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Old September 19th, 2022, 11:40 PM
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Willowfern Willowfern is offline
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Default The New League Sign-Ups, Information, and Lore

SIGN-UPS ARE NOW OPEN!
Applications Are Now Closed Until Further Notice!


Roleplay

Four decades ago, the first superheroes presented themselves to the world.
They called themselves The League of Four, and their powers were unmatched by any of the world’s current technology or war machines.
Their leader was called Golden Glory, and he had the power of flight. invincibility, and metal manipulation.
Golden Glory’s two closest friends were a pair of twins, Aqua and Agua, who could control the tides and anything else water related. Aqua also had the power of water-breathing, while Agua could create water.
The final and youngest member of The League was a Gifted who went by Rigor. Rigor had the power to create any kind of technology he could dream up. The only limitation was that he had to convince himself that it could, in fact, exist. With his powers, he created wings for himself and prosthetics that gave him superhero-esque abilities that he would have otherwise not had. Rigor was often ignored by the world, and when he was mentioned at all, he was oft referred to as the sidekick or tagalong to The League.
Shortly after the first superheroes came into being, the first villains did, too, and The Age of Uncertainty began. The villains took over the world, destroying any sense of diplomacy and causing chaos and fear everywhere. The Age was a lawless time, where it was every man, woman, and child for themselves. No one was safe from the villainy that usually operated right outside their home.
The League responded quickly, but they had trouble reigning in the villains due to the sheer number and force, thus the reason for The Age lasting thirty years.
As the years went on, the villains gained a leader. He called himself Chainbreaker, and he was the strongest person in the world, his powers were so extreme that he could even bypass Golden Glory’s invincibility, causing mass hysteria among the civilian populations. After all, if your hero could be injured, what said you couldn’t be too?
One fateful day, though, The League came to Chainbreaker’s headquarters. The intent was to end his reign of terror once and for all, or to die trying.
The League fought hard and long, but Aqua and Agua fell horribly quickly, they died before the first strike could even be made against Chainbreaker.
The battle raged for a whole day, but Rigor and Golden Glory refused to give up despite the major loss of their two teammates.
Finally, as the villains started to win, Rigor proposed a plan, he would attack Chainbreaker head on, using whatever technology he could think of. Golden Glory cried out against the idea, but in the end it seemed to be the most logical of the ideas the two heroes dreamed up, so the two charged into battle, ready to settle the score once and for all.
The battle’s end was short and sweet, and as the dust settled around the old office building that had been Chainbreaker’s lair, Rigor stumbled out of the broken double doors, carrying Golden Glory’s body in one arm, and Chainbreaker’s mask in the other.
 
Since the deaths of three quarters of The League of Four and Chainbreaker in the year 2152, Rigor has taken the helm of the rebuilding society, founding a new city, Freeland City, referring to the world’s freedom from Chainbreaker and many other of his cronies.
It’s been fifteen years now since the event, and society is slowly recovering and rebuilding under The New League, a group led by Rigor and many prominent, yet non-Gifted, members of the New World.
Once the world reached an end to The Age of Uncertainty, Rigor quickly put to action the building of a New League headquarters directly in the place where Chainbreaker had once held his own. Though the massive six-hundred story skyscraper has many floors designated for government work, lawmaking, law enforcement, dangerous item storage, enemy containment, patrolling, observing, investigating, filing, and international conferences, the crown jewel of Rigor and The New League’s accomplishments in the impressive space was a five-story Gifted training facility located near the middle of the impressive building.
The creation of the training facility was basically a promise to the younger Gifted generations that Gifteds had to hide their abilities no longer. Now, they were to be celebrated, revered, and looked upon as the Heroes that the fledgling New World desperately needed. Every year, the Hero Trials were held for Gifteds 15 and older, and the ranks of Heroes swelled beyond the expected rates, giving the non-Gifted population a feeling of safety and peace.
Now, after years of work, the New World seems to be getting back to its feet, stronger than ever, and the Age of Uncertainty is now beginning to feel like a massive, whole-populous bad dream.
Though, some effects of The Age still linger, and a darkness that hangs at the edge of the city seems to be amassing, threatening Freeland City in a way it hasn’t been since the reign of Chainbreaker.

 
In this Roleplay, characters, Gifted or not, try to navigate a growing world filled constantly with new threats, changes, and difficulties as they operate either with a patrol unit or without.
 
