- Posting Speed
- 1-3 posts per week
- Writing Levels
- Advanced
- Adaptable
- Preferred Character Gender
- Male
- Female
- Genres
- Superhero[OC, DC maybe Marvel], Fantasy, Sci-Fi, Open to Steam Punk or Cyber Punk
This is a private RP and recruitment is done by invite only. If you have not recieved an invitation, please do not post in the OOC.
VIGILANCE:
~Rise of the Mavericks~
| GM: Lord Wraith | Co-GM: Stein | Associate-GM: Hillan |
| Genre: Superhuman, Modern Fantasy | Type: Linear, Sandbox |
VIGILANCE:
~Rise of the Mavericks~
| GM: Lord Wraith | Co-GM: Stein | Associate-GM: Hillan |
| Genre: Superhuman, Modern Fantasy | Type: Linear, Sandbox |
| PREMISE: |
I
t's funny how when you put someone on a pedestal just how much further they have to fall. These Mavericks, these so-called heroes don't know how to handle the power they've been given by the people. But I know power and I know how to handle it. Let the people have their heroes for now, but eventually they will turn their backs on them. The minute someone's child isn't rescued or a family is killed in their home, the people will riot. It'll be with maddened delight that the people tear the idols down from their stands. And what is an idol in the presence of a god? The city will stone the Mavericks for failing. Being a hero means walking a tightrope. But being a god? Well that means everything else is child's play. ~Roman Locke
| PLOT: |
A
year ago, four vigilantes found themselves uniting against a common threat. Brought together by a Hyperhuman bank robber known as the Behemoth, the four vigilantes managed to work together and bring him down. Despite going their separate ways that night, they were brought together again by the one known as IllAdvised. Using his keen mind and skills of deduction, IllAdvised managed to track down each of the other three and pitched them an idea. An idea that would change all their lives. "Let's change the world. Let us be the ones who stand up against the tyranny in our world, in our own city. Let us be the ones who stand together and serve as a beacon of light to the darkness that has engulfed our city."
Gaining new allies as they fought against crime, their numbers grew to six and they became a team. Their exploits were broadcast across the city and these vigilantes were dubbed 'The Mavericks' by the media, a term they came to own as they evaded law enforcement and criminals alike all the while reducing the control the city's various gangs had over it. However, while they became heroes in the city's eyes, the Mavericks also attracted the attention of presiding Crime Lord, Roman Locke. Hiring an elite assassin to bring the Mavericks down, the assassin tracked the Mavericks, observing them and eventually unleashed his fury upon them. Using his own powers, the assassin managed to warp the Maverick Angel's mind and turn the hero against his team mates. The event nearly destroyed the team as Locke's team of dirty cops stormed the base while the Mavericks were tearing themselves apart. The building was destroyed in the ensuing chaos and the heroes presumed dead. Fate was with them though, as the team managed to escape, with Maki fighting Angel to a standstill and knocking the Maverick back to his old self. Going underground after their presumed deaths, the Mavericks retreated outside the city to an abandoned lighthouse which they have slowly remodeled into a new base. Now stronger than ever, the Mavericks have turned their sights from street crime to Locke himself but not without first building their forces...
| TIMELINE: |
MAY 2014 - On a late night in early May, the Harbour Kings led by Tony 'The Behemoth' Cleaver broke into the National Saving and Loans Bank. Coincidentally this night also led to the first introduction of the Mavericks as each of the original four were drawn to the crime. Banding together, they defeated the Kings and took Tony down. As the sirens sounded, the four parted ways....for the time being. IllAdvised would go on to spend the next month tracking down each Maverick and recruiting them together starting with Angel and ending with Feral.
JUNE 2014 - By the following month, the Mavericks had been formed with IllAdvised introducing to them to an abandoned apartment building in the Lower East End that he had been operating out of. As one of the most crime ridden districts, the Mavericks set their sights on cleaning up the immediate area engaging the Blue Ravens gang.
JULY 2014 - After being too late to stop an explosion at one of Larissa's advanced research facilities, IllAdvised begins to investigate the cause after noting the high radiation in the ruins. His investigation leads to the discovery of a synthetic humanoid named A.T.O.M. Recruting the blue synthoid, he begins to bound with Glitch and Xander who takes a liking to its naive nature.
AUGUST 2014 - Aside from the Behemoth, the Mavericks focus on cleaning up their area and manage to steer clear of other Hyperhumans. That all changed when their investigation into the drug industry led them to rising pop sensation $hakra. Underestimating their foe, the Mavericks were caught off guard by $hakra's hyperhuman abilities but to their surprise the group recieved a new ally in the form of Allison Woltz. Overload, as she would later known to be called, aided the team with her electrical-based abilities and they were able to subdue $hakra.
SEPTEMBER 2014 - With the presence of a new team member, the Mavericks take the time to bring her into the group, though some hold reservations. On the other end, a particular Maverick begins to develop an interest in their new teammate. During this time, they concentrate on fortifying and training themselves, not wanting to be almost outmatched again.
