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Reluctantly retired roleplayer.

Except when I'm not.

Why are you here when you should be writing posts?

You can edit a bad draft, but you cannot edit a blank page.

Most Recent Posts

OOC is up. Hopefully that will answer all your character creation questions.
T H E C O N T I N U I N G S T O R Y:
T H E C O N T I N U I N G S T O R Y:

INFORMATION:
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The Continuing Story is a recap of all content created over the course of an in-game 'season.' The length of the season is defined by the GM at the start of the RP, but can also be left variable to the natural ebb and flow of posting. A break will be offered between seasons to give players time to plot or shift gears to another character while GMs update this section with a over-all recollection of events and player-submitted character specific synopses.
SEASON ONE RECAP:
July 2021 - Ongoing
To Be Completed Upon Season's End.

CHARACTER SYNOPSES:
Player Submitted, Updated Per Submission.
T H E J U S T I C E L E A G U E
T H E J U S T I C E L E A G U E

"There are heroes among us. Not to make us feel smaller, but to remind us of what makes us great."
F A C T I O N L O G O
F A C T I O N L O G O
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E S T. 2 0 1 0
A C T I V E R O S T E R
A C T I V E R O S T E R
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P R E V I O U S M E M B E R S
P R E V I O U S M E M B E R S
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F A C T I O N H I S T O R Y
F A C T I O N H I S T O R Y
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A spiritual successor to the superhero teams that emerged around the time of the first two world wars, the Justice League was formed in the aftermath of an alien attack on the Eastern Seaboard of the United States. Comprised of numerous powered individuals, the Justice League is a voluntary team built by those wishing to do right by the world. They have no jurisdiction, although some would argue this means the League also has no accountability.


T H E A V E N G E R S
T H E A V E N G E R S

"If we cant protect the earth, then you can be damn sure we'll avenge it."
F A C T I O N L O G O
F A C T I O N L O G O
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E S T. 2 0 1 2
A C T I V E R O S T E R
A C T I V E R O S T E R
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P R E V I O U S M E M B E R S
P R E V I O U S M E M B E R S
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F A C T I O N H I S T O R Y
F A C T I O N H I S T O R Y
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Created in response to the Justice League, the Avengers are a group of government-funded and registered heroes who operate within the means of the law. Overseen by a branch of the United Nations' Peace Keeping Division, the Avengers are limited by the UN's jurisdiction and any violation of such is considered a war crime.
C H A R A C T E R S U B M I S S I O N S:
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. Although solo-writing was previously encouraged in past iterations of Absolute Comics, for Sensation & Wonder the emphasis is on collaborative writing. For this reason, the character sheet now includes a section for plots and stories to be fleshed out. While solo writing is allowed, it's not the main goal of the game. When creating a plot, if you have an idea for another character you'd normally write as an NPC, we ask that you instead look for a player willing to take on that role. Even your arc antagonist could be portrayed by another player.

For this reason, Sensation & Wonder is moving away from team sheets. If you desire the X-Men, I invite you to make an open request in the OOC and see if other players are also interested. In the event there is no further interest, you're still allowed to move ahead with the team sheet, but it is preferable that should an interested party come along, you try to accommodate them to the best of your ability. As this is a One Universe RP don't hesitate to mix the teams up a little or try out some new team-ups.

Another major difference this time around is that villainous characters are allowed. Anyone can apply as a villain with or without permission from the 'parent or 'hero' character with the exception of them being called out in an accepted plot or already appearing in the IC. Even still, it is encouraged to use a player character wherever possible however it is understandable that sometimes two ideas will simply not mesh.

Players will only be allowed one driving character concept 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 goals of the RP, it is asked that players instead focus on looking for other players to work alongside in either Roaming or Supporting roles. By no means are you required to fulfill all three roles, and please don't overload yourself, but collaboration is far preferred over simply writing in a corner.

Players interested in the same character will be judged based on the strength of their proposed concept with the GMs choosing the preferred candidate. In the event the GMs find both sheets to be of equal strengths, the decision may come down to which has interested Supporting or Roaming Characters. Should interest be equal or none, both parties may be asked to submit a sample post for review.

In the event that someone applies as a character you were interested in, you will have a window of twenty-four (24) hours to state your intent to compete for the character and then an additional seventy-two (72) 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.

Losing a character submission contest does not mean you've lost the chance to play the character. In the event of a dropout, you may re-state interest. Furthermore, you may approach the player who was granted the character and inquire about ghostwriting opportunities in supporting or roaming roles. In the event that another player lends their character to you for ghostwriting, no additional CS needs to be submitted as you are still writing the previously accepted character.

*All acceptances and reviews shall be delayed for a period of a week [seven (7) days] on the RP's initial launch. The rule of twenty-four hours to state intent will come into place after that period has expired.

R U L E S & R E G U L A T I O N S:
R U L E S & R E G U L A T I O N S:
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All players will initially be allotted one Driving Character Concept, to begin with. However, players may have as many Roaming and Supporting Characters as they feel they can handle. These concepts may be any character from the Marvel or DC Universe. If applying as a 'Team Concept', a combination roster may be allowed at the scrutiny of the GM Team. Characters originally appearing in Manga or Anime are heavily discouraged because of their incompatibility with western superhero comics. Other comic titles discouraged are those belonging to science fiction genres such as Transformers, Star Trek, and Star Wars. We will judge all properties from outside of the Marvel and DC Universes on a case-by-case basis provided they fit the themes and tones of the game, but the above limitations are definitive.

We will grant a second Driving Character to players at the end of their first season within the game, provided they meet the following criteria. We will grant secondary concepts to players who remained consistent throughout the season, posting regularly of their own accord. The player should not be abrasive towards either the GMs or the other players, instead, inspiring the community and helping the game flourish. To summarize, players need to meet three criteria:

  • Be part of the game for a minimum of one Season
  • Post consistently over the course of the Season preceding the application
  • Contribute to the game and community positively (i.e. Comment on posts and discussions, take part in Crises, create Crossovers etc)

Players can compete for characters if an application for your desired character is posted ahead of yours and has not yet been accepted. To compete for a character, you have a twenty-four (24) hour window to state your intent to compete. The competing application(s) will then be given a seventy-two (72) hour deadline in which both players must submit their samples if they have no done so already. The GM Team will then judge the two competing applications. The winner will be selected by who the GMs believe portrays the character better and has a stronger concept. During this competition, the GMs may also vet a player's history to check for posting consistency or previous incidents of abrasive behaviours to better weigh their options.

In terms of character creation, you are free to overhaul and redesign any canon character from one of the aforementioned publishers. This means you can tell the story of the character how you believe it should be told. However, there is one major limitation, the heart and soul of the character must stay intact. The character should not be changed so much that they're unrecognizable. This means that Batman can't be a cold-blooded killer any more than Spider-Man can be a rich, well-off playboy. Every aspect of the character that isn't a key to their major identity is malleable, this can even include sex and abilities if so desired.

Absolutely no 'OOC' chatter in the In Character Thread. If you have a question or anything to explain there is an Out Of Character Thread provided. You have no excuse to make an 'OOC' comment in the IC and if done it will be heavily frowned upon. If you require a more immediate answer, don't hesitate to directly ask the GM Team or relevant player through tagging, PM or other methods.

Writing expectations for this roleplay are at least two (2) well-developed paragraphs as a minimum per post. Three (3) to five (5) paragraph posts, however, would be awesome so long as you're not simply chewing the scenery. Proper spelling and grammar are also expected but small mistakes here and there are understandable. Blatant offences will be called out.

You are required to post at least once per character within a fourteen (14) day period. There will be a post-check-in, once per week performed by the GMs in order to ensure the IC is moving consistently. Extensions will be given in extenuating circumstances. Please recognize your limitations before joining the RP, if you are unable to post once every ten days, then it's highly likely that you do not have enough time to keep up with the RP. In the event that you do miss the deadline, your character will be listed as 'inactive'. After a further week of inactivity, your character will be expelled, and dealt with as necessary in the IC, whether killed or used as needed and then discarded. This whole process is simply easier if you just let the GM know if you're unable to keep up or simply have lost interest in the RP. If you find yourself in a plot with another player and they disappear, do your best to move on without them and quickly finish the arc to the best of your ability, or ask for the help of a GM.

This is a Character-Driven RP, and as such you are encouraged and expected to take charge of your character's subplots and storylines. There will be a heavy emphasis on collaborative activities and team building as well. The GMs will be leading the RP in the traditional sense with a driving plot and will ensure the RP keeps moving however we do want to see you develop your characters and produce your own plots. However, we don't want to see you lock your character out of interaction and focus solely on your character and their 'world'. No one enjoys watching you play with yourself, it's always better to let someone else join in on the fun.

If you join this RP, if you take the time to submit an application, I'm putting my faith in you that you'll be committed to it and that the character you play will be consistent with the one in the agreed-upon CS. Personally, I have a hard time with this sometimes and I understand that things just happen. That said I’m referring to suddenly giving a character new powers with no explanation or completely changing their backstory in order to add new skills. I’m okay with changes but I’d like a heads-up first so perhaps we can work a more natural way towards these things happening. In terms of commitment, dropping out of the RP randomly for whatever reason is a pain or a GM. Simply put, it wastes my time along with the other players. If you do not think you can join and you're sure something will come up, do not join. The tendency to not care about an RP after a while? Don't join. Simple as that. I will work with you when it comes to bumps in the road. If you think you're going to be out for a couple of days, that's fine. I'll find a way to excuse you from the story or play your character. However, please let the group known as far in advance as possible. If you're going on a trip, tell me something. Do not leave me wondering where you are. Let me know so I can keep things going. I will work around you if you work with me when you can.
C H A R A C T E R S H E E T A P P L I C A T I O N:
C H A R A C T E R S H E E T A P P L I C A T I O N:

O P T I O N O N E:


O P T I O N T W O:

ANNOUNCEMENT:
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As the RP is still gathering interest, to give everyone a fair and fighting chance some rules regarding character sheet and submissions will be temporarily ignored. For the first seven (7) days that the OOC is active, no character sheets will be accepted and the need to state intent to compete is suspended. Players can put forth their strongest and most desired sheets without fear.
WARNING:
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As some details are still being refined, the OOC is prone to change over the course of the next week. Keep in mind, information will be updated as players are accepted which will also cause things to potentially shift around. Any changes to Gameplay or the Rules will be communicated in the OOC.






