Since the beginning of time, differences have set people apart. "You're too smart", "you're too short", "you're too big". You hear it everywhere, people hating people over differences. But there is one city that ignores all differences. Almost everyone in it was once hurt because of their differences. You see, the people in this city are not exactly normal. For instance, some can fly, some can move really fast, and some can create fires. These people are called the gifted. They have been around for ages, but few have noticed them. They are human beings with special powers, and once, a government was not happy with them having the powers. Fear of the unknown drove them to action. In 2006, A government facility by the name of the ETG came into the world. From the beginning it was under wraps and was established deep in the American wilderness. In the same year, people began disappearing. Special people; people that would appear on the news. Headlines in newspapers would go from "Man rescues three from burning building" to "Hero goes missing". It was no coincidence, but their precautions against their captives were not infallible. Soon word spread of a government facility capturing and experimenting on tax-paying citizens. and the ETG was shut down. Even so, the gifted were still hated by many. People would avoid them and they would even be forced out of public places. The Gifted knew that there would be no way for them to stay, so they left the cities, and formed their own. It is a place where differences are celebrated, not hated. While most believe the ETG is really shut down, there are rumors it has been running in secret. These rumors were proven true. The city had been attacked. Countless gifted had been killed, and now there is not much of a city left. (Events of City of the Gifted pass) The City was destroyed by ETG. Many Gifted were captured, but the survivors rallied and mounted a counterattack on the ETG facility. The survivors, along with the freed prisoners, escaped on a ship and sailed to Brinkhaven, where they found sanctuary. Of course, the ETG, still operating in secret, followed. While attacking the city outright was never on the table, they got more than they bargained for when events completely unrelated to them caused large, brilliant lights to alert the rest of the world to their otherwise cloaked island. The complex series of events have come to be known as the "Bishamonten incident", during which several gifted died. Derika has since been recognized by the global media and the ETG were thrown into global public spotlight. Derika has since taken up a policy of permanent neutrality. The ETG, while they received more funding, support, manpower, and outlets for resources, must now operate more carefully, as they are under the public eye at all times. With Derika now recognized publicly, the world has immediately been entranced/disgusted with the fantastical continent. Those from all over have decided to flock to Derika and witness the land filled with wonder. This is where your story begins. (Or continues, if you were in the previous RP) Derika: The meaning of Derika is “power of the tribe, ruler of the people.” Derika is a newly discovered island "continent" in the Pacific. All children born on Derika have a 99% chance of being Gifted, and newcomers often discover they are Gifted. No one knows why this is, but it is said that Derika is the source of all the Gifted’s powers. Nearly everyone on the island is Gifted, but the continent is sparsely inhabited.This is due to the flora and fauna of Derika, which are also affected by the island’s unique influence. The animals and plants of the continent often defy logic and are incredibly dangerous. There seems to be no end to new species found living on Derika. This affects the sealife as well, and many can only be found of the coast of Derika, due to the unique resources it provides. This makes travelling to Derika very difficult, as Derika has no airports, and several species are fully capable of sinking ships by themselves. Steel ship hulls are necessary to make the trip without relying on luck and it is not unheard of for ships faring to Derika to bring heavy artillery. Derika draws people looking for action, adventure, and new beginnings. It also draws criminals and Gifted looking to escape society’s judgmental trappings. ETG, initially interested in the island’s high Gifted birth rate, had aggressively expanded upon Derika. Their actions are hindered by the Gifted resistance, who live in a massive walled city called Brinkhaven. The city is incredibly modern and futuristic, with skyscrapers rising high above the formidable city walls. The city of Brinkhaven is atop a dormant volcano within a bay, with a massive suspension bridge connecting Brinkhaven to the mainland. Checkpoints are set up at the entrance to the bridge, all along the bridge, and at the entrance the city itself, which is surrounded by virtually impenetrable walls. Brinkhaven receives a practically limitless amount of power from geothermal and tidal energy. This power goes into powering the city’s massive metropolis and extensive defense systems. Security is a priority at Brinkhaven, and order is upheld by "Queen" Rachael and her Council. Ever since the "Bishamonten incident", the technical rightful owner of Derika, Orion Sirius, has taken up position as "Vice-King". The Council consists of 5 powerful