| GM: Lord Wraith | Genre: Superhuman, Modern Fantasy | Type: Linear, Sandbox | ~"The dead cannot cry out for justice. It is a duty of the living to do so for them."~ | PREMISE: | After nearly a month of heavy rain that has left meteorologists baffled at its cause, Crescent City is in a state of pandemonium. Flooding from both the coast and the internal rivers have stretched not only emergency services but also civilian volunteers to their limit as they fight back against the downpour. Numerous areas of the city have been evacuated as more and more people are driven from their homes by the seemingly never ceasing waters. However there are those who have taken advantage of this situation. Evacuated areas are constantly being raided by criminals and those who have been driven by desperation to break the law in order to survive. Due to dealing with the natural crisis at hand, there’s few spare officers to deal with the rising crime wave. As such, numerous individuals have decided to stand up for the victims of the city while others have noticed how unnatural the rain besieging the city is and have begun to hunt for the cause of the torrential downfall. | PLOTS: | This section will be used to keep players updated with both the ongoing GM plot and approved player Sub-Plots. Sub-Plots will be divided by Urban Center within Crescent City. PRIMARY PLOT: After a month of no natural reasoning for the constant storm over Crescent City and with no leads from any of the experts, many conspiracy bloggers have begun to believe that the source of the storm is something supernatural. The only clue seems to be the large formation of cloud circling around the peak of Old Stone Mountain. SUB-PLOTS: KILBRIDE: ‘FIRE, FIRE’: With the stress on the power grid and lack of workers, a great fire has broken out in the Power District. The flames spreading rapidly with the rain doing little to slow it down. Help is needed to both clear the area, contain the fire and extinguish it. RESOLVED ‘BREAK THE ICE’: As temperatures drop and rain becomes ice, Kilbride has begun to freeze over. Chaos reigns in the streets as cars crash into one another while others slide off the road. Citizens everywhere are in need of help as most have never seen snow in their entire lives. Ice is blocking the hydroelectric dams, limiting power not just to the city but the entire Western Coast. Airplanes have been grounded and the airport can’t get the runway clear enough in time for an incoming flight. Assistance is needed everywhere at once. RESOLVED ’COMMUNITY’: A neighborhood living in the oppressive shadow of one of the Brusin’ Boyles is forced to keep silent about the criminal activities outside their homes. Those who have spoken out have quickly found themselves at the wrong end of retribution, with husbands being beat in front of their wives, cars being vandalized and even escalating to arson as one family's home was burnt to the ground. Fortunately, the arson caught the attention of the Crescent City Police and now an investigation has begun. The problem is the people are too afraid to help except for the bold head of the neighborhood watch, George Feeny. Unfortunately, Feeny has gone missing after reporting to the police and it's up to the community to break their silence in order to save the man's life. Who can help the community feel safe in their own homes again and free the neighborhood from its oppression, enabling the people to stand up for themselves? (SUBMITTED BY FURASIAN) NEW LILITH: ‘RIOT’: Unrest has been rapidly spreading across the city and has come to a head in downtown New Lilith. Dissatisfied with the efforts put forth to contain the flooding and manage the city, rioting has broken out in the Spires. With little police presence to contain the situation, the rioters are destroying the city around them. RESOLVED ‘NIGHTS LIKE THESE’: Busted in the middle of unloading their newest drug shipment, the Fierro’s had entered into a shootout with the Crescent City Police Force at the New Lilith Docks. With the port slowly freezing over, the Fierro’s have nowhere to run and have no intention to do so as long as they have ammunition. The police have tried to evacuate the area but several fishermen have been trapped along with numerous Fierros taking refuge in nearby taverns holding the patrons hostage with no regrets about spilling any innocent blood. RESOLVED ’BLOOD IN THE STREETS – AT LEAST THERE OUGHT TO BE’: A troubling series of bodies are beginning to turn up throughout the streets of New Lillith - bodies with no wounds, no witnesses, no one to miss them, and not a drop of blood left in their veins. Whoever has orchestrated these grisly ends must be found, and stopped. (SUBMITTED BY ROMAN) LOS PARAÍSO: ‘FLOOD’: Due to the constant downfall, those who live in Paradise on the Water and the Sugar Beach districts have been forced from their homes. Evacuated with little time to pack, most only were able to grab their essentials with many leaving valuables behind. Due to this, these wealthy areas have become targets to many of the city’s criminals and crime has escalated in the area with little opposition from the city’s police. RESOLVED ‘HANGING BY A MOMENT’: After a massive pile up on a bridge leaves a city bus teetering over the edge, several members of the Third Street Roughnecks decided it would be fun to see how far they could move the bus before it would go over the edge. Suspended above a valley river on the outside of Paradise Hills heading into Paradise Valley, the bus is just barely balanced with all of its terrified occupants still inside. The radio was damaged in the pile up and the driver killed, leaving the bus without any form of communication save for cellphones. Unfortunately the Thirds brought a signal jammer with them in the back of one of their SUVs cancelling out all calls for help. RESOLVED ‘THERE’S NO ‘I’ IN TEAM’: Resolving to put an end to the chaos reigning over the city once and for all, S.H.I.F.T. agents Anthony Strum and Aiden Roth have decided to put together a team of the local Hyperhumans and vigilantes they’ve encountered to try and stop the source of the storm. Not knowing what they’re up against Strum is recruiting a wide range of abilities in order to prepare for the worse. Unfortunately for S.H.I.F.T. however the Black Lotus Society has caught wind of their plans and will likely intervene. | HISTORICAL TIMELINE: | 1783 – In the year of 1783 Sir Eduard De La Cruz and his ship the Los Paraíso became shipwrecked along the coast of what would eventually become Del Norte County, California. Managing to make it to shore along with his crew and most of his provisions, Sir Eduard refused to give up the duties bestowed upon him by the king. Moving forward with what they could the former crew of the Los Paraíso set up a settlement eventually forming alliances with the locals and making contact with other Spanish Colonization efforts to move forward with the construction of a mission. Expanding a presidio off the monastery, the settlement named after the ship which carried Sir Eduard and the crew to the New World eventually grew into a full pueblo. This pueblo would of course endure the ages going on to become the city of Los Paraíso. 1849 – Shortly after becoming a state in the young country of the United States of America, the fever of the California Gold Rush brought prospective prospectors north of Los Paraíso where they began to search for gold among the mountainous range known as the Demon’s Teeth. As more ‘Forty-Niners’ came, another settlement was built at the base of the mountains. These ‘Forty-Niners’ were led by William Murdoch, who became the growing town’s first mayor naming it Kilbride after his ancestral home. However the name became eerily accurate when William's son, Alastair murdered his own bride on their wedding night. The incident brought shame to the Murdoch name while the other two founding families, Faulkner and Fitzroy went on to be incredible successful in the city. Legend holds that Alastair tried to bury his bride in the bog outside of town, but her spirit lived on returning to torture the younger Murdoch and supposedly drove him to insanity. 1852 – In the year of 1852, the mines in Kilbride began to bring more people to the North of California. Travel was made easier with the construction of the Port of Lilith. Built between both Kilbride and Los Paraíso, the port made it easy for travellers to venture north towards the mines or south into the thriving city of Los Paraíso. The Port of Lilith was named after a group of superstitious workers pointed out the large variety and population of snakes in the area. 1893 – In 1893, tragedy befell the Port of Lilith as a fire consumed the town burning most of it to the ground. Hundreds of lives were lost as the center of the town was consumed almost immediately by the blaze. The cause of the fire remained a mystery and to this day is a favourite subject among historians who love to debate the cause of the fire. 1900 - The mines in Kilbride see a revival only instead of gold, oil and coal were found causing Kilbride to shift in industry as it became a producer of power for the cities along the coast. Going through a sort of ‘Industrial Revolution’, Kilbride saw a spike in population as the new coal mines and factories brought an influx of workers to the city along with struggling citizens of what was left of New Lilith. 1913 – The remains of Lilith are taken on as a pet project of a British architect by the name of Winston Standford looking to make a name for himself. Using the Gothic revival moment as his muse, Standford crafted the city into a towering monolith of stone over the next decade. Renamed to reflect its new lease, New Lilith took the place of the port and in the coming years would grow to rival both Kilbride and Los Paraíso. 1930 – As the film industry began to take off and the Los Angeles area known as Hollywood became more expensive, smaller film makers and studios began to look elsewhere for places to set up shop. Many of these found a home in settlement south of New Lilith, the area that had become known as Los Paraíso. While Los Paraíso would never become Hollywood, it would become a home to many successful small film companies along with wineries. 1942 – The attack on Pearl Harbor led to a military presence within the three cities. An airbase was set up on the northern outskirts of New Lilith. Industry began to further flourish in Kilbride as several factories were quickly converted to produce weapons and munitions. Film facilities in Los Paraíso were used to create and distribute numerous propaganda films and other forms of media to help rally potential troops to enter the war. 1992 – The three cities had grown so much that property line debates had become an issue slowing down the local courts. As such, a proposition was made to combine the three under one banner. This vote was held in each city’s town hall and has the highest recorded turnout of eligible voters. Despite the vote winning, it was by a narrow majority and is often regarded as a controversial decision. Although the city was officially named Crescent City, the original urban divisions still hang onto their individual names for the most part but the government, athletic teams and emergency services have been joined under the Crescent City banner. PRESENT – The city is currently in the middle of a mayoral election and tensions are running high due both to the rising crime rates and the current natural disasters. Poverty has begun to set in as the fluctuating economy has caused many layoffs in conjecture with many new automated systems reducing the number of laborers required to run many of Crescent City’s facilities. | SETTING: | | CRESCENT CITY: | P.R.C.U. | POINTE BORDEAUX: | | LONGHORN: | | JETHRULL CITY: | | HY-BRASIL: | | UMBRA: | A large tri-city metropolitan center, the Crescent City Triad is made up of the three older cities of Los Paraíso, New Lilith and Kilbride. A diverse city, Crescent City is home to numerous ethnicities and cultures which extend from its long history. The city’s crime rates have been low in the past but have been on a steady increase over the last five years. The Crescent City Triad has a Mediterranean climate that is sometimes classified, owing to its high rainfall, as an oceanic climate. It is one of the wettest places in California: the annual rainfall is 67 in (1,700 mm). The wettest months are from October to March; the wettest month is December with 11 inches (280 mm) and the driest month is July with less than 0.5 in (13 mm). The average high and low temperatures in January are 54 °F (12 °C) and 41 °F (5 °C). The average high and low temperatures in August are 66 °F (19 °C) and 51 °F (11 °C). Average number of days below 32 °F (0 °C) is 15 days. The highest temperature recorded in the Crescent City Triad was 93 °F (34 °C), observed on 24 September 1964, 1 June 1970, and 10 October 1991. The lowest temperature on record was 19 °F (−7 °C) on 21 December 1990. The maximum monthly precipitation was 31.25 inches (794 mm) in November 1973. The maximum 24-hour precipitation was 7.73 inches (196 mm) on 9 January 1995. The highest snowfall recorded for any period in 24 hours was 6.0 inches (15 cm) occurring on 6 January 1972. Additionally, the topography of the sea floor surrounding Crescent City has the effect of focusing tsunamis. According to researchers at Humboldt State University and the University of Southern California, the city experienced tsunami conditions 31 times between the years 1933 and 2008. Although many of these incidents were barely perceptible, eleven events included wave measurements exceeding one meter, four events caused damage, and one event in particular is commonly cited as "the largest and most destructive recorded tsunami to ever strike the United States Pacific Coast | KILBRIDE: | Affectionately referred to as the ‘City of Hephaestus’, Kilbride is known for its factories and the heavy layer of smoke, smog and steam that tends to hang over the city’s northern edges. The factories run all year round, while the power district continuously pumps out power to the entire Triad. In its oldest and richest region, Kilbride’s North City sports a distinct Edwardian architectural style, a style that contrasts with New Lilith’s Gothic stonework and Los Paraíso’s villas. This style is the city’s dominant look although other architectural styles persist. The city is almost like the rings of a great oak tree with the buildings towards the old mines being among the oldest in the city and then slowly becoming newer as they expand towards the other two urban centers. The styles of the 80’s, 70’s and 60’s are all well alive through the Narrows and Rows. Old subway tunnels run beneath the city constructed in the long abandoned mines. These tunnels are reinforced with steel and brick while leaking steam pipes and power lines run along the ceiling beneath the busy roads above. These steam pipes used to provide heat and power to a majority of the city but now lay abandoned venting half-heartedly into the city adding to the constant smog hovering over the district and an ominous hiss in the quiet of the night. | DISTRICTS: | 1. The Power District: The most northern region of Crescent City, the Power District sits in the shadow of the Demon’s Teeth Mountains. At the base of these mountains is a Hydro-Electric Dam which uses the current supplied by the Angel’s Tears Waterfall to produce power for the city. The Angel Tear’s Waterfall flow into a basin which is then filtered through the dam and flow into the Clyde River which empties into Calder Lake in the Industrial District. Fossil fuel plants, nuclear and hydro-electric all line the Power District as it pumps the city’s life blood through its power lines. Abandoned steam plants sit empty along the city’s edge creating an eerie ghost neighborhood. 2. North City: The most western point of Kilbride, North City sits against the thick treeline of the Whisper Woods. Just inside the woods are a series of deep ravines which sit below craggy cliffs and small creeks which make their way from Calder Lake to the coast and into the pacific. North City is the wealthiest area in Kilbride, upper class homes styled after Edwardian influences. This district is home to the Faulkner Institute of Higher Learner and the Kilbride College Academy. To the West of the district is the Crescent City Airport which sits between North City, the Bazaar and the Whispering Woods. 3. The Narrows: The Narrows are the North East End of the city. Known for being the low end of one of the poorer districts in Kilbride, the Narrows are an older district with shacks and slums lining the edge against the Whispering Woods and small older homes as you go back into the city. As you come towards the Rows, the setting of the Narrows moves closer to lower middle class while remaining apparent these areas are still poorer than the rest of the city. Along the eastern edge of the Narrows is a rundown boardwalk which is suspended against an ancient peat moss bog by the name of Langlands Moss Bog though more commonly known as ‘Dead Man’s Bog’. It is believed that this bog holds numerous dead bodies from the mob disposing of its enemies through the years. At the center of the Narrows is the Murdoch Mental Hospital. Originally built to help rehabilitate miners who had spent too much time underground, the hospital currently sits essentially abandoned though there are plans to retrofit and reopen the facility. 4. The Industrial District: Built along either side of Clyde River as it flows to Calder Lake on the Southern edge of the district, the Industrial District is the source of about seventy percent of employment in Kilbride. Coal mines and oil refineries along with numerous factories that prepare goods to ship to all of North America dot the district along with sleazy motels and rundown apartments. To the east of the Industrial districts is the Demon’s Mouth quarry where most of the city’s mineral wealth comes from. 5. The Rows: The Rows are part of the urban center of Crescent City. Not as new as some of the other areas of the city, it’s much better off than the Narrows. A distinct middle class area, the Rows are also one of the oldest parts of the city being the original site of much of Kilbride’s construction having been built around a central graveyard known as the Drybones Graveyard. This graveyard holds many empty graves for those lost in the mines so many years ago along with numerous ones for those lost in the Lilith fire. The Rows also has several upper class neighborhoods, as well as various businesses and two local colleges. One of which is an Arts and Performing College where as the other is based around the Skilled Trades. One of the local elementary schools, Sandstone Elementary is located in this district. 6. The West End: The most modern part of Kilbride, the West End from Calder Lake at the edge of the Industrial District and then expands from there into Thistle Park and into a small office neighborhood. Condominiums and other glass lined skyscrapers. Upper middle class neighborhoods line the eastern edge of the district and Bayside high school sits on the inside of these neighborhoods. One of the most notable business in the office neighborhood is the Michaels’ Innovation and Industries office building. Hiking trails run through Thistle Park and out of the city into the northern side of Old Stone Mountain. These trails are used all throughout the year and are a favourite part of the West End. | NEW LILITH: | The largest of the three urban centers in Crescent City, New Lilith is a towering monument to progress, a city literally caught between moving forward and in the echoes of times gone by. Skyscrapers stand side by side with elegant buildings adorned with spires and other Gothic influences. Gargoyles hang over ledges, keeping a close watch over the city below as other intricate works of stone catch the eye and attention of those who walk the manicured streets. New Lilith boosts some of the best masons in all of North America and as such the city's fine craftsmanship is one of its primary draws. This attributes to New Lilith's booming tourism industry which brings people from all over to the city nearly all year round. | DISTRICTS: | 7. The Docks: Old wharfs and sagging warehouses make up New Lilith’s eastern edge. The Docks are home to exactly what you’d expect as faded wooden structures line the coast above the rough cliffs that have been slowly eroded away by the tide throughout the centuries. Abandoned fisheries sit between the warehouses with the occasional sailor still trying to make a living off the old industry. Possibly one of the highest crime areas in all of Crescent City, the Docks are used by anyone from the Kings to the De Vitis for heists, deals and just plain shoot outs. Small apartment buildings and a few residential neighborhoods dot the Western edge of the district. Just off the coast is a system of Tidal Hydro-Electic dams which help boost Kilbride’s Power District in supplying power for Crescent City. 8. The Bazaar: In addition to the historical downtown is the Bazaar district which is several blocks of historical buildings converted into novelty and specialty stores such as The Lamp. Many of these buildings also offer apartments above the stores which can be quite pricey but often some of the nicest apartments in the city especially for the history buffs. The Bazaar is always the ending point of any historical tour through New Lilith is almost always guaranteed to be busy with tourists looking for the perfect keepsake to bring home. The Bazaar is also home to New Lilith's 'Pub Crawl' a street lined with numerous pubs and bars many themed to the city's history such as the Stein and Cauldron, the Cold Adder or Lady Absynthe. 9. Little Italy: Located in Northern central New Lilith, Little Italy is an ethnic district with a strong Italian influence. Home to the notorious De Vitis Family Crime Syndicate, nothing happens in Little Italy without their say or knowledge. Numerous Italian style restaurants can be found in this area along with a towering Roman Catholic Cathedral known as St. Francis’ Cathedral. Despite being a church, the building is more often than not used by De Vitis to orchestrate plans between the syndicate. 10. East City: While not as old as the downtown, East City is comprised of older homes, the oldest of which date back to the forties and the newest of which date back to the seventies. Amidst these homes is the Calvin Elementary School and the Abramson Secondary School, not to mention the older convenience stores which dot the corners of the streets. You can occasionally find a more modern building or store in the area but it's rare since the city tries to protect its 'historical' buildings. 11. The Spires: The Spires is the oldest area of the city consisting of an ancient City Hall made out of carved stone making it very difficult to retrofit as time went on and technology developed. That aside, the building itself is one of the most durable buildings in all of New Lilith. In addition to the City Hall, the Spires is made up of a historical downtown and is one of the focal points in tourism as people look at the older buildings. Accompanying this is the New Lilith Public Library which is nearly as old as the City Hall itself and the Hobbes University of Law. The University's administrative building was one of New Lilith's original schools, it has been upgraded and expanded since as well as the University as a whole receiving various wings added on. The school occupies a good portion of the central city now. 12. The Tower District: Directly to the South of the Little Italy, the Tower district is made up of fairly modern buildings primarily skyscrapers which consist of offices, apartments and condos such as Caito Enterprises Incorporated. Primarily a financial district, the Tower district is home to numerous banks including an ancient mint which dates back to the days of the gold rush. The tower district is also home to numerous clubs which means there's not a time of day when the Tower District isn't crawling with people as men and women of all ages come to blow off steam when the sun goes down losing themselves in the melodies of one of the city's talented DJs. Aside from hopping clubs, the Tower District is also home to numerous upper class restaurants all of which serve the very finest in dining. One such establishment is the Circus Maximus Casino and Raceway. 13. Crescent City Harbour: The city’s harbour, the Harbour district sees both cruise liners and freighters in and out of its docks every day. The area also hosts the public docks where yachts and sailing boats are held when not in use. A heavy traffic area, the Harbour is always bustling with activity even in the dead of night. It’s also almost as crime rich as the Docks as the constant activity keeps away the prying eyes of law enforcement. | LOS PARAÍSO: | The city of Los Paraíso is found on the Western Coast of the United States of America in the state of California. The city spans over a large area, consisting of the major city of Los Paraíso, or Paradise City and a smaller rural community known as Paradise Valley. Paradise Valley lies two miles to the East of the main city and is home to Paradise Falls, one of the largest natural waterfalls in the world. Two rivers run off these falls, the first of which is the Dorado Rapids which runs along the Southern edge of Paradise on the Water, flowing west into the Pacific. Paradise on the Water is Los Paraíso’s southernmost and richest district while the second river, the Del Vida River divides the Paradise Valley from the city and continues to flow due South. This span is crossed by a giant suspension bridge known as the Tower Bridge due to the giant turrets which rise up on either side of it. It's an impressive sight even to those who live in Los Paraíso and has been featured in many movies. The city's architecture ranges from styles as old as the 1920's to modern and futuristic styles that look like they belong in one of Paradise Hill's science fiction movies. Below is a list of notable areas in and around Los Paraíso. | DISTRICTS: | 14. The Greek Quarter/The Farmer's Market: The Greek Quarter was originally a Lumber District until the lumber industry began to fall in Los Paraíso, as such, it has several abandoned mills within it. However in the late fifties, an influx of Greek immigrants moved into this area and turned the land into fertile farm land. As such it's now a rural community which is a stark departure from the neoclassical and modernist architecture of Los Paraíso's downtown. This area is also home to a few small mountains such as Old Stone Mountain. These mountains also house a large resort which is a huge hit with natives and tourists alike. Providing off road activities through most of the year, in the winter the mountain is covered in a mixture of natural and artificial snow to attract skiers and snowboarders alike. The mountains also contain ancient ruins of some sort of stone ring not unlike that of Stonehenge, it's a rather popular place for both tourists and teenagers a like. The 'Stone Ring' or as it is also commonly referred to as, the 'Lover's Ring' has seen its fair share of nudity and proposals. At the center of the Greek Quarter is the Farmer's Market which is exactly what its name suggests, a market run by the farmers of Crescent City. The area consists of both permanent and semi-permanent structures which are removed when the season passes. During the summer and harvest months, the Market is filled with stalls of fresh fruit, vegetables, homemade pastries and numerous other ideas. As well the area is occupied by flea markets and tradesmen peddling their wares. Butcher shops can be found nearby and there's always livestock or pets for sale. In the winter, the area occupied from the stalls is turned into several large ice rinks allowing for public skating or hockey games. These ice rinks are sustained by several freezing units in order to ensure the ice actually stays frozen amid California’s mild winters. The city erects bleachers to ensure the public can watch and someone is always serving coffee, apple cider, tea or hot chocolate on site. 15. The Paradise Strip: This is where Paradise Hills was made, the Studio District is home almost every major film study in the world. The most famous of these studios, is Studio 11 which is famous for big blockbuster flicks focussing on heroes. Each block is filled with warehouses, trailers and offices of some of the biggest names in the industry. No matter what time of day it is, no matter the weather there's always guaranteed to be people lined around the block just waiting to get a glimpse of their favourite star. In the event of injuries on set or of any sort, there is an emergency clinic which can handle most major injuries. Though anything overly serious is airlifted to one of the other hospitals in Paradise City. In addition to the studios there’s the strip. Modeled after the Vegas Strip, the Strip in Los Paraíso is home to all manner of hotels, clubs and casinos at which you can try your luck. The most famous of these is the Colosseum Hotel and Casino rumored to be owned by none other than the De Vitis crime family. The Strip is run by more than a few 'former' mafia bosses, and is often heavy with law enforcement. Within the Paradise is the Lonely Hearts’ Club neighborhood which is home to numerous strip clubs and brothels, essentially Crescent City’s own Red Light District. The Strip couldn’t be missed thanks change from classic lighting of the rest of the city to the neon lighting of the strip. 16. Sugar Beach: The beach district coated in crystal white sand. A favourite location of numerous tourists, Sugar Beach is always alive with activity such as surfers, sun tanners and swimmers. The beach is lined with numerous shops and restaurants and several hotels and condominiums tower behind the shoreline. Beyond this is the downtown, filled with numerous buildings including the legendary Locke Marketing and Legal known for getting numerous publically convicted criminals acquitted after retrial. The headquarters for Chimera Cosmetics is also located here known for their cutting edge beauty treatments such as pigment alterations and iris injections for altering skin and eye colour respectively. 17. Paradise Hills: Paradise Hills or the ‘Diamond Neighbourhood’ is one of the wealthiest areas in all of Crescent City. Paradise Hills is filled with eccentric billionaires who line the streets with cars most people can't afford the tires for. The houses, or rather mansions here sometimes take up more than a couple blocks of land. Paradise Hills also houses its own private hospital along with numerous private schools for the children of the rich and famous. There's always paparazzi around this neighbourhood at the very least. Towards the interior of the city is Conquistador University, one of the top arts schools in all of North America. 18. Paradise on the Water: Paradise on the Water has homes which range from six figures to nearly ten. The ultimate beach houses to quaint little cottages. Though the town is notably quieter than the city it neighbours, Paradise on the Water still has its fair share of noise. Home to Paradise Beaches and the city's harbour, the town sees a fair bit of travel and has a rather consistent population not taking into consideration those who use the available time shares and cottages in the area. Often many people who live on the Water prefer to venture up to Paradise Valley for food instead of into the City. Just beyond this neighborhood to the east is Paradise Valley. The area which is famous for two things, one Paradise Falls, the massive waterfalls which is made up of six different mountain rivers which run together and flows over Old Stone Mountain’s south side only to break off into two rivers again at the base of the waterfalls' basin, and two, damn good wine. Paradise Valley is one of the most fertile farming lands in all of North America, if not the world. It gets the perfect amount of sun and rain at just the right time all year. As such the Valley is home to many farms, orchards and vineyards. Most of which are very well off. ~W.I.P.~| PACIFIC ROYAL COLLEGIATE AND UNIVERSITY: | The Pacific Royal Collegiate And University is a special institute founded in 1986 and led through associated by the Hyperhuman Equality, Logistics and Protection Department. The goal of P.R.C.U. is to train young Hyperhumans to control their abilities and while working with the Hyperhuman Equality, Logistics and Protection Department to foster friendly relations between Hyperhumans and the general populous. Originally a large Victorian High Gothic style mansion built on Digby Island in British Columbia, Canada; the mansion was built just beyond an old coastal defence built at Frederick Point used as a watch during the Great Wars. The Canadian Government decided to give it to H.E.L.P. who then re-purposed the fort into a base for their own Specialized Hyperhuman Intervention Federal Taskforce along with another old coastal defence at Dundas Point, while 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 lead 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 live on the campus throughout the year as it is the safest place in the for Hyperhumans. Additionally, many of the students have been abandoned by their parents or simply can't return to their homes due to fear for their own safety. As such, the P.R.C.U. employs a large number of Hyperhumans as it constantly seeks out new teachers and advisers for the youth there. Not all the staff are Hyperhumans however. Those who are accepting of "Hypes" are welcomed inside the campus walls as well. The campus also shares the island with S.H.I.F.T.'s main base which was built around the two re-purposed coastal defences. As such, S.H.I.F.T.'s reserves patrol the exterior of the campus to ensure that Pacific Royal Collegiate and University's students are safe. Most students at P.R.C.U. are enrolled in the Hyperhuman Education & Advanced Training Program. H.E.A.T. as it's commonly referred to, is an experimental plan of action run at P.R.C.U. in addition to the usual educational programs. As opposed to the standard educational process of going through high school, then choosing a university major, H.E.A.T. combines a general education complete with a speciality and basic military training. Due to the specialized nature of this program it is overseen exclusively by the Specialized Hyperhuman Intervention Federal Taskforce. The goal of H.E.A.T. is to prepare its cadets for commissioning into one of H.E.L.P.'s three divisions while also preparing them with a general education degree. This ensures that its candidates have options in all walks of life, but also have the opportunity for immediately employment that will allow them to use all of heir 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. | CAMPUS: | Administration Building: The Administration Building originally started life as a great mansion built by an eccentric millionaire during the early 1900's. Left unfinished due to the interruption of the Great Wars, it sat empty for numerous decades until the Hyperhuman Equality, Logistics and Protection Department came along and bought it both for its size and remote location on Digby Island. For the first couple of years, the school operated solely out of the mansion with H.E.L.P. having finished the building before having it opened. Originally offering rudimentary courses to ensure the students had their basic education before having H.E.L.P. provide them placements through allied companies and workplaces. However as enrolment expanded, additional buildings were commissioned as separate dormitories were constructed and eventually the Academic Quadrangle. With these new buildings in place, the Mansion was converted into an Administration building along with housing for the non-military staff employed at Pacific Royal Collegiate and University. Despite keeping the historical exterior of the building intact and well maintained, the building's interior has been renovated and updated every few years since the Institute opened. As it stands currently, the interior of the Administration Building is fully update with the latest modern furnishings though styled in a classical manner to match the building's exterior. Academic Quadrangle: The Academic Quadrangle is perhaps the most interesting piece of Architecture on the whole P.R.C.U. Campus, if not the most interesting than the most complex one. Suspended above the ground are six floors full of classrooms and learning environments for the students of P.R.C.U. to use. The Quadrangle is built in four long sections which are set up in a perimeter outside of a large courtyard which contains 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 categories of class rooms 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 class rooms. Labs and Technology Wing: Built overlooking the mansion from the North, the front side of the Academic Quadrangle is dedicated to the instruction of technology, communication and the practical application of sciences. Throughout its six floors, all levels 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 in part due to the creations of many Minerva-type 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 can be found for the students to get hands on experiene with. Law and Liberal Arts Wing: Built along either side of the Quadrangle are the Wings containing the Liberal Arts including but not limited to English, Linguistics, Theatre, Musical Theory and various Language Courses. These wings contain some of the more popular courses at the Institute and can often be found with numerous students chatting in the hallways between classes. Whilst class is in session, nearly every room is filled to capacity 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. These course notably contain the most normal human staff in the whole university which some students find slightly unsettling. 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 in order to provide the students with all the resources that they need for their studies. Science and Math Wing: While nowhere near as popular as the Arts, the Math and Science wing are among the more practical disciplines available at P.R.C.U. given that most of the students are 'scientific wonders' themselves. Everything from the most basic to complex calculations and mathematic formulas are imparted into the students' minds. Across the hall, biology, physics and chemistry are instructed to the eager and even the not so eager students. Medical sciences too are taught in this wing and are especially necessary as new discoveries are constantly being made about the Hyperhuman genetic code and its ever growing array of varieties. Falling into the sciences, many engineering disciplines are taught at the school ranging from ones which overlap with medical such as bio-medical engineering to mechanical, electrical and controls engineering disciplines. These disciplines are most popular with Vulcan and Minerva class Hypes due to those abilities giving them an edge in the fields but all classifications are welcome. Military Academy: Originally a Coastal Defence post built during the first World War, when the Hyperhuman Equality, Logistics and Protection department took control of the facility they had it renovated and updated, eventually becoming the primary headquarters for their own Specialized Hyperhuman Intervention Federal Taskforce. With the creation of S.H.I.F.T., H.E.L.P. decided to expand upon their educational offerings at P.R.C.U. and added the Military Academy to S.H.I.F.T.'s headquarters. Students enrolled in the Military Academy portion of P.R.C.U. Have the chance to go on to join the Canadian Armed Forces upon graduation though most decided to sign up with H.E.L.P. and consequently the S.H.I.F.T. Division. 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. Graduates often house here even after finishing the H.E.AT. program as they wait to be recruited onto S.H.I.F.T. teams and sent into the field. Residents of the academy are often seen in the yard exercising as their specific programs require them to be in top physical condition especially if they’re to be sent into the field against rogue Hyperhumans. Mess Hall (Cafeteria): 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 their own unique style and blend of flavours, the Mess Hall caters to every food taste offering both local and international selections. Aside from the interior dining rooms, the Mess Hall has several designated eating areas outside as well as balconies on each floor. In order to control the flow of traffic, teams are grouped together and given designated meal times to ensure that everyone has a seat from which to enjoy a meal. As such Teams '1' through '10' eat together, '11' through '20' and so on. 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. Recreational Center: Perhaps the most modern building on the P.R.C.U. campus, the Recreational Center is a top of the line fitness buildings. Several highlights include an Olympic sized swimming pool, a climbing wall, a full gymnastics studio and of course a top of the line fitness center. All students are required to spend at least one mandatory hour each day at the gym to ensure they stay in at least moderately fit physical condition. Outside of the Recreational Center lays a couple basketball courts, and a multi-purpose field. This field is used for all manner of sports but the most popular is football, naturally played by the CFL's rules. Removable bleachers are stored in the back of the Rec Center and are set up for the school's Intramural Games since P.R.C.U. can't exactly compete against other schools. Collegiate Dorms: The Collegiate Dorms were built to compensate for the ever growing flux of students that were 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 which include a kitchen allowing for students to have 'community' meals together. Each room houses two to three students complete with a bed, desk and closet for each, community bathrooms are on each floor to ensure that no dorm has to go too far for a shower. University Dorms: Part of the addition 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 are also notable different, with a dorm consisting of four bedrooms, a shared bathroom, shared laundry room and shared kitchen and 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 a total of 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 as much as possible without totally sacrificing the dormitory design. Nature Trails: The Campus is surrounded by a beautiful forest which acts as a sort of natural barrier between the Institute and the rest of the island. In truth, the forest is not entirely natural but instead was created by the use of Neptune-type abilities to manipulate the native plant life to create the thick bush surrounding the campus. To the North of the campus, there's several trails along the coastal cliffs which can be used for relaxing walks and often the students use them for dates. The rest of the forest however is used for camping trips and wilderness survival training which is supervised by S.H.I.F.T. Agent assigned to School Teams involved. These such trips are often used at the beginning of each academic year as a well of introducing new students to their fellow teammates and to build bonds among the team members. Beaches: Since the Institute is built on an Island, it's naturally surrounded by water. As such, there are many beaches around Digby Island however the most notable one is the West of the Campus just past the Military Academy. Throughout the summer months, the beach is frequented by many of the 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. During the winter, some students manage to create small rinks closer to land either due to the cold weather or by manipulating the water. These rinks are used for skating as well as the country’s favourite past time, hockey. Naturally the students have developed a few Hype variant rules for the game as well. A.R.C. (Augmented Reality Center): The Augmented Reality Center or A.R.C. is one of the largest facilities on the Pacific Royal Collegiate and University campus. A large circular building with approximately a mile radius, the A.R.C. stands close to a hundred feet in height in order to provide a wide range of simulations within. The interior of the A.R.C. appears to made up of many different panels, and each of these panels are attached to a series of columns which can expand and contract to allow the A.R.C.'s arena to change to all manner of shapes and layouts. Coupled with the 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 in order to fully prepare cadets for battle. A.R. suits are designed to act and feel like Hyperhuman Combat Suits, however they're notable 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 which can be customized to display team colours. During stealth activities, this feature can be disabled. ~W.I.P.~Located on the peninsula between Saint Joseph Bay and Apalachicola Bay in Florida, Pointe Bordeaux is a thriving colourful city. Known as ‘Neon City’ by its inhabitants, the city shares a lot of influence from both Miami and New Orleans, having a thriving… DISTRICTS: La Gironde Little Cairo Cajun Quarter Carib Gardens Lighthouse District SUBURBS: Port St. Joe Apalachicola St. George Island Dog Island St. Vincent Wildlife Refuge ~W.I.P.~ Thought to be named after the verse in Ezekiel, Bone Valley sits in between the valley from which the name comes and the Desert of the Dry Bones. A large farming community surrounds the city from the South on either side of the valley and is home to many different ranches and other agricultural homesteads. The city itself is known for the oil which it harvests from the desert and its large exports of fuel. Founded in the early 1900s by nomads looking for a place to settle down, Bone Valley gained its ominous name from an old buffalo jump that the Natives had used to hunt the wild beasts in the area. The jump was littered with bones of ancient carcasses when it was found by the city's original settlers. Now days the city is a towering monument to man's progress in the area as it rises above the desert. A very wealthy city, many of its restaurants are famous for their homemade barbecue recipes. While the North end of the city is filled with industry and low income housing, the center is very wealthy with the East and West making up middle class, the South is very wealthy. A now large community and thriving city, Longhorn City sits in between the valley from which the name comes and the Desert of the Dry Bones. A large farming community surrounds the city from the South on either side of the valley and is home to many different ranches and other agricultural homesteads. Originally named for the surrounding bountiful herds of wild longhorn cattle-- seemingly abandoned by an earlier settlement (of which there are no records, something not uncommon for the time period), --the city itself is now known for the oil which it harvests from the desert and its large exports of fuel as well as good ol'American monster longhorn steaks, because everything is bigger in Texas. Founded in the early 1900s by nomads looking for a place to settle down, Longhorn City gained its well-deserved name from the original "Bone Valley" after the townsfolk of the original settlement were able to live off of nothing but the crop of the land and meat from the cattle when trade was sparse around the time of 1914-1920's. The name also stemmed from the discovery of a Native American burial site, littered with entire skeletons of the longhorn's arranged in a meaning of offering. Nowadays, the city is a towering monument to man's progress in the area as it rises above the desert. A very wealthy city, many of its restaurants are famous for their homemade barbecue recipes. While the North end of the city is filled with industry and low income housing, the center is very wealthy with the East and West making up middle class, the South is very wealthy. The unofficial name for the city is "Taurus City." A name that, nowadays, is used more as a quip than anything, though its origins are shrouded in a dark history. Around the time of the 1940's, yet another site was found in a collapsed cave in the valley of the namesake city. This one held a shrine to a bull-like entity. Arranged along the roof of the small cave were real diamonds in the shape of constellations, but the odd thing was that the constellation for Taurus appeared 66 times in the cavern amongst the other star patterns. The shrine was left perfectly preserved, with not even a tumbleweed or speck of dust pervading the area. For a while, residents tried to use it as a tourist attraction, disturbing the contents within. Soon after, a strange sickness broke out over the residents for 66 days, where only inhabitants of the city contracted strange bruises, hardening of the skin with callouses and a darkening of the internal organs, all in a 96 hour timespan. Residents immediately roped off the area and declared it trespassing for any soul, sensing the dark energy present. Since then, the site has been left alone, but rumors still persisted for years after, speculating about the supposed evil nature of the shrine. ~W.I.P.~Almost circular, Jethrull City centres around the Sigma Tower, a colossal, narrow sky scraper that juts out to challenge the mountain peaks behind it, flanked by two smaller office buildings whose otherwise considerable height pales in comparison. Further to the north, the town becomes steadily more wooden and festive, a lumberjack site stretching the edge of the city just beyond the borders of a gondola line that winds up the mountain toward a winter resort - a main source of wealth for Jethrull. Back down in the city proper, toward the south and east, is considerable retail land, with two major malls and a few large high streets, filled with chains and independents and locals all mashed together. To the west lies the main residential area, housing and streets and a few small parks dotted around, while between here and the business area closer to the Sigma Tower lie several blocks of flats. ~W.I.P.~ A mystical island protected by Magni magic… ~W.I.P.~The mystical homeland of the powerful Magni, Umbra is a land as full of danger as it is Nox. Inhabited by the Fair Folk, the Fae. Every Magni is half Fae and half human. While the Fae are the primary inhabitants of Umbra, the land itself is divided into several countries ruled over by far more powerful beings. The Daemons and the Aether, the inspirations for human demons and angels respectively. Aether Daemon | | \____Fae_____/ | Magni Aether, Daemon and Fae breathe Nox in much the same way that humans do oxygen. As such, despite the shadow connection to Umbra on Earth, Earth’s atmosphere is very draining on the three races to the point of almost being hazardous. Aether, Daemon and Fae cannot survive on Earth for extending periods of time without devoting a great portion of their extraordinary abilities to sustaining their own life force. Within the realm of Umbra, the three races are nearly untouchable by any human or Hype but on Earth they only have the power of Maven or Master Magni. | BACKGROUND INFORMATION: | | STATS: | There’s an estimated one Hyperhuman per every million humans on Earth. This is expected to double in the next ten years and continue on this path until eventually make up the majority of the Earth’s population within the next hundred years. In contrast to this growing number, the Magni are estimated to number only a hundred for every billion humans on Earth. The Magni are slowly dying out as the species continues to kill themselves off as their own thirst for power overrides their need to survive as a species. That said, due to their long lifespans the Magni are not expected to be extinct until the end of the millennia. Opposed to both Magni and Hyperhumans whose populations can be tracked, Celestials visit Earth and leave at various intervals. At any one given time it is expected that there is one Celestial per every billion humans on Earth. That said this number can fluctuate and can never truly be fully determined due to Celestials being highly difficult to isolate and track. | HYPER HUMANS: | Homo-Virium "Hype" Humanity has been constantly evolving and adapting to the world around them for centuries upon centuries. Even now, humanity is undergoing major changes as a new race makes itself know. 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. Carried within these events are high energy particles and it is these particles which have begun to cause humanity to change and develop new and sometimes unfathomable abilities. 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. The 'Hype-Gene' isn't exclusively carried within either sex but is a dominant gene within both ensuring that the child of a Hyperhuman will indeed be one themselves. Studies are inconclusive whether powers levels are greater or equal within children who have two Hyperhuman parents. Despite the fact that the 'Hype-Gene' takes a dominant role during the embryo's development, it remains 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 CLASSIFICATION (H-CLASS): | | ATLAS | | CUPID | | FORTUNA | | JUNO | | MARS | | MERCURY | | MINERVA | | NEPTUNE | | ORCUS | | SATURN | | VULCAN | Hyperhumans designated under the 'ATLAS' classifier are those that have abilities that enhance their physical strength and durability. They are often super-strong, invulnerable, or both, but others have heightened reflexes or quickened metabolisms to allow for advanced healing rates - there are even rumours of 'immortal' Atlas-types, Hypes who simply won’t die and are durable enough to survive all mortal injuries. Note that ATLAS-types do not include those whose physical enhancements allow them great speed and no strength or durability; these Hyperhumans are designated under the 'MERCURY' classifer. Hyperhumans designated under the 'CUPID' classifer are those that have abilities that allow them to influence, produce, or otherwise manipulate emotions in both themselves and others. Often, CUPID-types achieve this through the use of pheromone production, manipulating the hormone levels in the body to stimulate feelings of anger, lust, joy, etc. Most CUPID-types are skilled in manipulating one or two explicit emotions while unable to influence others, but there are stories of CUPID-types with a control over emotions so proficient that it borders on mind control. Hyperhumans designated under the 'FORTUNA' classifier are those that have abilities that influence synchronicity; in laymans terms, FORTUNA-types tend to be able to subtly push reality one way or another, affecting things, people, or events in a manner many would liken to luck, good or bad. Whether they cause a simple equipment malfunction, quietly set-up an improbable fortune, or set into motion a wide-spanning chain of events, FORTUNA-types that master their abilities often find themselves living extremely easy lives. Hyperhumans designated under the 'JUNO' classifer are those that can directly tap into the base genetic code of life and alter or even revitalize biological matter as far as their mastery allows. Most JUNO-types are either healers, able to stimulate the body and knit wounds together, or influence their own bodily form to a small degree - but a true, powerful JUNO-type would be able to split skin, incubate horrible plagues, or have complete control over bone and muscle. Hyperhumans designated under the 'MARS' classifer are perhaps the most diverse. While all MARS-types are energy manipulators, their abilities vary wildly from Hype to Hype - simply because of the sheer amount of energy forms there are in the universe. Some MARS-types can bend light, making themselves invisible to the naked eye, while others have access to electromagnetic or radioactive energy. While some MARS-types are paltry in