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 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:

The Pacific Royal Collegiate And University is a special institute founded in 1986 and is governed by the Bureau of Hyperhuman Equality, Logistics and Protection. The goal of P.R.C.U. is to train young Hyperhumans to control their abilities while working to foster friendly relations between Hyperhumans and the general populous.

Originally a large Victorian High Gothic style mansion built on Dundas Island in British Columbia, Canada. The mansion was built just beyond an old coastal defense fort stationed at Zayas Island that was used during the Great Wars. Buying the mansion from the Canadian Government and coming to an agreement about the use of the surrounding islands, H.E.L.P., then re-purposed the fort into a base for their own use along with another abandoned coastal watchtower situated on the nearby Melville Island. At the same time, the mansion was converted into an academic building. As enrolment increased, H.E.L.P. commissioned the construction of gender-specific dorms. Eventually, the class sizes outgrew the mansion, and the construction of a new academic building was completed. P.R.C.U. continued to grow and expand, adding the University component in 1999. This led to the construction of three new dormitories, one of which was the first co-ed dorm on campus, a risky move but necessary to update to modern times.

Many students choose to live on the campus throughout the year as it is the safest place for any known Hyperhumans. Additionally, many of the students have been abandoned by their parents or are unable to return to their homes out of fear for their own safety. As such, P.R.C.U. employs many Hyperhumans as it constantly seeks out new teachers and advisers for the youth there. Not all the staff are Hyperhumans, however, as those who are accepting of "Hypes" are welcomed inside the campus walls. The campus also shares the island with the bureau's main base, built around the two re-purposed coastal defences. As such, security divisions from the department of Hyperhuman Protection patrol the campus's exterior to ensure that Pacific Royal Collegiate and University's students are safe.

Most students at P.R.C.U. are enrolled in the Hyperhuman Enforcement, Advisory & Training Program or H.E.A.T., as it's commonly referred to. This program is an experimental plan of action run at P.R.C.U. in addition to more traditional educational programs. As opposed to the standard educational process of going through high school, then choosing a university major, the H.E.A.T. program combines a general education complete with a specialty, an introduction to emergency response and basic military training.

Due to this program's specialized nature, it is overseen exclusively by the Bureau's Training Divison. The goal of H.E.A.T. is to prepare its cadets for commissioning into one of H.E.L.P.'s three divisions; the Department of Enforcement, Logistics Offices or Protection Vision, while also preparing them with a general education degree. This ensures that its candidates have options in all walks of life and have the opportunity for immediate employment that will allow them to use all of their skills and ability. An additional bonus of the H.E.A.T. program is the extra emphasis placed on controlling and using Hyperhuman abilities. While all students get a chance to train with their powers, H.E.A.T. includes daily activities to hone and sharpen these abilities far beyond the standard exercises.

S T U D E N T L I F E:
S T U D E N T L I F E:


VISION AND VALUES:

VISION:

As the world’s leading institute for Hyperhumans and an advocate for equal freedoms and rights, The Pacific Royal Collegiate and University creates an exceptional learning environment that fosters global citizenship, advances a civil and sustainable society, and supports outstanding research to serve the people of British Columbia, Canada and the world.​

VALUES:
Academic Freedom
The Institute is independent and cherishes and defends free inquiry and scholarly responsibility.​

Advancing and Sharing Knowledge
The Institute supports scholarly pursuits that contribute to knowledge and understanding within and across disciplines and seeks every opportunity to share them broadly.​

Excellence
The Institute, through its students, faculty, staff, and alumni, strives for excellence and educates students to the highest standards.​

Integrity
The Institute acts with integrity, fulfilling promises and ensuring open, respectful relationships.​

Mutual Respect and Equity
The Institute values and respects all members of its communities, each of whom individually and collaboratively contribute to create, strengthen, and enrich our learning environment.

When Pacific Royal Collegiate first opened, it only had 180 students, which led to the original 22 teams, including the infamous Team 1 'Bulltrue' and Team 21 'Blackjack.' As enrolment increased, so too did the number of teams at the school. As of 2014, there are 80 teams of 8 at the school, with each team consisting of 8 members of various ages. When the team system was first started, a team was made up of two seniors, two juniors, two sophomores and two first-year students. Each year upon the graduation of the senior members, they were replaced by incoming freshmen. The addition of University changed this. Now, teams are incredibly variable, ranging from teams consisting of one of every education level to teams made up completely of first-year students. Each team is considered a wild card for this reason, as students are sorted completely by random.

The other purpose of these teams is to give those who want to have more traditional athletics a chance. However, it's rare for a full team of eight to actually want to play the same sport, if any, as such teams can usually band together to field a full football team or any other sport. Due to the school's 'special' nature, the students can't compete with the other Universities or high schools in the area; as such, the Intramural Program was implemented to give the students as much of a full experience as possible.

Pacific Royal Collegiate and University employ a fairly strict dress code due to its military founding. Over the years, this dress code has become slightly more modern but is still regarded as strict. Enforced by every instructor on the campus, the dress code goes as follows.