Gifted. Each Council member leads their own faction. Each faction is divided by classification of power. Brinkhaven: Currency: Brinkhaven uses a unique currency referred to as “Credits”. Credits are a currency not (as of yet) used anywhere else in the world. Credits are not usually physical, and are stored in Brinkhaven’s techmaturgical systems. These credits are bound to your identity, using your gift signature as identification. If you prefer a degree of anonymity, it is possible to place credits from your account onto a Z-card (akin to a credit card, but unaffiliated with any banking establishment and not registered to any owner, like a wallet) or get an empty Z-card and receive credits through a card-to-card transfer machine. Said transfer machines are usually roughly the size of a calculator with a similar interface, and can be bought from many stores on Derika for between $15 and $100 depending on make, quality and design. Most stores and financial institutions on Derika offer free use of their transfer machine. Credits are scaled to work much like USD, and 100 Credits is roughly equivalent to 1 USD. As such, it is common (albeit incorrect) to refer to Credits using the dollar and cent symbols, ($, ¢) as the majority of Brinkhaven residents are from the United States. Housing: Rent an apartment, buy an apartment, or try Faction housing. Rent - Apartments rent for $1500-3000 a month. This includes utilities. Prices are subject to change on a case-by-case basis. Buy - Apartments are expensive. Go kill a few dragons if you want to buy an apartment. (more than a few actually. Go catch a golden pig) Faction Housing - If the Faction leader has determined your ability and skill set is of worth to them, they will provide housing and food for free. (They will almost never deny someone. Unless they have a horribly useless power or a horribly horrible personality) In exchange for the free stuff you get for joining, you have to partake in faction activities, which are usually along the lines of fighting ETG, monsters, Gifted, keeping the peace, and making the faction stronger. Repeated failure to participate will result in expulsion. Faction Classifications: Elemental (Having to do with elements, relating to all on the periodic table and ones that would be put on the periodic table were they to be explained scientifically; General alchemy, chemistry, stoichiometry and the like.) Dimensional (Having to do with the 3 dimensions of space, the dimension of time, all other unidentified dimensions of existence, and the laws of the universe which define them such as physics and gravity) Physical (Having to do with physical/bodily modification, augmentation or synthesis; material abilities functioning extraneously to elemental alignments) Mental (Having to do with the mind, mental processes, and the mind's physical effect on the world) Unaligned (A difficult category to define, these abilities simply do not fit in any other category. They often pertain to abilities themselves or behave on forces unidentifiable as any of the other categories.) To determine what faction your character's ability belongs to, ask yourself what forces is works off of. Often an ability could be many different categories depending on how it works. For example, say your ability is to set things on fire. If it is because your character possesses the ability to manipulate fire, then it is elemental. If it is because a substance can come out of your character's pores that reacts to oxygen and quickly combusts when exposed to air, then the ability is physical. If it is because your character can inexplicably raise the temperature of a specific area enough for a material to combust, then the ability is dimensional. If it is caused by increased temperatures from mental focus that induce combustion, (the wikipedia description of pyrokinesis is more like that of elemental, but yes, creating fire with your mind.) then your ability is mental. And finally, if it is because your ability influences the events that take place around you in such a way that induces fire, then your ability is unaligned. Rules: Owner: Mattie_ Admin(s): Ryik Moderators: JulietFrenchGirl, Bobert778, Cenesramance, mas0n99 1. Standard RP rules of conduct. 2. Powers must be related. (All abilities on a character must be able to be explained as one ability. For example, the ability to manipulate the ocean and by extension its contents would abide by this rule, while the ability to control the minds of animals and manipulate water doesn't.) 3. No overpowered powers. (such as world ending powers) 4. Really bad RPers must improve or will have to leave. 5. Cannot have the powers of someone if multiple of that power already exists and is active. 6. Cannot have the same name as someone else unless permission is given by the current owner(s) of that name. Does not apply if the name is inactive. 7. 