Post by White Raven on May 29, 2012 14:58:40 GMT -8
Welcome to Westhaven, if you're here something sets you apart from the rest of society. Perhaps you can levitate, control flame, or even read the minds of others. Whatever it is, you are different, and the rest of the normal world hates you for it, in fact, you're likely not very happy about it yourself.
Westhaven exists as a privately funded academy, with two massive dormitories (separated by gender) an expansive multi-winged school and a sprawling ground surrounded by a 10 foot tall, several foot thick brick wall. Beneath this impressive campus are sprawling basements, filled with high-tech facilities, including many training rooms built to withstand tremendous punishment, quite a few specialized holding cells and an extensive medical facility.
Westhaven is not the only group interested in such individuals however, the other three groups that operate in North America do not care as much for the well-being or even free will of their charges. They are as follows;
First Star Initiative - A powerful shadow organization that somehow manages to launch surprise assaults on known 'deviants', despite their mainly observed forces being three story tall humanoid robots that spout a borg-like 'resistance is futile' and similar lines as they attempt to apprehend and contain unusual people within their metallic chests for transport to mysterious locations. They conceal their operations with heavy funding, and will even brainwash 'normals' that happen to see too much of their activities.
The Tri-Circumferal Circle - AN organization of mystics who hold that any and all magic must be within their control to better mankind. They routinely capture, kidnap and otherwise force young mages to enter their folds. Those who work along with their particular system are granted a small amount of independence, and a chance at a small amount of normalcy in their lives, those who resist in any way suffer as living mystic batteries, their senses and bodies bound by magical forces until they are unable to do anything but what the Circle demands of them.
The Gray Men - The true original name of this organization is unknown. All those who manage to keep out of their clutches refer to them by their gray suited agents who pursue their agenda with a single-minded fanaticism. In truth, their agents are captured 'deviants' who have been conditioned and reprogrammed to do exactly as they are ordered by their superiors, no matter what the cost to themselves or innocent bystanders. Common belief among those at Westhaven, that death for a Gray Man, is actually a gift, for it means freedom.
There are also quite a number of radical groups scattered throughout, but they tend to do more harm, and fit into the stereotyped view of the dangerous deviants that the government and all the news sources publicize, so fail to help their own case of fighting for equal rights, or even to prove that they're being hunted without having done anything wrong. Some do exist however, just to use their powers for their own gain, and this is seen by Westhaven as abhorrent to an extreme only exceeded by the three main villain groups.
Powers come from several potential sources, with some potential explanations listed;
Genetic - Whether natural or unnatural mutation, or the applications of science upon an individual.
Mystic - Mages, whether through bloodline, a surprising gift, or even the effects of some kind of artifact.
Technology - A knack for putting together things that others think shouldn't work, or are science-fiction. These are generally geniuses in their respective fields, no matter what their age. Androids also fall into this category.
Natural - For whatever reason, the deviant just isn't human, whether they are something from beyond earth, or perhaps of an alternate dimension or even a magical being brought to life.
Deviants are also ranked by the power of their abilities, and although there can be some overlap, it is usually fairly defined;
D Class - The abilities have no real affect on the world, such as changing the color of a leaf, or making food taste different.
C Class - The abilities affect the world obviously, such as the ability to ignite small flames, cause rain from clouds, or stand on water.
B Class - The abilities are clearly capable of causing harm, such as tossing fireballs, reading someone's mind, picking up a car, or leaping over a small house.
A Class - The abilities are likely to cause collateral damage when used, such as being strong enough to cause localized tremors with a punch, the ability to read everyone's mind within the area of a city or larger, or summon massive conflagrations capable of consuming a building in flame.
S Class - The abilities cause collateral damage, intended or not. Most at this level cannot help but cause devastation, and many cannot turn their powers 'off'. A walking blizzard maker, a living atomic bomb, or an uncontrollable shapeshifter are examples of S Class deviants. Such beings tend to lead short lives without help, because they tend to have difficulty being able to find rest, much less enough sustenance to consume that their very powers do not destroy.
Power Usage - How an individual uses their powers may vary, but several things remain common.
All powers require manipulation for something, and that takes energy. The more one uses a power, the more one tends to have to eat to feed the reserves their body uses up. The more powerful the power, the faster it burns that energy. S and A classes tend to be ravenous after exerting themselves even slightly.
Techniques and devices that inhibit, prevent or amplify abilities, tend not to work from one type to another. Westhaven has collars, beams and rooms that can dampen or nullify Genetic abilities, but they have no effect on those of a Mystic, Technological, or Natural bent. Similarly, they have wardings to block Mystic spells, but they wouldn't stop a fireball tossed by a mutant. There is on occasion some overlap, such as Technomancers (mages who control technology) having devices they are controlling get jammed by competing signals.
Power control is instinctive. It can be learned to be controlled consciously, but when first awakened, the deviants tend to be unaware of how to stop or even direct their abilities, and often lash out uncontrollably. S Classes may not be able to control their abilities in any fashion, as it would in effect be like trying to leash a comet.
Character creation
The part you've been waiting for, simply submit the following as a character summary AT THIS LOCATION and you will be informed as to whether or not you've been approved and what Class your character would be considered. Once approved, character's may play at will.
Name:
Age:
Type: (Genetic, Mystic etc.)
