[center][img]http://oi67.tinypic.com/jawap0.jpg[/img] [B]| GM: [I][URL=http://www.roleplayerguild.com/users/lord-wraith][color=slategray]Lord Wraith[/color][/URL][/I] | Genre: [color=slategray][I]Superhuman, Modern Fantasy[/I][/color] | Type: [color=slategray][I]Linear, Sandbox[/I][/color] |[/B][/center] [hr][INDENT][b][i]PREMISE:[/i][/b][/INDENT][hr] [INDENT][I]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...[/I][/INDENT] [hr][INDENT][b][i]PLOT:[/i][/b][/INDENT][hr][center][SUP]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.[/SUP] [IMG]http://i65.tinypic.com/oh5u85.gif[/IMG][/center] [INDENT]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.[/INDENT] [hr][INDENT][b][i]SUB-PLOT:[/i][/b][/INDENT][hr][center][SUP]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.[/SUP][/center] [INDENT][B][COLOR=SLATEGRAY]POINTE BORDEAUX:[/COLOR][/B] [INDENT][B][I]"X Gon'Give It To Ya"[/I][/B]: [I]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.[/I][/INDENT][/INDENT] [hr][INDENT][b][i]NOTABLE LOCATIONS:[/i][/b][/INDENT][hr] [INDENT][B][COLOR=SLATEGRAY]Pacific Royal Collegiate and University:[/COLOR][/B] [INDENT][I]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.[/I][/INDENT] [B][COLOR=SLATEGRAY]Larissa, North Carolina:[/COLOR][/B] [INDENT][I]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 [url=https://www.iwakuroleplay.com/threads/vigilance-rise-of-the-mavericks-the-epic-ic-thread.112885/#post-2320855][color=white]Mavericks[/color][/url] 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.[/I][/INDENT] [B][COLOR=SLATEGRAY]Pointe Bordeaux, Louisiana:[/COLOR][/B] [INDENT][I]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. [/I][/INDENT] [B][COLOR=SLATEGRAY]Longhorn City, Texas:[/COLOR][/B] [INDENT][I]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.[/I][/INDENT] [B][COLOR=SLATEGRAY]The Desert of the Dry Bones:[/COLOR][/B] [INDENT][I]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.​[/I][/INDENT] [B][COLOR=SLATEGRAY]Los Paraíso, California:[/COLOR][/B] [INDENT][I]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.[/I][/INDENT] [B][COLOR=SLATEGRAY]Kilbride, Washington:[/COLOR][/B] [INDENT][I]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.[/I][/INDENT][/INDENT] [hr][INDENT][b][i]BACKGROUND INFOMATION:[/i][/b][/INDENT][hr] [INDENT][B][COLOR=SLATEGRAY]STATS:[/COLOR][/B] [INDENT]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.[/INDENT] [HIDER=1. Hyperhumans - Playable][INDENT][B][COLOR=SLATEGRAY]HYPERHUMANS:[/COLOR][/B] [INDENT][INDENT][I]Homo-Virium "Hype"[/I][/INDENT][/INDENT] [INDENT]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.[/INDENT] [COLOR=SLATEGRAY][B]HYPERHUMAN CLASSIFICATIONS (H-CLASS):[/B][/COLOR] [INDENT]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. [B][COLOR=SLATEGRAY]| ATLAS: |[/COLOR][/B] [INDENT][INDENT][I][SUB]-Abilities are based upon physical manifestations.[/SUB][/I][/INDENT] 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.[/INDENT] [B][COLOR=SLATEGRAY]| CUPID: |[/COLOR][/B] [INDENT][INDENT][I][SUB]-Abilities are performed using pheromones.[/SUB][/I][/INDENT] 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.[/INDENT] [B][COLOR=SLATEGRAY]| FORTUNA: |[/COLOR][/B] [INDENT][INDENT][I][SUB]-Abilities are performed by manipulating probability.[/SUB][/I][/INDENT] 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.[/INDENT] [B][COLOR=SLATEGRAY]| JUNO: |[/COLOR][/B] [INDENT][INDENT][I][SUB]-Abilities are performed by manipulating organic matter.[/SUB][/I][/INDENT] 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.