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P R E M I S E


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 initially 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... characteristics 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 slightly 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.




T H E P R O M I S E


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.


P A R A H U M A N S



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.


C L A S S I F I C A T I O N













P L O T S



The Story So Far...

1.0 Houston, We Have Liftoff
  • The cast, currently consisting of Archie- a young man with one hell of an alter-ego, Lynn- a spitfire physically and metaphorically, Natalie- who takes girl power to a whole new level, Keaton- who can put Sherlock Holmes to shame, and Amelia- 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, Freaky-D - 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, Archie is injured and begins turning. Freaky-D makes his escape and Amelia follows, while Natalie and Lynn stay to evacuate the others and fight the reptilian goliath. They are successful, with Natalie using her strength to grapple the great lizard into the kitchen and Lynn setting off a makeshift bomb. Lynn and Archie are sent to the hospital.

    While the fight is taking place, Freaky-D and Amelia stumble upon an interrogation in which an unknown entity is torturing a Promise staff member. Freaky-D makes his escape and Amelia disappears from the scene, rather than confronting the entity- who then escapes uninhibited.




2.0 I'll Keep Coming
  • A week has passed since the cafeteria skirmish. Our cast have gone their separate ways. Archie and Natalie have been placed under quarantine but have shown that they have regained relative control again. Archie visits Lynn in the hospital, and assist her in sneaking out. While doing this, he is confronted by Freaky-D 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. Freaky-D is spaced, but gets better. As night falls the cast finds one another again, and Archie- intending to present flowers to Natalie 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 Lynn, Natalie, Amelia, and Keaton from the street. Amelia immediately recognizes the body, Lynn begins freaking out thinking that this is a ploy to pin the crime on her, and Natalie is reminded of her past. The cast fought one another over what to do, ultimately driving them apart when Natalie calls Promise security. Lynn, Amelia, and Keaton leave the scene. Archie and Natalie remain and are apprehended by Jacob Radvi- a good man with an unfortunate past.

    All of the cast are brought in the next day for questioning. Archie and Natalie are questions by Radvi, while Keaton, Lynn, and Amelia are questioned by Promise head of security- Gennedy Hardin. Information is shared, Archie eats a life changing donut, and Amelia is kept for further questioning. Archie invites Lynn, Natalie, and Keaton 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. Lynn tries to appease Salamandra, but is laughed at. Salamandra attempts to cradle rob Archie- but is stopped by Lynn. A large fight ensues. Natalie makes her escape, but is intercepted by Death Head and begins fighting for her life. Archie crawls away, in the throws of transforming once more- only to be directed by Keaton- 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. Lynn 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 Archie throws an entire refrigerator at her and cripples her- evening the fight.

    Archie leaves the premise- intent on stopping Natalie 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 Archie's size. Feeling awaken between the two. Salamandra's powers of heat absorption are put to their limits and she begs for mercy. Lynn beats Salamandra to death and leaves the premise to hunt down Archie 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 Lynn for life.

    Promise Security eventually breaks free, with Freaky-D rescuing Radvi and assisting occupants into safe havens with the help of Eli- a new comer who makes hangovers seem like nothing at all. Eli and Radvi assist one another in saving as many as possible while Freaky-D searches for stragglers- happening upon the unknown entity. Freaky-D and the unknown entity begin fighting, only for Freaky-D to quickly turn the tables with high volume meme power- discovering a weakness. Freaky-D collects a sample of the unknown entity as it makes it escape, and returns it to Radvi.




3.0 Where Anything Goes
  • 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 Trevor, one of Promise R&D and acquires tracking chips and glasses that recognize the unknown entity's presence. Archie, Natalie, Lynn, Keaton, Eli, and Radvi all convene at a Panda Express to make further plans- with Eli pep talking Archie into asking Natalie out.

    While convening, Black and White- two incorporeal entities serving a greater force appear and make the cast aware of their importance in a grand scheme, and Freaky-D once again falls from the rafters. This garners various reactions from the cast- most notably, Lynn storms off. Archie goes after her, but is burnt and runs away. Lynn, guilty continues on her way and goes to the gym to meet Gen- 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. Freaky-D displays the recording of the battle that he was involved in. Archie recognizes the unknown entity as a woman who referred to herself as Arianna the first day he arrived at The Promise. The cast disperse, with Radvi speaking to Gennedy and Trevor- being given the first ever nullification technology and being reprimanded by Gennedy.

    A few days pass, and it is now Homecoming night. The streets, forests, and buildings are alive with spirit. Amelia makes her return. 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 all begin heading to the woods to drink and enjoy some time away from the prying eyes of Promise Personnel. Archie nervously makes his way to pick up an equally nervous Natalie for their first ever date.

