- Invitation Status
- Look for groups
- Posting Speed
- One post per day
- 1-3 posts per week
- One post per week
- Slow As Molasses
- Online Availability
- Usually when I'm not working, later on in the day.
- Writing Levels
- Intermediate
- Adept
- Douche
- Preferred Character Gender
- Nonbinary
- Transgender
- Primarily Prefer Male
- Primarily Prefer Female
- Genres
- Scifi, Modern, Urban Fantasy, Horror, Superpowers/Superheroes, slice of life with a twist.
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Camp ThinkerRock:
Summer Camp for Aspiring Superheroes.
[ IC |OOC ]
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_______________________________
Opening:
_______________________________
Genre: Modern, Summer-camp, Superhuman, Sillyness/Fun, Character Driven, Mystery, Interaction heavy
Recruitment Status: Open
Roleplay Status: Introduction
Players: 6
Currently looking for: Hot Greasy Man love
DATE: June 23rd, 2015.
In a world of Super heroes and Villains.... A world where people with Godlike powers run free among the humans.
Long story short, there's currently a shortage of superheroes in MURICA! and a few influential heroes managed to pull a few strings to get some superpowered kids in their training program: Camp ThinkerRock! Kids that have been arrested, kids that are in the foster care program with no way out, runaways, dead-ends, or just willing volunteers, this camp aims to train the next generation of superheroes... If only it wasn't a magnet for some of the craziest things around. Villains, Giant Monsters, everything weird and strange tend to come to the Camp! Why? Because they can. Will the trainees survive? Of course they will. They're the protagonists.
Alright, this is an idea I've been throwing around a lot based off of Psychonauts. Originally everyone was supposed to be Psychic, but I decided to widen the range a bit to include all superpowers and shizz. So, if the paragraph up there didn't tell you enough, we're all going to be playing as misfit kids and other people forced (Or willingly) into becoming superheroes. This RP is going to be plenty character driven, along with a big ass camp full of mysteries and places to explore. I also promise plenty of craziness and shenanigans.
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Camp ThinkerRock:
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Locations
Main Grounds
Off-Grounds
Misc.
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Meta-Humans:
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Power Classes
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Rules:
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Camp ThinkerRock:
Summer Camp for Aspiring Superheroes.
[ IC |
____________________________________
_______________________________
Opening:
_______________________________
Genre: Modern, Summer-camp, Superhuman, Sillyness/Fun, Character Driven, Mystery, Interaction heavy
Recruitment Status: Open
Roleplay Status: Introduction
Players: 6
Currently looking for: Hot Greasy Man love
DATE: June 23rd, 2015.
In a world of Super heroes and Villains.... A world where people with Godlike powers run free among the humans.
Long story short, there's currently a shortage of superheroes in MURICA! and a few influential heroes managed to pull a few strings to get some superpowered kids in their training program: Camp ThinkerRock! Kids that have been arrested, kids that are in the foster care program with no way out, runaways, dead-ends, or just willing volunteers, this camp aims to train the next generation of superheroes... If only it wasn't a magnet for some of the craziest things around. Villains, Giant Monsters, everything weird and strange tend to come to the Camp! Why? Because they can. Will the trainees survive? Of course they will. They're the protagonists.
Alright, this is an idea I've been throwing around a lot based off of Psychonauts. Originally everyone was supposed to be Psychic, but I decided to widen the range a bit to include all superpowers and shizz. So, if the paragraph up there didn't tell you enough, we're all going to be playing as misfit kids and other people forced (Or willingly) into becoming superheroes. This RP is going to be plenty character driven, along with a big ass camp full of mysteries and places to explore. I also promise plenty of craziness and shenanigans.
_______________________________
Camp ThinkerRock:
_______________________________
Built at the height of the Cold War, Camp ThinkerRock is a Superhuman training facility that has been used for decades by the US Government. First as secret grounds for training Supersoldiers, as more 'official' locations were made, Camp ThinkerRock has seen less and less activity, to the point where it was completely desolate save for the people "guarding" it. There were talks about decommissioning the facility all together. Pushing towards the 2000's, however, during the rise of Superhumans and the ongoing conflict between "Heroes" and "Villains" a new usage for the Camp was found: training younger Superhumans to be Superheroes. The entire camp was repurposed into a "summer-camp for Superhumans" where younger students would have the chance to train. The guise was simple, a super private summer camp in the middle of no where, the nearest town being miles away from the camp. So everyone has the anonymity to use their powers on a larger scale without it being reported. However, the camp didn't exactly get a large amount of campers due to lack of interest, and hearing horror stories of Heroes dying horribly. It didn't get more than a few people at a time, which is rather underwhelming to the staff. However, due to the aforementioned problem of Heroes dying, there is also a lack of them to defend America. A few higher ups were able to strike a few deals with the Government to force some more kids into the ThinkerRock program. Such as picking up juvenile delinquents, or giving runaways a home. This wasn't super desirable, but the staff plans on "working out the kinks" for these campers. If they make a hero out of them, why does it even matter what they've done beforehand? They might actually learn a thing or two while in the camp such as putting their powers to practical uses and learning not to rely on them so much.
ThinkerRock's main campsite is a large area that features plenty of locations that are spaced out from each other. Connected via paths, the camp has buildings and places to fulfill all of the campers needs. The place is split into four sections. The Main Grounds for basic camper needs. The Recreation Area, to keep them entertained. The Training Grounds, for them to train with their powers and take their hero courses. And the Beach, where a few locations are. But the campsite isn't the entirety of ThinkerRock's facility. Naturally, the camp is located in the middle of a heavily wooded area. Forests are far as the eye can see. All of the facility ground's combined (The campground, the forest, and the buildings off campground), equates to 3500 acres (Roughly four square miles). Meaning that it's a massive location, and hard to easily leave. The perimeter of the entire facility grounds are surrounded by a large thirty-five foot brick concrete wall. These walls are to keep people out of the facility, along with keeping extra animals away. Surrounding the main campgrounds is a massive forest, that have animals of all types. These forests have paths through them, going to every notable location, but ending at the walls that keep the campers in. This forest has everything you'd see in an actual forest. Rivers, ponds, large rocks, and more. And evil monsters. Never forget the evil monsters. The camp is next to a large body of water known as the The Jay-Thompson Lake. This lake is enormous, almost making up a good 20% of those 3500 acres. Around this lake are the facility's many features. There is even military base, all on the shores of the Lake. These are all left behind from the Cold War days. However, there is a mysterious island in the center of the lake, one that holds a strange castle. When asked about this castle, the Counselors tell everyone to go no where near that place.