terms of power, it is widely regarded that they have the most sheer potential. Hyperhumans designated under the 'MERCURY' classifer are those that possess extra-normal means of travel from wherever they are to wherever they want to be. The more common MERCURY-types have forms of superspeed or flight, often able to move at speeds unmatched by even the fastest forms of vehicular transport. In addition to unrivaled speed, many Mercury types are able to pass through solid objects so as to remain unhindered by obstacles in their path. Lastly, most if not all Mercury types have a degree of control over friction allowing whether to reduce it to accelerate or increase it when slowing down. The power level of a MERCURY-type is often gauged by their ingenuity - or by the number they can transport. Hyperhumans designated under the 'MINERVA' classifer are often the easiest to label - their abilities deal explicitly with the mind, MINERVA-types being pure psychics. While some read minds, others implant suggestions or project thoughts, and the stronger MINVERA-types can move matter with their thoughts, or simply assume direct control of another person's mind and actions. Hyperhumans designated under the 'NEPTUNE' classifer are, in their ways, similar to MARS-types. However, NEPTUNE-types do not possess the sheer scope of a MARS-type - instead, their abilities usually focus on one of the four primal elements (Fire, Water, Air, and Earth), or the secondary offshoots (Ice, Lightning, Nature, etc.). Most NEPTUNE-types weave fire or bring forth boulders, while others manipulate the weather or coax life from the smallest withered seed. NEPTUNE-types with absolute mastery often wield all four elements like they were limbs, and bring the wrath of the most basic components of the universe down upon their enemies. Hyperhumans designated under the 'ORCUS' classifer are, quite often, the most paranoia-inducing of Hypes. Most are chameleons, able to change their face and become whomever they desire - but others can change more monstrously, taking on bestial aspects, or alien ones. Whatever an ORCUS-type is capable of doing, it is usually safe to refuse what they initially present themselves as. Hyperhumans designated under the 'SATURN' classifer are, by default, the most powerful, most feared, and most scarce. Their abilities are not as specific as other Hypes, nor are they as wonderful or flashy. Instead, SATURN-types manipulate the very fabric of the cosmos, dipping their hands into the Space/Time Continuum, and molding it to a shape they see favourable. Some SATURN-types bend time, speeding, slowing, and stopping it to their desire, while others simply create matter from thin air, or remove displeasing matter from existence. More commonly, SATURN-types take the form of teleporters, capable of folding space together to travel instantly from one location to another, others creating rips in space to bridge two locations using portals. SATURN-types are few and far between, but given their reputation, most see this as a blessing. Hyperhumans designated under the 'VULCAN' classifer are often thought to be a mash of many other Hype classification, but all of them are creators, far more than simple artists or sculptors. They compress matter or manipulate energy to form ethereal shapes and objects that they then manipulate either bodily or mentally, throwing up ghostly walls as solid as the thickest steel, or forming fists that hit almost as hard as an ATLAS-type could. Most VULCAN-types are limited only by the scope of their own imagination, and the strongest create what they believe the world is missing. | MAGNI: | Homo-Magnus "Magni" Originally from a parallel realm known as Umbra, the Homo-Magnus or Magni are the product of ancient humans and the denizens of the shadowy realm. Travel from Umbra is made possible through portals which can only manifest when the moons between the two realms align. This most commonly occurs during the event known on Earth as a full moon. The only exception to this rule is the night of All Hallows Eve or more commonly known as Hallowe’en. During these times, the void between the two realms are opened through Earth’s shadows. Due to even the air of Umbra being rich in a raw mystical energy known as the Nox, some of it escapes into Earth when the portals are open. As a result of this some individual, usually ancestors of Magni without powers of their own, react to the difference in the air. These reactions often cause minor fits of hysteria or irregular behavior among those affected. Despite the true cause, most remain oblivious of the actual source and simply believe this to be caused by the full moon. In the beginning the Magni lived in harmony with the denizens of Umbra, learning to harness the Nox that flowed through them through many years of dedication. Able to live over a thousand years, Magni dedicated the majority of their life to learning how to wield the Nox due to it being an essentially way of life in Umbra. Harnessing this power through conduits, Magni were able to release their Nox through a conductive metal of any shape or form. Without the conduit the explosion of Nox is too powerful and unfocussed, causing damage to whoever tried to wield it. While most Magni take the time to craft one conduit and learn to wield it, there are those who instead dedicate their time to learning how to wield multiple conduits. Other Magni prefer to learn how to contain the Nox within items, or inscribe its powers in the forms of runes. There are those still who imbed its powers into elixirs and consumables. Each of these skills took lifetimes to Master and each generation would pass what knowledge they had learned down to the next in the form of tomes. These new generations would then advance more quickly than the previous but the Nox was a fickle mistress and ever in flux, some methods weren’t always guaranteed to work and as such each new generation was forced to learn through their dedication. Eventually however newer generations began to become impatient with how long the Nox took to master and began to create spells which corrupted the Nox in order to find new ways to advance their skills without spending the necessary years to harness its deepest secrets. These corruptions often came with serious side-effects corrupting simple incantations and leaving many Magni cursed, disfigured or permanently transformed. While many ways were sought after to find a shortcut one particularly vicious Magni found a way to rip the Nox directly from another, stripping them of their abilities, their experience and most importantly their life. This life force would be added to the Magni who took it, expanded their own life expectancy and reducing their age by how many years difference there was between the victor and the victim. This corruption of the Nox was named the ‘Dark Rite’ and is every Magni’s most powerful weapon against one another and their greatest fear. Gathering a dedicated following, he shared this ability which ultimately provided not only his own downfall but that of the entire Magni species as the true denizens of Umbra turned on the hybrids and banished them back to Earth. Exiled from Umbra, the Magni began to dwell on Earth, some of them using their abilities to be worshiped by men who could not even begin to comprehend the powers they wielded while many simply sunk into the shadows and tried to find ways to return to Umbra. Living among humans for centuries, the Magni found that they could not blend perfectly into society due to some simple differences between them and humans. Magni for example have a slight luminescent glow to their skin, often having paler complexions and vivid glass like eyes. Strong herbs such as garlic would temporarily block their connection to Nox while no reflection would appear if they passed in front of mirror. This problem only grew as the years went by as no Magni is able to be captured by any sort of photographic or recording device. While they were in Umbra, the Magni never had to worry about being cut off from the Nox due to its essence being literally all around them. On Earth however, a Magni’s connection to Umbra is through their shadow. So long as they have a shadow, a Magni is able to allow the Nox to flow freely through them transforming their body into a vessel which is then expelled through their conduit. The longer their shadow, the stronger their connection is to the Nox with a total connection once night falls. This has led to many Magni being night dwellers, and with the traits above has created the myths of vampires. Other creatures that have managed to venture from Umbra onto Earth account for many other myths although some Celestials have attributed to them as well. The majority of Magni were hunted down by the Spanish Inquisition from the late fifteenth century to the early nineteenth century and then again during the Salem Witch Trials. Many still exist within the world, though due to craving the full power of the Nox most Magni hunt down one another and engage in a vicious duel seeking to invoke the Dark Rite to rip the other Magni’s Nox from them. There are those however who still practice the traditional method of mastering the Nox and actively seek a way to redeem themselves and return to Umbra. While Hyperhumans tend to primarily be limited to a defined set of powers, Magni are able to constantly learn and adapt their powers. Each Magni channels the Nox like a large amount of current that when channelled through a conductive metal can be manipulated to a variety of effects. This current also acts similar to a magnetic polarity granting Magni a sort of sixth sense attraction to each other as they are literally attracted towards other Magni. Items made of conductive metals are more susceptible to the effects of magic and especially transformation based magic. Due to this, magic created by manipulating the Nox works on a similar principle to electrical current, attacking at a molecular scale and it directly affects its targets at an atomic level. This makes magic incredibly hard to defend against except through the use of counter magic. Separating a Magni from their connection to the Nox renders them completely powerless and as such many Magni avoid being outside during high noon or in brightly lit places. Due to the flow of the Nox being more regulated on Earth, Magni are able to learn to control and manipulate it with more ease than in the unstable and oversaturated environment of Umbra. | MAGNI RANKING (M-RANK): | | NOVICE: | | APPRENTICE: | | ADEPT: | | MAVEN: | | MASTER: | The Novice rank is given to young Magni just beginning to learn how to use the Nox and form it to their will. Capable of what’s regarded as lesser feats of magic, a Novice is capable of producing a gout of fire, blast of ice or shot of sparks. Novice level magic can also cast wards capable of stopping other Novice spells, produce a beacon of light, and heal minor wounds such as sprains or cuts that might require stitches. Most Magni began to learn these spells between the ages of five and seven. As such they don’t require stealing the Nox from another Magni in order to advance themselves to this level. Generally Magni at this level use a training conduit being too young to have developed their own. Upon proving their mastery of the Novice level spells, traditionally Magni were taken under the wing of another Magni of at least an Adept Rank to be tutored. Upon this action being fulfilled, the Novice would become an Apprentice. Apprentice magic increases the strength of all spells learned as a Novice while introducing new effects and uses for the Nox. The Magni’s level of manipulation becomes stronger as they learn to further focus the Nox within themselves and to choose or build a conduit to call their own. Conduits come in all shapes and sizes from jewelry such as rings or amulets to weapons such as swords or guns to the traditional staff or wand. A Novice Magni could potentially advance themselves without the use of a mentor through the use of the Dark Rite. Magni who complete their tutelage under a mentor were traditionally graduated to the rank of an Adept. Since the discovery of the ‘Dark Rite’, most Magni seek ways to skip from Novice directly to Adept. Adept Magni are the most common ranked Magni and have a fair mastery over using and manipulating the Nox to a wide variety of effects. Effective at both basic forms of defensive and offensive Magni it generally at this level that Magni began to choose a speciality whether this be focusing on destructive magic, transfiguration, alchemy or enchanting. It is also at this rank that Magni begin to experiment with their conduit, refining it further and enhancing what it’s made out of. Due to the Nox being channeled most effectively through a conductive metal, many Magni seek out items made of gold or silver to augment their power futher. While other Magni prefer to focus on training their body to expel various magical effects through multiple conduits. Additionally upon reaching the Adept rank, Magni begin to wear enchanted items which carry a specific effect locked inside them. Unlike a conduit however, the enchanted item has a set level of Nox contained within it thus allowing anyone to be able to use it. That said, this Nox is finite and unless recharged by a Magni, the enchantment will eventually be used up. Maven ranked Magni are experts in magic having spent many years of their gratuitous lifespans honing their skills. As such, Mavens are capable of great feats of magic and able to cast lesser spells with little concentration. Spells learned at this level can alter the molecular structure of a substance and change it into something else, move objects simply through the power of magic, enable themselves to continue to breathe in environments without oxygen and numerous other effects. Traditionally, a Maven ranked Magni would be well over a hundred years old, if not several hundred years in age. Due to the Dark Rite however, this length of time is no longer required