[/INDENT] [B][COLOR=SLATEGRAY]| MARS: |[/COLOR][/B] [INDENT][INDENT][I][SUB]-Abilities are performed by manipulating energy waves.[/SUB][/I][/INDENT] 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.[/INDENT] [B][COLOR=SLATEGRAY]| MERCURY: |[/COLOR][/B] [INDENT][INDENT][I][SUB]-Abilities are performed by accelerating one's body and its mass.[/SUB][/I][/INDENT] 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.[/INDENT] [B][COLOR=SLATEGRAY]| MINERVA: |[/COLOR][/B] [INDENT][INDENT][I][SUB]-Abilities are performed by the mind.[/SUB][/I][/INDENT] 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.[/INDENT] [B][COLOR=SLATEGRAY]| ORCUS: |[/COLOR][/B] [INDENT][INDENT][I][SUB]-Abilities are performed by transforming the body.[/SUB][/I][/INDENT] 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.[/INDENT] [B][COLOR=SLATEGRAY]| SATURN: |[/COLOR][/B] [INDENT][INDENT][I][SUB]-Abilities are performed by manipulation of space and time.[/SUB][/I][/INDENT] 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.[/INDENT] [B][COLOR=SLATEGRAY]| VULCAN: |[/COLOR][/B] [INDENT][INDENT][I][SUB]-Abilities are performed by manipulating manufactured materials.[/SUB][/I][/INDENT] 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.[/INDENT][/INDENT][/indent][/hider] [hider=2. Magni - Playable with GM Approval][INDENT][B][COLOR=SLATEGRAY]MAGNI:[/COLOR][/B] [INDENT][INDENT][I]Homo-Magnus "Mage"[/I][/INDENT][/INDENT] [INDENT]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.[/INDENT] [COLOR=SLATEGRAY][B]MAGNI CLASSIFICATIONS (H-CLASS):[/B][/COLOR] [INDENT]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. [B][COLOR=SLATEGRAY]| AERINI: |[/COLOR][/B] [INDENT][INDENT][I][SUB]-Wind Magic[/SUB][/I][/INDENT] 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.[/INDENT] [B][COLOR=SLATEGRAY]| AQUANI: |[/COLOR][/B] [INDENT][INDENT][I][SUB]-Water Magic[/SUB][/I][/INDENT] 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 '[B][COLOR=SLATEGRAY]GLACINI[/COLOR][/B]' which focuses on the manipulation of snow and ice.[/INDENT] [B][COLOR=SLATEGRAY]| IGNI: |[/COLOR][/B] [INDENT][INDENT][I][SUB]-Fire Magic[/SUB][/I][/INDENT] 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.[/INDENT] [B][COLOR=SLATEGRAY]| SEDUNI: |[/COLOR][/B] [INDENT][INDENT][I][SUB]-Illusion Magic[/SUB][/I][/INDENT] 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.[/INDENT] [B][COLOR=SLATEGRAY]| TERRANI: |[/COLOR][/B] [INDENT][INDENT][I][SUB]-Earth Magic[/SUB][/I][/INDENT] 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; '[B][COLOR=SLATEGRAY]ARBORANI[/COLOR][/B]', the Magni who specialize in controlling and manipulating plant life, '[B][COLOR=SLATEGRAY]BEASTIANI[/COLOR][/B]', the Magni who specialize in communing and working with animals and '[B][COLOR=SLATEGRAY]PETRANI[/COLOR][/B]', the Magni who are masters of rock and stone.[/INDENT] [B][COLOR=SLATEGRAY]| VITANI: |[/COLOR][/B] [INDENT][INDENT][I][SUB]-Life Magic[/SUB][/I][/INDENT] 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 '[B][COLOR=SLATEGRAY]MORTENI[/COLOR][/B]', 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 '[B][COLOR=SLATEGRAY]SANI[/COLOR][/B]', 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.[/INDENT][/INDENT][/INDENT][/hider] [hider=3. Venari - Non-Playable][INDENT][B][COLOR=SLATEGRAY]Venari:[/COLOR][/B] [INDENT][INDENT][I]Homo-Sapien "Hunters"[/I][/INDENT][/INDENT] [INDENT]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.