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.
Always accepting applications!
My moderators are IceSolstice, Ryik, and negativenull. If you have questions about the setting, please direct your PMs to them.
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.
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.
To start, your character will have just disembarked a bus or 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. Those planning on joining a Faction will enter the Faction Recruitment Building. Those not planning on living in the city legally or joining a Faction can go wherever they wish.
All players can and should create their own minor NPCs and facilitate registration and testing on their own.
(It just isn't practical for me to RP out interactions with 15 players each separately.)
To start, your character will have just disembarked a bus or 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. Those planning on joining a Faction will enter the Faction Recruitment Building. Those not planning on living in the city legally or joining a Faction can go wherever they wish.
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. If your character is planning on joining a faction, there will be a Faction recruitment building right by the entrance as well.
The Department of Immigration is a relatively tall skyscraper, due to needing to cheaply house all the poor people that are trying to find work in the city. The outer facade is neutral stone brick. Walking in, one is met with a high-ceilinged room, with rows of receptionists behind sturdy metal desks at the back. On the sides are comfortable couches, chairs, and coffee tables for others to wait or simply hang out. At each corner are wide spiral stairs leading to the second floor, where the kitchen and cafeteria is located. From the fourth floor and up are apartment rooms where people will be staying, two to a room. Rooms are furnished with basic necessities, no kitchen, but a full bath.
When a character sees a receptionist, they’ll be given an ID card laced with inert antinite. That card is necessary in order to obtain a driver’s license and obtain housing, and swipes at scanners. 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.
At the back of the room, the words 'DERIKAN EMPLOYMENT AGENCY' are etched in bold lettering onto a frosted glass wall. Past glass double doors is a relatively normal office space. The receptionist at the front desk will ask for an ID card before directing people to a kiosk. At each kiosk is a worker who will look over a person’s skill, talents, Gift, and suggest opportunities for the person. Players can make up reasonable jobs to be suggested to them if they wish.
The Department of Immigration is a relatively tall skyscraper, due to needing to cheaply house all the poor people that are trying to find work in the city. The outer facade is neutral stone brick. Walking in, one is met with a high-ceilinged room, with rows of receptionists behind sturdy metal desks at the back. On the sides are comfortable couches, chairs, and coffee tables for others to wait or simply hang out. At each corner are wide spiral stairs leading to the second floor, where the kitchen and cafeteria is located. From the fourth floor and up are apartment rooms where people will be staying, two to a room. Rooms are furnished with basic necessities, no kitchen, but a full bath.
When a character sees a receptionist, they’ll be given an ID card laced with inert antinite. That card is necessary in order to obtain a driver’s license and obtain housing, and swipes at scanners. 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.
At the back of the room, the words 'DERIKAN EMPLOYMENT AGENCY' are etched in bold lettering onto a frosted glass wall. Past glass double doors is a relatively normal office space. The receptionist at the front desk will ask for an ID card before directing people to a kiosk. At each kiosk is a worker who will look over a person’s skill, talents, Gift, and suggest opportunities for the person. Players can make up reasonable jobs to be suggested to them if they wish.
Characters planning on joining the Factions can enter the faction recruitment building, which is a tall, mostly-glass skyscraper. Above the front entrance are bold white letters spelling out ‘Faction Recruitment’. The decor within is carefully selected to be neutral, since the separate Factions didn’t want one ‘Faction color’ to be favored over the others (not that there really are specific faction colors so much as opinionated people). To the sides are information desks where people can ask general questions and be placed into the queue to be seen. Those waiting can rest upon the scattered groups of comfortable couches, benches, and chairs.
Once called, the character will head over to the appropriate desk, where a receptionist will help the character register their identity if they have not yet. They’ll be given an ID card laced with inert antinite, which is necessary in order to obtain a driver’s license and obtain housing, and swipes at scanners. 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.
Afterwards, the Gifted will be led down a hallway or two to the back of the building, where their Gift will be tested. The specifics of the test will vary widely depending on what the character reports their Gift as. In most cases, target dummies will be set up in a fortified room, with judges looking on from behind reinforced glass. If living targets are necessary, animals and humans can be supplied as well. Production-type Gifted will be provided materials necessary to showcase their ability.
If the character’s Gift passes muster (left up to the player), they will receive a Z-Watch and be assigned a Faction and an apartment with that Faction building. Characters will also be able to use their ID card to swipe into all faction cafeterias. After testing, the character will be free to go wherever, and doorways that lead directly into each Faction can be taken.
Once called, the character will head over to the appropriate desk, where a receptionist will help the character register their identity if they have not yet. They’ll be given an ID card laced with inert antinite, which is necessary in order to obtain a driver’s license and obtain housing, and swipes at scanners. 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.
Afterwards, the Gifted will be led down a hallway or two to the back of the building, where their Gift will be tested. The specifics of the test will vary widely depending on what the character reports their Gift as. In most cases, target dummies will be set up in a fortified room, with judges looking on from behind reinforced glass. If living targets are necessary, animals and humans can be supplied as well. Production-type Gifted will be provided materials necessary to showcase their ability.
If the character’s Gift passes muster (left up to the player), they will receive a Z-Watch and be assigned a Faction and an apartment with that Faction building. Characters will also be able to use their ID card to swipe into all faction cafeterias. After testing, the character will be free to go wherever, and doorways that lead directly into each Faction can be taken.
All players can and should create their own minor NPCs and facilitate registration and testing on their own.
(It just isn't practical for me to RP out interactions with 15 players each separately.)
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 go on epic adventures with your friends, slaying monsters and upgrading your gear. 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.
Always accepting applications!
My moderators are IceSolstice, Ryik, and negativenull. If you have questions about the setting, please direct your PMs to them.
Last edited: