[center][img]https://i.imgur.com/9aXRIGj.jpg[/img][/center][center][url=https://open.spotify.com/playlist/6YjVDZchh2Jcx5JVgKyvg1?si=e5C879xZQcOgC_9lx-nHyw]Playlist[/url][/center] [center][img]https://i.imgur.com/7lRKx5H.png[/img][/center] [sub][indent][h3]P R E M I S E[/h3][/indent][/sub][hr] [indent]The human genome contains around 20,000 genes. A few thousand letters of chemical encode proteins, which in turn tell our bodies what to make, how to look, what color to be, they make us who we are. But this active part of our genome only accounts for about 1.2 percent of pie. The other 98.8 percent is known as noncoding DNA. Or, at least, that’s what we [i]initially[/i] thought. You see, there was always something peculiar about how a person’s genome overlapped with a banana’s by a margin of fifty-odd percent. Scientists rationalized it as evolution. For the most part, they were right. Over the past forty years, a small but notable percentage of the human race began to display... [i]characteristics[/i] for the lack of a better term. Abilities that set them aside from regular human beings- Super strength, the ability to manipulate the elements, telekinesis, and suddenly people with incredible powers began to pop up across the globe. Most of these gifted people were killed out of fear, or ignorance, but those that survived used their powers to gain influence or control. As areas became affected, world leaderships began to work to contain and neutralize the situation. It was bloody, but precise and cost effective. And it worked. Well, temporarily. You see, these situations happened several times, always with the same results, and always with some loss of life. A parahuman group would rise and be squashed. No armor in the world could stop a bunker buster. However, people with superpowers did not seem to be going away. These were not isolated events. They would not stop. The United Nations called for research, and research they did have. The eggheads say that some form of energy was pulling some form of genetic trigger in the chromosomes of affected individuals. Different areas caused different things, so no two parahumans were alike. Even those with similar powers always seemed to have completely different active areas- often overlapping with the areas that other, seemingly unrelated powers had. No one knew who would be affected, what caused the mutant genes to activate, and where the trigger even was. All that the world knew, was that it could trigger at any time, and humans of incredible power were not going away. Despite such limited knowledge, human understanding of power rocketed forward. With most if not all adult parahumans exterminated, society underwent a paradigm shift towards these gifted beings. Babies began getting tested at birth for active parahuman genes, and those affected lived [i]slightly[/i] different lives that the common man. Men in black and government officials, stopped by your place or residence once a week to monitor your development. You never left your home country, and if you did they knew exactly where you were going. If one’s living conditions were bad enough, they were brought to live on government ground in one of their ‘Academies’. Superhuman education was a large part of your life. You know what you are, and you know what will happen if you abuse your power. And now, those very same government officials have arrived at your door. Some with smiles and proud goodbyes, having been in your life since before you could even walk. Others hidden behind tinted doors and sunglasses, never speaking to you as you sit in your chains. You have either been asked and accepted the invitation, or have been forced because this is your last hope of redemption, to take a trip outside further than you have ever travelled before- and to the world's most progressive endeavor yet. Welcome to The Promise. The school among the stars.[/indent] [center][img]https://i.imgur.com/agaafeF.jpg[/img][/center] [sub][indent][h3]T H E P R O M I S E[/h3][/indent][/sub][hr] [indent]The Promise is the grandest parahuman rehabilitation and academy program ever dreamt or built. Academy and rehabilitation programs are organizations that work in conjunction with the many governments of the world in order to produce safe learning environments and to teach parahumans to control their powers. There are dozens of Academies based in North America, and hundredss around the world. While not the largest program by area the Promise is certainly the poster child of what programs like it are supposed to do, boasting a 100% success rate for rehabilitation and the most qualified and technologically advanced campus to date. The central column of the space station