[/INDENT][/INDENT][/hider] [hider=4. Hellions - Non-Playable][INDENT][B][COLOR=SLATEGRAY]HELLIONS:[/COLOR][/B] [INDENT][INDENT][I]Monstra-Infernum "Monsters"[/I][/INDENT][/INDENT] [INDENT]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.[/INDENT][/INDENT][/hider] [hider=5. Celestials - Non-Playable][INDENT][B][COLOR=SLATEGRAY]CELESTIALS:[/COLOR][/B] [INDENT][INDENT][I]Deos "Divines"[/I][/INDENT][/INDENT] [INDENT]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.[/INDENT][/INDENT][/hider] [hider=6. Extraterrestrials - Playable with GM Approval][INDENT][B][COLOR=SLATEGRAY]EXTRATERRESTRIALS:[/COLOR][/B] [INDENT][INDENT][I]Variable "Alien"[/I][/INDENT][/INDENT] [INDENT]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.[/INDENT] [COLOR=SLATEGRAY][B]EXTRATERRESTRIAL CLASSIFICATIONS (E-CLASS):[/B][/COLOR] [INDENT]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. [COLOR=SLATEGRAY][B]| AQUATIC: |[/B][/COLOR] [INDENT]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.[/INDENT] [COLOR=SLATEGRAY][B]| AVIAN: |[/B][/COLOR] [INDENT]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.[/INDENT] [COLOR=SLATEGRAY][B]| CRANIOPOD: |[/B][/COLOR] [INDENT]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.[/INDENT] [COLOR=SLATEGRAY][B]| INSECTOID: |[/B][/COLOR] [INDENT]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. [INDENT][COLOR=SLATEGRAY][B]HARD INVERTEBRATES:[/B][/COLOR] 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. [COLOR=SLATEGRAY][B]SOFT INVERTEBRATES:[/B][/COLOR] 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.[/INDENT][/INDENT] [COLOR=SLATEGRAY][B]| MAMMALIAN: |[/B][/COLOR] [INDENT]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. [INDENT][COLOR=SLATEGRAY][B]HUMANOID:[/B][/COLOR] 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.[/INDENT][/INDENT] [COLOR=SLATEGRAY][B]| NON-SENTIENT: |[/B][/COLOR] [INDENT]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.[/INDENT] [COLOR=SLATEGRAY][B]| PLANTOID: |[/B][/COLOR] [INDENT]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.[/INDENT] [COLOR=SLATEGRAY][B]| REPTILIAN: |[/B][/COLOR] [INDENT]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.[/INDENT][/INDENT][/INDENT][/hider][/INDENT] [hr][INDENT][B][I]GLOBAL ORGANIZATIONS:[/I][/B][/INDENT][hr][center][SUP]Information in this section will be revealed as the plot demands it. Please watch for updates.[/SUP][/center] [indent][hider=1. The Alexandria Foundation:][center][IMG]http://i67.tinypic.com/28red6t.png[/IMG][/center][B][COLOR=SLATEGRAY]The Alexandria Foundation:[/COLOR][/B][indent][I]Originating out of the [COLOR=BLACK]████████████████████[/COLOR], the Alexandria Foundation is a rival institute to [COLOR=BLACK]████████████████████████████████████████[/COLOR] The Alexandria Foundation's jurisdication ranges from [COLOR=BLACK]████████████████████[/COLOR], covering most of the [COLOR=BLACK]████████████████████[/COLOR] outside of [COLOR=BLACK]████████████████████[/COLOR]. It should be noted that [COLOR=BLACK]████████████████████[/COLOR] has no division of Hyperhuman affairs and has recieved aid from both [COLOR=BLACK]████████[/COLOR] and the Foundation on different occasions. Despite having the same primary goals, the Alexandria Foundation often finds itself in conflict with the [COLOR=BLACK]████████████████████[/COLOR] and [COLOR=BLACK]████████[/COLOR] as they compete over [COLOR=BLACK]████████████████████████████████████████[/COLOR]. Like their [COLOR=BLACK]████████████████████[/COLOR] counterparts, the Alexandria Foundation runs several insitutes which are specifically for [COLOR=BLACK]████████████████████[/COLOR] to allow them