  • Students are expected to wear their uniform to all classes and from 0800hours to 1600hours without exception from Monday through Friday. Casual clothes are permitted after 1600hours outside of the Academic buildings and on the weekends.
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  • Students are to keep their uniforms neat and orderly, wearing a clean uniform every day. As such, each student will have to perform their laundry at least twice a week. Uniforms should be ironed and neatly hung up after washing.
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  • Students are to ensure they wear the correct uniform for each appropriate environment. As such, one should not show up to a formal event in their Standard Uniform, nor should one attend class in their Dress Uniform. Casual Attire is not appropriate for any event unless specified in advance.


STANDARD UNIFORM:

The Standard Uniform is to be worn daily, Monday through Friday, from 0800hours to 1600hours. After this time, casual attire is acceptable outside of the Academic Quadrangle and so long as another event has not been specified for that evening. Every student receives three sets of their standard uniform, which includes the following.

A black button-less blazer with Mandarin styled collar. On the shoulder of this blazer are straps that display anywhere from one to four bars. These bards are red for Collegiate students and gold for University students. The number of bars corresponds with your current year; thus, a Freshman has one bar on each shoulder, whereas a Senior has four. The blazer has two small pockets, ad over the left breast displays the P.R.C.U. coat of arms. Students may also opt to have their Team insignia attached to the outside of their right sleeve at the biceps area. For example, Team 21 'Blackjack' often has the Ace/Jack insignia placed on their jackets.

A Mandarin Collared long-sleeved Dress Shirt or Blouse is also included in the Standard Uniform. This shirt is available in four colour varieties, black, white, red or gold. Like the blazer, the shirt is equipped with shoulder straps identical to those on the jacket.

Both genders are a pair of black slacks, while men can opt-out for a kilt instead, whereas women are offered a pleated skirt. Both the skirt and kilt are done in a tartan style of black, red and gold.

Mandatory footwear includes a pair of dress shoes for both genders, with men being given a pair of black leather side gusseted loafers. Females are supplied a pair of black leather flats, while both genders are also given season-appropriate footwear for the winter seasons.

While it is optional except under certain circumstances, the only headwear allowed during 0800hours and 1600hours is the supplied black beret.

A black peacoat is supplied for the winter months, and students can have a thigh-length peacoat or a knee-length version. Peacoats include the school's coat of arms on the left breast and are customized to include the team insignia on either arm.

DRESS UNIFORM:

All students are provided with one Dress Uniform, which is reserved for special events. Among these events are Graduation, Formal, Parades or Ceremonial Displays. It's considered an offence to wear the Dress Uniform outside of these events and lead to discipline.

All students are given a black boat cloak complete with a red interior and gold trim around the edges and collar. This garment is to be worn over the rest of the dress uniform.

A waist-length dress jacket for both genders is included. The jacket is a red colour, with wide black labels and gold trim. The sleeves end in French cuffs, bearing large cufflinks, while the shoulders are adorned with epaulettes, red for Collegiate students and gold for University. Lastly, the right shoulder has a gold Austrian Knot that hangs from it.

A black collared dress shirt and gold cummerbund are also included as part of the dress uniform. The dress shirt has a standard collar and standard cuffs so as not to conflict with those on the jacket. A gold tie or bow tie also generally accompanies this shirt.
Both genders have the option of wearing black dress pants while men are also offered a kilt choice. Women, on the other hand, are offered the alternative of a long skirt. All three garments include gold piping along the side.

Additional accessories include a peaked cap, leather gloves and leather dress shoes. Men are to wear Oxford-style dress shoes while women are encouraged to wear pumps or heels. Heels are, however, discouraged from being over four inches.

CASUAL ATTIRE:

It may be worn anywhere outside of the academic buildings after 1600hours. Casual wear may be permitted at some social events on campus. Aside from these minor restrictions, there are no further limitations on casual wear at Pacific Royal Collegiate and University. Students are free to wear or not wear whatever they wish outside of Academic Periods and other training events.​

C A M P U S:
C A M P U S:

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ADMINISTRATIVE BUILDING:

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INFIRMARY:
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COMMUNITY FARM:
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HIKING, & NATURE TRAILS:
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BEACHES, DOCKS & FERRY:
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A D M I N I S T R A T I V E B U I L D I N G:
A D M I N I S T R A T I V E B U I L D I N G:

For the first couple of years, the school operated solely out of the 1900s era mansion. Originally, the school only offered rudimentary courses to ensure the students had their basic education before providing 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 and housing for the non-military staff. Currently, the Administration Building interior is fully updated with the latest modern furnishings though styled classically to match the building's exterior.​​
A C A D E M I C Q U A D R A N G L E:
A C A D E M I C Q U A D R A N G L E:

The Academic Quadrangle is suspended above the ground with six floors full of classrooms and learning environments for the students to use. The Quadrangle is built in four long sections set up on a perimeter outside of a large courtyard containing numerous areas to study along with picnic spots and a pond.