is over five miles long, with the thirty seven hexagonal living spaces branching off of it being two miles in diameter and having their own various environments and climates. Students under the ages of 18 live in communal housing complexes, or dorms. Older occupants have the opportunity to purchase private housing with credits, the currency of the stations. Credits can be used to purchase most anything available on earth and are earned by going to classes or performing jobs that benefit the station- be it doing repairs or simply working a job at one of the retail centers around the station. They can also be earned by performing extracurricular activities such as exhibition matches that are both training and non-training related. The students are the purpose of the Academy, for they are trained in how to use their powers in accordance to their nation's standards. The students are given real skills so they can survive out in the world. The main thing the students are put through are trials, some of which are tackled in groups whilst others are faced alone. Students are scored based on how well they perform in these trials and those who score higher have a tendency to graduate at a faster rate. The Academy excepts a wide variation of student age groups, ranging from students just learning to walk to elder men and women, all coming from a variety of different backgrounds. There are two types of student: "Fresh" students are the boys and girls that are fresh to the Academy. "Full" students are the people who choose to live on the Academy full time, either to because they have not completed their training, or because they don't have a stable home nearby and are not old enough to legally reenter their respective societies. That's one thing that the Academy Program is known for - they house parahumans who are wards of the state, where foster parents are incapable of taking them in. The Academy classes with focus on power training are usually staffed by parahumans (as that's the best way to teach someone how to use their powers), but they are also staffed by regular people. Many of these empowered teachers are known as Instructors. The Instructors are parahumans that teach the students how to use their powers in efficient, safe and practical manners. The are usually outnumbered by their students ten to one, which allows them to teach in relatively personalized and close knit class environments. Credits and The Promise's economy are distributed and handled by Cara. Cara is the entire space station’s AI. Cara was a parahuman and ex-student from The Promise- and was arguably the most powerful technomancer to ever live. Due to her late stage lung and heart cancer, her last project was to copy and convert her mind into that of an AI's. While she might be gone, her legacy keeps on living by assisting the staff and students on The Promise. Most other functions such as the private internet connection, the station economy, and grades are also managed and recorded by Cara. Cara is on constant surveillance of all indoor (and even some outdoor) areas, but due to ethics cannot repeat what she sees unless specifically requested to by authorized personnel. When a student graduates from The Promise, they are sent back to earth to live their lives. However, The Promise is known for extending an invitation to graduated students that fall within the top ten percent of the graduating class. Some do take the opportunity, and some do not. Oftentimes seniors preparing to graduate will shadow instructors or staff that have been hired for positions similar to the ones they are on track to hold.[/indent] [sub][indent][h3]P A R A H U M A N S[/h3][/indent][/sub][hr] [indent]Parahumans are normal humans that have been changed in some way shape or form by a latent genetic trigger that has been activated granting them abilities that defy our previous understanding of the laws of nature and physics. These powers are extremely varied and stem from an almost undetectable energy that inhabits a parahuman's entire body, from their skin, to their bones, to their blood. What is interesting is that scientists have observed that while the trigger seems to universally act the same, everyone’s activation zone is in a different spot. This is believed to be related to how no parahuman has the same exact power. Parahumans can be born with their genes activated, but some do not trigger until later into their lives. Powers received are sporadic at best. There is no way to predict what power a parahuman will have, nor when they will develop powers. That said, certain combinations in the genetic code seem to be more conducive to power activation. This means that children can be tested as