as Magni seek out the masters and take them by surprise often resorting to unfair dueling conditions in order to strip the Maven of his Nox. It should however be noted that in order to reach a Maven level rank that a Magni does not necessarily have to strike one down. Several Adepts with various bases of knowledge could eventually equate the knowledge of a Maven. This rule applies to any rank with a Novice able to attack other Novices who may have been taught differently. Master level Magni are capable of incredible and often unbelievable feats of magic. Traditionally ancient in age, Masters of the Nox can cast spells with massive areas of effect possibly able to even affect an entire city if not a larger range. Master level Magni can alter the weather, manipulate the earth, conjure and enslave the dead or heal an entire hospital full of sick people. Very few Magni live the hundreds of years it takes to become a Master of the Nox but those who do are a sight to behold. Ancient and filled with knowledge, very few can stand in the way of a Master. However due to their longevity and vast experience, the life forces of other Magni scarcely sustain them. This unfortunately forces the Master to be ever in search of other Magni. While Masters can be defeated in combat, most generally die of old age due to their impressive prowess. A patient Magni may stalk a Master until he’s near his death bed then strike him down to take his abilities. | CELESTIALS: | Variable "Aliens" Perhaps the rarest of all super powered individuals are the Celestials. Celestials are more often than not visitors to Earth for other planets, solar systems or galaxies. Rarely have more than one Celestial appeared on Earth at the same time, and most often they blend into society by suppressing their alien nature much in the same way that a Hyperhuman or Magni might hide themselves. Due to very few being available to study and more life beyond Earth than most are willing to admit, the Celestials are very unpredictable in what form they may appear in or take. Most often the abilities displayed by Celestials are merely natural adaptations to their native environments but some like Hyperhumans or Magni are in fact a different genetic structure. Furthermore, some Celestials rely upon their technology which at times can be more advanced or very different than those found on Earth. It's not uncommon for some of this technology to be found abandoned or even salvaged from crash sites before ending up in human hands. | CELESTIAL TYPES (C-TYPE): | | AQUATIC: | | AVIAN: | | CRANIOPOD: | | INSECTOID: | | MAMMALIAN: | | NON-SENTIENT: | | PLANTOID: | | REPTILIAN: | Aquatic Sentient Species are comprised of Celestials thought to be descended from marine life. These lifeforms often fit into other categories, but were classified together. Aquatic lifeforms included those that could breathe water, air, or both. Avian Sentient Species are comprised of Celestials thought to be warm-blooded, feathered and winged creatures. They typically had light bones and strong muscles, needed to enable flight. However, many sentient avian species have lost the ability to fly. Craniopods or Exotic Sentient Species are, despite this broad categories, lifeforms so truly alien that they do not fit easily into any of the common categories. Insectoids or Insect Sentient Species are arthropods, with defined body segments; most commonly head, thorax and abdomen. Many had hard exoskeletons, wings, and could have any number of segmented legs. Some Insectoid species evolved into different forms, such as humanoid insect species. Often, Insectoids can be devided into one of two sub categories. Hard Invertebrates: These Insectoids have hard outer bodies with no internal skeleton. These often included crustaceans, and some flying creatures. While this classification is primarily used for Insectoids it can also apply to other Celestials such as Aquatic Sentients. Soft Invertebrates: These Insectoids are descended from soft-bodied species with no bones, such as octopi, slugs and worms. Like Hard Invertebrates, this sub category can cross over with other primary classifications. Mammalian Sentient species are warm-blooded vertebrates, who nourished young through secretions from mammary glands. Most mammals were covered in hair. Mammalian species are among the most common to visit Earth primarily due to their similarities to humans. In fact a subcategory of Mammalian includes Humanoid species. Humanoids: Celestials which closely resemble humans. These Celestials can be mistaken for Hyperhumans, Magni or even ordinary Homo-Sapiens but other have at least one distinguishing feature which makes them notably different. Non-Sentient species can be Celestials belonging to any of the other categories however they lack sentience meaning their little more than animals. Often these Celestials only end up on Earth as another Celestial's mount or pet, but occaisionally an accident will bring one to Earth and unleash it upon an unsuspecting population. Plantoids or Plant Sentient Species synthesize energy from water, nutrients and sunlight. As such they are usually immobile, although some species are able to move to seek better soil, light or nutrients. Reptilian Sentient Species are cold-blooded vertebrates, typically covered in scales or bony plates. They typically evolved from species which resemble lizards, snakes, crocodiles or any other similar reptile. Most Reptilian speces are land based, and lay eggs to reproduce. | TECHNOLOGY: | Homo-Sapien "Tech" While the majority of individuals who display powerful abilities are either Hyperhumans or Magni, some people happen to just be normal humans. These humans however augment themselves with fantastic technology and gadgets obtained through either ingenuity, wealth, luck or discovery. Some choose to simply hone their body and fight with a set of simple tools but others still are lucky enough to stumble upon a relic from another time or world. These relics or artifacts can benefit the user of a multitude of ways enabling them to stand on par with Hyperhumans, Magni or Celestials. | TECHNOLOGY SPECIFICATIONS: | | BASIC: | | ADVANCED: | | COMPLEX: | | ALIEN: | Basic technology is anything that is built from simple items or even bought off the shelf at a local store. Basic technology includes items such as lock picks or walkie-talkies. Basic technology is very easy to come by and doesn’t require a large budget. Advanced equipment is gear or items made using acquired or taught knowledge such as an Engineering Degree. Could also be equipment made by an individual with a low level Hype ability. These items can consist of building a grappling gun, collapsible glider or other such items. Advanced technology comes at a higher cost requiring a steady income to support it. Complex equipment are items made using high levels of intelligence, generally by a Hyperhuman but could also be a mechanical genius. This could also be technology that was designed from years of experimentation by high level research and development departments. These items could include a jetpack or a suit of powered armor. Complex technology is quite expensive and more than likely unaffordable for the majority of people. Individuals with this technology are generally either rich or criminals. Alien technology is generally of an unknown origin or it could be leftover from a Celestial visitor or even arcane technology created through alchemy by a Magni. This is some of the most powerful and unpredictable technology in the world. Acquiring this technology is very difficult as it’s very limited. Generally luck or criminal activity is the only way to come by this technology. | CRESCENT CITY EMERGENCY SERVICES: | The Crescent City Police Department or CCPD is the local law enforcement which serves and protects all three urban centers. Like all police departments, CCPD has several special operations divisions. The main headquarters is centered out of New Lilith with a secondary headquarters in Los Paraíso and a small office in Kilbride. The Crescent City Fire Department is centered out of Kilbride, with small stations in both of the other city. In terms of medical services both Kilbride and New Lilith are equipped with state of the art hospitals although Kilbride’s is retrofitted as opposed to New Lilith’s which was built five years ago. Los Paraíso has several medical facilities but no hospital to call its own. Crescent City is also dotted with numerous walk-in clinics and even some free clinics to help those in need. | CRIME AND CRIMINAL ORGANIZATONS: | CRESCENT CITY: | GANGS: | | ORGANIZED CRIME: | The Highway Men: The Highway Men are a well-established biker gang that runs out of Kilbride's Narrows. Specializing in preying on travelers and stealing their cars, the Highway Men have quite a reputation out near the freeways. They operate out of several garages around the city, keeping their base on the move since their last leader was busted just over two years ago. These garages are all equipped for stripping a car of its identifiers and making it easy to sell on the black market. While they weren't originally a violent gang, ever since the new leader took over the Highway Men have become steadily more vicious in their attacks and car jackings. This change in mode of operations has brought them into conflict with the Bruisin’ Boyles. The Welcome Crew: Primarily made up of Los Paraíso’s bored local rich kids ranging from mid to late teens, the 'Welcome Crew' prey on lone or weak looking tourists. Once they've found a target they split their numbers in half, with the one half running ahead to find an ambush alley while the other half tails the target. Once the target passes the ambush point, the 'Crew drag them into the alley where the rest of the gang rushes in and the collective group brutally beats the tourists before running away leaving the victim in critical condition and sometimes dead. Police believe that the gang is run by a single authoritative figure who has found a way to manipulate these kids. Anarchists: The Anarchists are a small terrorist cell operating out of New Lilith bent on causing as much chaos as they can at a time. Often they employ arson as their primary means of attack but they're no strangers to bombs and other forms of explosives. If they can get their hands on guns or other firearms they will use them but most of their attacks are done using untraceable homemade devices. The Anarchists tend to target the historical areas of the city to cause the most harm, however thus far due to their amateur nature they've been stopped. The police can't seem to isolate the leaders though and with each failed attempt the next one puts more and more of the city's populace at risk. Harbour Kings: The Harbour Kings, or simply the Kings are a vicious gang which claims the Docks, Harbor and Beach districts as their territory. A more modern gang, the Kings are somewhat unpredictable and constantly change their tactics. They specialize in illegal imports and exports hence their territory claims. At home however they often distribute drugs especially to late night beach parties. The Kings are reported to be quite violent, including assault with deadly and often illegal weapons. The Kings have also been known to deal and distribute arms as well which brings them specifically into conflict with the De Vitis Crime Syndicate. This occasionally leads to violet shoot outs around the Docks. The Kings are thought to have a friend in the system as more often than not, those who have been apprehended usually get away with anything up to and literally including murder. The Kings are open to recruiting just about anyone, however once you're in you usually don't get out. The Third Street Roughnecks: The Third Street Roughnecks, or the Thirds as their often referred to, are a group of older kids with too much money to work and too much time on their hands. They're regarded as pests primarily, and are often a nuisance to the local authorities impeding them from attending to much more serious crimes throughout Crescent City. Though they normally terrorize the rich neighbourhoods of Los Paraíso, the Thirds will occasionally venture down into the shopping districts. The Thirds have an ongoing rivalry with ‘The Welcome Crew’ and occaisionally the two gangs will be brought into conflict. Some of the other gangs, particularly the De Vitis Crime Syndicate are known to hire the Thirds to create a disturbance to draw the authorities away from their own crimes or at the very least divide the available force. The Thirds' primary methods of operations include vandalism, graffiti, petty theft, limited assault and occasionally breaking and entering. The Bruisin' Boyles: The local Irish Mob, the Bruisin' Boyles, or the Bloody Boyles, or even simply the Boyles work out of Kilbride’s Industrial District. Unlike the Kings who openly recruit, to be part of the Boyles you have to be born into one of the city's Irish or Scottish families. The Boyles primarily deal in carjacking and chop shops. But they're often brought on as enforcers and bouncers at pubs around the city. Rough, rowdy and violent, the Boyles are regarded as highly dangerous. The Boyles often ship their 'frankenstein'd' cars north to Seattle, bringing in a suitable profit which they use to ensure their gang remains in control of the industrial district. The Boyles also buy and distribute drugs from the Fierro's through their territory as well as being known arsonists. At one point in history, the Boyles were the largest organized crime family in the city with a substantial amount of control on it. This has diminished significantly since the 1960's. The Courtesan: One of Los Paraíso's brothel houses, it operates out of the Lonely Hearts’ Club in the Paradise Strip District from the back of the 'Courtesan' bar and club. A gray area in terms of legalities, this highly functional prostitution house sees a fair share of patrons from all over the city almost every night while in the day operates as a historical