OCTOBER 2014 - Local media begins to pick up stories on the Mavericks, officially giving them their name. Escaping authorities and criminals alike, they become something of a local phenomenon. Interestingly enough, many in the public just want to leave them be, noting the decline in crime rates. However, one reporter in particular, Rhonda Rivington, takes a special joy in painting the Mavericks out to be villains in media outlets on the Upper end of town. During this time, the Mavericks attempt to lay low.
NOVEMBER 2014 - The Mavericks catch wind of a sex slave ring beginning to rear it's head in their city. In an attempt to squash it, they organize a plan and Allison volunteers as bait. Upon uncovering the heinous organization, the team learns that the head of the operation is a woman using Hype class abilities to lure the victims in with pheremones. A battle ensue in which the Mavericks overtake the woman and notify the media outlets and police.
DECEMBER 2014 - The Mavericks set their sites on taking out other gangs across the city, having gathered intel and strengthened their mettle. In a broad sweep of two nights, they are able to effectively halt the plans of 10 arms smuggling operations and notify the authorities, leading to the arrest of more than 100 gang members in two nights and the taking down of 4 drug leaders. The media then goes on to call this phenomenon "A Maverick White Christmas"
JANUARY 2015 - Noting a sharp decline in crime, the Mavericks take this time and new year to lax patrols and take a much needed breath. With a bit of coaxing and a romaing police scanner always active, they risk a trip to Spain, under the guise of a short vacation and chasing the rumor of Larissa Hypes being abucted. They stumble across an underground Hype fighting arena that Thomas finds himself being entered into. Working to get him out and take down the ring, the Mavericks end up in a brawl for the books. They are able to escape and promptly shut-down the ring with the help of undercover Interpol agents who vow to keep their involvement secret, granting them passage to fly home.
FEBRUARY 2015 - Unbeknownst to the Mavericks, Locke begins to narrow his sights on the Maverick base, gathering intel and planning an assault aimed at destroying them once and for all.
MARCH 2015 - In a battle that would claim their base and almost claim the team, The Mavericks were pushed to their limits. After the assault lodged against them by none other than Roman Locke and his contingency of the corrupt police, the Mavericks barely escaped their base and regrouped underground. They fled, seeking haven.
APRIL 2015 - The team regroups to patch themselves up and lick their wounds. IllAdvised establishes a new base out of town on the tip of the Pamlico Sound within an old lighthouse. The Rhodes Lighthouse, long believed to be haunted by the New Alexandria community allows the Mavericks to hide in plain sight as they remain undisturbed away from shore.
MAY 2015 - Present
JUNE 2014 - By the following month, the Mavericks had been formed with IllAdvised introducing to them to an abandoned apartment building in the Lower East End that he had been operating out of. As one of the most crime ridden districts, the Mavericks set their sights on cleaning up the immediate area engaging the Blue Ravens gang.
JULY 2014 - After being too late to stop an explosion at one of Larissa's advanced research facilities, IllAdvised begins to investigate the cause after noting the high radiation in the ruins. His investigation leads to the discovery of a synthetic humanoid named A.T.O.M. Recruting the blue synthoid, he begins to bound with Glitch and Xander who takes a liking to its naive nature.
AUGUST 2014 - Aside from the Behemoth, the Mavericks focus on cleaning up their area and manage to steer clear of other Hyperhumans. That all changed when their investigation into the drug industry led them to rising pop sensation $hakra. Underestimating their foe, the Mavericks were caught off guard by $hakra's hyperhuman abilities but to their surprise the group recieved a new ally in the form of Allison Woltz. Overload, as she would later known to be called, aided the team with her electrical-based abilities and they were able to subdue $hakra.
SEPTEMBER 2014 - With the presence of a new team member, the Mavericks take the time to bring her into the group, though some hold reservations. On the other end, a particular Maverick begins to develop an interest in their new teammate. During this time, they concentrate on fortifying and training themselves, not wanting to be almost outmatched again.
OCTOBER 2014 - Local media begins to pick up stories on the Mavericks, officially giving them their name. Escaping authorities and criminals alike, they become something of a local phenomenon. Interestingly enough, many in the public just want to leave them be, noting the decline in crime rates. However, one reporter in particular, Rhonda Rivington, takes a special joy in painting the Mavericks out to be villains in media outlets on the Upper end of town. During this time, the Mavericks attempt to lay low.
NOVEMBER 2014 - The Mavericks catch wind of a sex slave ring beginning to rear it's head in their city. In an attempt to squash it, they organize a plan and Allison volunteers as bait. Upon uncovering the heinous organization, the team learns that the head of the operation is a woman using Hype class abilities to lure the victims in with pheremones. A battle ensue in which the Mavericks overtake the woman and notify the media outlets and police.
