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T H E Y U R A Z E N P R I N C E

A T A L E O F R E D W A L L

P R E M I S E:


S E T T I N G:


R A C E S:

W O O D L A N D E R S
BADGERS:
Standing well over a head taller than both their loyal Hares and the friendly Otters, Badgers are among the largest beasts to reside in Mossflower. Often few in number, badgers are greatly territorially, and it is uncommon to find more than one in the same place unless they have a family. Compared to other beasts, their lifespans are notably longer, matching their towering size as Badgers are the only beast to measure their own age in years instead of seasons.

In addition to their size, Badgers are tremendously strong, often wielding weapons and armor that other beasts would find difficult to lift, let alone use. They are master smiths, with a Badger Lord having been responsible for forging the legendary Sword of Martion the Warrior.

However, more so than any other beast, Badgers have been plagued with suffering from the ‘Bloodwrath’, a terrible and dangerous infliction that drives the afflicted into a berserker-like while at the height of battle. When a Badger’s eyes turn red, it is best to stay out of their way as nothing can stand in the way of a badger suffering from Bloodwrath.

Imbued with a tremendous sense of honour and duty, Badgers have long been respected by other fair beasts and often have ruled over Mossflower Woods from their former ancestral home of Brocktree. A familiar sound to all badgers is the call of the mountain fortress Salamandastron, standing watch against raiders on the western shores. It is said there must always be a Badger Lord in Salamandastrom and for many seasons there always has been. Those that find themselves called to the position serve with wisdom and dignity.

But beyond warriors, Badgers are often tend to be scholars or guardians of peaceful beasts, readily accepting a protector role. As an example, Redwall Abbey is scarcely found without a Badger Mother tending to its mischevious dibbuns. As a general rule, all badgers strive to uphold a personal code of honor, but there are those that are willing to do anything to protect their companions.

G R O U P S:


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

-Please post within a respectable timeframe. If you are going to be unable to post, please voice such, if you do not, we will move on without you and your character may be forfeit.
-If you do want to leave the RP, please just let me know. I don't require an explanation, only ask that you voice your intentions to do so.
-I will do my best to keep this RP in the spirit of the original novels as I know they have a special place in the heart of those who like myself, grew up reading them.
-Only the following specified races may be applied for. Exceptions may be made if presented with a well-thought out concept.
-By applying for this roleplay you are hereby expressing consent for your character to be killed during the course of the RP if the situation calls for it. Players whose characters are killed will be allowed to re-apply with a new character pending opportunities available in the IC at that time.

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


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The Hyperverse Presents...
A G E N T S O F H . I . T .

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

P R E M I S E:

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


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♦ ♦ ♦ ♦ ♦ A DC & MARVEL SINGULAR UNIVERSE ROLEPLAY ♦ ♦ ♦ ♦ ♦

G M: Lord Wraith C O - G M ( S ): Inkarnate & SaintMaxx G E N R E: Fandom T Y P E: Sandbox with linear and Collaborative Arcs
"We all wish we had super powers."
"We all wish we could do more than we can do."

S T A N L E E ( 1 9 2 2 - 2 0 1 8 )
I N T R O D U C T I O N:

Welcome fans of Marvel, DC and all comics alike. Absolute Comics is a sandbox based RP that seeks to merge and mix the lore of your favourite DC and Marvel characters into one living cohesive world. The idea behind this RP is not to embody our favourite heroes and villains to simply retell iconic stories and origins but to take these characters and make them our own. In fact, the goal of the RP is for players to take their favourite characters and re-imagine them to tell their own stories. We only ask that the 'heart' of the character remains the same. Players will take the roles of their favourite characters and tell stories either alone or in collaboration with other players in order to develop and grow the world.

P R E M I S E:

The world of Absolute Comics is a singular universe comprised of both the DC Comics and Marvel Comics universes. How heavily mixed these elements are is dependent upon the players as the world and its lore is shaped by you and your stories. Do Bruce Wayne and Tony Stark know each other? Has Lady Shiva trained with Danny Rand? Have Thor and Superman gone toe to toe? These are questions for you to ask yourself and it can only be answered as the RP unfolds, sharing not only your vision but that of the other players.

