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Fantasy Derika - Land of the Gifted [Always Accepting]

Mattie

Knight of Mind
Since long in the past, an incredibly few rare individuals would develop abnormalities—powers and mutations that set them apart from the rest of humanity. Some found themselves able to take to the air or make the ground itself shake with a thought. Others had their very bodies irrevocably changed, taking on wonderful and terrible new forms. These powers were termed Gifts—those that wielded them, the Gifted. Their small numbers kept their existences relatively unknown, but they became the source of myths and rumors. Over the last few decades, the Gifted have exponentially increased in number. Due to simple probability, some received more powerful Gifts than ever seen before. People could no longer deny the truth.

Naturally, some Gifted used their newfound powers for good, others for evil or selfish desires. They came to be called heroes and villains, and when they clashed, the world suffered for their actions. Public opinion inevitably turned against these individuals wielding unknown and often dangerous powers, yet standard police were woefully inadequate for the job. In addition, even when Gifted were successfully apprehended, they tended to escape before long.

Before controversial military action could take place, a more effective solution presented itself: ETG. An organization offering to capture and securely detain dangerous and uncontrolled Gifted, ETG soon proved to be overwhelmingly effective—able to apprehend and contain even the strongest of Gifted, and with minimal collateral damage. Swiftly earning the approval and admiration of the public, ETG quickly became the world’s leading Gifted-focused security company, providing training for countries that declined their help.

However, criminal Gifted were not the only ones disappearing off the streets. Well-known Gifted acting as heroes, celebrities, or innovators gradually began to vanish. Although things were impossible to prove, who else but ETG could be responsible? Gifted that had managed to escape their abductors reported chilling tales of relentless research, forced labor, and brainwashing. Even hiding and keeping one’s head down wouldn’t work forever—if you were Gifted, ETG would eventually come for you.

Around this time, myths and rumors surfaced about a place called Derika, a supposed safe haven where all Gifted are welcome. People flocked to the island in search of safety, acceptance, a sense of adventure, or even a fresh start.

Abruptly replacing Hawaii in 1990, Derika is an island continent suspected to have been transferred from another world by a Gift. Satellite imagery shows Derika to be around 1500 miles across, but attempts at mapping the interior on foot have been inconclusive. At great cost, expeditions to Derika have revealed an abnormal environment and alien creatures inhabiting both the massive island and the surrounding waters. Due to the immense danger in even approaching the island, most steered well clear, until Gifted started flocking in from all over the world. The public at large is aware that Derika exists, but know little beside that.

Derika draws people looking for action, adventure, and new beginnings. It also attracts criminals and Gifted looking to escape society’s judgmental trappings. ETG, in the name of suppressing the “rogue Gifted”, have set up several bases and are aggressively expanding.

The city of Brinkhaven sits in a caldera of dormant volcano surrounded by a bay. Massive skyscrapers reach into the sky, securely ringed in by the formidable walls of the city—a defense against Derika’s fauna and ETG both. Three massive suspension bridges connect Brinkhaven to the mainland, and at each end of the bridge is a security checkpoint.

Brinkhaven easily meets all of its energy needs from geothermal and tidal energy. Despite the city’s prodigious energy consumption and the drain of the city’s external defense system, there is power to spare. The city gets plenty of supplies from the surrounding towns and villages, but spatial warping to create arable land within Brinkhaven’s walls and Gift duplication of food makes providing sustenance possible.

Border security may seem lax, but there are many measures in place that are not immediately obvious. Dimensional Gifts function within Brinkhaven itself, but are blocked from allowing anything to leave the bounds of the city itself. Similarly, Gifted are unable to bypass the walls from the outside. This effect extends far above and below the city walls, and external city defenses will target anything high above the city itself. Just about every measure has been thought of—for example, Gifted traversing parallel dimensions in an attempt to bypass the walls will find themselves unable to return to reality within Brinkhaven’s boundaries.