to [COLOR=BLACK]█████████[/COLOR] in an environment which encourages not only the use but also the [COLOR=BLACK]████████████████████[/COLOR] over their abilities. However it believed that this is a clever [COLOR=BLACK]████████████████████[/COLOR]. Intel has found that the Alexandria Foundation is actually a [COLOR=BLACK]████████████████████[/COLOR] looking for [COLOR=BLACK]████████████████████[/COLOR] its countries of origins. It is believed that the Alexandria Foundation has actually been [COLOR=BLACK]████████████████████[/COLOR] and is in fact trying to develop a [COLOR=BLACK]████████████████████[/COLOR] in order to [COLOR=BLACK]████████████████████████████████████████[/COLOR].​[/I][/indent][/hider] [hider=2. The Black Lotus Society:][CENTER][IMG]http://i57.tinypic.com/307vm15.png[/IMG][/CENTER][B][COLOR=SLATEGRAY]The Black Lotus Society:[/COLOR][/B] [indent][I]Founded [COLOR=BLACK]█████████████[/COLOR], the Black Lotus Society started out in [COLOR=BLACK]██████[/COLOR] as a group of ambitious philosophers seeking to create a [COLOR=BLACK]████████████████████[/COLOR]. Instead what developed was the founding of a [COLOR=BLACK]████████████[/COLOR]. While the exact goals of the Black Lotus Society have changed over through the centuries, the primary aim has always been to [COLOR=BLACK]██████████████████████████[/COLOR] in order to create a [COLOR=BLACK]██████████████████████████[/COLOR] and a [COLOR=BLACK]██████████████████████████[/COLOR]. 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 [COLOR=BLACK]██████████████████████████[/COLOR]. Members of the society are [COLOR=BLACK]████████████████████████████████████████████████████[/COLOR], sought out during their [COLOR=BLACK]████████████████████████████████████████████████████[/COLOR]. The Society does not care about [COLOR=BLACK]██████████████████████████[/COLOR] beyond that the candidate be free of any [COLOR=BLACK]██████████████████████████[/COLOR]. [COLOR=BLACK]████████████████████████████████████████████████████[/COLOR] are regarded as the highest of prizes as they carry more power with them for the Society to manipulate and eventually [COLOR=BLACK]██████████████████████████[/COLOR]. [COLOR=BLACK]██████████████████████████[/COLOR] are both grafted onto the candidate as they're put through the [COLOR=BLACK]████████████████████████████████████████████████████[/COLOR]. While the Black Lotus Society prefers to manipulate from the [COLOR=BLACK]████████████[/COLOR], its members are more than [COLOR=BLACK]███████████████████████ █████████████████████████████[/COLOR] or [COLOR=BLACK]██████████████████████████[/COLOR] should the situation require it. It is not uncommon for the Society to manipulate the [COLOR=BLACK]██████████████████████████[/COLOR] in order to put [COLOR=BLACK]██████████████████████████[/COLOR] or use a [COLOR=BLACK]██████████████████████████[/COLOR] or even [COLOR=BLACK]██████████████████████████[/COLOR] over an area. The Society's training includes [COLOR=BLACK]████████████████████████████████████████████████████[/COLOR] as well as [COLOR=BLACK]████████████████████████████████████████████████████[/COLOR], both archaic and modern. Perhaps the signature component of the Society's combat training is the emphasis on [COLOR=BLACK]██████████████████████████[/COLOR] and utilize it in [COLOR=BLACK]██████████████████████████[/COLOR] to bring the [COLOR=BLACK]████████████████████████ ████████████████████████████[/COLOR]. Furthermore, each member is given the [COLOR=BLACK]██████████████████████████[/COLOR] possible in order to [COLOR=BLACK]████████████████████████ ████████████████████████████[/COLOR] particularly in [COLOR=BLACK]██████████████████████████[/COLOR]. The Society has the finest mentors in every [COLOR=BLACK]██████████████████████████[/COLOR], having many of the world's [COLOR=BLACK]████████████████████████████████████████████████████[/COLOR]. ​The Black Lotus Society originated out of [COLOR=BLACK]██████████[/COLOR] but primarily operates out of [COLOR=BLACK]██████████████████████████[/COLOR] in modern times.