The largest building on campus, the four sides of the Quadrangle are broken into specific classrooms with the science labs and technology making up the Northern Wing. The East and West Wings are divided into various Language, History, Law, Social and Liberal Art courses. The Library is also found in the West Wing. Lastly, the South Wing contains the Math and Science classrooms.​
L A B S & T E C H N O L O G Y W I N G:
L A B S & T E C H N O L O G Y W I N G:

Built overlooking the mansion from the North, the Academic Quadrangle's front side is dedicated to the instruction of technology, communication and the practical application of sciences. Throughout its six floors, all of the institutes' educational programs are supported at every degree of understanding to ensure that each student can find the material approachable.

The technology programs are considered to be rather cutting edge due to the creations of many Hyperhumans allied with H.E.L.P., which are supplied to the Institute and in many cases used by the creator themselves in the classroom. These cutting-edge technologies range from medical to robotics and even some military-grade technology for the students to get hands-on experience with.​
L A W & L I B E R A L A R T S W I N G S:
L A W & L I B E R A L A R T S W I N G S:

Built along either side of the Quadrangle are the wings containing the Liberal Arts, including but not limited to; English, Theatre, Musical Theory and various Language Courses. These wings contain some of the more popular courses at the institution and can often be found with numerous students chatting in the hallways between classes. Whilst class is in session, nearly every room is filled with students either hurriedly taking down notes, acting out classics or simply slacking in the back, believing that the arts are low to no effort courses.

A school of law is also included in the East Wing, which produces some of the foremost fighters for Hyperhuman Equality. Lastly, a large library is included in the West Wing to provide the students with all the resources they need for their studies.​
S C I E N C E & M A T H W I N G:
S C I E N C E & M A T H W I N G:

While nowhere near as popular as the arts, mathematics and sciences are among the more practical disciplines available at P.R.C.U., especially given that most of the students are 'scientific wonders' themselves. Everything from the most basic to complex calculations and mathematic formulas is imparted into the students' minds.

Figuratively across the hall, biology, physics and chemistry are instructed to the eager and not-so-eager students. Medical sciences are taught in this wing. They are vital as discoveries are constantly being made about the Hyperhuman genetic code and its ever-growing array of varieties.
M I L I T A R Y A C A D E M Y:
M I L I T A R Y A C A D E M Y:

Originally a Coastal Defence post built during the first World War, when H.E.L.P. took control of the island, they had the facility replaced and repurposed. It would go on to become the primary headquarters for their own Department of Enforcement and Response. With the creation of specialized units such as the Hyperhuman Investigative Tactical Unit or the Hyperhuman Emergency Response Operations, H.E.L.P. decided to expand upon their educational offerings.

Students enrolled at P.R.C.U. have the chance to join the Armed Forces, Canadian or otherwise, upon graduation though most decided to sign up with H.E.L.P. and consequently land roles in either the H.I.T. Unit or as a part of H.E.R.O. Furthermore, the Military Academy is heavily involved in the Hyperhuman Education & Advanced Training Program, which acts as a fast track for students wishing to become H.E.L.P. Agents.​
M E S S H A L L (C A F E T E R I A ):
M E S S H A L L (C A F E T E R I A ):

Constructed as the central point between the dorms, Military Academy and Academic Quadrangle, the Mess Hall is the first stop for many every morning. Consisting of several floors, each with its own unique style and blend of flavours, the Mess Hall caters to every food taste offering local and international selections.

Aside from the interior dining rooms, the Mess Hall has several designated eating areas outside and balconies on each floor. To control traffic flow, teams are grouped and given designated meal times to ensure that everyone has a seat from which to enjoy a meal. These meal times rotate monthly to ensure that each team gets an opportunity to interact. Not only does this ease the process of getting a meal, but it also allows the various teams to build camaraderie with the other teams outside of classes.
R E C R E A T I O N A L C E N T E R:
R E C R E A T I O N A L C E N T E R:

Perhaps the most modern building on the P.R.C.U. campus, the Recreational Center is a top-of-the-line fitness building. Several highlights include an Olympic-sized swimming pool, a climbing wall, a full gymnastics studio, and a cutting-edge fitness center. All students must spend at least one mandatory hour each day at the gym to ensure they stay in fit physical condition.

Outside of the Recreational Center lay a couple of basketball courts and a multi-purpose field. This field is used for all sports, but the most popular is Hyperball; a football hybrid sport using powers. Removable bleachers are stored in the back of the Rec Center and are set up for sporting events whether between intramural teams or against the Alexandria Foundation.​
C O L L E G I A T E D O R M S:
C O L L E G I A T E D O R M S:

The Collegiate Dorms were built to compensate for the ever-growing flux of students enrolling at Pacific Royal Collegiate during its early years. Erected in a townhouse-style building, the dormitories are contained within one building. Although separated down the middle by a solid wall, on either side of this wall are the gender-specific dorms.