Currency: Brinkhaven uses Z-Bucks, a currency usable throughout Derika and backed by the city. Z-Bucks come two forms: electronic and paper. Paper bills are laced with low-grade antinite and altered by a medley of trusted Gifted to make duplication and counterfeiting very difficult. Exchange rate of 1 to 1 with USD. (What a coincidence.)

Businesses: Due to the difficulty of exporting goods from the rest of the world, popular chains have had a hard time getting a foothold across Derika. Most stores and restaurants are founded and run by Gifted on Derika.

Housing: Spatial expansion of Brinkhaven (it’s bigger on the inside than it should be) has solved the lack of housing space, but quality of housing varies widely. Focus on livable housing and lack of easily available exported goods means that basic housing is cheap, but furnishings and luxury housing is not.

Order is upheld by Queen Rachel and her Council, the founders of the only city on Derika called Brinkhaven. The Queen is overwhelmingly capable and holds absolute authority, though as she is neither omniscient nor omnipresent, she has a viceroy to help matters. The Council is made up of five powerful Gifted. Each Council member heads a group of Gifted, hereby referred to as factions. The factions are divided by five classifications of Gifts: Elemental, Physical, Mental, Dimensional, and Unaligned—divisions based on the Gifts that the founding faction members hold.

The factions function more or less as a government-operated adventurer's guild and are tasked with handling external threats such as bandits, the more dangerous fauna inhabiting Derika, and ETG. They also sponsor the and ensure the integrity of the request board, which is how most labor is performed throughout Brinkhaven. Joining a faction is entirely voluntary, and the minimum requirement of a member is to occasionally use one’s Gift in service of the factions. Every member is provided basic housing and food, but upgrades to accommodations, custom equipment, and more can be granted in exchange for greater faction involvement.

Internal security is upheld by the Brinkhaven Police Department, or BPD for short. The BPD will intervene to prevent ongoing crimes and uphold the law, but will not generally investigate crimes and track down criminals—criminal activity not actively in progress is left to the Factions.

While Brinkhaven favors a laissez-faire style of administration, certain institutions and rules are enforced. Education and Gift-control is mandatory to the middle-school level, and drivers are still required to obtain a license and register their vehicles prior to driving. Obviously, murder (of innocents) and similar crimes are prohibited.

There are five factions in Brinkhaven, which match the five classifications of Gifts:

Physical - Biological creation, modification, or augmentation, including unrealistic bodily capabilities such as strength without muscle.

Elemental - Creating, transforming, manipulating, emulating, or becoming a specific substance, or a specific and finite number of substances, including in specific arrangements, in a deterministic manner.

Mental - Influencing or enhancing the mind or mental processes including exhibiting or granting otherwise unavailable or impossible mental functions.

Dimensional - Affecting space, time, dimensions, or altering the fundamental laws of the universe directly, without intermediary cause.

Unaligned - Effects operating on abstract mechanics or otherwise through a change or changes in causality for an individual or individuals.

If a faction has determined your ability and skill set is of worth to them, they will provide a Z-Watch, housing, and food for free. (They will almost never deny someone, unless your Gift is truly useless, or your personality is not worth your Gift.) In exchange for the free stuff you get for joining, a member is required to regularly use their Gift in service to their faction. For combat Gifts, this entails fighting ETG, monsters, Gifted, keeping the peace, and helping train other Gifted. For production related Gifts, it means creating quality works for your faction. For any Gifted, it could be participating in Gift research.

Repeated failure or refusal to participate will result in expulsion, though the system is fairly lenient.

Within the faction, there is a point system. One earns points through completing optional missions. Points can be exchanged for additional luxuries, utilities for your room, artifacts, antinite gear, aether equipment, and money. Mandatory missions serve as the Gifted's payment for the free housing and food. One can also choose to accept money instead of points, but they cannot be exchanged for points. The Z-Watch stores one’s points and acts in conjunction with the badge for identification. Each faction member will receive a badge made with low grade antinite customized with their name and symbol of their faction. Both the badge and Z-Watch are required for identification.