[/I][/indent][/hider] [hider=3. Constantine's Guard:][center][img]https://i0.wp.com/upload.wikimedia.org/wikipedia/commons/thumb/9/97/Cross-Pattee-Alisee.svg/200px-Cross-Pattee-Alisee.svg.png[/img][/center][B][COLOR=SLATEGRAY]Constantine's Guard:[/COLOR][/B][indent][I]A fragment of the [COLOR=BLACK]██████████████████████████[/COLOR], Constantine’s Guard are a group of [COLOR=BLACK]█████████████[/COLOR] dedicated to [COLOR=BLACK]█████████████[/COLOR] anything [COLOR=BLACK]█████████████[/COLOR] that is [COLOR=BLACK]█████████████[/COLOR]. Despite being [COLOR=BLACK]████████████████████[/COLOR], the Constantine’s Guard are highly efficient at [COLOR=BLACK]███████████████[/COLOR] beings much more [COLOR=BLACK]████████████████████[/COLOR] using [COLOR=BLACK]████████████████████[/COLOR]. Constantine’s Guard has been linked to numerous [COLOR=BLACK]████████████████████[/COLOR] over the years and it’s theorized that they may be[COLOR=BLACK]████████████████████[/COLOR] to diminish the growing [COLOR=BLACK]████████████████████[/COLOR].​ It should be noted that the Guard's [COLOR=BLACK]████[/COLOR] extends to [COLOR=BLACK]█████████[/COLOR], [COLOR=BLACK]█████████[/COLOR] and [COLOR=BLACK]██████████████[/COLOR]. This bias however does [COLOR=BLACK]██████████████████████[/COLOR] which fall in line with [COLOR=BLACK]██████████████████████[/COLOR] with of course the exception of '[COLOR=BLACK]█████████[/COLOR]'. The Guard will [COLOR=BLACK]█████████[/COLOR] and [COLOR=BLACK]█████████[/COLOR] anything that [COLOR=BLACK]█████████[/COLOR] or is [COLOR=BLACK]██████████████[/COLOR] to their [COLOR=BLACK]██████████████[/COLOR] of a [COLOR=BLACK]█████████[/COLOR] with extreme prejudice. It is unknown how the Guard [COLOR=BLACK]██████████████████[/COLOR] but it is believed that over the [COLOR=BLACK]██████████████████[/COLOR] they have been [COLOR=BLACK]██████████████████[/COLOR] with both the [COLOR=BLACK]██████████████████[/COLOR] and [COLOR=BLACK]██████████████████[/COLOR] in order to [COLOR=BLACK]██████████████████[/COLOR] between[COLOR=BLACK]██████████████████[/COLOR]. [/I][/indent][/hider] [hider=4. Uroboros:][center][img]http://i58.tinypic.com/sm4son.png[/img][/center][B][COLOR=SLATEGRAY]Uroboros:[/COLOR][/B][indent][I]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.[/I][/indent][/hider] [hider=The Hyperhuman Equality, Logistics and Protection Department-Disbanded][center][img]http://s28.postimg.org/6qc0omxst/HELP_Logo.png[/img][/center][B][COLOR=SLATEGRAY]The Hyperhuman Equality, Logistics and Protection Department:[/COLOR][/B][indent][I]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. [B][COLOR=SLATEGRAY]The Hyperhuman Intervention Taskforce:[/COLOR][/B] [INDENT]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.