6 character limit per user. (message me for permission for more) Changing or Adding on to Your Character's Ability You are allowed to change how your character functions, but that does not mean you are allowed to change your character's ability on a whim. As a general rule of thumb, if it's possible the new ability was their ability all along, with no conflicts in canon, then it is allowed to change their ability. (This mostly concerns people who've just created new characters and realize that one little detail would make them much better in their eyes) If the above does not apply (hiding your power is not an acceptable excuse to use) and you intend to change or add on to your character's ability, they need a canon reason for doing so. Whether the canon reason fits the gravity of the change is reviewed on a case-by-case basis. Keep in mind that this change must still fit rule #2, barring a canon explanation. Do not make a character with the notion that they can just be upgraded later. Even if your character goes through a lot, do not expect it to be an automatic ticket to better powers. You should design your character's full potential from the onset; if you want your character to undergo progression, describe the full ability in the app and detail that their abilities won't initially be fully accessible. Very few people actually change or add on to their abilities, and the reason they have for it is usually because it wouldn't make sense if it didn't change. It is done so infrequently in fact, that the only reason I bother mentioning it is because it is something that can be done, and how it is done had to be better outlined. In all cases of changing your ability, the new ability must be approved by an admin. (and, accordingly, follow rule #3) Application: Please post your apps inside the OOC Thread. Name: Age: Gender: Gift (Power): (Supernatural ability or mutation. You can only have one Gift) Weaknesses and Limits: (Something that causes your powers to go haywire, and/or limitations on your powers.) Appearance: (Describe your character. An image is optional) Personality: (101.9% optional) History: (Required, but just basics, like where your character was born, their life before coming to Derika, how they got to Derika, their relation to the ETG if they have any, etc.) Equipment: Clothing, weapons, whatever you might have on you. (could be nothing but the clothes on your back) Vocabulary: ETG: Ambitious government organization shrouded in secrecy. The ETG is mysterious and powerful, it hunts and researches Gifted. This organization "is" the law. It's influence is almost all-permeating and its resources near-infinite. It works to protect the world from the Gifted, but the methods used are often harsh and questionable. They will relentlessly hunt Gifted, capturing them with Antinite cuffs until a specialized cell is prepared. If such is not possible, more drastic containment procedures (coma, suspended animation, death, etc.) may be taken. It is highly improbable that a captured innocent Gifted will be released on the grounds of innocence. Gifted: A person that unlocks their Gifted abilities naturally. Synth: An ETG soldier who has had their power unlocked using a serum. The serum has been known to have flaws, and it is thus possible for a Synth to lose their ability entirely in time. L-Watch: Communication device used by the residents of the old City. It was created by the deceased technological Gifted genius Leo. The L-Watch can make calls, video chat, and send pictures, e-mails, or messages. Z-Watch: New communication device used by the Factions. The Z-Watch can make calls, video chat, send pictures, e-mails, or messages, has access the internet, and can run games. Based on the L-Watch. Antinite: A rare power-nullifying stone usually found deep beneath Derika. Only exhibits its effect when touching flesh. Can be made into an alloy. Can also prevent certain ability types from passing through. When active, Antinite slowly crumbles and falls apart, gradually eroding into a fine dust. For this reason, more permanent containment procedures than Antinite cuffs are used by ETG for long term imprisonment. Gift: Power, ability, mutation, or special skill that makes you a Gifted. One’s Gift is tied to your soul. Both a Gift and a soul is unique. Artifact: Anything imbued with a person's soul. An Artifact is used to manifest the Gift of whoever's Gift has been placed inside. Only the ETG or a supergenius with near-infinite resources can create Artifacts. ETG had created and used Artifacts as weapons against the Gifted. Artifacts tend to be much more fragile than the item they are made with and thus easily shattered. Organized Crime: Organized crime is generally divided into three groups, Bandits, Smugglers, and the Mob. (To keep things simple and easy to refer to.) These three groups of criminals deal in all the conventional illegal goods such as weapons and drugs, but they also deal a drug unique to Derika. Rapture. Rapture: A plant that grows only on Derika. It does not grow very well in any other country, and the effects are lessened to the point of being useless if it isn't grown on Derika. Popular in drug trafficking and organized crime. The Rapture plant is large leafy plant with light purple leaves. It smells sweet and takes a considerable amount of water to grow, so it isn't found in the wild very often. Rapture can be made into light purple granules that gives off a distinctly sweet smell, almost sickly sweet. When added to liquid, it will dissolve, adding a light purple tinge and make the liquid give off a sweet smell and taste sweet. Harder to detect in darker, more pungent drinks. When processed, it becomes a fine purple powder than can be snorted, injected, drank, or eaten, depending on how it is used. Rapture causes the user to feel an extreme high, more than most other drugs, and feel very relaxed and chill. This high causes the user's