feature. While the police have tried to make a few arrest, the owner of the Brothel, Miss. Mina Harker, has always been able to clear the building as legal. Though rumors say that quite a few of the workers are acquired through less than legal means, in addition to the fact that quite often someone who 'forgets' to tip can be found dead as a doornail in a dumpster a few blocks away. Despite all this Miss Harker proclaims her establishment to be the shining example of legal, it also doesn't hurt that Miss Harker seems to have access to immeasurable wealth. De Vitis Crime Syndicate: The De Vitis Crime Syndicate is the most dangerous of all organized crime in Crescent City. Run by the elusive and ominous Raul De Vitis, the De Vitis Crime Syndicate has their hands in almost every pocket in Crescent City. Originally starting off as arms dealers, De Vitis eventually gained enough money to build his casino empire eventually buying up enough land to create an entertainment district in Los Paraíso. The De Vitis Crime Syndicate still primarily deals in arms dealing, but also blackmail, extortion, arson, assassination, human trafficking and prostitution. The list of crimes is constantly being added to as the Syndicate will do anything it can to make money. Becoming an actual member of the Syndicate requires being fully hired. Unlike many of the gangs around Crescent City, the Syndicate believes in providing its members an actual career. They are professional criminals, having trained specialists in their ranks ranging from lawyers, to doctors to former Spetsnaz operatives. On top of those who are actually on the payroll, the Syndicate has control over some of the more influential citizens in Crescent City including but not limited to, the Mayor and the Police Commissioner. La Familia Del Fierro: A dangerous drug cartel that came up from Mexico during the 1980's, the Fierro's grow, manufacture and distribute a wide variety of drugs but among their most popular are marijuana, cocaine, meth, heroin and ecstasy. The Fierro's are highly protective of their producers and suppliers, this brings them into conflict with the ever aggressively expanding De Vitis Crime Syndicate. While most of the other organized crime sects within the city avoid open conflict, the Fierro's have no problem opening fire while surrounded by a crowd of bystanders. This greatly enhances their fear rating within the community. In addition to this, the Fierros are known for back stabbing or double crossing those who deal with them especially if they can gain additional profit from these actions. For this reason people would prefer not to deal with them, however due to addiction and the Fierror’s cheaper prices most customers come crawling back to buy more despite the danger. Five Coins: One of New Lilith's oldest legends says that the city's original founders have five ceremony gold coins minted to mark the occasion. It was also said that these fives coins were stolen by a group of thieves. The Five Coins are a secret sect of thieves who live and operate within Crescent City though many dismiss them as urban legends and fictional. The police refuse to take the notion of a underground network of thieves secretly despite the fact the Coins leave a signature calling card in the form of a golden coin. The Five Coins live by a very strict code and anyone in the group who kills or attacks while performing a heist is immediately kicked out of the group and turned into the police either by way of entrapment or a frame job. It is unknown if the Coins have a set headquarters or if they're nomadic, constantly changing their base of operations from location to location within Crescent City. The Coins also act as protectors for the city’s homeless and constantly open up abandoned buildings to act as shelter for them as well as providing food and money stolen from those who they deem have more than enough. Human Traffickers: No one knows the name of the group who is behind the kidnappings in Crescent City, but there's a small group of human traffickers who preys on anyone out alone in the dark. Police can't seem to find a pattern as people of all ages, genders and race go missing at random never to be heard from again. Any of the bodies that have showed up have been stripped of both their blood and their organs. Police believe there's some kind of black market deal behind this but they have no leads as neither the bodies nor the kidnapping sights yield any evidence. The Coven: The Coven is a group of supposed 'witches' but in reality they just seem to be a group of animal and environmental activists who use traditional stereotypes combined with nature based religions to entice people to believe that are in fact witches. So far they haven't caused any damage to the city or caused anyone bodily harm to any of the citizens. But they have been detained for unlawful gathering and protests. Police are keeping a close eye on them as they fear their methods will grow more extreme especially with the attention the media has been giving other gangs in the city. | GLOBAL ORGANIZATIONS: | The Alexandria Foundation: Originating out of the Middle East, the Alexandria Foundation masquerades as an international oil giant but is actually a preservation force looking for assets to benefit its countries of origins. As such agents of the Alexandria Foundation often find themselves in conflict with the Black Lotus Society and S.H.I.F.T. It is believed that the Alexandria Foundation has discovered and is hoarding an alternate means of power. This new power source could revolutionize the world but the Alexandria Foundation continues to use oil as its main product due to the economic gain black gold brings in. The Black Lotus Society: An elite secret society of professional assassins and terrorists. The Black Lotus Society originated out of China but primarily operates out of Central Europe in modern times. Available for hire only for the extremely wealthy, the Black Lotus Society seeks to widen the gap between the economic classes and eliminate the middle class in order to create a ruling class to control. Furthermore, the Black Lotus Society also operates as a collector of ‘Unique’ assets. Actively seeking out anything extraordinary or not of this world, the Black Lotus Society takes a high interest in all matters Hyperhuman, Magni and Celestial. Using these assets to move towards its goals. Constantine’s Guard: A fragment of the Knight’s Templar, Constantine’s Guard are a group of extremists dedicated to exterminating anything on Earth that is not human. Despite being small in numbers, the Constantine’s Guard are highly efficient at taking down beings much more powerful than themselves using stolen prototype technologies. Constantine’s Guard has been linked to numerous biomedical organizations over the years and it’s theorized that they may be experimenting with bioweapons to diminish the growing Hyperhuman population. H.E.L.P.: The Hyperhuman Equality, Logistics and Protection Department was a former Canadian initiative that was expanded into part of the United Nations after a terrorist by the name of Yakob Kowalski tried to paint all Hyperhumans as dangerous. The department is organized into three divisions. The first of these divisions, Equality and Research deals with the social issues that plague Hyperhumans. The Logistics and Research Division focuses on further understanding the genetics and development of the Hype-Gene along with numerous technologies which help to protect the average citizen from Hyperhumans who choose to abuse their abilities. Lastly there's the Protection and Enforcement Division who track down and contain those who do in fact abuse their abilities. On the other side of the coin, the Protection and Enforcement Division protect Hyperhumans from those who wish to persecute them. S.H.I.F.T: The Specialized Hyperhuman Intervention Federal Taskforce is a specific team affiliated under H.E.L.P.'s Protection and Enforcement Division. Equipped with specialized gear members of S.H.I.F.T. are dispatched when situations become far too dangerous for the military or H.E.L.P. agents to handle directly. S.H.I.F.T. members are trained to resist and avoid even some of the most dangerous Hyperhuman attacks and about 95% are Hyperhumans themselves. S.H.I.F.T. was first established in response to a rising number of vigilantes who were abusing their Hyperhuman abilities S.H.I.F.T. was created to intervene and contain the situation to prevent the loss of life on both sides. As such, standard armament for S.H.I.F.T. agents includes both lethal and non-lethal weapons such as tasers and tranquilizers. Uroboros: A ‘hacktivist’ group, Uroboros is a networked group of likeminded hackers dedicated to uncovering and exposing every dirty little secret behind every government and corporation out there. Using various IPs, pseudonyms, Uroboros manages to remain in the shadows and keeps its members secret. Anyone who tries to infiltrate Uroboros is generally found out immediately and made an example of. It is not known what the goal of Uroboros’ activity is or if they even have one, many law enforcement agencies simply dismiss them as anarchists. | RULES AND REGULATIONS: | 1. CHARACTER CREATION RULES: [1.01] You can create any superhuman mold you want with tact. All invincible superhumans or obvious imitations of DC or Marvel titles will be judged harshly. If you must make a 'monstrous' character/power, I advise you to make your character dual sided so they may blend with the regular people. Your abilities should also be a secret to anyone outside of the character’s circle of trust, remember people are afraid of what they don't understand and super powers are a new concept to the world. People will not be willing to accept them very quickly. [1.02] Character sheets will not be accepted until the GMs have had time to look over the CS thoroughly. This not only ensures that we the GMs have time to read through Character Sheets appropriately but also that you the Player are receiving proper critique as well as a solid community to interact with in the In Character Threads. We appreciate your patience with this. [1.03] All Character Sheets must be submitted to the GMs in the provided or similarly laid out format. Character Sheets which do not use an organized skeleton will be rejected and asked to comply with a standard. Displays of impatience towards acceptance will result in an immediate denial. The GMs have lives outside of Iwaku and may have their time restricted during the week and/or weekend. Have patience and a positive attitude and you will receive a response. [1.04] Players are allowed one character to start. You allowed to create secondary characters after you make several posts. I just request that if you make multiple characters that you don’t have them constantly playing off each other. [1.05] Due to the in game statistics there’s limitations on the number of Celestial and Magni players. Hyperhuman and Tech players have no such limitation in this regard however. At most there will only be two to three Celestial players at one point and a maximum of five Magni players. 2. OUT OF CHARACTER RULES: [2.01] Respect the Game Masters. The GM's words are to be adhered, don't argue or disregard them unnecessarily. If a GM asks you to stop doing something please do it. Likewise if a GM asks you to change something in your post please do it. Failure to adhere to any GM or Moderator requests will result in expulsion from the game. [2.02] Respect the other players. Constructive criticism is fine, but flaming or trying to run players off just because you don't like the way they do things is not okay. Remember, it's the GM's job, not yours, to point out if there's a problem. If you feel that there is a problem, then contact a GM directly. [2.03] Likewise any quarrels will be dealt with by the GMs. Don't take them out in the OOC, arguments should be dealt with between the two parties through private messaging. If the involved parties truly can't solve their issues a GM can act as an arbiter upon request. [2.04] No GIF Wars. This is a thread for discussion of the roleplay, its characters and plots. This is not a Spam Thread. Chat is allowed and encouraged but within reason, please try not to fill the OOC with numerous pages that have little to nothing to do with the roleplay itself. An active OOC generally means an active roleplay so feel free to chat up your fellow players about characters and events in the RP. 3. IN CHARACTER RULES: [3.01]You are your character, so act like them. Create or portray their mannerisms, powers, and ideals to how they have been established in the game. BE the character, not just yourself with the character's powers. The notes section of your CS has been provided for such a reason, use it to help yourself remain consistent in character portrayals. [3.02] Writing expectations for this roleplay are at least a two (2) paragraph 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 is also expected but small mistakes here and there are understandable. Blatant offenses will be called out. [3.03] You are encouraged to post at least once per week. If there are any outside factors as to why you aren't able to post, please let the GMs know. 