DECEMBER 2014 - The Mavericks set their sites on taking out other gangs across the city, having gathered intel and strengthened their mettle. In a broad sweep of two nights, they are able to effectively halt the plans of 10 arms smuggling operations and notify the authorities, leading to the arrest of more than 100 gang members in two nights and the taking down of 4 drug leaders. The media then goes on to call this phenomenon "A Maverick White Christmas"
JANUARY 2015 - Noting a sharp decline in crime, the Mavericks take this time and new year to lax patrols and take a much needed breath. With a bit of coaxing and a romaing police scanner always active, they risk a trip to Spain, under the guise of a short vacation and chasing the rumor of Larissa Hypes being abucted. They stumble across an underground Hype fighting arena that Thomas finds himself being entered into. Working to get him out and take down the ring, the Mavericks end up in a brawl for the books. They are able to escape and promptly shut-down the ring with the help of undercover Interpol agents who vow to keep their involvement secret, granting them passage to fly home.
FEBRUARY 2015 - Unbeknownst to the Mavericks, Locke begins to narrow his sights on the Maverick base, gathering intel and planning an assault aimed at destroying them once and for all.
MARCH 2015 - In a battle that would claim their base and almost claim the team, The Mavericks were pushed to their limits. After the assault lodged against them by none other than Roman Locke and his contingency of the corrupt police, the Mavericks barely escaped their base and regrouped underground. They fled, seeking haven.
APRIL 2015 - The team regroups to patch themselves up and lick their wounds. IllAdvised establishes a new base out of town on the tip of the Pamlico Sound within an old lighthouse. The Rhodes Lighthouse, long believed to be haunted by the New Alexandria community allows the Mavericks to hide in plain sight as they remain undisturbed away from shore.
MAY 2015 - Present
| SETTING: |
LARISSA, HYDE COUNTY, NORTH CAROLINA:
POPULATION:
AREA:
DEMOGRAPHICS:
INDUSTRY:
DISTRICTS:
SEXUAL CONDUCT:
"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:
SOLO ARCS AND SUPPORTING CASTS:
POPULATION:
City: 339, 298
Urban: 5,164,739
Metro: 5,251,647
Urban: 5,164,739
Metro: 5,251,647
AREA:
City: 51.73 sq mi
Land: 35.89 sq mi
Water: 40.36 sq mi
Urban: 1,115.65 sq mi
Metro: 6,047.52 sq mi
Land: 35.89 sq mi
Water: 40.36 sq mi
Urban: 1,115.65 sq mi
Metro: 6,047.52 sq mi
DEMOGRAPHICS:
57.5% White (53.3% non-Hispanic white)
29.3% Black or African American
4.3% Asian American (1.2% Indian, 0.8% Chinese, 0.7% Vietnamese, 0.5% Korean, 0.4% Filipino, 0.1% Pakistani, 0.1% Japanese)
2.6% two or more races
1.4% some other race
0.5% Native American
<0.1% Native Hawaiian or Other Pacific Islander
29.3% Black or African American
4.3% Asian American (1.2% Indian, 0.8% Chinese, 0.7% Vietnamese, 0.5% Korean, 0.4% Filipino, 0.1% Pakistani, 0.1% Japanese)
2.6% two or more races
1.4% some other race
0.5% Native American
<0.1% Native Hawaiian or Other Pacific Islander
INDUSTRY:
Agriculture (Predominately Wine and Tobacco)
Manufacturing (Textiles, Chemicals, Electrical Equipment, Pulp and Paper Products)
Finance (Banking and Finance Industry)
Technology (Information and Biotechnology, Software Engineering)
Research (Research and Development, Biotechnology, Biochemistry, Nanotechnology, Environmental Sciences, Genetics and others)
Tourism (Dionysia (Wine Festival)
Manufacturing (Textiles, Chemicals, Electrical Equipment, Pulp and Paper Products)
Finance (Banking and Finance Industry)
Technology (Information and Biotechnology, Software Engineering)
Research (Research and Development, Biotechnology, Biochemistry, Nanotechnology, Environmental Sciences, Genetics and others)
Tourism (Dionysia (Wine Festival)
DISTRICTS:
City Dionysia (A.K.A. Downtown): Situated in the heart of the city, the City Dionysia district is one of the oldest parts of Larissa but also one of the most constantly updated. A great deal of money is poured into the district every year to keep it looking fresh and welcoming to tourists. Every autumn, the district holds a Dionysia Wine Festival which attracts thousands of vistors. As such most of the winter months are spent repairing and maintaining the downtown for when tourist season comes again. Many different fine dining establishments line the streets of the City Dionysia, almost all of which serve local wines. The majority of these establishments serve Greek cusine or a Greek inspired menu but it is possible to simply find a good steak.
Rousseau Square (A.K.A. City Hall): Within the center of the City Dionysia lies Rousseau Square which houses the City Hall. One of the smallest districts in Larissa, it is also the heart of the city housing the municple government, main police headquarters and the city square.