The Factions have designated recruitment building. Upon entering, people fill out simple paperwork with their name, age, date of birth, Gift, and weaknesses (don't actually have this info in the post). Then, they will be led to an area with a wide variety of tools and equipment so that the potential recruit can demonstrate their Gift. Non-Gifted volunteers are also there for mental Gift purposes. Several guards are also there to ensure the safety of everyone there, with the judges behind antinite walls (second lowest grade) and antinite laced glass. Once the judges have deemed the Gift of worth to them (if you're unsure about this you can ask me or a moderator), they will then put antinite cuffs (power nullify on contact or power dampening on contact - second option only used if Gifted would die from antinite) on you and a mental Gifted will go through your mind to make sure you are not an enemy spy. Once this process is completed, the Gifted will be assigned a faction and given their Z-Watch.

The Factions support and host a request board where people can post their needs and list a reward, along with the penalty for failure when applicable. Anyone can apply to resolve the request, and the requester can choose to accept or not. Of course, requests must be legal, and rewards must be paid out as originally listed—the Factions will enforce this much. The Factions may increase the rewards for requests that support public order and safety, such as ones to exterminate dangerous creatures. They can also post their own official requests, which are typically bounties.

Requesters and those completing requests build up a reputation over time as requests are completed and rewards are handed out. While everyone can participate anonymously, a good reputation raises the chance that a request will be completed or that the user will be selected for the request.

Requests can be anything from mundane cleaning chores to monster extermination or even bounty hunting. Some requests will only accept a limited number of people, while others are first come first served.

(Requests will act as writing prompts for your character that you and others may create and post for yourself or others to do! I might DM requests myself for smaller groups later on. If rewards are unacceptably high (or low) I or my mods will say so.

Officially, ETG’s mission is to capture criminal Gifted and contain dangerous Gifts that pose a threat left unchecked. Backed by or influencing the majority of the world’s governments, ETG is able to freely and legally operate throughout the world. The marked decrease in disruptive Gift incidents worldwide has secured ETG’s reputation in the eyes of the public, despite rumors of corruption and illegal operations.

While the organization claims to only detain criminal Gifted that pose dangers to society, in reality all Gifted are targeted. Some Gifted are approached in an official capacity, told that they need to come with ETG in order to gain a measure of control over their “unstable” Gift. Other Gifted are simply abducted during the night, or incapacitated and taken anyways.

Gifted captured by ETG undergo forced labor, testing, experimentation, and conversion to ETG’s cause—not that this is public knowledge to even most of ETG personnel. Despite this, many Gifted voluntarily and happily work for ETG—the pay is good, the benefits are unmatched, and the sense of purpose is second to none. The black with gold trim uniforms with bold ETG lettering also look really good.

A person who has a Gift. One can develop or discover a Gift at any age—some will manifest their Gift as a physical and permanent change at birth, others will have mutations slowly develop as one grows, or find themselves changed all at once overnight. Since many Gifts will only activate under very specific circumstances, are unobservable, or are useless, many Gifted may not even realize they possess a Gift.

In general, the public treats Gifted with distrustful caution, but treatment varies depending on the area. Some Gifted were worshipped as prophets and cult leaders, but the less secret cults tended to

Gift - Power, ability, mutation, special skill, or combination of those things that makes you a Gifted. A Gift can be anything like impossible talent in juggling, to being implausibly lucky, to simply having wings. A large portion of Gifted have weak or mundane Gifts, with smaller numbers having stronger Gifts.

Name: (Name of character, and any nicknames)

Age: (If your character is a small child, they better act like a small child.)

Gift Summary: (Supernatural ability/mutation. You can only have one Gift, and all aspects of a Gift have to be connected and related. Gifts that are purely physical modifications can involve unrelated improvements to the body under the umbrella of a modified constitution. Gifts that involve powers and an altered biology must have the mutations connect to the power. For example, creating fireballs and having sharpened hearing are unrelated, while having a toughened, skeletal hand that produces flames is fine.)