Built in a mirrored fashion, both sides of the building, are identical and contain four floors, each floor containing one grade, with the freshmen occupying the ground floor while the Seniors habitat the top floor. On the second and fourth floors, are laundry rooms for the students to use, while on the first and third floors are two large common rooms that include a kitchen allowing students to have 'community' meals together. Each room houses two to three students, complete with a bed, desk and closet for each, and community bathrooms are on each floor to ensure that no dorm has to go too far for a shower.
U N I V E R S I T Y D O R M S:
U N I V E R S I T Y D O R M S:

When the Collegiate expanded to include University, the University Age dormitories consist of three separate buildings, unlike the Collegiate dormitory. The dorm layout in these buildings is also notably different, with a dorm consisting of four bedrooms, a shared bathroom, a shared laundry room, a shared kitchen and a living room. The first two buildings are gender-specific, each consisting of two floors of the above layout, while the third building is a Co-Ed facility and is actually larger than the other two dorms, having four floors. Another notable difference is that the University Dorms have a shared patio and outdoor pool for the older students to enjoy and relax upon. The University dorms were designed to replicate an apartment to encourage independence and preparation for life beyond P.R.C.U. without totally sacrificing the dormitory design.​
I N F I R M A R Y:
I N F I R M A R Y:

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C O M M U N I T Y F A R M, G A R D E N S & G R E E N H O U S E S:
C O M M U N I T Y F A R M, G A R D E N S & G R E E N H O U S E S:

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H I K I N G, & N A T U R E T R A I L S:
H I K I N G, & N A T U R E T R A I L S:

The Campus is surrounded by a beautiful forest that acts as a natural barrier between the Institute and the rest of the island. In truth, the forest is not entirely natural but instead was created using Hyperhuman abilities to manipulate the native plant life to create the thick bush surrounding the campus.

There are several trails along the North of the campus along the coastal cliffs that can be used for relaxing walks, and often the students use them for dates. However, the rest of the forest is used for camping trips and wilderness survival training supervised by a H.E.L.P. Agent assigned to the teams involved. These trips are often used at the beginning of each academic year to introduce new students to their fellow teammates and build bonds among the team members.​
B E A C H E S, D O C K S & F E R R Y:
B E A C H E S, D O C K S & F E R R Y:

Since the school is built on an Island, it's naturally surrounded by water. There are many beaches around Dundas Island. However, the most notable one is just West of the Campus, past the Military Academy. Throughout the summer months, the beach is frequented by many students, especially those who live on the campus full-time. A place of constant fun and relaxation, it's not uncommon to come to the beach to find the students using their abilities to manipulate the area with their abilities to create new aquatic sports and games.​
A . R . C . ( A U G M E N T E D R E A L I T Y C E N T E R ):
A . R . C . ( A U G M E N T E D R E A L I T Y C E N T E R ):

The Augmented Reality Center or A.R.C. is one of the largest Pacific Royal Collegiate and University campus facilities. A large circular building with approximately a mile radius, the A.R.C. stands close to a hundred feet in height to provide a wide range of simulations. The interior of the A.R.C. appears to be made up of many different panels, and each of these panels is attached to a series of columns that can expand and contract to allow the A.R.C.'s arena to change to all manner of shapes and layouts. Coupled with cutting-edge hard light projection technology, the A.R.C. can replicate and simulate all manner of environments and battlefield simulations.

Participants are needed to wear A.R. Suits, which aid in stimulating the other four senses. A.R. Suits also allow for pain simulation to prepare cadets for battle fully. A.R. suits are designed to act and feel like Hyperhuman Combat Suits; however, they're notably different due to the equipment required to operate with the A.R. Center. These suits are also equipped with glowing LED strips down the suit, customized to display team colours. During stealth activities, this feature can be disabled.
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B A C K G R O U N D:
B A C K G R O U N D:

Since our inception, humanity has constantly changed. Constantly evolved. Our way of life as humans is forever adapting to all that surrounds us, shaping to keep up with the world. Society changes and along with it so does our culture. Technology is constantly barreling forward as new devices are being designed every hour of every day. But humanity itself is also changing, in ways mostly unseen to the naked eye but under a microscope there's a very different story.

After millennia of Earth being routinely doused in what is known as coronal mass ejections, the side effects are starting to show. The coronal mass ejections or CMEs, are a massive burst of solar wind and magnetic fields being released into space and often directly at Earth. Most often these CMEs also accompany solar flares which release addition energy from the sun into space only for it to collide with Earth. Carried within these events are high energy particles and it is these particles which have began to cause humanity to change and develop new and sometimes unfathomable abilities. Composed primarily of high-energy protons and atomic nuclei, they are of mysterious origin and the limits to their potential remain unknown.

The resulting effect of the high energy particles is an evolution that was first mistaken for a mutation and coined as the condition 'Viriumosis'. As research continued, it was realized that the mutation was not a temporary condition but the start of a new species as the 'Homo-Virium' was not the result of disease but rather was born with their abilities. The genetic difference became known as the 'Hype-Gene' or 'Hype-Factor' and was most common in families with a long spanning ancestry and history. The 'Hype-Gene' was a culminative result of high energy particles stored within the donating parent's chromosomes which resulted in the creation of the 'Hype-Gene' in their offspring. As such, a human born without a 'Hype-Gene' cannot develop Hyperhuman abilities no matter how many high energy particles they absorb throughout their life, however their offspring may be a Hyperhuman. However, whether one parent is a Hyperhuman or both, the child will also turn out as a Hyperhuman and as such the gene isn't exclusively carried within either sex but is a dominant gene within both. Studies are inconclusive whether powers levels are greater or equal within children who have two Hyperhuman parents. Despite that fact that 'Hype-Gene' takes a dominant role during the embryo's development it's practically undetectable until puberty as it lays in a dormant state until puberty. During puberty, the overwhelming release of hormones awakens the dormant 'Hype-Gene' which then begins to develop super-human abilities within the host.