However, there is a small town; Raven Hills, several miles away from the Facility.
ThinkerRock's main campsite is a large area that features plenty of locations that are spaced out from each other. Connected via paths, the camp has buildings and places to fulfill all of the campers needs. The place is split into four sections. The Main Grounds for basic camper needs. The Recreation Area, to keep them entertained. The Training Grounds, for them to train with their powers and take their hero courses. And the Beach, where a few locations are. But the campsite isn't the entirety of ThinkerRock's facility. Naturally, the camp is located in the middle of a heavily wooded area. Forests are far as the eye can see. All of the facility ground's combined (The campground, the forest, and the buildings off campground), equates to 3500 acres (Roughly four square miles). Meaning that it's a massive location, and hard to easily leave. The perimeter of the entire facility grounds are surrounded by a large thirty-five foot brick concrete wall. These walls are to keep people out of the facility, along with keeping extra animals away. Surrounding the main campgrounds is a massive forest, that have animals of all types. These forests have paths through them, going to every notable location, but ending at the walls that keep the campers in. This forest has everything you'd see in an actual forest. Rivers, ponds, large rocks, and more. And evil monsters. Never forget the evil monsters. The camp is next to a large body of water known as the The Jay-Thompson Lake. This lake is enormous, almost making up a good 20% of those 3500 acres. Around this lake are the facility's many features. There is even military base, all on the shores of the Lake. These are all left behind from the Cold War days. However, there is a mysterious island in the center of the lake, one that holds a strange castle. When asked about this castle, the Counselors tell everyone to go no where near that place.
However, there is a small town; Raven Hills, several miles away from the Facility.
Locations
Main Grounds
MAIN OFFICE. The very heart of the campgrounds. A large, two story building made out of wood with windows every few feet to let the sunlight in. The building is fairly round, and has a triangle-ish shape to it, except every corner is naturally round. Obviously this building is responsible for keeping the gears of the camp spinning. Here is the main desk, where the secretary works the computer. The rest of the building has plenty of other desks with files and more.
LODGE. Where the campers kick back after a long day's work. Located in the center of the camp, on a hill, the Lodge is a large two story building with a large porch area that have been walled off with grey stone - with wooden stairs leading up to it. The building is also made out of wood, with stone at the bottom to act as a support. Behind the building is a larger porch area that acts as an overlook, a majority of the camp could be seen from this one point. The roof of the building is topped off with a tent-shaped triangle, made out of layered tiles. Now inside the building? It's a place made for students to kick back, so doesn't make sense for it to be full of stuff that does that? There's a row of three large TVs on one side of the room (One of the only places that has a functional TV) with sofas posited around it for optimal viewing. There are gaming consoles positioned under these TVs in case someone wants to game. On the other parts of the room, there are chairs and tables (comfortable chairs and tables) for people to sit down and talk if they want to - or eat their food here. Around the room there are things such as pool tables, dart boards, and more. Stuff to keep the students entertained, yeah. There's also a library on the second floor. Not like a traditional library, campers are free to read books as they please. Just that they can't take them out of the lodge.
BOYS & GIRLS CABINS. Two buildings, almost identical in appearance, only one pathway apart from each other. One for boys, and the other for girls. Each location is denoted with a sign that says . Unlike traditional summer camps, the cabins are large buildings rather than rows of small cabins. They're large, two floor buildings constructed similar to traditional cabins, but bigger. They're elevated off the ground using thick (metal laddened) support beams, and have stairs onto a small porch that leads into a door. Inside the building, there's several large rooms with bunk beds to sleep on and chests for people to place their belongings, along with plenty of windows to let in the light. These buildings also contain a communal shower room (Don't worry, boys and girls, there's stalls and doors).
STAFF CABIN. The staff also need a place to sleep too (And no, they can't sleep in the office). It's not built like the cabins for the kids, it's a red brick building, built on a grey stone support. It has plenty of windows, and a porch too (With a nice little rocking chair on it). Instead of one large room, there's several small rooms meant to accommodate each staff member. Along with a shower of their own for maximum awkwardness!
MESS HALL. Everyone needs to eat, after all. Stationed not too far away from the Cabins, in the gap between the Cabins and the Lodge, is a large rectangle shaped building with a triangle-shaped roof. Much like the rest of the camp, the exterior and interior is made out of wood. The mess hall is one large room that is full of cafeteria tables (Image because I don't know what they're called) all rowed together. On the left side of the building is the counter where people get food, and behind that is the kitchen where the food is prepared. On the counter, there is a variety of food, and trays for all of them.
NURSE STATION. People get boo-boos from time to time. Especially at a summer camp like this. A small building that is towards the Training Area (But not off the Main Campgrounds). A triangle shaped building that is separated into three parts. A waiting room, with chairs, and a front desk. A examination room, with everything you'd see in a doctor's office. And finally an office where all the medical supplies are kept. The whole building is headed by Nurse Jade West, a potent healer.
GYM. The center for the student's independent exercise. The staff of the camp encourage physical activity in the students, and while there are plenty of physical outlets in the camp, this is the place for lifting, among other things. That said, this is a large one story building, with only one floor. There's plenty of windows in and out of the building so people can see it just fine. Inside are weights, treadmills, and many things you'd see in a gym. With one wall having a massive mirror.
DETENTION CENTER. An intimidating building... A former prison which has been repurposed for the campers that misbehave. It's a large, two floor concrete block of a building with no windows, and, other than the door, is featureless. Inside is where things get interesting. The interior is constructed out of concrete as well, but inside are many metal cells that are made to specifically counter people's powers depending on their class, but all are durable by default.