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. If you stop posting for two (2) weeks without a message in the OOC, your character will be listed as 'inactive', and after a further week of inactivity, your characters will be expelled, and dealt with as necessary in the IC, whether killed or used as needed and then discarded. Please if you know you’re going to be absent or simply have lost interest in the RP, just let the GM know. [3.04] No God-Modding or metagaming. This refers to controlling or manipulating another player's character in way that is completely self-beneficial and not pre-approved by the other player. This also includes being untouchable against NPC characters as well as being all knowing. Keep your character humanized or risk being expelled from the RP. [3.05] PC's are not to be killed without permission. Nameless NPC's are fine, but PC's or important NPC's will require authorization by their creator. [3.06] This is a Character Driven RP, and as such you are encouraged and expected to take charge of your character's sub-plots and storylines. That said, 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. [3.07] 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. [3.08] Plots should not be completed in one or two posts. Your character should not be able to stop an entire robbery by themselves or put out a city block on fire with relative ease. That said obviously different power levels do apply so if you do manage to put out the fire, solve the cause of it. If you stop the robbery find out who hired the gang or what their motives were. If all else fails do some character development or show us some ‘Slice of Life’ moments for you character if you do solve a plot quickly. SEXUAL CONDUCT: This is an open world RP and I realize that relationships are a part of this. While I have no problem with this I do want it kept a specific way to avoid breaking any rules. Iwaku's standard is as follows: "Iwaku allows roleplays and stories to develop naturally, and that will occasionally include mature content. When you are posting a scene, story, or image outside of the Mature areas, please use the (spoiler) code to hide it with a content warning. That way people will be prepared. If you are running a roleplay that is purely filled with mature content, it must be posted in the Mature section." If you don't want to use Spoilers, then you may use the standard fade-to-black technique if you desire and that will be fine, just keep it PG-13/14A (May contain: violence, coarse language and/or sexually suggestive scenes.) both leading and following up. I implore you to keep within the age restrictions set up already by administration. As such, let’s keep it simple, ages 14-17 can have relationships with each other and likewise for 18-22. Obviously there's some grey area in there and I'd understand 16-18 should also be a range but please just use your common sense if you're going to seek a relationship within the RP. You have been warned of my expectations on this matter and should you fail to follow through you will be asked to leave the roleplay and reported for breaking site rules. COMMITMENT AND CONSISTENCY: 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. 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. | CHARACTER SHEET TEMPLATE: | CHARACTER SHEET CODE (Move your mouse to reveal the content) CHARACTER SHEET CODE (open) CHARACTER SHEET CODE (close) [tabs][tab=| BASICS |][IMGA=right]A headshot of your character is preferred[/IMGA][B]| NAME: |[/B] [INDENT][/INDENT] [B]| ALIAS(ES): |[/B] [INDENT][/INDENT] [B]| PLACE OF BIRTH: |[/B] [INDENT][/INDENT] [B]| SPECIES: |[/B] [INDENT][/INDENT] [B]| D.O.B.: |[/B] [INDENT][/INDENT] [B]| AGE: |[/B] [INDENT][/INDENT] [B]| SEX: |[/B] [INDENT][/INDENT] [B]| SEXUALITY: |[/B] [INDENT][/INDENT] [B]| APPEARANCE: |[/B] [INDENT][/INDENT] [B]| CLASSIFICATION: |[/B] [INDENT][/INDENT] [/tab] [tab=| PROWESS |][B]| ABILITIES: |[/B] [INDENT][/INDENT] [B]| SKILLS: |[/B] [INDENT][/INDENT] [B]| LIMITATIONS: |[/B] [INDENT][/INDENT] [B]| WEAKNESSES: |[/B] [INDENT][/INDENT] [B]| APPLICATIONS: |[/B] [INDENT][/INDENT][/tab] [tab=| EQUIPMENT |][B]| WEAPONS: |[/B] [INDENT][/INDENT] [B]| TOOLS: |[/B] [INDENT][/INDENT] [B]| ATTIRE: |[/B] [INDENT][/INDENT][/TAB] [tab=| DETAILS |][B]| BACKSTORY: |[/B] [INDENT][/INDENT][/TAB] [tab=| ADDITIONAL DETAILS |] [B]| SAMPLE POST: |[/B] [INDENT][/INDENT] [B]| HOME PLANET: |[/B] [INDENT][/INDENT][/tab] [tab=| NOTES |] [INDENT][/INDENT][/tab] [tab=| ASSOCIATES |] [B]|[/B] [CHARACTER NAME] [B]|[/B] [IMPRESSION] [B]|[/B] [RELATIONSHIP] [B]|[/B] [BRIEF SUMMARY OF RELATIONSHIP] [B]|[/B] [/tab][/tabs] | BASICS | | PROWESS | | EQUIPMENT | | DETAILS | | ADDITIONAL DETAILS | | NOTES | | ASSOCIATES | | NAME: | Your full name as written on your birth certificate or driver's license. | ALIAS(ES): | Any names your parents, relatives or friends call you. This can also be a 'superhero’ codename. If you don’t have one, you can always gain on in the IC. | PLACE OF BIRTH: | Where were you born? If possible include City/Town, State/Province and Country, Planet if applicable. | SPECIES: | Human, Hyperhuman, Magni, Celestial? Please indicate here. Note if you are a Celestial you can indicate your actual species name instead of Celestial. | D.O.B. | Month/Day/Year | AGE: | No younger than 14 (earth years), no real age limit but if you’re over 50 in earth years you’re not going to be limber enough to be running on roof tops likely (obvious exceptions aside.) | SEX: | Preferably your biological gender, if you prefer not go by a gender specific pronoun please note that in your Biography or Notes. Please do not answer 'yes'. | SEXUALITY: | *Optional, if you'd wish to note it you may. If you have no interest in having it known or any other reason there's not need to put. | APPEARANCE: | A written description detailing height, weight, hair colour, eye colour and any other notable attributes. A picture doesn’t qualify here as you already have the headshot above. | CLASSIFICATION: | Your classification whether Hype, Magni or Celestial you have one. If you're having trouble let me know and I can tell you which category you likely belong under. | ABILITIES: | What extraordinary capability does your character possess? | SKILLS: | Aside from the above mentioned abilities, do you have any notable skills? Note typing at 150wpm isn’t what we’re looking for here. Unless of course that happens to be key to your character. | LIMITATIONS: | What are the character’s limits? Not to be confused with a weakness, limitations are a restriction such as a stamina or strength level. Limitations can be self-imposed or perhaps enforced by outside forces such as finances limiting a technology based character from upgrading their arsenal or replacing damaged equipment. | WEAKNESSES: | Do these powers give you any exploitable weaknesses? A weakness is not to be confused with a limitation, a weakness is a quality or feature regarded as a disadvantage or fault. Do green space rocks make you weak in the knees? Maybe the sight of blood makes you gag, etc | APPLICATIONS: | List some practical applications of your powers, include at least one combat application. | WEAPONS: | What weapons does your character carry if any? Please note them here, a brief description is always appreciated. Also please note if a weapon is only for a special occasion or if it’s kept stored until needed. | TOOLS: | These are items you character carries that while they may be able to act as a weapon, that’s not their intended purpose. Lockpicks, tablet, medical kit, etc. Please note them here, once again a brief description is always appreciated. | ATTIRE: | In terms of attire, this isn’t asking for what your character wears on a daily basis necessarily (unless of course that does apply) but rather this is where you list what you wear if you go out being a vigilante. This is where you describe your costume whether it be spandex or jeans and a leather jacket. If you have a signature look, please note it here. | BACKSTORY: | This is your history from the time you were born until the start of the RP. If you want to keep certain details vague so as to reveal them in the IC, skim over them for the time being or be subtle about them. But please avoid too many clichés, we're all familiar with the orphan who swears to fight for justice because of the death of his parents.[/ | SAMPLE POST: | Please include a two paragraph sample written as the character you're applying for. This sample can come from anywhere but I would prefer if it was specifically written for this sheet and not pasted from somewhere else. I also prefer writers to use the third person perspective but I will consider first person as well, but as I said I prefer third person. The sample post is optional to Hyperhuman and Technology players but mandatory for Magni and Celestial players. | HOME PLANET: | This is exclusive to Celestial players. This is a description of your character’s home planet briefly covering culture, environment and history. It should be at least two paragraphs long, beyond that it can be as detailed as you wish. *Optional, any additional notes you wanted to add that weren't covered by the above sections. This can be either kept for yourself or submitted for everyone to see. This would also be the place to include any NPCs you intend on using. ~This is an optional relationship page, and is to be filled out after other players have been accepted as well. Talk with each other and decide if you'd be friends, rivals etc. I'm hoping that by doing this we'll build a more collaborative and interactive RP. For additional players, just C+P the template. | [CHARACTER NAME] | [IMPRESSION (EG Good/Bad/Neutral]] | [RELATIONSHIP(EG Friend, Rival, Crush, etc)] | [BRIEF SUMMARY OF RELATIONSHIP (EG, Met Joey at a party, had a couple drinks and a few laughs, now we hang out almost every day.)] | | PLAYER ROSTER: | | ALIVE & ACTIVE | | INACTIVE | | DECEASED & DEPARTED | | HYPERHUMANS: | LORD WRAITH as ILLADVISED [MARS] PLAYINGMONSTER as WILL O’WISP [NEPTUNE] PLAYINGMONSTER as DANI PALMER [JUNO] OLISSA as EMMA NAAKTGEBOREN [SATURN] OLISSA as ALPHA [JUNO] SHROUD as CYCLONE [NEPTUNE] CERULEAN as WRECKER [JUNO] BLACKSAM as THE PHOENIX [JUNO] | MAGNI: | STEIN as SARKS | CELESTIALS: | ROMAN as TARO [MAMMALIAN] | TECHNOLOGY: | BLANDMAN as BLACK SHADOW ROMAN as DETECTIVE WOLFE FURASIAN as DETECTIVE WALCUT MAGICAL CAFFEINE as DREAD [ORCUS] NIGHTRUNNER as ROOFWORUS WREIN [CELESTIAL] ANGELIC FUSION as GADGET [VULCAN] CIDER as THOMAS BISHOP [MINERVA] SHARD as LAYNE HAYAT [VULCAN] VIRTUAL_GIRL as HANNAH VICKERS [TECH] HILLAN as ANGEL [AVIAN] MR ALLEN J as THE LONE WANDERER [NEPTUNE] | PLAYER PLOT SUBMISSIONS: | Players are invited to submit secondary plots to the RP. These plots will firstly need to be submitted to the GM in order to ensure they don’t contradict with future primary plots, other player submitted plots or general backstory information. The player who submits a plot will be responsible for guiding it along should it be accepted. Secondary plots do not have to be open to all players and if one player meshes well with another, you are welcome to create a ‘miniature 1x1’within the RP. The form to submit a plot can be found below. [B]| PLAYER NAME: |[/B] [INDENT]Your Name[/INDENT] [B]| PLOT NAME: |[/B] [INDENT]I use song titles, you don’t have to stick with that though[/INDENT] [B]| PLOT LOCATION: |[/B] [INDENT]Which of the three Urban Centers is this happening in?[/INDENT] [B]| PLOT SYNOPSIS: |[/B] [INDENT]The summary of the plot that will appear under the Secondary Plot Section[/INDENT] [B]| DETAILED PLOT: |[/B] [INDENT]This is a more detailed outlining of your plot so I can understand exactly what your intent is, what enemies are involved and what the overall goals are.[/INDENT] [B]| DESIRED NUMBER OF PLAYERS: |[/B] [INDENT]How many players do you want or need for this plot to work?[/INDENT] | FREQUENTLY ASKED QUESTIONS: | Is this an original universe superhero RP? Yes it is. Can I make an original character? Yes you may. How many players are you looking for? My original intention is to have an always open RP keeping in mind that players tend to come and go. That said if at any one time, the player counts gets over 20 I will temporarily close acceptances until I have inactive players to remove from the roster. What kind of powers am I allowed to use? Preferably powers which fit into one of the above listed 'Classifications.' Almost any power will work for this RP but note there's an emphasis on choosing powers which fit under one classification. Obviously Magni and Celestials have a bit more malleability than Hyperhumans. Can my character use magic, be a vampire/werewolf/god/alien etc? You are able to use magic, however vampires and werewolves do not exist within the context of the RP. The Magni are the source of any myths on Earth regarding both supernatural creatures. Other supernatural creatures are either a result of Magni magic or something that has come from Umbra. Both Magni and Celestials have been mistaken as gods throughout the course of history and as such you may play either one of those if you’re basing a character off of a god or mythological character. Celestials are aliens in this universe however as they have a limited presence on Earth only a few will be allowed in the RP at one time. Can I have more than one character? It is requested that you start with one character and make several posts before creating another. That said the answer is yes just not immediately. Can my character be bad/evil? As VIGILANCE provides an open world environment, your character may be of whatever alignment that you wish. That said, if you plan to wreak havoc upon the city, you will need to submit a plot to a GM for approval first. If you simply wish to rob a store you may go ahead or if you wish to team up with another evil character’s plot then you need to ask the player in charge of it. Likewise good players are free to roam the city and stop petty crime but if you wish to stop a crime ring you need to submit a plot or join a plot that otherwise satisfies your needs. Can my secondary character be evil? See the above point. What's the plot going to be like? There is going to be multiple plots at all time. The GM will provide the primary over arcing plot which will firstly follow recovering the city before working into a much larger plot. However there will be numerous secondary plots going on at all time. To begin with the GM has provided a couple however after the first ‘chapter’, secondary plots will be able to be player submitted. If a player submitted plot is approved it will be posted in that section detailing how many players the submitter is looking for a general summary of that plot. These plots will be able to range in variety as they are up to you the player to design.