parahumans when they are born, but due to how volatile parahumans can be the test is being amended all the time and is far from an exact science. Some children that are identified as 'at risk' never develop powers, while others that test negative end up with abilities never seen before. Powers are completely unrelated to race, culture, education, or physical activity. It is also theorized that every parahuman has the potential to yield children that will also become a parahuman if both parents were to have the genetic trigger mechanism in similar areas. Powers thusly can be passed from parents to the children, or simply run in the family. These instances are relatively uncommon, but the abilities tend to be fairly predictable when such an event occurs. While inherited powers do exist, anyone will get a different version of a passed down power. In what ways, it varies. Sometimes it's a slight difference, then other times there's a difference in function, or they will have an ability that nobody else have. Powers in general function very much like a muscle in that they are not normally capable of using their full strength. These natural limits are theorized to be in place so that they don't hurt themselves. However, similar to flight-or-flight, high-stress situations allow parahumans to push themselves beyond their blocks, and develop them in the process. However, while powers are truly incredible, they come at a price. Powers have a toll on the body and mind. Excessive and unrestrained use would cause what could be described as physical overexertion. They'll get tired and weak from use, and can result in bodily damage. Pushing powers beyond their limits in high stress situations cause even worse problems, and at its most extreme, it may result in death. Withering is an extremely deadly aliment where a parahuman's body undergoes a meltdown as if they were a faulty nuclear reactor. A parahuman experiencing withering will loose their abilities as they know them and their body will begin to reject all form of sustenance as it is rejecting large amounts of energy. This state is extremely deadly, and there's no treatment aside from mitigating pain. Some withering victims, most notably the Man vs Nature type, detonate on impact and can cause great harm to their surroundings. The North American parahumans were regulated by state governments in the past. Now the United Nations has taken the reign and has a more socially aware way of dealing with parahumans. Parahumans, young and old, are educated and made sure they are mentally well and adjusted. Assisting them in getting jobs, and are properly integrated into society. So far, the UN’s plans are certainly working effectively- as the alternative is euthanasia. Parahumans are registered in a public access with their information, whereabouts, superpowers, etc. Their DNA are uploaded into the system, and a registered government ‘visitor’ (of which two will visit a parahuman once a week on a weekly basis) have both the means and right to test at any point should they feel it necessary. To avoid scrutiny from some countries, and to avoid breaking several Geneva conventions, parahumans are not allowed to join any official military organization, nor are they allowed to participate in any wars, vote, or hold jobs in law enforcement. They can however participate in protest, hold office, and if they are nullifiers exist to safely contain rogue parahumans. There was always a prejudice against parahumans, organizations in the past did what they could to alleviate it, but they couldn't do everything and there would always be people out that hate them. After the many previous battles, society’s fear of them was justified. That being said, coexistence seems to have settled into a new norm and tensions are at an all time low, but are ever present. A meta's abilities stem from latent energy. Upon stepping aboard the aircraft that will carry them onto The Promise, parahuman’s are injected with nanomachines that monitor that energy. Should a parahuman's output level exceed a certain level, security will be notified and your immediate location will be shared with them. Most people are on The Promise for eight years- from high school until they finish a collage level course, or until they finish the four years of power control training should they decide not to attend further schooling. The purpose of these limiters is to prevent ashing, and prevent students who are not experienced with their power from causing damage to themselves, The Promise, or other students. Space and explosions do not mix well, after all. [/indent] [sub][indent][h3]C L A S S I F I C A T I O N[/h3][/indent][/sub][hr] [hider=Man vs Self][sub][h3]| Man vs Self |[/h3][/sub][hr] [indent][b]| The Body |[/b] Man vs Self type Meta-humans have abilities related to the body of themselves and/or others. These powers are easily the most diverse. Any power that changes (or enhances) the body in any way can be classified as a Man vs Self power. Powers such as Super strength/speed, flight, and Regeneration are prime examples of these abilities abilities.