Many Gifted characters will start out as members of an assigned New League patrol unit, which is to be treated as a “family” in a sense. Gifteds in patrol units will have to rely on one another to succeed in assigned patrols and duties and too keep one another safe when out on the dangerous streets of Freeland City. Patrols are made up of five to six Gifteds, rarely is a seventh Gifted added. Patrols are also assigned Patrol Commons, which serve as dormitories for Gifteds. Patrol Commons contain six comfortably-sized bedrooms (that contain a bed, a window, a writing desk, and whatever said Gifted brings in with them to furnish their private space), with a fully-furnished common room connecting them, along with a meeting room adjacent. Patrol units are not always on call, therefore they have a lot of downtime where they can go to the Training Arena, the Cafeteria, the Mass Common Room, the Vault, or just roam about The New League Tower and go where they have security clearance.
(Note: Patrolmates are allowed to know one-another’s real names, though it’s alright if a Gifted prefers not to and decides to remain masked around their patrolmates.)

 
Some Gifted characters may not be apart of Patrol units, therefore they are also not apart of The New League, making them marked under the class of Minor Villain, Vigilante, or Rejected Hero.
 
Minor Villains are considered mainly as nuisances by The New League, as most have very little power to their name, or they can easily be overpowered by New League Patrol units. Minor Villains cannot raise factions, nor can they organize crime groups, but they can cause trouble where they wish, though most are caught and neutralized by New League Patrol units before they can reach the height of their power.

 
Vigilantes are Gifteds who disregard New League laws and prohibitions to do their own type of heroism. They often put the lives of innocents in danger, take risks, tend to be vengeful, and are branded as tryhards by the non-Gifted population. Vigilantes may last for a considerable amount of time in Freeland City, though through reckless decisions, many are caught and neutralized.

 
Rejected Heroes are Gifteds who were rejected at the Hero Trials for having powers that are either too weak, or branded useless by The New League. Rejected Heroes usually settle down and start living a non-gifted life, sometimes aided by their mundane or weak powers. Some, though, will try to become Vigilantes, but not with much success.


 
Non-Gifteds will live normal civilian lives. Most do normal jobs, though there’s a small bit of the population that works in New League Tower.


 
There are five Power Levels, and three Power Classifications.
 
Power Levels are determined by how much of a threat a certain power could pose to society if the Gifted in possession of said power were to become a villain.
 
Level One powers are mundane powers that higher-level Gifteds and even some non-Gifteds commonly call “Life Simplifiers”. Level Oners are very rarely of the Hero type. Examples of Lever One powers are: Summoning tiny items, always having a full tank of gas, advanced hearing, telescopic vision, and making small objects come to life (but not be sentient).

 
Level Two powers are less mundane than Level One powers, though they are still not considered all too powerful. It is uncommon for a Level Twoer to be accepted as a Hero, though it has happened. Examples of Lever Two powers are: The ability to understand all languages, enhanced agility, five-inch hovering, by choice fingerprint changing (a power that is often debated over, as some think that it could be used against The New League, though no moves have been made to change it to a Level Three), double jumping, height altering by one foot, and extreme flexibility.

 
Level Three powers are average in the Power Levels, and it is not uncommon for Level Threers to be accepted during the Hero Trials, though some have been turned away. Examples of Level Three powers are: Pyro manipulation, water manipulation, ability to make others fall asleep, ability to make small objects come to life and be sentient, ability to summon medium objects, one to three foot levitation, moderate telekinesis, and one-link telepathy (the ability to communicate with only one person at once using the brain).

 
Level Four powers are above-average in the Power Levels, and Level Fourers will almost always be accepted during the Hero Trials. Level Fourers often rise to leadership positions rather quickly, though not always. Examples of Level Four powers are: Pyro genesis in small amounts, water genesis in small amounts, flight of up to twenty feet, supersonic speed, extreme leaping, appearance manipulation, invisibility, and slight weather manipulation.

