In 1984, the sleepy hamlet of Crestwood Hollow was rudely awakened by the terrorism of a serial killer who targeted local youth. During the investigation, it was uncovered that these teenagers were all united by one defining factor. Each of them was a Hyperhuman. Hyperhumans were a relatively new phenomenon, tracing back to a mysterious eclipse in 1967 that doused the globe in an unprecedented coronal mass ejection with such amounts of electromagnetic interference that it left the world in the dark for the weeks to follow.
In the wake of this event, people with extraordinary abilities began to surface. Though originally met with awe, this admiration soon turned to fear as neighbour was turned against neighbour. Following the events in Crestwood Hollow, fear spiked to a new high and prejudice against Hyperhumans led to a new wave of crime. Everyone was suspicious of the bogeyman under the bed, and numerous false reports were filed, leading to the legal system overburdened with processing humans and Hyperhumans alike.
The burgeoning Bureau of Hyperhuman Enforcement, Logistics, and Protection knew it had to intervene, and thus, the Hyperhuman Investigative Tactical Unit was born.
In the wake of this event, people with extraordinary abilities began to surface. Though originally met with awe, this admiration soon turned to fear as neighbour was turned against neighbour. Following the events in Crestwood Hollow, fear spiked to a new high and prejudice against Hyperhumans led to a new wave of crime. Everyone was suspicious of the bogeyman under the bed, and numerous false reports were filed, leading to the legal system overburdened with processing humans and Hyperhumans alike.
The burgeoning Bureau of Hyperhuman Enforcement, Logistics, and Protection knew it had to intervene, and thus, the Hyperhuman Investigative Tactical Unit was born.
T H E B U R E A U O F H Y P E R H U M A N E N F O R C E M E N T, L O G I S T I C S & P R O T E C T I O N
T H E B U R E A U O F H Y P E R H U M A N E N F O R C E M E N T, L O G I S T I C S & P R O T E C T I O N
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P E R A N G U S T A A D A U G U S T A
P E R A N G U S T A A D A U G U S T A
P E R A N G U S T A A D A U G U S T A

C O N C E P T:
C O N C E P T:
C O N C E P T:
Participants will each portray an agent of the Bureau of Hyperhuman Enfocement, Logistics and Protection. More specifically, each player will be a member on an (in)famous Hyperhuman Investigative Tactical Unit, or more colloquially, a H.I.T. Squad. Relying on a combination of forensics, negotiation and psychological profiling, the role of the a H.I.T. Unit is to stop ongoing Hyperhuman Incidents while working collaboratively with local law enforcement.
As a H.I.T. agent, your character will be a specialized operative employed by the Bureau with a history in investigation, law, criminology and forensics. Players are encouraged to create a niche specialization for their characters based either on real-world specializations or on those which fit into the lore of the 'Hyperverse'. In addition to their skills and experience, players will also be Hyperhuman characters, people who have undergone virumosis and developed extraordinary abilities. Hyperhuman lore, abilities, and classifications will all be disclosed in the attached lore document.
This roleplay will be a historical fantasy superhero police procedural, set during the mid-1990s. As such, the story, setting and tone are highly inspired by media like Criminal Minds, Grimm, and the CSI franchise while also taking heavy influences from Agents of S.H.I.E.L.D. and Heroes. GM Posts will include a list of points of investigation for players to proceed with, and pending their skills and experience, they will be weighed on how successful they are. Players will be put in situations where their characters may be attacked, captured, tortured or even killed, pending actions and player participation.
As a H.I.T. agent, your character will be a specialized operative employed by the Bureau with a history in investigation, law, criminology and forensics. Players are encouraged to create a niche specialization for their characters based either on real-world specializations or on those which fit into the lore of the 'Hyperverse'. In addition to their skills and experience, players will also be Hyperhuman characters, people who have undergone virumosis and developed extraordinary abilities. Hyperhuman lore, abilities, and classifications will all be disclosed in the attached lore document.