[/indent] [hider=Subclasses][indent][i] Subclasses:[/i][/indent] [list] [*][b]| Bestial |[/b] A the most common sub-type of parahuman, Bestial parahumans have traits from the Animal kingdom. Most, generally, have the traits of one Animal. These abilities usually manifest in two ways. Foremost, the most common type of parahuman on the planet is a parahuman that simply has a one or two animal-like, or bestial traits. Inversely, bestial parahumans can manifest in the rarest type with a full body transformation. This type of transformation usually results in a parahuman that is more meta than human, and it is debated as to whether this species of hominid should be classified as [i]homo sapiens[/i] at all. [/list] [list] [*][b]| Biological |[/b] Those under the Biological class have the direct ability to actively manipulate their biology and anatomy, rather than have permanent alterations. They have the ability to manipulate the biological makeup of themselves and others. Bones, blood, skin, muscle, etc. This can include shape-shifting, growing new muscles, and skin-manipulation. Many of these metas are carefully monitored if not neutralized as soon as their powers begin to develop. [/list] [list] [*][b]| Mimicry |[/b] Mimicry type powers are the set of abilities that allow the user to adopt or completely copy certain external aspects of other objects. Men that can change their appearances, women who can change their volumes, children who can multiply themselves all fall under this category. Parahumans like these can be incredible hard to keep track of. [/list][/hider][/hider] [hider=Man vs Man][sub][h3]| Man vs Man |[/h3][/sub][hr] [indent][b]| The Mind |[/b] Man vs Man powers are any power or ability that has something to do with the mind. Out of the three primary power types, this type is the least diverse. They can manifest in two distinctly different ways: Telepathy and Telekinesis- with a great deal of the these types have differing versions of those two powers. There are a variety of other abilities, though (such as Astral projection, etc). No Man vs Man type parahuman has ever demonstrated intelligence beyond the norm of normal human beings, although many specialize in certain studies conducive to their abilities.[/indent] [hider=Subclasses][indent][i] Subclasses:[/i][/indent] [list] [*][b]| Extra-Sensory |[/b] The Extra-sensory class entails powers that allow people to gather (and sometimes share) information on an extra-mental level. Powers under this sub-class strictly deal with gathering information in ways beyond the five senses. Telepathy is stated to be under this class, but an ability that makes certain subjects more intuitive are also classified as Extra-Sensory (such as a technomancer)[/list] [list] [*][b]| Telekinesis |[/b] These Man vs Man powers that manifest like a second set of invisible muscles that are controlled via thought. These abilities can be used in a variety of ways depending on the users style, and are difficult to differentiate from one another because they are almost impossible to test with a control group. Some may increase their strength in a psuedo-Man vs Self fashion. Others may float and sling debris and shrapnel.[/list][/hider][/hider] [hider=Man vs Nature][sub][h3]| Man vs Nature |[/h3][/sub][hr] [indent][b]| The World |[/b] Those under the Man vs Nature class have the ability to warp matter and energy to their will. Most of this type have control over one, or several similar, elements. Many of them function the same way, in the way that each has the ability to manipulate the element that they have control over, along with a few extra tricks. However, not all are the same. Any ability relating to a kind of matter falls under the Man vs Nature Class. [/indent] [hider=Subclasses][indent][i]Subclasses:[/i][/indent] [list] [*][b]| Energy |[/b] Energy-types are parahumans with an affinity over Energies. They can generally create and control an energy they are attuned to. This is a very broad definition. It can range from electricity, to fire, to sunlight, or sound. [/list] [list] [*][b]| Physiology |[/b] Physiological elemental powers are a set of abilities that allow their user to take the properties of it. These abilities are quite versatile as their main class. They can be any element, even tethering