 'Vis' focused martial arts.)




FACTIONS:
The Bureau for Hyperhuman Enforcement, Logistics and Protection (H.E.L.P.)
The Hyperhuman Intervention Task Force (H.I.T.)
The Hyperhuman Human Alliance, (3HA)
Pacific Royal Collegiate and University (P.R.C.U. 'Pursue')

The Black Lotus Society
Uroborus

The Alexandria Foundation
Constantine's Guard
Chimera Corporation


-Set in New Lilith
-Charles Jonathan Michaels
-Father, Jack, works in Research and Development
-Mother, Rebecca, is a public defender
-Chuck is an average kid, he enjoys comics, movies and video games.
-His family is lower middle class, but Jack and Rebecca both work long hours and make personal sacrifices to ensure their son wants for nothing.
-Due to this, Chuck is often left alone for long periods of time and retreats in a world of fantasy.
-The company that Jack works with becomes involved with one of the city's crime lords who takes special interest into Jack's work.
-Jack had been working on bio mechanical augmentation to help those with muscular disabilities and paralysis.
-Instead, the crime lord saw the potential to weaponize the technology and tried to bribe Jack. When that didn't work, they moved to extortion and eventually murder as they killed Rebecca to make Jack comply.
-The murder of his mother awoke something new inside the sixteen year old Chuck who felt as though his eyes had been opened for the first time. The failure of the police in handling his mother's case made Chuck realize just how far New Lilith had fallen.
-Unbeknownst to both Chuck and Jack, both were Hyperhumans with Jack's technical prowess in part due to his own abilities. Chuck on the other hand had the ability to mimic the abilities of those close to him and so adopted his father's.
-inspired by his fantasy world, Chuck put together an outfit and arsenal before hitting the streets as he sought to solve his mother's murder.
-But it would seem fate had other plans as Charles discovered a bank robbery in progress. Interfering, Chuck met two others like him and that night, the Mavericks were born.
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