    Lynn's good night is ended not long after Archie and Natalie's arrival, and a new person joins the cast- a young man named Nicholas. Lynn retreats to the woods, followed closely by Amelia and Eli who encounter a strange digging noise in the woods. Following their ears leads them to their first ever confrontation with Arianna. The young, scared woman desperately pleads with the two to turn around and leave, but Lynn doesnt have any of it. Instead, choosing to approach further. Suddenly Radvi appears and gives chase to Arianna as she flees the scene. Radvi uses the nullification taser in the field for the first time, successfully neutralizing her. Unfortunately, Ariannas operate in groups. Another Arianna attacks from the side, successfully isolating Radvi and disarming him. In the heat of the moment, Radvi equips his handgun and fires several shots into the parahuman with little to no effect whatsoever. Arianna shoves Radvi down the dead fall in the woods and flees the scene.

    As Radvi falls, his handgun goes off and the round fires off into his face. Freaky-D and Lynn are first to his aid, with Eli, Keaton, and Amelia close behind. Archie, Natalie, and Nicholas join the group as Eli begins to ease Radvi's pain to prevent him from dying. Eli quickly tires as Amelia and Keaton formulate a plan to teleport Radvi to the hospital. Archie takes Eli and carries her through the woods to meet them there, afraid for her health. Amelia teleports the group stabilizing Radvi to the hospital and meets Archie there, where the hand off occurs. Those that remain in the forest are escorted home, but Freaky-D's footage pardons them of any guilt.




4.0 Bad Moon On The Rise
  • 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. Cara, the station AI messages everyone regarding welcoming the new student aboard. Lynn and Eli have a heart to heart and meet in the loading bay, and Amelia joins them shortly. Natalie and Archie get lunch together, and Keaton notices that one of the supply pod deliveries have no arrived on schedule. Radvi, who is in a coma due to his injuries, goes on a spirit journey.

    To be continued...




R U L E S A N D N O T E S








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Hidden 5 yrs ago 5 yrs ago Post by JunkMail
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Hidden 5 yrs ago Post by SepticGentleman
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SepticGentleman 𝙼𝚊𝚗 𝚏𝚛𝚘𝚖 𝚝𝚑𝚎 𝙼𝚎𝚐𝚊𝚑𝚘𝚕𝚎

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IN SPACE, NO ONE CAN HEAR YOU CREAM
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IN SPACE, NO ONE CAN HEAR YOU CREAM


H a n d i n m o t i o n p r o d u c e s l o t i o n.
Hidden 5 yrs ago Post by Luminous Beings
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Luminous Beings Not Greg.

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Working on my sheet now. Trash talking phoenix girl incoming.
Hidden 5 yrs ago Post by JunkMail
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Working on my sheet now. Trash talking phoenix girl incoming.


I think I dated a girl like that once. Not the phoenix part, although she did have red hair.
Hidden 5 yrs ago 5 yrs ago Post by Luminous Beings
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Luminous Beings Not Greg.

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Hidden 5 yrs ago Post by JunkMail
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[3.11] I swear to god Shade, if you make me have to code your sheet for you...




Looks good @He Who Walks Behind, accepted!
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SepticGentleman 𝙼𝚊𝚗 𝚏𝚛𝚘𝚖 𝚝𝚑𝚎 𝙼𝚎𝚐𝚊𝚑𝚘𝚕𝚎

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Hidden 5 yrs ago Post by levinfist
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levinfist

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There room for me to jump in on this? This looks cool and I've got a bit of a character idea floating around.
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SepticGentleman 𝙼𝚊𝚗 𝚏𝚛𝚘𝚖 𝚝𝚑𝚎 𝙼𝚎𝚐𝚊𝚑𝚘𝚕𝚎

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There room for me to jump in on this? This looks cool and I've got a bit of a character idea floating around.


All are welcome aboard our humble space boat
Hidden 5 yrs ago Post by JunkMail
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There room for me to jump in on this? This looks cool and I've got a bit of a character idea floating around.


You could say we’ve got lots of space!
Hidden 5 yrs ago 5 yrs ago Post by levinfist
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levinfist

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So how does it look? I wanted to do a unique spin on a teleporter with a more reasonable limitation so I can't just warp anywhere I want.
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SepticGentleman 𝙼𝚊𝚗 𝚏𝚛𝚘𝚖 𝚝𝚑𝚎 𝙼𝚎𝚐𝚊𝚑𝚘𝚕𝚎

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It looks just fine to me. See what Junk thinks.
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@levinfist



Looks good! You stuck your skills in the Other section instead of the skills section, but that's more of a nitpick than it is anything else. Accepted!
Hidden 5 yrs ago Post by Saltwater Thief
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Hmm. Seems interesting. I'll see if I can get some inspiration to strike.
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Hmm. Seems interesting. I'll see if I can get some inspiration to strike.


Looking forward to it!
Hidden 5 yrs ago 4 yrs ago Post by Typical
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CS done, lemme know if there are changes to be made.

—Keaton—
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@Typical

Looks pretty good my dude. The quote "Honesty without tact is cruelty" comes to mind. Looking forward to seeing how she handles.

Accepted.
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