This roleplay will be a historical fantasy superhero police procedural, set during the mid-1990s. As such, the story, setting and tone are highly inspired by media like Criminal Minds, Grimm, and the CSI franchise while also taking heavy influences from Agents of S.H.I.E.L.D. and Heroes. GM Posts will include a list of points of investigation for players to proceed with, and pending their skills and experience, they will be weighed on how successful they are. Players will be put in situations where their characters may be attacked, captured, tortured or even killed, pending actions and player participation.
P R E M I S E:
P R E M I S E:
P R E M I S E:
After a string of murders plagues the West Coast leaving both local and federal law enforcement baffled, H.E.L.P. is consulted and invited to bring a team of their own into the investigation. Immediately identifying the serial killer as a Hyperhuman, a hand-picked Hyperhuman Investigative Tactical Unit is placed on the case. Bringing together the Bureau's top investigative agents, personalities clash and opinions divide the team, leading them to ultimately have to put aside their differences and forge ahead before any more innocent people die.
Founded in 1977 as the Hyperhuman & Human Alliance or the more stylized '3HA', the Bureau of Hyperhuman Enforcement, Logistics & Protection seeks to help not only Hyperhumans within Canada but also offers international aid. Originally a joint creation between Defence Research and Development Canada (DRDC) and the Canadian National Defence. The Bureau, or H.E.L.P., eventually grew to the point where it too split into various divisions. Splitting into three divisions, H.E.L.P. divided itself into the Enforcement and Response Division, the Department of Education and Logistics, and the Office of Hyperhuman Protection and Research.
The first of these divisions, Enforcement and Response, is responsible for tracking down and containing Hyperhumans who do in fact, abuse their abilities. Built around proactively monitoring for Hyperhuman threats, responding to Hyperhuman crimes and at worst, intervening against Persons of Mass Destruction, the Enforcement and Response division is seen by many to be where the action is. This division also works hand in hand with local and federal jurisdictions alike, training them in how to defuse and negotiate a Hyperhuman threat in addition to where and when to use force.
Falling under the division of Enforcement and Response, the Hyperhuman Investigative Tactical Unit supports frontline patrol with complex and lengthy investigations. H.I.T. Investigators work with other law enforcement agencies and community partner organizations as part of our commitment toward community safety and Hyperhuman crime prevention.
While relations between law enforcement and H.E.L.P. are shaky with word of Hyperhumans becoming more and more public knowledge. This has led to a perpetual state of fear and paranoia taking ahold of the world. Propaganda against Hyperhumans is widespread, especially in North America. Laws have been passed that prohibit Hyperhumans from positions of authority on suspicion of using their abilities to gain an advantage. Athletes and other competition-driven professions were heavily screened. Although there were those who chose to use Hyperhumans to their own advantage and more than one man or woman desperate to make a living allowed themselves to be drawn into the shadier side of things.
Hyperhuman crime has been on the rise since the dawn of the 1990s, and with it came Hyperhuman vigilantism. While those involved might have thought they were aiding their cause and helping the Hyperhuman public image, the result was in fact, the opposite, leading to a rough relationship between the Bureau and other agencies.
Founded in 1977 as the Hyperhuman & Human Alliance or the more stylized '3HA', the Bureau of Hyperhuman Enforcement, Logistics & Protection seeks to help not only Hyperhumans within Canada but also offers international aid. Originally a joint creation between Defence Research and Development Canada (DRDC) and the Canadian National Defence. The Bureau, or H.E.L.P., eventually grew to the point where it too split into various divisions. Splitting into three divisions, H.E.L.P. divided itself into the Enforcement and Response Division, the Department of Education and Logistics, and the Office of Hyperhuman Protection and Research.
The first of these divisions, Enforcement and Response, is responsible for tracking down and containing Hyperhumans who do in fact, abuse their abilities. Built around proactively monitoring for Hyperhuman threats, responding to Hyperhuman crimes and at worst, intervening against Persons of Mass Destruction, the Enforcement and Response division is seen by many to be where the action is. This division also works hand in hand with local and federal jurisdictions alike, training them in how to defuse and negotiate a Hyperhuman threat in addition to where and when to use force.