Power levels to shoot for would be the BnH anime, Level 4's from A Certain Magical Index, most One Piece Devil Fruit Users, the weaker Naruto Jonin, and Agents of Shield.)

Gift Weaknesses and Limits: (Describe your character’s Gift in detail, with an explanation of how it works and the limits of what it can do, and any applicable weaknesses. If applicable, try to roughly define range, speed, strength, volume, duration, if it can directly affect people’s bodies at distance, and any other relevant metrics. Please try to adhere to the limits of your character’s Gift—I’ll be keeping an eye out to ensure fairness. No duplicate Gifts, and try not to overlap with other Gifts too much.

Gifts prohibited are those involving the future, time, alternate timelines/parallel universes, time travel, breaking of the fourth wall, and Gift-stealing/nullifying/amplifying. Gifts that increase intelligence, control the minds of others, and copy other Gifts are heavily, heavily discouraged. While inspiration being taken from an existing character or archetype is fine, blatant rips are also discouraged.

Remove this section when you post it onto the OOC. This is to prevent other players from metagaming, consciously or unconsciously. )

Appearance: (Describe your character’s appearance. An image would be helpful, but is not required.)

Personality: (How other characters would generally perceive your character’s personality—hopefully you already know what your own character’s personality is like.)

History: (Basics of the character’s life before coming to Derika. They cannot have been already living on Derika. New characters may not be members or former members of Derika, or have encountered ETG in any meaningful capacity —it leads to retroactively creating a weird canon with each application I accept, and I will characterize ETG myself. Histories involving ETG may become available later on.)

Party Control: (Yes or No.)

Other: (Anything else. Delete if not used.)

In your character application, you may choose whether or not to enable party control. This is your initial decision and may be changed through notifying the mods and I through an OOC post. If party control is enabled, other people are allowed to RP with your character.

Rules people must follow when party controlling a character:
  1. You may not injure, harm, or kill the character
  2. You may not use a character’s Gift in a way that they have not used it before
  3. You may not write out the character’s thoughts - only their actions
  4. If the owner asks you to change something concerning their character, you must do so
  5. You must try your best to RP the character as faithfully as possible
  6. You should only perform actions necessary to advance - unless specified otherwise
Party control is designed to help keep the RP moving. It is your choice whether or not to participate in it.

Your character will start having just walked through a bridge checkpoint into Brinkhaven proper. Those planning on living in Brinkhaven through non-Faction means must register for citizenship at the Department of Immigration, where they’ll be given an ID card laced with the lowest antinite. That card is necessary in order to obtain a driver’s license and obtain housing. The card itself records your character’s age, Gift summary, a picture, a physical description(since standard height/weight may be inapplicable), and any other outstanding information. The Gift summary is entirely up to the character registering, but more accurate summaries will help find employment. If not a Gifted, the summary is left blank.

The Immigration department will provide basic food and housing for up to a week before turning your character out onto the streets. If there are extenuating circumstances, one can apply for an extension. In the meantime, employees will help your character find work, through either applications of their Gift or skills and talents they possess.

You character will have gotten to Derika by either buying passage aboard a boat, stowing away on a ship, or flying. Costs will depend on quality of housing, safety, speed, and treatment. Flights are prohibitively expensive due to the danger of flying in Derikan airspace.

Z-Watch: Communication and tracking device used by faction members. A Z-Watch can call, video chat, send pictures, e-mails, use it as a GPS, and message others. It can also be used as an electronic wallet to send and receive money. If one is part of the factions, the Z-Watch functions as a second form of ID and alerts the user of any mandatory faction tasks as well as any optional ones.

Antinite: Power-nullifying metal that can be made into an alloy. When active (dampening or nullifying a Gift), antinite slowly decays to lesser grades of anitinite. For this reason, more permanent containment procedures than antinite cuffs are used by ETG for long term imprisonment. Antinite can have varying degrees of effectiveness depending on what one's Gift is.