In-game history is decided on a first come, first serve basis. However, it should not be designed in a manner which locks out another player from taking on a favourite role. To give an example, if a player applies as Dick Grayson before an application has been received for Bruce Wayne, then the player applying as Grayson can decide to portray Dick as Robin, Nightwing or even Batman. No matter which of these roles the Grayson player chooses, it has an effect on a future Bruce Wayne player.

Due to the inclusive nature of the roleplay, a Bruce Wayne player would have to craft their CS to reflect a Bruce who allows for opportunities for a Grayson player or other notable members of the Bat-family. For instance, if the Grayson player chooses to be Nightwing, then the Bruce Wayne player will need to portray an older Batman. Even if a ‘Dick-Bats’ could block a player from playing Bruce Wayne as Batman, it shouldn’t necessarily block Bruce Wayne as a character. If so desired by both parties, a Batman Inc. like scenario could even be worked out.

A major change to Absolute from the previous iteration is that the IC will be divided into three types of play. Like most 'One Universe' roleplays, players will be encouraged to write and create their own 'Chapters', solo stories that follow their character in whichever point in their career they so choose. 'Crossovers' will be player-coordinated events which run alongside 'Chapters'.

Crossovers are available to any player to create and coordinate, and there will never be a lockout on Crossovers allowing as many players as desired to participate. These events will range from a city-wide to national level pending the ongoing events and players involved. Intended for players who thrive on group interaction, Crossovers will act as a more traditional roleplay, thus sating the needs of those who need a break from solo 'Chapter' writing.

Lastly, there will be 'Crises', these Crises will be GM organized and potentially universe wide and will change the status quo of the entire game as needed or desired. This can be used to re-align players by challenging their personal beliefs, open gateways to the multiverse, repel alien invasions or even a total rebirth of the roster to allow new players to take up roles which have been abandoned with a completely clean slate.

It is important to remember that interaction, much like any role-play, is the bread and butter of the game. To that end, players are encouraged to work together not only to create Crossovers but also during Crises to better determine a mutually desired outcome for all those involved. Classic teams ups such as Batman and Robin or Wolverine and Hawkeye are always welcome but don't forget, this is a One Universe Rp where the Devil of Hell's Kitchen can work alongside Gotham's Dark Knight.

S O U R C E M A T E R I A L:

As previously mentioned this roleplay allows players to draw upon characters from not only the Marvel and DC Universes but other characters may be considered on a case by case basis if they fit the tone and feel of the game, however, priority will be given to characters who originate from Marvel and DC comics. Your character concept can be based on any iteration of the character, and can start from any point in their career as there won't be one date isolated as 'Zero Year'.

What this means for you as a player is that the world's Spider-Man could currently be Miles Morales, Iron Man could be replaced by Iron Heart, Batman could be Terry McGinnis. This also means that some heroes might just be starting out, perhaps the Teen Titans were just formed? Maybe Scott Summers just found out he was a mutant? The changes and possibilities are near endless but are sure to create a unique world for us to tell our own takes on these 'modern myths'.

G A M E P L A Y:

CHAPTERS:
Chapters are the stories told by the players themselves for whichever characters they have chosen to portray. This is the bread and butter of the RP, driving it forward and filling out the world as each player tells their stories and builds the setting that directly impacts their character. A chapter could be as short as a single post, to a story spanning over thirty posts. Think of a chapter as an episode of a television show or a single comic issue.

It is essentially that all players contribute their own 'Chapters' to the IC and drive their characters independently. Equally it is important to read other player's 'Chapters' and making note of significant events or even just 'broadcasted' ones to reference and relate to within your own posts. Small efforts like this go a long way in making the world feel alive and connected.

CROSSOVERS:
Crossovers are the icing on the cake, keeping players invested through interaction and back to back posting with each other. A crossover is defined here as a player coordinated and driven interaction between two or more characters in the IC. A Crossover may be as simple as a one time team up or a small part of a larger over-arching story depending on the ambitions of the player(s) coordinating the story and those involved. There is no limit as to how many crossovers can take place at any one time as they will be completely moderated by those involved and not the GM Team.

Crossovers may take place in a single city or even multiple, spanning up to a national event depending on the number of players involved in the current crossover. Players are not required to participate in a crossover if they do not want to, and if you have approached a player and they have turned you, we ask that you please respect their wishes. That said, all players should consider participating in a crossover from time to time if only to recharge and avoid burnout due to lack of interaction. You will never be required to remain within the crossover for its entire run unless you become integral to its story, which case it is only respectful to do so.

Ultimately, the structure of each crossover will be dependent upon the player(s) organizing it. It should be noted that a crossover should never change the status quo of the game, and while consequences and fallout is encouraged, it should be limited to only those involved unless special permissions have been granted.

CRISES:
Crises are large scale events which affect the roleplay on a massive scale. These events can be global, universal or even multi-dimensional. Ideally, the occurring Crisis will affect all players, but all players need not directly contribute to the Crisis at hand. The outcome of these events will affect the roleplay's status quo, wiping the slate clean or drastically changing the present world. This could mean something like DC's Rebirth where abandoned characters can be reset allowing new players to assume their roles without the need to continue previous stories, or Marvel's Civil War where characters and their beliefs will be challenged, changing the alignment of different characters and the shape of different team rosters. These events won't take place often but when they do, they will be designed to directly impact the RP.

C H A R A C T E R S U B M I S S I O N S:

Due to the nature of the RP, character submissions will not be based on traditional sheets but on 'Character Proposals'. This differs in that instead of the usual fact spill that a character sheet is based on, a Character Proposal outlines the character you're intending to play, any differences from their source material and a proposed character arc. This is so we know coming in that you have a story you want to tell with this character. Unlike other RPs where you create a character and then enter the IC for collaborative writing, Absolute Comics is based around self-directed arcs. That's not to say you can't write with other players, by all means, make plans with other players but it's unlikely you'll be able to do this for your first arc.

Character Proposal sheets do not necessarily have to be limited to one character per se, meaning you could make a sheet for Batman and Robin or the X-Men if you wanted to. After all, in the world of comics, Batman is simultaneously being written by one author in the Justice League serial while another writes him in the solo title. As this is a One Universe RP don't hesitate to mix the teams up a little or try out some new team-ups.

Players will only be allowed one character to start with, potentially able to earn or request a second primary point of view at a later time, pending the IC's activity coupled with their own. However, due to the singular universe of the RP, it is asked that players choose the opposite franchise when creating a second character. This means that if you started the game with Captain America, then your second character will be required to be a character from the DC Universe, not another Marvel Character.

Players interested in the same character will be judged based on the strength of their proposed concept and sample with the GMs choosing the preferred candidate. In the event that someone applies as a character you were interested in, you will have a window of twenty-four hours to submit a competing application. If a character submission goes unchallenged for twenty-four hours and the GMs have no outstanding issues with it, the character will be accepted.

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



C O N C L U S I O N:

So in closing, the purpose of this thread is obviously to both garner interest and feedback in order to see if an idea like this could fly. Please leave all comments, criticisms and concerns below and myself and the other GMs will try to answer any questions as they come along. As such, some ideas and concepts as presented above may be refined are altered before the official OOC is launched once enough interest is garnered. Please keep this in mind moving forward.

I thank you for your interest in Absolute Comics and look forward to seeing everyone's ideas and stories unfold.

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♦ ♦ ♦ ♦ ♦ A DC & MARVEL SINGULAR UNIVERSE ROLEPLAY ♦ ♦ ♦ ♦ ♦

G M: Lord Wraith C O - G M ( S ): Inkarnate & Saint Maxx G E N R E: Fandom T Y P E: Sandbox with linear and Collaborative Arcs
"We all wish we had super powers."
"We all wish we could do more than we can do."

S T A N L E E ( 1 9 2 2 - 2 0 1 8 )











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Don't call them sidekicks, they're the...

G M: Lord Wraith C O - G M ( S ): TBD G E N R E: Fandom T Y P E: Linear with opportunities for individual showcasing

If I was to run a Titans RP, I would set it up so that Robin, Wonder Girl, Speedy etc were the original iteration of the team during the 'Golden Years' of the Justice League. But they grew up, they grew apart. Then flash forward to present day Dick is Nightwing, the other Titans are either retired or dead and then something happens with Kori, Raven, Gar and Vic which leads into the RP


A V A I L A B L E C H A R A C T E R S:

◼ DICK GRAYSON aka NIGHTWING: The first protege of the legendary Batman, Dick Grayson has outgrown his overbearing surrogate father and chosen to strike out on his own becoming the hero known as Nightwing in honour of his friend, Superman.

◼ KORIAND'R aka STARFIRE: An alien Princess from the planet of Tamaran. Kori was sold to slavery by her elder sister, Komand'r. Escaping she has found refuge on the planet of Earth.

◼ VICTOR STONE aka CYBORG: Once an all-star Athlete, Victor Stone was in an accident that left most of his body destroyed and would have rendered him immobile for the rest of his life had it not been for the intervention of his father, Silas Stone. Using experimental technology to save his son, Silas brought Victor back from the brink of death as the being now known as Cyborg.

◼ GARFIELD LOGAN aka BEAST BOY: A young teen with the ability to change into any animal, living or extinct. Garfield Logan was on an expedition with his mother in the Amazon when he fell ill only to be saved through unknown means. Though alive, his body was mutated taking on animalistic traits and turning him completely green.

◼ RACHEL ROTH aka RAVEN: The daughter of an unholy union between the demon Trigon and a human woman, Raven is a bridge between two worlds and has been hidden from her father's manipulation for most of her life. Her abilities are tied directly to her emotional state and as such, Raven has learned to control and curb most of her emotions making her come across rather apathetic.

T H E O R I G I N A L T I T A N S:

◼ DICK GRAYSON aka ROBIN: See above

◼ DONNA TROY aka WONDER GIRL: Retired

◼ WALLY WEST aka KIDFLASH: The current Flash

◼ GARTH aka AQUALAD: Returned to Atlantis

◼ ROY HARPER aka SPEEDY: Deceased
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>Superpowers, rookie heroes, think 'Kickass' crossed with 'Young Justice'/'Teen Titans'
>Maybe an age group of '17-23', late high school to college-aged individuals
>Characters will eventually form a team against a common threat
>Central hub could be a college or other large post-secondary institution.
>Large city, need to decide whether to use a real location or an expy
>'Why has there never been superheroes before?' is a key question that needs to be answered to establish the setting.
>Catalyst Event which forces the protagonists into action.
>Small group, one GM-driven plot but also allowing for people to do solo or collaborative stories.
>Players running their own plots would have the onus on them to post, must be self-motivated
>Looking for advanced level writing with casual posting speed
>Advanced AI foresees future events and orchestrates a scenario which puts together the team.
>Maybe a team sponsor/shifty motives type figure

Setting:
>'Twenty Minutes' into the future
>Law Enforcement relies on a predictive algorithm ala Minority Report for stopping crime.
>The algorithm is actually an incredibly advanced AI which predicts an event that local law enforcement won't be able to stop.
>In response, it isolates a group of 'gifted' individuals and orchestrates an event to bring them together.
>There has never been superheroes before as the world has never needed them.
>Any blimps or occurrences in the past were buried or covered up
>Anything present has been stopped before it could occur by the AI.

Lord Wraith Presents...
I N T E N T I O N M I N E

A N E O - N O I R S U P E R H U M A N T H R I L L E R

P R E M I S E:

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The Haunting of...

| C | R | E | S | T | W | O | O | D |
_______________________________
| H | O | L | L | O | W |

| ◼ G M: Lord Wraith | ◼ C O - G M ( S ): None | ◼ G E N R E: Superhuman, Modern Fantasy, School, Slice of Life | ◼ T Y P E: Linear with Sandbox Elements |
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-Set in New Lilith
-Charles Jonathan Michaels
-Father, Jack, works in Research and Development
-Mother, Rebecca, is a public defender
-Chuck is an average kid, he enjoys comics, movies and video games.
-His family is lower middle class, but Jack and Rebecca both work long hours and make personal sacrifices to ensure their son wants for nothing.
-Due to this, Chuck is often left alone for long periods of time and retreats in a world of fantasy.
-The company that Jack works with becomes involved with one of the city's crime lords who takes special interest into Jack's work.
-Jack had been working on bio mechanical augmentation to help those with muscular disabilities and paralysis.
-Instead, the crime lord saw the potential to weaponize the technology and tried to bribe Jack. When that didn't work, they moved to extortion and eventually murder as they killed Rebecca to make Jack comply.
-The murder of his mother awoke something new inside the sixteen year old Chuck who felt as though his eyes had been opened for the first time. The failure of the police in handling his mother's case made Chuck realize just how far New Lilith had fallen.
-Unbeknownst to both Chuck and Jack, both were Hyperhumans with Jack's technical prowess in part due to his own abilities. Chuck on the other hand had the ability to mimic the abilities of those close to him and so adopted his father's.
-inspired by his fantasy world, Chuck put together an outfit and arsenal before hitting the streets as he sought to solve his mother's murder.
-But it would seem fate had other plans as Charles discovered a bank robbery in progress. Interfering, Chuck met two others like him and that night, the Mavericks were born.
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Lord Wraith's Hyperverse:
A Guide to the World of Vigilance


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

ATLAS:

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

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

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

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


CUPID:

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

FORTUNA:

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

JUNO:

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

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

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

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


MARS:

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

MERCURY:

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

MINERVA:

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

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

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

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


NEPTUNE:

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

ORCUS:

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

SATURN:

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

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

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

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


VULCAN:

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

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

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

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




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

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

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

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

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

Magni is a broad term used to describe those who manipulate the mystical force known as the Nox. The Nox is a mystical energy which flows through Earth, invisible, unseen and full of untapped potential. It can be wielded by disciplined individuals, those who can close their minds to the distractions of the world and allow the Nox to flow through them. Given various names across different cultures, the Nox can be harnessed by many different means and even stored within enchanted items and materials.

Unlike the Homo-Virium which is a rather modern phenomenon, the Nox is likely as old as time itself, possibly even having an influence on creation and life itself. Various stories, myths and legends have been told around the world of monsters and creatures not recognized in our world, most of these stories were true. These creatures are more often than not a result of those who abused the Nox to curse their enemies or those who lacked the discipline to fully control the Nox and had it backfire upon them. Throughout the ages, there has been various cultures who has studied the Nox as a group, using it as a community and flourishing through its influence. Great otherwise unexplainable feats were accomplished by these individuals, often leaving behind structures which still stand in the modern age, becoming a subject of debate to those who can't see past the technology of today. The origin of the Nox is shrouded in mystery and its source remains completely unknown. Many theorize it was a resource originally used by beings much greater than mankind who later shared its secrets with humanity. If this is true then the second accepted theory is that mankind turned this power on those beings and destroyed them. Allusions to the Nox or an equal power can be found throughout almost every myth, legend and religion on Earth making those who study it believe that at one point all of Earth was connected under the original wielders.​




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

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




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

The Black Lotus Society
Uroborus

The Alexandria Foundation
Constantine's Guard
Chimera Corporation


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


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

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

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

P R E M I S E:


B A C K G R O U N D:


T I M E L I N E:


S E T T I N G:


F A C I L I T I E S:

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

With these new buildings in place, the Mansion was converted into an Administration building along with housing for the non-military staff employed at Pacific Royal Collegiate and University. Despite keeping the historical exterior of the building intact and well maintained, the building's interior has been renovated and updated every few years since the Institute opened. As it stands currently, the interior of the Administration Building is fully updated with the latest modern furnishings though styled in a classical manner to match the building's exterior.​
L I F E A T P . R . C . U .:


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


T H E L E H R E R H Y P E R H U M A N C L A S S I F I C A T I O N S Y S T E M:

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


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

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