Falling under the division of Enforcement and Response, the Hyperhuman Investigative Tactical Unit supports frontline patrol with complex and lengthy investigations. H.I.T. Investigators work with other law enforcement agencies and community partner organizations as part of our commitment toward community safety and Hyperhuman crime prevention.
While relations between law enforcement and H.E.L.P. are shaky with word of Hyperhumans becoming more and more public knowledge. This has led to a perpetual state of fear and paranoia taking ahold of the world. Propaganda against Hyperhumans is widespread, especially in North America. Laws have been passed that prohibit Hyperhumans from positions of authority on suspicion of using their abilities to gain an advantage. Athletes and other competition-driven professions were heavily screened. Although there were those who chose to use Hyperhumans to their own advantage and more than one man or woman desperate to make a living allowed themselves to be drawn into the shadier side of things.
Hyperhuman crime has been on the rise since the dawn of the 1990s, and with it came Hyperhuman vigilantism. While those involved might have thought they were aiding their cause and helping the Hyperhuman public image, the result was in fact, the opposite, leading to a rough relationship between the Bureau and other agencies.
C O M M U N I C A T I O N:
C O M M U N I C A T I O N:
C O M M U N I C A T I O N:
The game's official Discord can be found here. The link to the Lore Doc is enclosed within which will further fill in the background of the RP and contains all necessary information for creating your character aand defining their Hyperhuman abilities.
F . A . Q .:
F . A . Q .:
F . A . Q .:
I S T H I S A N O R I G I N A L U N I V E R S E?
This RP is based in what I like to call the 'Hyperverse'. It is a soft reboot and adaption of my previous original universes of Vigilance and the Mavericksverse. The biggest difference is the complete erasure of the heroes known as the Mavericks. This is due to the fact I only can claim the rights to one of the characters. In terms of differences from Vigilance, there have been several changes made to Hyperhumans, most notably the redefining of their abilities and limitations, an isolated power source, and a shared weakness. Any and all information relating to the 'Hyperverse' can be found in the linked Google Document.
D O R E A L W O R L D L O C A T I O N S E X I S T?
Simply yes, while H.E.L.P.'s bases are all fictional, Base Alpha is still set on the very real Dundas Island off the coast of British Columbia and the country known as Canada. Real-world cities such as New York, and San Francisco, all exist with no changes outside of the Hyperhuman population and minor technological advancements made in the lore.
I S T H I S A D I R E C T C O N T I N U A T I O N O F T H E P R E V I O U S P A C I F I C R O Y A L C O L L E G I A T E & U N I V E R S I T Y R P?
No, other than a shared point in history, the two roleplays have nothing in common. The P.R.C.U. series of RPs have all been set five minutes into the future where this one is set thirty years into the past. The only commonalities are shared lore and history.
A R E N E W P L A Y E R S W E L C O M E O R I S T H I S O N L Y F O R R E T U R N I N G P L A Y E R S?
As mentioned above, I see this RP as a way to have a bit of a clean slate. Thus, my desire is to have a mix of both new and old players to give the RP some fresh twists. If the RP was only going to be returning players, then I would simply do a continuation. That is not this RP's priority or main intention.
C A N I M A K E A N O R I G I N A L C H A R A C T E R?
Yes, in fact, that would be preferable to adapting a character originally conceived for another RP. However, there is no penalty for re-using a character, and it won't slow or affect your acceptance. As stated above, I've put a lot of work into crafting this universe and would prefer concepts built specifically conceived for this roleplay.
H O W M A N Y P L A Y E R S W I L L T H E R E B E?
The aim is to gather between three to seven reliable players, plus myself, who will make up the returning students. If need be we can run the RP with as few as three. New players can be added down the road if our numbers dwindle and cause the RP to cease moving. If, however, we keep a full roster or a consistent pace, there will be no need to recruit, and no new acceptances will be made.
C A N I H A V E M U L T I P L E C L A S S I F I C A T I O N S?