eyes to take on a light purple tinge, and become bloodshot.The user will feel very warm and comforted, their heart rate will slow, and they will hallucinate pleasant images. However, in this state, the user is liable to be set off by the slightest of things and instantly become enraged and even violent. When this happens, the user's body will produce massive levels of adrenaline and become extremely aggressive. They will not feel pain nor be reasoned with until the high wears off. Furthermore, Rapture enhances whatever Gift the user may have. When coupled with an enraged Rapture user, this often results in devastation. Rapture is also extremely addictive, especially because of the Gift enhancing effects. Withdrawal: A first time user only feels a strong urge to take it again. This urge grows with each successive use, until it becomes an addiction. The addiction accompanies sweating, shaking, and an even stronger urge to take Rapture. The longer and stronger the withdrawal grows, the weaker the user's Gift will get, until the user's GIft is completely useless. Their Gift will return to even greater strength if more Rapture is taken, or if the user "gets clean" of Rapture. Dealers Can be found on most shady street corners and in dim alleyways. Rapture is illegal in Brinkhaven, but that doesn't stop it from being used. This drug has rapidly become a problem, and the Factions are tasked with the arrest of Rapture possessors and the seizure of any amount of Rapture. Bandits Bandits operate all around Derika, raiding towns and living in encampments in remote areas of Derika. They farm Rapture, but usually force more remote villages to farm Rapture for them. Rapture is native to Derika, and is more resistant to Gifts than most plants, so manual labor is still necessary. Bandits sell their Rapture to Smugglers, or distribute it to outlying towns and villages. Smugglers Control the ports and seas, trafficking illegals to and from Derika, as well as smuggling goods to and from Brinkhaven, which is closed off from the mainland by water. Smugglers ship Rapture off of Derika, and sneak it into Brinkhaven for the Mob to sell on the streets. The Mob Controls the crime in Brinkhaven and some of the larger towns on Derika. They deal Rapture all around Brinkhaven, and also refine the drug for resale and profit. For the characters that are less moral and wouldn't normally join a Faction, this is the alternative. A criminal organization provides all the things a Faction would provide, as well as illegal goods, such as experimental, high yield weapons, prostitutes, drugs, and more lucrative employment options. This comes at the expense of possibly being posted on Brinkhaven's bounty board if one becomes infamous. Also, entry to Brinkhaven will be barred if a criminal Gifted's identify is known. ETG is highly interested in Rapture's Gift-doping abilities, and are trying to get their hands on large amounts of Rapture for themselves. Bandit farms and Smuggler shipments are coming under attack by ETG raids as well as Faction raids. Characters in Brinkhaven will sometimes notice people high on Rapture, especially in the poorer parts of the city. Occasionally, a rampaging Gifted will start trouble. Church of Lesua Lesua is a player character who started a church to herself. While it has garnered a rather large following, a fair portion of the people within it are present (sometimes solely) for the fact that it functions as an assassination hub. When given no specified target, it is a hub for bounty hunting. When Lesua declares a target, she will reward an assassin who accomplishes her task generously. Due to the nature of the church itself, it is quite possible for anyone to walk in and take up a job, get help, or purchase supplies. Despite being an assassination hub, it is a rather cordial, church-like environment, as brutish behavior in her church tends to invoke the wrath of Lesua. young children, the elderly and murderous assassin alike all attend, and the resulting intermingling creates a family-friendly homicide headquarters. Of course, scaring the children is frowned upon and calling the church blasphemy is… ill advised. How Artifacts work: A Gift is an integral, important part of a person. It is synonymous with a person's soul, and to lose your Gift entirely is to lose your soul. Without your Gift, you become an empty husk of your former self. A piece of a Gifted's "soul" can be taken out, which will damage their "soul" and take away their powers for a period of time, until the harvested piece regenerates. The piece of the victim's "soul" is what is used to create artifacts. When a Gifted dies, their "soul" stays within their body for up to several months, depending on the state of the Gifted's body. After that, the Gift can no longer be taken from the body of the dead Gifted. Helpful Links: Warning that the wiki has been in a decrepit state of disrepair and is fairly outdated. Wiki Link: The City of the Gifted: Derika, Land of the Gifted (Original): Steam Group: IC Thread: Submit apps here. Rules: 1. Have fun. 2. Don't be mean or intentionally offensive. 3. Kanye, Kanaya, Kanay, Kaney, Kanana, and Kan-of-tuna are all banned from this thread. Trespassers will be shot. Violently. And mercilessly. With extreme prejudice. Maximum prejudice actually. This also goes for those using a fake name. You can't fool us, we know who you are. 4. No cursing.