 
Level Five powers are very high levels of power, and no matter what, Level Fivers will be accepted during the Hero Trials, due to the impressiveness of the power, of course, but also due to the fact that The New League fears what may happen if Level Fivers are not put under supervision. Level Fivers are sometimes feared by civilian populations and lower level Gifteds alike. Well known Level Fivers are/were: Golden Glory, Aqua, Agua, Rigor, and Chainbreaker. Examples of Level Five powers are: Pyro genesis, water genesis, invincibility, unhindered flight, unlimited technology genesis, extreme strength, natural world manipulation, weather creation, future sight, telekinesis, many-link telepathy, and mind control. Having more than one power is also classified as being a Level Fiver, even if both powers are mundane (Note: Having more than one power is extremely unlikely, and is considered a double genetic anomaly.) Some Level Fivers who have had powers such as power absorption are put in special quarantines to protect them from society and society from them.

 
There are three power Classifications: Post-Age Power Birth, Third-Party Power Gain, and Generational Power Gain.
 
Post-Age Power Birth began to occur shortly after the end of The Age of Uncertainty and they continue to present day, though there are records of these types of births happening even during The Age, but most were undocumented, so the true numbers are not known. The Power Births are a result of the massive amount of Gifteds appearing during The Age and power residue. Research has proven that some powers leave power residue, which can alter the genetics of fetuses whose mother inhaled or came in contact with such residue, causing the babies born to gain superhuman abilities, not commonly linked with the type of residue, much to scientists’ confusion.

 
Third-Party Power Gains are results of a person or group of people stumbling into an area of massive power residue (which is unlikely), coming in contact with a laboratory substance, or some other unusual way. These powers are also referred to as “Comic Book Powers”, as they are gained similarly to how comic book superheroes gained their unusual abilities. There are two known cases of “super-soldiers” being created, though the creators were shut down due to ethical and humanitarian issues involved with their research and human testing.

 
When two Gifteds or one Gifted and one non-Gifted have kids, those kids have a good chance of being born with powers, sometimes similar to their parent’(s) power(s). There’s a better chance of having a Gifted child when two Gifteds have a child, but there’s still a good chance when only one parent is Gifted. There aren’t too many Gifteds out there who have Generational Power Gain, though more and more Gifteds are being born this way. These Gifteds have a bit of a higher chance of being born with two powers if both parents have a power.

 

 
The New League is set in the city of Freeland in a fictional United States in the year 2167. There are many other countries in the world, but the US is the only country that is really getting back on its feet, which is due to Rigor’s work. Rigor has dispatched Hero factions to other countries to aid them.
 
New League Tower:
New League Tower is a 600-story steel and glass building build on the foundation of Chainbreaker’s former headquarters. New League Tower is also lovingly referred to as “The Capitol of World Order”. Even though there are many, many floors, there are a lot of them that are mainly filled with office cubicles.
 
There are many meeting rooms spread out throughout the tower, though there is one massive one on the 599th floor where Rigor hosts everyone in the tower during important announcements.

 
On the 600th floor of New League Tower sits Rigor’s office. The room is furnished very sparsely, save for the large oak desk and bookshelf along the west side of the room. The back wall is a giant window overlooking the great Freeland City. Special security clearance is needed to enter this room.

 
Outside of Rigor’s office is a museum of Rigor’s personal items he has given the waive to be put on display. Including, but not limited to: Rigor’s original costume, Chainbreaker’s mask, Golden Glory’s costume, Aqua and Agua’s matching costumes, and multiple of Rigor’s technological wonders, made by his own hands. Entrance to this room is permitted, though only after 9:00am, before 5:00pm, and not on weekends.

 
100 floors out of The New League Tower’s 600 floors are dedicated solely to the housing of over one thousand Heroes, a number which is always growing. Due to multiple uses of inner-space enlargement, ten Commons are on a floor, amounting to 60 bedrooms, ten common rooms, and ten meeting rooms per floor. Special security clearance is needed to enter individual commons, but not the floors themselves.

 
The Mass Common Room is an entire floor above the Patrol Commons where different Patrol Units can meet up to chat, plan, play games, or do whatever. There are multiple video game consoles, screening areas, tabletop games, tables, chairs, couches, beanbags, and other items scattered throughout the room to keep Patrol Units waiting on calls from getting too bored. Entrance is permitted.

 
One floor above the Mass Common Room is the Cafeteria, a floor scattered throughout with cafés, restaurants, sweet shops, and other food-related establishments for any kind of palate. Entrance is permitted.

 
This five-floor training arena is filled with all sorts of different kinds of training equipment, weapons, and simulations tailored to the needs of any kind of Gifted. Special security clearance is needed to enter the Training Arena, and special permission is needed to use to the simulations unsupervised. The Training Arena closes from 12:00am to 6:00am for cleaning.