Mount Nysa (A.K.A. Wine Country): The Mount Nysa region lies to the Northern edge of the city. Despite being slightly elevated compared to the rest of the city, it's still however only a mountain in name only. This area is covered in vineyards and is known for being the city's wine country. Millions of bottles of Dionysia wine is shipped out of Mount Nysa each and every year with a majority of it staying local for the Dionysia Wine Festival. Furthermore all of Larissa's argriculture can be found here including the tobacco industry and its plantations.
Overtown: Sitting due South of Mount Nysa and North of City Dionysia, the Overtown district is home to several technology and research facilities in its southern edge before becoming middle class housing towards the Northern edge. Housing prices tend to soar along the Western edge as it boarders the Olympus district.
Olympus: The wealthiest neighborhood in all of Larissa, the Olympus District sits directly west of the City Dionysia and runs North alongside Overtown ending at the foothills of the Mount Nysa district.
New Alexandria: A small fishing community sitting across the harbour from the rest of the city, New Alexandria is remote and often forgotten about as demonstrated by the abandoned Rhodes lighthouse which sits on the edge of the island district run down and ignored since the end of the Cold War.
The Sound: Originally part of the Wharf District, around ten years back, the Sound was created by a young philanthropist looking to expand the South Beach district and introduce more housing for college students. As such many of the older buildings were tore down and new apartments and condominums were put in their place. Many restaurants and upscale clubs have sprung up in the area over the past decade catering specifically to the young college crowd.
The Wharf (A.K.A. The Harbour District): Sitting both west of the Sound and the South Beach. The Wharf is home to Larissa's Shipping and Receving as well as both commerical and private docking. Numerous cruise ships, freighters and private vessels come in and out of the docks each day. The Wharf is notably home to the Harbour Kings gang and has been busted for human trafficiking on more than one occaision.
Somerset (A.K.A. Upper East Side): Stting directly above the Lower East Side, Somerset or the Upper East Side, is home to Roman Locke's criminal empire. The area has a distinct European influence specifically Italian as many fine eateries line its streets hiding backroom deals and white collar crime. Tall skyscrapers tower over the streets below running the city's finances and utilities allowing Locke to keep all of Larissa in the palm of his hand.
Little Santiago (A.K.A. Lil'Santiago or Poor Lil'Santiago): Sitting to the west of the Wharf, Little Santiago is an ethnic district with a distinct Caribbean flair. There's also a notable Spanish influence mostly apparent in the district distinct housing style. Many cultural events are celebrated in the streets of Little Santiago and live music can also be heard down every block as the smells of the Carribbean waft through the air.
Lower East Side: The Lower East End is the roughest side of town. Sitting to the East of the the Sound and the Wharf, it's a crime ridden district filled with petty theft, drug dealers, pimps and prostitutes. Unfortunately many low income families end up living in this area due to the cheap housing. Due to the proximity to the Sound, many students end up living in the Lower East Side, those who flunk out often end up walking the streets addicted to numerous drugs or extorted in front of a camera in a run down apartment.
South Beach: Directly south of the Sound is the South Beach. Upper end high rises and condominiums dot the horizon of the South Beach leading out to sandy white beaches on the edge of the city's southern seaboard.
East Beach: Sitting directly below the Olympus District and due East of the Somerset district, the East Beach is home to numerous hotels and condominiums overlooking the Eastern seaboard. Much of the real estate in this district is own by Locke and is used for housing his business quests.
Milk District: Once home to the city's milk bottling factory, the Milk District has become known as something of a 'hipster' district with old factories converted into clubs and dive-bar concert halls. A common alternative for students and young people to the Sound, the Milk District offers a completely different feel much more down to earth. Due to it's slight distance from the rest of the city and the old bottling factory, it serves as an ideal location for music festivals for Alternative and Indie artists. At the Western edge of the district lays the city's manufacturing buildings which produce textiles, chemicals, electrical equipment, and pulp and paper products for national distribution.
Rousseau Square (A.K.A. City Hall): Within the center of the City Dionysia lies Rousseau Square which houses the City Hall. One of the smallest districts in Larissa, it is also the heart of the city housing the municple government, main police headquarters and the city square.
Mount Nysa (A.K.A. Wine Country): The Mount Nysa region lies to the Northern edge of the city. Despite being slightly elevated compared to the rest of the city, it's still however only a mountain in name only. This area is covered in vineyards and is known for being the city's wine country. Millions of bottles of Dionysia wine is shipped out of Mount Nysa each and every year with a majority of it staying local for the Dionysia Wine Festival. Furthermore all of Larissa's argriculture can be found here including the tobacco industry and its plantations.
Overtown: Sitting due South of Mount Nysa and North of City Dionysia, the Overtown district is home to several technology and research facilities in its southern edge before becoming middle class housing towards the Northern edge. Housing prices tend to soar along the Western edge as it boarders the Olympus district.
Olympus: The wealthiest neighborhood in all of Larissa, the Olympus District sits directly west of the City Dionysia and runs North alongside Overtown ending at the foothills of the Mount Nysa district.