Typical power or powers displayed: (Most have only one, a few an display as many as four or five)
Brief background: Who they are, or where they come from. Particularly anything that others should know about them.
Westhaven exists as a privately funded academy, with two massive dormitories (separated by gender) an expansive multi-winged school and a sprawling ground surrounded by a 10 foot tall, several foot thick brick wall. Beneath this impressive campus are sprawling basements, filled with high-tech facilities, including many training rooms built to withstand tremendous punishment, quite a few specialized holding cells and an extensive medical facility.
Westhaven is not the only group interested in such individuals however, the other three groups that operate in North America do not care as much for the well-being or even free will of their charges. They are as follows;
First Star Initiative - A powerful shadow organization that somehow manages to launch surprise assaults on known 'deviants', despite their mainly observed forces being three story tall humanoid robots that spout a borg-like 'resistance is futile' and similar lines as they attempt to apprehend and contain unusual people within their metallic chests for transport to mysterious locations. They conceal their operations with heavy funding, and will even brainwash 'normals' that happen to see too much of their activities.
The Tri-Circumferal Circle - AN organization of mystics who hold that any and all magic must be within their control to better mankind. They routinely capture, kidnap and otherwise force young mages to enter their folds. Those who work along with their particular system are granted a small amount of independence, and a chance at a small amount of normalcy in their lives, those who resist in any way suffer as living mystic batteries, their senses and bodies bound by magical forces until they are unable to do anything but what the Circle demands of them.
The Gray Men - The true original name of this organization is unknown. All those who manage to keep out of their clutches refer to them by their gray suited agents who pursue their agenda with a single-minded fanaticism. In truth, their agents are captured 'deviants' who have been conditioned and reprogrammed to do exactly as they are ordered by their superiors, no matter what the cost to themselves or innocent bystanders. Common belief among those at Westhaven, that death for a Gray Man, is actually a gift, for it means freedom.
There are also quite a number of radical groups scattered throughout, but they tend to do more harm, and fit into the stereotyped view of the dangerous deviants that the government and all the news sources publicize, so fail to help their own case of fighting for equal rights, or even to prove that they're being hunted without having done anything wrong. Some do exist however, just to use their powers for their own gain, and this is seen by Westhaven as abhorrent to an extreme only exceeded by the three main villain groups.
Powers come from several potential sources, with some potential explanations listed;
Genetic - Whether natural or unnatural mutation, or the applications of science upon an individual.
Mystic - Mages, whether through bloodline, a surprising gift, or even the effects of some kind of artifact.
Technology - A knack for putting together things that others think shouldn't work, or are science-fiction. These are generally geniuses in their respective fields, no matter what their age. Androids also fall into this category.
Natural - For whatever reason, the deviant just isn't human, whether they are something from beyond earth, or perhaps of an alternate dimension or even a magical being brought to life.
Deviants are also ranked by the power of their abilities, and although there can be some overlap, it is usually fairly defined;
D Class - The abilities have no real affect on the world, such as changing the color of a leaf, or making food taste different.
C Class - The abilities affect the world obviously, such as the ability to ignite small flames, cause rain from clouds, or stand on water.
B Class - The abilities are clearly capable of causing harm, such as tossing fireballs, reading someone's mind, picking up a car, or leaping over a small house.
A Class - The abilities are likely to cause collateral damage when used, such as being strong enough to cause localized tremors with a punch, the ability to read everyone's mind within the area of a city or larger, or summon massive conflagrations capable of consuming a building in flame.
S Class - The abilities cause collateral damage, intended or not. Most at this level cannot help but cause devastation, and many cannot turn their powers 'off'. A walking blizzard maker, a living atomic bomb, or an uncontrollable shapeshifter are examples of S Class deviants. Such beings tend to lead short lives without help, because they tend to have difficulty being able to find rest, much less enough sustenance to consume that their very powers do not destroy.
Power Usage - How an individual uses their powers may vary, but several things remain common.
All powers require manipulation for something, and that takes energy. The more one uses a power, the more one tends to have to eat to feed the reserves their body uses up. The more powerful the power, the faster it burns that energy. S and A classes tend to be ravenous after exerting themselves even slightly.
Techniques and devices that inhibit, prevent or amplify abilities, tend not to work from one type to another. Westhaven has collars, beams and rooms that can dampen or nullify Genetic abilities, but they have no effect on those of a Mystic, Technological, or Natural bent. Similarly, they have wardings to block Mystic spells, but they wouldn't stop a fireball tossed by a mutant. There is on occasion some overlap, such as Technomancers (mages who control technology) having devices they are controlling get jammed by competing signals.
Power control is instinctive. It can be learned to be controlled consciously, but when first awakened, the deviants tend to be unaware of how to stop or even direct their abilities, and often lash out uncontrollably. S Classes may not be able to control their abilities in any fashion, as it would in effect be like trying to leash a comet.
Character creation
The part you've been waiting for, simply submit the following as a character summary AT THIS LOCATION and you will be informed as to whether or not you've been approved and what Class your character would be considered. Once approved, character's may play at will.
Name:
Age:
Type: (Genetic, Mystic etc.)
Typical power or powers displayed: (Most have only one, a few an display as many as four or five)
Brief background: Who they are, or where they come from. Particularly anything that others should know about them.