 
The Vault is in the basement of The New League Tower, it is filled with all sorts of different items. Most are mundane items, though some are infused with a Gifted’s power. Any of these items can be checked out with the right clearance. Special security clearance is needed to enter the vault.

 
The ground floor lobby is not particularly of much interest, though it is a hub of activity in the mornings and evenings as people are coming and going from the security check-ins. No special security clearance is needed to enter the lobby, though to get from the lobby to the elevators security clearance is needed.

 
Below the Vault are two more levels, each filled with one hundred maximum security, power neutralizing cells used for holding Gifted enemies of the city, state, and country. The cells are never all the way full, though they are ready to be if they have to. Very special security clearance is needed to even go down to this level in the elevator. Guards flank the elevator doors at all times of the day and the night, and guard changes are done at intervals in which the post is never left.

 
Freeland City is filled with all sorts of city-like things. Though many residential areas are still in disrepair after The Age, along with many entertainment areas, the city is still thriving and ever-growing. Roleplayers are encouraged to help add-on to the list of locations. If a location is visited enough times by multiple characters, then the location will be added to this master post with a description and credits to the “discoverer”.

 
People in Freeland City dress much like people do in real life, though Gifteds who work at New League Tower wear costumes correlating to their respective Hero aliases. Capes are not allotted, nor are overly-revealing costumes.

 
 
1. All WCO Forum and Non-Warriors Roleplay Rules apply.

2. Even though this is in the roleplay rules, I cannot emphasize this enough NO POWERPLAYING! This is a dice-roll combat roleplay, and there should be no other type of combat used unless both parties agree to have a predetermined fight for plot reasons. (If the fight outcome is predetermined, add a disclaimer to your first few posts for the fight.)

3. Going places without security clearance is one, unrealistic, and two, punishable by imprisonment of loss of Patrol Unit status depending on the area of forced entry. Unless you want a fast ticket to infamy among the employees of New League Tower, do not bypass security clearances.

4. There are no leniencies. Your character will be punished just as every other character no matter what. If you do something bad, even if you were doing it for development, most likely you’ll be caught and tried by the Higher-ups. Unless, you discuss it with me beforehand and we come to a conclusion and a mutual agreement.

5. If I don’t accept a character or power, do not roleplay that character or that power anyway, I’m trying to make things realistic for the established world I’ve created, and if every character had black eyes, dyed-purple hair, two Level Five powers, and was the daughter of Chainbreaker, then that would not be realistic, would it?

6. On the note of relationships with lore characters, no. Unless you give me a very persuading argument, then no.

7. Also, who gets Level Five powers will be determined by a dice role. One in ten (or less, depending on how many characters are applied.) characters will be allotted a Level Five power.

8. No cheating, use the honor system. Do not, and I repeat, do not cheat on dice roles. I can’t see what you role, so I’m going to have to take your word for it. If you role a 5, please don’t lie and tell me you rolled an 18, it ruins the spirit of the happen chance in the roleplay, and it doesn’t make it as fun. I will be observing combat roleplays, and if someone somehow magically keeps rolling really high numbers, I’ll either assume you’re cheating or are somehow the luckiest person in the world.

9. Do not complain about who your character is put on patrol with, I do a random dice role, I don’t have it out for you.

10. Please try to think a little bit when creating characters, I don’t want a bunch of kids with fire powers, I want variety, flavor.

11. You may only have two Gifted characters, one Level Fiver, and you can have indefinite non-Gifteds.

12. Please don’t try to break the plot line of the roleplay. Current events will be uploaded almost daily with the information needed from “Freeland City Post” and other newspapers, Tabloid magazines and newspapers, and information from the League Communications Center. (All information will be included in the first roleplay post.) Characters are free to interact with current events that they would know about. (Non-League members would not know Comms Center information.)

13. Try to make posts one paragraph minimum at length, though this is not a firm rule.

14. Have Fun! :3

 
The combat system is relatively simple, and kind of D&D inspired. Say you get in combat with another character, you have to roll a d20 against them. You get a 7, they get a 16, they win, you’re brought down by one hit point. If you both get the same number, both your characters dodge the attacks. Every new character starts out with ten hit points, hit points are awarded weekly for consistent activity or above-and-beyond good behavior, the more hp you have, the better. When roleplaying combat, make sure to display your hp in your post, and don’t try to fudge your numbers, either, as I will be keeping track of how many hit points a character has received. Unless it is an honest-to-goodness fight to the death, hp resets at the end of a duel.
(Characters with Level Five powers can bring dueling partners down by two hit points if they roll a 15 or higher.)