into the energy sub-type at times. [/list][/hider][/hider] [hider=Man vs Fate][sub][h3]| Man vs Fate |[/h3][/sub][hr] [indent][b]| The Soul |[/b] Overall Man vs Fate is the least common type of of Meta-human out there, having the least total amount of classifications even if full body Man vs Self transformations are rarer. Opposed to altering the mind, body, or the world, Man vs Fate types alter the very essence of Superpowers; the Meta-human energy. For example they can alter it (On a large, or small, scale) to give themselves different powers (Power replication comes to mind), or enhance, or weaken, the powers of others. The Promise has the highest concentration of Man vs Fate type parahumans in the world.[/indent] [hider=Subclasses][indent][i]Subclasses:[/i][/indent] [list] [*][b]| Replication |[/b] Replication type abilities are another form of Power type. Replicators are known as those who can mirror the abilities of other parahumans, and use them for themselves. They are known to be the most versatile brand of parahuman, as they can figuratively have any power within the spectrum. However, they are always limited in several ways such as how many abilities they can sponge up, or only being capable of replicating a certain type of power. All replicators have demonstrated that when they copy an ability, they receive a much weaker form of said ability.[/list] [list] [*][b]| Charger/Nullifier |[/b] Another Man vs Man type, Chargers are parahumans who can either enhance or weaken the abilities of others. Depending on whether their genes work to dampen or enhance their surroundings such powers can include power boosters, dampeners, and nullifiers. Many of these are limited by the amount of power they can cancel out, or limit the area of effect. Nullifiers make up the entirety of The Promise's security force and are in a higher concentration there than they are in any other place on earth, with 10 students to every one nullifier.[/list] [list] [*][b]| Anchor |[/b] Anchors are parahumans who have abilities that prevent chargers and replicators from limiting, adopting, and charging their characteristics and abilities. Almost all power anchors have some visibly mutated aspect of their beings that have permanently changed their physiology and physical bodies. Most power class parahumans copy or limit the energy that is produced by another parahuman's genome. Most anchors on the other hand do not produce this energy in the same form. Anchors cannot be charged, or nullified. 90% of Anchors are Man vs Self in nature. But there ARE some exceptions.[/list][/hider][/hider] [hider=Other][sub][h3]| Other |[/h3][/sub][hr] [indent]Powers that simply don't fall under the above categories. It should be noted that Parahumans can occupy more than one classification, so being an Other type is uncommon.[/indent] [/hider] [sub][indent][h3]P L O T S[/h3][/indent][/sub][hr] The Story So Far... [quote][b][url=https://www.roleplayerguild.com/posts/4983993]1.0 Houston, We Have Liftoff[/url][/b] [list][*][i]The cast, currently consisting of [b]Archie[/b]- a young man with one hell of an alter-ego, [b]Lynn[/b]- a spitfire physically and metaphorically, [b]Natalie[/b]- who takes girl power to a whole new level, [b]Keaton[/b]- who can put Sherlock Holmes to shame, and [b]Amelia[/b]- to whom distance means nothing, are all brought aboard The Promise through various means, and meet one another during orientation. As soon as introductions are made and the event is underway, [b]Freaky-D[/b] - a unknown variable that found their way aboard through mysterious circumstances, falls from the ceiling to make his presence known to the station. Due to some unfortunate circumstances, [b]Archie[/b] is injured and begins turning. [b]Freaky-D[/b] makes his escape and [b]Amelia [/b]follows, while [b]Natalie and Lynn[/b] stay to evacuate the others and fight the reptilian goliath. They are successful, with [b]Natalie [/b]using her strength to grapple the great lizard into the kitchen and [b]Lynn[/b] setting off a makeshift bomb. [b]Lynn and Archie[/b] are sent to the hospital. While the fight is taking place, [b]Freaky-D and Amelia[/b] stumble upon an interrogation in which an unknown entity is torturing a Promise staff member. [b]Freaky-D[/b] makes his escape and [b]Amelia [/b]disappears from the scene, rather than confronting the entity- who then escapes uninhibited. [/i][/list] [hr][/quote] [quote][b][url=https://www.roleplayerguild.com/posts/4989369]2.0 I'll Keep Coming[/url][/b] [list][*][i]A week has passed since the cafeteria skirmish. Our cast have gone their separate ways. [b]Archie and Natalie[/b] have been placed under quarantine but have shown that they have regained