There are differing grades of antinite, ranging from benign to affecting Gifted from a distance. Medium grade antinite has a relatively fast decay rate, while low grade antinite has almost no decay rate. The antinite stops decaying once it has reached the lowest grade possible. They are typically divided into several tiers:
  1. Nullifies Gifts on contact and also in a radius in proportion to the mass of the antinite and weakening with inverse square proportionality past a certain distance.
  2. Nullifies Gifts on contact and dampens abilities in a radius in proportion to the mass of the antinite weakening with inverse square proportionality.
  3. Nullifies Gifts on contact
  4. Dampens Gifts on contact
  5. Gifts will not work on the antinite whatsoever (i.e. teleportation will not work)
  6. Gifts cannot alter or change the antinite (i.e. teleportation can work)
Higher grades of antinite are very rare, especially the ones that affect Gifted from a distance. Non-Gifted need to be the ones to mine and handle it for maximum gains because it will start decaying otherwise.

Aether Crystal: Crystal that can be used to channel one’s Gift. In most cases, aether crystal acts as an extension of the Gifted’s body. The most common aether equipment is in the form of clothes and there are multiple shops that sell them.

When aether equipment is obtained, it must first link to the user’s Gift over a short period of time—typically no more than 20 minutes. This is done by being in continuous contact with the equipment. Once linked, the aether equipment cannot channel another Gift until it has been linked to that Gift. Although linked, aether equipment only functions when in physical contact with the Gifted. Aether equipment is moderately expensive, and custom orders even more so, but basic clothing is affordably priced.

Rapture: A plant native to Derika, and seemingly impossible to cultivate anywhere else for reasons unknown. It's Incredibly well-known, popular, and illegal in Brinkhaven.

The Rapture plant is large leafy plant with flat, star-shaped light purple leaves. It smells sweet and takes a considerable amount of water and nutrients to grow.

Depending on the processing method, one can process the plant into rough granules, a fine powder, or concentrated oils. While the method of consumption will vary the duration and intensity, higher doses of Rapture will produce a very relaxing, blissful feelings of warmth throughout the whole body that can be remarkably pleasurable. As the user’s eyes take on a light purple tinge, pain and discomfort vanishes, and a sense of peace and security overtakes the mind. However, the user also becomes more sensitive to upsetting and irritating stimuli, be it physical or emotional. If sufficiently antagonize, the peaceful, relaxed sensation will abruptly fade and be replaced by a sense of loss and hostility. Adrenaline will flood the body as the user’s heart rate accelerates. This often leads to instances of disproportionate violence, especially against the offender. Furthermore, Rapture enhances the user’s Gift—one of the only substances known to do so. When coupled with an enraged Rapture user, this often results in devastation.

At lower doses, users will feel less stressed, their Gift will be strengthened, and they’ll still maintain control of their faculties. This makes it very easy to form a psychological dependence to the drug. As such, Rapture is considered highly addictive.

Withdrawal:
As the user continues to use Rapture and build a tolerance, while sober they will feel progressively more stressed and on edge until a high seems to be the only way to feel relaxed and at peace once more. This only worsens the sense of loss and resulting anger a user will feel when they are bothered while high. In addition, the user’s Gift will weaken when sober, returning to full strength for a period of time after using Rapture before declining faster and further as tolerance builds. A Gift will return to full strength after Rapture fully leaves the system and some time has passed without uses. The time it will take varies depending on how heavily Rapture was used.

Despite these drawbacks, Rapture is commonly used by many Gifted at lower doses, with varying success. Feelings of inadequacy and worthlessness drive many with weaker Gifts to Rapture.