LODGE. Where the campers kick back after a long day's work. Located in the center of the camp, on a hill, the Lodge is a large two story building with a large porch area that have been walled off with grey stone - with wooden stairs leading up to it. The building is also made out of wood, with stone at the bottom to act as a support. Behind the building is a larger porch area that acts as an overlook, a majority of the camp could be seen from this one point. The roof of the building is topped off with a tent-shaped triangle, made out of layered tiles. Now inside the building? It's a place made for students to kick back, so doesn't make sense for it to be full of stuff that does that? There's a row of three large TVs on one side of the room (One of the only places that has a functional TV) with sofas posited around it for optimal viewing. There are gaming consoles positioned under these TVs in case someone wants to game. On the other parts of the room, there are chairs and tables (comfortable chairs and tables) for people to sit down and talk if they want to - or eat their food here. Around the room there are things such as pool tables, dart boards, and more. Stuff to keep the students entertained, yeah. There's also a library on the second floor. Not like a traditional library, campers are free to read books as they please. Just that they can't take them out of the lodge.
BOYS & GIRLS CABINS. Two buildings, almost identical in appearance, only one pathway apart from each other. One for boys, and the other for girls. Each location is denoted with a sign that says . Unlike traditional summer camps, the cabins are large buildings rather than rows of small cabins. They're large, two floor buildings constructed similar to traditional cabins, but bigger. They're elevated off the ground using thick (metal laddened) support beams, and have stairs onto a small porch that leads into a door. Inside the building, there's several large rooms with bunk beds to sleep on and chests for people to place their belongings, along with plenty of windows to let in the light. These buildings also contain a communal shower room (Don't worry, boys and girls, there's stalls and doors).
STAFF CABIN. The staff also need a place to sleep too (And no, they can't sleep in the office). It's not built like the cabins for the kids, it's a red brick building, built on a grey stone support. It has plenty of windows, and a porch too (With a nice little rocking chair on it). Instead of one large room, there's several small rooms meant to accommodate each staff member. Along with a shower of their own for maximum awkwardness!
MESS HALL. Everyone needs to eat, after all. Stationed not too far away from the Cabins, in the gap between the Cabins and the Lodge, is a large rectangle shaped building with a triangle-shaped roof. Much like the rest of the camp, the exterior and interior is made out of wood. The mess hall is one large room that is full of cafeteria tables (Image because I don't know what they're called) all rowed together. On the left side of the building is the counter where people get food, and behind that is the kitchen where the food is prepared. On the counter, there is a variety of food, and trays for all of them.
NURSE STATION. People get boo-boos from time to time. Especially at a summer camp like this. A small building that is towards the Training Area (But not off the Main Campgrounds). A triangle shaped building that is separated into three parts. A waiting room, with chairs, and a front desk. A examination room, with everything you'd see in a doctor's office. And finally an office where all the medical supplies are kept. The whole building is headed by Nurse Jade West, a potent healer.
GYM. The center for the student's independent exercise. The staff of the camp encourage physical activity in the students, and while there are plenty of physical outlets in the camp, this is the place for lifting, among other things. That said, this is a large one story building, with only one floor. There's plenty of windows in and out of the building so people can see it just fine. Inside are weights, treadmills, and many things you'd see in a gym. With one wall having a massive mirror.
DETENTION CENTER. An intimidating building... A former prison which has been repurposed for the campers that misbehave. It's a large, two floor concrete block of a building with no windows, and, other than the door, is featureless. Inside is where things get interesting. The interior is constructed out of concrete as well, but inside are many metal cells that are made to specifically counter people's powers depending on their class, but all are durable by default.
RECREATION SHACK. Before any camper starts with their recreation, they have to check in at the Recreation Hall. Here is where people get the balls to play Basketball, the Bats to play Baseball, and so on. The building is more of a shack. It's a medium-sized building made out of red bricks with a counter. Behind the counter is a room that has plenty of Sports Equipment. All placed on racks and shelves. However, in order to get equipment, campers have to sign them in and out. If they aren't returned, then the staff will come to ask you where they went, and if they've lost it, the camper will serve out a punishment.
THE PLAYING FIELDS. Pretty simple to explain. Several large fields, separated by chainlink fences. Each a Soccer field, Baseball field, Football field, and so on. Pretty standard stuff here. There's bleachers on the sidelines of each field for whoever's watching.
THE COURTS. Much like the fields, these are a collection of courts. For basketball, tennis, and volleyball. Each have fences separating them.
THE PLAYGROUND. A quaint little playground that is practically attached to the Courts and Playing Fields. It has wooden structures designed for children. It has stuff like a jungle-gym, swingset, slide, playhouse, and so on.
THEATER. A large outdoor theater for plays, and for when the counselors decide to give a speech to the campers. This place is a large concrete stage, rounded, with a wall on the back of it and a wooden cover over it. On each side there are stairs up and down it. In front of it are large round concrete bleachers, that get higher the further back someone goes.
THE POOL. Every good Summer location needs a pool baby! A large square outdoor pool that goes fairly deep. It has a "ramp" inside the water that goes deeper and deeper as the pool goes on.
THE PLAYING FIELDS. Pretty simple to explain. Several large fields, separated by chainlink fences. Each a Soccer field, Baseball field, Football field, and so on. Pretty standard stuff here. There's bleachers on the sidelines of each field for whoever's watching.
THE COURTS. Much like the fields, these are a collection of courts. For basketball, tennis, and volleyball. Each have fences separating them.
THE PLAYGROUND. A quaint little playground that is practically attached to the Courts and Playing Fields. It has wooden structures designed for children. It has stuff like a jungle-gym, swingset, slide, playhouse, and so on.
THEATER. A large outdoor theater for plays, and for when the counselors decide to give a speech to the campers. This place is a large concrete stage, rounded, with a wall on the back of it and a wooden cover over it. On each side there are stairs up and down it. In front of it are large round concrete bleachers, that get higher the further back someone goes.
THE POOL. Every good Summer location needs a pool baby! A large square outdoor pool that goes fairly deep. It has a "ramp" inside the water that goes deeper and deeper as the pool goes on.
OBSTACLE COURSE. What did you think camp was going to be all play? Maggot, this place is supposed to whip you into shape! The obstacle course is a large interchangeable field where campers are forced to run through it to test their agility. Everything factors on the exercise. It can have a wall to climb up, ropes to swing on, rods to crawl under. They often set up the course to accommodate for training exercises.
PROVING GROUNDS. Since the campers are a bunch of hormonal, angry, teens, naturally they want to beat the fuck out of each other. This is where the proving grounds come in. Instead of forbidding all fighting, they set up an area for friendly duels (and otherwise). The proving ground is a large round clearing, that is pure concrete, with sand on top of it. Surrounding the Proving Grounds are ten foot high walls. Often the proving grounds are used to .
SHOOTING RANGE. To train the more ranged campers, and those that aren't. It's a massive square field, with plenty of stalls. Down each stall, obviously, are interchangeable targets. Often all made out of cardboard, but other materials for the targets can be used. Such as wood, or perhaps even metal if they don't want to destroy the target. Anyone can use the Shooting Range, even though it's not encouraged for them. They could just throw a rock at the targets.
PROVING GROUNDS. Since the campers are a bunch of hormonal, angry, teens, naturally they want to beat the fuck out of each other. This is where the proving grounds come in. Instead of forbidding all fighting, they set up an area for friendly duels (and otherwise). The proving ground is a large round clearing, that is pure concrete, with sand on top of it. Surrounding the Proving Grounds are ten foot high walls. Often the proving grounds are used to .
SHOOTING RANGE. To train the more ranged campers, and those that aren't. It's a massive square field, with plenty of stalls. Down each stall, obviously, are interchangeable targets. Often all made out of cardboard, but other materials for the targets can be used. Such as wood, or perhaps even metal if they don't want to destroy the target. Anyone can use the Shooting Range, even though it's not encouraged for them. They could just throw a rock at the targets.
THE BEACH & DOCKS. Ah, the beach. Another place for the campers to kick back in their spare time. It's a simple large, crescent moon shaped, beach. That has sand! Waves slam up against the location constantly. Surrounding the lake are massive boulders that overlook the location. It's on the beach of the Jay-Thompson lake, and often the first place people go if they want to explore the other locations of ThinkerRock. On the beach, there's wooden structure known as the docks. It's positioned on the middle of the beach, and takes up a small part of it.
BOAT HOUSE. Built on the docks, is a mere shack. A small wooden shack. Much like the Recreation Shack, there's a counter on it, and behind the counter are canoes on a rack. Campers may take the canoes out on the lake, but they have to bring them back before curfew is enacted.
BOAT HOUSE. Built on the docks, is a mere shack. A small wooden shack. Much like the Recreation Shack, there's a counter on it, and behind the counter are canoes on a rack. Campers may take the canoes out on the lake, but they have to bring them back before curfew is enacted.
Off-Grounds
THE FOREST. As described above, a majority of the ThinkerRock facility is a massive forest. Trees far as the eye can see, that have likely been here for decades. Someone would be quick to note that most of these trees are evergreens, such as pine trees, and more. There are stone trails (With rustic wooden fences) throughout the woods that all lead to various parts of the Forest, but all end up back at the camp. Throughout the woods, there are animals of many types. The cute and cuddly like deers and bunnies, and the biological killing machines known as bears and pumas. Yes, it is completely safe to traverse the woods alone.
DEEMEANOR MANSION. A strange mansion that has been there since ThinkerRock was established. Just that they couldn't be arsed to tear it down. It's a massive, three floor building, that is rectangle shaped. Far wider than it is long. It's made out of wood clearly, and built on a stone foundation, with rows and rows of windows and a flat roof. The mansion is fully furnished with tables, beds, and other things you'd see in a house. However they are either dirty, or have been long broken by campers running through there ages ago. The building has clearly eroded. Vines and other things have ravaged the place, the floors have rotted, and everything is filthy. But it's, strangely enough, still stable enough to stand. But if it takes a major hit, a good chunk of it is going on.
GRAVEYARD. A spooky part of the wilderness. In the past, many people have died in Camp ThinkerRock. And that's the one thing they don't want to tell you. This location is where they buried those unlucky fools. It's a field, surrounded by a cast-iron fence, built on a slight curve. Here are several graves, denoted by concrete blocks known as Tombstones... some are marked, some, sadly, are not.
THE CAVES. An unnatural landmark. They were created by a Meta-human during the camp's more... questionable era. They are a network of stone caves that, strangely enough, run under the entirety of the camp. These caves aren't very complex, and fairly simple. Likely created as an escape route for others. But they're dark, and have many critters that one would like to avoid. There's three known entrances. One in the middle of a forest, another by the Military Base, and dangerously enough, a entrance on the sides of the Castle Walls.
DEEMEANOR MANSION. A strange mansion that has been there since ThinkerRock was established. Just that they couldn't be arsed to tear it down. It's a massive, three floor building, that is rectangle shaped. Far wider than it is long. It's made out of wood clearly, and built on a stone foundation, with rows and rows of windows and a flat roof. The mansion is fully furnished with tables, beds, and other things you'd see in a house. However they are either dirty, or have been long broken by campers running through there ages ago. The building has clearly eroded. Vines and other things have ravaged the place, the floors have rotted, and everything is filthy. But it's, strangely enough, still stable enough to stand. But if it takes a major hit, a good chunk of it is going on.
GRAVEYARD. A spooky part of the wilderness. In the past, many people have died in Camp ThinkerRock. And that's the one thing they don't want to tell you. This location is where they buried those unlucky fools. It's a field, surrounded by a cast-iron fence, built on a slight curve. Here are several graves, denoted by concrete blocks known as Tombstones... some are marked, some, sadly, are not.
THE CAVES. An unnatural landmark. They were created by a Meta-human during the camp's more... questionable era. They are a network of stone caves that, strangely enough, run under the entirety of the camp. These caves aren't very complex, and fairly simple. Likely created as an escape route for others. But they're dark, and have many critters that one would like to avoid. There's three known entrances. One in the middle of a forest, another by the Military Base, and dangerously enough, a entrance on the sides of the Castle Walls.
RUINS. A majority of the base has been long destroyed. Most likely by a rogue Meta-human. All that's left are the unstable and charred remains of several buildings. They're so damaged that some of them are unrecognizable. These buildings are barely stable, a strong enough blow would send it tumbling over. However, the entirety of the military base hasn't been destroyed, and there are places to explore.
BARRACKS. A bunch of small, rectangle shaped buildings that were the living quarters on this base. There are at least seven, and each of them are made out of a wood that has been painted a light-green color. Each building is elevated off the ground somewhat. Inside the buildings are much similar to the cabin rooms of the campers. Each room has a metal-framed bunkbed with a chest at the bottom. These buildings have rotted, much like the rest of the military base, and there's animals, among other nasties, roaming through them.
HANGAR. A large square building with a large door in front of it, and a few small doors off to the side, with windows at the top of the building to let in sunlight. However, that isn't the most notable thing about the building. There is a WW2-Era B52 Bomber resting in the center of the hangar. It's damaged to the point of uselessness, but it's stable enough for people to board it. It is possible to restore it if someone wanted to, but it's only in the hangar, taking up space.
AIRSTRIP Long eroded, but still there. A long stone strip that leads straight out of the hangar.
BARRACKS. A bunch of small, rectangle shaped buildings that were the living quarters on this base. There are at least seven, and each of them are made out of a wood that has been painted a light-green color. Each building is elevated off the ground somewhat. Inside the buildings are much similar to the cabin rooms of the campers. Each room has a metal-framed bunkbed with a chest at the bottom. These buildings have rotted, much like the rest of the military base, and there's animals, among other nasties, roaming through them.
HANGAR. A large square building with a large door in front of it, and a few small doors off to the side, with windows at the top of the building to let in sunlight. However, that isn't the most notable thing about the building. There is a WW2-Era B52 Bomber resting in the center of the hangar. It's damaged to the point of uselessness, but it's stable enough for people to board it. It is possible to restore it if someone wanted to, but it's only in the hangar, taking up space.
AIRSTRIP Long eroded, but still there. A long stone strip that leads straight out of the hangar.
Looming in the middle of the lake...
WALLS & TOWERS. The first structure that anyone is going to encounter in this ominous location. The massive walls of the castle form a square that obscure a bit of the castle. These walls are constructed out of dark-grey stone blocks that are at least thirty feet tall, with large wooden doors in front of the castle (Which, strangely, don't have a mechanism). There's a breach in the wall, however. A circular hole in the side that has concrete blocks at it's bottom. At each corner is a circular tower that goes even higher than the wall. At the top of each tower is eight holes that act as windows, giving the impression that these are watch towers.
MAIN COURTYARD. Beyond the walls is the courtyard, a large oval-shaped clearing, with a path straight into the Main building of the castle. There isn't much to say about this locations other than the fact that it's rather overrun with plants, and goes around the perimeter of the Main Hall.
MAIN HALL. The main building of this castle. An octagon shaped, two floored, location, made out of pure stone, and fairly solid. There's two large wooden doors leading into it, which leads into the foyer of the building. Inside, it appears that this place is less of a castle and more of a mansion. There's bedrooms, a church, a dining hall, a kitchen, a great hall, and more locations.
WALLS & TOWERS. The first structure that anyone is going to encounter in this ominous location. The massive walls of the castle form a square that obscure a bit of the castle. These walls are constructed out of dark-grey stone blocks that are at least thirty feet tall, with large wooden doors in front of the castle (Which, strangely, don't have a mechanism). There's a breach in the wall, however. A circular hole in the side that has concrete blocks at it's bottom. At each corner is a circular tower that goes even higher than the wall. At the top of each tower is eight holes that act as windows, giving the impression that these are watch towers.
MAIN COURTYARD. Beyond the walls is the courtyard, a large oval-shaped clearing, with a path straight into the Main building of the castle. There isn't much to say about this locations other than the fact that it's rather overrun with plants, and goes around the perimeter of the Main Hall.
MAIN HALL. The main building of this castle. An octagon shaped, two floored, location, made out of pure stone, and fairly solid. There's two large wooden doors leading into it, which leads into the foyer of the building. Inside, it appears that this place is less of a castle and more of a mansion. There's bedrooms, a church, a dining hall, a kitchen, a great hall, and more locations.
Misc.
1_. Under no circumstance are the Campers to leave Camp ThinkerRock without permission.
2_. Fighting off the proving grounds is strictly forbidden.
3_. Destruction/Theft of property is forbidden.
4_. Nobody is to enter the Castle, Military Base, Mansion, nor any other structure off camp grounds.
5_. All campers must be in their cabins by 9PM.
6_. Sexual activity, smoking, alcohol, and drug use are strictly forbidden .Alcohol, weapons and other contraband are confiscated on arrival.
7_. Do not feed or harm the wildlife.
8_. Obey the staff at all times
2_. Fighting off the proving grounds is strictly forbidden.
3_. Destruction/Theft of property is forbidden.
4_. Nobody is to enter the Castle, Military Base, Mansion, nor any other structure off camp grounds.
5_. All campers must be in their cabins by 9PM.
6_. Sexual activity, smoking, alcohol, and drug use are strictly forbidden .Alcohol, weapons and other contraband are confiscated on arrival.
7_. Do not feed or harm the wildlife.
8_. Obey the staff at all times
Failure to comply with these rules will result in immediate punishment, which will be determined, depending on the offense.
The official "uniform" for camp ThinkerRock (Required during all camp activities) is a T-shirt with the camp's brain logo on it and gym shorts. Fortunately, these outfits come in all colors and sizes, and everyone has a choice as to what to wear, so nobody is left out.
_______________________________
Meta-Humans:
_______________________________
Mutants, Freaks, Overhumans, Gods themselves... Commonly called Meta-humans are normal humans that were afflicted with a strange condition that has given them powers that defied the laws of nature and physics. Men with super strength, women who can teleport, children who can control nature itself. These powers are extremely varied. These abilities stem from a strange energy that resides deep within them. A green flowing energy that is known as the Meta-human energy. A invisible energy that is extremely hard to detect through normal means. This energy inhabits a Meta-human's entire body, from their skin, to their bones, to their blood. The energy isn't detrimental to them, or the environment, not even in the slightest, it can even be called beneficial. What is interesting is that scientists have observed that energy is the same, everyone has a slightly different form of the energy. Which is believed to be related to how no Meta-human has the same exact power.
Facts:
- Meta-humans have been around for two centuries (Rumored longer). They lived in secret until they were revealed to the world by the President of the United States in 1952.
- Powers take a toll on the body and mind. Using any powers will tire out the user. Excessive and unrestrained use would cause what could be described as physical overexertion.
- When a Meta-human uses their power on the outside world, a small amount of the meta-human energy gets projected and focused in that area. Such as a Water-Elemental controlling a cup of water will get some of the energy projected into it, until they cease control and the energy will fade away. However, a faint amount of the energy will remain.
- The power grows as the user does over years of usage and training. The user may discover new uses with it, or a brand new trait may develop. This is directly linked to the amount of the energy in a single Meta (The energy concentration will grow).
- There's a particular connection between high-stress situations and the advancement of powers. Under high-stress situations, powers rapidly develop.
- There is no set age when powers develop. Some Meta-humans are born with their powers, while others won't develop until later into their lives. Powers received are sporadic at best.
- There are powers passed from parents to the children, or simply run in the family. They are called Inherent powers, these are relatively uncommon, though. However, while inherent powers do exist, anyone will get a different version of a passed down power. In what ways vary.
- There is a particular effect that is known as The Black Fall Effect. This has two main effects on the meta-human population:
-- All Meta-humans are subconsciously attracted to each other. So subtly that it's next to impossible to even notice. It causes the shyest people to head out and interact, or draws people to one particularly location. The more Meta-humans that are around, the stronger "flocking" effect.
-- Those who spend a lot of time around Meta-humans tend to develop powers themselves. It has to be years around Meta-humans for someone to develop powers. Which is why family members and close friends are extremely likely to get powers.
- Meta-humans only use a fraction of their full power. High-stress situations allow Meta-humans to perform stronger feats - at the cost of putting more strain on the user.
- Pushing powers beyond their limits would cause an effect known as "Ashing" - Which all Meta-humans fear. This is basically a deadly ailment where a Meta-human self destructs. Their powers shut off, and all their cells will die off at an alarmingly fast rate. Their cells will drop off their body like specs of ash, and this process will continue until there is absolutely nothing left of a Meta-human. This state is extremely deadly, and there's a mere 4% chance of survival. However, there are ways to stop ashing.
- Ever since the reveal of Meta-humans to the world, the infant children of Meta-humans have been going missing...
Facts:
- Meta-humans have been around for two centuries (Rumored longer). They lived in secret until they were revealed to the world by the President of the United States in 1952.
- Powers take a toll on the body and mind. Using any powers will tire out the user. Excessive and unrestrained use would cause what could be described as physical overexertion.
- When a Meta-human uses their power on the outside world, a small amount of the meta-human energy gets projected and focused in that area. Such as a Water-Elemental controlling a cup of water will get some of the energy projected into it, until they cease control and the energy will fade away. However, a faint amount of the energy will remain.
- The power grows as the user does over years of usage and training. The user may discover new uses with it, or a brand new trait may develop. This is directly linked to the amount of the energy in a single Meta (The energy concentration will grow).
- There's a particular connection between high-stress situations and the advancement of powers. Under high-stress situations, powers rapidly develop.
- There is no set age when powers develop. Some Meta-humans are born with their powers, while others won't develop until later into their lives. Powers received are sporadic at best.
- There are powers passed from parents to the children, or simply run in the family. They are called Inherent powers, these are relatively uncommon, though. However, while inherent powers do exist, anyone will get a different version of a passed down power. In what ways vary.
- There is a particular effect that is known as The Black Fall Effect. This has two main effects on the meta-human population:
-- All Meta-humans are subconsciously attracted to each other. So subtly that it's next to impossible to even notice. It causes the shyest people to head out and interact, or draws people to one particularly location. The more Meta-humans that are around, the stronger "flocking" effect.
-- Those who spend a lot of time around Meta-humans tend to develop powers themselves. It has to be years around Meta-humans for someone to develop powers. Which is why family members and close friends are extremely likely to get powers.
- Meta-humans only use a fraction of their full power. High-stress situations allow Meta-humans to perform stronger feats - at the cost of putting more strain on the user.
- Pushing powers beyond their limits would cause an effect known as "Ashing" - Which all Meta-humans fear. This is basically a deadly ailment where a Meta-human self destructs. Their powers shut off, and all their cells will die off at an alarmingly fast rate. Their cells will drop off their body like specs of ash, and this process will continue until there is absolutely nothing left of a Meta-human. This state is extremely deadly, and there's a mere 4% chance of survival. However, there are ways to stop ashing.
- Ever since the reveal of Meta-humans to the world, the infant children of Meta-humans have been going missing...
Power Classes
Cerebral: The Mind. Powers that have to do with the minds of the user or others - or powers that gather information. These powers are rather common, but not as diverse as Super-System or Elemental types. Most Cerebral types either have information gathering abilities (Such as telepathy, precognition, etc), or have powers that make active changes to the mind (Memory/emotion manipulation, and so on). There are other powers that would be classified as Cerebral due to their mental nature. Such as Telekinesis, Astral Projection, and etc.
Super-System: The Body. Super-System type Meta-humans have abilities related to the body of themselves or others. These powers are fairly diverse. Any power that changes (or enhances) the body in any way can be classified as a Super-System power. Powers such as Super-strength, flight, and Regeneration are prime Super-System abilities. But, powers such as animal transformation also count as a Super-System. So, technically, the Super-System class is rather diverse in terms of abilities. Thus they have been separated into subclasses by using terms such as Bestial (Relating to animals), Biological (Related to altering the normal biological structure), and Chemical (Relating to the body's chemicals).
Elemental: The World. Where Cerebral types have to do with the mind, and Super-System types, the body - Elemental is the World. The basis behind their powers is that they have powers that alter the world around them in a variety of ways - usually specializing in a single element. Any power that affects the world can be called an Elemental power. A generic elemental type has the ability to move their specialized element, and alter its properties. Others can turn into their element (Sometimes crossing over to the Super-System), create it, and more. The Elemental class easily the most diverse and common type of Meta-human. Elemental-types can also have powers related to energy, chemicals, or the stars above them. However, an elemental type cannot control the human body - it would fall under the Super-System class then.
Power: The Essence. The rarest type of Meta-human out there. Opposed to altering the mind, body, or the world, Power-types alter the very essence of Superpowers; the Meta-human energy. For example they can alter it (On a large or small scale) to give themselves different powers (Power replication comes to mind), or enhance, or weaken, the powers of others. They can be fairly diverse, and extremely versatile. But easily the most feared. There are some Meta-humans under this class who can give or take away powers - there's even some who can manipulate powers themselves.
Other: Powers that simply don't fall under the above categories.
Super-System: The Body. Super-System type Meta-humans have abilities related to the body of themselves or others. These powers are fairly diverse. Any power that changes (or enhances) the body in any way can be classified as a Super-System power. Powers such as Super-strength, flight, and Regeneration are prime Super-System abilities. But, powers such as animal transformation also count as a Super-System. So, technically, the Super-System class is rather diverse in terms of abilities. Thus they have been separated into subclasses by using terms such as Bestial (Relating to animals), Biological (Related to altering the normal biological structure), and Chemical (Relating to the body's chemicals).
Elemental: The World. Where Cerebral types have to do with the mind, and Super-System types, the body - Elemental is the World. The basis behind their powers is that they have powers that alter the world around them in a variety of ways - usually specializing in a single element. Any power that affects the world can be called an Elemental power. A generic elemental type has the ability to move their specialized element, and alter its properties. Others can turn into their element (Sometimes crossing over to the Super-System), create it, and more. The Elemental class easily the most diverse and common type of Meta-human. Elemental-types can also have powers related to energy, chemicals, or the stars above them. However, an elemental type cannot control the human body - it would fall under the Super-System class then.
Power: The Essence. The rarest type of Meta-human out there. Opposed to altering the mind, body, or the world, Power-types alter the very essence of Superpowers; the Meta-human energy. For example they can alter it (On a large or small scale) to give themselves different powers (Power replication comes to mind), or enhance, or weaken, the powers of others. They can be fairly diverse, and extremely versatile. But easily the most feared. There are some Meta-humans under this class who can give or take away powers - there's even some who can manipulate powers themselves.
Other: Powers that simply don't fall under the above categories.
Rules:
_______________________________
[1.] Me and my GMs have ultimate authority in the RP. When we tell you that something needs to be changed, you do it. Unless you're actually correct, I don't want to see any arguments about it. I can have your character get assassinated by a flying motorcycle and you will love it. Deal with it, scrublords.
[2.] No godmodding, metagaming, powerplaying, autohitting, etc.
[3.] I highly recommend that you get in contact with me on an IM service, so if we have any problems, we can discuss it behind closed doors rather than it spilling out into the OOC with pointless arguments. I prefer Skype (My handle is Mr AllenJ), but I have a Steam. On the plus side, we might become homies!
[4.] This will be a mature RP. So, yeah, there will be plenty of swearing, death/gore, alcohol, drug use, and so on. Sex is also allowed as long as you fade to black/do it off screen. But I expect everyone to be mature, and not do it excessively or unnecessarily. On that note, I am fine with characters of any gender-roles (Transgenders, Androgynous, etc) and sexualities (Gay, Bi, etc) long as they are written respectfully.
[5.] I will get this out of the way now: Characters can and will die in this RP. This means if a building is collapsing on John Doe and there's no way out, then I guess his white knight isn't here. I won't be actively trying to kill most of the characters I like, so you have nothing to worry about, right?
[6.] In terms of powers, I am willing to accept anything reasonable. However the following powers are banned; "instant death" or death manipulation powers, mind/character control, time powers, anything with "omni-" attached to it, reality warping, gravity manipulation, atomic/molecular powers, life-force absorption, complete indestructibility/absolute defense. I also will not accept characters that have powers that can only be used in a fight.
[7.] This is what I don't want to see when you make a character: super perfect appearances or personalities, people that are perfect at everything, super duper badass masters of all combat, or ridiculous/over the top characters. This also transfers to the IC, as I will be calling people out on this when I notice it. In fact, let's do a little experiment here! When you write your character sheets, do not mention that they are attractive/pretty/handsome/whatever. Dark and tragic backstories are a gray area for me. I will allow characters with them long as they are written correctly (I.E. actually have psychological trauma). Sociopaths are an even bigger grey area for me. I will not accept sociopaths unless they are written respectfully/realistically instead of being brooding asshats.
[8.] No "experimented on and escaped a lab" back stories please. Those have more plot-holes than your character's corpse!
[9.] This is an interaction/character development RP, not a fighting RP. There will be fights, but if you're goal in this RP is to prove that your guy the best through fights, then you're going to get it. I want rounded, and relatable, characters that fulfill a role in the story, instead of badasses. Because let's be real here, tons of fights get pretty boring fast. However, I will allow characters that know how to fight. Let's also keep dick measuring contests to a minimum. Some characters will be better than others, yes, but that's no need to hammer in how amazing/awesome they are.
[10.] In terms of powers, I want a wide and diverse set of powers for the cast. I don't just want offensive powerhouses, I want some healers, some information types, and some other powers to round out the cast. Brute strength can only get you so far. It's next to impossible to make a power that truly can't be used in a fight, so yeah. That said, I will stop accepting certain powers after a period of time. That said, don't try to make your characters powerful/the strongest. Aim for mid-tier and lower - better yet, aim to fulfill a niche. I won't be accepting characters that are powerful just to be powerful. So keep that in mind.
[11.] I am pretty lenient in terms of post length. Long posts are nice, but I'd rather take a short and meaningful post over a unnecessarily long post full of filler to attain that length. I highly recommend that everyone makes a collab for most of their interactions. However, I want at least one paragraph a post. One liners will make me tear my hair out. I also want some good content! Show, don't tell, kids.
[12.] You are required to post once a week or you will placed as inactive. But, please say if you're leaving the RP, especially if you're in the middle of any interactions/important subplots. Any inactive characters will be forgotten about, or killed off if they were significant enough to the story. However, everyone is free to do as they please with any inactive characters.
[13.] You are free to have as many characters as you can handle. I will be making a lot of characters myself. Though, if I see you struggle, I will not allow anymore. However, current players can have as many characters as they please (Until we reach an absolutely retarded amount).
[14.] When submitting your sheets, I want a nice sample post written. You don't have to write an epic novel, but just show everyone an example of how your character would normally act. I want at least five paragraphs. The better the post, the better your chances at him getting in! Don't aim for action/fight scenes, just try to show your character more than their fighting ability. And no, I will not be giving examples of a sample post. I seriously question your ability to write if you need an example to write as your character.
[15.] This Site and This site can help you with powers.
[16.] When making your characters, I want creativity and out of the box ideas! And I'm not just talking about powers, I'm also talking about characters. I love it when a unique character rolls around. Though, at least try to make the character fit in the story.
[17.] You can play as the counselors of the camp, but I don't want too many. Run it by me, and we'll talk about it.