 
1. I’m not going to be super strict on character creation, just don’t do anything outlandish. By outlandish, I mean having said character be born with an unnatural hair color, eye color, or whatever without any explanation other than “It’s cool”.

2. Also, if you’re going to give your character a disability/mental illness, please do some research on it or have some baseline knowledge on it, and don’t base your character off of bad stereotypes, either.

3. Please no names like “Darkness Midnight Bloodygem Redhound”, you have to remember that these are to be portrayed as normal humans in the sense of naming.

4. Try to come up with a cool, creative alias if your character is a Gifted!

5. All characters must be accepted by me before they can be roleplayed!

6. Have Fun! :3

 
These are plot-important characters who are roleplayed by me. They’re kind of NPCs in a way.
 
Name: Ryan Patterson
Alias: Rigor
Occupation: Acting President(?)
Power: Technological Genesis
Power Level: 5
Power Class: Third-Party
Age: 57
Gender: Male, He/Him
Appearance: A taller man with very neat salt-and-pepper hair, tannish-white skin, and watery blue-gray eyes. He is always dressed in his costume unless he’s wearing a suit. He always has a very severe facial expression.
Personality: Rigor is very secluded, and he even neglects spending time with his own son at times, though he love his son very much. Rigor is highly intelligent, and he is an expert in diplomacy, though he also highly stubborn, which makes him difficult to sway.
Even though Rigor denies it, his son has often heard him crying at night because of his old friends.
Alignment: Lawful Neutral

 
Name: Coach Gunner Hall
Alias: Coach
Occupation: Gifted Trainer, Head of Training
Power: “Super Solider”
Power Level: 4
Power Class: Third-Party
Age: 31
Gender: Non-binary, They/Them
Appearance: Muscular person of average build, short-cropped dyed-blue hair, often seen wearing tracksuits, white skin, and has yellow eyes as result of experimentation on them at a young age.
Personality: Gunner is a very kind and friendly person, they often take over as a parent figure for most young Gifteds, and they never are lacking in advice and a cheerful word when needed. Gunner is very serious about their work, though, and they’re always pushing their trainees to be the best Heroes they can be.
Alignment: Chaotic Good

 
I’m going to provide two different forms, one for Gifteds, and the other for non-Gifteds.
 
Name:
Alias: (If given/chosen.)
Faction: (New League Patrol Unit Member, Minor Villain, Vigilante, or Rejected Hero.)
Power: (This does not mean you’ll be getting this power.)
Desired Power Level: (This does not mean you’ll be getting this power level.)
Power Class: (Birth, Third-Party, or Generational.)
- How Power Was Gained: (This is for third-party gains only. Use this area to summarize the origin story.)
Age: (If the age is younger than 15, this character will not yet be a New League member.)
Gender:
Appearance:
Costume Design: (If a costume has been give/created.)
Personality:
Alignment:
Backstory:
Other:
@Willowfern

 
Name:
Occupation:
Age:
Gender:
Appearance:
Personality:
Alignment:
Backstory:
Other:
@Willowfern

 

Level Five Gifteds: 2/2 (As the number of roleplayers goes up, so will the number of allotted Level Fivers.)
New League Gifteds: 9/6,000
Minor Villians: 1/5
Vigilantes: 2/7
Rejected Heroes: 0/50
Non-Gifteds: 3/Indefinite

 

New League Gifteds:
Ian Patterson: 10hp
Rebel Holmes: 10hp
Cain Vandersong: 10hp
Vesper Elizabeth Angelina Waught: 10hp
Raphael Acker: 10hp
Kitty Cassandra: 10hp
Alana Alterra: 10hp
Moon Poppy:10hp
Ace Walsh: 10hp

Minor Villains:
Flint Earthbound: 10hp

Vigilantes:
Spencer Jonathan: 10hp
Jasmine Korey-Elden: 10hp

Rejected Heroes:
Link: 10hp

Non-Gifteds:
Amelia Robinson: 10hp
Hera Colton: 10hp
Crystal Afton: 10hp


Last edited by Willowfern; October 1st, 2022 at 07:14 PM.