New Alexandria: A small fishing community sitting across the harbour from the rest of the city, New Alexandria is remote and often forgotten about as demonstrated by the abandoned Rhodes lighthouse which sits on the edge of the island district run down and ignored since the end of the Cold War.
The Sound: Originally part of the Wharf District, around ten years back, the Sound was created by a young philanthropist looking to expand the South Beach district and introduce more housing for college students. As such many of the older buildings were tore down and new apartments and condominums were put in their place. Many restaurants and upscale clubs have sprung up in the area over the past decade catering specifically to the young college crowd.
The Wharf (A.K.A. The Harbour District): Sitting both west of the Sound and the South Beach. The Wharf is home to Larissa's Shipping and Receving as well as both commerical and private docking. Numerous cruise ships, freighters and private vessels come in and out of the docks each day. The Wharf is notably home to the Harbour Kings gang and has been busted for human trafficiking on more than one occaision.
Somerset (A.K.A. Upper East Side): Stting directly above the Lower East Side, Somerset or the Upper East Side, is home to Roman Locke's criminal empire. The area has a distinct European influence specifically Italian as many fine eateries line its streets hiding backroom deals and white collar crime. Tall skyscrapers tower over the streets below running the city's finances and utilities allowing Locke to keep all of Larissa in the palm of his hand.
Little Santiago (A.K.A. Lil'Santiago or Poor Lil'Santiago): Sitting to the west of the Wharf, Little Santiago is an ethnic district with a distinct Caribbean flair. There's also a notable Spanish influence mostly apparent in the district distinct housing style. Many cultural events are celebrated in the streets of Little Santiago and live music can also be heard down every block as the smells of the Carribbean waft through the air.
Lower East Side: The Lower East End is the roughest side of town. Sitting to the East of the the Sound and the Wharf, it's a crime ridden district filled with petty theft, drug dealers, pimps and prostitutes. Unfortunately many low income families end up living in this area due to the cheap housing. Due to the proximity to the Sound, many students end up living in the Lower East Side, those who flunk out often end up walking the streets addicted to numerous drugs or extorted in front of a camera in a run down apartment.
South Beach: Directly south of the Sound is the South Beach. Upper end high rises and condominiums dot the horizon of the South Beach leading out to sandy white beaches on the edge of the city's southern seaboard.
East Beach: Sitting directly below the Olympus District and due East of the Somerset district, the East Beach is home to numerous hotels and condominiums overlooking the Eastern seaboard. Much of the real estate in this district is own by Locke and is used for housing his business quests.
Milk District: Once home to the city's milk bottling factory, the Milk District has become known as something of a 'hipster' district with old factories converted into clubs and dive-bar concert halls. A common alternative for students and young people to the Sound, the Milk District offers a completely different feel much more down to earth. Due to it's slight distance from the rest of the city and the old bottling factory, it serves as an ideal location for music festivals for Alternative and Indie artists. At the Western edge of the district lays the city's manufacturing buildings which produce textiles, chemicals, electrical equipment, and pulp and paper products for national distribution.
| THE MAVERICKS: |
IllAdvised/Caleb 'Cal' Michaels: The leader, Cal is the man who encouraged the team to come together. While not the most physically imposing of the Mavericks, his sharp mind and knack for invention keeps the team ahead of its foes. As a medical student during the day, Cal also acts as the team's doctor whenever someone needs patching up.
Feral/Makarios Lillis: The heart of the team, Makarios is always there to lend a listening ear or simply tell you how it is. Constantly fighting an inner battle with the beasts inside has made Makarios one of the strongest members of the Mavericks, physically, emotionally and mentally. In the field, Makarios is nigh untouchable with his superior agility and instincts. Off the field, he serves as the resident den mother.
Angel/Thomas Campbell: The team's brawn, Thomas was trained for the vigilante life from a young age. A hardened and seasoned warrior with generations of knowledge imbedded in him due to his alien heritage, Angel is a force to be reckoned with. Powerful wings propel him into battle enabling him a great advantage over almost every foe.
Vanguard/Xander Wen (K.I.A.): The tank of the team, Xander was usually one of the first to charge them into battle and hold his ground. His ability to generate force-fields and his innovative mind made him a force to behold in fights. Though he started out as one of the more reluctant members, he quickly came to see his teammates as family. Xander sacrificed himself to save the remaining members of the Maverick team by staying behind to contain Adam's core overload.
A.T.O.M./Adam (K.I.A.): The Advanced Technology and Organic Man or A.T.O.M. was the first of a discontinued prototype that sought to combine advanced genetic engineering with robotics in order to create legions of expendable soldiers. Unfortunately for his creators, A.T.O.M. became sentient and rebelled against his creators. Powered by an unstable nuclear core, A.T.O.M. accidentally incinerated his creators and their lab leading to his discovery by the Mavericks. Between IllAdvised and Glitch, the pair managed to find a way to stabilize A.T.O.M.'s core allowing the blue synthetic humanoid to experience life as well as find a higher purpose among the rest of the Mavericks. Choosing the name Adam upon Glitch's suggestion, the synthoid began to learn what it meant to be human notably from Xander as well as bond with Glitch. Unfortunately during Locke's attack on the base, Adam's core was ruptured leading to him overloading and in his last moments taking out both Locke's men and the base.
Overload/Allison Woltz (A.W.O.L.): The daughter of a wealthy socialite, Allison's entire life has been filled with everything she ever wanted leading to her seeking excitement wherever she could get it. The discover of her Hyperhuman nature in her early teens sent the girl into a downward spiral as she begun leading a life of wild drug filled parties. This downward spiral led to Allison being cut off from her family fortune and thrown out in the world on her own. Faced with a much harder life, her encounter with the Mavericks at $hakra's concert changed Allison as she finally began to see a use for her abilities. Or so the Mavericks thought, unfotunately however Allison's loyalty was easily swayed and thirty million dollars later she sold the team out to Roman Locke.
Feral/Makarios Lillis: The heart of the team, Makarios is always there to lend a listening ear or simply tell you how it is. Constantly fighting an inner battle with the beasts inside has made Makarios one of the strongest members of the Mavericks, physically, emotionally and mentally. In the field, Makarios is nigh untouchable with his superior agility and instincts. Off the field, he serves as the resident den mother.
Angel/Thomas Campbell: The team's brawn, Thomas was trained for the vigilante life from a young age. A hardened and seasoned warrior with generations of knowledge imbedded in him due to his alien heritage, Angel is a force to be reckoned with. Powerful wings propel him into battle enabling him a great advantage over almost every foe.
Vanguard/Xander Wen (K.I.A.): The tank of the team, Xander was usually one of the first to charge them into battle and hold his ground. His ability to generate force-fields and his innovative mind made him a force to behold in fights. Though he started out as one of the more reluctant members, he quickly came to see his teammates as family. Xander sacrificed himself to save the remaining members of the Maverick team by staying behind to contain Adam's core overload.
A.T.O.M./Adam (K.I.A.): The Advanced Technology and Organic Man or A.T.O.M. was the first of a discontinued prototype that sought to combine advanced genetic engineering with robotics in order to create legions of expendable soldiers. Unfortunately for his creators, A.T.O.M. became sentient and rebelled against his creators. Powered by an unstable nuclear core, A.T.O.M. accidentally incinerated his creators and their lab leading to his discovery by the Mavericks. Between IllAdvised and Glitch, the pair managed to find a way to stabilize A.T.O.M.'s core allowing the blue synthetic humanoid to experience life as well as find a higher purpose among the rest of the Mavericks. Choosing the name Adam upon Glitch's suggestion, the synthoid began to learn what it meant to be human notably from Xander as well as bond with Glitch. Unfortunately during Locke's attack on the base, Adam's core was ruptured leading to him overloading and in his last moments taking out both Locke's men and the base.
Overload/Allison Woltz (A.W.O.L.): The daughter of a wealthy socialite, Allison's entire life has been filled with everything she ever wanted leading to her seeking excitement wherever she could get it. The discover of her Hyperhuman nature in her early teens sent the girl into a downward spiral as she begun leading a life of wild drug filled parties. This downward spiral led to Allison being cut off from her family fortune and thrown out in the world on her own. Faced with a much harder life, her encounter with the Mavericks at $hakra's concert changed Allison as she finally began to see a use for her abilities. Or so the Mavericks thought, unfotunately however Allison's loyalty was easily swayed and thirty million dollars later she sold the team out to Roman Locke.
| BACKGROUND INFORMATION: |
| STATS: |
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 knowledge to perform the ancient arts is slowly lost to the modern age. 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: |
| HYPERHUMAN CLASSIFICATION (H-CLASS): |
| MAGNI: |
| MAGNI RANKING (M-RANK): |
| CELESTIALS: |
| CELESTIAL TYPES (C-TYPE): |
| TECHNOLOGY: |
| TECHNOLOGY SPECIFICATIONS: |
T
here’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 knowledge to perform the ancient arts is slowly lost to the modern age. 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"
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.
"Hype"
H
umanity 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): |
-
Named for their ability to move the world, ATLAS-type classification refers to a Hyperhuman possessing enhanced physical attributes. These attributes can include durability, strength, speed, dexterity, reflexes and so on. One of the most common Hyperhuman classes, the ATLAS-type can be divided into two Sub-Classes.
- SUB-CLASS A: HERCULES
- The HERCULES Sub-Class includes Hyperhumans whose ATLAS-type abilities are based on enhanced strength and durability. HERCULES-type ATLASes can have increased mass which grants them superior strength and durability or simple have a superhuman dermal layer and muscles.
- SUB-CLASS B: MERCURY
- ATLAS-type Hyperhumans who fall into the MERCURY Sub-Class includes the abilities which enhance the speed of an individual. This can include super human speed, reflexes or dexterity. This can even extend to the ability to phase through walls and other solid objects. MERCURY Sub-Class abilities can lead to an accelerated metabolism allowing for wounds to close at a much faster rate.
-
Where an ATLAS-type Hyperhuman is based on physical enhancements, the JUNO-type Hyperhuman is able to modify and control both their own biology and possibly that of others. Some JUNO-types are able to transform their body or manipulate themselves to produce specific attributes while others are able to manipulate the body's chemical elements, including pheromones, saliva and blood. The JUNO-type has two Sub-Classes.
- SUB-CLASS A: CUPID
- The CUPID Sub-Class focusses on manipulating the body's various elements. This can include pheromones, blood, salvia, bone or hair.
- SUB-CLASS B: ORCUS
- The ORCUS Sub-Class is focused on biological transformations. The ability to manipulate the body in ways that aren't possible without this particular Hype-Gene. This could include simply stretching the body like an elastic band or transforming completely into another person, animal or even inanimate objects. ORCUS type abilities can also include regeneration tissue and other body parts.
-
A MINERVA-type Hyperhuman has power over the mind. Whether this be to impress their will onto the mind of another or use their mind to manipulate the world around them...WIP
- SUB-CLASS A: TINIA
- The TINIA Sub-Class primarily focusses on internal manipulation of another or oneself. Abilities can include telepathy, emotional manipulation and even astral projection.
- SUB-CLASS B: UNI
- The UNI Sub-Class focusses on the manipulation of the external world using one's mind. Abilities include but are not limited to telekinesis and psionic blasts.
-
The craftsmen of the Hyperhuman classes, VULCAN-type Hyperhumans are know for their ability to control and wield energy as though it was a weapon forged in their own hands. Divided into two sub-classes, VULCAN-types are perhaps the most widely recognized Hyperhumans outside of ATLAS-types.
- SUB-CLASS A: MARS
- Those who are classified under the MARS Sub-Class are capable of bending the energies that aren't encompassed under the NEPTUNE-Sub-Class. These energies are very broad ranging from light and sound to gravity and potential energies. More often then not, these Hyperhumans manipulate unseen forces making them especially unpredictable.
- SUB-CLASS B: NEPTUNE
- A NEPTUNE Sub-Class is a manipulator of elemental energies. Capable of warping nature to their will, most of these types of Hyperhumans are limited to only one element however there are some who are able to manipulate more and even combine them for devastating effects.
-
Unpredictable, the SATURN-type is wide reaching in it's classification of Hyperhumans. Known for being the class of 'Unknowns', Hyperhumans which fall under the SATURN classification are able to bend space and time whether to their will or due to lack of self control.
- SUB-CLASS A: FORTUNA
- FORTUNA Sub-Class abilities focus on manipulation probablity and reality making unlikely outcomes more possible than they normally would have been.
- SUB-CLASS B: TRIVIA
- TRIVIA Sub-Class abilities are focused on manipulating time and space, folding it together, slowing it down and over all manipulating it to their will. Teleportation often falls in this category as it involves instantly travelling from one place to another.
| MAGNI: |
Magnus
"Magic"
Unlike the Homo-Virium which is a rather modern phenomenon, the Nox is likely as old as time itself, possibly even having an influence on creation and life itself. Various stories, myths and legends have been told around the world of monsters and creatures not recognized in our world, most of these stories were true. These creatures are more often than not a result of those who abused the Nox to curse their enemies or those who lacked the discipline to fully control the Nox and had it backfire upon them. Throughout the ages, there has been various cultures who has studied the Nox as a group, using it as a community and flourishing through its influence. Great otherwise unexplainable feats were accomplished by these individuals, often leaving behind structures which still stand in the modern age, becoming a subject of debate to those who can't see past the technology of today. The origin of the Nox is shrouded in mystery and its source remains completely unknown. Many theorize it was a resource originally used by beings much greater than mankind who later shared its secrets with humanity. If this is true then the second accepted theory is that mankind turned this power on those beings and destroyed them. Allusions to the Nox or an equal power can be found throughout almost every myth, legend and religion on Earth making those who study it believe that at one point all of Earth was connected under the original wielders.
"Magic"
M
agni is a broad term used to describe those who manipulate the mystical force known as the Nox. The Nox is a mystical energy which flows through Earth, invisible, unseen and full of untapped potential. It can be wielded by disciplined individuals, those who can close their minds to the distractions of the world and allow the Nox to flow through them. Given various names across different cultures, the Nox can be harnessed by many different means and even stored within enchanted items and materials. Unlike the Homo-Virium which is a rather modern phenomenon, the Nox is likely as old as time itself, possibly even having an influence on creation and life itself. Various stories, myths and legends have been told around the world of monsters and creatures not recognized in our world, most of these stories were true. These creatures are more often than not a result of those who abused the Nox to curse their enemies or those who lacked the discipline to fully control the Nox and had it backfire upon them. Throughout the ages, there has been various cultures who has studied the Nox as a group, using it as a community and flourishing through its influence. Great otherwise unexplainable feats were accomplished by these individuals, often leaving behind structures which still stand in the modern age, becoming a subject of debate to those who can't see past the technology of today. The origin of the Nox is shrouded in mystery and its source remains completely unknown. Many theorize it was a resource originally used by beings much greater than mankind who later shared its secrets with humanity. If this is true then the second accepted theory is that mankind turned this power on those beings and destroyed them. Allusions to the Nox or an equal power can be found throughout almost every myth, legend and religion on Earth making those who study it believe that at one point all of Earth was connected under the original wielders.
| MAGNI RANKING (M-RANK): |
- 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.