Hyperhumans typically have only one Primary Classification, with one Secondary Classification. This means any abilities that your character has must be justified under the single secondary classification. Characters may not have more than one Primary or Secondary Classification. This system was developed intentionally to move characters away from being a 'Superman' and more in line with Marvel's 'X-Men'.
C A N I U S E M A G I C?
Characters in this RP are required to be Hyperhumans only. That said, no you are not able to use magic or gain your abilities from any other source. This means you can not be a vampire, werewolf, alien or demi-god.
C A N I H A V E M O R E T H A N O N E C H A R A C T E R S?
You may only have one primary character in this RP, however, you are encouraged to develop a cast of secondary characters to interact with and challenge your character. It is more than welcome for each character to come from within different courses, programs and school teams. In the event that your character has died in the IC, you may create a replacement player provided you weren't removed from the RP for any of the reasons specified under the rules.
C A N M Y C H A R A C T E R B E B A D / E V I L?
Your character should struggle with morality, after all, suddenly being gifted with powers above those of mere mortals could lead to some overwhelming temptation whether to get revenge or use them for self-gain. But that said, your character should not spiral out of control, or at least the group should step in before then. The overall idea is that our characters do become forces for good in the end. Keeping in mind the setting and organizations involved, were your character considered to be a threat to society, they'd be arrested by H.E.L.P.
C A N M Y S E C O N D A R Y C H A R A C T E R S B E B A D / E V I L?
You are free to do as you wish with secondary characters. If you wish to mould them into an antagonist for the group you are encouraged to consult me and we can collaborate on how to make that happen. There will be opportunities for characters to shift alliances and become more antagonistic as the plot unfolds.
C A N M Y C H A R A C T E R D I E?
Simply put yes. There will be moments in the RP where character death is entirely possible and I would like to treat these moments in as real of a manner as I can. Treat your character as vulnerable, and think through actions. If your character is vulnerable to gunfire and incites someone to open fire, they will be shot. Going into this RP you should know that in the event one of these situations arises, I will not ask if I can kill your character, I will simply do it. Abandoned characters will often be turned into cannon fodder.
I F M Y C H A R A C T E R D I E S, A M I O U T O F T H E R P?
Ultimately, this will be a discretion of the GM during the event of a character's death. Per the above rules about the authority of the GM though, you may also be removed ultimately pending the GM's decision at the time. Every character's death will be looked at on a case-by-case basis. A player who has consistently and strongly contributed to the game will be more than welcome to continue with a new player; however, in the case of an abandoned character, that player will not be allowed to continue. An abandoned character means you've likely dropped the RP, or missed your posting deadline, thus meaning you're out. If your character died by circumstance, you are free to either make a new character or promote a member of your secondary cast to a primary role and continue as part of the RP. I also understand bowing out after the death of your character, though.
This RP is based in what I like to call the 'Hyperverse'. It is a soft reboot and adaption of my previous original universes of Vigilance and the Mavericksverse. The biggest difference is the complete erasure of the heroes known as the Mavericks. This is due to the fact I only can claim the rights to one of the characters. In terms of differences from Vigilance, there have been several changes made to Hyperhumans, most notably the redefining of their abilities and limitations, an isolated power source, and a shared weakness. Any and all information relating to the 'Hyperverse' can be found in the linked Google Document.
D O R E A L W O R L D L O C A T I O N S E X I S T?
Simply yes, while H.E.L.P.'s bases are all fictional, Base Alpha is still set on the very real Dundas Island off the coast of British Columbia and the country known as Canada. Real-world cities such as New York, and San Francisco, all exist with no changes outside of the Hyperhuman population and minor technological advancements made in the lore.
I S T H I S A D I R E C T C O N T I N U A T I O N O F T H E P R E V I O U S P A C I F I C R O Y A L C O L L E G I A T E & U N I V E R S I T Y R P?
No, other than a shared point in history, the two roleplays have nothing in common. The P.R.C.U. series of RPs have all been set five minutes into the future where this one is set thirty years into the past. The only commonalities are shared lore and history.
A R E N E W P L A Y E R S W E L C O M E O R I S T H I S O N L Y F O R R E T U R N I N G P L A Y E R S?
As mentioned above, I see this RP as a way to have a bit of a clean slate. Thus, my desire is to have a mix of both new and old players to give the RP some fresh twists. If the RP was only going to be returning players, then I would simply do a continuation. That is not this RP's priority or main intention.
C A N I M A K E A N O R I G I N A L C H A R A C T E R?
Yes, in fact, that would be preferable to adapting a character originally conceived for another RP. However, there is no penalty for re-using a character, and it won't slow or affect your acceptance. As stated above, I've put a lot of work into crafting this universe and would prefer concepts built specifically conceived for this roleplay.
H O W M A N Y P L A Y E R S W I L L T H E R E B E?
The aim is to gather between three to seven reliable players, plus myself, who will make up the returning students. If need be we can run the RP with as few as three. New players can be added down the road if our numbers dwindle and cause the RP to cease moving. If, however, we keep a full roster or a consistent pace, there will be no need to recruit, and no new acceptances will be made.
C A N I H A V E M U L T I P L E C L A S S I F I C A T I O N S?
Hyperhumans typically have only one Primary Classification, with one Secondary Classification. This means any abilities that your character has must be justified under the single secondary classification. Characters may not have more than one Primary or Secondary Classification. This system was developed intentionally to move characters away from being a 'Superman' and more in line with Marvel's 'X-Men'.
C A N I U S E M A G I C?
Characters in this RP are required to be Hyperhumans only. That said, no you are not able to use magic or gain your abilities from any other source. This means you can not be a vampire, werewolf, alien or demi-god.
C A N I H A V E M O R E T H A N O N E C H A R A C T E R S?
You may only have one primary character in this RP, however, you are encouraged to develop a cast of secondary characters to interact with and challenge your character. It is more than welcome for each character to come from within different courses, programs and school teams. In the event that your character has died in the IC, you may create a replacement player provided you weren't removed from the RP for any of the reasons specified under the rules.
C A N M Y C H A R A C T E R B E B A D / E V I L?
Your character should struggle with morality, after all, suddenly being gifted with powers above those of mere mortals could lead to some overwhelming temptation whether to get revenge or use them for self-gain. But that said, your character should not spiral out of control, or at least the group should step in before then. The overall idea is that our characters do become forces for good in the end. Keeping in mind the setting and organizations involved, were your character considered to be a threat to society, they'd be arrested by H.E.L.P.
C A N M Y S E C O N D A R Y C H A R A C T E R S B E B A D / E V I L?
You are free to do as you wish with secondary characters. If you wish to mould them into an antagonist for the group you are encouraged to consult me and we can collaborate on how to make that happen. There will be opportunities for characters to shift alliances and become more antagonistic as the plot unfolds.
C A N M Y C H A R A C T E R D I E?
Simply put yes. There will be moments in the RP where character death is entirely possible and I would like to treat these moments in as real of a manner as I can. Treat your character as vulnerable, and think through actions. If your character is vulnerable to gunfire and incites someone to open fire, they will be shot. Going into this RP you should know that in the event one of these situations arises, I will not ask if I can kill your character, I will simply do it. Abandoned characters will often be turned into cannon fodder.
I F M Y C H A R A C T E R D I E S, A M I O U T O F T H E R P?
Ultimately, this will be a discretion of the GM during the event of a character's death. Per the above rules about the authority of the GM though, you may also be removed ultimately pending the GM's decision at the time. Every character's death will be looked at on a case-by-case basis. A player who has consistently and strongly contributed to the game will be more than welcome to continue with a new player; however, in the case of an abandoned character, that player will not be allowed to continue. An abandoned character means you've likely dropped the RP, or missed your posting deadline, thus meaning you're out. If your character died by circumstance, you are free to either make a new character or promote a member of your secondary cast to a primary role and continue as part of the RP. I also understand bowing out after the death of your character, though.
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