Hyperhuman abilities develop in a wide assortment of powers allowing for various displays of power. While these abilities can be drastically different from one individual to the next, there are notable similarities and overlaps which led to the creation of the Hyperhuman Classification system. This system allows the various abilities displayed by Hyperhumans to be broken down and organized to allow for a quick assessment of abilities and threat level.

As a whole, society is generally wary of Hyperhumans. Made aware of their existence in 1946 in the aftermath of World War II, tensions have remained high as Hyperhumans have fought an uphill battle for acceptance and equal rights to regular humans, otherwise known as Norms. The aftermath of World War II not only brought to the world's attention the horrors committed by Adolf Hitler, but also the experimentation performed on Hyperhumans around the world. These Hyperhumans who for the most part had believed themselves to be one of a kind before the great wars were now aware of the others in the world like them and banded together to make the world aware of their treatment. While the world became aware, they also became paranoid and afraid. Some saw the Hyperhumans as an abomination while others accused them of being aliens masquerading as humans. Laws were passed and mistakes were made as Hyperhumans were forbid from working in the food preparation or medical industry as well as marrying 'Norms.' Lastly, Hyperhumans were outlawed from donating blood, organs or any other bodily substance.

However, despite the enforced laws, many 'Norms' avoid known Hypes as much as possible. Teachers will refuse to instruct Hyperhumans citing 'personal safety issues' along with safety of their entire class. Employers discriminate against Hyperhumans, refusing to hire them and if they do managed to get hired without being outed, upon discovery many Employers will lay off or outright fire the Hyperhuman employees. Though Hyperhumans and Norms can't legally be married, relationships still happen between them despite the disapproval of society. Those who refuse to end the relationships often become the victims of Anti-Hype Protesters and their extremist sects. These extremists seek out and persecute Hypes, beating them within an inch of life if not downright killing them. Protest plague the world's government and Hyperhuman Identification software is sold on street corners and even the Apple App Store. The validity of this software has yet to be seen but people buy it up like it's going out of style.

It's for reasons like the above that enrollment at the Pacific Royal Collegiate and University has only increased since its doors opened. Parents wanting their child to have a fighting chance enlist the help of the Canadian Hyperhuman Equality, Logistics and Protection department. H.E.L.P. as it's commonly referred to as is the forefront in Hyperhuman civil rights and has erected a safe asylum for Hyperhumans seeking a place of both employment and education.

W O R L D H I S T O R Y:

V I S I T A N T || 2630 - 300 BCE

While the Earth was still young, celestial visitors arrived to observe the primitive civilizations. Landing in the region known as modern Africa, these ‘aliens’ made contact with humanity, their advanced technology and inhuman appearance led their worship as gods. It was through celestial technology that pyramids such as the ones in Egypt and Mesoamerica were constructed. However as the celestials taught humanity, so humanity learned that the celestials were far from gods. Rebelling against the hand that had fed them, humanity sought to become their own masters once again and the celestials were forced to leave. While some technology was left behind, all hard evidence of there having once been alien life on Earth has been lost to the sands of time.

G E N E S I S || 200 BCE - 70 CE

In the beginning there was an Abyss. A dark void that occupied all time and space but then the Light appeared. With the appearance of the Light, a seed was planted within the Abyss, a seed which began to grow and flourish giving birth to a great tree. Within this tree flowed the very essence to life and upon its branches grew many blossoms. Within each blossom there was a universe, filled with numerous worlds. Some branches grew strong, supporting new growth while other branches were stunted, swallowed by the Abyss where they slowly died before breaking off from the tree and disappearing forever.

Our world was born within the middle of several flourishing blossoms. Surrounding by numerous universes filled with life of their own, our universe became known as Midyeden. The intersection at the tip of the branch, Earth was visited by many strange beings as they travelled from universe to universe across the Tree of Life and Death.

Eventually a mankind would seek the secrets of the Tree as they wondered where these beings they called ‘gods’ came from. Like so many other travellers, eventually a lone Druid found a vein belonging to the great Tree. Allowing their curiosity to get the better of them, the Druid ventured into the vein and found themselves at the center of the Tree of Life and Death. Filled with awe and wonder, they explored the Tree, drinking from its sap and gaining knowledge no man before them had ever known. It was in that moment that they first learned of magical force known as the Vis. Taking a Seed of Life with him, the Druid escaped the Tree and returned to Midyeden. Once home, the Druid planted the Seed and tended to it for the rest of his life. The Seed grew into the mighty White Oak, providing Midyeden with an anchor to Tree of Life and Death allowing magic to flow into the world. With their knowledge from the sap, the Druid instructed his people in how to harness and use the magic from the Tree.

Though the Druid lived many years beyond the expectations of their people, the Tree could not protect them from the sword and they were cut down in their sleep. But death could not hold the Druid as they escaped the Abyss, anchoring their spirit to Midyeden. Even in death the Druid proved to be a teacher and they taught their pupils how they too could escape death. Living as shades and spirits, the Druid and their students continue to pass their knowledge on to those who seek the knowledge of the Tree of Life and Death.