[18.] If you have any questions, criticisms, observations or ideas; just post them. I love them.
[19.] Oh, yeah, when writing a sheet, I want you to be detailed as all hell. When writing your appearance I don't just want two sentences and leave it, I want to know everything about how your character looks. I want to know their build, their facial features, their skin color, their hair and style, etc. Same with personality, I want layers, plox. I want you to follow the sheet format I provided too. Just look at my sheets for examples of what I want.
[20.] Post your sheet on the OOC first, when you get accepted, then you can post your sheet in the Character Deposit. Also when you post your sheets in there, put them in a spoiler.
Character Deposit[/b]. Also when you post your sheets in there, put them in a spoiler.
[21.] I am a very silly bastard that tries too hard to be funny. Don't take most of the over-the-top things I say seriously and play along in my shitposting sessions and we'll be the best of buds.
[22.] Penis. anime tiddies
[2.] No godmodding, metagaming, powerplaying, autohitting, etc.
[3.] I highly recommend that you get in contact with me on an IM service, so if we have any problems, we can discuss it behind closed doors rather than it spilling out into the OOC with pointless arguments. I prefer Skype (My handle is Mr AllenJ), but I have a Steam. On the plus side, we might become homies!
[4.] This will be a mature RP. So, yeah, there will be plenty of swearing, death/gore, alcohol, drug use, and so on. Sex is also allowed as long as you fade to black/do it off screen. But I expect everyone to be mature, and not do it excessively or unnecessarily. On that note, I am fine with characters of any gender-roles (Transgenders, Androgynous, etc) and sexualities (Gay, Bi, etc) long as they are written respectfully.
[5.] I will get this out of the way now: Characters can and will die in this RP. This means if a building is collapsing on John Doe and there's no way out, then I guess his white knight isn't here. I won't be actively trying to kill most of the characters I like, so you have nothing to worry about, right?
[6.] In terms of powers, I am willing to accept anything reasonable. However the following powers are banned; "instant death" or death manipulation powers, mind/character control, time powers, anything with "omni-" attached to it, reality warping, gravity manipulation, atomic/molecular powers, life-force absorption, complete indestructibility/absolute defense. I also will not accept characters that have powers that can only be used in a fight.
[7.] This is what I don't want to see when you make a character: super perfect appearances or personalities, people that are perfect at everything, super duper badass masters of all combat, or ridiculous/over the top characters. This also transfers to the IC, as I will be calling people out on this when I notice it. In fact, let's do a little experiment here! When you write your character sheets, do not mention that they are attractive/pretty/handsome/whatever. Dark and tragic backstories are a gray area for me. I will allow characters with them long as they are written correctly (I.E. actually have psychological trauma). Sociopaths are an even bigger grey area for me. I will not accept sociopaths unless they are written respectfully/realistically instead of being brooding asshats.
[8.] No "experimented on and escaped a lab" back stories please. Those have more plot-holes than your character's corpse!
[9.] This is an interaction/character development RP, not a fighting RP. There will be fights, but if you're goal in this RP is to prove that your guy the best through fights, then you're going to get it. I want rounded, and relatable, characters that fulfill a role in the story, instead of badasses. Because let's be real here, tons of fights get pretty boring fast. However, I will allow characters that know how to fight. Let's also keep dick measuring contests to a minimum. Some characters will be better than others, yes, but that's no need to hammer in how amazing/awesome they are.
[10.] In terms of powers, I want a wide and diverse set of powers for the cast. I don't just want offensive powerhouses, I want some healers, some information types, and some other powers to round out the cast. Brute strength can only get you so far. It's next to impossible to make a power that truly can't be used in a fight, so yeah. That said, I will stop accepting certain powers after a period of time. That said, don't try to make your characters powerful/the strongest. Aim for mid-tier and lower - better yet, aim to fulfill a niche. I won't be accepting characters that are powerful just to be powerful. So keep that in mind.
[11.] I am pretty lenient in terms of post length. Long posts are nice, but I'd rather take a short and meaningful post over a unnecessarily long post full of filler to attain that length. I highly recommend that everyone makes a collab for most of their interactions. However, I want at least one paragraph a post. One liners will make me tear my hair out. I also want some good content! Show, don't tell, kids.
[12.] You are required to post once a week or you will placed as inactive. But, please say if you're leaving the RP, especially if you're in the middle of any interactions/important subplots. Any inactive characters will be forgotten about, or killed off if they were significant enough to the story. However, everyone is free to do as they please with any inactive characters.
[13.] You are free to have as many characters as you can handle. I will be making a lot of characters myself. Though, if I see you struggle, I will not allow anymore. However, current players can have as many characters as they please (Until we reach an absolutely retarded amount).
[14.] When submitting your sheets, I want a nice sample post written. You don't have to write an epic novel, but just show everyone an example of how your character would normally act. I want at least five paragraphs. The better the post, the better your chances at him getting in! Don't aim for action/fight scenes, just try to show your character more than their fighting ability. And no, I will not be giving examples of a sample post. I seriously question your ability to write if you need an example to write as your character.
[15.] This Site and This site can help you with powers.
[16.] When making your characters, I want creativity and out of the box ideas! And I'm not just talking about powers, I'm also talking about characters. I love it when a unique character rolls around. Though, at least try to make the character fit in the story.
[17.] You can play as the counselors of the camp, but I don't want too many. Run it by me, and we'll talk about it.
[18.] If you have any questions, criticisms, observations or ideas; just post them. I love them.
[19.] Oh, yeah, when writing a sheet, I want you to be detailed as all hell. When writing your appearance I don't just want two sentences and leave it, I want to know everything about how your character looks. I want to know their build, their facial features, their skin color, their hair and style, etc. Same with personality, I want layers, plox. I want you to follow the sheet format I provided too. Just look at my sheets for examples of what I want.
[20.] Post your sheet on the OOC first, when you get accepted, then you can post your sheet in the Character Deposit. Also when you post your sheets in there, put them in a spoiler.
Character Deposit[/b]. Also when you post your sheets in there, put them in a spoiler.
[21.] I am a very silly bastard that tries too hard to be funny. Don't take most of the over-the-top things I say seriously and play along in my shitposting sessions and we'll be the best of buds.
[22.] Penis. anime tiddies
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