relative control again. [b]Archie visits Lynn[/b] in the hospital, and assist her in sneaking out. While doing this, he is confronted by [b]Freaky-D[/b] who gifts him an item known as the 'apology ball' which has unknown effects, and then escapes once more- only to be seen and chased by Promise security. [b]Freaky-D[/b] is spaced, but gets better. As night falls the cast finds one another again, and [b]Archie[/b]- intending to present flowers to [b]Natalie [/b]in his apology to her, treads off the beaten path and into the woods in his search. He discovers the body of a staff member who had been tortured. He screams, attracting [b]Lynn, Natalie, Amelia, and Keaton[/b] from the street. [b]Amelia[/b] immediately recognizes the body, [b]Lynn[/b] begins freaking out thinking that this is a ploy to pin the crime on her, and [b]Natalie[/b] is reminded of her past. The cast fought one another over what to do, ultimately driving them apart when [b]Natalie [/b]calls Promise security. [b]Lynn, Amelia, and Keaton[/b] leave the scene. [b]Archie and Natalie[/b] remain and are apprehended by [b]Jacob Radvi[/b]- a good man with an unfortunate past. All of the cast are brought in the next day for questioning. [b]Archie and Natalie[/b] are questions by [b]Radvi[/b], while [b]Keaton, Lynn, and Amelia[/b] are questioned by Promise head of security- [b]Gennedy Hardin[/b]. Information is shared, [b]Archie[/b] eats a life changing donut, and [b]Amelia[/b] is kept for further questioning. [b]Archie [/b]invites [b]Lynn, Natalie, and Keaton[/b] to a Chinese restaurant for lunch. During this time, the unknown entity from the previous arc sets off a series of events that results in the vast majority of Promise security and enforcement agents being trapped in one area, while also simultaneously releasing an entire wing of lunatics and dangerous criminals into the general population. Salamandra, one of the most well known criminals in the parahuman world, happens upon the group while Death Head- a hulking vampire animal lurks outside the restaurant. [b]Lynn[/b] tries to appease Salamandra, but is laughed at. Salamandra attempts to cradle rob [b]Archie[/b]- but is stopped by [b]Lynn[/b]. A large fight ensues. [b]Natalie [/b]makes her escape, but is intercepted by Death Head and begins fighting for her life. [b]Archie [/b]crawls away, in the throws of transforming once more- only to be directed by [b]Keaton[/b]- who had taken to pulling away from the battle in the main room and telling his deteriorating mind who is friend and who is foe. [b]Lynn [/b]is getting creative in her defense against Salamandra, but the criminal is far more adept at battling with people and her ability. As Salamandra gains the upper hand- a newly turned [b]Archie [/b]throws an entire refrigerator at her and cripples her- evening the fight. [b]Archie [/b]leaves the premise- intent on stopping [b]Natalie [/b]from losing herself further in blood rage after her narrow victory over Death Head. Their battle is short, but handled with utmost care unbecoming of a monster of [b]Archie's [/b]size. Feeling awaken between the two. Salamandra's powers of heat absorption are put to their limits and she begs for mercy. [b]Lynn[/b] beats Salamandra to death and leaves the premise to hunt down [b]Archie [/b]despite her incredibly beaten state, and narrowly avoids the explosive withering affects of Salamandra's power withering her body postmortem- killing several innocent bystanders in the process and emotionally scarring [b]Lynn [/b]for life. Promise Security eventually breaks free, with [b]Freaky-D rescuing Radvi[/b] and assisting occupants into safe havens with the help of [b]Eli[/b]- a new comer who makes hangovers seem like nothing at all. [b]Eli and Radvi[/b] assist one another in saving as many as possible while [b]Freaky-D[/b] searches for stragglers- happening upon the unknown entity. [b]Freaky-D[/b] and the unknown entity begin fighting, only for [b]Freaky-D[/b] to quickly turn the tables with high volume meme power- discovering a weakness. [b]Freaky-D[/b] collects a sample of the unknown entity as it makes it escape, and returns it to [b]Radvi[/b].