P E R S E C U T I O N || 790 - 1693 CE

During the dawn of the Viking Age, one particular longboat found its way to Ireland. Landing on the Northern coast, the raiders forged their way inland before encountering a group of Draoi. Engaging the Draoi sect in combat, the raiders were driven back by the Draoi’s mastering of the Vis. Returning after dark, the raiders slaughtered the Draoi in their sleep, except for one. Intending to learn the origin the Draoi’s powers the raiders began to torture and interrogate the Draoi. Their attempts ultimately proved futile as the Draoi used the Vis to resist their efforts, simply laughing in their faces and claiming his power came from within.Taking the Draoi’s words literally, the raiders gutted the man, and under instruction from their Godi, drained the blood into several vessels. Using the Draoi’s blood to write, the shaman began to inscribe runes into the ground before filling the letters with the blood. Nothing appeared to happen until the runes suddenly glowed, activating as the Godi spoke the name of each character. It was in this moment the Venari were first born and the feud between Venari and Draoi was created.

Eventually, the Venari spread beyond the raiders’ crew, making its way into the Germanic forests were a group of knights decided to lay out a code to follow. The Venari were formed under the premise of destroying threats too great for any normal man to face alone and as such the hunt of the Draoi began. Through the years, the Venari were employed by the Spanish Inquisition, the Pope and even Witch Hunters in America. But eventually the world turned on them as well when it seemed the Draoi had been eliminated. The Witch Hunters say no place for magic of any kind and to that end every user of the Vis was hunted down and slaughtered.

C A T A L Y S T || 1967 - 1984 CE

On October 18, 1967, Earth was hit with an immense Coronal Mass Ejection. During a total Lunar Eclipse, the sun emitted a massive interplanetary CME which doused the entire globe with high energy particles causing the largest and brightest occurrence of the aurorae ever recorded. Unfortunately this also brought a geomagnetic storm which ravaged Earth’s electrical transmission lines, causing power outages on a global scale. It was on this day that the Earth nearly stood still, sitting in total darkness for nearly ten minutes before back up systems began to re-activate. Numerous regions around the globe were left in the dark well beyond that. Cities were powerless for nearly a week while some rural areas were forced to survive for nearly a month without power. This event left a death toll numbering in the tens of thousands becoming known as the Dark Eclipse.

However the aftermath of the Dark Eclipse reached far further than anyone could have ever anticipated. The resulting effect of the high energy particles is a mutation appearing in one person of every million people. While public knowledge of the mutation remains vague, selected sects in the scientific community are aware of it and have dubbed the emergence of the mutation ‘Viriumosis’. In more common jargon, the possession of a mutation is referred to as the ‘Hype-Factor’ or ‘Hype-Gene’. Collectively, these mutants are referred to as ‘Hyperhumans’.

E M E R G E N C E || 1985 - 1999 CE

As the Cold War came to a close, humanity’s attention was turned to a new threat. One that was already in their homes, teaching their children and running their governments. As word of Hyperhumans became public knowledge a perpetual state of fear and paranoia took hold of the world. Neighbor was turned against neighbor and mother against child as humanity’s pattern of fearing that which they didn’t understand continued.

Propaganda against Hyperhumans was widespread especially in North America. Laws were passed that prohibited 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.

Activism and social conscious was pushed to an all time high during this period as people fought to be treated as equals no matter their colour, sexuality and abilities. Technology took leaps and bounds during this period as Hyperhumans with more subtle abilities were able to integrate into society and excel through their education and in their careers.

V I G I L A N C E || 2000 CE - Present

Due to the emergence of Hyperhumans during the late 80’s, technology advanced at a rapid rate. The majority of Earth’s power is based upon nuclear fusion with coal based energy completely phased out greatly reducing the amount of pollution present in Earth’s atmosphere. Roughly sixty-five percent of power is supplied by nuclear fusion while other clean energy make up the remaining thirty-five percent. Solar power makes up the majority of the secondary energy sources clocking in at twenty-five percent while wind makes up only five percent. The last five percent of energy sources is mixed between nuclear fission, hydroelectric and geothermal power.

Other advances in technology are rather notable among society. As of 2010, three dimensional screens or holographic displays have become commonplace among consumer homes while the self-driving car has been made available to the public market as of 2015. Despite the original fear of Hyperhumans, advances in both law and peace keeping technology has thus far kept any major superpowered crime at bay. Robotic K9 units along with autonomous patrol cars and synthetic officers have become the standard especially among large cities.
@Larfleeze As long as it won't be too powerful and a 'metahuman' nature I don't see any problem with it. All CS's will get their final say from my Co-GM Roman however as I often find myself too lenient on sheets haha.
Looks interesting, I hope I have time to commit.


As long as you only apply with one account, we shouldn't have any problem Patriarch.
Well I mean, Luthor's deal was before the dirty bomb, yes? So prior to Gotham's destruction, there was SOME warning that bad stuff was going down.


Not any warning that the average citizen should have been aware of. I mean he was dealing with Zod, Vandal Savage and Ra's Al Ghul. Not exactly a public UN.
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