[/INDENT][/I][/indent][/hider][/indent] [hr][INDENT][B][I]RULES AND REGULATIONS:[/I][/B][/INDENT][hr] [INDENT][HIDER=1. In Character Rules] [B]1. IN CHARACTER RULES:[/B] [INDENT][b][1.01][/b]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. [b][1.02][/b] 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. [B][1.03][/B] 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. [B][1.04][/B] 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. [B][1.05][/B] 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. [B][1.06][/B] 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. [B][1.07][/B] 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. [B][1.08][/B] 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.[/INDENT][/HIDER] [HIDER=2. Out Of Character Rules:] [B]2. OUT OF CHARACTER RULES:[/B] [INDENT][b][2.01][/b] 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. [b][2.02][/b] 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. [b][2.03][/b] 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. [b][2.04][/b] 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.[/INDENT][/HIDER] [HIDER=3. Character Creation Rules:] [B]3. CHARACTER CREATION RULES:[/B] [INDENT][b][3.01][/b] 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. [b][3.02][/b] 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. [b][3.03][/b] 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. [b][3.04][/b] 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. [b][3.05][/b] 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. [b][3.06][/b] 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.' [b][3.07][/b] 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.[/INDENT][/HIDER] [HIDER=Sexual Conduct:] [B]SEXUAL CONDUCT:[/B] [INDENT]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.[/INDENT][/HIDER] [HIDER=Commitment And Consistency:] [B]COMMITMENT AND CONSISTENCY:[/B] [INDENT]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.[/INDENT][/HIDER][/INDENT] [hr][INDENT][B][I]CHARACTER APPLICATION:[/I][/B][/INDENT][hr] [INDENT][pre][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][/pre][/INDENT] [hr][INDENT][B][I]PLAYER PLOT SUBMISSIONS:[/I][/B][/INDENT][hr][center][SUP]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.[/SUP][/center] [INDENT][PRE][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][/PRE][/INDENT] [hr][INDENT][B][I]F.A.Q.:[/I][/B][/INDENT][hr] [INDENT][HIDER=Frequently Asked Questions] [B]Is this an original universe superhero RP?[/B] [INDENT][I]Yes it is.[/I][/INDENT] [B]Do real cities exist still?[/B] [INDENT][I]Yes they do, the 'Notable Locations' are fictional cities made for the purpose of VIGILANCE but they exist in addition to real world locations.[/I][/INDENT] [B]Can I make an original character?[/B] [INDENT][I]Yes you may.[/I][/INDENT] [B]How many players are you looking for?[/B] [INDENT][I]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.[/I][/INDENT] [B]What kind of powers am I allowed to use?[/B] [INDENT][I]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.[/I][/INDENT] [B]Can my character use magic, be a vampire/werewolf/god/alien etc?[/B] [INDENT][I]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.[/I][/INDENT] [B]How do I get approval to play a Magni/Extraterrestrial/etc?[/B] [INDENT][I]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.​[/I][/INDENT] [B]Can I have more than one character?[/B] [INDENT][I]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'.​[/I][/INDENT] [B]Can my character be bad/evil?[/B] [INDENT][I]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.​​[/I][/INDENT] [B]Can my secondary character be evil?[/B] [INDENT][I]See above point.[/I][/INDENT] [B]What's the plot going to be like?[/B] [INDENT][I]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.[/I][/INDENT][/HIDER][/INDENT]