A strange and incredibly rare phenomenon called a dreamrift occurs when Gifted excessively daydream or are unresponsive for prolonged periods of time. A rift in space opens up and swallows the said Gifted. Inside the rift, the person’s time is frozen. The victim will not age nor be conscious of being in the rift. After an undetermined amount of time, the rift will spit the Gifted back out where they were initially swallowed.

Gifted who have lived on Derika for a while are not unfamiliar with dreamrifts; but due to the rarity and sudden nature of them, are still surprised when they appear. Gifted new to Derika often react with shock and panic if they see another person engulfed by one of these rifts.

Basically, if you do not post with your character for a while, do not have party control enabled, and are holding up others-- your character will be swallowed by a dreamrift. There may be some cases in which you need to post despite having party control enabled. I or a moderator will give you a notice when you should post by before this happens. Time limits before dreamrifts occur will be adjusted accordingly with the pacing of the RP. This is only in place in the interest of keeping the RP moving if one person is holding everyone up.

If you know you will be unable to RP for a while, you can choose to 1) Enable party control on your character 2) Give your character to someone else to RP for that duration 3) Have your character be put in a dreamrift until you are able to RP again. Regardless of the option you choose, please notify a mod or I how long you’ll be gone or an approximate estimate.

The feel of the RP is generally up to the player’s own desires for their character: if you would like a gritty, dark, realistic struggle against the forces of ETG or the shady underside of Brinkhaven, that can be done. Organized crime and criminal elements will provide plenty of challenging conflict. On the other hand, a whimsical, comedic, or happy-go-lucky slice-of-life feeling can also be found through bizarre and extraordinary requests or complications while going about even mundane tasks. Or you could have your character do bits of both here and there. With theoretically plenty of characters around, whatever appeals to you should be available. Finally, once things get off the ground, I will be providing cohesive plots for smaller groups of characters that would like a more game-like experience.

Accepting applications now! RP will begin on Monday!!
My moderators are IceSolstice, Ryik, and negativenull. If you have questions about the setting, please direct your PMs to them.

Feel free to PM me with questions, concerns, or anything else. I’d be happy to respond, even if it’s just to double check a Gift idea.
Characters will typically be fighting giant monsters, hunting down wanted criminals, escaping the clutches of ETG, and generally just trying to get by in the chaotic, bizarre city that is Brinkhaven.

Later added will be the marketplace, Arena, black market board, and bestiary.
Custom flora and fauna are also accepted, so if you have a cool idea for a creature or plant you want to see in the RP, feel free to post it in the OOC thread.
I'm pulling rank and reserving a few Gifts: Enhanced research and development of animal-inspired inorganic augmentation, limited body-surface localized dimensional storage and retrieval, and kinetic energy fueled teleportation, processed matter manipulation, wing creation, plant manipulation, crystal creation and animation, invulnerability, and a slime. Reserved for an NPC is ability to split attention multiple ways. Also reserved (for my mods) is personal biomancy, wing creation, plant manipulation, enhanced information processing, and a sapient disease.

Link to thread is here: Fantasy - Derika - Land of the Gifted [OOC]
 
It looks really good from what i've read so far, I am interested. Also kudos to you having so much stuff already written out.
 
You've said no mind control, but what about emotions? For example, he adds a little anger into a person to make them louder and less rational, or he calms a person by suppressing anger and fear. Would that still fall under the umbrella of mind control?
 
You've said no mind control, but what about emotions? For example, he adds a little anger into a person to make them louder and less rational, or he calms a person by suppressing anger and fear. Would that still fall under the umbrella of mind control?

Affecting emotions is perfectly fine. The no mind control was referring to direct mind control, straight up forcing characters to do stuff against their will.
 
You've said no mind control, but what about emotions? For example, he adds a little anger into a person to make them louder and less rational, or he calms a person by suppressing anger and fear. Would that still fall under the umbrella of mind control?

Ah, hey! My character kind of does that, effecting emotions, I mean. Maybe, if yours does too, they can teach mine? Or something. My character isn’t too expirenced, and a teacher would be cool, if you’re interested!
 

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