[/i][/list] [hr][/quote] [quote][b][url=https://www.roleplayerguild.com/posts/5017141]3.0 Where Anything Goes[/url][/b] [list][*][i]A month has passed since the breakout, and the school has finally addressed the accident. While doing so, as a form of damage control the headmaster has announced that the yearly homecoming dance will be a station-wide event. Radvi presents the sample to [b]Trevor[/b], one of Promise R&D and acquires tracking chips and glasses that recognize the unknown entity's presence. [b]Archie, Natalie, Lynn, Keaton, Eli, and Radvi[/b] all convene at a Panda Express to make further plans- with [b]Eli [/b]pep talking [b]Archie [/b]into asking [b]Natalie [/b]out. While convening, [b]Black and White[/b]- two incorporeal entities serving a greater force appear and make the cast aware of their importance in a grand scheme, and [b]Freaky-D[/b] once again falls from the rafters. This garners various reactions from the cast- most notably, [b]Lynn [/b]storms off. [b]Archie [/b]goes after her, but is burnt and runs away. [b]Lynn[/b], guilty continues on her way and goes to the gym to meet [b]Gen[/b]- a man who likes his space and can really remind you of that fact if need be. Radvi explains to the cast that the event shouldn't have happened and has evidence of foul play involved. [b]Freaky-D[/b] displays the recording of the battle that he was involved in. [b]Archie [/b]recognizes the unknown entity as a woman who referred to herself as [b]Arianna [/b]the first day he arrived at The Promise. The cast disperse, with [b]Radvi [/b]speaking to [b]Gennedy [/b]and [b]Trevor[/b]- being given the first ever nullification technology and being reprimanded by [b]Gennedy[/b]. A few days pass, and it is now Homecoming night. The streets, forests, and buildings are alive with spirit. [b]Amelia [/b]makes her return. [b]Amelia- looking to rejoin the world, Lynn- celebrating some good news, Eli- mourning the loss of close friends, and Keaton- looking to learn more about Arianna[/b] all begin heading to the woods to drink and enjoy some time away from the prying eyes of Promise Personnel. [b]Archie [/b]nervously makes his way to pick up an equally nervous [b]Natalie [/b]for their first ever date. [b]Lynn's [/b]good night is ended not long after [b]Archie and Natalie's[/b] arrival, and a new person joins the cast- a young man named [b]Nicholas[/b]. [b]Lynn[/b] retreats to the woods, followed closely by [b]Amelia and Eli[/b] who encounter a strange digging noise in the woods. Following their ears leads them to their first ever confrontation with [b]Arianna[/b]. The young, scared woman desperately pleads with the two to turn around and leave, but [b]Lynn[/b] doesnt have any of it. Instead, choosing to approach further. Suddenly [b]Radvi [/b]appears and gives chase to [b]Arianna [/b]as she flees the scene. [b]Radvi [/b]uses the nullification taser in the field for the first time, successfully neutralizing her. Unfortunately, [b]Ariannas[/b] operate in groups. Another [b]Arianna [/b]attacks from the side, successfully isolating [b]Radvi[/b] and disarming him. In the heat of the moment, [b]Radvi [/b]equips his handgun and fires several shots into the parahuman with little to no effect whatsoever. [b]Arianna shoves Radvi[/b] down the dead fall in the woods and flees the scene. As [b]Radvi [/b]falls, his handgun goes off and the round fires off into his face. [b]Freaky-D and Lynn[/b] are first to his aid, with [b]Eli, Keaton, and Amelia[/b] close behind. [b]Archie, Natalie, and Nicholas[/b] join the group as [b]Eli [/b]begins to ease [b]Radvi's[/b] pain to prevent him from dying. [b]Eli [/b]quickly tires as [b]Amelia and Keaton[/b] formulate a plan to teleport [b]Radvi [/b]to the hospital. [b]Archie takes Eli[/b] and carries her through the woods to meet them there, afraid for her health. [b]Amelia [/b]teleports the group stabilizing [b]Radvi [/b]to the hospital and meets [b]Archie [/b]there, where the hand off occurs. Those that remain in the forest are escorted home, but [b]Freaky-D[/b]'s footage pardons them of any guilt.[/i][/list] [hr][/quote] [quote][b][url=https://www.roleplayerguild.com/posts/5058060]4.0 Bad Moon On The Rise[/url][/b] [list][*][i]Some time has passed since the incident on Homecoming night, and all things considered the cast is bouncing back from the traumatic incident relatively well. It is now December 5th, and new students will be arriving soon. [b]Cara[/b], the station AI messages everyone regarding welcoming the new student aboard. [b]Lynn and Eli[/b] have a heart to heart and meet in the loading bay, and [b]Amelia [/b]joins them shortly. [b]Natalie and Archie[/b] get lunch together, and [b]Keaton [/b]notices that one of the supply pod deliveries have no arrived on schedule. [b]Radvi[/b], who is in a coma due to his injuries, goes on a spirit journey. To be continued...