- 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.
- Magni who complete their tutelage under a mentor were traditionally graduated to the rank of an 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. Most human Nox users peak at this level very rarely being able to live long enough without perverting the Nox in order to hold further mastery over it.
- Maven ranked Magni are often beings holding demi-god levels of powers. Being such as angels and demons are thought to have belonged to this class of Magni. 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. .
- Master Magni are so far a theoretical concept. It is believed that Master leveled beings are those from whom the Nox originated. 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.
| CELESTIALS: |
Variable
"Aliens"
"Aliens"
P
erhaps 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 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.
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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
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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"
"Tech"
W
hile 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 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.
| RULES AND REGULATIONS: |
1. CHARACTER CREATION RULES:
2. OUT OF CHARACTER RULES:
3. IN CHARACTER 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.
[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.
[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.
[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:
T
his 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.
SOLO ARCS AND SUPPORTING CASTS:
Solo Arc Stories should be posted in your personal Blog. A <ROTM (Rise of the Mavericks)> tag will be used to keep the stories grouped and easily searchable. You even have the option to make the Blog only viewable to people in this RP if you so wish. This can also be done for collaborative team ups. Ideally this will keep the IC from being bogged down by one character going off on their own, allowing the main story line to remain inclusive while characters and players with chemistry can still create individual pieces as well.
Likewise, Secondary Characters/Supporting Casts should be used very rarely in the main IC and should appear in detail only during solo stories. It was unanimously agreed that the last couple iterations of Mavericks have failed due to a heavy reliance on secondary characters and supporting casts in order to make our characters seem more well rounded instead of relying on the other players to be the secondary characters to our own. Instead of having a best friend as a secondary character, why not build a relationship in the IC with another player?
Likewise, Secondary Characters/Supporting Casts should be used very rarely in the main IC and should appear in detail only during solo stories. It was unanimously agreed that the last couple iterations of Mavericks have failed due to a heavy reliance on secondary characters and supporting casts in order to make our characters seem more well rounded instead of relying on the other players to be the secondary characters to our own. Instead of having a best friend as a secondary character, why not build a relationship in the IC with another player?
| CHARACTER SHEET TEMPLATE: |
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| NAME: |
The name on your birth certificate as legally given to you.
| 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.[/
| PLAYER ROSTER: |
LORD WRAITH as... ILLADVISED
STEIN as... FERAL
HILLAN as... ANGEL
YOSHISKITTLEZ as.... NECIA
ROMAN as ... 'A'
BLACKSAM as... FURY
RAJA as... MINDFUCK
STEIN as... FERAL
HILLAN as... ANGEL
YOSHISKITTLEZ as.... NECIA
ROMAN as ... 'A'
BLACKSAM as... FURY
RAJA as... MINDFUCK
| FREQUENTLY ASKED QUESTIONS: |
Is this an original universe superhero RP?
Can I make an original character?
How many players are you looking for?
What kind of powers am I allowed to use?
Can my character use magic, be a vampire/werewolf/god/alien etc?
Can I have more than one character?
Can my character be bad/evil?
Can my secondary character be evil?
What's the plot going to be like?
Yes it is.
Can I make an original character?
Yes you may.
How many players are you looking for?
With Mavericks, we're keeping this RP private. If you're interested you can PM Lord Wraith or Stein to see if we have an opening available unless you were otherwise invited.
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?
The Nox and Magni are the source of any myths on Earth regarding both supernatural creatures. Supernatural beings are all tied into the Nox, but 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?
You may only have one main character in the In Character Thread. Of course for your personal solo arcs you play as many characters as you wish. They may be referenced in the main IC but should only appear fleshed out if approved on a case by case basis..
Can my character be bad/evil?
Unlike VIGILANCE: BLOOD AND JUSTICE, Rise of the Mavericks focuses specifically on a group of heroes and therefore your character should be of a good alignment.If you character has a shady past then that's up to you.
Can my secondary character be evil?
What happens in your solo arc stories is completely up to you.
What's the plot going to be like?
The plot is going to be based on the adventures of the Maverick with them developing both as a team and as a force against the crime empire in the city. The primary arc at this point is dealing with the team taking on reigning crime lord Roman Locke. Once that arc has been completed a new threat will be introduced for the team to deal with.
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