[/i][/list] [hr][/quote] [sub][indent][h3]R U L E S A N D N O T E S[/h3][/indent][/sub][hr] [hider=1. In-Character Rules & Notes] [indent][[b]1.01[/b]] The usual rules. No godmodding, metagaming, powerplaying, autohitting, etc. Just don’t be a dick. [[b]1.02[/b]] Swearing, alcohol, drugs, and sex are fully permitted in the RP long as you do not overdo it excessively and follow the guild rules. If you can get it on board a space station, you deserve it. [[b]1.03[/b]] There will character deaths in this RP. By submitting a sheet, you acknowledge that your character will have to deal with the consequences of their actions. If your character does something dangerous, then they may get injured or die. Don't Godmod your way out of it. I won't purposely go out and kill characters (That I [i]like[/i]), but I may purposely injure them for the sake of the story. [[b]1.04[/b]] I’m pretty easy going when it comes to posting. If you can only post once a week, dont hop into an interaction that are time sensitive out of courtesy. If you can’t continue, please say if you're leaving the RP, especially if you're in the middle of any interactions/important subplots. Inactive characters will likely be forgotten about, or killed off if they were significant enough to the story. [[b]1.05[/b]] I don't care too much about post length. I rather have a short meaningful post over one full of filler. That said, all I want is [i]one[/i] paragraph. Just one. Be prepared for some long posts every now and then. However, I expect average writing [i]at least[/i]. Collaboration posts are okay now and again, but are not encouraged.[/indent][/hider] [hider= 2. Out-of-Character Rules & Notes] [indent][[b]2.01[/b]] Respect everyone else at all times, please. Solve conflict with civility. [[b]2.02[/b]] Sometimes your character is not a good fit for the setting, and that's okay. As long as you are willing to work on your sheet, I am willing to work with you. That being said if you are adamant about having a character with a certain power that isn't working out, you will be encouraged to look elsewhere. [[b]2.03[/b]] We can talk in the discord channel or the OOC, but please remember that the OOC is primarily for shitposting. Thanks! [[b]2.04[/b]] I’m pretty relaxed with character sheets. Please don’t make me regret that by thinking my criticism of your Edgelord McDarkness character is a personal attack. [[b]2.05[/b]] Feel free to ask about anything, anything that I don’t cover here. I'll happily answer. [[b]2.06[/b]] Whatever you do, do not listen to anything [@Ruler Inc] has to say.[/indent] [/hider] [hider= 3. Character Creation Rules & Notes] [indent][[b]3.01[/b]] This is a casual RP, but I expect a moderate amount of detail when writing your sheet. The one thing I tend to make people go back and edit is a lack of detail in the power section. On the same note, [i]try[/i] to make your characters interesting. [[b]3.02[/b]] You have a great deal of freedom when creating a character. You can make someone of any gender, sexuality, background, etc. As long as it's written respectfully. I will not accept characters with mental illnesses unless they are written correctly. [[b]3.03[/b]] I'm gonna say it now; I'm not a fan of sociopaths/psychopaths, dark and tragic backstories (Without proper mental repercussions), one-note "badasses", perfect characters, and any of the sort. They're over romanticized and generally poor to work and write with. So keep that in mind when planning your character. [[b]3.04[/b]] "Magic" does not exist in the setting. This RP will be mainly scifi with slight paranormal themes here and there. There will a suspension of disbelief for artistic license but let’s not do anything too drastic please. [[b]3.05[/b]] The following powers are banned; "instant death" powers, mind/character control, time powers, anything with "omni-" attached to it, reality warping, darkness manipulation (that has to do with creating solid constructs out of it- same goes for light), gravity manipulation, life-force absorption, complete indestructibility/absolute defense, and probability manipulation. I also will not accept characters that have powers that can only be used in a fight. [[b]3.06[/b]] I encourage you to provide a picture for your character's appearance section. It must be a real photo, or a realistically drawn one. [[b]3.07[/b]] You can make a non-parahuman if you want, although they’d have to be on The Promise for a reason. [[b]3.08[/b]] Please don't post a "wip" sheet. Please post the complete version or don't post it at all. If you want help with writing anything hit me up on discord or PM. [[b]3.09[/b]] You can submit your own NPCs, as long as they are important enough to the story (Or your character) to warrant one. Just run them by a GM first. [[b]3.10[/b]] Please no more than two characters per person. [[b]3.11[/b]] I swear to god Shade, if you make me have to code your sheet for you... [/indent][/hider] [sub][indent][h3]Plot Template[/h3][/indent][/sub][hr] [pre] [quote][b][Plot Name Here][/b] [list][*][i]Description of plot here.[/i][/list] [.hr][/quote] [/pre]